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==========================
| Marvel Vs Capcom |
| FAQ |
| By |
| Sabre |
==========================
Version 2.5
E-mail: sabre_y@usa.net
Revision History:
Version 2.5 (3/1/99) -- Happy New Year. Tis the year of rabbit!
I've added a new B.S. section. What is it?
Check it out.
Copyright 1998 by H. C. Yu
Copyright information: Please.
(1) DO NOT use this FAQ for your commercial use.
(2) DO give credits where they're due.
=======================================================================
++++++++++++++++++++
+Table of Contents:+
++++++++++++++++++++
Message
Introduction
Switching
Character Ranking
Legend
Chun Li
Ryu
Zangief
Morrigan
Captain Commando
Megaman
Strider
Spiderman
Jin
Captain America
Venom
Hulk
Gambit
War Machine
Wolverine
Shadow Lady
Roll
Carnage
Orange/Ice Hulk
Mega War Machine
Lilith
Helpers
Partners
Strategy against CPU
B.S.
Credits
=======================================================================
++++++++++
+Message:+
++++++++++
Arrhhhh... Just when will you all stop bothering me w/ junk mails? Also,
I've decided to let the flood gate open on glitches. They're in the new B.S.
section, so stop pestering me! Just to refresh your memory, here're what I call
junks, so please don't e-mail me these:
--Mails that calls me names for not agreeing to their opinions.
Come on guys, what the hell!? Each has his/her own opinion, and
all gamers should have respect for all! For example, I rank my
characters according to MY opinion. Since it's my FAQ, I'm the
only with a say on what's written. None of your jack-ass
comments mean anything to me, except tempting me to beat you up,
physically and game-based. So, quit e-mailing me about how
wrong my opinions are.
--Mails about other games. Come on guys, if you're going to e-
mail me with subject as MvC, please do keep it there. Don't
wonder off the tangent into SFA3. While this doesn't piss me
off too much, but is still annoying. To rid this problem, I've
set up a new address for me. It's now sabre_y@usa.net
--Mails that ask for codes of secret characters, or move lists
(rare). Eh, guys, if that's what you want, you're reading the
wrong FAQ my friends. This is FAQ for intermediate/advanced
players only!
--Mails that ask for something already written in here. For
example: "Can you tell me how to use _______?" or "How to combo
_______?" I really don't know what to say? :-|
--Mails that ask me to include their FAQ in my FAQ. Huh? If you
want me to include your character-based FAQ, why not write the
whole FAQ yourself? You've already done it, and how hard is it
to submit it? I don't want to sound mean but, those FAQ really
sucked and I don't want to ruin my good name by including them.
--Mails that include 2-on-1 combos. Guys, the only reason I don't
include them because they rarely connects, and posting them will
take way too much spaces. I rarely use 2-on-1's, except in
tournaments. IMO, they're useless and rather cheap (don't get
started on saying how wrong my opinion is, again). For all
those interested in how to anti-2-on-1, e-mail me (new address,
remember)!
I'm a nice guy, so I answer all my mails, but please don't burden me with
the above junks ^_^ Anyway, I've received mails suggesting that I should set up
my own web-site! How flattered! BUT, I haven't received any mails of where and
how to set one up! I'm not too technically sound with computers, thus don't
know anything about setting up web-site. So, please e-mail me with regard to
this matter. Even better, can any web master set one up for me? Thanx a lot!
Well, this concludes the current message section. I probably won't do much
updates, because MCAT is coming up. Good luck to you all and have fun!
=======================================================================
+++++++++++++++
+Introduction:+
+++++++++++++++
In its third installment of the versus fighting series, Capcom brings
together the heroes in both Marvel and Capcom universe against the evil
Onslaught, a being forged together by Professor X and Magneto. Since I am not
an avid comic reader, so please allow rooms for some error in story line.
Basically, this game houses only the good guys!
IMO, this is the most balanced game put forth so far by Capcom. Every
character has his or her distinctive style of game-play, and everyone of them is
as good as others when used correctly. In another words, there are no underdogs
and there's no "joke characters," except for Roll of course. I have
experimented with every character, and am quite proficient in using most of
them, if not all ^_^ BTW, I'm assuming that you know the basics of this game;
thus, I won't bother with talking about them.
Now, before I go on, I need to say a word or two about playing with honor.
The bottom line is DON'T BE CHEAP! This is especially important when your
opponent isn't a cheap player. What's cheap? Well, there're a few guidelines I
stick to and you honorable players should too. HOWEVER, if anything is on the
line (i.e. money, honor...etc.), by all means win any way you can ^_^
(1) Throwing. This is a BIG NO-NO my friends, especially those walk-
up throws 2 or more times in a row! Yeah, you can tech-hit out of
it, but that's no excuse for your lack of skill, you scums! Air
throws are fine with me, and most good players, because they require
more skill than ground throws. Ground throws are OK ONLY IF you are
fighting a turtling player. Even with that, I still rarely throw!
Lately, I've become more tolerant of this as long as they don't
over-abuse it. Hey, it's part of the game!
(2) Infinity. While visually impressive and requires MAD skill,
infinity is nevertheless cheap. So far, I have only learned one
infinity with Chun Li, but I ain't gonna "endorse" it because I
hated it. The bottom line is DON'T EVEN THINK ABOUT IT! You ain't
gonna get any info out of me on this!
(3) Another cheap maneuver is to launch opponent, walk under, launch
from the other side, walk under, launch again, and so forth. THIS
IS EXTREMELY CHEAP! While I don't fall for this more than twice,
it's still annoying, especially when they throw when I come down!
From my experience, Ryu players use this VERY often.
(4) Probably the cheapest thing anyone can do is taunt your character.
I have seen this happened to me twice, and the only thing that
prevented me from knocking those guys out is that they are my
friends. Well, those were for good laughs, but I hated it. Why do
people do this, because THEY'RE GETTING THEIR BEHINDS WHOOPED :-)
My advice is don't do it, especially when your opponent is big ^_^
Now, shall we begin?
=======================================================================
++++++++++++
+Switching:+
++++++++++++
An aspect of vital importance is switching characters. I cannot emphasize
just how important this is and how many people lose because they made wrong
decision about switching. Because of this, I've decided to help you guys out
and teach you something about switching. Learn it well and you'll be able to
kick some ass.
Before going onto some techniques, let me say a few things. First of all,
DO make sound judgement. When you are running low and feverishly looking for an
opportunity to switch, the chances are that your opponent is waiting for you to
do so too. My advise is, DON'T switch. Sometimes, it's better to sacrifice one
character for a full energy character. Another thing you can do is to attack
like crazy to throw him off guard. You know that they'll play more
conservatively because they're waiting for you to make your move. Punish them
and switch out when they least expected. Make the most out of your already
dying character!
Here're the best ways to switch:
< Alpha Counters >
Without any doubt, this is the best way to switch, IMO. You can switch out
while being attacked and hit your opponents for some often minor damages. Learn
the motion in order to pull off successfully. It'll come in handy. Here's a
list of character who I think have excellent Alpha Counters: CapCom, Spiderman,
Megaman, CapAmerica, Wolverine, Gambit, and Hulk. All these Alpha Counters have
great priority and fairly quick; however, some might have lag times afterwards.
So, start practicing those motions (back to SFA2 style, not SFA3's)
< Combo Switch >
What I mean by this is that adding a hit onto a combo with switching. There
are 2 ways. The first one is more archaic and risky, because it involves OTG.
Basically, you knock them down with tripping, and OTG them with your incoming
character in switch. This is risky in many respects. Most good players will
roll out of OTG, thus making the switch whiffed. Also, some characters' switch-
in attack is slow and awkward (Zangief), and it won't combo. The second method
is much better and safer, and it involves switching after a launcher. Even if
blocked, there isn't much the opponents can do to tag you while you're taunting
because both of you are in the air. Thus, this way is fairly safe. Another
thing to be noted is that, again, some characters have slow switch-in attacks.
< Super-jump Switch >
Yeah, I know what you are thinking. What the hell is this guy talking about?
Well, what I am saying is that when your opponent super-jumps, take the
opportunity and switch out. By the time they land, your character has finished
the taunt and ready to dance. This method is very useful against super-jump
happy people.
< Team Super >
This is both a great way to kill opponents while switching. However, if it
doesn't connect, one or both your characters are wide open for major counters.
Thus, try to put Team Super into a combo for best effect. Certain characters
can combo team super easily, so try to have them as one of your characters.
BTW, if you want to use this as chipping damage, have Megaman as one of your
character because there's literally NO WAY people can tag any of your characters
afterwards.
=======================================================================
++++++++++++++++++++
+Character Ranking:+
++++++++++++++++++++
Well, I've decided to help you guys out by breaking down each character
into the four categories. Keep in mind that they are subjected to my prejudice,
and therefore might be different from your own ranking. Thus, please accept my
apology if my chart offend you :-)
The scale I'll be using is from 1~10, with 10 being the best and 1 being
the worst. Durability refers to the amount of beating the character can
sustain. In another words, it's how well the character takes damage. The other
2 categories are pretty much self-explanatory.
***Remember, these are my opinions! So quit e-mailing me about how
wrong my scales are! Only I, no one else, have a say on this
scale! Don't like it, go piss up the <you know what>!
Speed Durability Strength
Chun Li 8 7 6
Ryu 5 5 6
Ken 7 7 6
Evil Ryu 6 3 7
Zangief 3 8 8
Iron Body 1 N/A 8
Morrigan 6 5 4
Captain Commando 6 3 7
Megaman 6 4 4
Strider 9 3 8
Spiderman 8 7 8
Jin 5 8 7/9
Captain America 7 7 8
Venom 7 6 6
Hulk 2 10 10
Gambit 8 7 8
War Machine 5 6 8
Wolverine 10 7 4
Shadow Lady 8 6 7
Roll 2 4 1
Carnage 10 1 10
Orange/Ice Hulk 7 5 7
Mega War Machine 3 N/A 8
Lilith 6 5 4
*NOTE: Mega War Machine and Iron Body CANNOT block! Thus, their
durability is denoted as N/A. Against certain attacks and
character without beam supers, they are very resilient. However,
they are as good as Carnage if the opponents have beam super.
*NOTE: Jin's strength varies. In normal fights, he has a strength of
7. When powered up, his strength jumped up to 9. Steroid-taker!
=======================================================================
+++++++++
+Legend:+
+++++++++
J. ==> jump-in
S.J. ==> super jump
S. ==> standing
C. ==> crouching
D.S. ==> dashing-standing
D.C. ==> dashing-crouching
J.DN. ==> jump then hold down
S.J.DN. ==> super jump and hold down
=======================================================================
++++++++++
+Chun Li:+
++++++++++
Possibly one of the best characters in the game, Chun Li is extremely
powerful. She has speed, power, and priority on her sides. IMO, super combos
are where she really shines because she can't do long and powerful ground and
air combos. Air Demon is a very painful way to end her air combos, and
Lightning Kicks Super is especially deadly in ending ground combos. Chun Li has
very little weaknesses. Both her offensive and defensive capabilities are
awesome! I would think her only weak spot would be her lacking of an effective
keep-away pattern. Learn her if you want to kick mucho asses!
As of recently, my interest in her is dying. I think it's because I
haven't been a Chun Li fan and thus still ain't comfortable with her style.
Nevertheless, I still acknowledge her strength.
[Strength-]
--High aerial priorities. Her air throw range is just amazing.
--High priority launcher. Literally, nothing can pass through.
--Powerful super combos. Super Lightning Kick and Air Demon are very
combo-friendly and does above average damages.
--Fairly strong.
--Quick foot-speed.
--Nice chipping potential.
--Well-balanced. She's capable of playing both offensive and defensive
game-play.
[Weakness-]
--No effective keep-away pattern. Her Kikoken just doesn't cut it.
--Ground combos isn't up to par. She's very limited in that category.
[Specials-]
< Kikoken > = Chun Li's version of Hadoken. The speed of this move
isn't too great, but can nevertheless combo into ground magic
series. Try not to rely on this move as much as you would with
Ryu. Though there's some initiation time, you can cancel this off
any blocked ground combos.
< Mini Kikosho > = Chun Li's SFA series super has been demoted!
Kikosho isn't too great a move at all, possibly worse than
Kikoken. Its purpose of air defense is greatly diminished due to
air-blocks, and people often block it then punish Chun Li. The
recovery of this move is terrible! Nevertheless, this is a great
attack against Onslaught form 1!
< Lightning Kicks > = Chun Li's signature move, dated from God knows
when, is back! This move OTG easily and does very good chipping
damage. One setback is that Chun Li pauses a bit before
retracting her legs after the move, so be careful. Do not use
this as much as you had done in previous games, or you'll get
punished.
< Axe Kick > = IMO her best move. Not only is this an overhead hit, it
has virtually no recovery time. You can do this as much as you
please without any worries! One caution though, master the range
of this move or she might suffer some punishment. This move does
not combo, but it goes nicely with Chun Li's signature low pokes.
This alternating blocking in low and high will often frustrate
some opponents. Also, don't be predictable with it. Experts
often see this coming from afar, and use the time to switch out.
< Neck Kick > = This is another overhead kick that's very useful. The
range is kind of bad, but is still useful as surprise move. Be
careful if you're playing a throw-happy opponent, because Chun Li
will end up right in front of them. You can buffer Lightning
Kicks after this for some chipping damage.
< Stomp Kick > = This is Chun Li's best jump-in attack. Not only can
it chain into roundhouse for three hits, the priority of this move
is superb. Not many attacks can beat out this move. Even if that
happens, usually it'll trade hits. You can also jump around and
Stomp Kick a few times before landing. It's very annoying.
