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             |                                                         |
             |         THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST       |
             |                                                         |
             |  By John Malone AKA Chalupa Donny <swidly@hotmail.com>  |
             |                                                         |
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             |                                                         |
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FIRST, if you have any questions, refer to the Table of Contents. I answer 
many miscellaneous questions in the "Frequently Asked Questions" Section 
(which is Part IX).

- IMPORTANT INFORMATION -
"The Marvel Vs. Capcom 2 FAQ For Dreamcast" is Copyrighted, as of November 
2000 by the author, John Malone, under International Copyright Law. If you 
wish to reproduce, distribute, or display this FAQ or use any part of it for 
any reason, permission given by the author (me), is required by law. All you 
have to do is e-mail me for permission. All violations will be immediately 
reported.

- DISCLAIMER -
ALL of the information in this FAQ was thoroughly and painstakingly 
researched and written by myself, John Malone, and no part was copied from 
anyone else's work without permission. Capcom's official move names were 
acquired through the use of game instruction manuals (from this and previous 
games). The rest of the move names were created by me using artistic license. 
That's right! 100% John! 

As part of the disclaimer, you should only be able to find this FAQ in 2 places 
that I know of: the always wonderful and insightful Gamfaqs website 
(http://www.gamefaqs.com), the CheatHappens website, and at Fresh Baked 
Games (http://www.fbgames.com). That's it. If you do see it anywhere else, 
it would mean a lot to me if you would tell me about it.

- ONE MORE NOTE -
All the Credits for contributors and other do-gooders are listed at the very 
end of the FAQ, in section IX. I give props where it's due. Mos def!


- VERSION HISTORY -    ********* IMPORTANT !!! PLEASE READ **********

7/09/02 - FINAL vers.  Yes indeed, the true final version. 
                       After hearing the discussions about Marvel Vs.
                       Capcom 3 (see the Frequently Asked Questions)
                       I decided to look through the ol' girl and
                       reminisce. I tweaked a few things here and 
                       there and, lo and behold, one more version of
                       my infinitely long FAQ is done. So, enjoy this
                       definitively final version of my FAQ and I'll
                       see you later.

6/29/01 - Version 6.0  Hey. Just thought I'd sneak one more final 
  FINAL FINAL VERSION  update into my FAQ. As I was reading over it, I
                       noticed a lot of mistakes and some stuff I 
                       wanted to change, so I did. There's also more
                       complete info on the new characters and various
                       rewrites throughout. And one more contribution.
                       This will be all, though. Goodbye again and enjoy!
                                                               -- John

6/27/01 - Version 5.0  Hi all. It's been awhile, so I thought I should
        FINAL VERSION  bring closure to my FAQ. Yes, I e-mailed Capcom
                       and no, they didn't respond. Drats. I know they
                       have a policy against taking submissions, but I 
                       figured there was no harm in trying. Oh well. 
                       "Se la vie," as the saying goes. Getting back to
                       the FAQ, let me reiterate: PLEASE no more 
                       e-mails about the FAQ! At least no e-mails that
                       you expect to be published, because they WON'T
                       be, seeing as how this is the final version. But
                       if you feel like mailing me to shoot the s*** 
                       or for any other reason, feel free. I added the
                       last couple of contributions I got, plus a 
                       little info in the "Basic Techniques and Ideas"
                       and a new section that answers common questions
                       that I get from readers that you can't find in
                       the rest of my FAQ. Well then, I guess this is 
                       goodbye. It's been a great ride and I hope to do 
                       it again sometime. Good luck to everyone out there 
                       and thanks a lot for reading!
                                                               -- John

5/13/01 - Version 4.1  Okay, apparently people weren't listening and
          (Next to     still e-mailed me to contribute stuff. That's 
           final       okay, though. It's flattering. But this is 
           version)    the "next-to-the-final version" here. Sorry,
                       but I have to end this thing somewhere. I will
                       be e-mailing the list of contributions to 
                       Capcom; see the Contributions section for more
                       on that. There should be just ONE MORE update...
                       if Capcom sends a response to me, and any other
                       e-mails that people send between that time.
                       Until then.... thanks.

4/16/01 - Version 4.0  I changed a lot of little things here and there
                       and even clarified some moves. I've corrected 
                       just about all the mistakes in my FAQ, so this
                       will probably be the last update, so unless you 
                       have something utterly shocking and 
                       earth-shattering for me to include in here, 
                       there will be no more updates.

4/15/01 - Version 3.5  Dan's Otoko Michi super clarified, thanks to DkFFIV.
                       Just a quick little update.

3/20/01 - Version 3.4  Check the Credits section near the end. Many thanks
                       go to Richard H. for his help. 

3/03/01 - Version 3.3  A few more contributions added, plus some updated 
                       info on Jill and Magneto. Thanks again to Phil M.     
                       Also, more info on Rogue & some more rewriting.

3/01/01 - Version 3.2  Some minor cosmetic changes.

2/28/01 - Version 3.1  Yet more corrections thanks to loyal readers, as well 
                       as extensive rewrites in the first 4 Parts of the FAQ. 

2/19/01 - Version 3.0  More corrections, plus some contributions added. Check 
                       out the new "Contributions" section below! 

1/7/01 -  Version 2.0  "Side Notes" added to many of the character 
                       descriptions, to provide even more complete info.

1/3/01 -  Version 1.1  Small mistakes already found! Special thanks to Phillip 
                       M. for pointing them out.

1/2/01 -  Version 1.0  The original version goes up. Sure was a lot of work!


------------------------------------------------------------------------
---

- TABLE OF CONTENTS -

I: Introduction
II: Key
III: Game Basics
 1: Movement
 2: Basic Techniques & Ideas
 3: Your Partners And You (Or "Surviving a Menage a Trois")
IV: The Game In Depth
 1: Types Of Characters
 2: Styles Of Playing The Game And Tactics
V: The Characters
VI: The Boss Section
VII: Top 10 Lists
 1: The Top 10 Best Characters in Marvel Vs. Capcom 2
 2: The Top 10 Characters Capcom Should Put In The Marvel Vs. Capcom Series
 3: Contributions
VIII: Game Secrets
IX: Frequently Asked Questions
X: Credits & Miscellaneous

------------------------------------------------------------------------
---
I: - INTRODUCTION ... OR "WHY SHOULD I READ THIS FAQ?" -

Hello and welcome to my Marvel Vs. Capcom 2 FAQ. First of all, this FAQ has 
a large portion devoted to strategies and the ins and outs of the game which 
is geared mostly towards beginners. If you find yourself constantly being 
beaten by others at Marvel Vs. Capcom 2, my FAQ should be able to help. That 
section is intended to be read from beginning to end. If you already know 
how to play, you can review it to get a better handle on things or just skip 
it. Whatever makes you happy.

But why did I create this FAQ and why should you read it? For the first question, 
I'm a huge fan of Capcom's games and this one is undoubtedly their best one 
to date. Throughout all the time I've spent playing this game and watching 
other people play this game, I've collected a huge amount of information in 
my head and have felt the burning need to put it down on paper (figuratively 
speaking). 

To answer the second question, I've got a couple tiny things that I haven't 
seen on other FAQs but the main reason is because I wanted to write a FAQ 
that had a personal touch to it. I've tried to create my FAQ with the reader 
in mind, including information that I thought was either important or 
interesting. In the Character section (Part V), I arranged the listings in 
alphabetical order for convenience and have included a short "Overview" to 
give my personal views on each character. Also, my FAQ has a part with some 
Top 10 Lists, which I encourage you to read. I hope you enjoy my FAQ, I've 
tried to make it as helpful and easy to read as possible.

*John* < swidly@hotmail.com >

------------------------------------------------------------------------
---
- SO WHAT'S UP WITH MARVEL VS. CAPCOM 2? -

In case this is the first FAQ you are reading and have not previously played 
Marvel Vs. Capcom 2, let me give you the low down on what is new with MVC2 
compared to the original Marvel Vs. Capcom (Part III, Game Basics, includes 
the details of each of these points):

1. Marvel Vs. Capcom 2 features many new characters, including 8 never before 
seen in a Capcom fighting game (Sonson, Ruby Heart, Amingo, Cable, Tron Bonne, 
Servbot, Jill Valentine, and Marrow). Also, Marvel Vs. Capcom 2 contains 
every other character ever to appear in the "Marvel series" of Capcom fighting 
games, plus all of the characters from the previous "Vs." games.

2. The graphics are much improved from any other Capcom fighting game, and 
the fighting is even more chaotic and furious than in the original Marvel 
Vs. Capcom. The sprites are also noticeably smaller.

3. Onslaught is MIA. There is a new final boss, Abyss (See Section VI for 
more).

4. Instead of 2-on-2 team battles, in MVC2 there are 3-on-3 battles. Each 
team has 3 characters with 3 life bars. All 3 on a team must be KO'd before 
the match is over. 

5. Your Hyper Combo Gauge can now be filled up to 5 levels maximum instead 
of 3. You still start off with 1 full level at the beginning of the match. 

6. You can call either of your resting partners to "Assist" you in the middle 
of a match with an attack at any time, as many times as you want. Each character 
has three different Assist "Types" to choose from, labeled Alpha, Beta, and 
Gamma, each one a different attack, which you choose at the Character Select 
screen (See Section III.2 for more).

7. In order to keep the new system from being too confusing, Capcom has 
eliminated the Medium Punch and Kick buttons. The buttons that were 
previously assigned to Medium Punch and Kick are now the Heavy Punch and Kick 
buttons. The buttons that were previously assigned to Heavy Punch and Kick 
are now the Assist 1 and Assist 2 buttons (See Section III.2 for more). 

8. There are now "Delayed Hyper Combos." You can interrupt your character's 
on-going Hyper Combo with one from your second partner, then your third (if 
you choose). (See Section III.3 for more) 

9. You can perform "Variable Combinations" (summoning your partners on screen 
to perform their Hyper Combos at the same time) with 2, or 3 characters 
(depending on the level of your Hyper Combo Gauge) by just pressing the Assist 
1 and Assist 2 buttons at the same time. If you only have 1 level on your 
Hyper Combo gauge, the on-screen character will perform a Hyper Combo by him 
or herself (See Section III.3 for more). 

10. There is a new technique called the "Snapback," which will knock your 
opponent off screen and force one of their partners to join the melee (See 
Section III.3 for more).  

------------------------------------------------------------------------
---
II: - KEY -

Here is an explanation of the abbreviations and notations you will see in 
this FAQ:

on your control stick:
- B - Back 
- F - Forward
- D - Down
- U - Up
- DF - Down and Forward at the same time
- DB - Down and Back at the same time
- UF - Up and Forward at the same time
- UB - Up and Back at the same time

- + - Press these two buttons at the same time; for example, "F + P" means 
press Forward on the joystick and the Punch button at the same time.

- , - Press the following buttons in order, directly after each other; for 
example, "D, F, DF" means press Down on the joystick, then press Forward, 
then press Down and Forward together.

- or - Whenever an explanation contains an "or" it means there are two ways 
of doing the same thing.

- 360 - Rotate the joystick in a full circle counterclockwise or clockwise 
(it doesn't matter which way).

- hold/release - Hold then release the indicated button; for example, 
"hold/release P" means hold Punch down (as long as you want), then release 
that button.

- charge - Hold the control stick in the indicated direction for about 2-3 
seconds.

- Press Any Direction - Any direction on the directional pad (D-Pad) can be 
pressed.

- do nothing - Self explanatory: don't touch ANYTHING.

- (rapidly) - Repeatedly tap the following button very quickly.

- (air) -  This move can be performed while standing on the ground OR while 
jumping. Often times the move will have a slightly different effect in the 
air.

- (air only) - This move can ONLY be performed while jumping.

- (near) - Your character must be positioned directly next to your opponent's 
character for the following move to work successfully. These are often 
unblockable moves, but not always.

- (unblockable) - This move cannot be blocked by the opponent.

- (Alpha or Beta or Gamma Assist Mode only) - Some characters have moves that 
can only be performed if you have chosen a certain Assist Mode for that 
character (either Alpha, Beta, or Gamma Assist Mode... see the individual 
character descriptions for which one).

- (level 3) - The indicated move requires at least 3 levels of your hyper 
combo gauge before it can be performed.

- * - Indicates that the adjacent List Type is listed by Capcom as the 
"Recommended" Assist Type.

- P - a Punch button; by itself it means ANY Punch button. A "P" behind the 
letters L, M, or H indicates either a "Light Punch", "Medium Punch", or "Heavy 
Punch," respectively. 

- K - a Kick button; by itself it means ANY Kick button. A "K" behind the 
letters L, M, or H indicates either a "Light Kick", "Medium Kick", or "Heavy 
Kick," respectively.

- Taunt - Press the correct buttons to perform a Taunt (the "1P or 2P" button 
if you're playing the arcade game, or "Start + LK" if you're playing the home 
console version on your Dreamcast).

- 2_ - Press the following two buttons at the same time; for example, "2P" 
means press the two Punch buttons at the same time.

- H_ - Heavy (Punch or Kick)... a strong but slow attack.
- M_ - Medium (Punch or Kick)... a mediocre attack; neither strong nor weak, 
       fast nor slow. You can only access the Medium Punches and Kicks by
       tapping your LP or LK button twice (respectively). You can only 
       perform Medium attacks in series, after performing a Light attack
       first... you can't perform a Medium attack all by it's lonesome.
- L_ - Light (Punch or Kick)... a fast but weak attack.
- A1 - Your Assist 1 button. 
- A2 - Your Assist 2 button. 

- OTG - An "On The Ground" attack; a move that can hit the opposing character 
while they are lying flat on the ground.

- MVC - An abbreviation for the original game, "Marvel Vs. Capcom."
- MVC2 - An abbreviation for this game, "Marvel Vs. Capcom 2."

- X-Men: COTA - An abbreviation for the Capcom game "X-Men: Children of the 
Atom," which I make  reference to ocassionally in the Character section. COTA 
is the game that started the "Vs." craze, what with its crazy and colorful 
attack animations and chaotic screen action.

- MSH vs. SF - This is Marvel Super Heroes vs. Street Fighter, the second 
game in the "Vs." series.

- super - I say this all the time. It's my abbreviation for "super move" (or 
"Hyper Combo," as Capcom calls it).

- HC or HC Gauge - A Hyper Combo (super move) or the Hyper Combo Gauge, a 
bar at the bottom of the screen which tells you if you have enough power to 
execute a Hyper Combo.

------------------------------------------------------------------------
---
III: - GAME BASICS ... BEGINNERS PLEASE START HERE! -

1 - MOVEMENT -

Before we begin, lets go over the basics of Marvel Vs. Capcom 2. You will 
need to master each of these essentials if you want to beat the bujeezus out 
of the guy/girl sitting/standing next to you. If you're a more experienced 
player, then you already know this stuff... so why are you here? Go on to 
the more interesting stuff!

The most basic of all basics is knowing how the joystick affects your 
character's movement. If you've ever played a Capcom fighting game then you 
already know this stuff.

Here's an amazing picture rendering of the D (Direction) Pad on your Dreamcast 
Controller.
If you're character is facing right:
                                     
                                  Vertical Jump
                                        
            Diagonal Backward Jump     __       Diagonal Forward Jump
                                      |  |
                                   ___|  |___
    Walk Backward/Upper Block     |          |        Walk Forward
                                  |___    ___|
                                      |  |
            Crouch/Lower Block        |__|      Crouch

                                     Crouch
Here's another break down:

U- Vertical Jump
UB- Diagonal Backward Jump
B- Move Backward/Upper Block
DB- Crouch/Lower Block
D- Crouch
DF- Crouch
F- Move Forward
UF- Diagonal Forward Jump

That covers the D-Pad, now for the buttons. Marvel Vs. Capcom 2 is different, 
button-wise, from every other game in the Street Fighter/Marvel/Vs. series. 
As you know, the Dreamcast controller has four buttons: X, Y, A, B and two 
trigger buttons on the back, L and R. The default controls for Marvel Vs. 
Capcom 2 on the controller is as follows (imagine this is a controller... 
I know, it's hard):
    
   L Trigger ___            ___ R Trigger
                |           |
              __|___________|__
             |                 |
             |            X  Y |
             | D-Pad      A  B |
             |   __       __   |
             |  |  | VMU |  |  |
             |__|  |_____|  |__|

Remember, these are the DEFAULT buttons:

To perform a Light Punch: Press X            To perform a Light Kick: Press 
A

To perform a Medium Punch: Press X twice     To perform a Medium Kick: Press 
A 
                                             twice

To perform a Heavy Punch: Press Y            To perform a Heavy Kick: Press 
B

The A1 Assist button is the L Trigger        The A2 Assist button is the R 
                                             Trigger

If you are using a different kind of controller or if you switch all this 
crap around, of course it's going to be different.

------------------------------------------------------------------------
---
2 - BASIC TECHNIQUES & IDEAS -

Now that we got through Movement, let's move into a little more complex stuff. 
What follows are elements that EVERY character has in common. Here especially, 
it is ESSENTIAL that you master these basic techniques and ideas if you want 
to play and not make a total ass of your self. Practice these moves, learn 
these concepts, and then practice and learn some more.

The Life Bar: Yellow and Red Energy-
     Each character has his/her own Life Bar. It is located at the top left 
or right corner of the screen (depending on if you're the first or second 
player). Once all of the Yellow Bar is depleted, that character is knocked 
out of the game for the rest of the match. 
     You will notice that behind the Yellow Bar of energy there is a Red Bar, 
which is always longer than or equal to the Yellow Bar. The Red Bar first 
appears after you take any damage. This Red Bar is your potential 
"re-gainable" energy. When your character is "resting" (meaning that they 
are off-screen but not dead), then his/her Yellow Life bar will slowly regain 
energy. The maximum amount of Yellow energy you can get back while you're 
off-screen equals the length of the Red bar. 
     You can also regain Yellow Energy (the maximum = the length of the Red 
bar) from Heal Type Assists (See Section III.3 for more). Keep in mind that 
if your two partners are dead and you're down to just one character left, 
the Red Bar doesn't mean diddly-squat. In conclusion, always make sure your 
characters get rest when they need it. 

