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    FAQ/Move List by DJellybean

    Version: Last | Updated: 03/08/04 | Printable Version | Search This Guide

    MMM     MMM         AAA         RRRRRR   VVV          VVV EEEEEEEE LLLL
    MMM     MMM        AAAAA        RRRRRRRR  VVV        VVV  EEEEEEEE LLLL
    MMMM   MMMM       AAA AAA       RR    RRR  VVV      VVV   EEE      LLLL
    MMMMM MMMMM      AAA   AAA      RR    RR    VVVV  VVVV    EEEEEEEE LLLL
    MMM MMM MMM     AAAAAAAAAAA     RRRRRRR      VVVVVVVV     EEEEEEEE LLLL
    MMM  M  MMM    AAAA     AAAA    RR   RR       VVVVVV      EEE      LLLL
    MMM     MMM   AAAA       AAAA   RR    RR       VVVV       EEEEEEEE LLLLLLLLLL
    MMM     MMM  AAAA         AAAA  RR     RR       VV        EEEEEEEE LLLLLLLLLL
    
    SSSSS UU   UU PPPPP EEEEE RRRRR   HH  HH EEEEE RRRRR      OOO     EEEEE SSSSS
    SS    UU   UU P  PP EE    RR  RR  HH  HH EE    RR  RR    O   O    EE    SS
    SS    UU   UU PPPP  EEEE  RRRRR   HHHHHH EEEE  RRRRR    O     O   EEEE  SS
     SSSS UU   UU PP    EEEE  RR RR   HHHHHH EEEE  RR RR   OO     OO  EEEE   SSSS
       SS  UU  UU PP    EE    RR  R   HH  HH EE    RR  R  OOO     OOO EE       SS
    SSSSS   UUUUU PP    EEEEEERR   R  HH  HH EEEEEERR   R OOOOOOOOOOO EEEEEESSSSS
    
    
    - [ www.dingojellybean.com ] -
    - [ Version: Last ] -
    - [ Date Started: 7/12/99 ] -
    - [ AIM: Dingo Jellybean ] -
    
    
    =============================================================================
    -------------------------------- [ Credits ] --------------------------------
    =============================================================================
    
    -- Capcom(www.capcom.com)
       For making an excellent game and for their hard work in all of their other
       games.
    
    -- Marvel(www.marvel.com)
       Thanks to them for creating these lovable Marvel characters.
    
    -- Captain Commando(spidey_5@hotmail.com)
       Essentially my God, in terms of writing. He was the one who helped me
       first start writing back in July of 1998. He's been a great friend
       and a great writer.
    
    -- Jeanne Burch(http://www.sigma.net/burch/faq.html#awards)
       For helping me out on the Thanos bio and Maestro's bio.
    
    -- GameFAQs(www.gamefaqs.com)
       To CJay for his hard work and dedication to the popular site.
    
    -- James Chen((jchensor@ucla.edu)
       For his fabulous combo system that we've all come to know. (^_^)
    
    -- Migs Rustia(www.miggy.net/msf)
       For his clarification on the combo system and also his excellent web site,
       I suggest you check it out.
    
    -- Kao Megura(kmegura@yahoo.com)
       Thanks to Chris MacDonald for his the official names of Thanos and
       Dr.Doom's special attacks.
    
    -- Dingo Jellybean(AIM: Dingo Jellybean)
       For typing up this FAQ.
    
    -- Dallas(www.accentral.net)
       For being a great friend for so many years.
    
    -----------------------------------------------------------------------------
    
    Okay, so this will be my last update. It's been a while since I've done
    anything FAQ-related (over 2 years to be somewhat exact), so I just want to
    touch up on this guide that severely needs touching up. I've reformatted the
    guide to make it look easier to read, though some of the information itself
    has been untouched, so you'll have to forgive my former 14-year old self
    writing this guide(because the guide gets corny a bit). I was kind of
    unsatisfied with this guide, I mean it had the information down, but there
    were also unncessary information that was kind of common sense, so I took it
    out. Please, don't bother me with this guide, I've done enough that I can
    with it, so I won't add any little combos you might have. I've taken out my
    email address because people tend to forget that the information they ask is
    in the guide. Please use the find/search function that's present on your
    computer (for most of you it's Ctrl+F) and find it. I don't really play games
    anymore, but I owe it to the readers that stuck by me all these years to
    encourage me to write. So without further ado, this is my guide to one of the
    most fun games I've ever played.
    
    (March 8th, 2004): This took a couple of hours to do, but I reformatted the
    guide and corrected some information as well as take out a lot of junk, so
    expect this guide to be cleaner, faster to load, and more resourceful than
    before.
    
    (July 12th, 1999): Finished the guide, it should have all information
    possible including some in-depth analysis for each character to go head to
    head with any other character.
    
    =============================================================================
    ------------------------------- [ Copyright ] -------------------------------
    =============================================================================
    
    This FAQ is not in any way to be used improperly, improperly defined as;
    using for profit, taking credit for this guide as your own, altering the
    guide in any way. You are welcomed to use the guide if you do not intend to
    do any of the above. Simple as that, I won't get into the legal mumbo jumbo.
    
    Copyright Dingo Jellybean; 1999-2004
    
    -----------------------------------------------------------------------------
    
    Game Functions(supers, counters, etc.)
    Combo System
    Magic Series
    Characters
    - Blackheart
      - Moves
      - Combos
    - Captain America
      - Moves
      - Combos
    - Dr.Doom
      - Moves
      - Combos
    - Hulk
      - Moves
      - Combos
    - Iron Man
      - Moves
      - Combos
    - Juggernaut
      - Moves
      - Combos
    - Magneto
      - Moves
      - Combos
    - *Psylocke
      - Moves
      - Combos
    - Shuma Gorath
      - Moves
      - Combos
    - *Spider-Man
      - Moves
      - Combos
    - *Thanos
      - Moves
      - Combos
    - *Wolverine
      - Moves
      - Combos
    Miscellaneous
      -- Codes
      -- Disable Gems
    Closing Comments
    
    * This indicates a character has an infinite combo.
    
    =============================================================================
    ----------------------------- [ Game Functions ] ----------------------------
    =============================================================================
    
    Here is what the game is based on, you block, dash, and super jump like
    normal. Incase you need help on how the game functions then read on,
    otherwise you can skip this section.
    
    ---------------------------------------
    Blocking: UB/B/DB(while being attacked)
    ---------------------------------------
    When you block to can completely avoid and physical damage, only Hulk's
    regular attacks will do block damage. You can block in the air and
    basically block any other move your opponent tries to throw at you,
    besides a throw. When you block special attacks like Captain America's
    Shield Slash, you will always incur a little damage. The block damage is
    unrecoverable and some moves may even lose you a chunk of life even if
    you do block. This is primary for beginners and its once of the most basic
    steps in winning battles.
    
    -----------------------------------------------
    Throws: F/B+FK/RK/SP/FP(when close to opponent)
    -----------------------------------------------
    Throws are grabs that are unblockable and do alot of damage, infact throws
    will always do the same amount of damage no matter what damage guage
    you set it at. Throws can be tech hit out of, which will be explained
    below. When you are close to your opponent each character has a special
    throw, its up to you to find out what button is required for the
    throw. Throws can also be done in the air and every character in the
    game has at least one type of throw. Grabs and holds are another type of
    throw, they usually involve Wolverine, where he repeatedly slashes at
    the opponent's back. In this game you can ram the buttons to get an
    extra hit out of it, but that's about it. Ramming the buttons during
    these holds and grabs will only make the grab or hold go faster, they
    will not make the grab or hold do more damage.
    
    ---------------------------------------------
    Tech hit: F/B+FK/RK/SP/FP(after being thrown)
    ---------------------------------------------
    A tech hit is what known as a "parry throw." It allows you to either cut
    the damage of the throw or completely escape a grab or hold. You must do
    the motion immediately after you have been thrown or right after you are
    caught in a throw, grab, or hold. If you perform the motion to late, then
    you can't tech hit out of a throw, grab, or hold.
    
    -------------------------------------------------
    Safety Roll: B,DB,D+P/K(after being knocked down)
    -------------------------------------------------
    To avoid being attacked any further from OTG combos, complete the
    motion to roll. During the roll your character is completely invincible
    and can block immediately after the roll. Sometimes when you are knocked
    down from a super you can often roll towards your opponent and attack
    them, even though their super had already connected. A prime example
    is Iron Man's Proton Cannon, Captain America can easily roll and counter
    the recovery time of the Proton Cannon, despite the fact that he ate
    the entire super. Also you cannot roll from combos or supers that
    initiate the flying screen. Meaning that air combos that ends with an
    AC Finisher, strikes, or supers like the Berserker Barrage X, you cannot
    roll after the moves have connected.
    
    --------------------------------------------------------------
    Infinity Counter: B,DB,D+P/K(when blocking an attack)(level 1)
    --------------------------------------------------------------
    When you are being constantly attacked or near death from a high chipping
    super, then your best choice instead of blocking all the way, is to counter.
    All counters in the game are invincible throughout the entire move, so when
    your near extinction from a Proton Cannon, you can use your counter to
    completely escape some block damage. Don't use the counter with every
    chance you get though because they do require one level of super.
    
    ------------
    Dash: F,F/3P
    ------------
    This is like a quicker version of a regular walk. Dashing allows you to come
    to your opponent or escape from your opponent more quickly than a standard
    walk. The dash also allows your sprites to be deeper into the opponent's
    sprites so that more hits can be put in combos. Every character in the game
    has a ground-based dash while only a few characters have an air dash. You can
    stop in the middle of a dash as well by hitting the opposite direction you
    are dashing in.
    
    ----------------------------------------------
    Super Jumping: D,U/3K/U(after a launcher only)
    ----------------------------------------------
    Super jumping can be seen from the last game, X-Men Child of the Atom. They
    allow you perform a jump much higher than a regular jump. Super Jumping is
    prime for escaping ground based supers or for use in air combos, infact
    nearly 70% of the combos in this FAQ involve super jumping. You only need to
    press U after you have launched your opponent to do a super jump. You can do
    many special attacks in the air and you can steer yourself away or towards
    your opponent during and after the super jump.
    
    ------------------------------------
    Infinity Combo: Special Motion+2P/2K
    ------------------------------------
    Every character in the game has at least one of these. They are often called
    "supers" and they perform massive damage towards your opponent. Some supers
    can be done in the air and all supers require a level of super. To use the
    Infinity Combo you must have a level of super and perform the required
    special motion. Some supers are not as good as others and some supers have
    start up delays and recovery times. Its up to you to decide on your best
    judgement when to use these supers.
    
    ----------------------------------
    Taunt: D,D+Select(Saturn: D,D+L+R)
    ----------------------------------
    Taunts in this game have basically no use offensively. They are here just to
    tease your opponent, humiliate them, rub your friends face in, or just to
    annoy the heck out of your opponent. As you can expect taunts will leave you
    open to attack and you cannot cancel from these taunts. Some taunts may even
    do damage, but very minute damage. So unless you are far away from your
    opponent and they don't have any supers or you are ahead in the life guage
    department, then I suggest you stay away from using these, unless of course
    you need a good laugh once in a while.
    
    --------------------------
    Dizziness: Constant Attack
    --------------------------
    This only happens when you are bombarded by attacks. You cannot become dizzy
    in the air unless your oppnent AC Finishes with a special attack like the
    Drill Claw or Web Swing. On the ground dizzies are at its peak, meaing that
    probably any attack will cause a dizzy if your opponent is in a near dizzy
    mode. The indication of a dizzy is shown by the characters portrait near his
    or her Infinity bar. At first the character's portrait is blue and the facial
    expression is normal, then after a few hits it turns yellow, after more hits
    the facial expression changes and the background color of the portrait
    becomes red. When you are hit with a few attacks when your portrait is red
    you will then become dizzy and your portrait will remain red and spin wildly.
    When you are dizzy you are momentarily stunned, meaing that the opponent can
    attack you at will and there is nothing you can do about it. To avoid this
    from happening in the future simply avoid attacks for a while and wait until
    your character's facial portrait turns back to normal. Also your character's
    dizzy condition will remain that way if you block attacks, meaning that if
    your character's facial portrait is yellow and you block attacks, your
    character's condition will remain that way. Also supers do not cause
    dizziness, but its ideal to use them when your opponent is diizy, taken
    consideration that you have enough super meter for it.
    
    --------------
    Infinity Guage
    --------------
    This guage is under your vitality guage. This guage slowly and gradually
    builds up as you attack. You don't even have to connect with an attack to
    build this guage up, some attacks even drain super meter from your opponent.
    Once its stored in place you are welcomed to use either an Infinity counter
    or an Infinity Combo.
    
    --------------
    Vitality Guage
    --------------
    This guage is shown in a yellow bar located at the top of the screen. It will
    gradually decrease as you take damage or block either a special attack or an
    Infinity combo. There will be a red bar the drains after you have been hit
    behind the yellow bar, its only and indication of how much damage was
    incurred. Only Wolverine can refill his guage naturally.
    
    ---------------------------
    Infinity Gem Use: D,DB,B+3P
    ---------------------------
    When you have a gem perform this motion to activate them, they can only be
    used once during the entire battle and your character can carry all 6 gems at
    the same time. Each gem has a unique ability which will be described below.
    
    =============================================================================
    ------------------------------ [ Infinity Gems ] ----------------------------
    =============================================================================
    
    In Marvel Super Heroes there are infinity Gems, straight from the comics.
    They allow your character to perform special abilities normally not available
    to them, but the use is limited. Some gems however give your character a
    unique ability that it wouldn't give other characters when used, but that
    will be explained in each of the character's section. You can aquire these
    gems by attacking your opponent, some moves cause the gem to pop out of your
    opponent's hands and they drop onto the ground. Simply walk over the gem to
    pick it up, you can even roll towards the gem after a knockdown. Not all
    attacks will cause the gem to come out, mainly Infinity Counters, Infinity
    Combos, Special Attacks, and some taunts will pop the Gem out of the
    character's hands. Also note that when the character activates the gem they
    are invincible for a brief second and near by opponents will be knocked to
    the other side of the screen for some minute damage.
    
    -------------
    Time Gem: Red
    -------------
    This gem allows your opponent to move faster than normal. This does not
    however improve your start up time and recovery time on your special attacks.
    the Time Gem only affects your regular attacks, walking speed, and dash.
    
    Ideal Character: Hulk, Shuma Gorath
    
    ---------------
    Soul Gem: Green
    ---------------
    With this gem activated your character will gain two blocks of unrecoverable
    life. During this activation an opponent can still knock some life out of you
    mainly with a special attack. If you take block damage from special attacks
    the effectiveness will slowly decrease. So its almost worthless to use this
    when blocking a Proton Cannon.
    
    Ideal Character: Iron Man(not much use, see Iron Man)
    
    -------------------
    Reality Gem: Yellow
    -------------------
    The Reality gem allows your character to send out projectiles with each
    regular attack, these projectiles will even do block damage and they add the
    overall damage done to your attack. The use of this is very limited and lasts
    very fast.
    
    Ideal Character: Blackheart
    
    --------------
    Mind Gem: Blue
    --------------
    This gem will refill your Infinity guage at a phenominal rate. Its almost
    guaranteed to fill at least two bars of Infinity guage. If your Infinity
    guage is full I suggest you use a super then activate it.
    