< Spinning Bird Kick > = This is Chun Li's version of Dragon Punch,
except it's even less effective as one. I think this move is
designed as air defense, but it seems to do a better job in the
offense category than in defense category! This move combos
nicely, but is a bit risky. If opponent manages to block, Chun
Li's up for the beating :-(
[Supers-]
< Kikosho > = IMO a rather useless move offensively speaking. The
combo and damage potentials of this super just aren't worth one
super meter! IMO, the greatest use of this move is protection.
Chun Li is virtually untouchable, with the exception of beam
supers, while engulfing herself in this gigantic sphere. Also,
the chipping damage is quite good. Thus, this is a good super to
pull off during those last 3 ~ 4 seconds of the game. BTW, this
super is great against Onslaught form 2.
< Super Lightning Kick > = This super is the key to Chun Li's success!
It is very combo friendly and can whip up to 50% damage! One
caution though, she is not invulnerable to attacks like the
previous games if the super is blocked. SHE'LL BE PUNISHED!
Therefore, don't do this move as if there's no tomorrow. Like
always, the chipping damage is excellent! Another incentive is
that this super will always push opponents toward the corner if
you keep slamming the buttons. I don't think it'll go from one
corner to the other though (unsure)?
< Air Demon > = Possibly the coolest super of the game, Air Demon adds
onto the chaos by being comboable! This super is fairly powerful,
and chains into Chun Li's air combo nicely. The damage is roughly
45%, I think. One intriguing aspect of this move is that CPU can
block this move fairly consistently while human opponent can't
block it at all! Hmmm, I'll have to find out why?
< Super Bird Kick > = The damage of this super has noticeably decreased
compared to previous games. This super is still fairly combo-
friendly, and can OTG in corner as well.
[Jump-ins]
--Stomp Kick --> J. Roundhouse
*Probably her best jump-ins. The stomp is really hard to counter,
and Roundhouse will often surprise others with 2 hits; thus breaking
their block.
--J. Jab --> J. Fierce
--(Air Dash) --> J. Short --> J. Forward --> J. Fierce
*This is tough to do, and often not worth it. I cannot seem to tag
on a Roundhouse instead of Fierce, but should be manageable.
[Combos-]
1. Stomp Kick --> J. Roundhouse --> D.C. Short --> C. Forward --> C.
Fierce --> Lightning Kick Super
*This bread-n'-butter combo is just wrong! If you keep smashing
those buttons, she'll whip up to 50% of damage. This is a must
learn combo if you want to kick ass with Chun Li. This is one of
her best combos. If the range is bad, just skip the Forward and
go straight to Fierce.
2. J. Jab --> J. Fierce --> D.C. Short --> S. Roundhouse --> S.J. Jab
--> S.J. Short --> Air Demon
*This is yet another must learn combo. It's flashy and inflicts
solid damage. For some reason, CPU can easily block the Air
Demon but human opponents can't!? Another of her best combo.
3. D.C. Short --> S. Roundhouse --> Super Bird Kick
*Sadly, this combo no longer hurts.
4. D.S. Jab --> S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J.
Strong --> Stomp Kick --> Air Lightning Kicks
*This is often referred to as the "Razor Wind". This also looks
pretty cool. Another of her best combo. This will need some
practice.
5. D.S. Jab --> C. Short --> C. Forward --> C. Roundhouse -->
Lightning Kicks (OTG)
6. D.C. Short --> C. Forward --> C. Roundhouse --> Lightning Kick
Super (OTG) --> Lightning Kicks
*Basically, the Lightning Kick at the end is for chipping damage.
Since opponents will be pushed all the way back to the wall, they
can only block and suffer the "massive" chipping damage of
Lightning Kicks. This is a cheap maneuver and can be hazardous to
your own health.
7. (In corner) --> D.C. Short --> S. Roundhouse --> Super Bird Kick
--> C. Short (OTG) --> S. Roundhouse --> Super Bird Kick --> C.
Short (OTG) --> S. Roundhouse --> Super Bird Kick --> C. Short
(OTG) --> S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J. Strong
--> S.J. Forward --> S.J. Roundhouse
*Personally, I HATE this combo because it's just wrong :-( If
done correctly, you're looking at a near death combo! Super
cheap! But thankfully, it can be rolled out like any OTG combo
^_^
8. D.S. Jab --> S. Strong --> Mini Kikoken
*Well, here's a wacky combo for all you die-hard players. Use this
at your own risk.
9. Stomp Kick --> J. Roundhouse --> Air Demon
*Uh, no comment :-|
10. D.C. Short --> C. Forward --> C. Roundhouse --> (Juggernaut) (OTG)
--> Air Demon
*Landing Air Demon will take some practice. Chun Li'll have to
jump up and air dash. This combo does insane damage!
11. J. Roundhouse --> Air Lightning Kick
*This does LOTS of chipping damage. It's useful when you know the
opponents will block.
12. (In corner) --> D.C. Short --> C. Strong --> Super Bird Kick
*You know what to do afterwards '_' (Hint: Combo#7)
[Tricks-]
-Don't forget about Chun Li's triple jumping, air-dashing techniques!
She can stay up in the air a LONG time. This ability is fairly useful
sometimes to confuse and piss off opponents.
-Cancel any normal moves into Axe Kick for chipping damage and
confusion, especially after low hits. "Low pokes" are her signature
strategy, and canceling into the overhead will often frustrate her
opponents because they'll need to block high-low-high-low.
-After finishing a character off, jump up and do Lightning Kicks in the
air as the other character comes in. This is a bit cheap, so be
careful!
=======================================================================
++++++
+Ryu:+
++++++
This ageless classic is back once again. This time, Capcom decided to
add in new twists by combining three characters into one: Ken, Ryu, and Evil
Ryu (I like to refer to this instead of Akuma). Depending on which mode, Ryu
is played a little different. IMO, Ken-mode is the best because he is pretty
powerful and takes minimal damage. Evil Ryu-mode is probably the most
powerful, but takes damage like a sissy! Ryu-mode is very balanced, but no
fun.
Overall, Ryu is an average fighter. He is fairly strong, has good foot
speed, and inflicts average damage. Personally, I'm not a Ryu player and I
don't like to use him too often. However, he is a solid character capable of
all-around game play, and he certainly cannot be overlooked. When I do use
Ryu, I usually switch to Ken-mode for some fancy eye-popping combos!
[Strength-]
--Capable of adapting different styles of fighting. The ability to
switch between three characters can sometimes frustrate opponents.
--Capable of playing both keep-away and offensive themes effectively.
--High priority launcher.
--Well-balanced. Ryu is average in literally all categories.
[Weakness-]
--Too lethargic. Simply put, he's just too BORING!
--His combos are weak.
--His trip (C. Roundhouse) has noticeable lag time if not canceled
into a special.
[Specials-]
(Ryu)
< Hadoken > = The classic fireball is back, and is as large as before!
This is the key to Ryu's keep-away pattern, and he can dish two
fireballs on the screen. Though annoying, it can be easily
avoided. This move, like always, combos nicely. However, the
damage sucks and you have a MAJOR problem if you want to combo
this!
< Dragon Punch > = Again, need I say more? This is a good defensive
counter-attack ONLY! Offensively, it just sucks. Usually,
opponents will fall for it not more than twice.
< Hurricane Kick > = Geez, what can I say?
(Ken)
< Hadoken > = Same thing except that the range sucks. Ryu cannot play
keep-away in this mode.
< Dragon Punch > = More powerful than Ryu-mode's Dragon Punch.
Otherwise, same thing.
< Hurricane Kick > = This is a vast improvement over Ryu-mode's
Hurricane Kick. For one thing, this move gives more hits and
looks more impressive! BTW, Ryu can block on the way down even if
opponent blocked the Hurricane Kick.
(Evil Ryu)
< Hadoken > = What is this? (J/K) This is the ultimate keep-away
fireball for Ryu. This is even more annoying than Ryu-mode's
keep-away pattern! Beware of FISTS :-) (I'm serious!)
< Dragon Punch > = More like Ken-mode's Dragon Punch. Nothing more.
< Hurricane Kick >= This is multi-hitting and does solid chipping
damage.
< Shotoken Warp > = Basically, this is what I called the teleport.
< Demon Knee Dive > = This move is good as surprise attack and does
great chipping damage. Ryu is fairly safe if blocked.
[Supers-]
(Ryu)
< Shinku Hadoken > = Sadly, this super has been toned down in terms of
damage potentials. It still combos, but inflicts pathetic damage!
BTW, it no longer OTG.
< Super Hurricane Kick > = Basically, this move remains unchanged. It
still OTG, and does good damage.
< Lightning Dragon Punch > = While visually impressive, this super does
not combo easily and inflicts less-than-expected damage. I
usually use this against jump-ins and pop their guts out! This
won't connect more than twice per round.
(Ken)
< Super Dragon Punch > = This move is extremely combo-friendly and,
thankfully, inflicts above-average damage. If blocked, however,
Ryu is up at opponent's mercy!
< Flaming Dragon Column > = Strangely enough, people seemed to have
forgotten this killer move! Not only is this the best defensive
move of the game, it also does excellent damage. However, if
putted in a combo, the damage isn't that hot!
< Super Funky Kick > = This is the funky dance! The damage is average
and the super is comboable.
(Evil Ryu)
< Shinku Gadoken > = Uh, you need to know anything about this?
< Super Dragon Punch > = Same comment as above.
< Super Air Gadoken > = I need some help on this one guys, does it
combo?
< Raging Demon > = I have only seen this connect once. Though
unblockable, this super is easily avoided. Seriously, I don't
think it's worth the three super levels.
[Jump-ins]
--J. Jab --> J. Fierce
--J. Short --> J. Forward
[Combos-]
(Universal)
1. J. Jab --> J. Fierce --> C. Short --> S. Fierce --> Team Super
*This combo can hurt a lot, depending on who your partner is! Try
this with War Machine as your partner, it's evil! His best combo.
2. C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J. Forward
--> Hurricane Kick/Hadoken
*Very basic, nothing fancy. It might be easier if you hold up
Forward.
3. D.C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Forward(Hold up) --> Strong Air Throw
*Looks awesome in Evil Ryu-mode!
(Ryu)
1. C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong(1 hit) --> Shinku Hadoken
*This combo is weak, period!
2. C. Short --> C. Roundhouse --> Super Hurricane Kick (OTG)
*This combo is still in there! The damage is tweaked down, but
still powerful.
3. S. Jab --> S. Fierce --> Shinku Hadoken
*So-so damage.
4. C. Short --> C. Fierce --> Lightning Dragon Punch
*The damage is pathetic.
(Ken)
1. D.C. Short --> S. Forward (1 hit) --> Hurricane Kick(Roundhouse)
*IMO a very flashy combo!
2. D.C. Jab --> S. Fierce --> Super Funky Kick
*Another fancy, though ugly, combo.
3. C. Short --> C. Fierce --> Flaming Dragon Column
*One of his better combos.
4. C. Short --> C. Forward --> Super Dragon Punch
*Another good combo that does good damage.
5. D.S. Jab --> S. Strong --> Dragon Punch(Fierce)
*Though a bit risky, this combo is very flashy and does great
damage, about 25%. Being such a big fan of Ken's Dragon Punch
combo from other games, I love this combo despite its
shortcomings!
6. D.C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong (2 hits) --> Dragon Punch
(Evil Ryu)
1. D.S. Jab --> S. Fierce --> Shinku Gadoken
*More powerful than Ryu's.
2. C. Short --> C. Forward --> Super Dragon Punch
*Another of his better combos.
3. D.C. Jab --> C. Forward --> Hurricane Kick
4. C. Short --> Hurricane Kick --> C. Short (OTG) --> Hurricane Kick
*Just so you know, this ain't an infinite! The OTG is tough so
it'll require some practice on its timing. After the 2nd
Hurricane Kick, you can't OTG any more.
5. J. Fierce --> Super Air Gadoken.
*Uh...
[Tricks-]
-I really don't have much for this guy, but one thing is to cancel any
normal moves into Hadoken for chipping damage.
-Ah, another one. Try this for an amazing result: Short Hurricane Kick
--> Jab Dragon Punch. For some reason, many people fail to block the
Dragon Punch!? *NOTE* This only work with Ryu-mode Ryu.
-Another trick with Ryu is to launch the opponents and do Super
Hurricane Kick. You might hit them sometimes, but does great blocking
damage.
-BTW, do take advantage of his overhead attacks. Here's a wacky
"combo" you can try: D.C. Jab --> C. Short --> (overhead)
=======================================================================
++++++++++
+Zangief:+
++++++++++
This Russian meathead hasn't been pumping his iron lately, because he is
noticeably weaker now! The damages on his throws are now pitiful, and he no
longer strikes fear into people's heart. I hate what Capcom did to Zangief in
this game. Yes, he's way too powerful in XmenVsSF, but I thought he was OK in
MSHVsSF. Why did Capcom tone him down even more? Anyway, in place of power,
Zangief traded for speed, a level 3 super, and Iron Body transformation. IMO,
a most unfair trade indeed!
Following what they did to Ryu, Capcom decided to make Zangief into two
characters by giving him the power to turn Iron Body. Wow :-( In the Iron
Body mode, Zangief is stronger and adds power into his throws. BUT, he can't
block and is slower!
The key toward playing Zangief well is to learn the art of reversal.
What's reversal? It's to block then reverse with your own attack immediately,
mainly in the form of throws. Against jump-ins, you need to first learn how
to regular throw afterwards. Strong throws are easiest and can set up some
nasty tricks. Personally, I prefer using Strong throw because even if I
missed, Zangief won't be wide open. Then you can try the specials throws,
then move on to FAB and DFAB. Of course, experts can do other things to
thwart the reversals, but is sometimes tough to do.
[Strength-]
--He's pretty strong, though his special throws might suggest
otherwise.