The Hyper Combo Gauge (HC Gauge)-
     This is a bar at the bottom left or right-hand corner of the screen 
(depending if you're player one or two). It starts at level 1 at the beginning 
of the match. The length of the bar will slowly increase every time you press 
your attack buttons or if you take any damage. 
     Once the ever-increasing energy fills up the whole bar, your Hyper Combo 
Gauge gains an additional level. The Gauge can hold a maximum of 5 levels. 
     Performing Hyper Combos and certain other techniques (like a Snapback; 
See Below), will drain one level of your Hyper Combo gauge. Some characters 
have attacks that can drain their opponent's Hyper Combo Gauge (such as Omega 
Red's "Death Factor" attack or Ruby Heart's "Fantome" attack).
     Always keep an eye on your bar and try to just "press buttons" if the 
opponent is not doing anything and/or you're a safe distance away from you 
foe, in order to raise your Hyper Combo Gauge for later.

Dash- F, F or B, B or 2P + F or 2P + B
     Your character will move forward or backward very quickly. This is a 
good way to get around. Learn to dash backwards in order to avoid oncoming 
attacks and to keep distance between you and your opponents when needed. Also, 
rushing forward is good way to start combos and can surprise your dull-witted 
opponents.

(The Almighty) Super Jump- D, U
     Your character jumps really, really high. While airborne, your 
character can move left and right and can perform as many attacks as is 
possible before you hit the ground. This means that while performing a super 
jump, you can potentially perform very long and damaging combos. 
     Also, the super jump is terrific for leaping over those wacky, 
screen-sized super moves that your opponent is likely to throw at you. An 
experienced player will learn to use this opportunity to quickly super jump 
over opponents and then attack them from their defenseless rear. 
     The screen will follow the person who is super jumping, so that you can't 
see what the person on the ground is doing (but a large arrow will indicate 
their position). 

Block- B or F, Away From Opponent (air)
     Blocking is the essential building block of your defense. Know when to 
block by learning how your opponent plays and what each character can do (as 
far as moves and cheap tricks go). Don't be caught by surprise! Only scrubby 
beginners (or overconfident veterans) play without blocking. If you find 
someone who doesn't know how to block (and there's a fair share of people 
out there) exploit their weakness. Remember in MVC2 you can block in the air 
as well on the ground.

Throw or Grab- B or F + HP or HK (near) (air)
     You'll probably do this mostly on accident. When your character is 
standing right next to an opponent and you press a Heavy Punch or Kick button, 
your character will throw (or grab) your foe and do something painful to them. 
     What's the difference between a throw and a grab? A throw is where you 
toss the opponent in a direction of your choice (controlled by holding Back 
or Forward or sometimes Up on your Direction Pad right before the throw 
actually occurs), inflicting damage. With a grab, your character will grapple 
with the opponent and wail on them with an appendage of some sort (the 
ever-limber Dhalsim uses his stomach). 
     Every character has a different throw or grab, each with different 
effects. Many characters can also throw opponents while in mid-air. Also, 
there exists special, usually more damaging, throws that many characters may 
possess. These are performed by a different button command than the one above 
(See individual character descriptions below for details).

Safe Fall/Break Away- Press Any Direction (except U) + HP or HK
     If you are thrown or grabbed by the opponent, you'll have a brief 
nano-second or two to perform the Break Away to escape the aforementioned 
throw or grab. 
     If you're being pummeled into submission and you're in the air, the Safe 
Fall will knock you back to your senses and bring your character back under 
your control as he/she lands on their feet (as opposed to the usual falling 
butt-first back on the ground). These will also most likely be performed by 
accident until you get the hang of it.

Rolling Escape- D, DB, B + P or K, Just Before Landing
     If you've just been pounded senseless by your opponent and you're about 
to crash head-first on the pavement, use the Rolling Escape to avoid further 
punishment. Your character will roll out of the way and escape any further 
damage the opponent has waiting for you. Usually your character will roll 
to the opposite side of the screen (often this will be behind the opponent, 
which can be very confusing for both of you unless you stay on guard).
     Experts know how to knock the other guy down and then get a free hit 
on 'em before they can block. Sounds cheap, but that's the way it goes. The 
ONLY way to avoid this fate is to perform a Rolling Escape. Use it if you've 
been tripped from a sweep attack or if the opponent has dealt massive damage 
to you (such as by a combo) and you're about to fall to the ground. Often 
people will get confused when an opponent uses this technique, so keep 
practicing the Rolling Escape until you do it instinctively every time.

Advancing Guard- 2P (air)
     Sometimes people will come on to you so fast and furiously, all you can 
do is keep blocking their attacks and hope for the best. They probably going 
to catch you with your guard down eventually, so instead of just blocking 
use the Advancing Guard to get them out of your face. 
     Your character will push forward while blocking, shoving the opponent 
some distance away from you.  The Advancing Guard is essential if you're stuck 
in the corner. 
     An added bonus of this technique is that it will also reduce the damage 
you normally take while blocking an opponent's special or super move. So if 
Ryu whips out his Shinkuu Hadouken beam super, using your Advancing Guard 
technique while blocking will noticably reduce the damage you take.  

Launcher- DF + HP or DF + HK (See character descriptions for which one)
     This attack, if successful, will knock the opponent straight up into 
the air, allowing you to "Pursue" them for the chance to perform an "Aerial 
Rave." Every character has at least one launcher. The launcher can only be 
performed as a stand-alone attack, ie. you cannot link to a Launcher from 
another move.

Pursuit- U, After Launcher
     If the Launcher connects, all you need to do is press Up on the 
Directional Pad and your character will leap high up into the air to follow 
the airborne opponent. What you do next is up to you.

The Chain Combo: Linked Attacks- LP (or LK), MP (or MK), HP (or HK)
(Note: Not every character can follow this button progression) 
     THE SECRET TO WINNING AT MARVEL VS. CAPCOM 2 IS: Learn how to do combos! 
They are highly damaging and when they are started, the opponent is powerless 
to stop them! Besides, there is NOTHING more crowd-pleasing than a nutty, 
off-the-wall, 25 hit combo!
     It is not hard to perform a combo. Every character has moves and attacks 
that can be strung together. And most follow the button progression that you 
see above. Just press those buttons in quick succession, and you have a nifty 
combo! 
     But be sure to heed the above note; some characters (usually the larger, 
slower ones, such as Zangief) cannot perform the progression listed above. 
Then again, faster characters (such as Strider) can perform even more 
extended Chain Combo button progressions, like this: LP, LK, LP, LK, HP (or 
HK). So every character has certain moves that can be "linked" to other moves; 
this you will need to figure out. 
     More complex combos can be performed. For example, the last button you 
press in a combo is the combo "ender". It should be a powerful move; one that 
will knock the opponent down and keep them from immediately pummeling your 
character in retaliation. 
     The simplest combo ender is a Heavy attack (Punch or Kick). A more 
complex combo ender is a special move. Many characters have special moves 
that can be linked as part of a combo. And a select few characters even have 
Hyper Combos (supers) that can be linked to the end of a combo. Learn what 
your favorite character can and cannot link, then try to piece together some 
cool combos and impress all of your friends (while also taunting them in a 
gratuitous manner).

Aerial Rave- Perform a Chain Combo (air only)
     An Aerial Rave is a chain combo when it is performed in the air. REMEMBER, 
the best way to start an Aerial Rave is with a Launcher and then having your 
character Pursue. Aerial Raves tend to be longer than ordinary ground Chain 
Combos. It is even easier for characters to perform longer Chain Combo 
progressions while in mid-air, such as the LP, LK, LP, LK, HP (or HK) pattern 
listed above. Don't be afraid to try new things!
     Another great thing about Aerial Raves is that they can be extended by 
performing Double or Triple Jumps or an Air Dash (if your character CAN do 
them - see the individual character descriptions). Using any of these moves 
in the middle of a combo "starts you over," meaning that if you've almost 
reached the end of your combo progression, a Double Jump or an Air Dash will 
start you fresh, allowing you to re-start your whole combo progression, and 
therefore adding even more hits to the combo! The timing is pretty tricky, 
however, and so it requires lots of practice.
     All the rules that apply to Chain Combos also apply to Aerial Raves. 
Pay special attention to combo enders. If you don't have a powerful combo 
ender, the opponent will still be able to exact sweet revenge on your 
character before you can recover or react.  

Taunt- Start + LK
     Although essentially a pointless move, there's no better way to lower 
your opponent's self-esteem than by performing the almighty Taunt in the heat 
of battle. Taunts usually deal no damage (the exceptions being Jin's and Chun 
Li's) but they do raise the energy on your Hyper Combo gauge. Each character 
has a different taunt... collect them all!

Tech Hits-
     A Tech Hit results when hitting the opponent just before they are about 
to perform an attack. In other words, every character has an animation that 
they perform before they actually do an attack. If you hit your opponent 
during this animation, you will have performed a Tech Hit and you will get 
a delicious bonus, in the form of extra points. 

The First Attack-
     So it is written: Who so ever smites their foe first after the 
commencement of each match shall have the sacred "First Attack" bonus 
bequeathed upon them. Extra points shall be thy fate. 

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3 - YOUR PARTNERS AND YOU -

The most innovative concept in MVC2 is the new Partner System! You now can 
choose from 3 partners each match and can switch between them at any time. 
They can also jump on-screen to help you as often as you like during the battle, 
which is called an "Assist". 
     The order in which you pick your characters determines your partner 
positions. The first character you pick is the character that you will start 
the match off with. The second character you select will be your first partner. 
Anything in this FAQ that mentions the A1 button deals with the first partner. 
The first partner's life bar appears right below the main character's. 
     The third character you pick is your second partner. Anything that 
mentions the A2 button deals with the second partner. His/her life bar appears 
last, below the third partner. 
     Whenever the on-screen character is knocked out, the next partner in 
line will automatically jump in. Partner order can be switched within a match 
if you switch your main, on-screen character with a resting partner and then 
switch to the third partner after that (as opposed to switching back to the 
first, main character). Partner order is also important regarding Delayed 
Hyper Combos and Variable Combinations (more info below).

The Assist Types govern how your partner will help you. More specifically, 
the Assist Type you choose will determine what move your partner will perform 
during a Variable Assist and which Hyper Combo they will perform during a 
Variable Combination (discussed below).
     Every character's Assists are grouped under a specific category to help 
you choose which will suit your purpose. Every character has 3 different 
categories to choose from for their Assist. The first choice out of the three 
is always called "Alpha Mode," (regardless of the category) the second choice 
is called "Beta Mode," and the third choice is called "Gamma Mode." 

For example, when you select Cable as a character, the game will ask you to 
choose his Assist Type. Three boxes will appear (every character has 3 
different choices). In Cable's case, the boxes will say (in this order): 
Projectile Type (Alpha Mode), Anti-Air Type (Beta Mode), and Variety Type 
(Gamma Mode). Next to Projectile Type, a little bubble will say 
"Recommended." This is the Assist that Capcom has decided is the best choice. 
If you don't know what to choose, pick the Recommended one. The Categories 
(or Types) of Assists and what they mean appear below:


Air Throw Type: The only instance I know of this Assist is Zangief's Aerial 
Russian Slam. It's obviously an air-borne throw attempt.

Anti-Air Type: The character will perform an attack that is especially suited 
for repelling air-borne opponents. This is good because if your partner 
misses with the attack, he/she will be vulnerable, whereas you will be safe. 
Examples include Ken's Dragon Punch (Shouryuken) and Guile's Somersault 
Kick.

Balance Type: nyu_bomber informs me that: if you pick the Balance Assist your 
character will have a combination of their other two Assist Types. Usually 
those other two Assists will be one for ground defense (say Projectile Type) 
and one for aerial defense (Anti-Air Type). So depending on if the opponent 
is on the ground or in the air when you call your partner for an Assist, the 
Balance Type character will do the attack that is appropriate for the 
situation. So it is actually pretty useful!

Capture Type: With this your partner will attempt to "trap" the opponent so 
you can get a good whack at them. These are some of the best Assists. Examples 
include Spiderman's Web Ball and Magneto's Hyper Grav.

Dash Type: These are always attacks where your partner moves very quickly 
forward to hit the opponent. The Dash Type Assist is usually a fairly powerful 
move and are very helpful. Your partner also makes a good human shield for 
you. Examples are Captain America's Charging Star and Hulk's Gamma Charge.

Enhancement Type: With this Assist, your partner will jump on screen and hold 
out some object for you to touch. If you get it within a few seconds or before 
your partner takes damage, one of your abilities will temporarily increase 
(such as Strength or Defense). The only characters with this Assist are Ruby 
Heart and Amingo.

Expansion Type: This is usually a move that involves the partner using their 
body to attack (as opposed to a projectile attack) and that covers a 
relatively large area of the screen (at least I think so... see Ground Type). 
Examples are Ryu's Hurricane Kick and Venom's Venom Fang.

Ground Type: These are attacks that occur entirely on the ground (and are 
often low-hitting) and that do not fall easily into the other categories. 
At least, that's my best guess. The difference between Expansion Type and 
Ground Type is a fine line, indeed. Examples include Juggernaut's Earthquake 
or Zangief's Double Lariat.

Heal Type: With this Assist, your partner will hold out some object which 
you must touch in order to be healed. This will only heal RED, recoverable 
life. Pretty helpful. Characters with this Assist include Sonson, J. 
Valentine, and Amingo.

Launcher Type: Your partner will perform their Launcher move, which will 
hopefully launch the opponent into the air, allowing you to perform an Aerial 
Rave on them. Except it usually doesn't work, so these are pretty worthless. 
Players with this Assist Type include Venom, Blackheart, and Iron Man.

Projectile Type: The character will perform a ranged fireball, or beam attack. 
These are good as diversionary tactics; they will keep the opponent away from 
you or give you time to think. You can also try timing this Assist with a 
projectile attack from your main character; this will usually make the attack 
harder to dodge, plus you might do some extra damage. Examples include Cable's 
Viper Beam and Ryu's Hadouken.

Throw Type: This is an Assist where your partner will attempt to throw the 
opponent. Examples are Zangief's Flying Power Bomb and Anakaris' Mummy Drop.

Variety Type: This is like a miscellaneous category (or "potpourri", if 
you're into Jeopardy). The attacks here are unconventional and/or unusual. 
Examples are Doctor Doom's Photon Shot or Iceman's Ice Avalanche.


Here are the various special moves that are essential to your characters' 
well beings; all of which involve you and your partners:

Variable Assist- A1 or A2
     By pressing either of your Assist buttons, your first or second partner 
will jump on the screen and assist you in some way. The service performed 
depends on the Assist Type (see above about Assist Types and see also 
individual character descriptions). After your partner performs their assist, 
they will do a little pose and then jump back off screen. 
     While your partner is on screen, they can be damaged and KILLED if you're 
not careful. Once they are back off-screen, resting, they will slowly regain 
any energy they lost (the red energy, if any, slowly turns into yellow energy). 
However, if you switch to the resting character before they are completely 
healed, the unhealed red energy is lost and you are only left with whatever 
yellow energy you had from before switching. 
     The kind of Assist you pick for your characters can easily determine 
whether you win or lose, so learn what your favorite character's assists are 
and how to use them. A good tactic is to try summoning your partner for a 
Variable Assist, then jump over your opponent just as your partner is coming 
out. Your forces will now be on both sides of the opponent! The confusion 
that ensues when your hapless victim tries to decide how to block attacks 
coming from two opposing directions at once is priceless.

Variable Attack: LP + LK (Switch to First Partner) or 
HP + HK (Switch to Second Partner)
     This will switch your main guy with one of your partners. They will jump 
on the screen from the upper corner of the screen from behind your main 
character with an air attack. If this attack misses, your character will stop 
for a moment and pose, leaving you briefly open to retaliatory attack. 
     If you hit the opponent with this air attack, they will be stunned and 
fly straight up into the air while spinning. From there they are vulnerable 
to any quick attacks you can think of. 
     So, know when to smartly switch your characters. Remember, the character 
who is now off-screen will slowly regain any red energy they are while 
resting.

Variable Counter: While Blocking, Press D, DB, D + A1 or A2
     Depending on the Assist button used, one of your partners will jump on 
screen and perform a counterattack (hopefully knocking the opponent away). 
The counterattack performed depends on the Assist Type chosen for the 
character; in fact, it is the exact same move performed during that 
character's Variable Assist (unless it is a non-violent one, such as Heal 
or Assist). This also switches your on-screen character to the partner you 
called on. Obviously, this is the best and safest way to switch characters. 
The downside is that it sucks up 1 level on your Hyper Combo Gauge.

Variable Combination: A1 + A2 
     A Variable Combination will summon as many partners as you have Hyper 
Combo energy for, and they will all perform a Hyper Combo at the same time. 
If you have at least 3 levels on your Hyper Combo gauge, both of your partners 
will jump on screen and all 3 of your characters will perform their Hyper 
Combo (Which one will it be? It's listed in the character's description, so 
go and see). If you have only 2 levels on your gauge, then only your first 
partner and the main character will perform Hyper Combos. If you have only 
1 level on your gauge, then only the on-screen character will perform a Hyper 
Combo. 
     When using this technique, it is important to see what Hyper Combos will 
compliment the others. If they don't compliment each other, you may end up 
doing little damage and just wasting your Hyper Combo levels. Beam supers 
usually compliment themselves very well to any other supers.