    Ideal Character: None
    
    ----------------------
    Power Gem: Red(again?)
    ----------------------
    Well the color of this gem is suppose to be a mix of red and pink, but mostly
    red. I don't think its the resolution on my T.V. but I could be wrong.
    Anyways this will practically double the strength of your character's
    attacks. This will not double the damage of your super or special attacks
    though. This will also cause your character's normal attacks to do block
    damage and everytime you attack your opponent with an attack the screen will
    flash red.
    
    Ideal Character: Captain America, Psylocke, Wolverine, Spider-Man
    
    -----------------
    Space Gem: Purple
    -----------------
    This gem provides your character with super armor, meaning that it will take
    a second hit to launch your opponent or a second hit to stun your character.
    It will take three hits from jabs and shorts to stun your character. Also you
    will incur no block damage and all regular attacks are cut down in half, but
    your opponent can disipate your Space Gem more quickly if they continuously
    attack you.
    
    Ideal Character: Magneto, Juggernaut
    
    =============================================================================
    ----------------------------- [ Combo System ] ------------------------------
    =============================================================================
    
    Combos in this game are performed by hitting a series of varying attack
    buttons that can ultimately wow the crowd and yourself. However, learning
    combos takes a bit of time, so if you aren't too familiar with combos in
    Marvel Super Heroes, take a look below.
    
    [ Launcher: ] The basic air combo(also known as Aerial Raves in Japan) start
    up move. Every character in the game has one except for Apocalyse. If you
    have trouble using your launcher properly you will have some serious trouble
    getting into your offensive game, unless you are a master at ground combos.
    Once you launch your opponent your opponent goes flying up into the air
    unable to block for a second or two, at that time is your golden opportunity
    to pull off a combo. Launchers are often used as anti-air attacks as well,
    but they normally don't have the priority of special move anti-air attacks.
    
    [ Air Launcher: ] Air launchers are very similar to launchers because they
    jack the opponent up into the air and it sets up the opponent for an air
    combo and also remember that not every character in the game has a air
    launcher. However the opponent must be in the air for the air launchers to
    fully jack the opponent up, if the opponent is on the ground that means the
    opponent will not be launched even though they were hit with an air launcher.
    Prime examples include:
    
    Marvel Super Heroes: Hulk's S.Roundhouse
    X-Men vs. Street Fighter: Juggernaut's S.Fierce
    Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse
    Marvel vs. Capcom: Captain America's S.Strong
    
    [ Small Launcher: ] The are launchers that help set up the characters' air
    launcher or regular launcher. You must remember that not every character in
    the game has a small launcher. With a single attack the opponent is jacked up
    just a bit, but not enough to set the opponent up for an air combo though.
    Small launchers often are too useless to be used as anti-air attacks, and are
    mainly used when the opponent is on the ground. Prime examples include:
    
    Marvel Super Heroes: Psylocke's C.Forward
    X-Men vs. Street Fighter: Cyclops' C.Forward
    Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward
    Marvel vs. Capcom: Zangief's S.Roundhouse
    
    [ Straight Launcher: ] The launchers are often called strikes. They send your
    opponent flying across the screen. These intitiate the flying screen, where
    the opponent follows the victim's momentum. You sometimes can combo off of
    these but rarely, they are used to sometimes keep opponents away. Prime
    examples include:
    
    Marvel Super Heroes: Magneto's S.Fierce
    X-Men vs. Street Fighter: Juggernaut's S.Roundhouse
    Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce
    Marvel vs. Capcom: Captain Commando's S.Fierce
    
    [ Air Combo Finisher: ] Also known as AC Finishers. In the air you can't
    combo the opponent forever(except for some characters) and you will need to
    finish the combo at some point in time, then you would use the AC Finisher.
    The basic AC Finisher initiates the Flying Screen, which is usually
    incorporated by the character's super jumping Fierce or Roundhouse, even a
    super or a special move can be used as an AC Finisher. Your opponent cannot
    roll from AC Finishers that causes the flying screen effect, also AC
    finishers can include special attacks that don't cause a Flying Screen and
    can be rolled from after the attack like Spider-Man's Web Swing.
    
    [ Off The Ground: ] Often referred to as OTG. You can further your combo by
    picking up your opponent off the ground, usually with a C.Short and then
    launch the opponent and perform another air combo. Most of the times the
    opponents can roll before this happens, but tend to forget. A prime example
    can be found using Wolverine:
    
    D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG)
    
    The knockdown in this combo is the crouching forward, and the pick up is the
    crouching fierce. Even though Wolverine has knocked down his opponent he can
    still continue his combo from their.
    
    [ Air Combos(Aerial Raves): ] Every character can pull these off in the game.
    They usually start with a laucnher and then the opponent is then pummeled by
    the characters continuous attacks. Air combos should always start with Jab,
    because it wouldn't be much use if you immediately go to a fierce because
    that would just end your combo right there. NOTE: If you did import a Capcom
    fighting game they are known as Aerial Raves. So instead of the little
    message saying "Air Combo" it says "Aerial Rave."
    
    
    =============================================================================
    ------------------------------ [ Magic Series ] -----------------------------
    =============================================================================
    
    The whole key to all the characters combos in the game. Without this chain
    system combos would be completely obsolete. Here this is where beginners
    should start and get a brief knowledge at how this easy system works. Combos
    almost 95% of the time start with either a Jab or a Short, then is followed
    by a chain sequence into a stronger attack. Some characters can do 5 hits in
    the air and some can do three, it all depends on the character you are
    fighting, the character you are using, and what magic series the character
    possess in a discrete pattern.
    
    [ Stronger: ]
    
    Jab --> Strong --> Fierce
    
    This can be done by almost any character in the game. Also you do not just
    have to stick to just using straight punches and straight kicks, you can also
    do this:
    
    Short --> Forward --> Fierce
    
    Just as long as the next hit you will execute is stronger than the last hit,
    then the combo will fully come out.
    
    [ Punch to Kick: ]
    
    Fierce --> Short
    
    Only one character in the game possess this odd magic series, and that is
    Shuma Gorath. Here you can go backwards in terms of strength but you can
    never get more than two hits, and you can never go forward like a stronger
    magic series. Remember, this is only just one possible combination, you can
    go from a Strong --> Short, or a Fierce --> Roundhouse.
    
    [ Kick to Punch: ]
    
    Roundhouse --> Strong
    
    This is very similar to Punch to Kick Magic series, but its reversed. Only
    two character in the game has this magic series and that is Blackheart. Here
    you can go backwards in terms of strength but you can never go forward like
    the stronger series. You can never get more than two hits out of this and
    also there are more combinations like Short --> Strong, or Short --> Jab.
    
    [ ZigZag: ]
    
    Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse
    
    The most complex part of the magic series, but after you take sometime you
    can perform outrageous combos like the experts. You can most likely collect
    five hits out of this magic series. Also you can skip some of the magic
    series for example:
    
    Short --> Strong --> Fierce --> Roundhouse
    
    You can also perform a stronger magic series as well because basically a
    stronger magic series is in the ZigZag magic series.
    
    [ Weak Start: ]
    
    Short or Jab --> Stronger Attack
    
    Consider this like a weaker version of the stronger magic series. You can
    only go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is
    it, you cannot get more than two hits out of this and Hulk is the only one
    with this magic series in the game.
    
    [ None: ]
    
    Any attack --> Special Move
    
    That is the biggest combo out of this magic series. Any character with this
    magic series is primarily at a disadvantage, since the player cannot get more
    hits out he can only cancel into a special move just like those two-in-one's
    back in the old Street Fighter days.
    
    NOTE: The way this combo system is set up is that after the first hit, any
    proceeding attack will effectively be weaker. Say a fierce normally does
    about 44 pixels of damage, but after you combo a fierce off a jab it may do
    40 pixels of damage. The more hits you chain in, the weaker the proceeding
    hits become until they only do one pixel of damage. Though there are
    exceptions to this, such that if you combo a Weapon X, the slash will still
    do significant damage even after 99 hits.
    
    
    =============================================================================
    --------------------------------- [ Legend ] --------------------------------
    =============================================================================
    
    Basically this is James Chen's combo system, but it was refurbished by the
    help another genius named Migs Rustia. This combo system is easy to read and
    clear and its credited to the both of them.
    
    , is used to indicate normal move chaining
    --> indicates Special Move cancellation
    /\ indicates that you cancel the current move with a Super Jump
    \/ indicates that you land or will land after a move performed during SJ.
    S. stands for standing
    C. stands for crouching
    DN. stands for holding down on the controller while attacking during a jump
    UP. stands for holding up on the controller while attacking during a jump
    FWD. stands for holding towards on the controller (direction you are facing)
    J. stands for jumping
    SJ. stands for Super Jumping
    D. stands for Dashing before performing the move
    AD. stands for Air Dashing
    F. stands for Flying
    (OTG) means this will hit opponent off the ground
    (FS) means that the move you just did initiated the Flying Screen
    AC - Air Combo
    AC Finisher - A move that will end an air combo by initiating the FS
    -- [ ] -- These brackets means it's just a character's special move.
    ---- [ ] ---- These brackets refer to a character's best gem, infinity
                  counter, and infinity combo.
    
                              Other Legend
    
    JP      Stands for Jab Punch
    SP      Stands for Strong Punch
    FP      Stands for Fierce Punch
    SK      Stands for Short Kick
    FK      Stands for Forward Kick
    RK      Stands for Roundhouse Kick
    3P      Stands for pushing all three punch buttons at once
    3K      Stands for pushing all three kick buttons at once
    (air)   Indicates that move can ONLY be done in the air
    (close) Indicates that move must be performed in Throw Range
    U       Stands for holding the controller/joystick upwards
    D       Stands for holding the controller/joystick downwards
    F       Stands for holding the controller/joystick forwards
    B       Stands for holding the controller/joystick backwards
    UB      Stands for holding the controller/joystick up backwards:back jump
    UF      Stands for holding the controller/joystick up forwards:jump towards
    DB      Stands for holding the controller/joystick down back:defensive crouch
    DF      Stands for holding the controller/joystick down forward:
    
    
    =============================================================================
    ------------------------------- [ Characters ] ------------------------------
    =============================================================================
    
    ------------------------------ [ Blackheart ] -------------------------------
    
    
    -- [ Inferno: F,DF,D,DB,B+P ] --
    
    Depending on which button you push makes him do either an Ice pillar, Fire
    pillar, or a Thunder Pillar that each one of them has their own distance, Jab
    is for close range and can be used as an anti-air attack and the fierce
    version can be used from a distance. However if Blackheart misses you will be
    setting up yourself for a calamity because he just stands there while still
    in his Inferno pose, but one thing for sure and that's the fact that this
    does alot of damage and must be used early to be used as an anti-air attack.
    
    
    -- [ Dark Thunder: B,DB,D,DF,F+P ] --
    
    Well not the best move in the game but it does have alot of range and
    distance as well. The jab version makes him hit the ground, the strong makes
    him go head height, and the fierce version makes him go at a fourty-five
    degree angle which can be used as an anti-air attack. The fierce version can
    be used as an anti-air attack but it really isn't all that effective and he
    must start the move early so that it at least hits the opponent. Also this
    can be used to nullify projectiles and still hit the opponent as well and can
    be used as a mistake punisher.
    
    
    -- [ (soul steal: FP ] --
    
    Well this isn't really a special move because it involves his regular
    attacks, but it has special features that you would normally see in a special
    move. Basically what this does is rapidly drains the opponent's life away. I
    mean it drains a ton of life, but it doesn't go to Blackheart though. However
    you can never kill your opponent with this move for some odd reason I don't
    know and its also hard to connect with despite the fact that it has alot of
    range. Mainly because it takes a while for this to come out and when
    Blackheart gets hit the little demons go away, but they don't go away if they
    have already connected. Also the more demons that are on the opponent the
    quicker and more life they drain, and also when its blocked Blackheart gains
    alot of super meter. The recovery for this move is bad though.
    
    -- [ (time stopper: RK ) ] --
    
    Well this isn't much of a special move either because it involves his regular
    attacks, but like his Soul Steal it does have special attributes though. When
    he does this move and if it connects he will first start out with a kick and
    then green demons(or depending on which color you select him as) cling onto
    the opponent making them literally freeze unable to block. This gives you the
    opportunity to do your Judgement Day, your Inferno, or your launcher. I've
    tried putting in a Heart of Darkness or a Dark Thunder after this move but
    for some reason once you do these moves the little demons just go away and
    the opponent is free to block so I guess its just certain moves that you can
    do. Also if the opponent blocks these Blackheart will gain an absurd amount
    of super meter. Also these little demons have been known to stop projectiles
    and yes even the Maximum Spider and Final Justice, and that's pretty special
    isn't it?
    
    
    ---- [ Armageddon: D,DF,F+2P ] ----
    
    An excellent super to use overall, mainly because it does a ton of damage and
    combos easily off of his launcher. It'll do the most damage when you are in
    the corner and does alot of block damage. It takes a while for this super to
    start though since due to the fact that it takes time for the rocks to fall
    down. The recovery time is excellent since he can recover before the rocks
    start falling. However the Weapon X is liable to catch him if he misses with
    this super because it lacks horizontal range. But its a 50/50 chance that
    will happen, the best supers to counter the miss is the Proton Cannon, Space
    Gem, Reality Gem, Power Gem, Kouchou Gakure, and a Heart of Darkness. If
    Spider-Man uses his Maximum Spider he will simply bounce off the rocks and
    most likely be hit by them too.
    
    ---- [ Heart of Darkness: D,DF,F+2K ] ----
    
    Quite possibly the coolest looking super in the game. Its 10 times better
    than it is in MSHSF and the damage that it does is phenominal. Its obviously
    his strongest super and ramming the buttons adds extra demons for more hits
    and more damage. Once it starts a giant blackhole will appear under the
    opponent, that's the gateway to his dimension. Then demons fly from the
    blackhole and juggle and balance your opponent high into the air then sends
    your opponent flying even higher with a blast of black magic. This super goes
    on for a long time and its just so cool how he laughs as the demons connect.
    The thing I like about this super is that the recovery time is very minimal
    and 99% impossible to counter even if blocked and also he floats up there
    with you laughing. When this super is blocked a few demons will fly out and
    Blackheart will float, but after a short while it'll stop, but its still very
    hard to counter. Blackheart can even combo after this. Obviously his best
    super to counter mistakes but watch for the start up delay, opponents will
    see the blackhole and then quickly jump over it making you waste a super.
    
    ---- [ Blackheart: Dark Thunder - Infinity Counter ] ----
    
    An excellent counter to use overall. It does solid damage if it connects and
    even if your opponent does manage to block this move will push them back and
    away from you. This counter has alot of horizontal range and like all
    Infinity counters it's invincible during start up.
    
    
    ---- [ Blackheart: Reality - Best Gem ] ----
    
    I wouldn't call this a good gem at all though. If used it makes Blackheart
    turn invisible, but if he attacks its a dead give away as projectiles comes
    out at his opponent. Also sometimes its hard to tell where you are and you
    might even be eating a super if you are not careful. On the plus side your
    opponent doesn't know where you are unless they see your shadow, and that's a
    dead give away as well. Also it doesn't last very long and Blackheart will
    come out of it rather quickly.
    
    
    -------------------------------- [ Combos ] ---------------------------------
    
    Special Game notes: Blackheart
    
    -- His crouching/standing fierce/roundhouse can act like projectiles, except
    that they can block out supers like the Weapon X, Final Justice, and Maximum
    Spider.
    