--He takes damages fairly slowly.
[Weakness-]
--Slow. Although Zangief is faster now, he's still too slow to compete
with other guys.
--Size. Zangief is a big guy, thus making him an ideal punching bag.
--Combo. Combo just isn't Zangief's theme! He relies heavily on those
special and super throws.
[Specials-]
(Zangief)
< Spinning Pile Driver > = This move sucks really hard now, because it
does pitiful damage. A regular throw will probably do more damage
because he can OTG! Anyway, the range seemed to have increased
and, thankfully, it's still unblockable. Due to the increased
range, comboing the SPD in air combos is a bit easier now.
< Running Bear Grab/German Suplex > = This move is even weaker! Though
has better range than SPD, this move is easily avoidable and can
be hazardous to Zangief. If you don't know how to do 360, then
this is the throw of choice. Then again, you shouldn't be using
Zangief if you don't know how to do 360 :P
< Glowing Green Hand > = Thankfully, Zangief still has this awesome
move. This move combos easily, advances Zangief safely, and can
lead to SPD afterwards.
< Lariat > = Yippee, Zangief still has this excellent air defense!
This special will knock out any jump-in attacks, at worst trading
hits. The short version is better for two reasons. One, it last
shorter so doesn't leave Zangief vulnerable for too long if
blocked. Second, it can combo into special throws or super! A
nasty maneuver indeed ^_^
< Leaping Air Grab > = This move can still combo, but is very weak.
One use is to advance Zangief quickly, but isn't as good as
Glowing Green Hand though. As before, Zangief can block while
coming down, but cannot block while going up.
(Iron Body)
< SPD > = Same as regular Zangief, with more power.
< RBD/GS > = Same as regular Zangief, with more power.
< Psycho Flame > = The only use I find with this is to cancel keep-away
fireballs. Combo? I don't know. It's a nice reminder o Dhalsim!
< Lariat > = Same as Zangief, but why bother? He can't block anyway so
why not sacrifice the hit and tag them with SPD or super?
< Leaping Air Grab > = Same as Zangief, except this is even less
useful.
[Supers-]
(Zangief)
< Final Atomic Buster > = Although not as good as it was in previous
game, FAB is still a very powerful super. The damage can go up to
about 45% if you keep spinning the joystick and jamming the
buttons. Comboing this super is a little tricky and can sometimes
be avoided.
< Ultimate Final Atomic Buster > = The range on this super really
sucks, but it's impressive to see Capcom giving Zangief new styles
of super. The damage is roughly 50%, but I would rather save the
3 levels for 3 FAB's :-)
< Double Final Atomic Buster > = This popular move from MSHVsSF is
back! The damage might have been toned down a bit, but
nevertheless still powerful.
(Iron Body)
< Final Atomic Buster > = Same as regular Zangief
< Siberian Blizzard > = This is where Zangief does a vertical Lariat.
The use of this move is yet to be seen.
[Jump-ins]
???
[Combos-]
1. J.DN. Forward --> C. Strong --> S.J. Short --> S.J. Forward -->
Short Lariat --> C. Roundhouse (OTG)
2. J.DN. Forward --> C. Strong --> S.J. Short --> S.J. Forward -->
Short Lariat --> S. Roundhouse (1 hit) --> Short Lariat -->
SPD/FAB/RBG/UFAB/DFAB
*Well, this is about the fanciest combo Zangief will get. If you
can pull this off, you'll have everyone's respect! The key will
be the S. Roundhouse because you'll need to position Zangief in
such way that the opponent will fall right next to him (about 1/2
character's width away). If you want to tag in the Lariat, cancel
after 1 S. Roundhouse hit. If you want to skip the Lariat, you
can cancel after 2 hits. BTW, you cannot use SPD and UFAB if
skipping Lariat, because they have no range.
3. C. Fierce --> Glowing Green Hand --> SPD
*Cheap!
4. S. Roundhouse (2 hits) --> Leaping Air Grab (Short)
5. Short Lariat --> SPD/FAB/RBG/UFAB/DFAB
*Cheap, again! This is extremely useful. Lariat will beat out
many jump-in attacks, setting Zangief up for an easy throw.
However, it can be avoided by attacking on the way down. If so,
simply throw another Short Lariat and try again.
6. Strong Throw --> SPD/FAB/RBG/UFAB/DFAB
*Cheap, again and again! But hey, do we care? Some people will
anticipate this and attack on the way down. Well, simply whip up
a Short Lariat into another throw!
7. C. Strong --> S.J. Short --> S.J. Forward --> SPD
*This combo is very tricky. Depending on character, Zangief needs
to wait a bit before doing SPD.
8. (In corner) --> Fierce Throw --> C. Roundhouse (OTG) --> Glowing
Green Hand(Jab)
*The Green Hand acts as a juggle. Cool!
9. C. Short --> FAB/DFAB
*Well, this isn't exactly a combo, because most human opponents
will simply jump away. However, CPU ain't so smart and will often
be tagged. Also to be noted, SPD and UFAB in this combo DOES NOT
work!
10. (In corner) --> C. Roundhouse --> (Michelle Heart) --> FAB
*Heh, heh! This is by-far the cheapest combo in Zangief's arsenal!
Michelle Heart will effectively pin down opponents and set up for
an un-escapable FAB! Well, the only way out is roll after the
Roundhouse.
11. (Against corner) --> S. Roundhouse --> (Colossus)
[Tricks-]
-Strong throw all the way! Throw, then walk up and throw, repeat!
-Turn to Iron Body (NOOOOOO!!!) Kill one character than do FAB when
the other guy comes in. Belief me, there's absolutely ZERO chance of
escaping FAB!
-If you don't want to do that, then try this. Kill one guy near
corner, then immediately switch to Iron Body. FAB Baby! Afterwards,
turn back to Zangief.
-Here's a down right dirty way to play Zangief. This is sort of a
trap, with very little opportunity to get out. Try this: C. Strong
--> Glowing Green Hand(Jab) --> C. Strong --> Glowing Green Hand(Jab)
--> repeat. If you see them keep blocking and absorbing chipping
damages, whip up a SPD after Glowing Green Hand to wake them up! This
tactic is kind of cheap, but hey, you're using Zangief!
-Here's another trick: C. Strong --> Leaping Grab(Short) Very often,
people will try to jump, only to be tagged! Don't worry if missed,
Zangief is invulnerable afterwards.
-Well, I just have too many tricks for this guy. The only reason I'm
sharing them with you guys is that Zangief is so much of an underdog.
Here it is: activate variable team super --> have the partner do his
super (something like Strider's Legion, for example) --> have Zangief
walk up and FAB! Super cheap!
=======================================================================
+++++++++++
+Morrigan:+
+++++++++++
Basically, Morrigan is yet another Shotoken clone with some new twists.
She is fairly agile and capable of many types of game-play, but she is a bit
weak in power category. Her combos are OK, but IMO keep-away is where she
really shines. Her nifty air dash is pretty cool and can confuse many people.
Use it often in her jump-in attack.
[Strength-]
--Excellent keep-away character. Her aerial Firebats are annoying.
--Well-balanced. What did you expect? She's basically a Ryu taking
estrogen hormone! (Oops, sorry. The MCAT really gets into me ^_^)
--Well, I don't know about this one. Many people mentioned that she is
a distracter?! Yeah, I guess she does look a bit provocative.
[Weakness-]
--Lack of effective super and ground combos. Both rarely connect, and
inflict below-average damage.
[Specials-]
< Firebats > = This is her version of fireball, and is the key to her
keep-away pattern. She can jump in the air and shoot tons of them
at her opponent without much difficulty. This move combos well,
and is fairly safe. I've heard that it must be blocked high, but
I don't think that's true.
< Shadow Blade > = Morrigan ripped off Sagat by copying his Tiger
Uppercut. The move hits multiple times and combo fairly easily.
Sometimes, Morrigan can use this as a defensive move, but it often
ends up trading hits. Defensively speaking, it's not up to par
like Ryu's Dragon Punch.
< Vector Drain > = This is an awesome move to embarrass your opponent
with. Though the range sucks, the damage is quite good. Yes,
since this is a special throw, it's unblockable. So, learn to be
cheap with this if you want to! BTW, this throw is more powerful
than SPD?!
< Shell Drop > = There are two versions of this, one with horizontal
range and the other one with vertical range. I think the use is
as surprise attack and quick landing. Personally, I rarely use
it.
[Supers-]
< Soul Eraser > = Often, this is used only as a surprise move. Due to
the fact that her guns came out of nowhere, she can catch
opponents by surprise. This super doesn't combo, and does OK
damage.
< Silhouette Blade > = This uppercut super can combo, but does poor
damage. BTW, Morrigan is very vulnerable if blocked.
< Darkness Illusion > = This super is visually impressive, and does
solid damage. However, comboing this super is very tricky. I'm
still working on it.
< Eternal Slumber > = The ultimate embarrassment of the game! This
move will definitely gets the crowd laughing, because it's kinky!
While funny, this super sucks because it's easily avoided and does
pitiful damage, especially for a level 3 super! However, it's
unblockable!
[Jump-ins]
--J. Jab --> J. Strong
*You must be DEEP! Otherwise, the jump-in won't combo.
--J.DN Forward --> J. Roundhouse
*While this has lots of priorities, you must be good at dash-in
combos because Morrigan will land too far to combo regularly.
--J. Strong --> J. Fierce
*Combo nicely and reliably.
[Combos-]
1. J. Jab --> J. Strong --> C. Short --> C. Fierce --> S.J. Jab -->
S.J. Short --> S.J. Strong --> S.J. Forward --> Shadow Blade -->
Vector Drain (if corner)
*Heh, another cheap shot! Vector Drain them as they land! IMO,
this is one of the few good combos Morrigan can pull off.
2. D.C. Short --> C. Forward --> Silhouette Blade
*This is very risky. Sometimes the super whiffed!
3. Kill one opponent --> Eternal Slumber
*Though cheap, it's easily avoided. Besides, it's a good laugh!
4. D.S. Jab --> S. Strong --> Darkness Illusion
*Cancel FAST or she'll miss!
5. D.S. Jab --> S. Jab --> S. Jab --> S. Strong --> S. Fierce -->
Firebats
*The fireball doesn't really combo, but is good for chipping
damage. The multiple jabs can be annoying to some people, so be
careful.
6. D.C. Jab --> S. Short --> Shadow Blade(Fierce)
*Do it at your own risk ^_^ (i.e. not very reliable)
7. D.C. Short --> C. Forward --> C. Roundhouse --> Silhouette Blade
(OTG)
8. J.DN. Forward --> J. Roundhouse --> D.S. Jab --> S. Strong -->
S. Roundhouse
*If versus a big opponent, Morrigan can throw 3 jabs instead
(Hello, Cyclops)
9. D.C. Short --> C. Forward --> C. Fierce --> S.J. Jab --> S.J. Short
--> S.J. Strong --> S.J. Forward --> Strong Air Throw
*Much better damage than regular air combo!
10. (In corner) --> D.S. Jab --> S. Strong --> Vector Drain
*Believe me, I ain't no BS-ing about this combo. I've done it more
than 3 times, and the combo meter counts 3 hits! I still can't
get it down consistently, so if anybody out there knows how to do
this consistently, please e-mail me! It seems it works best
against large characters.
11. D.C. Short --> C. Forward --> C. Roundhouse --> (Juggernaut) (OTG)
--> Soul Eraser
*Well, you must cancel right after Juggernaut start hitting!
Otherwise, they'll be able to block after a few hits by Juggy.
12. C. Roundhouse --> (Michelle Heart) --> Eternal Slumber
*Cheap!
[Tricks-]
-I don't know, probably combo 1.
-Like Ryu, cancel any normal move into Firebats.
=======================================================================
+++++++++++++++++++
+Captain Commando:+
+++++++++++++++++++
He's another keep-away character that'll frustrate many people. Cap is
fairly powerful because of his powerful moves and supers. His speed is fair,
and most of his moves are combo-friendly. One caution about using this guy is
that he doesn't take hits very well. You'll often find yourself looking for a
tag-out if not careful with this guy. Also to be noted, Cap's priority is
awesome, especially his air throw range!
[Strength-]
--High aerial priorities. Just check out his air throw range.
--Great combo abilities.
--Powerful combos.
--Fairly strong.
--Good foot-speed.
--Capable of playing both offensively and defensively. His Captain
Fire can effectively pin enemies to the corner.
[Weakness-]
--Doesn't sustain damage very well. He just cannot take the heat!
[Specials-]
< Captain Fire > = This is an excellent projectile. The "fireball"
comes out quickly, and the impact is immediate. The damage is
pretty good, and Cap can chain it into any of his normal move.
Cap can pin down opponents with this move, because of its instant
impact. However, don't get too predictable with this or they'll
anticipate it and avoid it.
< Captain Corridor > = This is an excellent anti-air defense. No move
can penetrate this, not even Spiderman! The damage is great, and
it combos fairly easily. One caution about this special, it has
lag time if blocked. Therefore, don't be too predictable with
this move or Cap will be whipped.
< Commando Helpers > = Well, I rarely use this move because its use is
very limited. Combo-wise, ninja is the only person that will
combo. Baby and Spinner will not combo.
< Captain Kicks > = Again, I rarely use this move because, basically,
it sucks. Cap has major lag time if blocked, and the damage isn't
too great. This move can combo and is very quick in getting to
the other side of the screen. Use with discretion. The Forward
Captain Kicks will go over projectiles, so that's a plus.
[Supers-]
< Captain Sword > = I consider this as Cap's sole comboable super. It
combos nicely and does solid damage. If you want chipping damage,
don't even consider this move, because it does next to nothing!