Delayed Hyper Combo: See Below
     When your on-screen character is performing a Hyper Combo, you can have 
your next partner jump on-screen and perform one of their Hyper Combos before 
the first one ends. While the first Hyper Combo does its damage, input the 
command for any Hyper Combo for your next (first) partner. They will jump 
in and do it. You can also interrupt this one in a similar fashion with a 
Hyper Combo from your last partner. 
     Whichever character you end with will remain on-screen as the main 
character. Not only does a Delayed Hyper Combo do much damage, but you can 
also use this to save yourself if you're first Hyper Combo misses and that 
character is in danger from retaliation. Simply whip out a second Hyper Combo 
from your partner and hopefully surprise your aggressor.

Snapback: D, DF, F + A1 or A2
     This is a new special technique for MVC2. By inputting this command, 
your character will flash and perform a Heavy attack which, if it connects, 
will knock the opponent off the screen and send one of their partners on 
screen. 
     The partner you force into play depends on if you press the A1 or A2 
button. The Snapback drains 1 level from your Hyper Combo gauge and is 
blockable. If it connects, however, the opponent cannot change to that 
character for a brief amount of time, plus it does a small amount of damage. 
     If you can pull it off and you really feel the need to kill that character 
that just got took off-screen by your opponent, by all means, use a Snapback 
to force them back on-screen and finish the job!

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IV: - THE GAME IN DEPTH -

In this section I will discuss more specific aspects of the game, such as 
the different types of characters in the game, the different styles of playing 
the game, and the various techniques that players use to win the game. 

When gaming nerds, I mean, ah, afficionados talk about a Capcom fighting game 
(especially a game from the Vs. series), there's a lingo that can be used 
to describe the types of characters  and other various features in Marvel 
Vs. Capcom 2. In fact, you might hear these terms when discussing just about 
any fighting game.

1 - TYPES OF CHARACTERS -

The 56 characters in MVC2 can usually be grouped into different types, which 
you may hear mentioned on other FAQs, websites, or among people. Notice many 
characters cross categories. Here are some general groups:

"Shotokan" or "Shoto" characters: Ryu and Ken, the original fighting game 
heroes and their famous trio of moves (Fireball, Dragon Punch, Hurricane 
Kick), are such successful characters (so basic... yet so complex!) that 
their model, the "Shotokan character," has been copied from game to game ever 
since Street Fighter II (and not always by Capcom). There are many characters 
in Marvel Vs. Capcom 2 who are modeled after the original Ryu and Ken. Some 
examples of Shoto characters are: Ryu, Ken, Akuma, Dan, Morrigan, Sakura, 
and to a smaller extent, Cyclops, Megaman, and Cable.

"Pixies": No, I'm not talking about the indie rock band, but rather small 
(usually female) characters who are very fast and combo-friendly, but very 
weak in defense. It takes practice and quick reflexes to kick ass with a Pixie 
character, but once you're whipping out those 12-hit Aerial Raves left and 
right, your effort will have paid off. The Pixies are: Marrow, Sonson, Roll, 
Megaman, Servbot, Cammy, B.B. Hood, and to a smaller extent, Chun Li, 
Wolverine, J. Valentine, Psylocke, and Storm.

"Beam" or "Beamer" characters: Some characters are so beam-y, their 
beamy-ness can only be described by calling them a "Beamer." What do I mean 
by "beamy?" Any characters with a strong beam attack or an attack with a 
beam-like affect, which they must often rely on to win, qualifies as a Beamer. 
Beam attacks are greatly loved and feared because they will cancel and go 
through fireballs and beams are usually very fast and damaging. Some Beam 
characters are: Ryu, Akuma (both are included because of their Shinku 
Hadouken HCs), Cyclops, War Machine, Iron Man, Cable, Morrigan, Iceman, and 
to a smaller extent, Megaman, Sentinel, Doctor Doom, and Magneto.

The "Big Guys": There is a certain group of characters in MVC2 who are 
noticeably bigger than the average character. These characters, as a rule, 
are relatively slow, do not lend themselves to long, complex combos, and have 
few and/or weak ranged attacks. However, Big Guys are very strong and can 
usually take damage very well. Big Guys can easily overwhelm people who don't 
play defensively with their strong close-ranged attacks. On the other hand, 
Big Guys can be made useless if they are up against very fast characters who 
go hyper-offensive (like Wolverine, etc.). The Big Guys are: Zangief, Hulk, 
Juggernaut, Sentinel, Blackheart, and to a smaller extent, Anakaris, Venom, 
and Thanos.

"Joke" Characters: Capcom is notorious for creating "Joke" characters and 
putting them in games. These characters are usually very weak in offense as 
well as defense, have fairly humorous attacks, and they are also hard to play 
with and win. Accordingly, losing against a Joke character is a humiliating 
situation. The Joke characters are: Dan, Servbot, Roll, and to a smaller 
extent, Megaman (borderline) and Wolverine (Bone Claw). Okay, the last one's 
not humorous, but he IS a joke of a character. 

Other humorous "Jokey" characters, who do not follow the "very weak... hard 
to play with and win" rule like the characters above do, include: T. Bonne, 
Sonson, Amingo, Jin, and Felicia.

The "Wierd" Characters: These are just characters who look and/or play wierd. 
They are not the most popular characters; it's not often people will select 
them and they are challenging to win with. Some Wierd characters include: 
Anakaris, Blackheart, Shuma Gorath, Omega Red, Colossus, M. Bison, 
Sabretooth, Spiral, Roll, and to a smaller extent, Storm, Amingo, Sentinel, 
and Thanos.

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2 - STYLES OF PLAYING THE GAME AND TACTICS -

There are many different ways that people will play MVC2 and many tactics 
people will use to win. Let's take a moment to look at some of the technical 
aspects of successful gameplay:

- Crossing Up -
     A great technique to learn is called "Crossing Up." This takes advantage 
of the fact that the player and the game can get a little confused when the 
characters are really close to each other, and one jumps over the other. If 
one character is just barely jumping over the other one, the problem that 
comes up is: at what point do these characters have to turn around and face 
each other? In order to demonstrate what all of this actually means, here 
is an example of someone exploiting the confusion of "when characters turn 
around" to their advantage, which is called "Crossing Up:"
     Suppose Ryu is standing still on the ground. Magneto is on the other 
side of the screen and suddenly does a super jump and is heading straight 
for Ryu; in fact, Magneto is now straight over Ryu and is already landing 
from his super jump. Ryu is blocking (by holding Back on the control stick) 
to avoid whatever form of attack Magneto has planned. However, as Magneto 
is falling down, he is no longer directly above Ryu, but he has actually 
maneuvered slightly behind where Ryu is standing and Magneto performs a Heavy 
Punch attack on Ryu just before landing. The attack hits Ryu, even though 
he was blocking, because of the confusion that sets in when characters are 
forced to turn around. Since Magneto started on one side but actually ended 
on the other side of Ryu, Ryu was forced to turn around to face Magneto, but 
Magneto was so fast that Ryu was not able to block in the correct direction 
in order to defend himself from Magneto's Heavy Punch attack. Clear now?
     Well, you may say, is this actually useful? It is, especially against 
"Turtlers" (see separate entry in this section), beginners, and other 
defensive players. Although it may not work every time, Crossing Up is a great 
way to get in virtually unblockable hits against the opponent. One character 
who naturally takes advantage of this principal is Chun Li, whose Flip Attack 
move (DB + HK) will automatically Cross Up the opponent if the two are close 
together. Learning to Cross Up is a valuable technique, as it is difficult 
to defend against.
 
- Playing Keep Away -
     A character with strong and/or confusing ranged attacks can breed 
players who like to "play keep away." These players rely on ranged attacks 
to win. Instead of any close-up fighting, these players just pour out 
projectile after projectile with the occasional air projectile attack. The 
idea is that the opponent will not be able to close in and hit you with 
close-ranged attacks or combos, etc.; but instead are held at the other end 
of the screen and forced to only block whatever comes their way.
     Not only is this an easy way to beat beginning players, but it can serve 
several other purposes. Here are the basic goals of playing keep away: 1)Keep 
your opponent away, obviously (preferably at the other end of the screen); 
2)Catch the opponent with a hit occasionally when they're not blocking; 
3)Wearing down or killing (if you're lucky) your opponent with chipping or 
block damage. Characters who have the potential to be really good at keeping 
away include Cable, Doctor Doom, Akuma, Blackheart, B.B. Hood, Cyclops, 
Captain Commando, Magneto, Iceman, Storm, Sentinel, Megaman, Dhalsim, 
Morrigan, Iron Man, War Machine, and Jill Valentine.
     How do you beat someone playing keep away with you? You have many options. 
Super jump over projectiles and try to get close; hit the aggressor before 
they can knock you back away from them. If you can, try a Beam Super to cancel 
their fireballs and hit them while their character is pausing briefly from 
the animation of their own projectile. An alternative way to beat known keep 
away players is to learn to play as Iceman (his Ice Beam special cancels 
fireballs and is very damaging, plus Iceman takes no chipping damage from 
projectile attacks) and get really, really good with him. Of course, there's 
nothing to stop the person next to you from giving you a black eye for being 
such a cheap-@$$ bastard.

- Pursuit Attacks and On-The-Ground (OTG) Attacks -
     Both of these terms are related; "On The Ground" attacks are a form of 
Pursuit Attacks. A Pursuit Attack is hitting the character after they've just 
been knocked out or knocked down by a powerful attack, launcher, or combo. 
These extra hits are unblockable, but often they can be avoided by using a 
Rolling Escape (see Section III.2, Game Techniques, for more on the Rolling 
Escape). 
     For example, Ruby Heart's "Sublimation" special move summons a column 
of blue fire that knocks the opponent partway into the air as they are hit 
multiple times. If you're quick enough, Ruby Heart can jump up as the victim 
is being hit with the fire and follow up with several more punches and kicks 
while the victim is still in mid-air. This example of a Pursuit Attack is 
actually unblockable and unavoidable (though it will only work if the 
opponent is fairly close to you when the Sublimation initially hits).
     If a character is knocked flat on the ground, usually by a sweep attack 
of some kind, they are vulnerable to further attack if the opponent uses 
certain moves; these moves can "OTG." There are many moves and many characters 
who can take advantage of this. 
     For example, Cyclops' Mega Optic Blast super is a screen-filling beam 
of ruby colored energy. As Cyclops, if you sweep the opponent and then, as 
they are lying flat on the ground, perform the Mega Optic Blast, the victim 
will automatically be hit by the super with no chance of blocking (as long 
as they don't perform a Rolling Escape). Some examples of moves that can OTG 
include Gambit's Royal Flush super, Wolverine's Berserker Claw X super, Jill 
Valentine's Close Fighting A special move, Jin's Blodia Punch super, and many, 
many more.
     Learn to take advantage of the pursuit and OTG attacks because they are 
mostly unavoidable and deal extra damage that can add up. Remember: the only 
way to avoid an opponent's Pursuit or OTG attack is to perform the Rolling 
Escape technique(mentioned in Section III.2).

- Super Armor -
     Several of the larger characters in MVC2 have a special condition called 
"Super Armor." This means that it takes two hits to stun or "faze" the 
character with Super Armor (as opposed to one hit with any other character). 
A character who is stunned or fazed is temporarily stopped; they can be hit 
again with another quick move (as in a combo) and any move that the stunned 
character was about to perform is interrupted. Therefore, characters with 
Super Armor need to be hit twice before they are stopped or before their moves 
can be interrupted. The exception is that an extremely powerful hit (such 
as from a super move) may disregard Super Armor, and sweep attacks (usually 
D + HK) also can ignore Super Armor.
     Players on both sides need to always remember what Super Armor can really 
do. When playing against a character with Super Armor, you must either be 
very defensive or very offensive. Playing very defensive will let you block 
the opponents attacks and then strike safely when they are vulnerable 
(usually from laggy or slow attacks). 
     Or you can play the extreme offense (only recommended for very fast 
characters like Pixies). These characters can hit Super Armor-ed characters 
twice (so as to bypass the Super Armor) fast enough that the Super Armor-ed 
character has no time to retaliate. And if you are playing as someone with 
Super Armor, DO NOT forget that you have it! You can usually just plow through 
smaller, weaker characters with a few well timed moves.    
     Characters with permanent Super Armor include Juggernaut, Hulk, and 
Sentinel. Colossus has a super move that grants a special, temporary Super 
Armor. Zangief gains temporary Super Armor while performing his Flying Power 
Bomb or Final Atomic Buster moves and permanent Super Armor while in Iron 
Body Mode. Jin gains permanent Super Armor if he is the last surviving 
character in his team and his energy is reduced by 3/4 of the total.

- Turtling - 
     Playing like a "Turtle" means excessively playing the defensive. This 
includes constantly blocking and/or jumping away from the opponent and only 
striking when the foe is vulnerable. There is a lot to be said for this tactic; 
if the other guy is just ramming on buttons, turtling until your foe slips 
up and makes a mistake can be a good idea. 
     On the other hand, too much Turtling can get very annoying for the other 
players. If someone is turtling, you can bypass their defenses by 1)Throwing 
them; 2)Continue attacking, mixing low and high attacks until you catch them; 
3)By crossing them up (see separate entry in this section).
     A few characters lend themselves to the Turtle playing style more than 
others, such as Captain Commando (especially with his Captain Corridor move, 
to keep people away) and Guile (since most of his moves require a charge, 
Guile is often found on the defensive, blocking). 

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V: - THE CHARACTERS -

Now, on to the characters! Here is the format that you will see for each and 
every character entry:

# : The listing number of the character out of 56. The list is alphabetical.
- CHARACTER NAME -

Full Name: If the character name is short for a known, full name, I list it 
here.
Real Name: For the Marvel characters, if their real name is known, I list 
it here.
AKA: Other names you may hear this character called; either in arcades or 
only in Japan.
Occupation: Just for fun; the official "job" of the character, if any.
Origin: What game this character first appeared in.
Taunt: A description of the unique Taunt of that character.
Launcher: How to perform that character's Launcher. Sometimes there are two 
way to perform that launcher, which I will mention in parenthesis.

Alpha: Assist Type  Variable Assist/Variable Combination * 
Beta: Assist Type  Variable Assist/Variable Combination 
Gamma: Assist Type  Variable Assist/Variable Combination 

If a star or asterisk (*) is printed next to one of the Assist Types, it 
indicates that that particular Assist is the one Capcom has chosen as being 
the best one (Recommended) for that character. This is also the Assist that 
your computer opponents will always be using when playing Arcade mode.

The info above is the Type of Assist for each, along with the name of the 
Variable Assist and the name of the attack the character performs during a 
Variable Combination. I also write which Assist Type Capcom recommends.

-Notable Normal Moves-
Here are attacks that are weaker than special moves; usually these are just 
extended normal moves or normal moves that can only be performed with a 
special command. This section also includes Air Dashing, Double or Triple 
Jumps, and Wall Jumps.

-Special Moves-
These moves are usually unique to this character (there are a few exceptions) 
and they require a special command to perform. These moves are more damaging 
than your average Normal Moves.

-Super Moves-
Hyper Combos. Anything listed here requires at least one bar on your Hyper 
Combo Gauge to perform. These are very damaging.

Overview: A physical description of the character along with what's new with 
them in MVC2 and other personal comments about them.

Side Notes: These are non-essential, though potentially thought-provoking 
tidbits of pointless information that I've included for anyone who cares 
about that kind of $#!^.


Additionally, any move entries with a little dash listed below them like so:

Wall Walk: 
 -Kick Off:  <-- Indicates that you can follow up the main move with additional 
moves or commands, or that there are several variations of the move that can 
be listed under the main move heading.


The characters are listed in alphabetical order so that they are easier to 
find (as opposed to the totally random numbering given to the characters by 
Capcom). Here is a complete list of the characters by number:

     #1-  Akuma             #20- Hayato          #39- Sabretooth           
     #2-  Amingo            #21- Hulk            #40- Sakura
     #3-  Anakaris          #22- Iceman          #41- Sentinel  
     #4-  B.B. Hood         #23- Iron Man        #42- Servbot  
     #5-  Blackheart        #24- Jill Valentine  #43- Shuma Gorath    
     #6-  Cable             #25- Jin             #44- Silver Samurai
     #7-  Cammy             #26- Juggernaut      #45- Sonson       
     #8-  Captain America   #27- Ken             #46- Spiderman
     #9-  Captain Commando  #28- Magneto         #47- Spiral    
     #10- Charlie           #29- Marrow          #48- Storm
     #11- Chun Li           #30- M. Bison        #49- Strider Hiryu
     #12- Colossus          #31- Mega Man        #50- T. Bonne
     #13- Cyclops           #32- Morrigan        #51- Thanos
     #14- Dan               #33- Omega Red       #52- War Machine
     #15- Dhalsim           #34- Psylocke        #53- Wolverine
     #16- Doctor Doom       #35- Rogue           #54- Wolverine (Bone Claw)
     #17- Felicia           #36- Roll            #55- Venom
     #18- Gambit            #37- Ruby Heart      #56- Zangief
     #19- Guile             #38- Ryu

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# 1
- AKUMA -

AKA- Gouki (in Japan)
Origin- Super Street Fighter II Turbo (arcade)
Taunt- Akuma grunts as he assumes the "horse stance," body trembling 
Launcher- DF + HP

Alpha- Projectile Type  Fireball/Messatsu Gou-Shouryouu
Beta-  Anti-Air Type    Dragon Punch/Messatsu Gou-Shouryouu
Gamma- Expansion Type   Hurricane Kick/Messatsu Gou-Rasen *

-Notable Normal Moves-

Mighty Chop: F + HP
Hop Kick: F + HK

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P 
Hurricane Kick: D, DB, B + K (air)
Dive Kick: D, DF, F + K (air only)
Ashura Warp:
 -Forward Short: F, D, DF + 2K
 -Forward Long: F, D, DF + 2P
 -Backward Short: B, D, DB + 2K
 -Backward Long: B, D, DB + 2P

-Super Moves-

Messatsu Gou-Shouryuu: D, DF, F + 2P
Messatsu Gou-Hadoken: D, DB, B + 2P
Tenma Gou-Zenkuu: D, DF, F + 2P (air only)
Messatsu Gou-Rasen: D, DB, B + 2K
Shin Goku Satsu: LP, LP, F, LK, HP (level 3) (unblockable)

Overview: One of the perennial favorites of Capcom fighting games, Akuma is 
Ryu and Ken's evil counterpart, wielding the combined powers of both. 
Unfortunately, the only way to balance Akuma's raw strength was to totally 
weaken his defense. If you're slick enough to avoid getting hit too much, 
his unbelievably strong combos and other attacks will win you out. Akuma has 
a new super move, Messatsu Gou-Rasen, a Hurricane Kick that flies straight 
up.