    -- His J.Strong has a special attribute, it drains your opponent's Infinity
    guage.
    
    
    Ground Magic Series: Kick to Punch
    Jumping Magic Series: Kick to Punch
    Super Jumping Magic Series: ZigZag
    Launcher: S.Strong
    Air Launcher: none
    Strikes: C.Strong
    Small Launcher: none
    Knockdowns: none
    Infinity Counter: Dark Thunder
    Best Gem: Reality Gem
    Max Infinity Guage: 1
    AC Finisher: Forward(yes, that's it)
    
    
    1. S.Roundhouse --> Inferno
       Just let the demons connect before you cancel
    
    
    2. S.Roundhouse --> Heart of Darkness or Armageddon
       Quick and easy damage, just let the demons connect then cancel.
    
    
    3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward
    
    
    4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    
    
    5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward
       You might want to move in closer after the demons connect, so that both
    the forward and strong can be linked.
    
    
    6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon
    
    
    7. Inferno --> Heart of Darkness
       Cancel as soon as you can, before they hit the ground.
    
    
    8. J.Forward \/ S.Forward, S.Strong /\ SJ.JAb, SJ.Short, SJ.Strong --> AC
    Finisher
       Basic combo for Blackheart, trust me, if you master this combo Blackheart
    can be a very dominating character.
    
    
    9. J.Roundhouse \/ S.Roundhouse --> Inferno, Heart of Darkness, S.Strong /\
    SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
       Quick cancellation is the key here, as soon as you land from the Heart of
    Darkness launch your opponent and into an air combo.
    
    
    10. Inferno, Inferno
        Simple. Cancel immediately for the best effect.
    
    
    11. Activate Mind gem, Heart of Darkness, Heart of Darkness, S.Strong /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward
        There's really not much to say here except ram the buttons to make the
    Heart of Darkness go on longer, that should give you sometime for your Mind
    Gem to completely fill up your next guage. Then as you land before your
    opponent launch them, and continue from there.
    
    ---------------------------- [ Captain America ] ----------------------------
    
    
    -- [ Shield Slash: D,DF,F+P ] --
    
    Jab-Downward slash, excellent for OTG combos
    Strong-Head height, is best for countering ground fireballs
    Fierce-45 degree angle upwards, so-so anti-air attack
    
    Captain America's prime weapon at its best. This is one of the strongest
    projectiles in the game and it combos very well and can be used to chip away
    some life. Also if he loses his shield like if he moves before he catches it
    after a Shield Slash he must go retrieve it because his offense and strength
    goes down, but he does gain a multi-hit Stars n' Stripes(described below).
    The recovery time is not bad also.
    
    
    -- [ Stars n' Stripes: F,D,DF+P ] --
    
    An excellent anti-air attack that is very powerful and has little recovery
    time. It combos off anything that Captain America has and can be used to
    punish mistakes, but he still has recovery time from this move, and if it
    connects the opponent can fall down and block or attack so its not the safest
    move to use. You can also OTG after this super or combo in a Final Justice.
    The unique thing about this move is that the strong and fierce version hits
    multiple times without his shield, but it seems to look as if it does greater
    damage, but it can't OTG afterwards.
    
    
    -- [ Charging Star: B,DB,D,DF,F+K ] --
    Unlike the start up delay in MSHSF here Captain America moves very quickly
    with this move as it does good damage and combos very easily. It will absorb
    projectiles, but as he absorbs projectiles he will slow down a bit as he
    takes the impact of the projectile. Make sure you have Captain America's
    Shield when using this move otherwise he can be knocked straight out of this
    move with a projectile. Watch for the recovery time because the opponent will
    be given ample time to counter.
    
    
    -- [ Cartwheel: F,DF,D,DB,B+P ] --
    
    An overlooked move that comes quite handy. This is excellent for crossing up
    your opponent and Captain America will flip behind his opponent, but Captain
    America can be thrown or tripped out of it. This move will go through a few
    supers though like the Final Justice and possibly the Maximum Spider, however
    supers like the Proton Cannon and Weapon X will catch him. Use this to
    confuse, cheese, and annoy the heck out of your opponent. Just watch for the
    recovery time on this move because the opponent can easily anticipate it and
    counter as you recover.
    
    
    ---- [ Final Justice: D,DF,F+2P - Infinity Combo ] ----
    
    Man, I simply love this super. Its possibly one of the coolest looking supers
    in the game. Once your opponent gets caught you just want to mimick Cap's
    attacks as he veers off an auto combo then preceeds to launch his opponent
    and slam them back down with a powerful suplex. This super just looks too
    sweet thanks to the PSX's slowdown(just kidding?)since it makes the auto
    super look longer than it has to be. Use this to counter mistakes and missed
    attacks, mainly supers. Also this move is invincible during start up and will
    pass through pretty much anything. It has insane priority and does a ton of
    damage, and yes your opponent will need stitches after this. It also combos
    rather easily as well, but not as easily as Wolverine's Berserker Barrage X.
    It chips only about 2 pixels of health and when blocked the recovery time is
    horrible, make sure you connect with this.
    
    
    ---- [ Captain America: Stars n' Stripes - Infinity Counter ] ----
    
    An excellent counter to use because it does a lot of damage and it has
    excellent priority over any attack. Use this in tight situations or near
    fatal positions and like all Infinity Counters, they are invincible during
    the duration of the move.
    
    ---- [ Captain America: Power Gem - Best Gem ] ----
    
    A very powerful gem for Captain America, as if he doesn't need more power.
    All his special moves besides his cartweel are now multi-hit attacks that
    great amplifies his attack power. But I must warn you, on the PSX it slows
    down like crazy. Go all out offensive in this move and think of the block
    damage. When you activate this gem use his Stars n' Stripes and he'll do what
    it seems like his Hyper Stars n' Stripes from MSHSF and MvC, although its
    much uglier looking and slower.
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Captain America
    
    -- Captain America has a double jump, just hit UB/U/UF after a regular or
    super jump
    
    Ground Magic Series: Stronger
    Jumping Magic Series: ZigZag
    Super Jumping Magic SerieS: ZigZag
    Launchers: C.Fierce, S.Strong
    Strikes: S.Fierce
    Small Launcher: none
    Air Launcher: none
    Knockdown: C.Roundhouse
    Infinity Counter: Stars n' Stripes
    Best Gem: Power Gem
    Max Infinity Guage: 2
    AC Finisher: Fierce, Roundhouse, Shield Slash
    
    
    1. S.Jab --> Shield Slash
    
    
    2. S.Short --> Charging Star
    
    
    3. J.DN.Roundhouse --> Jab Shield Slash
    
    
    4. C.Roundhouse --> Jab Shield Slash
    
    
    5. C.Roundhouse, C.Short, S.Fierce(OTG)
    
    
    6. Forward/Roundhouse Throw, Final Justice
       Here its your part to do a little timing, don't wait until your opponent
    has hit the ground but wait until their head is just above the ground, then
    pound them with stars.
    
    
    7. In Corner: J.Jab, J.Short \/ S.Jab, S.Fierce --> Strong Shield Slash
    
    
    8. In Corner: Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Forward --> AC Finisher
       Its a combo that should be used often, the throw alone does a ton of
    damage and afterwards OTG and continue from there.
    
    
    9. J.Jab, J.Short \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
       Basic air combo for Cap, master it and you'll be considered a decent
    player.
    
    
    10. D.S.Short, S.Forward, S.Roundhouse --> Anything, besides Stars n' Stripes
        Yes you can even throw in a Final Justice if you like.
    
    
    11. S.Jab --> Jab Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
        SJ.Strong, SJ.Forward --> AC Finisher
        This combo is pretty simple, after the Stars n' Stripes OTG the opponent
    and continue on from there.
    
    
    12. J.Jab, J.Forward, J.Roundhouse \/ D.S.Short, S.Forward, S.Roundhouse -->
    Final Justice
        You will have to skip the J.Roundhouse on all other characters besides
    Hulk, Juggernaut, and Blackheart.
    
    
    13. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.fierce --> Strong
    Stars n' Stripes, C.Short --> Final Justice(OTG)
        Yes it does work. You will once again have to leave out the roundhouse
    against smaller characters, don't go into a standing roundhouse after the
    short, and I know you will because its a habit. The odd thing about this
    combo is that if you go into a standing roundhouse after the standing short
    the Final Justice will OTG. But you will only get 7 hits out of the Final
    Justice though.
    
    
    14. J.Jab, J.DN.Roundhouse \/ C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
    
    
    15. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce --> Strong
    Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse \/ /\ J.Jab,
    J.Short, J.Fierce, J.Roundhouse \/ C.Short, S.Forward, S.Fierce(OTG)
        After the first SJ.Roundhouse, hit roundhouse again, then quickly double
    jump and perform the entire combo all over again. When you land jump up
    quickly and continue from there and after you've landed OTG the opponent and
    continue from there. This combo takes a little practice and a little getting
    use to, this works easily on Juggernaut and Hulk, but I have some difficulty
    on the smaller characters. 30 total hits.
    
    16. In corner: J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce
    --> Strong Stars n' Stripes, C.Short, S.Fierce --> Final Justice
        The initial charge of the Final Justice will connect but the middle hits
    where Captain America does an auto combo can be blocked. They all do block
    damage, but you cannot block the throw where he tosses you up and slams you.
    Its a really oddball combo, try this combo yourself and you'll see what I
    mean.
    
    -------------------------------- [ Dr.Doom ] --------------------------------
    
    -- [ Plasma Beam: D,DF,F+P ] --
    
    A powerful beam attack that does alot of damage. I haven't found a way to put
    this in ground combos or using it as an AC Finisher. He can also use it in
    the air but it comes down at a 45 degree angle. It can be chained off of his
    jumping roundhouse and in a keep away battle. At first the beam doesn't look
    like it will come out fast, then it smacks the opponent, sorta like Chun-Li's
    Kikouken from the crossover series. the recovery time is fairly decent but he
    can still be countered if he misses with the move.
    
    -- [ Molecular Shield: F,DF,D,DB,B+K ] --
    
    Dr. Doom exclaims "Molecular Shield" as shards of rocks fly around him. It
    doesn't have a start up delay per se, but that's only because it lacks
    horizontal range at the beginning. A close opponent will get hit by this move
    and the damage that it does is pretty good, but the really cheesy thing about
    this move is that it does a ton of block damage, just as much as the Proton
    Cannon. So it doesn't matter if the opponent blocks this. But projectiles
    have been shown to go through this shield and opponents can easily jump over
    and attack Dr.Doom from behind because it nearly takes forever for the rocks
    to let loose. You can OTG this or combo after it. You can also use it as an
    air defense against jumping opponents but I wouldn't recommend using it since
    most attacks can go through the rocks. The recovery time isn't all that good,
    but its hard to counter.
    
    -- [ Photon Shot: F,DF,D,DB,B+P ] --
    
    A pretty good move that can be used in a keep away game or as an anti-air
    attack, but it must be started early. It does good damage, and even more
    damage if up close and it can be put in combos or OTG. The recovery time is
    pretty bad, but it will hit opponents behind him incase they jump over it.
    the only area where it doesn't cover is the top of his head, any opponent
    directly above him can completely avoid the move or they can super jump away
    from it. The block damage that it does is insane if used up close and the
    start up time is pretty minimal.
    
    -- [ (dive kick: D+SK(air)) ] --
    
    This move is similar to his jumping roundhouse, but you can combo after the
    hit connects. This move does good damage and has excellent priority and will
    beat out most attacks. If blocked or if you decide not to hit afterwards
    Dr.Doom will bounce off the opponent and be free to block.
    
    -- [ (flying): D,DB,B+3K ] --
    
    This enables him to use flight like Magneto or Iron Man. In the air he has an
    assortment of moves to use whether it be his Plasma Beam from above or his
    Photon Array. Also he cannot block, but he can move freely around. To land
    you can either, repaet the motion to land, use a Dive Kick, or Roundhouse
    kick.
    
    ---- [ Photon Array: D,DF,F+2P ] ----
    
    This super is extremely powerful. It probably does more damage than even the
    Power Gem. The block damage that this move does is mind boggling and it has
    as much range as his Photon Shot. Once again it doesn't cover the area
    directly above him and super jumping opponents can escape any damage done,
    while this super does reach both the horizontal sides of him and goes into
    the second screen, it'll disperse after a certain height. But it is still a
    hard super to escape from and has alot of range. This can be used as an anti-
    air attack if used in advance, be used as an AC Finisher, or in an OTG combo.
    The recovery time is bad though and any opponent standing next to him will
    easily counter, but overall its still an excellent super and can be used for
    cheesy victories.
    
    ---- [ Dr.Doom: Plasma Beam - Infinity Counter ] ----
    
    An excellent counter because it comes out immensely fast, has tremendous
    range, and does a chunk of damage. Use this even in the middle of a Proton
    Cannon and blast Iron Man out of it. Like all Infinity counters, they are
    invincible during start up and cannot be knocked out of until the character
    finishes the attack.
    
    
    ---- [ Dr.Doom: none ] ----
    
    Dr.Doom has no special gem that gives him enhanced abilities, but he is quite
    the agile character anyways and his combos are quite monstrous, he doesn't
    really need one.
    
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Dr.Doom
    
    -- Dr.Doom's jumping roundhouse is a stomp kick that goes at a 60 degree
    angle, its very similar to his Dive Kick except he can't combo after it and
    it has a bit of a start up delay.
    
    -- Also he is one of the few characters that can't combo after a throw,
    so remember that.
    
    -- One more note about his jumping fierce, his jumping fierce makes him
    pull out a Plasma Gun and blast the opponent. The only way you can get it
    to connect as an AC Finisher is if you are a certain distance away from
    the opponent, if you are too close to your opponent the fierce won't connect.
    
    -- His C.Fierce launcher is immensely dominating, it has excellent
    horizontal range also and you are more than likely to knock your opponent,
    trading hits or having your opponent over power your launcher is very rare,
    infact it even knocks out Captain America's J.Fierce and Spider-Man's
    J.Roundhouse.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    *Flying Magic Series: ZigZag
    Launcher: C.Fierce, S.Forward
    Knockdowns: C.Roundhouse
    **Air Launcher: S.Strong
    Small Launcher: none
    **Strikes: S.Fierce, S.Strong
    Infinity Counter: Plasma Beam
    Best gem: none
    Max Infinity Level: 4
    AC Finisher: Fierce, Roundhouse, Photon Shot, Photon Array
    
    *Well Dr.Doom, Iron Man, and Magneto are the only characters in the game
    that can fly, since flying is not super jumping, jumping, or ground based,
    I decided to include the Flying MAgic Series as a separate series.
    
    **There is a really odd thing about his standing strong, its an air
    launcher and only works when your opponent is in the air, but it doesn't
    launch. In fact it strikes the opponent sending them across the screen
    like his S.Fierce. I'm not sure what you would call this, probably a Air Strike?
    
    
    1. C.Roundhouse --> Photon Shot
    
    
    2. C.Roundhouse --> Photon Array
    
    
    3. C.Roundhouse --> Molecular Shield
    
    
    4. J.Roundhouse --> Plasma Beam
       Simple combo, before you bounce off your opponent cancel for best effect.
    
    
    5. In corner: Molecular Shield, Molecular Shield
       Easy combo, I wouldn't have found this out if the CPU hadn't had done
       this combo on me and he got 40 hits.
    