< Captain Storm > = This is Cap's most powerful super and it does
nearly 45% by itself. Besides, Cap can tag in a tricky OTG combo
afterwards for mega damage! However, the combo is tricky and
often will not work. It's best to combo after helper attack. If
blocked, Cap is open to opponents' mercy!
[Jump-ins]
--J. Strong --> J. Fierce
*Check this out, it looks funky but effective!
[Combos-]
1. J. Strong --> J. Fierce --> C. Short --> S. Roundhouse --> S.J. Jab
--> S.J. Short --> S.J. Strong --> S.J. Forward --> Captain Fire /
Strong Air Throw
2. D.C. Short --> C. Forward --> C. Fierce --> Ninja Helper
*Best if done in corner, but not necessary.
3. C. Short --> S. Roundhouse --> Captain Sword
*One of his best combos. Very easy to do and does great damage.
4. D.C. Short --> C. Fierce --> Captain Storm
*Very tricky and risky. I would recommend using it only against
large opponents near corner.
5. J. Fierce --> C. Fierce --> Captain Fire/Captain Corridor
*This is his bread-n'-butter combo. IMO, this is one of his best
and very easy to do.
6. S. Roundhouse --> Captain Corridor
7. Captain Storm --> C. Short (OTG) --> S. Roundhouse --> Captain
Sword
*While Cap's posing, keep hitting C. Short. Once it connects,
immediately chain into Roundhouse. It'll take some practice.
BTW, Captain Sword does virtually no damage. So, you decide
whether this combo is worth it.
8. D.C. Short --> C. Forward --> C. Roundhouse --> Captain
Corridor(Fierce) (OTG)
9. C. Short --> S. Forward --> Captain Kicks / Captain
Corridor(Fierce)
10. (In corner) --> Captain Storm --> C. Short (OTG) --> S. Roundhouse
--> Captain Sword --> C. Short (OTG) --> S. Roundhouse --> Captain
Sword --> C. Short (OTG) --> S. Roundhouse --> S.J. Jab --> S.J.
Short --> S.J. Strong --> S.J. Forward --> S.J. Fierce
*100% combo? NO WAY!!! The damage after first super is virtually
ZERO! You'll be lucky if you can get even 70% damage!
Nevertheless, this combo is tough and visually impressive.
11. D.C. Short --> C. Forward --> C. Roundhouse --> (Juggernaut) (OTG)
--> Captain Storm
*Hit the super right after Juggy connects or it'll whiff! If
you've supers left, tag it in after the Captain Storm for more
damage.
12. Captain Storm --> C. Roundhouse (OTG) --> Captain Corridor(Fierce)
*Easier than Combo#7.
[Tricks-]
-Punch throw all the way! Throw, then walk up and throw again, repeat!
However, the damage is VERY weak :-(
-Cancel all normal moves into Captain Fire. Once the opponents catch
on, throw in the Spinner (Commando Helper) instead to catch them if
they attempt to hop over. Better yet, use Ninja instead! He'll chip
multiple times and cover both ground and air. However, his range
sucks.
-This is a glitch of the game, but also the biggest BS in the game.
Cap can do a 100% throw that'll kill instantly! How? I ain't telling
because it's way too cheap (considering how many cheap-ass there are
out there)! Thanx Damien!
=======================================================================
++++++++++
+Megaman:+
++++++++++
This little guy can be a major headache if used correctly. He's the
master at keep-away, but can go into offensive if necessary. Aside from his
turtling technique, Megaman can be virtually untouchable with his solid
defense. Mega-charger and Tornado Holds and especially annoying because it
inflicts good chipping damage without doing any harm to Megaman himself. Also
to be noted, his supers does insane blocking damage without leaving Megaman to
any retaliation (besides Rush Drill). A favorite scheme of Megaman player is
to team super when they want to switch character. There's absolutely nothing
people can do to hit any of the two characters on the screen. IMO, the
cheapest character of the game! (If you don't think he's cheap, then you
haven't seen how my friend Desmund and I play Megaman. He's virtually
untouchable!)
[Strength-]
--Small size. It's harder to combo on him because he's so tiny.
--Master at keep-away. Come one, his Fierce punch is his fireball!
--Excellent air defense. His launcher is nearly impenetrable.
--Great chipping potential.
[Weakness-]
--He isn't very strong. His combo doesn't pack a punch.
--No range.
[Specials-]
< Mega-charger > = The fact that Megaman can charge indefinitely is the
reason this is his best weapon. Megaman can effectively pin
opponents down with 2 or 3 fireballs on the same screen. Megaman
can cancel a charged fireball any time to surprise opponent or
simply chip some damage off. BTW, charged fireball also OTG!
This is a deadly and annoying move indeed.
< Tornado Holds > = This is Megaman's second best weapon. This move
effectively keeps opponents at bay, if not overshoot the tornado
of course. It OTG nicely, and does good damage. This move
cancels nicely. BTW, this inflicts no chipping damage.
Thankfully :-)
< Leaf Shield > = What's this for? I don't know, I rarely use it. It
will protect Megaman for 1 lousy hit, but often the next hit will
hit him. This move has insane initiation time, and does no
chipping damage. BTW, if you feel fancy, combo this into air
combo!
< Rock Ball > = This and Mega-charger are what make Megaman deadly!
Rock Ball, when kicked by Megaman, will bounce around the screen
and literally zone-in on the opponents. It's hard to avoid not
getting hit. Heck, it'll even bounce all the way up to super-jump
height to hit opponents! Check out the trick section for its
effectiveness.
< Mega Upper > = Supposedly, this move is for defense. But, like all
uppercuts, it's lousy as a defense because often it'll just trade
hits. Megaman's launcher is a better defense than this move.
< Weapon Switch > = This allows Megaman to select Tornado Holds, Leaf
Shield, or Rock Ball.
[Supers-]
< Hyper Megaman > = Surprisingly, Megaman can combo this super into air
combos! Doesn't that remind you of someone? (Hint: Shotoken) The
damage of this move is pretty good, and it does great chipping
damage. Another use of this move is as defense. Against jump-
ins, simply pull this move off and watch Megaman uppercut their
ass into fireball cannon! BTW, it doesn't OTG.
< Beat Plane > = The fact that this is controllable makes it a
worthwhile super to pull off. The major problem of this super is
that Megaman can get hit when coming out of the super even if he
hits the opponent! Luckily, this can be remedied by simply steer
him away from the opponent. This move packs a whollop in hits,
but only does average damage. The chipping factor of this super
is, again, great.
< Rush Drill > = This is often where Megaman gets kill! Though the
chipping damage is great, he'll often get hit when coming out of
the drill. Again, this super can be controlled. Although it can
combo, opponents will often be able to block midway through the
super; thus, making comboing dangerous. BTW, the best advantage
of this move is that Megaman is completely untouchable while
inside the drill. He can even drill past a fireball super!
[Jump-ins]
--J. Jab --> J. Strong
--J. Short --> J. Forward
[Combos-]
1. Charge Mega-charger for 50~60 seconds --> D.C. Short --> C. Forward
--> Release Mega-charger --> Charge Mega-charger --> D.S. Jab -->
C. Forward --> D.C. Short --> C. Strong --> D.C. Short --> C.
Forward --> Release Mega-charger --> D.C. Jab --> C. Forward -->
Beat Plane
*Heh, how about this, my very own self-invented combo! Though it
doesn't hurt too much, this combo will get you up to 80+ hits if
done correctly! This is an excellent show-off combo that'll get
you a round of Wow's. My personal best is about 130+ hits. Damn,
is my pinky sore! BTW, it's best if you start at one corner and
work your way to the other corner. If you want, throw in a helper
in the middle for more hits.
2. J. Jab --> J. Strong --> D.C. Short --> C. Roundhouse --> Tornado
Hold(Short)
*If you feel cheesy, walk up and throw them afterwards! Another of
Megaman's best combos.
3. C. Short --> S. Roundhouse --> S.J. Jab --> S.J. Short --> Hyper
Megaman
*Mmm, does this remind you of someone's combo? Cancel into Hyper
Megaman fast or it'll miss!
4. D.C. Short --> C. Forward --> C. Roundhouse --> Rush Drill (OTG)
--> C. Short (OTG) --> C. Roundhouse --> Tornado Hold(Jab)
*Personally, I would stay away from this combo because sometimes
opponents can block Rush Drill even if they initially got hit by
it.
5. C. Roundhouse --> Beat Plane (OTG)
*This is probably a better substitute because it's less risky, even
if blocked. Remember, steer Megaman away from opponents toward
the end of the super!
6. Charge Mega-charger --> Activate Leaf Shield --> D.C. Short --> C.
Forward --> C. Roundhouse --> Release Leaf Shield (OTG) --> Release
Mega-charger --> Beat Plane
*Depending on the amount of charging you did with Mega-charger, you
can do some fancy combo before Beat Plane. BTW, do remember to
steer the plane away when the super almost ends!
7. J. Short --> J. Forward --> D.S. Short --> S. Forward --> S.
Roundhouse --> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J.
Forward --> Strong Air Throw
*Megaman ripped off Dan by copying his air throw! I just love that
style!
8. Charge Mega-charger --> D.C. Short --> C. Forward --> C. Roundhouse
--> Release Mega-charger (OTG)
*This is a must learn technique with Mega-charger. Utilize this
basic to invent your own dirty tricks with Megaman!
9. (In corner) --> S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> Strong Air Throw --> J. Roundhouse
*The J. Roundhouse is tricky to connect. You must hit the button
right after the air throw. If not in corner, you can still tag in
a hit after the air throw with Jab.
10. S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J.
Forward --> Beat Plane
*Not all hits of the super will connect. Opponents seemed to slip
through after 20-some hits.
[Tricks-]
-Oh right, since most of you guys know this trick, so I might as well
spill the bean. Switch to Rock Ball and do this trick over and over:
Charge Mega Buster --> Rock Ball --> C. Short / C. Roundhouse --> J.
Fierce (hold to charge Mega Buster immediately) --> Rock Ball --> C.
Short / C. Roundhouse --> J. Fierce (hold to charge Mega Buster
immediately) --> Rock Ball --> (Repeat) This trap is very hard to
break, especially with a large slow character. To add onto the
cheapness, use the next trick with Beat Plane for more chipping
damage. Then start the trap over from a distance. Fast characters
have a better chance of breaking it, and those with Beam Super can
also hurt Megaman in the process, so be careful! If you see opponents
on the verge of getting too close, throw in a helper attack to push
them away. I've developed a tactic of thwarting this trick, e-mail me
if you're frustrated by this trick and want to turn the table against
whoever is using this.
-Activate Beat Plane in air. DON'T press anything (i.e. don't shoot
anything out) and steer the plane to their back before hitting the
buttons. Often, opponents expect you to start jamming and won't
expect you to attack from behind.
=======================================================================
++++++++++
+Strider:+
++++++++++
For some reason, this is by far the most popular character used by most
players. Yes, Strider is quick, powerful, and has crazy combos; however, he
doesn't take damage too well! Strider is probably quicker than Spiderman, and
has better comboing ability, with the exception of supers, than Wolverine.
His priority also rivals Chun Li, and his range is amazing. Besides all these
advantages, Strider has tons of moves at his disposal. With effective use of
them, Strider can be very annoying.
Strider is an offensive maniac, and he'll go after his opponents
continuously without giving them a break. Strider is a bit weak in defense,
but his launcher and Satellite Orbit Super will keep aggressive opponents at
bay.
[Strength-]
--Speed. Strider is the second fastest character of the game. He's
very quick on the draw.
--High priorities. Both in air and on ground, Strider has great
priority on throws.
--Range. His sword gives him those extra reach.
--Combo. He is a combo maniac! Strider can do both air and ground
combos with little effort.
--Style, baby! Though not the coolest, Strider sure has a distinct
style. All his combos and attacks looks awesome.
--Traps. Strider is very good at trapping opponents and chipping
damage.
[Weakness-]
--Strider is a sissy. After taking a few punches and he'll be crying
mommy :-)
--Lack of a reliable super combo. One must connect with Satellite
Orbit or helper in order to connect other supers.
--Defense. Strider relies heavily on offense. He doesn't have much of
a defense when faced with an even more aggressive opponent.
[Specials-]
< Rainbow Slash > = This is a cool looking move that combos nicely and
does good damage. However if blocked, Strider is up for major
punishment. The air version is very dangerous, because even if it
connects, opponent can still hit Strider when he lands.
< Sword Swipe > = Though not as cool looking as Rainbow Slash, this
special is a lot safer and has the option of high or low slash
(style pt). It combos nicely and does good damage. Even, if
blocked, Strider can't be tagged.
< Teleport > = Strider can teleport to six different places on the
screen. This can be dangerous because he is completely vulnerable
while coming out. The only time this move should be used is when
Satellite Orbit is activated, which then will protect Strider
while hitting opponents. This is a great surprise tactic.
< Satellite/Flaming Satellite > = I always active the Satellite
whenever I can, so I can use the "fireball" when needed. The
damage is OK, and it's flashy to use it in air combos.
< Wall Cling > = Upon doing this move, Strider can dive down for
surprise attack, move up and down, or fly from wall to wall. The
use of this move is yet to be realized, because Strider is wide
open for any attacks. BTW, Strider can still slash when cling to
the wall, so that's a plus.
< Split Dive > = The only use for this is a surprise attack, nothing
more.
< Jaguar > = Can we say this is Strider's fireball? This move can be
easily avoided due to its slow speed.
< Parachute Bombs > = This can come handy when you want to chip off
those energy with Legion super. This will make sure the opponent
stays on their feet while the mechanical animals chip away their
energy. BTW, the damage is insane - nearly 30%!
< Ground Slide > = This can go under projectiles and combo nicely.
[Supers-]
< Legion > = The main use of this super is to chip off damages during
those last few seconds. The super can't combo due to its slow
speed, and the damage isn't too hot.