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---

# 2
- AMINGO -

Origin- Unknown (some sort of puzzle game, according to j-ryu; JoJo's Bizarre
        Adventure, according to BaddPigg)
Taunt- Tips his sombrero while he waves the opponent forward
Launcher- DF + HP or HK

Alpha- Heal Type         Green Fruit (Life Up)/Boon of the Sun *
Beta-  Enhancement Type  White Fruit (Defense Up)/Boon of the Sun
Gamma- Balance Type      Shout of the Wind/Boon of the Sun

-Special Moves-

Shout of the Wind: D, DF, F + P (air)
Joy of Green: D, DB, B + P
Child of the Ground:
 -Ram: D, DF, F + K
 -Grab: D, DB, B + K

-Super Moves-

Rule of the Plants: D, DB, B + 2P
Boon of the Sun: D, DF, F + 2K

Overview: Amingo is a strange cactus-man who favors wearing nothing but a 
pair of slacks and a giant sombrero. A lot of his attacks are strange but 
he does know a thing or two: his air HK "drill" attack and his very effective 
Shout of the Wind special are fantastic.
     The "Rule of the Plants" super has Amingo shoot out a little flower that 
scoots along the ground. If the opponent doesn't avoid it, the flower spits 
them into a gaping hole in Amingo's head where the poor fool then gets shaken 
up (as Amingo does a little Samba number with his maracas), then is spit back 
out. The flower is both blockable and easy to dodge. Amingo is uncontrollable 
while the flower is moving around, leaving him very vulnerable.
     Boon of the Sun turns Amingo into a spiny vine that grows straight up 
very quickly. If the opponent is caught, they are taken up with the vine for 
multiple hits and respectable damage. Similar in nature to Ken's Shinryuu 
Ken super.

Side Notes: Amingo's Child of the Ground attack can summon up to two 
mini-cacti (of either kind) at a time. A single hit will knock them out of 
play.

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---

# 3
- ANAKARIS -

Origin- Darkstalkers (arcade)
Taunt- Faces the screen with his arms raised while he says something
Launcher- DF + HP

Alpha- Ground Type   Cobra Blow/Pharoah Cobra Throw *
Beta-  Throw Type    Mummy Drop/Pharoah Illusion
Gamma- Variety Type  Coffin Drop/Dance of the Coffins

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Axe Kick: B + HK
Pyramid Drop: D or DB or DF + K (air only)

-Special Moves-

Coffin Drop: D, D + P (air)
Cobra Blow: B, F + P (air)
Mummy Drop: D, DF, F + P (air) (unblockable)
Pharoah Judgment: D, DF, F + K (air only)

-Super Moves-

Pharoah Cobra Throw: B, F + 2P (air)
 -Cobra Strike (Very High): LP
 -Cobra Strike (Medium High): HP
 -Cobra Strike (Medium Low): LK
 -Cobra Strike (Very Low): HK
Dance of the Coffins: D, D + 2P (air)
Pharoah Magic: HK, LP, D, LK, HP (air)
Pharoah Illusion: LP, LP, F, LK, HP
 -Left Hand Move Up & Down: LP
 -Right Hand Move Up & Down: HP
 -Left Hand Move Side to Side: LK
 -Right Hand Move Side to Side: HK

Overview: Without a doubt the most awkward, hard to use, and wierdest 
character in the game. Anakaris is a hulking, B-movie style Egyptian mummy. 
His super moves are hard to pull off and not always reliable. Plus he takes 
damage like Glass Joe (you know, from Punch-Out). Anakaris' one advantage 
is that he can take people by surprise with his unorthodox fighting style.

Side Notes: During Anakaris' Pharoah Illusion super, Anakaris can be knocked 
out of Giant Mode if he gets hit by any attack. 

The Pharoah Judgment special attack turns the opponent into a small 
cartoonish figure for a brief amount of time. During this time, the person 
affected cannot block, only move. Whenever the shrunken person presses a 
button, the character bows over in worship to Anakaris (kinda funny!). If 
the person affected is hit during this time, the metamorphosis ends.

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---

# 4
- B. B. HOOD -

Full Name- Baby Bonnie Hood
AKA- Bulleta (Japan)
Origin- Darkstalkers 3 (arcade)
Taunt- B. B. Hood says something while she kneels and beckons to her dog,
       who barks in return
Launcher- DF + HK

Alpha- Projectile Type  Smile & Missile/Cool Hunting
Beta-  Anti-Air Type    Cheer & Fire (Anti-Air)/Cool Hunting *
Gamma- Variety Type     Shyness Strike/Cool Hunting

-Notable Normal Moves-

Basket Smash: F or B + HP
Forward Knee: F + HK 
Blade Lunge: F, F or B, B + HP
Land Mine: DB + HK

-Special Moves-

Smile & Missile: Charge B, F + P
Low Smile & Missile: Charge B, F + K
Hop & Missile: Charge D, U + P
Shyness Strike: D, DB, B + P
Cheer & Fire (Anti-Air): F, D, DF + P
Cheer & Fire (Straight): F, D, DF + K (air)

-Super Moves-

Cool Hunting: D, DF, F + 2P
Beautiful Memory: B, DB, D, DF, F + 2K
Hyper Apple For You: F, DF, D, DB, B + 2K

Overview: B. B. Hood is a "Little Red Riding Hood" clone who also wields a 
rather impressive arsenal of weapons. Despite her short height, B. B. Hood 
can dish out a lot of damage. She has a variety of projectiles to use but 
she's not very fast and has little close-ranged combat talent. Her supers 
are funny and ridiculously devastating.

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---

# 5
- BLACKHEART -

Origin- Marvel Super Heroes (arcade)
Taunt- Crosses his arms and laughs
Launcher- DF + HP

Alpha- Ground Type    Dark Thunder/Judgment Day *
Beta-  Anti-Air Type  Inferno/Heart of Darkness
Gamma- Launcher Type  Launcher/Armageddon

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
Melt Into Ground: F, hold F or B, hold B

-Special Moves-

Dark Thunder: B, DB, D, DF, F + P
Inferno: F, DF, D, DB, B + P

-Super Moves-

Armageddon: D, DF, F + 2P
Judgment Day: D, DB, B + 2P (air)
Heart of Darkness: D, DF, F + 2K

Overview: So what's the deal with Blackheart? This lovable character is the 
son of Mephisto (the Satan character in the Marvel Comics universe) and as 
you can tell from his appearance and his raspy voice, Blackheart's one bad 
mamma-jamma. Despite his large stature, his regular attacks aren't 
particularly strong. Blackheart is an indirect guy: most of his moves consist 
of throwing something at the opponent; whether it be hellfire or a gaggle 
of demons. This makes him ineffective and slow when it comes to close-ranged 
combat. But he can play a great game of keep away, especially with his Inferno 
special and his Judgment Day super.

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# 6
- CABLE -

Real Name- Nathan Summers
Origin- New Character
Taunt- Steps back and twirls his pistol near his hip
Launcher- DF + HP

Alpha- Projectile Type  Viper Beam/Hyper Viper *
Beta-  Anti-Air Type    Scimitar/Hyper Viper
Gamma- Variety Type     Electrap/Hyper Viper

-Notable Normal Moves-

Pistol Blast: HP (rapidly)
Shin Kick: F + HK 

-Special Moves-

Viper Beam: D, DF, F + P (air)
 -Control Beam: hold U or D
Scimitar: F, D, DF + P
Electrap:
 -Far and Low: D, DB, B + LK
 -Near and High: D, DB, B + HK
 -Near: D, DB, B + LK (air only)
 -Far: D, DB, B + HK (air only)
Plasma Rush: D, DF, F + K
Shock Therapy: F, DF, D, DB, B + P (near)

-Super Moves-

Hyper Viper: D, DF, F + 2P (air)
 -Control Beam: hold U or D
Time Flip: D, DF, F + 2K

Overview: Despite first impressions, Cable is not just Ryu with a pistol. 
He has a lot of unconventional, weirder moves thrown in. Cable, the gun-toting 
time traveler of Marvel Comics fame, is a master of ranged attack with his 
Pistol Blast (HP) and Viper Beam moves, both of which easily cancel into other 
attacks. Cable also has the potential for more strategic, indirect attacks 
with his Electrap move and Time Flip. 
     Hyper Viper is basically just a longer, more damaging version of his 
Viper Beam special. You can get opponents nailed every time if you link the 
Pistol Blast move into this.
     Time Flip creates a clone of Cable which dashes forward and tries to 
catch the opponent before disappearing after a short distance. If the 
opponent is hit, the clone performs a combo. What's neato-burrito is that 
Cable (the real Cable, that is) can move around and do whatever during this 
time (except perform another HC).

Side Notes: After doing certain moves, Cable will remain standing in a 
neat-looking pose if you don't move or press any buttons. He poses after doing 
his Pistol Blast move and his Shock Therapy move and I think one other one.

------------------------------------------------------------------------
---

# 7
- CAMMY -

Occupation: M. Bison's former hench-woman
Origin- Super Street Fighter 2 (arcade)
Taunt- Cammy shouts "Lock On!" as she makes a cutting motion with her hand
       across her neck
Launcher- DF + HK or HP

Alpha- Anti-Air Type   Cannon Spike/Spin Drive Smasher *
Beta-  Dash Type       Cannon Drill/Spin Drive Smasher
Gamma- Expansion Type  Axle Spin Knuckle/Killer Bee Assault

-Notable Normal Moves-

Double Jump: U, U (air only)
Low Strike: B + HK

-Special Moves-

Cannon Drill: D, DF, F + K (air)
Cannon Spike: F, D, DF + K 
Axle Spin Knuckle: D, DF, F + P
Cannon Strike: D, DB, B + K (air only)
Cannon Revenge: 
 -Launcher: F, DF, D, DB, B + LP
 -Cannon Spike: F, DF, D, DB, B + HP
Hooligan Combo: D, DB, B + K
 -Cancel: P 
 -Cannon Strike: K
 -Leg Throw: P (near) (unblockable)
 -Sweep: do nothing

-Super Moves-

Killer Bee Assault: D, DB, B + 2P (air)
Spin Drive Smasher: D, DF, F + 2K
Reverse Shaft Breaker: D, DB, B + 2K

Overview: Cammy is the fastest character in the game. Formerly (or still?) 
M. Bison's hench-person, Cammy is unbeatable when it comes to annoying combos 
and flying around the screen with wacky kick attacks. If not for her terrible 
defense, she would be a much better character. As far as changes go, I'm pretty 
sure the Reverse Shaft Breaker super is a new move.

Side Notes: Cammy's Cannon Revenge special is a counter move. She will flash 
white and stand still briefly. If she is hit with a normal attack during that 
time, she counters with the listed attack.

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---

# 8
- CAPTAIN AMERICA -

Real Name- Steve Rogers
Origin- Marvel Super Heroes (arcade)
Taunt- Faces the screen and gives a salute with his shield-arm
Launcher- DF + HP

Alpha- Projectile Type  Shield Slash/Hyper Charging Star
Beta-  Anti-Air Type    Stars & Stripes/Hyper Stars & Stripes
Gamma- Dash Type        Charging Star/Hyper Charging Star *

-Notable Normal Moves-

Double Jump: U, U (air only)

-Special Moves-

Shield Slash: 
 -Forward: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
Stars & Stripes: F, D, DF + P
Charging Star: B, DB, D, DF, F + K
Cartwheel: F, DF, D, DB, B + P

-Super Moves-

Final Justice: D, DF, F + 2P
Hyper Stars & Stripes: F, D, DF + 2P
Hyper Charging Star: D, DF, F + 2K

Overview: Back in the days of yore (when Marvel Vs. Capcom was out, for you 
laypersons), Captain America and War Machine were my unbeatable team. That 
is until this game came out and made a cruel mockery of both of them. It's 
the little things that make the difference. For one thing, the Charging Star 
special no longer hits on the ground. The Shield Slash can no longer be thrown 
along the ground or diagonally upwards while in mid-air. Where's the 
versatility, Capcom? Where is it?

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---

# 9
- CAPTAIN COMMANDO -

AKA- CapCom (get it?)
Origin- Captain Commando (arcade)
Taunt- The Captain strums a guitar and tips his cowboy hat to you (Did I miss
       something?)
Launcher- DF + HK

Alpha- Ground Type     Captain Fire/Captain Sword
Beta-  Anti-Air Type   Captain Corridor/Captain Sword *
Gamma- Expansion Type  Captain Kick/Captain Sword

-Special Moves-

Captain Fire: D, DF, F + P (air)
Captain Collider (Corridor?): D, DB, B + P
Captain Kick: D, DB, B + K
Commando Strike: 
 -Call Sho: D, DF, F + LK
 -Call Genity: D, DF, F + HK
 -Call Hoover: D, DF, F + LK + HP

-Super Moves-

Captain Sword: D, DF, F + 2P
Captain Storm: D, DF, F + 2K

Overview: If you played the original Marvel Vs. Capcom, then you know Captain 
Commando as "that one really cheap guy." CapCom starred in his own 
side-scrolling "Final Fight"-style arcade game with his three boys to back 
him up: Sho the Ninja, Genity the knife-wielding zombie, and Hoover, an 
cigar-chomping infant piloting a giant green robot. I don't think the game 
did too well. 
     Anywho, CapCom seems a little toned down in this game. It's a little 
harder to pull off those old combos with him and he seems to be a bit slower. 
He's still just as powerful, though. Note that his Commando Strike moves have 
different button commands than from CapCom's first appearance.

Side Note: You might wonder along with me: what the hell is a "Captain 
Corridor?" What do hallways have to do with anything?  My theory was that 
the voice actor for this character, who was probably Japanese, simply 
pronounced it wrong (as some of you may know, Japanese have a tendency, due 
to the nature of the Japanese language, to pronounce the "L" sound as "R"... 
or is it the other way around?). So why do all the guides call it this when 
it was probably meant to be something else?

- Some new insight from Richard Hoelscher sheds light on the subject: "About 
'Captain Corridor?' Well, 'Collider' mutated into the official japanese word 
'kuraida.' But, because Captain speaks english, the Japanese would write 
'Captain Collider' in Katakana and hand it to a voice actor, who would 
translate it as 'Ka-Pu-Ta-N Ko-Ru-Ri-Do-Ru.' This is because transcribing 
L sounds, which don't exist in the language, usually means turning them into 
rolling R's. The 'Captain' would be easy to recoginze, but 'KoRuRiDoRu' could 
be pronounced in a number of ways, including 'Corridor' or 'Collider,' and 
only would be translated accurately by looking at the context where it was 
used or if the game developers were there during recording."  

Thanks Richard Hoelscher.

------------------------------------------------------------------------
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# 10
- CHARLIE -

AKA- Nash (in Japan)
Origin- Street Fighter Alpha
Taunt- Grabs the front of his goofy-looking vest and says something in 
       Japanese
Launcher- DF + HP

Alpha- Projectile Type  Sonic Boom/Sonic Break
Beta-  Anti-Air Type    Somersault Kick/Somersault Justice
Gamma- Balance Type     Sonic Boom & Somersault Kick/Sonic Break *

-Notable Normal Moves-

Backhand Punch: F + HP
Thrust Kick: F + HK
Reverse Jump Kick: B + HK

-Special Moves-

Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Moon-sault Slash: U, UF, F + K (air only)

-Super Moves-

Sonic Break: D, DF, F + 2P
Somersault Justice: D, DB, B + 2K
Crossfire Blitz: D, DF, F + 2K

Overview: Charlie is Guile's long-lost Army buddy who made his first 
appearance in Street Fighter Alpha... and you know what? Does anyone even 
care? Charlie's like the stepchild no one wanted, especially now that Guile's 
around. 

------------------------------------------------------------------------
--

# 11
- CHUN LI -

Occupation- Hong Kong detective
Origin- Street Fighter II (arcade)
Taunt- Best explained by scholar extraordinaire Richard Hoelscher: "Chun 
       Li's taunt is 'Gomen Ne.' This is the equivalent of 'pardon me,' and
       is essentially Chun Li shoving aside a loser so that she can pass."
       Very nice. Oddly enough, Chun Li's taunt can hit nearby opponents
       and will slightly damage them.
Launcher- DF + HK

Alpha- Projectile Type  Kikouken/Kikoushou *
Beta-  Anti-Air Type    Tenshou Kyaku/Hazan Tenshou Kyaku
Gamma- Expansion Type   Senensyu/Senretsu Kyaku

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Wall Jump: When touching the edge of the screen, press F (air only)
Triple Jump: U, U, U (air only)
Heel Kick: D + HK (air only)
Fierce Jump Kick: F + HK (air only)
Flip Attack: DB + HK
Mini-Kikoushou: F + HP

-Special Moves-

Kikouken: B, DB, D, DF, F + P
Tenshou Kyaku: F, D, DF + K
Hyakuretsu Kyaku: K (rapidly) (air)
Senensyu: F, DF, D, DB, B + K

-Super Moves-

Kikoushou: D, DF, F + 2P
Senretsu Kyaku: D, DF, F + 2K
Hazan Tenshou Kyaku: F, D, DF + 2K

Overview: Chun Li is the original female Street Fighter. She's also the most 
changed since her first appearance. Once you think about it, the only move 
she has now that she also had in her first appearance is her "Lightning Legs" 
attack (Hyakuretsu Kyaku). But I digress. In MVC2, Chun Li is no beginner's 
character. She has few powerful, direct attacks but she's strong for a female 
(not trying to be Politically Incorrect, but in MVC2, most of the girls are 
weak in the strength department) and has lots of killer combos. Her Flip 
Attack is great for crossing up and her supers are pretty powerful. 
Unfortunately, she no longer has her awesome air super (D, DF, F + 2K... I 
forget the name of it) from the previous Vs. game.