    
    6. J.DN.Short, J.Forward \/ C.Short, C.Roundhouse --> Photon Array
    
    
    7. D.S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
       Basic air combo for Dr.Doom, practice this one often if you're a beginner.
    
    
    8. J.DN.Short, J.Strong, J.Forward \/ D.C.Jab, C.Short, C.Strong, C.Forward,
    C.Roundhouse --> Molecular Shield
       This combo just looks so cool. This combo works well against Hulk and
    Juggernaut, but you might have to skip a hit or two against the other
    characters.
    
    
    9. Molecular Shield, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC
    Finsiher(OTG)
       Not that hard to do, just OTG as soon as you recover.
    
    
    10. In corner: Photon Array, C.Short, S.Forward /\ SJ.Jab, SJ.Short,
    SJ.Forward --> Photon Array
       This combo isn't hard, just make sure you have at least two levels of
    super.
    
    
    11. J.DN.Short, J.Strong, J.Forward \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce
        The SJ.Strong and SJ.Forward don't go together well, you'll need to slow
    down while performing the attacks in the air so that both the Strong and
    Forward connect and you will need to be just out of the reach of your attacks
    for the fierce to connect.
    
    
    12. FL.Jab, FL.Short, FL.Forward, FL.Fierce --> Photon Array
        Its a little cheap, but not over the edge cheap like Thanos.
    
    
    13. In corner: Photon Array, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce --> Photon Array, SJ.DN.Short, SJ.Fierce -->
    Photon Array \/ C.Short, S.Forward --> Photon Array(OTG)
        Its a pretty powerful combo and chances are your opponent won't survive
    this if they had been damaged earlier. Since the Plasma Gun(SJ.Fierce) stuns
    the opponent they'll drop and quickly be unable to block, make sure you
    cancel quickly after the first few hits of the Plasma Gun. Read number 11 if
    you can't get the SJ.Strong and SJ.Forward into the same combo. Also this
    violates the "One OTG per combo law" as well.
    
    --------------------------------- [ Hulk ] ----------------------------------
    
    
    -- [ Gamma Lift: D,D+3P, then P or K ] --
    
    Basically this move is like his Gamma Slam, it allows him to pick off a chunk
    of ground then throw it at the opponent. Depending on which button you use it
    will make him throw the chunk in three different directions like a Shield
    Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards
    but you cannot block and you can be hit out of it rather easily. When you are
    close to the opponent it will knock them down without Hulk picking up a piece
    of Earth, but you can OTG afterwards. The damage that it does is pretty good
    and chips a few pixels, but other than that avoid using this useless and
    crappy move.
    
    -- [ Gamma Slam: B,DB,D,DF,F+P ] --
    
    Well this isn't his ground wave from MSHSF and MvC, its more like the one
    above. It does good damage, but I don't see much use for this either. It will
    also knock the opponent down if up close and can be OTGed afterwards. The
    recovery time is very minimal, so if you do miss there's very little chance
    of being countered. Also you most definitely will not win many(if any)
    fireball fights with this move.
    
    -- [ Gamma Tornado: F,DF,D,DB,B+P ] -
    
    A very powerful move has Hulk grabs the opponent's head and tosses them to
    the other side of the screen. It does alot of damage(actually does the same
    amount of damage as a regular throw) and can be put in combos. The recovery
    time is very bad and opponents will be able to counter it with basically
    anything. It can be tech hit out of and can be blocked.
    
    -- [ Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional) ] --
    
    Well you can charge for this move in any ground position besides going
    forward and you can aim another Gamma Charge simply by pressing kick or steer
    in another direction holding the directional pad plus kick. It does a ton of
    damage if it connects and can easily be put in combos, it comes out very
    quickly and can counter alot of attacks and even jump in attacks. The problem
    lies in recovery time, regardless where yous steer this thing, if the
    opponent blocks it, you can basically kiss your victory good-bye if your
    opponent has a super.
    
    ---- [ Gamma Crush: D,DF,F+2P ] ----
    
    An immensely powerful super that does incredible damage. Basically Hulk will
    do a very fast Gamma Charge going upwards and then come down with a giant
    comet that comes crashing down on the opponent. The block damage that this
    thing does is phenominal both on the way up and on the way down. It has high
    priority and nothing will beat it out, and can even go through projectiles at
    start up. If you miss with the first part you can aim the rock so that it
    will hit the opponent has you come down simply by using your directional pad.
    Just watch for the recovery time because you can get countered by a Maximum
    Spider or even a Proton Cannon. Note that if he misses with the first hit the
    second hit will do basically double the damage.
    
    ---- [ Hulk: Gamma Charge(horizontal) - Infinity Counter ] ----
    
    An excellent counter to use, mainly because its quick and does alot of
    damage. You can even counter missed jabs with this move. Like all Infinity
    Counters its invincible during the duration of this move and has excellent
    priority.
    
    ---- [ Hulk: Time Gem ] ----
    
    With this gem Hulk's speed is nearly doubled. His attacks will go into a
    multi-hit attack similar to Wolverine and they will do increased damage. This
    will serverely effect his combo abilities, and when your in the corner you
    can constantly hit a standing fierce for a ton of damage.
    
    
    -------------------------------- [  Combos ] --------------------------------
    
    Special Game Notes: Hulk
    
    -- Hulk's regular attacks do block damage. This will sway some battles in
    Hulk's favor because you can keep pecking your opponent with jabs and drain
    their life. You can't defeat an opponent while blocking an attack, but its
    very advantageous for Hulk.
    
    -- Hulk's forward dash goes through opponents. This will allow him to go
    through most regular attacks and some special moves, possibly through the
    start up of the Proton Cannon.
    
    
    Ground Magic Series: Weak Start
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce(2nd hit)
    Air Launcher: S.Roundhouse
    Small Launcher: none
    Strikes: S.Fierce
    Knockdowns: none
    Infinity Counter: Gamma Charge(horizontal)
    Best gem: Time Gem
    Max Infinity Guage: 3
    AC Finisher: Fierce, Roundhouse
    
    
    1. Gamma Charge, Gamma Charge
       Simple and powerful combo, just make sure your opponent doesn't block.
    
    
    2. S.Jab, S.Fierce
       Quick and painful and it keeps you in a safe distance. Even if blocked
    your opponent will suffer block damage.
    
    
    3. S.Jab --> Gamma Crush
       Very easy combo, but its also cheap, so watch out.
    
    
    4. D.S.Jab, S.Strong --> Gamma Tornado
    
    
    5. In corner: Time Gem Activation, S.Fierce, S.Fierce, S.Fierce
       Powerful combo, don't expect your opponent to live long after this one.
    
    
    6. J.Roundhouse \/ S.Jab, S.Strong --> Gamma Charge, Gamma Charge
    
    
    7. J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Crush
    
    
    8. J.Short, J.Forward \/ S.Short, S.Forward --> Gamma Charge, Gamma Charge
       One of my all time favorites, this is basically the combo you should
    master, then you would already be an expert at Hulk.
    
    
    9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
       Basic air combo with Hulk, you will have to skip the SJ.Forward against
    smaller characters.
    
    
    10. Strong/Fierce throw, C.Short, S.Roundhouse /\ SJ.JAb, SJ.Short,
    SJ.Forward --> AC Finisher(OTG)
        Another variation to the combo above and once again skip the forward
    against smaller characters.
    
    
    11. J.Roundhouse \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Short,
    S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
        Basically with this combo is to charge ahead of time and aim the Gamma
    Charge upwards, then OTG and continue from there. The SJ.Strong and
    SJ.Forward will have to be taken out against smaller characters.
    
    12. J.Short, J.Forward \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Fierce
    --> Gamma Crush(OTG)
        Watch for this combo because the 2nd hit of the Gamma Crush is blockable.
    
    
    13. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
    C.Short --> Gamma Charge, Gamma Charge(OTG)
        Basically OTG the opponent and charge ahead of time.
    
    
    14. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
    C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce,
    SJ.Roundhouse \/ S.Jab, S.Fierce(OTG)
        With this combo its pretty much the same as the few above, OTG and
    against smaller characters skip either the SJ.Strong or SJ.Forward, or even
    both. After the fierce immediately hit the roundhouse button as soon as you
    recover, then the opponent will be balanced, the polish off the combo with a
    standing jab into a standing fierce. Biggest Hulk combo I can do.
    
    
    15. Gamma Crush(2nd-hit), C.Short, S.Roundhouse --> Gamma Crush(OTG)
        The key to this combo is to miss with the first hit intentionally, its
    usually hard to perform this combo, except when Iron Man misses with his
    Proton Cannon or Psylocke misses with her Psi-Maelstorm, after the second hit
    OTG afterwards and continue from there.
    
    =============================================================================
    ------------------------------- [ Iron Man ] --------------------------------
    =============================================================================
    
    -- [ Unibeam: B,DB,D,DF,F+P ] --
    
    An excellent projectile attack, while its one of the weaker projectiles in
    the game, it still does good damage and alot of block damage. It has a bit of
    a start up delay and cannot be comboed on the ground unless with the help of
    his missle shot. It can be used as an AC Finisher and also to stop dashing
    opponents, however the recovery time is a little bad and he can be countered
    and also the projectile acts like a projectile in the Alpha series, meaning
    that the farther youa re from your opponent the less hits and damage that it
    will do.
    
    -- [ Repulsor Blast: F,DF,D,DB,B+P ] --
    
    An excellent defense move that does alot of damage and can be juggled for
    more hits resulting in more damage. It can even OTG the opponent or stop
    oncoming attacks, but the only problem with it is that it has horrible
    recovery time, infact even worst than the Gamma Charge. Even if you knock the
    opponent down with this move they still have a chance to retaliate. This move
    can be put in combos and to stop jumping in opponents.
    
    -- [ Smart Bombs: P+K(same strength) ] --
    
    Depending on which strength of buttons you use the farther the bombs will
    drop. This move can be used as a jump in attack(or at least coupled with a
    jump-in attack) as he drops two bombs that spreads out. This move has
    excellent horizontal range and can also be used in the air. It does good
    damage and can also be used to stop dashing opponents. The recovery time is
    very minimal and the start up delay is minimal as well.
    
    -- [ (flight): D,DB,B+3K ] --
    
    Well don't worry about the name, this basically lets Iron Man fly around the
    room, but you can only fly around the screen where you can see your opponent
    (you'll see what I mean). During this flight he cannot block but can move
    pretty fast in the air and you can also play a pecking game by dropping out
    those smart bombs. To land simply repeat the motion or use your Rocket Dive.
    
    -- [ (knee dive): D+FK(air) ] --
    
    This move is Iron Man's main jump in attack, it does good damage, and has
    somewhat high priority but I've seen some launchers knock him out of it. It
    can be used after his smart bombs. If Iron Man misses or decides not to
    attack afterwards he will bounce off the opponent and be free to block after
    a short while.
    
    -- [ (missle shot: D+FP ] --
    
    Well despite this move being extremely slow it can be used to set up his
    Proton Cannon. He won't win many projectile battles with this move, but it
    can add to his arsenal and can throw a Uni-Beam directly after it. The
    recovery time is very bad and that goes the same for his start up delay.
    
    ---- [ Proton Cannon: D,DF,F+2P - Infinity Combo ] ----
    
    A giant cannon forms up on the back of Iron Man's suit as it blasts out a
    giant thick beam that does incredible damage. It can take away half your life
    and the block damage that it does is simply insane. Even if blocked a block
    of unrecoverable life will be taken away from your opponent. If the opponent
    is hit with the cannon during start up they will be knocked into the beam
    The few problems with this move is that it has alot of start up delay
    (probably the most in the game) and massive recovery time, even allowing a
    slow super such as a Maximum Spider or another Proton Cannon to connect. At
    average you'll only get 29 hits, and no you cannot ram the buttons to get any
    more hits. This move also OTGs, well only on Juggernaut's clumsy self.
    
    ---- [ Iron Man: Repulsor Blast - Infinity Counter ] ----
    
    An excellent Infinity counter since due to the fact that it has excellent
    range, both horizontal and vertical and it does alot of damage and will
    counter anything. Like all Infinity Counters, its invincible during start up
    so feel free to use it, but just make sure you have a level of super for it.
    
    ---- [ Iron Man: Soul Gem - Best Gem ] ----
    
    The unique thing about this gem is that not only does it recover life to
    Tony, but also all his attacks have an electrical attribute which lets him
    drain his opponent's life guage and absorb it as his own. You can end up
    gaining twice as much as normal, so it's suggested that you pretty much go
    all out.
    
    -------------------------------- [ Combos ] ---------------------------------
    
    Special Game Notes: Iron Man
    
    -- Iron Man has an air dash. The awkward thing about it is that it requires a
    special motion. Its F,F+2P, and no you cannot use the 3P button.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    Flying Magic Series: ZigZag
    Launcher: C.Strong, S.Roundhouse
    Strikes: S.Fierce, C.Roundhouse
    Air Launcher: none
    Small Launcher: none
    Knockdowns: C.Forward
    Infinity Counter: Repulsor Blast
    Best Gem: Soul Gem
    Max Infinity Guage: 2
    AC Finisher: DN.Fierce, Roundhouse, Uni-Beam
    
    
    1. C.Fierce --> Uni-Beam
    
    
    2. C.Fierce --> Proton Cannon
       Sucker Strategy. Be a full screen's distance away and blast your missle,
    wait until it reaches half screen distance then cancel, if you cancel too
    early the missle will disappear.
    
    
    3. C.Forward, C.Roundhouse
       Mainly wait for your opponent to drop until they are flat on the ground.
    
    
    4. C.Forward --> Proton Cannon(OTG)
       This only works on Juggernaut since he's such a big klutz, have fun.
    
    
    5. C.Forward, C.Fierce --> Uni-Beam(OTG)
       This doesn't work on all characters though, only on the bigger characters.
    
    
    6. D.S.Jab, S.Forward --> Repulsor Blast
    
    
    7. Fierce Throw, C.Short --> Repulsor Blast
       Simple Combo, just OTG the opponent after the throw.
    
    
    8. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ C.Short, C.Forward, C.Fierce -->
    Repulsor Blast
       The missle may not connect against smaller characters though.
    
    
    9. J.DN.Forward, J.DN.Fierce \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward,
    SJ.DN.Fierce
       Basic air combo for Iron Man, master this and you'll already be a master
       at Iron Man.
    
    
    10. Smart Bombs, Initiate NTU-150 Flight, FL.Jab, FL.Forward, FL.DN.Fierce
    --> Unibeam
    
    
    11. D.C.Short, C.Forward, C.Forward, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Roundhouse(OTG)
        After you knock your opponent down quickly hit that forward button to
    OTG, then continue from there.
    
    
    12. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ D.C.Short, C.Forward, C.Short,
    C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce --> Uni-
    Beam
    
    ------------------------------ [ Juggernaut ] -------------------------------
    
    -- [ Juggernaut Punch: B,DB,D,DF,F+P ] --
    
    A very powerful attack that does alot of damage and it can be used as a
    powerful counter attack and it has alot of range. It can be comboed and
    thanks to Juggernaut's super armor, its rather hard to knock him out of it.
    Just make sure this move connects, why? Simply because the recovery time is
    rediculous and opponent has loads of time to counter. Avoid using this move
    unless against a missed attack like a Proton Cannon, Pis-Thrust, or Maximum
    Spider.
    