< Satellite Orbit > = IMO Strider's best super. This can stack up some
impressive number of hits and damages, and does nice chipping
damage as well. Against experienced players, it's best to
activate this and teleport behind them for a nasty surprise. BTW,
this super can chain into Ragnork or Legion if timed correctly.
Also, this super can be used as defense against those overly
aggressive opponents.
< Ragnork > = This super looks pretty cool and does good damage.
However, it can't combo.
[Jump-ins]
--J. Fierce --> J. Roundhouse
--J. Short --> J. Roundhouse
--J. Short --> J. Forward --> J. Roundhouse
*This seems to work only on big characters.
[Combos-]
1. J. Short --> J. Roundhouse --> D.S. Jab --> C. Short --> S. Strong
--> S. Forward --> S. Fierce --> S. Roundhouse --> Rainbow Slash /
Sword Swipe
*Sweet looking combo! The damage is solid as well. This is my
personal favorite due to impressive sword display!
2. D.C. Jab --> C. Short --> C. Strong --> C. Forward --> C. Fierce
--> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J. Forward -->
Rainbow Slash(Jab) / Strong Air Throw / Sword Swipe(Jab)
*Another of my favorite combo with Strider. The damage is good
too. Against smaller opponents, you might want to skip C. Forward
because the launcher might miss.
3. Satellite Orbit --> D.C. Jab --> C. Short --> C. Forward --> D.S.
Jab --> S. Short --> S. Strong --> Ragnork / Legion
*This is a combo meter stacker! If done correctly, it'll get you
nearly 50+ hits!
4. Have the Satellite ready --> D.C. Jab --> C. Strong --> C. Fierce
--> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J. Forward -->
Flaming Satellite
*Basically, this should be used only if you feel like being fancy.
The damage isn't too great, but looks nice. If in corner, Strider
has the possibly to land into another jump-in combo.
5. D.S. Jab -->S. Short --> S. Strong --> S. Forward --> S. Fierce -->
Ground Slide
6. D.S. Jab --> S. Strong --> S. Fierce --> S. Roundhouse --> Sword
Swipe
*Personally, I think this combo does way too much damage! Nearly
1/3 of life-bar! This simple of a combo shouldn't inflict that
much.
7. D.S. Jab --> S. Short --> S. Strong --> S. Forward --> S. Fierce
--> C. Roundhouse --> Rainbow Slash (OTG)
*How could I have forgotten this classic combo? How silly of me!
8. Satellite Orbit --> D.C. Jab --> C. Short --> S. Strong --> D.S.
Jab --> S. Short --> S. Strong --> S. Forward --> (Michelle Heart)
--> Satellite Orbit --> Teleport (near opponents) --> S. Jab --> S.
Strong --> S. Forward --> D.S. Jab --> S. Short --> S. Strong -->
S. Forward --> (Repeat)
*Whew, what a combo! Timing WILL be the key to successfully
pulling this combo off. You must know when the super will end and
throw out the helper early -- so she'll still be hitting opponents
when you do another super and teleport. This is very hard to time
and require lots of practice. To my experience, you can tag in
4+ supers in this combo if done right. My personal best is
about 90+ hits! Hell, keep doing it even if blocked. This'll do
lots of chipping damage!
9. Punch throw (into corner) --> Sword Swipe(Jab/Short)
*This is wrong! How much damage? Nearly 30%!!!!! The Sword Swipe
does LOTS of damage and it cannot be avoided (except when tech-
hits). At first, "juggling" will be hard; but practice will make
perfect. I personally find the Jab version easier to connect
because Short version is low, but it can still hit. BTW, be
careful of the input command because Rainbow Slash might come out
by accident!
10. Punch Throw --> (Character Switch) (OTG)
*This will take some practice and is risky. For one thing, it can
be rolled out of and leaving your character vulnerable. Also,
only those with quick switch-in attack will OTG (i.e. no Zangief).
I wouldn't use it too often, but decided to throw it in here
because it exists.
11. Parachute Bomb --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> S.J. Fierce
12. S. Forward --> S. Fierce --> S. Roundhouse --> Sword Swipe
*You think combo#6 was wrong? Just wait till you see this one. I
think it does nearly 40% damage, but I could be wrong. Another
plus is that S. Forward is an excellent dash-in stopper!
[Tricks-]
-Try this for a nasty surprise: Satellite Orbit --> Teleport behind
them! At first, use the low teleports (w/ kick) to see how opponents
are reacting. If you see them super-jumping (experts), use the punch
version so they can't jump. Of course, you'll have to be lightning
quick on the teleport.
-Cancel any normal move into Sword Swipe for chipping damage. Also,
you can throw in a mid-range Parachute Bomb instead because it does so
much damage if connect and is well worth the risk. Usually, opponents
won't rush in on you.
-When in corner, end any air combo with Sword Swipe. Strider will land
later than the opponents, so tag them with another jump-in chain for
another combo of choice.
-If you dare, try this sacrificing maneuver: Parachute Bomb (make it
land near opponents) --> Teleport (near opponent). This trick is to
sucker the opponents into hitting you when you come out of Teleport,
only to be nailed by the bomb. From there, you can whack them into
air combos. One caution though, expert players can easily counter
this with super.
=======================================================================
++++++++++++
+Spiderman:+
++++++++++++
IMO, Spiderman is extremely overpowered in this game. His priority is
just amazing, and his combos inflict tons of damages - especially the air
combos! Overall, Spidey is more offensive oriented than defensive. His
jump-in priority is high, and he has quick foot-speed. He's both agile and
strong. However, against those offensive opponents, Spidey is in trouble!
His launcher, S. Strong, is a good defense, but the priority isn't too great.
In order to win with Spidey, keep the pressure on with flurry of Web Balls,
dash-ins, and jump-ins.
[Strength-]
--High aerial priorities. Spidey's air throw range is insane, and his
J. Roundhouse will beat out most defenses.
--Speed. Though not as accomplished as Strider and Wolverine, Spidey
is still one of the quickest fighter.
--Combos. Spidey's air combo does way too much damage for a simple air
combo, and his super combos does excellent damage.
[Weakness-]
--Spidey sort of lacking a good air defense.
--His super combo isn't very reliable. Hey, it's an OTG!
[Specials-]
< Web Ball > = This is a good projectile attack because it can leave
opponent vulnerable for a few seconds. The fierce entraps the
longest but is slow, and the jab virtually doesn't trap at all but
is the fastest to come out.
< Web Swing > = This move combos nicely and OTG, but is dangerous if
opponent manages to block.
< Web Throw > = This is another humiliating move. The combo
possibility of this move is slim. The main use is to trap
opponents and catch them by surprise. Sadly, this inflicts no
chipping damage. A curious thing about this move is that in Easy
Mode, Spidey can combo this off S. Roundhouse; but, he can't do so
in Regular Mode?!
< Spider Sting > = This is more of an offensive uppercut than defensive
one. It can combo, but does pitiful damage. BTW, Spidey can't
OTG after this move. Also to be noted, lots of people seem to
forget that Spidey has this uppercut; thus, they jump in
recklessly. Hey, throw this in once a while to remind them this
move! The damage is great when not done in a combo.
[Supers-]
< Crawler Assault > = Capcom has vastly improved this super. Once hit,
all hits will connect! This super still OTG and does great
damage. However, Spidey is open to attack if missed or blocked.
< Maximum Spider > = Sadly, this super still can't combo regularly.
The damage is still good, but Spidey is dead if blocked. Again,
Spidey can aim with this super.
< Ultimate Web Throw > = This super just does insane damage! Nearly
50%! Thankfully, it doesn't combo. This super almost never
connects because of its initiation time.
[Jump-ins]
--J. Jab --> J. Strong --> J. Fierce
*IMO, this is his most effective jump-ins.
--J. Short --> J. Forward --> J. Fierce
*This is wacky, the J. Short hits awkward.
[Combos-]
1. J. Jab --> J. Strong --> J. Fierce --> C. Short --> C. Forward -->
S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J.
Forward --> Web Swing / Web Ball(Jab) / Strong Air Throw
*This combo just hurts! It does nearly 35% damage! His best
combo, period.
2. J. Roundhouse --> C. Short --> C. Strong --> C. Roundhouse -->
Crawler Assault (OTG) / Team Super (OTG)
*Yeah, this is also a must-learn and does lots of damage. However,
the OTG is risky against rollers.
3. D.S. Strong --> Web Throw(Fierce)
4. Web Ball(Fierce) --> Maximum Spider
5. D.C. Short --> C. Strong --> C. Fierce --> Web Ball(Jab)
6. C. Jab --> C. Strong --> C. Roundhouse --> Web Swing (OTG)
7. D.C. Short --> C. Forward --> S. Roundhouse --> Spider
Sting(Fierce)
*Just so you know, THERE'S NO INFINITY ANYMORE!!!!!
8. D.C. Short --> C. Forward --> Spider Sting(Fierce)
9. (In corner) --> Ultimate Web Throw --> D.C. Short (OTG) --> S.
Roundhouse --> S.J. Jab --> S.J. Strong --> S.J. Fierce
*This is a combo you won't have much chance of practicing due to
its conditions. I don't think you can do a full air combo, but am
not too sure.
10. D.C. Short --> C. Strong --> C. Roundhouse --> (Juggernaut) (OTG)
--> Maximum Spider
*This is actually pretty easy to connect! Don't aim the super
because you want Spidey to attack horizontally to hit opponents.
The combo will do damage near 60%!
11. C. Short --> C. Forward --> Web Swing
12. (In corner) --> C. Roundhouse --> (Juggernaut) (OTG) --> Ultimate
Web Throw
*This is REALLY hard to connect and you must do the super right
afterwards!
13. (Against corner) --> C. Jab --> C. Forward --> (Colossus) -->
Maximum Spider
*Again, don't aim the super. You'll want Spidey to hit
horizontally. Reliability on this combo is kind of bad, so use it
at your own risk.
[Tricks-]
-Finish air combos with Jab Web Ball, then on the way down tag them
with J. Roundhouse. Surprisingly, many people didn't block high for
the Roundhouse!
-Finish air combos with Fierce, then after landing nail them with
another combo. Spidey will cross them up upon landing from air combo.
Though tricky, this doesn't work as good as the previous trick.
Another thing is to stick out J. Short before landing. Opponents will
often land first, so Spidey can stick out a quick jump-in attack
before landing. Alternate between the 2 tricks here to confuse the
opponents.
-Finish any ground combo with Jab Web Ball, preferably that they block,
then tag in a Strong Web Throw. Sometimes, people will be caught by
surprise. People have a bad habit of jumping after blocking an
attack, so capitalize on it!
-After any combo with Spider Sting (1 hit), do a Fierce Web Throw.
Doing the Web Throw will take some getting use to it, because you
don't want to throw a Fierce Web Ball instead! Often, opponents won't
expert the Web Throw and get tagged.
=======================================================================
++++++
+Jin:+
++++++
Jin is a very very weird character to use. Often called the Dan of this
game for obvious reason - HE SUCKS!!! I still am a terrible Jin player, good
players still regularly whipped my ass when I use Jin. So, if there are
indeed any good Jin players out there, help me out guys!
Anyway, Jin relies mostly on his regular attacks because they are fairly
powerful. The priority is high and they even inflict chipping damage.
However, strong attacks have TERRIBLE recovery time and canceling into a
special might be a good idea sometimes. Jin is fairly strong, and has descent
speed. Combo isn't Jin's forte, but he can't rely on defense either because
he got none. So, what's my take on Jin? He'll need to rely heavily on
chipping damage and constantly chip away damages with regular punches and
kicks.
[Strength-]
--High priority attacks.
--Strength. Jin's normal combos inflict amazing damage.
[Weakness-}
--Recovery time. Though Jin has average speed, his recovery time on
most normal and special attacks really sucks.
--Defense. Jin needs to keep pressure on by constantly attacking.
However, he'll be dead in the water against offensive characters.
[Specials-]
< Saotome Typhoon > = Well, this move be comboed and inflicts descent
damage. However, Jin is wide open to attack if blocked.
< Saotome Dynamite > = Hehe, this move is kind of funny! Anyway, this
can also be comboed and does good damage. It can also be used as
a defensive counter-attack against jumpers. But, it'll often be
blocked and Jin is then up for something painful.
< Saotome Power-up > = Basically, this happens when you are about to
lose your quarters. Jin charged up and he now has super-armor and
does lots of damage with his normal and special attacks, possibly
even stronger than Hulk! When you are in this mode, I'd say to GO
CRAZY! Keep on attacking the opponents with your heart out. Jin
will have superior priority and inflict major damage. Don' know
how? Just watch how CPU Jin played!
< Saotome Crush > = Well, this is a rather useless move. It's a
blockable throw that inflicts pathetic damage. Besides, Jin is
very vulnerable if blocked.
< Typhoon Drill > = This move has very high priority. It'll beat out
many moves, but is risky due to recovery lag. Very useful!
< Saotome Fire > = IMO, this is the best taunt of the game, no wonder
Jin is called the Dan of the game! Basically, Jin does his taunt
and then caught on fire! He is vulnerable during the move, but
can cancel out anytime once he is on fire. To be honest, this
move is for show only. BTW, there's nifty trick to do with this
move. Yes, it does hit, three times! Kill one character, then
before the other character comes in, start the fire. Time it so
they'll jump in on your back for a hilarious round of belly-
laughs!
[Supers-]
< Blodia Punch > = This is his primary super and it does good damage.
It combos fairly easily and leaves Jin fairly safe from harm.
< Blodia Vulcan > = Well, this is a bad super (I mean as a bad bad, not
a good bad). It combos awkwardly and isn't too reliable. The
damage is OK, but Jin is up for punishment if blocked.