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---

# 12
- COLOSSUS -

Real Name- Peter Rasputin
Origin- X-Men: COTA (arcade)
Taunt- Colossus rubs his nose and grunts
Launcher- DF + HK

Alpha- Dash Type      Power Tackle (Straight)/Super Dive *
Beta-  Anti-Air Type  Power Tackle (Diagonal)/Super Dive
Gamma- Launcher Type  Launcher/Super Dive

-Notable Normal Moves-

Two-Armed Slam: UF or F or DF + HP (air only)

-Special Moves-

Power Tackle (Straight): D, DF, F + LK (air)
Power Tackle (Diagonal): D, DF, F + HK (air)
Giant Swing: D, DF, F + P (air)

-Super Moves-

Super Dive: D, DF, F + 2P
Super Armor: D, DB, B + 2P

Overview: Colossus, the big Russian galoot made out of metal, is still a 
sub-par character despite Capcom's efforts. Despite his lack of speed, the 
worst thing about him is his lack of good super moves. His Super Armor move 
is decent, but not enough to make him a worthwhile character. The only thing 
that's good about him at all is his Power Tackle. It's fast, it hits hard, 
it can go in various directions, and doesn't leave Colossus too vulnerable 
afterwards. Overall, though, this guy needs more work.

Side Notes: As the name suggests, the "Super Armor" super gives Colossus TOTAL 
Super Armor for a limited amount of time. This special version of Super Armor 
makes Colossus unstoppable... meaning he cannot be stunned or fazed, no 
matter how many times he is hit.

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# 13
- CYCLOPS -

Real Name- Scott Summers
Origin- X-Men: COTA (arcade)
Taunt- Gives you a two-fingered salute while his protective visor twinkles 
Launcher- DF + HP or HK

Alpha- Projectile Type  Optic Blast/Mega Optic Blast *
Beta-  Anti-Air Type    Gene Splice/Mega Optic Blast
Gamma- Expansion Type   Cyclone Kick/Mega Optic Blast

-Notable Normal Moves-

Whirlwind Combo: HK, HK
Double Jump: U, U (air only)
Straight Knuckle: D or DB or DF + MP (air only)
Bomb Fist: D or DB or DF + HP (air only)
Arrow Leg: D or DB or DF + LK (air only)
Bow Kick: D or DB or DF + MK (air only)
2-Footed Kick: D or DB or DF + HK (air only)

-Special Moves-

Optic Blast: 
 -Crouching: D, DF, F + LP 
 -Diagonally Up: D, DF, F + HP
 -Straight Forward: D, DF, F + P (air only)
Gene Splice: F, D, DF + P
Cyclone Kick: D, DB, B + K
Optic Sweep: F, DF, D + P
Bum Rush: Charge B, F + K (unblockable)
Optic Combo: Charge B, F + P 
 -Combo Finisher: P (rapidly)
Optic Crush: F, DF, D, DB, B + P (near) (unblockable)
 -Blast Left/Up/Right: Hold UB or U or UF

-Super Moves-

Mega Optic Blast: D, DF, F + 2P (air)
Super Optic Blast: D, DF, F + 2K (air)
 -Control Beam: Press Any Direction

Overview: Cyclops is the preppy, red-visored leader of the X-Men. A few 
changes have been made to Cyclops; his Mega Optic Blast super can now be done 
in the air (bonus), but he can no longer fire his Optic Blast straight forward 
while standing, only while ducking. Strangely, Cyclops is not the beam-freak 
that you would think he would be. Since his Optic Blast can only go really 
low or really high, Cyclops must often rely on his other moves (which he has 
a very wide variety of). 

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# 14
- DAN -

Full Name- Dan Hibiki
Origin- Street Fighter Alpha 
Taunt- Dan puts his arm facing the screen up as if flexing his biceps and 
       yells something in Japanese
Launcher- DF + HP

Alpha- Projectile Type  Gadouken/Shinku Gadouken
Beta-  Anti-Air Type    Kouryuuken/Kouryuu Rekka
Gamma- Variety Type     Premium Sign/Hisshou Buraiken *

-Notable Normal Moves-

Jumping Taunt: Taunt (air only)
Rolling Taunt: D, DF, F or D, DB, B + Taunt

-Special Moves-

Gadouken: D, DF, F + P
Kouryuuken: F, D, DF + P
Dankyu Kyaku: D, DB, B + K (air)
Premium Sign: D, DF, F + K

-Super Moves-

Shinku Gadouken: D, DF, F + 2P
Kouryuu Rekka: D, DF, F + 2K
Hisshou Buraiken: D, DB, B + 2K
Super Taunt: D, DF, F, D, DF, F + Taunt
Otoko Michi: FP, LK, B, LP, LP (level 3) (unblockable)

Overview: Who is Dan Hibiki? Why he's the ultimate joke character... Capcom 
created this pink-suited Ryu clone after rival fighter-maker SNK released 
"Art Of Fighting," which featured two characters who had fighting styles that 
resembled Capcom's patented "shotokan" trio of moves (fireball, dragon punch, 
and hurricane kick). As a result, Dan is a rip-off of SNK's rip-off of Capcom. 
His moves are weaker, sillier versions of Ryu's and Ken's moves. Dan is fun 
to play as, and if you're lucky (or really, really good) you may win a few 
matches with him. The ultimate humiliation... winning with the Otoko Michi 
super.

Side Notes: The Otoko Michi super will reduce Dan to virtually zero energy 
(one more hit and he's finished) if Dan successfully nails the opponent with 
this move.

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----

# 15
- DHALSIM -

Origin- Street Fighter 2
Taunt- Dhalsim puts his hands together in prayer and mumbles in his trademark 
       yoga-like fashion
Launcher- DF + HP

Alpha- Projectile Type  Yoga Fire/Yoga Inferno
Beta-  Ground Type      Yoga Flame/Yoga Inferno *
Gamma- Anti-Air Type    Yoga Blast/Yoga Inferno

-Notable Normal Moves-

Yoga Hover: Press Any Direction + 2P (air only)
Yoga Barrel Roll: D or DB or DF + HP (air only)
Yoga Drill: 
 -Steep Angle: D or DB or DF + HK (air only)
 -Near Horizontal: D or DB or DF + LK (air only)
Yoga Headbutt: HP (near)
Yoga Knee: HK (near)

-Special Moves-

Yoga Fire: D, DF, F + P (air)
Yoga Flame: F, DF, D, DB, B + P
Yoga Blast: F, DF, D, DB, B + K
Yoga Teleport:
 -Left Side of Screen, Next to Opponent: B, D, DB + 2P (air)
 -Right Side of Screen, Next to Opponent: F, D, DF + 2P (air)
 -Far Left Side of Screen: B, D, DB + 2K (air)
 -Far Right Side of Screen: F, D, DF + 2K (air)
Yoga Noogie: F, DF, D, DB, B + P (near) (unblockable)
Yoga Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Yoga Inferno: D, DF, F + 2P (air)
 -Control Flame: U or D
Yoga Strike: D, DF, F + 2K (unblockable)

Overview: There's nothing really new for Dhalsim. Of course he's still great 
at keeping opponents away with his stretchy anatomy, but he really lacks when 
it comes to combos or effective close ranged attacks. The sheer variety of 
his moves and his flexibility makes him really hard to use without lots and 
lots of practice.

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# 16
- DOCTOR DOOM -

Real Name- Victor Doom
Occupation- Lord and Master of all that is Evil
Origin- Marvel Super Heroes (boss character)
Taunt- Doctor Doom crosses his arms and then laughs
Launcher- DF + HK or HP

Alpha- Variety Type     Photon Shot/Photon Array
Beta-  Anti-Air Type    Molecular Shield/Sphere Flame
Gamma- Projectile Type  Plasma Beam/Electric Cage *

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
Laser Gun: HP (air only)
Floating Stomp: HK (air only)
Short Floating Stomp: D + HK (air only)

-Special Moves-

Plasma Beam: D, DF, F + P (air)
Photon Shot: F, DF, D, DB, B + P (air)
Molecular Shield: F, DF, D, DB, B + K
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Electric Cage: D, DF, F + 2P
Photon Array: F, DF, D, DB, B + 2P (air)
Sphere Flame: D, DF, F + 2K

Overview: Doctor Doom, the infamous metal-clad foe of the Fantastic Four, 
is the master of projectiles. In a game of keep away, Doctor Doom is nearly 
unmatchable. Unfortunately, he's also rather slow and hard to use. And you 
would think with all that armor he would have better defense. His wierd heavy 
air attacks (HP and HK) prevent him from having effective jump-in combos.

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# 17
- FELICIA -

Origin- Darkstalkers (arcade)
Taunt- Gets on all fours low to the ground and licks her paw
Launcher- DF + HK

Alpha- Expansion Type  Delta Kick/Hyper Sand Splash
Beta-  Ground Type     Sand Splash/Hyper Sand Splash *
Gamma- Variety Type    Neko Spike/Hyper Sand Splash

-Notable Normal Moves-

Tail Kick: B + HK
Wall Grab: When touching the edge of the screen, press B or UB
 -Slide Down: D or DB
 -Let Go: do nothing 

-Special Moves-

Rolling Buckler: D, DF, F + P
 -Neko Punch: LP
 -Rising Slash: HP
 -Slide: K
Neko Spike: F, D, DF + P
Delta Kick: F, D, DF + K (air)
Sand Splash: D, DF, F + K
Hell Cat: F, DF, D, DB, B + K (near)

-Super Moves-

Dancing Flash: D, DF, F + 2P
Hyper Sand Splash: D, DF, F + 2K
Please Help Me!: D, DB, B + 2K

Overview: Felicia is a nearly nude (try switching her costume color to an 
orange "skin tone" to get a rise out of people) catwoman from the Darkstalkers 
series. Felicia is an underrated character; all of her moves are easy to combo 
and she can OTG with many moves too. Her biggest downfall is her terrible 
defense... a few unlucky hits and she's toast.

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# 18
- GAMBIT -

Real Name- Remy LeBeau
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Gambit lays his staff on his back and beckons with his hand, saying 
       "C'mon!"
Launcher- DF + HP

Alpha- Projectile Type  Kinetic Card/Royal Flush
Beta-  Expansion Type   Cajun Strike (1 Hit)/Royal Flush *
Gamma- Launcher Type    Launcher/Royal Flush

-Special Moves-

Kinetic Card: D, DF, F + P (air)
Trick Card: D, DB, B + P
Cajun Slash: 
 -1 Hit: F, D, DF + LP
 -Leaping 3 Hit: F, D, DF + HP
 -Rushing 3 Hit: F, D, DF + LK + HP
Cajun Strike: 
 -Kick: Charge D, U + K
  -Jump to Higher Wall: Hold U + the direction of the opposite wall
 -Stick Attack Launcher: Charge D, U + P
  -Jump to Higher Wall: Hold U + the direction of the opposite wall
  -Attack: P

-Super Moves-

Royal Flush: D, DF, F + 2P
Cajun Explosion: 
 -Attack Facing the Opponent: D, DB, B + 2K 
 -Attack From Behind the Opponent: D, DF, F + 2K

Overview: That suave, stick-wielding Cajun known as Gambit returns to MVC2 
fairly unchanged in substance. In fact, the only real difference is his Cajun 
Slash special now requires different button commands to get the various 
effects. I've always seen Gambit as an annoying character. He's got great 
defense and when he retaliates, Gambit can be really nasty (especially his 
aggravating Royal Flush super, which can OTG). He's a versatile guy and a 
bitch to play against.

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# 19
- GUILE -

Origin- Street Fighter 2 (arcade)
Taunt- Rotates his arm and says "Too easy!"
Launcher- DF + HP

Alpha- Anti-Air Type    Somersault Kick/Somersault Strike
Beta-  Projectile Type  Sonic Boom/Sonic Hurricane
Gamma- Balance Type     Sonic Boom & Somersault Kick/Sonic Hurricane *

-Notable Normal Moves-

Straight Knuckle: B + HP
Backhand Punch: F + HP
Reverse Jump Kick: B + HK
Upside Down Kick: F + HK

-Special Moves-

Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Air Somersault Kick: D, U + K (air only)

-Super Moves-

Sonic Hurricane: D, DF, F + 2P
Somersault Strike: D, DB, B + 2K
Crossfire Assault: D, DF, F + 2K (air only)

Overview: Guile is the MAN. I'm so glad Capcom put him in here. Being a newbie 
to the series, Guile's old familiar moves have been "super-sized" and you 
now have a variety of wacky new hyper combos to play with, including the Sonic 
Hurricane; a spinning donut of energy which vacuums nearby opponents in for 
lots o' damage and the Crossfire Blitz, a really neat air auto-combo. Guile's 
ability to combo all of his moves and supers makes him one of the best 
characters in the game and a joy to play with. 

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# 20
- HAYATO -

Origin- Star Gladiators (PSX)
Taunt- Rears back and lowers his sword while yelling something in Japanese
Launcher- DF + HP

Alpha- Expansion Type  Shiden/Rasetsuzan *
Beta-  Anti-Air Type   Guren/Engetsu
Gamma- Balance Type    Shiden & Guren/Engetsu

-Notable Normal Moves-

Jumping Slice: F + HP
Sliding Cut: F, F + HP, HP
Dropping Stab: D or DB or DF + HK (air only)

-Special Moves-

Shiden: D, DF, F + P
Guren: F, D, DF + P (air)
Shoulder Strike: B, F + 2P (near) (unblockable)
Plasma Combo: B + P (to begin)  
 -Beginning with B + LP: B + LP, LP, LP, LP           #1
                                  |   |_ HK, LP, LP   #2
                                  |_ HP, HK, LP, LP   #3
 -Beginning with B + HP: B + HP, LP, HP, HP, HP       #4
                                      |_ LK, HP       #5

-Super Moves-

Rasetsuzan: D, DF, F + 2P
Engetsu: D, DF, F + 2K
Plasma Field: D, DB, B + 2K (air)
Black Hayato: LP, HP, B, LK, HK (level 3)

Overview: Hayato is one of my favorite new characters. Okay, he's actually 
not that great; but he DOES have a glowing katana blade, which is more than 
I can say for those other characters. Hayato is a futuristic guy from the 
not-very-popular sub-3-D fighting game Star Gladiators.  None of his moves 
or super moves are that impressive looking, but damn, he's got style. He's 
a super easy guy to combo with but unfortunately for him, he lacks any decent 
ranged attacks.
     Rasetsuzan sets Hayato dashing forward with a flurry of sword attacks. 
Has a brief pause at the beginning, but it's still possible to combo it.
     Engetsu is just like Magneto's Magnetic Shockwave super; Hayato drops 
his sword to the ground, causing geysers of blue energy to rush forward and 
carry unwary opponents along for mucho damage. Take a lesson from Magneto 
and try to OTG with this one.
     Plasma Field simply creates a sphere of blue energy around Hayato for 
a brief moment. If the opponent is hit by this field (which does little damage) 
Hayato begins to glow and can now perform unlimited super moves for a brief 
time.
     Black Hayato causes Hayato to dash forward quickly. If the opponent is 
hit, the screen goes blank and all you can see is a multitude of slashes. 
As vision returns to normal, we are left with the victim on the ground and 
Hayato standing triumphant in all black. Really bad-@$$ looking.

Side Notes: For the Plasma Combo moves, just follow the branch to get a 
complete combo. For example, to do combo # 3, you have to press B + LP, LP, 
HP, HK, LP, LP. 

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# 21
- HULK -

AKA- The Jolly Green Giant
Full Name- Bruce Banner, The Incredible Hulk
Occupation- Scientist
Origin- Marvel Super Heroes (arcade)
Taunt- Holds out his meaty arm with a clenched fist and says "Let's rock."
Launcher- DF + HK or HP


Alpha- Ground Type    Gamma Slam/Gamma Wave
Beta-  Dash Type      Gamma Charge/Gamma Crush *
Gamma- Anti-Air Type  Gamma Charge(Diagonally Upwards)/Gamma Quake

-Special Moves-

Gamma Slam: D, DF, F + P
Gamma Charge: Charge B, F + K 
 -Redirect: Press Any Direction, except DB or D or DF + K
Gamma Charge (Anti-Air): Charge D, U + K
 -Redirect: Press Any Direction, except DB or D or DF + K
Gamma Tornado: F, DF, D, DB B + P (near)

-Super Moves-

Gamma Wave: D, DF, F + 2P
Gamma Crush: D, DB, B + 2P
 -Control Landing: B or F
Gamma Quake: D, DF, F + 2K

Overview: The big green lunk known as Hulk has been changed somewhat. While 
he still retains all the strength from his previous appearances, two of Hulk's 
supers, the Gamma Crush and Gamma Quake, now do MUCH more damage. Hulk is 
a great character; despite his huge size and unbelievable strength, he can 
be very fast at times. While his normal moves have plenty of lag, some of 
his specials and supers (Gamma Charge and Gamma Crush, for example) are 
extremely fast and very damaging. Plus he's got that great Super Armor thing 
going. 