    -- [ Earthquake: F,DF,D+P ] --
    
    An excellent move to use overall, you can probably call this his projectile.
    This move does excellent damage and a ton of block damage and best of all if
    blocked it pushes your opponent away leaving them in a difficult position to
    counter. Use this after the opponent has blocked your launcher or after you
    have knocked down your opponent. The recovery time is bad, but its not nearly
    as bad as his other moves.
    
    -- [ Juggernaut Splash: B,DB,D,DF,F+K ] --
    
    Well this is no longer a regular attack like it was in the previous X-COTA
    game. This move is an excellent attack if used properly and can also be used
    as an AC Finisher. This move is his anti-crouch counter and will do a ton of
    damage if it connects. The only problem with this move is that the recovery
    time is horrible. Even Spider-Man can counter with a Maximum Spider or Iron
    Man can counter with a Proton Cannon. Its sort of a dead give away when
    Juggernaut launches himself in the air awkwardly so use at your own
    discretion.
    
    -- [ Power-Up: F,D,DF+2P, then P or K ] --
    
    Well this move can be used as many times as Juggernaut wishes. He'll go into
    a short pose and exclaim "Power-Up." and then starts flashing red. Here's
    where he gets one crack at his opponent to deal some serious damage, if he
    misses with this move that mean the effects go away, if he connects it also
    goes away. But then again he can do this as much as he wants, try not to pull
    this off to often otherwise your opponent will counter while Juggernaut is in
    his pose.
    
    -- [ (lift): D,D+3P(over object) ] --
    
    This is basically a pretty useless move. There are only certain objects he
    can lift up like the horses on the carousel in Hulk's stage. This move does
    good damage, but the start up delay is horrible since its a dead give away
    when he picks up the object. The recovery time is almost non-existant.
    
    -- [ (forward fist: F+FP ] --
    
    Well this move is his launcher and you can follow up while you are in the
    corner otherwise cancel immediately into his Juggernaut Body Splash. It has a
    ton of range, even more than Hulk's standing fierce. The recovery time is
    bad, but you can cancel into a Juggernaut Earthquake to avoid retaliation.
    
    ---- [ Juggernaut Headcrush: D,DF,F+2P - Infinity Combo ] --
    
    This move does immense damage and combos just as easily as the Berserker
    Barrage X and can be used to counter missed supers or even jabs. It doesn't
    do much block damage and the recovery time is horrible. What you can do is
    OTG with this super and cancel into another one, though the it's best that
    you catch someone in the air with the first Headcrush, that sends the
    opponent flying into the air and giving you a ton of time to use a 2nd
    headcrush before they touch the ground, giving your opponent no chance to
    roll. And with his super armor its sure to counter any attack as he absorbs
    projectiles and even low attacks.
    
    ---- [ Juggernaut: Juggernaut Punch - Infinity counter ] ----
    
    An excellent counter mainly because it has alot of range and does alot of
    damage. Use this when you are blocking a Proton Cannon or mainly any attack,
    it counters anything. Like all Infinity Counters it's invincible during start
    up.
    
    ---- [ Juggernaut: Space Gem - Best Gem ] ----
    
    What this gem will do is increase his super armor making him an
    unstoppable force to be reckoned with. He will absorb any attack and take
    absolutely no damage, even the Proton Cannon can't even stop him. Think of
    him as Mech-Juggernaut like Mech Zangief except for the fact that he takes
    absolutely no damage from his opponent's attacks. He can still be thrown, but
    still take no damage, basically go all out offensive in this mode. Though
    there are some supers that can still affect him.
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Juggernaut
    
    -- Juggernaut has a Super Armor. Meaning that he can absorb any first hits
    (with a couple of exceptions) and not become stunned. However the second hit
    will stun Juggernaut(unless its a jab or short, otherwise he can block after
    the first two jabs or first two shorts, or one of each) and therefor
    Juggernaut will feel the full effects of the attacks. Special moves like Web
    Ball will not work unless it was canceled after being previously hit.
    
    -- Juggernuat's Super Armor will not work in the air nor when he is dizzy.
    
    -- Also Juggernaut's super armor will not work against Infinity Combos,
    Infinity Counters and some special attacks like a Web Swing or Gamma Charge.
    
    
    Ground Magic Series: Weak Start
    Jumping Magic Series: Weak Start
    Super Jumping Magic Series: ZigZag
    Launchers: C.Fierce, S.FWD.Fierce
    *Air Launhcer: S.Fierce, S.Roundhouse, C.Roundhouse
    Strikes: none
    Small Launcher: none
    Knockdowns: C.Forward
    Infinity Counter: Juggernaut Punch
    Best Gem: Space Gem
    Max Infinity Level: 2
    AC Finisher: Fierce, Roundhouse, Juggernaut Body Splash
    
    *The S.Fierce is the normal air launcher but the other two are a little
    awkward. Its like Dr.Doom's S.Strong, you can't super jump after the air
    launhcer but yet it strikes them across the screen, so technically its not an
    air launcher and more like a strike or is it both? I would call it an Air
    Strike.
    
    
    1. S.Jab --> Juggernaut Headcrush
    
    
    2. S.Strong --> Juggernaut Earthquake
    
    
    3. C.Forward --> Juggernaut Headcrush(OTG)
    
    
    4. C.Forward --> Juggernaut Earthquake(OTG)
    
    
    5. S.FWD.Fierce --> Roundhouse Juggernaut Body Splash
    
    
    6. Fierce/Strong throw, C.Short, S.FWD.Fierce --> Roundhouse Juggernuat Body
    Splash
    
    
    7. Juggernaut Head Crush, D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short,
       SJ.Forward --> AC Finisher
       Nothing hard here, after the Juggernaut Headcrush quickly dash and
    continue from there.
    
    
    8. J.Fierce \/ S.Jab, S.FWD.Fierce --> Fierce Juggernaut Punch
    
    
    9. J.Fierce \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
       Basic Juggernaut Air combo, master this and you'll already be a master at
    Juggernaut.
    
    
    10. D.C.Short, C.Forward --> Juggernaut Headcrush, Juggernaut Headcrush(OTG)
        Nothing to worry about here, just quickly cancel as soon as you recover.
    
    
    12. C.Forward --> Juggernaut Headcrush, D.C.Short, S.Fierce /\ SJ.Jab,
        SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
        Basically the same as above just incase you don't have a second level of
    super.
    
    
    13. In corner: D.C.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
        --> Juggernaut Body Splash
        Well the only way I found the Juggernaut Body Splash to be used as an AC
    Finisher is to stay in the corner and use either a Short or Forward version
    of the Body Splash, the roundhouse version just takes too long. When your
    opponent is knocked up a little by the forward quickly cancel and voila,
    you've got it.
    
    14. J.Short, J.Forward \/ D.C.Short, C.Forward --> Juggernaut Headcrush,
    D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce \/
    C.Short, S.FWD.Fierce
        Not much to say here, just make sure you dash towards your opponent after
    the Headcrush, then after the SJ.Fierce you'll land before the opponent and
    be able to get a few more hits out.
    
    -------------------------------- [ Magneto ] --------------------------------
    
    -- [ Hyper Gravs: F,DF,D,DB,B+K ] --
    
    Well this move is no longer unblockable like it was in X-COTA, but it is
    still a very effective move to use. Once it connects it will bring the
    opponent closer to you and therefor let you combo the opponent. You can
    super jump or dash or whatever and your opponent will still follow you,
    sorta like a magnet. However the recovery time stinks and is easily
    countered and also it has very bad start up delay making it un-comboable.
    The stronger the kick button the farther distance that it goes.
    
    -- [ Repulse Disruptor: B,DB,D,DF,F+P ] --
    
    This move is similar to Dr.Doom's Plasma Beam as it does alot of damage and
    has a bit of a start up delay. However unlike the Plasma Beam this can be
    used as an AC Finisher. This move has alot of range and can be used in an
    effective keep-away pattern. Definitely treat this like you would Dr.Doom's
    Plasma Beam.
    
    -- [ Magnetic Blast: U,UF,F+P(air) ] --
    
    Well depsite the awkward motion this is a pretty effective move to use. Its a
    diagonal projectile going downwards, very similar to Akuma's Zankuu Gou
    Hadouken. This move has little recovery time and little start up delay and
    can be used as an AC Finisher. This is probably a better alternative in a
    keep-away battle than the Repulse Disruptor.
    
    -- [ (flight): D,DB,B+3K ] --
    
    Exactly like Dr.Doom or Iron Man's flight capabilities, this allows Magneto
    to fly and he can no longer block during the duration of this move like he
    could in X-COTA. This allows him to move in any direction in the air he wants
    and also this can be used in an effective Keep away game throwing out E-M
    Disruptors, Hyper Gravitation, or Magnetic Blasts from the air and also using
    his MAgnetic Tempest. Just remember that he can't block in during the
    duration of this move.
    
    
    ---- [ Magnetic Shockwave: D,DF,F+2P - Infinity Combo ] ----
    
    This is an excellent move overall and has been toned down from the last game,
    X-COTA. It still does excellent damage and can OTG or be comboed off of his
    launcher it does good block damage as pillars of Shockwaves rush towards the
    opponent. Its hard to counter(unless the opponent is in the corner) since due
    to the fact that there's no push blocking in this game the opponent will be
    carried along the Magnetic Shockwaves regardless if they are blocking or not.
    Treat this like you would Hulk's Gamma Wave in other games.
    
    ---- [ Magnetic Tempest: D,DF,F+2K - Infinity Combo ] ----
    
    Well this is no longer just shards of cheap metal that flies at you like it
    was in X-COTA. The damage has been toned down and no longer does 60% of your
    life. The damage that this thing does isn't very much, but it has an easier
    time comboing in than the Magnetic Shockwave. It does decent block damage and
    will follow your opponent making it extremely hard to avoid. The recovery
    time on this move is very minimal and its immensely hard to counter and this
    move has little start up time, but it can only be comboed during an OTG or an
    air combo.
    
    ---- [ Magneto: Shockwave ] ----
    
    This is a pretty good counter since due to the fact that it has a ton of
    vertical range and good horizontal range. It will catch opponents up close
    and will sunff out basically any attack. Like all Infinity Counters, its
    invincible during start up.
    
    ---- [ Magneto: Space Gem - Best Gem ] ----
    
    Very similar to his Magnetic Force Field in X-COTA. It will protect him
    from any attack besides Blackheart's standing/jumping/crouching
    Fierce/Roundhouse demons. Basically go all out offensive(and notice the
    extreme slow-down on the PSX.) as nothing will damage you, but watch for
    opponents to constantly peck away at your Force Field therefor limiting its
    time.
    
    
    -------------------------------- [  Combos ] --------------------------------
    
    Special Game Notes: Magneto
    
    -- Magneto's Fierce Throw will temporarily stun the opponent, allowing you to
    pull off any attack you want. But the throw is easier to escape from than his
    Hyper Gravitation.
    
    -- Magneto cannot throw once his opponent is caught by the Hyper Gravitation.
    
    -- Magneto's dash will have him go across the full length of the screen, it's
       one of the faster dashes in the game.
    
    Ground Magic Series: Weak Start
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    Flying Magic Series: ZigZag
    Launchers: S.Roundhouse(2nd-hit), S.Strong, C.Fierce
    Strikes: S.Fierce, C.Strong
    Small Launcher: none
    Air Launchers: none
    Knockdowns: C.Roundhouse
    Infinity Counter: E-M Shockwave
    Best Gem: Space Gem
    Max Infinity Guage: 3
    AC Finisher: Fierce, Roundhouse, E-M Disruptor, Magnetic Blast, Magnetic Tempest
    
    
    1. C.Fierce --> Magnetic Shockwave
    
    
    2. C.Fierce --> Magnetic Tempest
    
    
    3. C.Roundhouse --> Magnetic Tempest/ Magnetic Shockwave(OTG)
    
    
    4. Fierce Throw, Hyper Gravitation, S.Jab, S.Fierce
    
    
    5. J.Fierce --> Magnetic Blast
    
    
    6. J.Roundhouse --> E-M Disruptor
    
    
    7. D.C.Short, C.Fierce /\ SJ.Jab --> Magnetic Tempest
       This is what I call the "Mozzerella Effect" because its basically cheap.
    
    
    8. D.C.Short, C.Roundhouse, C.Short, C.Fierce --> Magnetic Shockwave/Magnetic
    Tempest(OTG)
    
    
    9. J.Jab, J.Short \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward -->
    AC Finisher
       Basic air combo for Magneto, master it and you will already master
       Magneto.
    
    
    10. Fierce Throw, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
    Finisher
       Another short variation of the combo above.
    
    
    11. Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short, C.Fierce /\
    SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
    
    
    12. In Corner: J.Jab, J.Fierce \/ D.S.Short, S.Fierce --> Magnetic Tempest
    
    
    13. J.Jab, J.Short, J.Fierce \/ D.S.Short, S.Roundhouse(1st hit) --> Repulse
    Disruptor
    
    
    14. D.C.Short, C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
    
    
    15. J.Jab, J.Short, J.Strong, J.Forward \/ D.C.Short, C.Roundhouse, C.Short,
    C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
    (OTG)
        This combo consists only of chain combos, to get all 6 hits out of the
    air hesitate for a short while after the Jab, then continue on from there.
    Also you may have to skip the a few jumping attacks against smaller
    characters.
    
    
    16. In corner: Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short,
    C.Fierce /\ SJ.Jab --> Magnetic Tempest, SJ.Jab --> Magnetic Tempest(OTG)
        Nothing much here, after the launcher cancel as soon as possible,
    otherwise the opponent won't bounce as high from the Magnetic Tempest,
    afterwards the opponent will fall back unable to block, quickly hit the
    opponent with a Jab and cancel. Also the Hyper Gravitation is only optional.
    See, nothing to worry about.
    
    -------------------------------- [ Psylocke ] -------------------------------
    
    -- [ Psi-Blast: D,DF,F+P ] --
    
    Think of this move like Captain America's Shield Slash or Blackheart's
    Dark Thunder:
    
    Jab-- Diagonally downwards
    Strong-- Head height
    Fierce-- Diagonally upwards
    
    The projectile can be used in an effective keep-away game, but this is
    possibly the slowest projectile in the game and opponents can easily jump
    over it. If it does connect it does alot of damage, the jab can OTG, and the
    fierce version can be used as an anti-air attack if it is timed early. Small
    recovery time and start up delay goes with this move.
    
    -- [ Psi-Blade: D,DF,F+K, then stronger K ] --
    
    In X-COTA she was a pretty much sappy defensive player, having alot of
    trouble against jump in attacks. So what did Capcom do to remedy this
    problem? They gave her a new anti-air attack. While this move has good
    priority over jump in attacks, it doesn't do as much damage as other anti-air
    attacks, but it still does good damage. This move has good horizontal range
    and can be easily put in combos. Once you start this move with a kick that's
    weaker than the RK you can go into a another version of the Psi-Blade simply
    by pressing K for example:
    
    D,DF,F+SK, then FK, then RK
    
    This would make her go into her stronger Psi-Blade without repeating the
    motion unlike Fei Long's Rekka Ken where you would have to repeat the motion
    3 times.
    