< Saotome Cyclone > = This is often called the new Chaos Dimension
because of it holds the opponent up for a while. I primarily use
this as a defense, because it can cross. This is very useful
against super-jumping-happy opponents. The damage is great.
[Jump-ins]
--J. Jab --> J. Strong
--J. Short --> J. Roundhouse
*A nice 3-hitters!
[Combos-]
1. J. Roundhouse --> S. Strong --> S.J. Jab --> S.J. Short --> S.J.
Fierce
*Although it looks easy, it's a tough combo to connect with Jin
because his normal attacks are slow! This combo does good damage.
2. Air Tornado Drill --> C. Jab --> Tornado Drill --> Saotome Dynamite
(OTG)
3. D.S. Strong --> Saotome Cyclone
*Note, this works but is tricky. First of all, you must dash into
his launcher! If you dash into Jab then launcher, the super will
miss. Also, you must cancel FAST!!
4. C. Jab --> C. Strong --> Blodia Punch / Saotome Typhoon / Team
Super
*IMO, this is Jin's best combo. Blodia Punch does good damage, and
team super can do even more damage. Saotome Typhoon should be
used if there's no super.
5. C. Jab --> C. Fierce --> Blodia Vulcan
*This is a very tricky combo. Cancel into super FAST!
6. (In corner) --> C. Strong --> Blodia Punch --> Tornado Drill (OTG)
--> Saotome Dynamite (OTG)
7. C. Roundhouse --> (Juggernaut) (OTG) --> Blodia Vulcan
*You must cancel the super fast or it'll miss!
[Tricks-]
-For some reason, Tornado Drill --> Saotome Dynamite combo works
extremely well against most players! They often tried to nail Jin
after the drill, only to see Jin take off his cloth in front of their
face! Use this to your advantage! Confuse them up by delaying the
dynamite a little or not doing it at all. Experiment with the timing
to confuse your opponents.
-Another nasty maneuver to use is to do this: S. Fierce --> Punch
Throw. This is a bit cheap, but you can pat yourself in the back and
say that you're only trying to tech-hit out of any throw attempts
(yeah, right)! This trick will need some practice. For some reason,
those button-smashing beginners can do this very well?!
-Here's a nifty trick to use will Saotome Cyclone. When opponents is
near you, about 1 character away, do the super. Yeah, it'll miss
alright. Now, steer it toward them. Usually, opponents will block if
they see the frames for super, but let go if they know they won't get
hit and ready to counter-attack you. Let them have it with the super!
-Forward --> Punch throws. This is rather cheap in that there's
nothing opponents can do against it except tech-hit. Forward attack
recovers really fast.
=======================================================================
++++++++++++++++++
+Captain America:+
++++++++++++++++++
This guy can kick major ass if used correctly. Cap has good priorities,
powerful moves and combos, and descent speed. He's probably the next
strongest character after Carnage, Hulk, Zangief, and Jin. He has great air
combos, solid ground combos, and extremely powerful supers. When teamed with
War Machine or Gambit, Cap can bust a 75% death team super combo!
Shield is Cap's key to victory, so be sure to pick it up whenever he
loses it. Also, if you do lose it, DON'T PANIC! Cap can do some combos he
can't normally do! BTW, the shield will drop back to you if Cap has gone
without a shield for a while. Though a formidable force in offense, Cap's
weak in defense. Uppercuts just don't cut it in this game, and his other
launcher, S. Strong, isn't too hot. Try to stay on offensive with Cap, or
he's toast!
[Strength-]
--Power. Cap is one of the strongest characters in the game, and his
combos can really pack a whollop!
--Combos. Cap has an awesome air combo, one of the deadliest super
combo, and descent ground combos. IMO, he's one of the combo kings!
--High priorities. With shield, Cap will beat out most attacks. His
air throw range is pretty amazing.
[Weakness-]
--Defense. IMO, this is the only area Cap really lacks. His "mini"
launcher, S. Strong, just doesn't cut it, and uppercuts are obsolete
in this game.
[Specials-]
< Shield Slash > = This is a great move to pull off after every normal
attacks. It combos nicely and inflicts solid damage. The only
setback is that Cap has to retrieve his shield, but that shouldn't
be any problem at all. Hey, it might be good sometimes to lose
shields! How? Read on, my friends!
< Cartwheel > = I love this move! Not only can this move cross up
opponents for a nasty surprise from behind, it also passes through
many specials and normal attacks. One caution though, Cap can now
be thrown out of this, so study your opponent's style before
pulling this move off. IMO, an effective usage of this move will
ensure victories! I just cannot emphasize just how important and
useful this move is.
< Charging Star > = This move is OK, but not very useful. It combos
nicely and does good damage, but is dangerous if opponents managed
to block. With shield, Cap can beat out any attacks, except
supers of course, and nail the opponents. Also this is an
excellent alpha counter.
< Star n' Stripe > = This is Cap's uppercut, and it's not too useful.
Defensively, it sucks. Offensively, it sucks too. In another
word, it's useless.
[Supers-]
< Hyper Charging Star > = The chipping damage of this move is just
amazing, and Cap can recover fast enough to prevent any
counterattacks. Another plus is that when Cap has the shield, he
can ram through anything, even supers! This super doesn't combo
easily due to its initiation lag, and does average damage.
< Final Justice > = While visually impressive, this super has been
toned down a little in damage if not comboed. Cap also has a
small lag time afterwards if blocked. Comboing this super is very
tricky, and often won't work, except when without any shield.
< Hyper Star n' Stripe > = This is IMO Cap's best super. It's very
combo-friendly and does tons of damage, nearly 50%! However, if
blocked, Cap is up for anything terrible. BTW, Cap can also combo
with team super instead of this one for mega damages!
[Jump-ins]
--J. Jab --> J. Strong
--J. Short --> J. Roundhouse
*Awkward.
[Combos-]
1. J. Jab --> J. Strong --> D.C. Jab --> C. Strong --> C. Fierce -->
S.J. Jab --> S.J. Jab --> S.J. Jab --> (Double Jump) --> S.J. Jab
--> S.J. Short --> S.J. Strong --> S.J. Forward --> Strong Air
Throw / Shield Slash
*My personal favorite combo of the game! It looks awesome and does
nearly 45% damage. Hell yeah! One caution though, it'll be wise
not to try this on opponents with high air throw priority because
they can tech-hit or throw Cap fairly easily.
2. D.C. Short --> C. Forward --> Charging Star
*Why bother with this combo? Use the next one!
3. C. Short --> C. Forward --> Hyper Star n' Stripe / Team Super
*This combo is purely wrong! With super by itself, it'll go up to
50% damage. With team super, heh, you're looking at a instant
slaughter! Depending on the partner, Cap can do more damage.
With War Machine or Gambit, you're looking at a 75% kill, baby!
4. D.C. Short --> C. Forward --> C. Roundhouse --> Shield Slash(Jab)
(OTG)
*This is a very basic must-learn combo for Cap. Use it even if
blocked.
5. D.C. Short --> C. Forward --> S. Roundhouse --> Final Justice
*This combo is REALLY hard to connect! I can only do it on Hulk,
and that's only SOMETIMES! Help, guys, I need tips on this one.
BTW, the damage isn't too hot either.
6. (Lose Shield) --> D.C. Short --> S. Fierce --> Final Justice /
Hyper Charging Star
*Yeah baby, this combos! Well, so it's OK to lose shield huh?
Anyway, this combo just rocks! With Final Justice, you're looking
at a nearly 60% damage, possibly the most damaging single super
combo in the game (yeah, better than Wolverine) ^_^ Hyper
Charging Star can rack up to nearly 50%, but isn't too impressive.
7. D.C. Jab --> S. Strong --> S. Fierce --> Shield Slash(Jab)
*The shield at the end is for chipping damage, it won't combo.
Amazingly, this simple combo does very good damage!
8. C. Short --> C. Roundhouse --> Hyper Star n' Stripe (OTG)
*Well, this is a bit risky because it's an OTG combo. I found it
best if you pause 1/4 sec before the super to ensure all the hits
go through.
9. (Lose shield and near corner) --> D.C. Short --> S. Fierce -->
Hyper Charging Star --> C. Short (OTG) --> C. Fierce --> S.J. Jab
--> S.J. Jab --> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J.
Forward --> S.J. Fierce
*Yup, you can tag in a full air combo afterwards!
10. D.C. Short --> C. Fierce --> Star n' Stripe(Fierce)
*OK, here's a combo for all you hard-core uppercut people.
11. D.C. Short --> C. Forward --> C. Roundhouse --> (Juggernaut) (OTG)
--> Hyper Charging Star
*Final Justice won't work due to short range. Darn!
12. J. Jab --> J. Strong --> D.C. Jab --> C. Strong --> C. Fierce -->
S.J. Jab --> S.J. Jab --> S.J. Jab --> (Double Jump) --> S.J. Jab
--> S.J. Jab --> S.J. Jab --> C. Short --> C. Fierce --> (Repeat)
*Well, this is more of a trick than a combo. The second triple
jabs will bring opponents higher than Cap; thus, he'll land first.
Simply walk under, than hit them up again from the other side.
Usually, this trick won't work twice in a roll. So the second
time you hit them up, do the complete air combo. Start the trick
over next time!
13. D.C. Short --> C. Forward --> S. Roundhouse --> Charging
Star(Roundhouse)
*Wow, this simple combo does tons of damage - nearly 40%!
[Tricks-]
-Finish all ground combos with Jab Shield Slash, even if blocked!
-Kick throw all the way, preferably in corner. This is harder to do
than other people's, but works wonderfully if in corner.
-I won't reveal my best trick with Cap, because they're pretty nasty
and always work like a charm! (Don't worry, they aren't cheap!) All
I'll say is that it involves tricky maneuvering of Cartwheel.
=======================================================================
++++++++
+Venom:+
++++++++
Well, I have finally learned how to use Venom effectively. He's awkward!
Anyway, though often called the "Sabertooth" of the game, I don't find that
name very fitting. He's nowhere near Sabertooth! Yeah, he's very quick for a
big guy, but he can't combo as good as Sabertooth.
IMO, Venom is an average character. His speed and priorities are
probably his keys to success. Combo-wise, he isn't too great. His launcher
can't be linked into, which makes comboing a little difficult, especially on
Hulk. When jumping in, Venom has multi-hitting Fierce and Roundhouse, which
IMO requires absolutely NO skill. In defense, his S. Roundhouse will stop
most jump-in attacks, but can't be linked into anything else. BTW, did I
mention that throws are necessary if you want to win with Venom? His punch
throws sets opponents up for a combo, very useful! Also, his air dash is
useful in setting up combos as well.
[Strength-]
--Speed. Well, you've got to applaud him for moving that quickly for a
big guy!
--High priorities. Venom's J. Roundhouse rules the air, and his throw
range is pretty amazing.
--Excellent air defense. His S. Roundhouse will stop most jump-in
attacks, setting up for an easy combo.
[Weakness-]
--Combos. Venom's really lacking in combos, with the exception of air
combo.
--Size. Come on, one with that kind of size will easily be others'
lunch!
[Specials-]
< Venom Fang > = While comboable, this move doesn't do too great a
damage. This is multi-hitting, and inflicts good blocking damage
as well. The recovery time, while short, still exists. So, be
careful. Jab version is probably the best.
< Venom Throw > = While powerful, it rarely connects. Many characters
can even avoid it completely when standing! Although it doesn't
combo, there are some nifty tricks Venom can use to sucker
opponents into this move.
< Venom Bite > = IMO a very dangerous move for Venom. While it does
good damage, the recovery sucks! While Venom is retracting his
symbiote, he's up for people's wrath! Try not to use this move at
all. Short recovers the fastest (duh)!
[Supers-]
< Venom Web > = Well, I got to admit that it looks pretty cool, but
otherwise I just don't know. The damage isn't too great, and it
doesn't combo regularly. One trick is to do it when opponents are
jumping in, so Venom will cross them up for a surprise.
< Death Bite > = The same problem exists in this super like Venom Bite.
The recovery just sucks! This super does good damage, and can go
up to 45% if done from one wall to another. Another risky move.
[Jump-ins]
--J. Fierce / J. Roundhouse
*Yup, one button multi! No skill indeed!
[Combos-]
1. Punch Throw --> S. Strong --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> Venom Fang(Fierce) / Strong Air Throw
2. D.C. Jab --> C. Forward --> C. Roundhouse --> Venom Bite(Short) /
Death Bite (OTG)
3. D.S. Short --> C. Roundhouse --> Venom Fang(Jab) (OTG)
4. (In Corner) --> J. Roundhouse --> S. Strong --> S.J. Jab --> S.J.
Short --> S.J. Strong --> S.J. Forward --> Venom Fang(Fierce) -->
Strong Air Throw
*Let me explain, the air throw is done by jumping straight up and
time the throw. Since Venom'll land first and near corner, the
air throw can be done fairly easily.
5. S. Roundhouse --> Venom Fang(Jab) / Venom Bite(Short) (OTG)
*This is VERY useful! S. Roundhouse is an excellent air defense,
you can use this combo to punish those jump-happy opponents!
Personally, I like to use Venom Fang in that it's more reliable
(not an OTG) and much safer even if blocked.
6. Kick Throw --> Venom Bite (OTG)
*Depending on where they land, the button for Venom Bite will
differ.
7. C. Roundhouse --> (Juggernaut) (OTG) --> Venom Web
*Cancel the super fast or it'll miss!
8. (Kick throw into corner) --> S. Fierce --> Venom Fang(Strong)
9. Punch Throw --> S. Strong --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> S.J. Roundhouse (1 hit) --> Venom
Fang(Fierce)
*This is probably this most damaging regular combo. The Roundhouse
into Venom Fang is tough to do.