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# 22
- ICEMAN -

Real Name- Bobby Drake
Origin- X-Men: COTA (arcade)
Taunt- Reverts to his human form and says "Yeah!"
Launcher- DF + HK

Alpha- Projectile Type  Ice Beam/Arctic Attack
Beta-  Variety Type     Ice Avalanche/Arctic Attack
Gamma- Balance Type     Ice Beam & Ice Avalanche/Arctic Attack *

-Notable Normal Moves-

Snowball Toss: D or DB or DF + HP (air only)
Glacial Kick: D or DB or DF + HK (air only)

-Special Moves-

Ice Beam: 
 -Straight: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
Ice Avalanche: D, DF, F + K (air)
Ice Fist: D, DB, B + P

-Super Moves-

Arctic Attack: D, DF, F + P (air)

Overview: Iceman is known far and wide as one of the cheapest characters in 
MVC2. Although he is basically the same as from his first appearance in 
X-Men:COTA, Iceman is extremely versatile. Firstly, his Arctic Attack super 
is fairly damaging and can also be done in the air and is easy to combo with. 
Secondly, Iceman takes NO block damage from projectile attacks. Thirdly, his 
Ice Beam special can cover virtually any angle and it hurts like a bastard. 
He's easy to learn and easy to abuse.

Side Notes: Iceman receives NO damage from blocking projectile attacks, 
regardless of whether the projectiles come from a Hyper combo or a special 
move.
     The Ice Fist special creates a globe of ice around Iceman's fist that 
temporarily increases the damage of a punch attack for 1 or 2 hits.

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# 23
- IRON MAN -

Real Name- Tony Stark
Occupation- Snobby multi-billionaire and inventor
Origin- Marvel Super Heroes (arcade)
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a 
       bright flash
Launcher- DF + HK

Alpha- Projectile Type  Uni-Beam/Photon Cannon
Beta-  Anti-Air Type    Repulsor Blast/Photon Cannon *
Gamma- Launcher Type    Launcher/Photon Cannon

-Notable Normal Moves-

Rocket Knee: D or DB or DF + HK (air only)
Rocket Launcher: D or DB or DF + HP

-Special Moves-

Uni-Beam: B, DB, D, DF, F + P (air)
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
 -Short-Ranged Bombs: B + LK + HP (air)
 -Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Photon Cannon: D, DF, F + 2P

Overview: The red and yellow tin-can known as Iron Man returns to the fighting 
game circuit and is all but unchanged from his last appearance. In order to 
differentiate Iron Man from his silvery doppleganger, War Machine, Capcom 
has made Iron Man totally laser-related (as opposed to War Machine's 
missiles). Like War Machine, Iron Man's Rocket Knee move can no longer be 
linked to any other move. Iron Man also has only one dinky super (a POWERFUL 
dinky super).

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# 24
- JILL VALENTINE -

Full Name- Jill Valentine
Occupation- Veteran S.T.A.R.S. team member
Origin- Resident Evil (PSX)
Taunt- Jill grabs her walkie talkie and yells "Yes!" 
Launcher- DF + HP

Alpha- Heal Type        Green or Red Herb (Life Up)/Rocket Launcher *
Beta-  Dash Type        Close Fighting A/Close Fighting A+
Gamma- Projectile Type  Grenade Launcher/Rocket Launcher

-Special Moves-

Close Fighting A: D, DF, F + P (air)
Close Fighting A (Charged): D, DF, F + hold/release P (air)
Grenade Launcher: 
 -Far Grenade: F, D, DF + LP
 -Near and High Grenade: F, D, DF + HP
Return Fire: F, DF, D, DB, B + P
 -Auto Fire: P (rapidly)
Emergency Dodge A:
 -Plain Zombie: D, DB, B + LK
 -Flaming Zombie: D, DB, B + HK
Emergency Dodge B (Dog): D, DF, F + LK
Emergency Dodge C (Crow): D, DF, F + HK

-Super Moves-

Close Fighting A+: D, DF, F + 2P (air)
Rocket Launcher: D, DF, F + 2K
CODE: T-002: D, DB, B + 2K
 -Shoot Tyrant: Just before Tyrant dissapears near the end, D, DF, F + 2K 

Overview: Jill Valentine is one of the most interesting and capable new 
characters in MVC2. Her Close Fighting move is very easy to combo and very 
damaging, thus making Jill probably the cheapest and most abused new 
character. She can also summon her foes from the RE games to attack her 
opponent.
     Close Fighting A+ is just a more powerful version of Close Fighting A, 
with just about all the same properties (easy to combo, OTGs).
     The Rocket Launcher super summons for Jill a big, multi-chambered 
bazooka that fires several shots across the screen, exploding at the end. 
The rounds move pretty slow and it's hard to hit people with this one. The 
process of Jill actually taking out the Missile Launcher can hit nearby 
opponents, knocking them into the air and causing them to be hit by the ammo. 
Unimpressive, all-in-all.
     CODE: T-002 produces a glowing column of light several body lengths in 
front of Jill. If the opponent is standing DIRECTLY in the column and is not 
blocking, Tyrant pops out and slashes the unlucky fellow into ribbons before 
roaring and jumping away. This super, though damaging and cool looking, 
leaves Jill very vulnerable for a long time and is nigh impossible to hit 
anybody with except for the dullest moron (or if you're really lucky). So 
don't waste your time unless it's a sure thing. And the extra "Shoot Tyrant" 
thing makes Jill pull out her Rocket Launcher and blast Tyrant with it, 
destroying him. It drains an extra level of your HC gauge and does little 
damage to the opponent, so I would advise against this unless you just want 
to show off. 

Side Notes: Close Fighting A (Charged) can be charged for a max of about 22-25 
(?) hits. 
     The Return Fire special is a counter move. Jill flashes white and stands 
still for a moment. If she is hit by any normal attacks during this time, 
she pushes the opponent back and shoots them with her pistol. Tap the Punch 
button for more hits (the max is 10). 
     Jill's Emergency Dodge A - Zombie special summons a Zombie that slowly 
walks forward and grabs the opponent, holding them briefly. If Jill hits the 
Zombie with any attack, it falls forward and lies on the ground for a while. 
If the opponent touches the grounded Zombie, it grabs the opponent and holds 
onto their leg, holding the opponent in place briefly.
     There can only be one Zombie, one Crow, or one Dog (or all three) on 
screen at the same time, but not two of the same kind.

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# 25
- JIN -

Full Name- Jin Saotome
Origin- Cyberbots (Japan arcade)
Taunt- Jin appears naked except a thong and a towel with which he rubs his 
       back. By quickly alternately pressing the LP and HP buttons during 
       the animation, Jin will begin to rub the towel faster and faster 
       until he glows red and his back catches on fire. Jin's taunt can 
       actually damage anything that's too close. Barrels of fun!
Launcher- DF + HP

Alpha- Expansion Type  Saotome Typhoon/Great Cyclone *
Beta-  Anti-Air Type   Saotome Dynamite/Blodia Punch
Gamma- Launcher Type   Launcher/Blodia Punch

-Notable Normal Moves-

Drill Kick: D or DB or DF + HK (air only)

-Special Moves-

Saotome Typhoon: Charge B, F + P
Saotome Dynamite: Charge D, U + P
Saotome Crash: F, DF, D, DB, B + K (near)

-Super Moves-

Blodia Punch: D, DF, F + 2P
Blodia Vulcan: D, DB, B + 2P
Great Cyclone: D, DF, F + 2K

Overview: Jin and his trusty giant robot of death, Blodia, hail from the 
obscure fighting game Cyberbots. Jin has been vastly improved, and is now 
one of the better characters in the game. Although Jin has no new moves, he 
is noticeably faster, his already useful Drill Kick move now hits multiple 
times, and most of his attacks do more damage (especially the Blodia Vulcan). 

Side Notes: Jin can gain permanent Super Armor which activates when Jin's 
vitality is reduced to about 1/4 of the total (he begins to flash). Jin's 
normal attacks are also more powerful during this time.

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# 26
- JUGGERNAUT -

AKA- The Unstoppable Juggernaut, Jugs, Nuggerjaut
Real Name- Cain Marko
Origin- X-Men: COTA (boss character)
Taunt- Jugs crosses his arms while his eye flashes, saying "I am Juggernaut!"
Launcher- DF + HP

Alpha- Ground Type   Earthquake/Headcrush
Beta-  Dash Type     Juggernaut Punch/Headcrush *
Gamma- Variety Type  Body Splash/Headcrush

-Notable Normal Moves-

Two-Fisted Slam: F + HP

-Special Moves-

Earthquake: D, DB, B + P
Juggernaut Punch: D, DF, F + P
Body Splash: D, DF, F + K (air)
Cyttorak Power Up: F, D, DF + 2P

-Super Moves-

Headcrush: D, DF, F + 2P

Overview: Juggernaut is a large but not-so-bright bundle of muscles encased 
in an even bigger suit of indestructible red metal armor. All of his moves 
have lots of lag, but his defense is incredible and the damage he can dish 
out is even better. Since he has the "Super Armor" effect, he can pretty much 
plow through any attacks the opponent puts up and smash them with a Juggernaut 
Punch or Headcrush (the latter of which is now absurdly damaging). Of course, 
beware of those quick, combo-happy characters who can faze him before he have 
to time to act.

Side Notes: The Cyttorak Power Up move causes Juggernaut to pose and flash 
red. Juggernaut's next one hit will do more damage than usual.

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# 27
- KEN -

Full Name- Ken Masters
Origin- Street Fighter I (arcade)
Taunt- Ken brushes his hand through his hair, then gives you a thumbs up
Launcher- DF + HP 

Alpha- Anti-Air Type    Dragon Punch/Shinryuu Ken *
Beta-  Projectile Type  Fireball/Shouryuu Reppa
Gamma- Expansion Type   Hurricane Kick/Shouryuu Reppa

-Notable Normal Moves-

Axe Kick: F + HK
Straight Kick: U or UB or UF + HK (air only)

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P (air)
Hurricane Kick: D, DB, B + K (air)
Forward Roll: D, DB, B + P

-Super Moves-

Shouryuu Reppa: D, DF, F + 2P
Shinryuu Ken: D, DF, F + 2K
Shipuu Jenrai-Kyaku: D, DB, B + 2K

Overview: Good 'ol Ken is no longer trapped in Ryu's body (see the original 
MVC) and has been given his previous strength, especially since Ken's 
Shouryuu Reppa super is now much more damaging. As most of you already know, 
Ken is not exactly a Ryu clone in the MVC series: his fireballs have limited 
range and his Hurricane Kicks fly in a diagonally upward manner (rather than 
horizontal). Ken is more of a "close fighting" guy, who doesn't rely on ranged 
attacks, but is great with combos and must get close to do real damage.

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# 28
- MAGNETO -

Real Name- Eric Magnus Lenshearr
Origin- X-Men: COTA (boss character)
Taunt- Magneto laughs as he crosses his arms and says "Begone!"
Launcher- DF + HP

Alpha- Projectile Type  E-M Disruptor/Magnetic Shockwave
Beta-  Capture Type     Hyper Grav/Magnetic Tempest *
Gamma- Launcher Type    Launcher/Magnetic Tempest

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)

-Special Moves-

E-M Disruptor: B, DB, D, DF, F + P (air)
Hyper Grav: F, DF, D, DB, B + K (air)
Magnetic Blast: U, UF, F + P (air only)
Magnetic Forcefield:
 -Repel: B, DB, D, DF, F + LK
 -Mini-Shockwave: B, DB, D, DF, F + HK
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Magnetic Shockwave: D, DF, F + 2P
Magnetic Tempest: D, DF, F + 2K (air)

Overview: Magneto is THE original, old-school comic book villian; he's been 
using his magnet-o-powers to annoy the X-Men from the very beginning. Magneto 
has been given a new special move for this game, the Magnetic Forcefield, 
plus his Magnetic Tempest super is much more damaging (though still slow to 
start up). His Hyper Grav special is not only fun to use, but also makes a 
great set-up for dozens of combos and supers.

Side Notes: Magneto's Magnetic Forcefield special is a counter move. A 
forcefield of energy will appear around Magneto for a brief amount of time. 
If Magneto is hit with any normal attack during this period, he will counter 
with the listed attack.

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# 29
- MARROW -

Real Name- Sarah
Origin- New Character
Taunt- Twirls her bone knife as she says "Show me your guts!"
Launcher- DF + HP

Alpha- Projectile Type  Bonerang/Bone Burst
Beta-  Anti-Air Type    Towering Spine/Bone Burst
Gamma- Expansion Type   Ricochet Slash/Stinger Bones *

-Notable Normal Moves-

Double Jump: U, U (air only)
Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Bonerang: 
 -Straight: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
Towering Spine: F, D, DF + P
Ricochet Slash: D, DB, B + K
Ride & Slash: F, DF, D, DB, B + P (air)

-Super Moves-

Stinger Bones: D, DF, F + 2P
Bone Burst: D, DB, B + 2P (air)

Overview: One of the new members of X-Men, Marrow is a short but fast female 
character who's pretty hard to use. She can hardly take damage at all and 
her attacks are fairly weak. Many people don't know what to expect (because 
nobody plays her); use that to your advantage with her Towering Spine move 
to catch jump-ins, mix up your game with the Ricochet Slash, and try throwing 
out Bonerangs and then knocking opponents into it with a ground combo.
     Stinger Bones causes huge bones to sprout from Marrow's back and shoot 
forward, stabbing opponents with their pointy ends. It ends with one large 
"stinger" popping out of the top and shooting forward for one last, big hit.
     With Bone Burst, Marrow pauses ever-so-briefly then launches a swarm 
of heat-seeking bone daggers at whatever poor soul is on the screen at the 
time. Does pretty good damage (blocking or otherwise) and is also fast.

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# 30
- M. BISON -

Full Name- Master Bison
AKA- Vega (in Japan)
Origin- Street Fighter 2 (boss character)
Taunt- M. Bison crosses his arms and mutters something
Launcher- DF + HP

Alpha- Projectile Type  Psycho Shot/Psycho Crusher
Beta-  Variety Type     Psycho Field/Psycho Crusher *
Gamma- Expansion Type   Double Knee Press/Knee Press Nightmare

-Special Moves-

Psycho Shot: B, DB, D, DF, F + P
Psycho Field: F, DF, D, DB, B + P
Double Knee Press: B, DB, D, DF, F + K (air)
Head Press: Charge D, U + K
 -Control Direction: Press Any Direction
 -Somersault Skull Dive: P
Somersault Skull Dive: Charge D, U + P 
 -Control Direction: Press Any Direction 
 -Attack: P
Bison Teleport: 
 -Upper Left Corner: F, D, DF + LP (air)
 -Upper Right Corner: F, D, DF + HP (air)
 -Lower Left Corner: F, D, DF + LK (air)
 -Lower Right Corner: F, D, DF + HK (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Psycho Crusher: D, DF, F + 2P (air)
Knee Press Nightmare: D, DF, F + 2K
Psycho Explosion: F, DF, D, DB, B + 2P

Overview: M. Bison is that caped, red-suited fellow who is always pestering 
Ryu and crew from the Street Fighter series. Mr. Bison now has a new super 
move, the Psycho Explosion, which is a black ball that zooms forward and 
expands whenever it hits something (basically a clone of Dr. Doom's Electric 
Cage super). M. Bison has a variety of confusing moves, but he doesn't have 
speed, brute power, or even good defense on his side (poor guy). Truly an 
expert's choice.

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# 31
- MEGAMAN -

AKA- Rockman (in Japan)
Origin- Megaman (NES)
Taunt- Puts his thumbs on the sides of his head, wiggles his hands and sticks 
       out his tongue
Launcher- DF + HK

Alpha Type- Projectile Type  Mega Buster/Hyper Megaman
Beta Type-  Anti-Air Type    Mega Uppercut/Hyper Megaman
Gamma Type- Balance Type     Mega Buster & Mega Uppercut/Hyper Megaman *

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Mega Buster: HP (air)
Charged Mega Buster: hold/release HP (air)
Mega Uppercut: F, D, DF + P
Item Attack: D, DF, F + P (default: Tornado Hold)
Item Change:
 -Summon Megaball: D, DF, F + K
 -Summon Tornado Hold: F, D, DF + K
 -Summon Leaf Shield: D, DB, B + K

-Super Moves-

Hyper Megaman: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
 -Move: B or F
 -Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
 -Fly: Press Any Direction
 -Bullets: P
 -Bombs: K

Overview: Megaman is the diminutive star of Capcom's popular, long running 
game series of the same name. The only change in this game is that his Item 
Change special now requires new button commands. Despite his weak outward 
appearance, Megaman is a deceptively effective character. His Mega Buster 
is one of the best projectiles you could ask for; it comes out fast and only 
requires one button to use. His small size lends himself to getting in close 
and combo-ing the hell out of overconfident/unsuspecting players.

Side Notes: Megaman's Charged Mega Buster move can be charged for a maximum 
of 20 hits. Also, while in Rush Drill form, Megaman is invincible to all 
attacks, but in Beat Plane form you are not invincible.