    -- [ Ninjitsu: F,DF,D,DB,B+P ] --
    
    Well think of your standard 6-button arcade to tell you where she will
    teleport, if you can't then read this:
    
    Jab-- Top left corner(mirror images)
    Strong-- Top Middle(no mirror images)
    Fierce-- Top Right corner(mirror images)
    Short-- Bottom left corner(mirror images)
    Forward-- Bottom Middle(no mirror images)
    Roundhouse-- Bottom right corner(mirror images)
    
    This her basic teleport. The Strong and Forward version will leave no mirror
    images, making her easy to spot and to attack. There is very little start up
    delay, and just a small amount of recovery time on this move, but she can't
    be countered, but to help remedy this problem you can use a Psi-Drill after
    your teleport.
    
    -- [ Psi-Drill: Hold Direction+P(immediately after teleport) ] --
    
    She can only use this move after her Ninjitsu teleport. Its a quick attack
    that does good damage. Use this to avoid being attacked as you recover from
    your teleport, but if she misses there is a possibility to counter.
    
    -- [ (flip kick): F+FK ] --
    
    Okay so I made the name up, but I hated calling it just a flip kick. Well
    this kick has its advantages, but I don't see much or any disadvantages. This
    attack will go over low attacks, but its no overhead counter(nor are their
    any overhead counters in this game, besides Juggernaut's Body splash). It
    comes out pretty quick and has excellent recovery time making it near
    impossible for it to counter.
    
    -- [ (crossover rolling roundhouse): F+RK,F ] --
    
    This move is a little awkward as she kicks the opponent with her regular
    standing roundhouse and then slides behind the opponent. This is similar to
    Spider-Man's Web Swing except for the fact that its less risky. this won't
    knock the opponent down though, but its a good opportunity to cross your
    opponent up.
    
    -- [ (rolling roundhouse: F+RK ] --
    
    Like the one above except she doesn't cross the opponent up, its basically
    the same kick doing the same damage. This can be used in combos and used to
    set up some supers possibly.
    
    
    -- [ (delayed rolling roundhouse): B+RK ] --
    
    This move is more of a confusion tactic than anything else. She will hop back
    and then prepare for a kick and launch the kick towards your opponent. It
    does good damage and cannot be comboed. Avoid using this while your in corner
    traps otherwise you'll only make the situation worst.
    
    
    -- [ (crossover rolling roundhouse #2): B+RK,F ] --
    
    Like the move above except she can cross the opponent up with this move. It
    still does good damage and should be used as a surprise or confusion attack
    and nothing else.
    
    
    -- [ Moonsault Kick: U+RK(air) ] --
    
    Thanks to Kao Megura for the official name of this move. This move is also
    her launcher believe it or not and it does good damage and hits up to two
    times. This single attack is vital for Psylocke to tack on any more hits in a
    combo. Use this whenever your in the air as it has excellent air priority.
    
    ---- [ Psi-Thrust: D,DF,F+2P, Hold Direction+P or K - Infinity combo ] ----
    
    It has the same properties like it did in X-COTA, but this time she has
    serious recovery time as she will bounce off the opponent unable to block,
    unlike in the previous game where she would immediately block after the
    super. This move does good damage and chips pretty well. She can go into a
    second Psi-Thrust like the previous game just by hitting another direction
    plus punch or kick to get more hits and more damage out. She can OTG after
    the first one, but not after the second one. She can also use this move in
    the air and aim it in any of the 8 directions like Wolverine's Drill Claw,
    but as far as I've seen, you can't use it as an AC Finisher. The start up
    delay on this move makes it completely uncomboable, except during OTG or off
    of her launcher.
    
    ---- [ Maelstorm: D,DF,F+2K - Infinity Combo ] ----
    
    Treat this like you would Ryu's Shin Shoryuken in the crossover series, it
    has alot of priority and it does good damage. This can be used up close to an
    opponent and also in a combo or off of her launcher. This can also be used as
    an anti-air attack, but the recovery time is horrendous. If she misses, she
    will eventually go three screens up and be unable to block, so make sure it
    connects. Also be wary that it has extremely little horizontal range.
    
    ---- [ Kochou Gakure: D,DB,B+2K - Infinity Combo ] ----
    
    This super has alot of range and does excellent damage, as numerous groups of
    "Psyhic Butterflies" sworm around her creating alot of block damage towards
    your opponent. This can be used as an AC Finisher and also as an air defense.
    This move is similar to the Photon Array covering a ton of ground and very
    difficult to avoid any damage at all, except it doesn't do as much damage as
    the Photon Array. The start up time is very minimal and the recovery time is
    minimal as well. Use this super for a cheesy victory.
    
    ---- [ Psylocke: Psi-Blade - Infinity Counter ] ----
    
    Well this move is rather risky, it has good vertical range, but lacks alot of
    horizontal range. Making this move a risk against counter a Proton Cannon or
    another Gakure Kouchou. If the opponent blocks this move that means they can
    easily counter back. Although like every other Infinity Counter, this move
    will beat out any other attack in the game because its invincible during
    start up.
    
    ---- [ Psylocke: Power Gem - Best Gem ] ----
    
    Like her Ninjitsu Split from X-COTA except there will only be 2 extra images
    instead of four that will appear at either side. Her images are invincible
    and they can do damage while Psylocke herself must still be attacked as
    normal if the opponent wishes to cause any damage. You can play a keep away
    game in this mode and even perform a full air combo without having the real
    Psylocke being near the opponent.
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Psylocke
    
    -- Psylocke has a triple jump, just hit U/UB/UF after a normal or triple
    jump, and repeat for the third jump. If she double jumps after the super jump
    that means you will have to wait awhile before she can execute the third
    jump.
    
    -- Psylocke can jump off the walls, jump towards a wall and hit the opposite
    direction.
    
    -- Also a small note, during the combos section I do not need to remind you
    about the Psi-Blade right. Since due to the fact that if you connect with a
    Short Psi-Blade you can just cancel into a stronger one. So all combos
    involving a Psi-Blade will go like this --> Psi-Blade(x3)
    I don't see a disadvantage to using the "Triple Psi-Blade" at all(that's what
    John Culbert calls it).
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    *Launchers: C.Fierce, J.UP.Roundhouse(2nd hit)
    Small Launchers: C.Forward
    Air Launcher: none
    Strikes: none
    Knockdowns: C.Roundhouse
    Infinity Counter: Psi-Blade
    Best Gem: Power Gem
    Max Infinity Guage: 3
    AC Finishers: Fierce, Roundhouse, Psi-Blast, Psi-Blade, Kochou Gakure
    
    *Believe it or not her J.UP.Roundhouse is her launcher. Its a little awkward
    and you can even super jump after it and still combo the opponent.
    
    
    1. C.Roundhouse --> Jab Psi-Blast
    
    
    2. C.Roundhouse --> Psi-Thrust(OTG)
    
    
    3. J.Roundhouse --> Jab Psi-Blast
    
    
    4. D.S.Short, S.Forward --> Psi-Blade(x3)
    
    
    5. D.S.Jab, S.Short, S.Forward, S.Fierce
       This is a safe combo, it will strike the opponent and away from Psylocke
    so that you can have time to set up for any other attacks.
    
    
    6. D.S.Jab, S.Short, S.Strong, S.Forward --> Psi-Blade(x3)
    
    
    7. J.Fierce \/ C.Forward, C.Fierce --> Psi-Thrust/Psi-Maelstorm
    
    
    8. Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
       I don't know why people have difficulty with the SJ.Strong, it connects
    just fine with me, but the reason why the SJ.Strong won't connect is that
    people cancel into the SJ.Forward too quickly, you must perform the ZigZag
    series slowly like Captain America.
    
    
    9. J.Jab, J.Forward \/ D.S.Jab, S.Short, S.Strong, C.Roundhouse -->
       Psi-Thrust(OTG)
    
    
    10. J.Jab, J.Fierce \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
        SJ.Forward --> AC Finisher
        Basic Air combo for Psylocke, master this and your on your way to
    mastering her fighting style.
    
    
    11. D.C.Strong, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Kochou Gakure
    
    
    12. Psi-Thrust(1st half), C.Short, C.Fierce --> Psi Thrust(OTG)
        Pretty basic here, nothing much except avoid using the 2nd Psi Thrust the
    first time, otherwise you'll mess up the combo. Also note that you can
    replace the Psi-Thrust with a Psi-Maelstorm if you like.
    
    
    13. Psi-Thrust(1st half), C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
        SJ.Forward --> AC Finisher
    
    
    14. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Forward, C.Fierce -->
    Forward Psi-Blade(x2)
        This combo is pretty linear, the Short version of the Psi-Blade won't
    reach the opponent, but the forward version will.
    
    
    15. Kochou Gakure, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Kochou Gakure
    
    
    16. In corner: D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse(2 hits) \/ /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse, etc.
        Unbelievable. How cheap can you get? This is her infinite and there's no
    escape once you get it to connect. Basically double jump and perform a
    SJ.UP.Roundhouse, then the triple jump with another SJ.UP.Roundhouse.
    Afterwards you'll land long before your opponent, IMMEDIATELY super jump(I
    can't stress that enough, that's the main key in pulling this off). If your
    super jump was late the opponent will be close to the ground and therefor
    your Infinite is messed up. The only thing you need to repeat is this:
    SJ.Jab, SJ.Short, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse /\ SJ.UP.Roundhouse,
    etc.
    
    Its really easier than it looks, the moment you land super jump IMMEDIATELY
    and continue from there.
    
    
    17. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward,
    C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\
    SJ.UP.Roundhouse \/ /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.UP.Roundhouse /\
    SJ.UP.Roundhouse \/ /\ J.Jab, J.Short, J.UP.Roundhouse \/ S.Fierce
        This combo is pretty much self-explanatory. After the first
    SJ.UP.Roundhouse super jump and perform the Moonsault Kick again, then you'll
    land before your opponent. Super jump again and continue the combo and double
    jump afterwards with a SJ.UP.Roundhouse. Here you will only need to jump to
    attack not super jump since the opponent will be close to the ground, after
    the SJ.UP.Roundhouse they'll be barely hitting the floor and you'll still
    land before them, hit a S.Fierce to tack on the last hit if you want. Its
    similar to her infinite but the timing is much more bearable.
    
    ----------------------------- [ Shuma Gorath ] ------------------------------
    
    -- [ Mystic Stare: B(charge 2 sec.)F+P ] --
    
    This projectile does good damage and has excellent range. It has fairly good
    speed and hits up to 6 times, blocking or not. In my opinion I mainly use
    this move to chip my opponent to death, it just chips so much block damage,
    its incredible, just like Iron Man's Uni-Beam. You can combo this move in for
    alot of hits, or you can use it to play keep away.
    
    -- [ Mystic Smash: B(charge 2 sec.)F+K ] --
    
    An excellent move to use all the way through, it not only does good damage
    but you can OTG after it as well. Depending on which button he uses will
    determine the height and arc of the Mystic Smash, this can also be used as an
    anti-air attack but you'll often find yourself trading hits with the
    opponent's jumping attack instead. You can put this move in combos and also
    it chips alot of block damage as well.
    
    -- [ Devitilization: F,DF,D,DB,B+K(close) ] --
    
    This move is Shuma Gorath's special grab, it does alot of damage as you can
    expect and even be put in combos. This grab hits twice as Shuma Gorath picks
    the opponent up and slams them onto the ground then proceeds to tack on an
    extra hit. As far as I can tell you can't tech hit out of this, and the move
    does have good range for a throw, but like Zangief's Spinning Pile Driver in
    the other games, if Shuma Gorath performs this while away from his grab
    range, that means he will go into his miss pose and be open to attack.
    
    -- [ (stone drop): D+FK(air) ] --
    
    Well I wouldn't actually call this a good move to use since due to the fact
    that he has very horrible recovery time after the move. Its basically
    petrifying himself then drops on the opponent at quick speeds. Its also his
    AC Finisher and it does good damage and has good priority, but I've seen alot
    of launchers take him out of this move. While this petrifies himself it does
    not petrify the opponent, well not unless of course you have the Time Gem.
    
    -- [ (drain): F+FK/RK(close) ] --
    
    Well this isn't exactly a special move, but it has special properties so I'll
    consider it a special move. You must perform this move at throw range, while
    it does alot of damage on its own, it takes away the Vitality of your
    opponent. Thus adding it to your guage, its a really annoying move that all
    Shuma Gorath players must use. You can drain as much life away from your
    opponent as you want until you reach a full guage. You cane easily turn the
    tides in your favor with this move and it can also be used as an AC Finisher.
    
    ---- [ Chaos Dimension: D,DF,F+2P, SP/FP/FK/RK(close) - Infinity Combo ] ----
    
    With the Chaos Dimension you can easily win practically any battle. It does a
    TON of damage and you can even OTG afterwards as well. Once activated Shuma
    Gorath will glow and for about 10 seconds you can grab your opponent into the
    "Chaos Dimension." The first half of the damage comes from the vortex Shuma
    Gorath creates then the opponent drops back to the floor hard. Only his jabs
    and shorts will not be effected by the Chaos Dimension, all of his other
    moves will result in him going into a grab pose, jumping or crouching or
    standing. If you are lose to the opponent they will be hit by the activation
    of this move that pops them up, but for me I have trouble following up with a
    grab after that. Both the start up and the duration of the Chaos Dimension
    are both unblockable. Use this whenever you can.
    
    ---- [ Shuma Gorath: Mystic Smash - Infinity Counter ] ----
    
    This move overall is an excellent counter, mainly because it does excellent
    damage and even if the opponent does manage to block, they will suffer alot
    of block damage as well. This has good horizontal range and can be used to
    counter practically any jumping attack and even the Gamma Crush. Like all
    Infinity Counters its invincible during start up and through the duration of
    this move making it safe to use.
    
    ---- [ Shuma Gorath: Time Gem - Best Gem ] ----
    
    This gem will allow him to petrify his opponent with every hit he connects
    with. If you hit the opponent again while they are petrified that means they
    will become un-pretrified. This is very useful in putting alot of infinites
    against your opponent, and you basically can go all out offensive in this
    mode.
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Shuma Gorath
    
    -- While Shuma Gorath's back dash lets him avoid attacks(similar to Vega's
    Backflip in the Alpha series) he can still be attacked by most supers,
    especially the the Weapon X.
    
    
    Ground Magic Series: Punch to Kick
    Jumping Magic Series: Punch to Kick
    Super Jumping Magic Series: ZigZag
    Launcher: S.Forward
    Strikes: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, C.Roundhouse
    Air Launcher: none
    Small Launcher: none
    Knockdowns: none
    Infinity Counter: Mystic Smash
    Best Gem: Time Gem
    Max Infinity Guage: 1
    *AC Finisher: UP.Fierce, Roundhouse, DN.Forward
    
    *If you want the Roundhouse AC Finisher that means you'll have to use it
    after the SJ.Strong or earlier in a combo, otherwise it won't connect, that
    goes the same for his SJ.DN.Forward.
    
    
    1. C.Strong --> Mystic Stare
    
    
    2. C.Forward --> Forward Mystic Smash
    
    
    3. D.S.Jab, S.Short --> Devitilization
       This combo works very similar to Zangief's J.DN.Forward --> Siberian Bear
    Crusher combo in the old Street Fighter days. Why? Well even if blocked the
    Devitilization will catch them. Really cheesy.
    