10. D.S. Jab --> S. Forward --> Death Bite / Team Super
*This is a reliable method of comboing the super. It'll do much
more damage is done where one corner to opposite corner.
[Tricks-]
-After air combos and in corner, similar to combo 1, walk up and punch
throw them into another air combo then repeat. If they caught on and
tried to counter on the way down, follow through combo 1 to Web Throw
their ass.
-Take advantage of his J. Roundhouse priority. Cancel that into Venom
Fang(Jab/Strong) for some chipping damage. You can sometimes do this
over and over.
=======================================================================
+++++++
+Hulk:+
+++++++
Boy, does he kick ass! I've finally mastered this big guy, and he is
just too damned powerful! Along with increased speed, Hulk still retains his
priority, strength, super armor, and size. Because of his size, he's the
subject of all combos. Even tricky combos work well against him, so beware.
However, since Hulk has his super armor, he can withstand LOTS of damages and
cannot be comboed on easily (unless you made some mistakes).
Hulk can be very offensive because of his priority, speed, and strength.
He isn't afraid of trading hits because he'll always win. BTW, his launcher,
C. Fierce, might not launch small characters if too far. So, be careful!
Another place to watch out is his recovery on normal moves. Fierce needs to
be canceled into some special EVERY TIME!!! Otherwise, opponents will block
and dash in for an easy combo.
IMO, Hulk's major enemy is Megaman. Megaman's keep-away tactics can be
frustrating to Hulk because Hulk ain't too quick on the foot. Otherwise, Hulk
can kill almost anyone easily!
[Strength-]
--Power, baby! One whack and they're dead (i.e. lots of damage).
--Super armor. Thanks to this, Hulk can safely trade hits with others
and still come out on top. Also, this feature makes comboing on Hulk
an uneasy task, except when you leave yourself wide open of course!
--Hulk has an incredible tolerance to pain. It takes LOTS of hits and
combos to kill him.
[Weakness-]
--Speed. Although he's faster now, Hulk still isn't fast enough to
match most characters.
--Size. God damn it, he's just too big!
--Lag time.
[Specials-]
< Gamma Charge > = Although the damage has been toned down, this is
still Hulk's primary combo special. However if blocked, Hulk is
as good as dead.
< Ground Rip > = This does great chipping damage while being hard to
combo. Always cancel any normal move into this because normal
moves leave Hulk wide open for those quick characters. Although
can be avoided by jumping, this special has very little lag time
if blocked.
< Gamma Tornado > = While doing good damage, comboing this move is
tricky as well. Being a blockable throw, this move isn't too
useful. BTW, Hulk will be in trouble if blocked, but the Jab
version has only little lag. Oh, did I mention that this can be
ducked? For some reason, I'm having a tough time comboing this
move, can anyone out there help me?
[Supers-]
< Gamma Wave > = This super version Ground Rip should be use only as
counter-attack because it does more damage that way. It can go up
to 50% if done from one end of wall to another end. In combos,
however, the damage really sucks, probably 35% at best.
< Gamma Crush > = This is both an excellent offensive and defensive
super. It combos nicely and does good damage. However, Hulk is
up for grab if blocked, because the recovery is SOOOO slow. BTW,
did I mention that Hulk can control where to land the meteorite?
So, don't freak out if Hulk whiffed, simply direct Hulk to land
behind them for a nasty cross-up. I have a tough time directing
Hulk, but am working on it! The chipping factor is above average.
One thing I hate about this is that opponents can roll after
getting crushed by the meteor and do some damage to Hulk before he
lands. Why?
< Gamma Quake > = I don't know what this is for! It does combo, but
doesn't do too great a damage. Pretty safe to use it as chipping
super.
[Jump-ins]
--J. Short --> J. Forward
*Very high priority!
[Combos-]
1. J. Short --> J. Forward --> C. Short --> C. Forward --> Gamma
Charge
*The Gamma Charge is tricky if you want to connect both hits. Play
around with it. Sadly, the damage no longer hurts as much.
2. D.C. Jab --> C. Fierce (1 hit) --> Ground Rip / Gamma Wave / Team
Super
*This is a tough combo, it'll take some practice. The damage is
pretty good, especially if you do the super from one corner to
another!
3. C. Short --> C. Fierce --> Gamma Crush / Gamma Quake
*Very basic, the only tricky part is planting the meteorite. With
Gamma Quake, no tricks at all!
4. C. Short --> Gamma Quake
*This is weird. I tried this combo out, and the damage isn't too
good. However, there's some juggling ability afterwards.
5. (In corner) --> D.S. Jab --> S. Fierce --> Gamma Quake
*The damage is much better! I've heard about doing the Gamma Crush
afterwards, but can't seem to get it!? Help, guys!
6. D.C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong
*This air combo does excellent damage. Strong, not just Fierce, is
his finisher! Personally, I prefer Fierce instead of Strong
because of more damage.
7. C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J. Forward
--> S.J. Fierce
*This air combo is harder, but does better damage. It might be
easier to skip the Forward.
8. S. Jab --> S. Fierce
*Believe it or not, this combo HURTS! For extra chipping
damage, throw in a Fierce Ground Rip.
9. Air Throw (low) --> J. Roundhouse (OTG) --> S. Fierce
*OUCH!!!!! Guess how much this combo takes? Nearly 35%! Three of
it and you're a goner! However, this is really hard to do. The
air throw must be a low one, so Hulk basically regular jump-up and
throw. Thanks to his high priority, you can jump up and air throw
when people jumps toward you. The J. Roundhouse must hit early,
right after the air throw, to OTG the opponents. S. Fierce will
tag when opponents bounced into air from J. Roundhouse. Believe
me, this IS the combo! BTW, don air throw too low because the
Roundhouse won't connect. Practice the throwing height a little
bit and you're ready to "graduate" onto the next 2 combos.
10. (In corner) --> Air Throw (low) --> J. Roundhouse (OTG) --> S.
Fierce --> Gamma Quake
*DOUBLE OUCH!!! Adding a super? How wrong can this be? This'll
take off about 55% of life. Super deadly!
11. C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J. Forward
--> Air Throw (low) --> J. Roundhouse (OTG) --> C. Fierce --> Gamma
Wave
*Whew, this is by all means Hulk's best combo! The low air throw
will be much harder in that it's so easy to read (Hulk must fall
down along-side with opponents for a while). The C. Fierce will
only hit once, so it's perfect to set up for the super. How much
damage? Oh, it's just about 70% at best, depending on where you
do the super. Against certain opponents, you might want to skip
S.J. Forward.
12. (Against corner) --> Gamma Tornado --> S. Fierce
*I'm not sure if you can OTG, so stay tuned. However the Fierce
will connect.
13. Throw into corner --> C. Short (OTG) --> C. Fierce --> Gamma Crush
14. (In corner) --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Roundhouse
*Only in corner can you connect Roundhouse after Strong. Hulk's
Roundhouse kick does tons of damage!
[Tricks-]
-Remember, cancel all normal attacks into a special! Ground Rip will
work fine, but if predicted, people will simply hop over it for an
easy combo. For me, Jab Gamma Tornado works better.
=======================================================================
+++++++++
+Gambit:+
+++++++++
Sadly, my favorite from XmenVsSF has been vastly toned down. His speed
is slower now, and he lost his countering ability in this game. However,
Gambit is still a good character. He's fairly strong, and can do some fancy
combos. Hey, he still has his range! BTW, he has, IMO, the best normal throw
in the game! Also to be noted, Gambit's chains are a bit awkward. It'll take
some practice to get down his air combos and ground combos. Oh, did I mention
that he's still the OTG king of the game?
Another important aspect of Gambit's game-play is style. Being the most
stylish character of the game (yes, even more so than Strider), Gambit needs
to be played with style. Ugly combos are to be forbidden, and only fancy
combos are desired. Thus, experiment around to find those fancy combos.
Remember, it's all about style!
[Strength-]
--Style, baby! Gambit is just too stylish that he dazzles opponents
:-)
--He's pretty strong and quick as well.
--His specials, except the supers, have literally no lag time.
--Range. His S. Fierce has excellent range!
[Weakness-]
--Defense. Though his launcher, C. Fierce, will often suffice, his
range is too short and not too high on priorities.
--No reliable super combos. OTG combos just isn't too reliable.
[Specials-]
< Kinetic Cards > = This is Gambit's fireball. The initiation is a bit
slow, with Jab being the fastest, but its impact is immediate.
The combo is very tricky, but is worth trying because Gambit has
nothing to lose.
< Cajun Slash > = Gambit's signature move is back, but not up to par.
Jab is still a quick slash, but not quick enough for a
counterattack. Its recovery time is still great. Strong and
Fierce can combo and OTG, but the recovery time is, like before,
not too great.
< Trick Card > = The only use I found with this move is to beat out
those air fireball trapping opponents. However, it's too slow to
keep up with those fireballs.
< Cajun Strike/Dive > = This can be a confusing move if used correctly.
The fact that Gambit is controllable makes it worthwhile. Try
jump from wall to wall, come down to the middle of screen, then
bank hard toward the opponent with an attack for a surprise.
Gambit can recovery fast enough to block any attacks. BTW, I've
heard that you can OTG after the Cajun Dive, but needs
confirmation.
[Supers-]
< Royal Flush > = This super still combos, and still has lag time
afterwards. But, the recovery time is faster now, but still long
enough for a switch out and beam super.
< Cajun Explosion > = This super does good chipping damage and can be
confusing sometimes. The fact that Gambit can perform this super
from either wall will sometimes confuse opponents as to which way
to block. Sadly, it doesn't combo. If opponents are grounded,
the blocking damage of this super is a lot!
[Jump-ins]
--J. Fierce --> J. Roundhouse
--J. Short --> J. Roundhouse
*Awkward!
[Combos-]
1. J. Fierce --> J. Roundhouse --> D.S. Short --> S. Strong --> S.
Roundhouse --> Cajun Slash(Jab)
*Connecting Roundhouse might be tricky on some characters. If so,
simply skip Strong.
2. D.C. Short --> C. Strong --> C. Roundhouse --> Cajun Slash(Strong /
Fierce) (OTG)
3. C. Short --> C. Forward --> C. Roundhouse --> Royal Flush (OTG)
*For some reason, most people don't roll out of OTG! I guess that
they forgot about this combo of something. Personally, I rarely
pull off super combos with Gambit.
4. D.C. Short --> C. Fierce --> Royal Flush
5. D.C. Short --> C. Fierce --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> Roundhouse Air Throw
*Another must-learn good combo for Gambit. The air throw must wait
1/2 second after the Forward. Or, skip the Forward and throw
after Strong.
6. Kinetic Card(Jab) --> Cajun Slash(Jab) --> (Repeat)
*Well, it doesn't actually combo, but this is a great tactic to pin
opponents down. Often, they will not block the Cajun Slash.
Besides, it'll drain some chipping energy! One caution though,
this can be VERY hazardous to your own health because it's so
frustrating! Also, try throwing in a S. Roundhouse before Kinetic
Card to make sure the opponent doesn't jump.
7. D.C. Short --> C. Strong --> C. Forward --> Cajun Slash(Jab)
*Very basic, and is a must-learn combo. The damage is fair.
8. D.C. Short --> S. Strong --> S. Roundhouse --> Kinetic Card(Jab)
--> Cajun Slash(Jab)
*In order for all hits to connect, it's best if done near corner.
If not, that's OK. The Kinetic Card will do chipping damage, and
allows you to follow up with Cajun Slash for a nasty surprise!
This combo does great damage.
9. D.C. Short --> C. Strong --> C. Fierce --> S.J. Jab --> S.J. Short
--> S.J. Strong --> S.J. Fierce
*Gambit's air combo is a bit weird. He'll sometimes whiffed if you
throw in a S.J. Forward.
10. Punch Throw into corner --> C. Short (OTG) --> C. Fierce --> S.J.
Jab --> S.J. Short --> S.J. Strong --> S.J. Roundhouse
11. D.C. Short -->S. Roundhouse --> Kinetic Card(Jab) --> D.C. Short
(OTG) --> S. Strong --> C. Fierce --> S.J. Jab --> S.J. Strong -->
S.J. Fierce
*This is a cool combo that'll take some practice. The OTG will
always hit if timed correctly, because opponents can't roll out of
it! Again, Gambit's air combo is weird and what I've written will
always connect. You can add in regular air combo instead if you
can time it perfectly. Often, Gambit'll whiff the S.J. Fierce.
IMO, this is by far his best combo. Very stylish!
12. D.S. Short --> S. Roundhouse --> Kinetic Card(Jab) --> Royal Flash
(OTG)
*Well, this is a way to nail those supers, because opponents can't
roll out of the OTG. The greatest challenge will be in timing the
super. You must time it so Gambit will execute the super while
opponent is falling, or at the latest while opponent just hits
ground. If you can pull off Combo#11, this shouldn't be too much
of a problem. However, it's harder still. Even I can't pull this
off every time!
13. Punch Throw --> Royal Flush (OTG)
*The timing is very tricky, thus this is risky (hey, it rhymes
^_^)! If you can get this combo down, people will definitely call
you a cheap bastard! Just imagine, throw into a super? How wrong
can that be? (VERY WRONG) Sometimes, all hits will connect, but
other times only some will connect.
14. D.C. Short --> C. Forward --> C. Roundhouse --> D.C. Roundhouse
(OTG)
*Well, here's a wacky combo CPU likes to do. Though it's really
hard to pull off, the damage sucks so bad and combo so ugly that
it's not usually worth the effort. But hey, it takes great skill!
15. Trick Card --> D.C. Short (OTG) --> C. Fierce --> S.J. Jab --> S.J.
Short --> S.J. Strong --> S.J. Fierce
*Here's combo to pull off for those rare opportunity when Trick
Card actually connects!