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# 32
- MORRIGAN -

Full Name- Morrigan Aensland
Origin- Darkstalkers (arcade)
Taunt- Morrigan sits in mid-air with a dominatrix outfit (thigh-high boots
       and all) while her sister, Lilith, pops out of the ground next to 
       Morrigan, poses, then flies away
Launcher- DF + HP

Alpha- Anti-Air Type    Shadow Blade/Silhouette Blade
Beta-  Projectile Type  Soul Fist/Soul Eraser
Gamma- Balance Type     Soul Fist & Shadow Blade/Silhouette Blade *

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Cape Sweep: DB + HP 
Shell Pierce: D or DB or DF + HK (air only)
Shell Kick: D, DB, B + HK (air only)
Turning Kick: F + HK 

-Special Moves-

Soul Fist: D, DF, F + P (air)
Shadow Blade: F, D, DF + P 
Vector Drain: F, DF, D, DB, B + P (near)

-Super Moves-

Soul Eraser: D, DF, F + 2P
Silhouette Blade: F, D, DF + 2P
Darkness Illusion: D, DF, F + 2K (air)

Overview: The sensuous succubus, Morrigan, returns to the Vs. series 
virtually unchanged; sort of a mix of Ryu and Ken. Of the few minor changes: 
Morrigan's Silhouette Blade super does noticably more damage, but she loses 
her level 3 super from the previous game ("Luminous Love" or something like 
that). She still plays mostly the same; which is to say, pretty damn good. 

------------------------------------------------------------------------
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# 33
- OMEGA RED -

Real Name- Arkady Rossovich
Origin- X-Men: COTA (arcade)
Taunt- He tilts his head back ever-so-slightly, with his arms splayed just
       so, and yells in a most fearsome manner
Launcher- DF + HP

Alpha- Throw Type     Carbonadium Coil/Omega Destroyer *
Beta-  Anti-Air Type  Omega Strike/Omega Destroyer
Gamma- Ground Type    Burrowing Coil/Omega Destroyer

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Burrowing Coil:
 -Medium Range: D + HK
 -Short: DB + HK
 -Far: DF + HK

-Special Moves-

Carbonadium Coil:
 -Horizontal: D, DF, F + LP (air)
 -Diagonal Up: D, DF, F + HP (air)
 -Vertical Up: D, DF, F + 2P (air)
 -Air Horizontal (alternate): D, DF, F + LK (air only)
 -Air Diagonal Down: D, DF, F + HK (air only)
 -Air Vertical Down: D, DF, F + 2K (air only)
 -Coil Retract: P (only before coil makes contact)(air)
After Carbonadium Coil Hits:
 -Death Factor (Life Up): P (rapidly)
 -Death Factor (HC Gauge Up): K (rapidly)
 -Throw: Press Any Direction + P
 -Double Throw: D or DB or DF + P, Press Any Direction + P (hard to do)
Omega Strike:
 -Horizontal: D, DF, F + LK
 -Diagonal Up: D, DF, F + HK
 -Vertical Up: D, DF, F + 2K
 -Return: B + K
 -Cancel: D + K 

-Super Moves-

Omega Destroyer: D, DB, B + 2P
Carbonadium Smasher: D, DB, B + 2P (air only)

Overview: Omega Red is a Russian mutant, leftover from the Cold War, who has 
the power to drain the life out of anything near him, especially decadent 
imperialist yankee dogs. He's a pretty cool villian in the comic books, which 
doesn't really translate to the game. Despite the fact that he only has two 
moves, one of the good things about Omega Red is that he really has a lot 
of options. His tentacles offer full screen coverage, and once you catch 
someone, there's a veritable cornucopia of things you can do. The bad thing 
is that so many different moves, all of which have completely different 
effects depending on which button you press, make him a rather sensitive and 
confusing character to use in the heat of battle. 

------------------------------------------------------------------------
---

# 34
- PSYLOCKE -

Real Name- Elizabeth "Betsy" Braddock 
Origin- X-Men: COTA (arcade)
Taunt- Beckons the opponent with her hand and says "C 'mon!"
Launcher- DF + HP

Alpha- Anti-Air Type    Psy-Blade/Psy-Maelstrom
Beta-  Projectile Type  Psy-Blast/Butterfly Hide *
Gamma- Balance Type     Psy-Blast & Psy-Blade/Psy-Thrust

-Notable Normal Moves-

Triple Jump: U, U, U (air only)
Flip Kick: F + HK
Retreating Kick: B + HK
Air Somersault Kick: U or UB or UF + HK (air only)

-Special Moves-

Psy-Blast: 
 -Diagonally Down: D, DF, F + LP (air)
 -Horizontal: D, DF, F + HP (air)
Psy-Blade: 
 -Horizontal: D, DF, F + LK (air)
 -Vertical: D, DF, F + HK (air)
Ninjutsu: 
 -Upper Left Corner: F, DF, D, DB, B + LP (air)
 -Upper Right Corner: F, DF, D, DB, B + HP (air)
 -Lower Left Corner: F, DF, D, DB, B + LK (air)
 -Lower Right Corner: F, DF, D, DB, B + HK (air)
  -Mini Psy-Thrust: After Reappearing, Press Any Direction + P

-Super Moves-

Psy-Thrust: D, DF, F + 2P (air)
 -Redirect: Press Any Direction + P
Psy-Maelstrom: D, DF, F + 2K
Butterfly Hide: D, DB, B + 2K (air)

Overview: Psylocke is a scantily-clad, psychic ninja (the best kind, I must 
say) and a member of the X-Men. Psylocke has not gained anything new in MVC2. 
She's a fast, combo-machine kinda character, but she can't take much damage 
before keeling over. Her super moves are generally ineffective except in 
certain strict situations.

Side Note: Her Psy-Blast projectile move will pass right through most other 
on-coming projectiles.

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---

# 35
- ROGUE -

Real Name- Marie (source: the "X-Men" movie... I'm not sure if the comics
           ever mention Rogue's real name)
Origin- X-Men Vs. Street Fighter
Taunt- Kisses her two fingers then blows a little heart in your direction
Launcher- DF + HK or HP

Alpha- Anti-Air Type  Rising Repeating Punch/Hyper Repeating Punch
Beta-  Dash Type      Repeating Punch/Hyper Repeating Punch *
Gamma- Throw Type     Power Drain/Hyper Repeating Punch

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Diving Kick: D or DB or DF + HK (air only)

-Special Moves-

Repeating Punch: D, DF, F + P (air)
Rising Repeating Punch: F, D, DF + P
Power Dive Punch: F, D, DF + K
Power Drain: D, DB, B + K (air) (unblockable)

-Super Moves-

Goodnight Sugar: D, DF, F + 2P
Hyper Repeating Punch: A1 + A2

Overview: Rogue is a rough-and-tumble, take-no-crap, southern belle who 
drains the power and memory of anyone she touches. And unlike her portrayal 
in the X-Men movie, she is a full-blown HOTTY (if one could consider a computer 
image to be hot... *ahem*! I couldn't...) All of Rogue's moves are the same 
from the previous games, except her Power Drain attack now works differently. 
Instead of gaining a special move from the person she Power Drained, one of 
Rogue's physical characteristics temporarily increases. Depending on the 
character she drains, one of the following abilities may be increased or 
gained: Power, Speed, Defense, Super Armor, or Life Up. 

Here's the breakdown of what abilities Rogue temporarily acquires when Power 
Draining specific characters (listed in alphabetical order):

Defense Up - Any hits you take deal less damage to you: Colossus, Doctor Doom,
             Guile, Iceman, Iron Man, Jin, Magneto, Omega Red, Roll, 
             Ruby Heart, Sakura, Silver Samurai, Spiral, T. Bonne, War
             Machine, Zangief

Life Up - Your "red" life bar fills up: Anakaris, B.B. Hood, Dan, Dhalsim, 
          Jill Valentine, Servbot, Shuma Gorath

Power Up - Your attacks deal more damage: Akuma, Amingo, Blackheart, Cable, 
           Captain America, Captain Commando, Charlie, Cyclops, Ken, M. 
           Bison, Megaman, Ryu, Sabretooth, Thanos, Venom

Speed Up - You move and attack faster: Cammy, Chun Li, Felicia, Gambit,
           Hayato, Marrow, Morrigan, Psylocke, Sonson, Spider-Man, Storm, 
           Strider Hiryu, Wolverine, Wolverine (Bone Claw)

Super Armor - It takes two hits to "stun" you: Hulk, Juggernaut, Sentinel 

------------------------------------------------------------------------
---

# 36
- ROLL -

Origin- Megaman (NES)
Taunt- Reaches back and tightens her hair ribbon
Launcher- DF + HK

Alpha- Projectile Type  Roll Buster/Hyper Roll
Beta-  Variety Type     Bouquet Toss/Hyper Roll
Gamma- Balance Type     Roll Buster & Bouquet Toss/Hyper Roll *

-Special Moves-

Roll Buster: D, DF, F + P (air)
Bouquet Toss: F, D, DF + P (air)
Item Attack: D, DB, B + P (default: Megaball)
Item Change:
 -Summon Megaball: D, DF, F + K
 -Summon Tornado Hold: F, D, DF + K
 -Summon Leaf Shield: D, DB, B + K

-Super Moves-

Hyper Roll: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
 -Move: B or F
 -Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
 -Fly: Press Any Direction
 -Bullets: P
 -Bombs: K

Overview: Something in between Megaman and Servbot, Roll is Megaman's 
short-statured sister (thanks again to "X" for clarifying this: I had 
previously written she was his "girlfriend"... kind of disturbing in 
retrospect). Not only is she weak in both strength and defense, but Capcom 
has given her moves new commands, making her even harder to use. 

Side Notes: Like Megaman, Roll is invincible while in Rush Drill mode, but 
not invincible in Beat Plane mode.

------------------------------------------------------------------------
---

# 37
- RUBY HEART -

Origin- New Character
Taunt- Peeks at the opponent through a spyglass and then giggles to herself
Launcher- DF + HP or HK

Alpha- Anti-Air Type     Sublimation/Partnaile
Beta-  Capture Type      Spinning Chain (Chain Trap)/Mil Fantome *
Gamma- Enhancement Type  Mystic Orb (Strength Up)/Hyper Schwarzaile

-Special Moves-

Schwarzaile: D, DF, F + P (air)
 -Redirect: Press Any Direction, up to 2 additional times
Fantome: D, DB, B + K
Sublimation: D, DF, F + K
Spinning Chain: 
 -Cannon Blast: F, DF, D, DB, B + LP (near)
 -Chain Trap: F, DF, D, DB, B + HP

-Super Moves-

Hyper Schwarzaile: D, DF, F + 2P
 -Redirect: Press Any Direction, up to 4 additional times
Partnaile: D, DF, F + 2K
Mil Fantome: D, DB, B + 2K
Tule Do Mazi: HK, LP, D, LK, HP

Overview: Created especially for MVC2, Ruby Heart is the most unconventional 
female pirate captain in the world. She likes to pummel people with ghosts 
and a giant pirate ship with a knife attached to the bow. Her Schwarzaile 
move is similar to Jon Talbain's (the wacky werewolf from Darkstalkers) Luna 
Comet special, which allows Ruby to propel herself around the screen like 
a living fireball. That move, along with her great Partnaile super, makes 
Ruby Heart a worthy character and quite unpredictable.
     Hyper Schwarzaile, obviously, is a souped-up version of her regular 
Schwarzaile special. It does a little more damage and can be redirected more 
times.
     Partnaile is the aforementioned galleon with a blade on the front. The 
ship rushes forward from behind Ruby. If the opponent gets skewered on the 
knife, the ship hangs around and blasts them repeatedly with cannons, causing 
plenty more damage. If the ship misses or is blocked, Ruby stands still 
briefly and is vulnerable.
     Mil Fantome causes a large treasure chest to appear and out spills an 
array of floating ghosts, which spread out and fly forward. They do damage, 
but they are too slow and easily avoided, making this move pretty worthless.
     Tule Do Mazi is very wierd. A barrel falls from the sky directly where 
the opponent is standing. If they're not blocking, they are trapped in the 
barrel. But you can't go over there to attack them; Ruby stands still and 
must throw knives into the various holes in the barrel. How do you do that? 
By tapping the P and K buttons in the correct order, but since the order is 
random, you're SOL. If you miss one or wait to long, the super ends. If the 
barrel misses at the first part, Ruby pauses and is briefly vulnerable. Bottom 
line: if you want to make a fool of yourself, do this move.

Side Notes: Ruby Heart's Fantome special is a ghost that attaches to the 
opponent and drains their Hyper Combo gauge. However, the ghosts in the Mil 
Fantome super damage the opponent, but do not drain the HC Gauge.

I'm no Charles Berlitz, but since language is a subject that greatly interests 
me, I've gathered some translational notes on the names of Ruby Heart's moves. 
Overall, some seem to be French, German, or English. Anyway you slice it, 
it's muddled. Schwarzaile, in German, means "black _". "Black" something 
(okay, I'm not too good at this). Mil Fantome sounds like French. If it is, 
then it means "Thousand Phantoms." Sublimation is English, specifically 
being scientific jargon for the physical process of changing a solid directly 
to gas (thereby skipping the "liquid" phase). Tule Do Mazi seems to be a bad 
Japanese translation... perhaps the intended meaning is "Rule of Magi" or 
something similar. Partnaile, I'm guessing, is the name of a type of ship.

------------------------------------------------------------------------
---

# 38
- RYU -

Origin- Street Fighter I (arcade)
Taunt- Ryu tightens his headband
Launcher- DF + HP

Alpha- Anti-Air Type    Dragon Punch/Shinku Hadoken 
Beta-  Projectile Type  Fireball/Shinku Hadoken *
Gamma- Expansion Type   Hurricane Kick/Shinku Tatsumaki Senpukyaku

-Notable Normal Moves-

Lunging Punch: F + HP
Hop Kick: F + HK

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P 
Hurricane Kick: D, DB, B + K (air)

-Super Moves-

Shinku Hadoken: D, DF, F + 2P (air)
Shinku Tatsumaki Senpukyaku: D, DB, B + 2K 
Shin Shouryuu-Ken: F, D, DF + 2P (level 3)

Overview: It's time to kick it old-school with Ryu, the original Street 
Fighter. Will Capcom ever make a fighting game without him? There are a few 
changes in MVC2. Of course, Ryu no longer has the ability to morph into Akuma 
or Ken. Ryu's Shin Shouryuu-Ken move is now a level 3 super and does a 
proportionately larger amount of damage. Ryu's all-around versatility makes 
him an excellent addition to any team, that is, if you're not getting tired 
of omnipresent ass.

------------------------------------------------------------------------
---

# 39
- SABRETOOTH - 

Real Name- Victor Creed
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Tilts his body back and roars
Launcher- DF + HP

Alpha- Expansion Type   Berserker Claw/Hyper Berserker Claw *
Beta-  Projectile Type  Birdie Call/Hyper Birdie Call
Gamma- Launcher Type    Launcher/Hyper Birdie Call

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Berserker Claw: D, DF, F + P
Wild Fang: F, DF, D, DB, B + P
Birdie Call: F, DF, D, DB, B + K

-Super Moves-

Hyper Berserker Claw: D, DF, F + 2P
Berserker Claw X: F, D, DF + 2P
Hyper Birdie Call: F, DF, D, DB, B + 2K

Overview: Sabretooth is Wolverine's furry, gruff-voiced archnemesis. Those 
not familiar with Sabretooth might guess that he and Wolverine might be 
similar. Not a chance. Although some of their moves may resemble each other, 
Wolverine relies on fast-hitting combos while Sabretooth is all about 
strength. Sabretooth has some extremely damaging moves and combos, but he's 
slower overall and awkward to use.

------------------------------------------------------------------------
---

# 40
- SAKURA -

Origin- Street Fighter Alpha
Taunt- Points at the opponent and then giggles to herself
Launcher- DF + HK or HP

Alpha- Dash Type        Shouoken/Haru Ichiban *
Beta-  Projectile Type  Hadoken/Shinku Hadoken
Gamma- Expansion Type   Shunpukyaku/Midari Zakura

-Notable Normal Moves-

Pinwheel Kick: F + HK

-Special Moves-

Shouoken: D, DF, F + P (air)
Hadoken: D, DB, B + P (air)
Shunpukyaku: D, DB, B + K (air)
Hadoken (Dark Sakura version): D, DF, F + P (air)
Shouoken (Dark Sakura version): F, D, DF + P (air)
Ashura Warp (Dark Sakura Mode Only):
 -Forward Short: F, D, DF + 2K
 -Forward Long: F, D, DF + 2P
 -Backward Short: B, D, DB + 2K
 -Backward Long: B, D, DB + 2P

-Super Moves-

Midari Zakura: D, DF, F + 2P
Shinku Hadoken: D, DB, B + 2P
Haru Ichiban: D, DB, B + 2K
Dark Sakura Mode: B, D, DB + LK

Midari Zakura (Dark Sakura Mode Only): D, DF, F + 2K
Shinku Hadoken (Dark Sakura Mode Only): D, DF, F + 2P
Shin Goku Satsu (Dark Sakura Mode Only): LP, LP, F, LK, HP (level 3)
                                                       (unblockable)
Sakura Revert (Dark Sakura Mode Only): B, D, DB + LK

Overview: Sakura is Ryu in the body of a little sailor-suit wearing Japanese 
school girl. She remains essentially the same as from her previous appearance 
in MSH vs. SF. Sakura may seem awkward at first, what with her upward-shooting 
fireballs and her high-arcing "Hurricane Kick"; but once you get used to her 
you'll find she's a real combo-machine. Don't waste your time with Dark Sakura 
mode unless you really feel like playing a female version of Ryu.

Side Notes: Dark Sakura Mode changes Sakura's skin to a darker color and 
changes the commands of many of her moves (see above). She no longer has 
vertical fireballs (they are horizontal instead) and her Shouoken special 
is no longer shrouded in energy. Her Shinku Hadoken super is also horizontal 
rather than vertical. So she's basically Ryu.