    
    4. C.Roundhouse --> Roundhouse Mystic Smash
    
    
    5. J.Roundhouse \/ S.Strong, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.UP.Fierce
       This is the basic air combo with Shuma Gorath, master it and you'll
    already be a master at him.
    
    
    6. Mystic Smash, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.UP.Fierce(OTG)
       You might have to dash in towards your opponent if he's too far way from
    you, and yes a C.Short can go into a S.Forward as long as it is OTGed.
    
    
    7. Chaos Dimension, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.UP.Fierce(OTG)
       Its as simple as that, quickly go into a crouching short and continue from
    there.
    
    
    8. J.Strong, J.Forward \/ D.S.Strong, S.Short --> Devitilization
    
    
    9. J.Strong, J.Forward \/ S.Forward /\ SJ.Jab, SJ.Forward, SJ.Forward -->
    Chaos Drain
       This was the first combo I had ever pulled off with Shuma Gorath, it gains
    Shuma Gorath alot of life as well. Have fun.
    
    
    10. In corner: J.Strong, J.Forward \/ S.Strong, S.Forward /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Jab, SJ.UP.Fierce \/ C.Strong, S.Roundhouse(OTG)
        This is the 2nd biggest combo I can do with Shuma Gorath, basically after
    the first SJ.UP.Fierce you will start to fall down slowly, and thanks to his
    ability to drift in the air he will have another chance to tack on another
    combo. Once the opponent is just barely under you quickly complete the combo
    and you can even throw in an extra jab aftet the SJ.Forward. Don't use the
    jab after the first SJ.Forward though, since that would mess up the combo.
    then once again you'll land before the opponent, giving you a chance to OTG
    them, then continue from there. I got 19 hits from this. Also one more note,
    when you super jump after his launcher jump straight up, don't jump UF
    otherwise he will end on the other side of the opponent after the first
    combo.
    
    11. In corner: J.Strong, J.Forward \/ S.Jab, S.Forward /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> Mystic Smash \/ C.Jab(OTG), S.Forward /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward, SJ.Up.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Up.Fierce \/ (jump up) /\ J.Jab, J.Forward
        This combo is difficult to pull off because it requires a lot of
        practice. The key is connecting with the Mystic Smash, and you will
        either have to use the Roundhouse, Forward, or Short version depending
        on the character. After you connect, you can OTG the opponent. Now as
        you OTG the opponent and perform the zigzag combo in the air, the UP
        Fierce will shoot the opponent up, they will fall faster than you.
        Now here is the key to the 2nd part of the combo, you will have to do
        the zigzag combo again as the opponent is right in front of you. After
        that, just jump up for 2 more hits. 27 hits total. I have the combo
        video to show you if you like.
    
    ------------------------------- [ Spider-Man ] ------------------------------
    
    -- [ Web ball: D,DF,F+P ] --
    
    This isn't a very good projectile for many reasons. First its got a little
    lag time and recovery time, second its weak, and third you won't suceed in
    playing keep away with it. What it does it keeps the enemy in place so you
    can pull off a combo, its also best that you use Fierce cause its the only
    one that will allow you to start combos. Use the Jab alot because its the
    most safest because of its start-up and recovery lag. When done in the air
    its really useful because it'll push Spidey back a little and it'll come down
    at a 60 degree angle. It's basically a useless chipper, but still chips for
    one measely pixel.
    
    -- [ Spider Sting F,D,DF+P, then P(Optional) ] --
    
    Well often expert Spidey Players don't use it often. It's very versatile
    because you can use it like a set-up launcher and you can choose if you want
    it to hit once or twice if you hit the punch button again. This is also a
    nice keep away move and its quite strong too. Often opponents will come after
    you if you miss because they forget that this thing hits twice so you'll end
    up hitting them as you come down.
    
    -- [ Web Swing D,DB,B+K ] --
    
    A great move, it has a start up delay but still comboable and has alot of
    priority and is a very powerful kick. Spidey can use this in the air to get
    out of nasty situations and can easily combo it. If Spidey connects on a
    blocking enemy he will land on the other side of the opponent to a relative
    safety except quick counters or supers. Also this can be used sorta like an
    air dash, use this to escape ground based supers like a Proton Cannon, and it
    even OTGs.
    
    -- [ Web Throw: F,DF,D,DB,B+P ] --
    
    The Web Throw goes like this:
    
    Jab-goes straight across the screen
    Strong- 60 degrees upward
    Fierce- Right above your head
    
    Well This is an extremely strong throw that will chip but if the web is out
    of his hands and you get hit by the web you'll take minor damage and Spidey
    won't throw you. This can be used as an air counter and Spidey is left safe
    if the opponent is blocking, if you miss and they jump in for a combo, your
    gone. Don't use this against other Spidey Players because they can knock you
    out in the middle of it with a Maximum Spider.
    
    ---- [ Maximum Spider: D,DF,F+2P (air) - Infinity Combo ] ----
    
    Its not the best super but it does quite a bit of damage. This super cannot
    be comboed however even if your back is to the wall. Basically Spidey will
    bounce off the wall with a fast kick and juggle the opponent for five hits
    that does heavy damage. The problem is is that its too easily seen and has
    huge start-up and recovery delay. Even Iron Man can counter with the Proton
    Cannon. But there are advantages, Spidey can control the movement by
    pointing the direction he wishes to go by using the directional pad and can
    be done in the air. This super does chip but barely. You can counter:
    
    Iron Man's Proton Cannon
    Spider-Man's Maximum Spider
    Hulk's Gamma Crush
    Psylocke's Kochou Gakure
    Psylocke's Psionic Maelstrom
    
    That's about it. There is one thing you must look out for and that is is that
    sometimes it'll only connect twice instead of the full five. This super is
    unpredictable and can connect once or twice or trice and you still won't get
    the other two hits. This super will go through basically anything, I mean
    Magnetic Shockwave or even through the beam of a Proton Cannon. It has very
    high priority probably even more than a Gamma Crush. Just watch for the
    recovery time though cause it stinks.
    
    ---- [ Spider-Man: Spider Sting(one hit) - Infinity Counter ] ----
    
    This is an excellent counter overall, and it has more horizontal range than
    it appears as well and its an excellent counter against jump in attacks as
    well. It does good damage and if the first hit misses, the second hit will
    automatically hit as well, but this counter does not hit twice. But like all
    Infinity Counters it's invincible throughout the duration of this move making
    it safe to counter, except countering a Proton Cannon from afar.
    
    ---- [ Spider-Man: Power Gem - Best Gem ] ----
    
    An excellent gem and you should basically go all out offensive with this gem.
    Once activated Peter Parker will have a double image appear on the opposite
    side of the opponent allowing you to do double the hits and basically double
    the damage. Basically go all out on this mode and nothing will stop you.
    
    
    -------------------------------- [  Combos ] --------------------------------
    
    Special Game Notes: Spider-Man
    
    -- Spider-Man can stick to the walls, jump towards a wall and quickly hit the
       opposite direction.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    Launchers: S.Strong
    Air Launcher: S.Roundhouse
    Small Launcher: C.Forward
    Strikes: S.Fierce
    Knockdowns: C.Roundhouse
    Infinity Counter: Spider Sting
    Best Gem: Power Gem
    Max Infinity Guage: 3
    AC Finisher: Fierce, Roundhouse, Web Swing, Web Ball
    
    
    1. C.Roundhouse --> Roundhouse Web Swing(OTG)
    
    
    2. Fierce Web Ball --> Maximum Spider
       Its best that you use the Web Ball in the air, that way you can
    immediately go into a Maximum Spider when you land instead of having to
    recover while on the ground.
    
    
    3. J.Roundhouse \/ D.S.Jab, S.Forward --> Jab Web Ball
    
    
    4. D.S.Short, S.Roundhouse --> Jab web Throw
    
    
    5. Fierce Throw in corner, C.Short, S.Strong --> Fierce web Throw
       Seems possible, I've only got it to connect against Hulk though.
    
    
    6. J.Roundhouse \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
       Basic Spider-Man combo, master it and you'll already be a master at
    Spider-Man.
    
    
    7. J.Jab, J.Short, J.Strong \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
       Basically here its just more hits coming in.
    
    
    8. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Strong -->
    Fierce Spider Sting(two-hit)
       This combo is pretty basic, and its just to fun to do.
    
    
    9. S.Strong --> Jab Spider-Sting, C.Short, S.roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher(OTG)
       Basically this involves a little OTGing, after that continue from there.
    
    10. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Roundhouse
    --> Strong Spider Sting, S.Roundhouse --> Strong Spider-Sting, etc.
        Boy would you believe this is his infinite? I've got a total of 10 hits
    with this. You have to be very quick with this otherwise your opponent will
    fall. For me I found that it works best against smaller characters, but your
    opponent is likely to get dizzy during the infinite, practice the timing to
    get it down infinitely. This works best in the corner.
    
    11. S.Strong, Jab Spider-Sting, repeat.
        This is just a variation of his infinite, except it's easier to pull off
        since your opponent does not need to be in the corner.
    
    11. J.Jab, J.Short, J.Strong \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab, SJ.Short \/ S.Strong
    /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
        This combo doesn't require much, after the Web Swing come down and hit
    Jab and go into a short, then you should land, throw a standing strong and
    continue from there.
    
    12. J.Jab, J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Jab, C.Forward,
    S.Roundhouse --> Strong Spider Sting, S.Strong --> Fierce Spider Sting,
    S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab,
    SJ.Short \/ S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Jab Web Ball, SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce
        This is 100% guaranteed to work. I've only gotten this to work once, but
    if you've done it once your bound to do it again right? Well this combo is
    pretty complex and takes alot of practice for this 30 hit Master Blaster of
    Disaster Rock n' Roll oozy douzy combo. The second Spider-Sting in this combo
    is EXTREMELY crucial, you can always skip that since its optional. After that
    go into the air magic series and end with a Web Swing as you start to fall
    hit a SJ.Jab into a SJ.Short, then continue from there. In the air after the
    forward IMMEDIATELY cancel into the Jab Web Ball(this part of the combo was
    used from James Chen's Jab Web Ball combo) then continue from there.
    
    -------------------------------- [ Thanos ] ---------------------------------
    
    -- [ Titan Crush: B,DB,D,DF,F+P ] --
    
    A very powerful move, that even does more damage than Hulk's Gamma Charge.
    Its easily comboed and no it doesn't quite suffice to the recovery time like
    the Gamma Charge, but it still has horrible recovery time. Its used in
    similar fashion but he can't go into two of them in a row. This can be used
    in combos and also as a deadly AC Finisher. This is an excellent counter
    against any missed attack and does almost as much damage as some supers.
    
    -- [ Death Sphere: D,DF,F+K ] --
    
    This move is very similar to Spider Man's Fierce Web Ball except for the fact
    that it has even more start up delay than the Fierce Web Ball and more
    recovery time. However it will hold the opponent still unable to block for a
    time even longer than a Fierce Web Ball. While you can't do any Infinity
    Combos while the opponent is stuck you can combo your opponent while they are
    stun. The opponent can shake out of this move like they would a Web Ball
    though, but you have to be literally an idiot if you were to be caught by
    this move.
    
    -- [ (dash drop: D+RK(air)) ] --
    
    An excellent move to use overall, mainly because it has alot of priority and
    can be put in combos or used as an AC Finisher. The recovery time on this
    move is very minimal and Thanos can immediately follow up after this move, it
    comes down fast, probably at the same speed as Akuma's Tenma Kujin Kyaku. Use
    this to start off your combos often.
    
    -- [ (fire wave): D+RK ] --
    
    Well since alot of Thanos's regular attacks are special attacks, I thought I
    could descibe them a little. This is similar to Magneto's Magnetic Shockwave
    except for the fact that it doesn't have the vertical height nor is it as
    damaging. This move will still do good damage and can OTG, it can be used as
    a projectile and it moves pretty fast. This move builds up Thanos' infinity
    guage extremely fast, but only if you connect (regardless if the opponent is
    blocking).
    
    -- [ (rock wave): D+FP ] --
    
    This move is similar to Hulk's Gamma Wave from future games, except for the
    fact that the opponent can still be in the corner and still be inflicted with
    normal damage. This move does alot of damage and there's also one special
    note that I'll happen to mention serveral times, if the opponent blocks this
    move or if they get hit by it, that means that Thanos will gain about one
    full level of Infinity Guage. That's another reason why not to block against
    Thanos. The recovery time isn't all that bad, and it can be OTGed.
    
    
    Note: Thanos does not need the proper gem to perform the proper Infinity
    Combo, as long as he has a level of Infinity Guage he can perform and
    Infinity Combo that he wishes.
    
    ---- [ Reality Gem: B,D,DB+JP - Infinity Combo ] ----
    
    Well Thanos carries a load of Infinity Combos, even more than his special
    attacks. This Infinity Combo will do major damage and its similar to the one
    found on MSH:WOTG(SNES). It can be used in OTG combos and does alot of block
    damage, possibly just as much as the Proton Cannon. The recovery time is
    pretty bad, but its hard to counter since the opponent will get pushed back
    by the wall. This move has excellent range and can be used often.
    
    ---- [ Time Gem: B,D,DB+SK - Infinity Combo ] ----
    
    Well this gem is a little awkward. The strangest part is that it is
    blockable, as a red pillar of light comes towards your opponent and if it
    connects the opponent's time will be slowed down drastically. As far as I can
    tell you can't OTG this or even combo it in. This infinity combo is often
    overlooked, once it connects the opponent will feel like there controlling
    the Juggernaut, even if they are Spider-Man or Wolverine. Its even worst for
    Juggernaut, and Juggernaut can barely move. It completely throws off the
    timing of their combos, thus making it easier for you to connect and even
    some of their moves have tacked on significantly more recovery time, thus
    allowing you to counter more easily. Its best if you use this against dash in
    attackers mianly Wolverine or Spider-Man.
    
    ---- [ Space Gem: B,D,DB+SP - Infinity Combo ] ----
    
    A very painful Infinity combo, it does massive damage and the hits easily
    rack up over 40+ This can be OTGed and does incredible block damage, even
    more than the Reality gem. This Infinity Combo goes on very long as a portal
    opens up in front of Thanos and a ton of rocks becomed vortexed in another
    portal, the second part will follow the opponent if they are in front of
    Thanos and proceed to drop the rest of the rocks. The recovery time is pretty
    bad and if the opponent manages to get around Thanos during the duration of
    this Infinity Combo that means they literally have almost an eternity to
    counter, that's because the first part of the Infinity Combo will only begin
    directly in front of Thanos. you can also use this as an anti-air attack as
    well.
    
    ---- [ Soul Gem: B,D,DB+FK - Infinity Combo ] ----
    
    This Infinity combo his like the super version of the Chaos Drain. This
    allows Thanos to gain back alot of life and taken out of his opponent(this
    also varies depending on how your damage guage is set). It has pretty good
    range and will automatically track the opponent within range. It can be
    comboed and the advantage can be put in your side heavily. The recovery time
    is decent but still liable to counter attacks. Also this will drain your
    opponent's Infinity Guage but it drains very little.
    