16. D.S. Jab --> S. Strong --> Cajun Slash(Fierce)
*This is a very safe combo to pull off. Even if blocked, opponents
can't do much to Gambit!
17. D.C. Short --> C. Forward --> C. Roundhouse --> (Juggernaut) (OTG)
--> Royal Flash / Cajun Explosion
*You must cancel into super fast! Royal Flash will only hit a few
times, but Cajun Explosion will connect easily.
[Tricks-]
-Combo 6, baby!
-Cancel any normal moves into Jab Cajun Slash for chipping damage.
-I also had a nifty trick with his Cajun Explosion. Launch them up and
do the super so they'll get hit from behind! It'll work a few times
before people catches on. If they happened, do it from the other side
so they'll block wrong! BTW, this trick is often useless against
experts, but is worth a try!
-OK, here's how you set up Trick Card: Cancel it after Kinetic Card!
Usually, people will sooner or later learn their lessons from Kinetic
Card --> Cajun Slash(Jab) and attempts to jump over after the
projectile. Nail them with Trick Card! Or, you can substitute Trick
Card instead of Kinetic Card for nasty surprises if opponents is smart
enough to predict when you will throw Kinetic Card. Another plus is
that you can OTG combo after Trick Card! See combo#15.
-Here's a rather cheezy trick: Cajun Strike --> Throw. This combo is
rather cheap in that a blocked Cajun Strike will position Gambit right
next to opponents for an easy throw. This'll be even more cheap if
you know how to super after the throw.
=======================================================================
++++++++++++++
+War Machine:+
++++++++++++++
This Iron Man-clone is, uh, just like Iron Man! He is pretty strong,
probably a little less so than Captain America, and is fairly quick
considering all those metals he wears. War Machine can pack a whollop if used
correctly. Also, he's said to be the next Cyclops due to his ability to play
keep-away with his beam. However, I'll say that he's much less accomplished
compared to Cyclops.
Also to be noted, War Machine is a VERY good partner to anyone with a
team super combo. His super will guarantee a 50%+ of damage! So, learn him
if you want to kick major ass ^_^
[Strength-]
--Power. War Machine is pretty strong.
--Great aerial priorities. Just look at the air throws!
--Keep-away. Soldier Cannon acts much like Cyclops's Optic Blast, and
you all know what that means ^_^
[Weakness-]
--Combos. They suck!
--Major lag time.
--Speed. War Machine is too slow to combo easily. He has a hard time
with dash-in combos, especially.
--To my amazement, War Machine doesn't take damage very well. A few
hits, and his life bar is flashing red!
[Specials-]
< Soldier Cannon > = Can we say Cyclops?! This move does good chipping
damage and goes through fireballs. It can combo, but is better at
keep-away.
< Repulsor Blast > = This is great defense against those jump-happy
opponents. However, if they blocked, War Machine is dead.
< Smart Bombs > = This is War Machine's version of those air fireballs!
It's great at pinning opponents down on the ground and does good
damages.
< Flight > = I rarely use this move, so I can't say much about it.
< Knee Dive > = This is his vest jump-in attack. It's very safe and
has high priority.
[Super-]
< Proton Cannon > = This super does lots of damages, nearly 45%!
However, it doesn't combo due to its long initiation time. Also,
it has terrible recovery time!
< War Destroyer > = This is a good super to use with War Machine. It
can combo and does solid damage. Also, it's chipping potential is
also good, especially when the missiles kind of track down the
opponent.
[Jump-ins]
--Knee Dive --> J. Roundhouse
--Knee Dive --> J. Fierce (Hold down)
*Hard to combo afterwards!
[Combos-]
1. Knee Dive--> J. Roundhouse --> D.C. Short --> C. Strong --> S.
Roundhouse --> S.J. Jab --> S.J. Short --> S.J. Strong --> S.J.
Fierce(Hold Up) --> Soldier Cannon(Jab/Strong)
2. D.C. Short --> S. Roundhouse --> War Destroyer
3. D.C. Short --> C. Forward --> S. Fierce --> Soldier Cannon
*Soldier Cannon doesn't combo regularly, but can drain some
chipping damage. For it to combo, it's best if performed near
corner.
4. Kick Throw --> C. Forward (OTG) --> S. Fierce --> Soldier Cannon
*Again, Soldier Cannon is for chipping damage.
5. D.C. Short --> C. Forward --> War Destroyer (OTG)
*This combo is still tricky. You have to cancel into War Destroyer
FAST!!
6. D.C. Short --> C. Strong --> S. Fierce --> Soldier Cannon
*If canceled fast, Soldier Cannon will combo (in the corner, I
think).
7. D.C. Short --> C. Strong --> S. Roundhouse --> War Destroyer
*This combo is weird. Sometimes the super will connect, but other
times it'll just whiff! Not very reliable. I recommend to use it
only near corner. Combo #2 is a better substitute.
8. D.C. Short --> C. Strong --> S. Roundhouse --> S.J. Jab --> S.J.
Short --> S.J. Strong --> S.J. Fierce (hold up) --> Flight --> S.J.
Jab --> S.J. Strong --> S.J. Fierce (hold up) --> Soldier
Cannon(Jab)
*You must hit the Jab right after doing Flight in order to connect
the combo. This is very tough combo!
9. D.C. Short --> C. Strong --> War Destroyer
*Well, this is a rather reliable way to connect super! You must
dash-in and cancel fast.
10. C. Forward --> (Juggernaut) (OTG) --> Proton Cannon
*OUCH!!!!
11. D.C. Short --> C. Strong --> Repulsor Blast(Jab) --> D.C. Short
(OTG)
*Depending on distance, you can follow up on the OTG Short.
[Tricks-]
-Cancel any normal moves into Soldier Cannon for chipping damage.
-Whenever you're in the air, throw them a Smart Bomb!
-Try this maneuver: any ground combo (no special) --> Flight --> Smart
Bomb --> Knee Dive --> J. Roundhouse --> any ground combo (no special)
--> Repeat. This combo will be very frustrating for the opponents,
because they cannot do anything but block! Smart Bomb will do
chipping damage without leaving War Machine open for counter-attacks.
-OR, try this: any ground combo (no special) --> Smart Bomb This is
much easier and does the job better. They can't retaliate at all!
This can be rather cheap.
=======================================================================
++++++++++++
+Wolverine:+
++++++++++++
Yippee, my personal favorite is back! Wolverine, once again, is the
combo king of this game. He has tons of ground, air, and super combos waiting
to be unleashed! Wolvie is the fastest character of the game, and he has
powerful combos. Capcom decided to tone him down a little because he was way
too over-powered in MSHVsSF. He now has lag time in some specials, and his
multi-strongs is, to some extent, taken out.
Wolvie is an offensive combo machine, but he also has great defense as
well in his excellent launcher. Although he's weak in terms of normal
attacks, his speed and combo ability often makes the game seem short.
Since I'm an avid Wolverine player, I need to explain to the world that
HE AIN'T CHEAP!!! I have heard so much B.S. about how Wolverine is the
cheapest character of the game when he is not. How is he cheap? Yeah, he can
combo like mad all day long, but the damage doesn't do jack! Only his
Fatalclaw combo, just one only, does powerful damage. All the rest sucks!
His air combos are weak, and his ground combo ain't that great either.
Besides, he no longer enjoys the invulnerability he had in MvSF on certain
specials or supers. Some people say that Wolverine is too quick and thus hard
to counter. Well, you'll just have to live with it. Wolverine has very
limited tactic, and is very easy to read. For example, if you see him dashing
in, be sure to block low. If jumping in, be sure to block 2 or 3 jump-in
hits. If super jump, you can bet that he'll dive down so block high for 2
hits. That's all! Be a good blocker and Wolverine can't do jack to you! He
can't chip damage like some characters, and he can't play keep-aways! Yeah,
some Wolverine player likes to throw (but I don't) a lot and that's indeed
cheap. But hey, everyone can throw a lot too, and Wolverine's throw doesn't
do too much damage! Basically, Wolverine is almost like Sabertooth from
XmenVsSF in that he can't do much if you block good. BTW, I've heard that any
beginner can kick major ass with Wolverine even without prior knowledge of how
to play the game. Well, all I got to say is that those people must have
sucked REALLY BAD for losing to a beginner :-)
Anyway, it's time to move on!
[Strength-]
--Speed, baby. Wolverine is the fastest character of the game, period!
--High priorities. Both in air and on ground, Wolverine has superior
priorities. His throwing range is amazing, and his launcher makes an
effective defense.
--Combos. More so than with anyone else, you've got to learn combos
with Wolverine, because he's simply the king! He has tons of combos,
whether it be throwing, air, ground, or super!
[Weakness-]
--Strength. Despite his vast collection of combos, Wolverine is very
weak. His combos often does below-average damage, except for ONE
Fatalclaw combo; thus, I mentioned that you've got to learn all the
combos! It takes lots of combo to kill an opponent.
--Wolverine has no effective keep-away tactics; thus, he's got to
dazzle opponents with speed and combos. He cannot turtle!
[Specials-]
< Drill Claw > = IMO, this is Wolvie's best weapon. It combos nicely
and does solid damage. The recovery time of this move is still
good, but some supers will tag Wolvie before he recovers, so be
careful. Overall, it's safe to tag this into any normal move for
chipping damage. It's especially effective after S. Fierce,
because, for some reason, people often forget to block the Drill
Claw. BTW, don't use this against quick characters or those with
range attacks. They'll simply block and counter-attack easily!
< Berserker Claws > = Capcom has toned this move down a little.
Although it still combos nicely and does good chipping damage,
this move now has terrible recovery time. Jab version is the only
one that will recover fast enough.
< Tornado Claws > = This is a good offensive uppercut that'll combo
from any normal attacks. The damage is OK, but the recovery time,
like all uppercuts, sucks!
< Berserker Slash > = I do not know why Capcom put this move in, it's
virtually useless! It can't combo very well, and Wolvie is as
good as dead if blocked. Lately, I've found that it can be used
as chipping damage if you use Jab version. Usually, Wolverine
will recover fast enough to block.
< Head Stomp > = This is a very useful "jump-in" attack in that it's
virtually un-counterable by launcher! However, the range is
straight vertical and thus is useful only when you super-jump.
This can chain into roundhouse.
< Claw Slide > = This is Wolvie's knock-down move. It'll go under
projectiles and combo, though they're tough to do.
[Supers-]
< Fatalclaw > = This devastating super is back, with a little twig in
combo system. Some old combos will not work while others still
combo nicely. The damage this super inflicts now varies
dramatically. Only certain combos will do macho 50% damage, while
others inflicts only about 30%. Like before, it can't combo into
air combos and has major lag time if blocked.
< Berserker Barrage > = The oldest super of the game, dating back to
XmenCOT, is back again. While it combos nicely, the damage of
this super isn't too good! Also, Capcom put in recovery time
after this move as well. Overall, try to avoid this super.
< Weapon X > = Sadly, this darn super still doesn't combo regularly!
While visually impressive, this super seems to inflict less damage
now. However, that's still a lot.
< Berserker Rage > = The cheap infinity no longer work, so the use of
this super vanishes as well. While this makes Wolvie super-fast,
it's almost impossible to utilize it because YOU CAN'T CONTROL
WOLVIE IN THAT SPEED! It's just too darn quick! As of lately,
I've began to realize the advantage of the super. Wolverine is so
darn fast that he can be confusing. One second he's across the
screen, and a second later he's finished a combo on you! This
requires LOTS of finger-work ^_^
[Jump-ins]
--J. Fierce --> J. Roundhouse
--J. Jab --> J. Short --> J. Strong
*Can tag on a J. Fierce if against Hulk.
--Head Stomp --> J. Roundhouse
*Very high priority, this is virtually un-counterable!
[Combos-]
1. J. Jab --> J. Short --> J. Strong --> D.S. Jab --> C. Short --> C.
Strong --> S. Roundhouse --> S.J. Jab --> S.J. Short --> S.J.
Strong --> S.J. Forward --> Drill Claw(Up-forward)
*This is a must-learn kick-ass combo. However, the damage isn't
too great.
2. D.C. Short --> C. Strong --> S. Roundhouse --> S.J. Jab --> S.J.
Short --> S.J. Strong --> S.J. Strong --> Strong Air Throw
*Yeah, just keep hitting Strong and you'll eventually air throw
them.
3. D.C. Short --> C. Forward --> C. Fierce --> C. Roundhouse -->
Fatalclaw
*Oh boy, this is a killer! It can rack up to 50% damage if you
keep smashing the buttons.
4. S. Short --> S. Forward --> Berserker Barrage
5. D.C. Jab --> S. Strong --> Berserker Claws / Tornado Claws
*With Berserker Claws, this combo is a combo-counter stacker. Lots
of hits!
6. D.S. Jab --> C. Short --> S. Strong --> C. Forward --> C. Fierce
--> C. Roundhouse --> Fatalclaw
*Not as powerful as combo #3 but is harder to do.
7. D.C. Jab --> C. Forward --> C. Fierce --> Fatalclaw / Berserker
Barrage
*Actually, the damage is comparable to combo#3! BUT, this one is
probably a little less.
8. Head Stomp --> J. Roundhouse --> D.S. Jab --> C. Short --> S.
Strong --> C. Forward --> S. Fierce
9. D.C. Short --> C. Forward --> C. Fierce --> Team Super
*Well, the damage isn't too great because Wolverine is doing
Berserker Barrage, but, depending on his partner, this combo can
pack quite a punch (Hint: War Machine). Also to be noted, this
combo can be risky because some partner's super will be blocked,
leaving both characters vulnerable to counter-attacks. For
example, with Spiderman.
10. Strong Throw --> Berserker Slash(Fierce) (OTG)
*This is a risky comb