    ---- [ Power Gem: B,D,DB+FP - Infinity Combo ] ----
    
    An immensely power Infinity Combo that does even more damage than his Space
    Gem. This can be OTGed and can be put in combos easily. Even if it doesn't
    connect any opponent hanging on the wall(mianly Spider-Man) will probably get
    caught because this super climbs walls. Basically its a giant orange(?.) and
    its about double the size of Thanos and 50% larger than Juggernaut. The first
    two hits will do pretty good damage but the final hit will put out a
    tremendous pounding on your opponent. This Infinity Combo will also do a load
    of block damage just as much as the Proton Cannon if not more. It comes out
    fairly fast, but is easily super jumped over.
    
    ---- [ Mind Gem: B,D,DB+RK - Infinity Combo ] ----
    
    Once activated your opponent's motions will be reversed including special
    moves and infinity combos. Except for the jumping and crouching commands, if
    your opponent moves forward they will block, if they try to block they will
    move forward. Also super motions like D,DF,F+2P will have to be performed by
    D,DB,B+2P. Its really difficult for human opponents to get adapted to, think
    of this sorta like the poison mushroom found in Earthbound. However its
    basically useless against CPU opponents. If done on Thanos' stage his
    stage will change completely into another dimension.
    
    Also note that this Infinity combo is unblockable and will effect the
    opponent everytime its activated and will last for about 10 seconds as your
    opponent glows.
    
    ---- [ Thanos: Titan Crush - Infinity Counter ] ----
    
    An overall excellent and powerful counter attack that has alot of range and
    will counter basically anything. Its also useful against jumping attacks if
    the opponent is close to you. And like all Infinity counters, its invincible
    during start up and during the duration of the counter.
    
    ---- [ Thanos: none - Best Gem ] ----
    
    Like Dr.Doom Thanos has no special infinity gem, but its not like he needs
    one anyways. He's already cosmically cheap as it is.
    
    
    -------------------------------- [ Combos ] ---------------------------------
    
    -- Thanos' C.Fierce, blocked or not blocked, will gain Thanos almost a level
    of Infinity Combo.
    
    -- Thanos' S.Strong will double hit, but it can be canceled out of either by
    a regular attack or a special attack.
    
    -- Thanos' front dash can be made longer, after you dash hold F on your
    controller and he will continue to run for a long period of time, or of
    course you decide to let go. Its pretty useful in the long stages like
    Captain America's or Juggernaut's when the opponent keeps jumping or dashing
    back.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    Launchers: C.Strong
    Air Launchers: none
    Small Launcher: none
    Strikes: S.Fierce
    Knockdown: C.Forward
    Infinity Counter: Titanic Rush
    Best Gem: none
    Max Infinity Guage: 4
    AC Finisher: Fierce, Roundhouse, DN.Roundhouse, Titanic Rush
    
    
    1. C.Strong --> Soul Gem
       Cheap but effective.
    
    
    2. C.Forward --> Space Gem
       This one is very risky since after the first part the opponent can roll to
    safety, but in the corner this is pretty much safe even if the opponent can
    block the second part.
    
    
    3. D.S.Jab, S.Strong --> Titanic Rush
    
    
    4. D.S.Forward --> Titanic Rush, S.Jab --> Titanic Rush(OTG)
    
    
    5. J.DN.Roundhouse \/ C.Jab, C.Short, C.Forward, C.Fierce/C.Roundhouse(OTG)
       For the C.Roundhouse to connect wait until the opponent hits flat on the
    ground.
    
    
    6. D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse(1st hit) --> Titan
       Crush
    
    
    7. J.DN.Roundhouse \/ C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
       Basic air combo for Thanos, master this and your on your way.
    
    
    8. Titanic Rush, C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Fierce \/ S.Jab, S.Strong, S.Fierce(OTG)
       Nothing to say much here except that you will land before the opponent
    does, then continue from there.
    
    
    9. In corner: D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul
    Gem, D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul Gem,
    D.C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
    Finisher(OTG)
       Well trust me, Thanos can do this even though it violates the "One OTG per
    combo law"
    
    10. J.DN.Roundhouse \/ S.Jab, S.Short, S.Forward --> Reality Gem, D.C.Strong
    /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
        You can choose to OTG here if you want, but youc an juggle them and then
    follow up with an air combo instead.
    
    
    11. J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, C.Forward --> Power Gem
    (OTG)
        You can only get three hits jumping in on Blackheart, the other
    characters you will have to use two hits jumping in instead.
    
    
    12. Fierce Throw, C.Short, C.Strong --> Soul Gem, C.Short, C.Strong /\
    SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
        Once again he violates the OTG law, but I'm only here to help.
    
    
    13. In Corner: J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong(2
    hits), C.Forward, D.S.Jab, S.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Titanic Rush, SJ.Short, SJ.Fierce(OTG)
        Well this is the biggest combo Thanos can do without being cheap
    basically in this combo you OTG after the C.Forward and continue from there.
    In the air go into a Titanic Rush, you'll recover and have time for more hits
    and your opponent will be behind Thanos, go into a SJ.Short to a SJ.Fierce.
    
    14. In Corner: S.Roundhouse(2 hits) --> Death Sphere, D.S.Roundhouse(2 hits)
        --> Death Sphere, D.S.Roundhouse(2 hits) --> Death Sphere, etc.
        Cheap. Yet its unbelievable how cheap you can get, and Mistress Death
    won't stop him. This infinite is as easy as it gets. Most likely your
    opponent will be dizzy after about 20 hits, but that's okay, you can do it
    all over again. Basically you must cancel pretty quick after the second hit,
    if you cancel after the first hit, it won't connect. This is even cheaper
    than Ryu's Infinite.
    
    ------------------------------- [ Wolverine ] -------------------------------
    
    -- [ Berserker Barrage: D,DF,F+P, then P(rapidly) ] --
    
    This has been a very effective move throughout the Marvel series and it still
    is. This move will do alot of damage and depending on which strength of
    button you use will determine how many hits you get afterwards. It has good
    recovery time and extremely hard to counter, that is if you don't use the
    Fierce version after rapidly hitting that punch button. This move will do
    alot of block damage and even if the opponent does block it will gain his
    Infinity Guage pretty quickly. This can be used in combos or OTG. Only the
    fierce version can be OTGed afterwards.
    
    -- [ Tornado Claw: F,D,DF+P ] --
    
    An excellent anti-air attack that does alot of damage and is just as easily
    comboed as his Berserker Barrage. The recovery time is pretty decent for an
    anti-air attack. This move has good horizontal range and chips good damage,
    the jab version should be used the most since it has the least amount of
    recovery time and its pretty hard to counter.
    
    -- [ Drill Claw: Hold Direction+P+K(same strength) ] --
    
    An excellent move to use overall, mainly because it does alot of damage and
    can be used as an AC Finisher. Watch if Wolverine misses with his move though
    because he will sorta coil back and be left open to attack. This move comes
    out very quickly and can easily be put in combos like his other moves. It can
    also be used as a surprise attack and Wolverine can use this in the air in
    any 8 directions.
    
    -- [ (heel stomp): D+FK(air) ] --
    
    This is an excellent move to use overall, mainly because it comes out quick
    and it does good damage and has good priority. This can be used in air combos
    or use to set up ground combos, if Wolverine misses he will bounce off of the
    opponent and be able to block. A prime weapon he should use often.
    
    ---- [ Berserker Barrage X: D,DF,F+2P - Infinity Combo ] ----
    
    A very lethal super mainly because it comes out so fast and does alot of
    damage. It comboes just as easily as his other special attacks and has good
    range and should be used to counter missed supers or even missed Jabs. It
    does decent block damage and hits 12 times and can be OTGed after if in the
    corner. You should mainly use this in combos rather than to wait and counter.
    The recovery time is pretty bad and he can be countered. The priority of this
    move at start up is pretty high, but during the latter part he can be knocked
    out of it and he is still vulnerable to projectiles.
    
    ---- [ Weapon X: F,D,DF+2P - Infinity Combo ] ----
    
    An immensely painful super that does a TON of damage, even more so than the
    Final Justice. It ranks up there with being one of the most powerful supers
    in the game as Wolverine engages in an auto 12 hit combo that ends with a
    Weapon X slash. This is visually impressive and like the Final Justice you
    just want to mimick the motions to insult your opponent even more. But being
    an auto super it will only work if if connects and Wolverine will stop if the
    opponent blocks leaving him open to attack. It moves extremely quick and will
    go full screen's distance, not only that it has high priority and will go
    through any projectile, it even catches Blackheart out of his Armageddon. It
    has a bit of a start up delay and cannot be comboed, unless if you OTG with
    this move, but for one measely hit though. This is the prime counter against
    missed attacks and supers.
    
    ---- [ Wolverine: Drill Claw - Infinity Counter ] ----
    
    An excellent counter to use overall, mainly because it has excellent
    horizontal range and can counter jump in attacks. It comes out quick and
    often hard to block isnce it is a counter, like all Infinity counters this
    move is invincible during the duration of this move coutering any attacks.
    
    ---- [ Wolverine: Power Gem - Best Gem ] ----
    
    A powerful gem that gives Wolverine all the advantages, treat this like you
    would Rose's Soul Illusion from the Alpha series. Go all out because your
    speed is boosted and all your attacks will do multiple hits with mirror
    images trailing behind him. However its basic use is for ground combos, its
    pretty much hard to start an air combo after his ground combos with this gem
    activated. Basically go all out offensively in this mode.
    
    
    --------------------------------- [ Combos ] --------------------------------
    
    Special Game Notes: Wolverine
    
    -- Wolverine can jump off walls, once you jump towards a wall hit the
    opposite direction.
    
    -- Everytime Wolverine becomes damaged his healing factor comes in to work,
    it will cut basically any attack down by 50% making it appear that he has
    more vitality then shown.
    
    -- Wolverine's S.Forward can and only double hit when he is close to the
    opponent, that is if you hit the forward button twice.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: ZigZag
    Super Jumping Magic Series: ZigZag
    Launchers: S.Roundhouse
    Small Launchers: C.Strong
    Air Launchers: none
    Strikes: S.Fierce, C.Roundhouse
    Knockdowns: DF.Fierce, C.Forward
    Infinity Counter: Drill Claw
    Best Gem: Power Gem
    Max Infinity Guage: 3
    AC Finishers: Fierce, Roundhouse, Drill Claw
    
    
    1. S.Jab --> Berserker Barrage
    
    
    2. C.Forward --> Berserker Barrage X
    
    
    3. D.S.Jab, S.Strong --> Drill Claw
    
    
    4. J.DN.Forward --> Drill Claw
       Simple, just aim the Drill Claw towards your opponent as soon as the
    forward connects.
    
    
    5. J.DN.Forward, J.Fierce \/ S.Strong --> Berserker Barrage X
    
    
    6. D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Fierce Tornado Claw
    
    
    7. In Corner: D.S.Jab, S.Short --> Berserker Barrage X, S.Short, S.Forward,
    S.Forward --> S.Fierce(OTG)
    
    
    8. In Corner: D.S.Jab, S.Short, S.Forward, C.Fierce --> Fierce Berserker
    Barrage, C.Short, S.Strong, S.Fierce(OTG)
       Basically here make sure you use the fierce version and all of the 8 hits
    comes out of the Berserker Barrage, then OTG afterwards.
    
    
    9. J.DN.Forward, J.Roundhouse \/ D.S.Jab, S.Short, S.Forward, C.Fierce -->
    Berserker Barrage X
       The classic combo that works so well, master it and you'll be whopping
    competition.
    
    
    10. J.DN.Forward, J.Fierce \/ C.Jab, C.Strong, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
        Basic Air combo with Wolverine, master it and you're on your way.
    
    
    11. In Corner: S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.DN.Forward,
    SJ.Fierce SJ.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.DN.Forward, SJ.Fierce, SJ.Roundhouse, etc.
        There really isn't much to this combo. In the air pause a little bit
    before the SJ.DN.Forward, then hit a SJ.Fierce into a SJ.Roundhouse. Here
    you'll land before the opponent and then as you land immedaitely launch them
    into an air combo. Each time you repeat this combo you will need to hesistate
    a little longer before the SJ.DN.Forward until you no longer need to
    hesistate as long. Basically you must hesistate before each SJ.DN.Forward,
    and has usual you'll land before the opponent, then launch and repeat. Timing
    and practice is the key here folks.
    
    12. In Corner: J.DN.Forward, J.Fierce \/ D.S.Jab, S.Forward, S.Forward,
    S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.Jab, SJ.Short,
    SJ.Fierce
        This combo is a little awkward, but effective. In the air after the two
    SJ.Strong's hesistate and continue from there. If you throw out another
    SJ.Strong(it becomes a habit sometimes) the combo completely messes up so
    practice and get the timing down and get it right.
    
    13. J.DN.Forward, J.Fierce, J.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
    S.Strong, S.Strong, C.Forward, D.S.Short, S.Forward, S.Forward, S.Roundhouse
    /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.DN.Forward, SJ.Fierce,
    SJ.Roundhouse --> Drill Claw(OTG)
        Ouch. 3 AC Finishers in one combo, that's amazing. This 21 hitter
    involves that you OTG after the C.Forward, you will recover quick enough to
    dash and attack at the same time. In the air skip a strong against smaller
    characters and hesistate before pulling off the SJ.DN.Forward, then continue
    from there.
    
    =============================================================================
    ----------------------------- [ Codes/Secrets ] -----------------------------
    =============================================================================
    
    Dr.Doom
    -- Beat game on any difficulty
    -- At character selection screen(with Short Cut off) go to Spider-Man
    -- Hold Select, move down to Captain America, then hit Down again and hold it
    -- Now very quickly press Short, Forward, Roundhouse in less than a second
    -- Dr.Doom's face should replace Captain America's
    
    Note: You must be extremely quick while executing the Short, Forward
    Roundhouse, don't hit the 3K button. They must be executed in that order in a
    smooth motion otherwise the code won't work.
    
    Thanos
    -- Beat Game on any difficulty
    -- At character select screen(with Short Cut off) go to Captain America
    -- Hold Select, move up to Spider-Man, then hit up again and hold it
    -- Now very quickly press Fierce, Strong, Jab in less than a second
    -- Thanos' face should replace Spider-Man's
    
    Note: You must be extremely quick while executing the Fierce, Strong, Jab,
    don't hit the 3P button. They must be executed in that order in a smooth
    motion otherwise the code won't work.
    
    
    NOTE: Once you have the code activated you can exit during the middle of your
    battle and save it to a memory card. Then go to the options screen with the
    Shortcut on, this way Thanos and Dr.Doom will be selectable without inputting
    the code again. If you use the Shortcut off you will have to repeat the code
    again, but the Shortcut On trick still works.
    
    ------------------------------ [ Disable Gems ] -----------------------------
    
    At versus mode pick any two characters, then at the battle screen hold select
    on either controller a message will appear "No gems?" then on the opposite
    controller hold select and the "No gems" message will be displayed throughout
    the battle.
    
    NOTE: If the opposite player does not comply that means you cannot turn off
    the gems, and this trick will not work in Battle Mode because simply the
    computer won't reply and the gems have something to do with the storyline
    itself anyways.
    
    ---------------------------- [ Closing Comments ] ---------------------------
    
    Well, there you have it. Like I said, I won't update this guide just for one
    combo, no matter how good it is. It was a chore updating this guide as it is
    but for the most part, I think this guide will better suit everyone's needs.
    So thanks for reading and good luck gaming.
    
    - [ EOF ] -
    
    Time of Completion: 22 hours, 34 minutes
    
    Dingo Jellybean (C) 1999 - 2004