------------------------------------------------------------------------
--

# 41
- SENTINEL -

Origin- X-Men: COTA (arcade)
Taunt- Sentinel faces the screen as electricity flows between his 
       outstretched hands
Launcher- DF + HK

Alpha- Projectile Type  Rocket Punch (Diagonal Down)/Hyper Sentinel Force*
Beta-  Launcher Type  Launcher/Hyper Sentinel Force
Gamma- Ground Type  Sentinel Force (Bomber Squad)/Hyper Sentinel Force

-Special Moves-

Rocket Punch:
 -Diagonal Down: D, DF, F + LP (air)
 -Horizontal: D, DF, F + HP (air)
 -Diagonal Up: F, D, DF + P (air)
 -Retract Arm: (before R.P. goes full range or hits) D, DB, B + P (air)
Sentinel Force:
 -Swarm Raid: D, DF, F + LK
 -Bomber Squad: D, DF, F + HK
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Plasma Storm: D, DF, F + 2P
Hard Drive: D, DF, F + 2P (air only)
Hyper Sentinel Force: D, DF, F + 2K

Overview: Sentinel, one of the legion mechanized mutant hunters of X-Men 
comics fame, is not only the largest character in the game but also has the 
best defense. He also has Super Armor. Capcom has given Sentinel two new super 
moves: Hard Drive and Hyper Sentinel Force. Neither are anything special. 
Sentinel is very strong and has a good ranged game; you can overwhelm some 
opponents with him. However, Sentinel also makes a large target and he's quite 
slow.

------------------------------------------------------------------------
--

# 42
- SERVBOT -

AKA- Kobun (in Japan)
Origin- Mega Man Legends (PSX)
Taunt- Yawns and stretches (awww, how cute)
Launcher- DF + HP or HK

Alpha- Projectile Type  Call Servbot (Attack!)/Servbot Attack (Lunch Call)
Beta-  Anti-Air Type    Fire Breath (High)/Hyper King Servbot
Gamma- Balance Type     Fire Breath (Low)/Servbot Attack (Servbot Swarm) *

-Special Moves-

Fire Breath: 
 -High: D, DF, F + HP (air)
 -Low: D, DF, F + LP (air)
Call Servbot: 
 -Attack!: D, DB, B + LP
 -Seize!: D, DB, B + HP
Mech Attack: D, DF, F + K
Call Helibot: D, DB, B + K
Paper Airplane: D, DF, F + Taunt
 -Keep It Flying: hold Taunt

-Super Moves-

Servbot Attack:
 -Lunch Call: D, DF, F + 2P (Alpha Assist only)
 -Helibot Dive: D, DF, F + 2P (Beta Assist only)
 -Servbot Swarm: D, DF, F + 2P (Gamma Assist only)
King Servbot: D, DF, F + 2K
 -Walk: B or F
 -Hammer Smash: P or K
Hyper King Servbot: A1 + A2 (Beta Assist only)

Overview: Servbot, a tiny robot creation of Tron Bonne's, is the smallest 
and weakest character in the game. All of his attacks do hardly any damage, 
the exception being his supers. Servbot is a joke character like Dan; play 
him for laughs or to cast scorn at an unworthy opponent.
     His Servbot Attack super does different things depending on if you 
choose Alpha, Beta, or Gamma Assist with him. Lunch Call is identical to T. 
Bonne's super (see separate entry below). Helibot Dive simply calls a bunch 
of Helibots to land on the ground, one after the other. They start at one 
end of the screen and go from there, so if the opponent is hit by one, they'll 
be knocked into the next landing Helibot. This one does semi-okay damage if 
it ever actually hits. The last one is Servbot Swarm. This causes a huge wave 
of flying, jumping, and rolling Servbots to shoot out from one end of the 
screen to the other. It can be super-jumped over, but if the opponent is caught, 
it does pretty good damage (even good blocking damage!). As a bonus, once 
the move starts, nothing can stop it, even if Servbot gets hit by the enemy.
     King Servbot simply turns the little guy into one big BIG guy who can 
walk around and pound his hammer at your command for a brief amount of time. 
The individual hammer smashes do hardly any damage; you must hit the enemy 
repeatedly and quickly to do any reasonable damage.
     The Hyper version is the same thing as King Servbot, except it is 
automatic (as in you don't have any control; the CPU does it for you).

------------------------------------------------------------------------
-

# 43
- SHUMA GORATH -

AKA- The Tentacle Guy, The Eye Guy, The Octopus, The Squid
Origin- Marvel Super Heroes (arcade)
Taunt- "Crosses his arms" and looks at the screen while saying something
Launcher- DF + HK

Alpha- Projectile Type  Mystic Stare/Chaos Split
Beta-  Expansion Type   Mystic Smash/Chaos Split
Gamma- Balance Type     Mystic Stare & Mystic Smash/Chaos Split *

-Notable Normal Moves-

Stone Drop: D or DB or DF + HK (air only)

-Special Moves-

Mystic Stare: Charge B, F + P
Mystic Smash: Charge B, F + K (air)
Devitalization: F, DF, D, DB, B + K (near)

-Super Moves-

Chaos Split: D, DF, F + 2K 
Chaos Dimension: (level 3)
 -Activate: D, DF, F + 2P
 -Attack: P (near) (air) (unblockable)

Overview: Shuma Gorath is a strange octopus being from another dimension. 
SG now has a "new" super move, Chaos Split (which is actually the same as 
his Mystic Bash move from MSH vs SF). He's pretty much the same as in previous 
games. Chaos Dimension still requires 3 levels and he's a wuss when it comes 
to defense. To win with Shuma, you're going to need to throw, throw, and throw 
some more.

Side Notes: For the Chaos Dimension super, the Activate command must be 
performed first. If you have 3 or more levels on your HC Gauge, Shuma will 
pose and then glow for a brief amount of time. His punch attacks are now 
"tentacle grabs." If you can grab the opponent within this time, the rest 
of the super move is activated. If the opponent cannot be grabbed within this 
time, the move is wasted.

------------------------------------------------------------------------
---

# 44
- SILVER SAMURAI -

Real Name- Kenuichio Harada
Origin- X-Men: COTA (arcade)
Taunt- He growls and impatiently taps his katana on his shoulder
Launcher- DF + HP

Alpha- Ground Type      Hyaku Sakuchi/Hyper Hyaku Sakuchi *
Beta-  Projectile Type  Shuriken/Chou Shuriken
Gamma- Launcher Type    Launcher/Rei Men Ken

-Notable Normal Moves-

Two Stroke Slash: HP, HP

-Special Moves-

Shuriken: D, DF, F + P (air)
 -Control Shuriken: U or D
Hyaku Sakuchi: F, D, DF + P (rapidly)
 -Dashing Hyaku Sakuchi: F, F

-Super Moves-

Chou Shuriken: D, DF, F + 2P
 -Control Shuriken: U or D
Rai Men Ken: D, DF, F + 2K
Hyper Hyaku Sakuchi: A1 + A2 (Alpha Assist only)

Touki - Ikazuchi (Lightning Sword Mode): D, DB, B + P
Air Chou Shuriken: D, DF, F + 2P (air only) (Lightning Sword Mode only)
 -Control Shuriken: U or D

Touki - Mizu (Ice Sword Mode): D, DB, B + LK
Ice Quake: D, DF, F + 2K (Ice Sword Mode only)

Touki - Honoo (Fire Sword Mode): D, DB, B + HK
Flame Cyclone: D, DF, F + 2K (Fire Sword Mode only)

Overview: Silver Samurai is an old, relatively unknown X-Men villian who uses 
his katana to create Tachyon Fields (it's a physics thing; don't ask). Silver 
Samurai now has two new HCs, which he can perform during Ice Sword or Fire 
Sword mode. Despite his flashy armor, Silver Samurai dies pretty quick. 
Seeing how SS only has two special moves, you must rely on his Sword Modes 
to become unpredictable. He's hard to use, but once you figure the guy out, 
he can be fun (for example, try OTGing with the Rei Men Ken...ouch!).

Side Notes: The various Touki super moves briefly change the physical 
characteristics of Silver Samurai, as well as let him perform various new 
attacks. He will glow for a brief amount of time and his katana blade will 
be enshrouded in either fire, ice, or electricity. While he is glowing the 
following changes occur: 

For Touki - Honoo  (Fire Sword Mode), S.S.'s sword bursts into flames, which 
makes his Attack power go up. He can also now perform the Flame Cyclone super 
instead of Rei Men Ken. Armor decreases.

Touki - Mizu (Ice Sword Mode) causes S.S.'s Defense to increase, and you can 
now perform the Ice Quake super move instead of Rei Men Ken. Speed decreases.

Touki - Ikazuchi (Lightning Sword Mode) causes his Speed to go up. Silver 
Samurai still has the Rei Men Ken super, but he can also now perform the Air 
Chou Shuriken super. Attack power decreases.

------------------------------------------------------------------------
---

# 45
- SONSON -

Origin- SonSon (Famicom)
Taunt- Does a little go-go dance, pumping her arms up and down while shouting 
       "Go! Go!"
Launcher- DF + HP or HK

Alpha- Heal Type        Fruit Gift (Life Up)/Monkey King *
Beta-  Projectile Type  Shienbu/Monkey King
Gamma- Anti-Air Type    Seiten Rengeki/Tenchi Tsukan

-Notable Normal Moves-

Big Staff Smash: F + HP
Cloud Surf Forward: F, F or F + 2P (air only)
Cloud Surf Backward: B, B or B + 2P (air only)

-Special Moves-

Fusetsuzan: P (rapidly) (air)
Shienbu: D, DF, F + P (air)
Seiten Rengeki: F, D, DF + P (air)
Wall Walk: D, DB, B + K
 -Kick Off: K
 -Cancel: P
Pressure Cooker: F, DF, D, DB, B + P (near)
Power Crawl: B, DB, D, DF, F + K

-Super Moves-

Tenchi Tsukan: D, DF, F + 2P (air)
POW: D, DF, F + 2K
Monkey King: D, DB, B + 2P
 -Walk: B or F
 -Fire Breath: K
 -Fire Stream: Hold K, control with U or D
 -Overhead Smash: LP
 -Uppercut: HP

Overview: Sonson is a short monkey-girl hybrid who can morph into a giant, 
ill-tempered ape. Sonson is really fast and has some fairly damaging moves 
and combos.
     With Tenchi Tsukan, Sonson throws her staff upwards (which can hit the 
opponent and knock them into the rest of the move). When the staff comes back 
down, it's really huge and the butt end of it smashes the ground a few body 
lengths in front of her. A decent move if you can catch the enemy with the 
first part of it or if you can get the range right.
     POW makes Sonson shout the words "POW", causing the giant letters "POW" 
to fly slowly at about ground level across the screen. If the opponent is 
dumb enough to get hit by it, they morph into a giant fruit (usually a 
strawberry) and get eaten by Sonson in a comical manner. After she's done, 
she spits a seed out which blows up after hitting the ground, revealing the 
opponent. For being so hard to land, it doesn't do that much damage. Funny 
but worthless.
     Monkey King is neat: Sonson turns into a giant, wicked-looking ape that 
you can control for a short amount of time. You can punch and breathe fire. 
Use it right and you can do some real damage! Careful, though, since you are 
still vulnerable to attack while in this form.

Side Note: While in Monkey King mode, Sonson can still be damaged from attacks 
(in fact, I think the damage increases).

Sonson or Saiyan? Richard Hoelscher says: "Son Son is actually Capcom's 
incarnation of a character from the Chinese legend 'Journey to the West' or 
'Legend of the Monkey King'. It is the same character Son Goku of Dragon Ball 
Z is based on."

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# 46
- SPIDER-MAN - 

Real Name- Peter Parker
Origin- Marvel Super Heroes (arcade)
Taunt- Points to the opponent and then spouts off one of the following 
       phrases: "C'mon Pal", "Hey!", or "Do Your Job!"
Launcher- DF + HK 

Alpha- Capture Type    Web Ball/Crawler Assault *
Beta-  Expansion Type  Web Swing/Crawler Assault
Gamma- Anti-Air Type   Spider Sting/Crawler Assault

-Notable Normal Moves-

Web Slinging: F, F or F + 2P (air only)
Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Web Ball: D, DF, F + P (air)
Spider Sting: F, D, DF + P 
 -Knock Down: (after first hit) P 
Web Swing: D, DB, B + K (air)
Web Throw: F, DF, D, DB, B + P

-Super Moves-

Maximum Spider: D, DF, F + 2P (air)
 -Control Path: DF, F, or UF
Crawler Assault: D, DF, F + 2K
Ultimate Web Throw: D, DB, B + 2P

Overview: The wacky, wise-cracking web-slinger Spider-Man returns, but he's 
weaker than ever. Spidey's Web Swing special can no longer OTG. Plus, compared 
to the other characters, Spidey seems to die really, really fast. He's just 
not fun to play anymore!

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# 47
- SPIRAL -

Origin- X-Men: COTA (arcade)
Taunt- Spiral spins in place then stretches out her arms
Launcher- DF + HK

Alpha- Projectile Type  Dancing Swords (Circle Throw <Horizontal>)/Stampede 
                                                                    
Sword
Beta-  Variety Type     Dancing Swords (Circle Throw <Vertical>/Stampede 
                                                                 Sword
Gamma- Ground Type      Six-Armed Pummel (standing HP)/Hyper Metamorphosis*

-Special Moves-

Dancings Swords: F, DF, D, DB, B + P (air)
 -Single Sword Toss: P (air)
 -Circle Throw (Horizontal): D, DF, F + LP (air)
 -Circle Throw (Vertical): D, DF, F + HP (air)
 -Expanding Circle: D, DF, F + LK (air)
 -Six-Way Throw: D, DF, F + HK (air)
Spiral Catch: F, D, DF + P (near) (air) (unblockable)
Teleport: D, DB, B + LK (air)
Fast Drop: D, DB, B + HK (air only)

-Super Moves-

Stampede Sword: D, DF, F + 2P
Speed Dance: D, DB, B + 2K (air)
Power Dance: D, DF, F + 2K (air)
Metamorphosis: (level 3)
 -Activate: D, DB, B + 2P (air)
 -Attack: P (near) (air) (unblockable)
Hyper Metamorphosis: A1 + A2 (Gamma Assist only)

Overview: Spiral is Mojo's six-armed slave girl. She has been given a new 
(yet very ineffective) super move, the Stampede Sword. Spiral is one of the 
hardest characters to use. All of her moves are either very slow with lots 
of lag (Stampede Sword) or are indirect methods of attack (Dancing Swords).

Side Notes: For the Metamorphosis super, the Activate command must be 
performed first. If you have 3 or more levels on your HC Gauge, Spiral will 
pose and then glow for a brief amount of time. Her punch attacks are now 
"grabs." If you can grab the opponent within this time, the rest of the super 
move is activated. If the opponent cannot be grabbed within this time, the 
move is wasted.

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# 48
- STORM -

Real Name- Ororo Munroe
Origin- X-Men: COTA (arcade)
Taunt- Spins around, then raises her hand as lightning shoots from it while 
       she shouts
Launcher- DF + HK or HP

Alpha- Projectile Type  Typhoon/Lightning Storm *
Beta-  Expansion Type   Lightning Attack/Lightning Storm
Gamma- Variety Type     Double Typhoon/Ice Storm

-Notable Normal Moves-

Air Dash Forward: F, F or F + 2P (air only)
Air Dash Backward: B, B or B + 2P (air only)
Ball Lightning: D, DB, B + P (air only)
Slow Descent: hold U or UB or UF (air only)

-Special Moves-

Typhoon: B, DB, D, DF, F + P (air)
Double Typhoon: F, DF, D, DB, B + P (air)
Lightning Attack: Press Any Direction + LK + HP (air)
 -Redirect: Press Any Direction + LK + HP, up to 2 additional times
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Lightning Storm: F, DF, D, DB, B + 2P (air)
Ice Storm: D, DB, B + 2K

Overview: As anyone who's seen the movie knows, Storm is Halle Barry with 
a crazy white wig. Storm is unchanged from X-Men:COTA. She has a good ranged 
game and has a nice choice of projectiles, but lots of her moves have lag 
and she's pretty weak in strength and defense. She's great for games of 
keep-away.

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# 49
- STRIDER HIRYU -

Occupation- Mysterious ninja who must tread the line between life and death
Origin- Strider (NES & arcade)
Taunt- Turns away from the opponent with his scarf blowing and mumbles 
       something in Japanese
Launcher- DF + HP 

Alpha- Ground Type      Ame No Murakumo/Legion *
Beta-  Variety Type     Vagula/Legion
Gamma- Projectile Type  Formation A (Hawk)/Legion

-Notable Normal Moves-

Strider Slider: DF + HK

-Special Moves-

Good Lord look at all these moves!:

Ame No Murakumo: D, DF, F + P
Excaliber: (air only)
 -Rising Slash: D, DF, F + P  
 -Falling Slash: D, DF, F + K 
Gram: 
 -Upper Strike: F, D, DF + P (air) 
 -Lower Strike: F, D, DF + K
Vagula: D, DB, B + K
Wall Climb: D, DB, B + P
 -Slash: P
 -Leaping Kick: K
 -Slide Kick: D + K
 -Fall Off: D, DB, B
 -Jump To Opposite Wall: B, F
Formation A: 
 -Leopard: D, DF, F + LK
 -Hawk: D, DF, F + HK
Formation B: charge B, F + P
 -Satellite Attack: charge B, F + HP
Formation C: charge B, F + K
Teleport: 
 -High Left Side of Screen: B, D, DB + LP
 -Bottom Left Side of Screen: B, D, DB + HP
 -High Right Side of Screen: B, D, DB + LK
 -Bottom Right Side of Screen: B, D, DB + HK

-Super Moves-

Ouroboros: D, DF, F + 2P
 -Energy Rings: P
Ragnarok: F, D, DF + 2P
Legion: D, DF, F + 2K

Overview: Oh, how the mighty have fallen. First, I should mention that Strider 
gains a new move: Formation A (Hawk). Unfortunately, the good news for Strider 
fans stops there. Strider can no longer link his standing HP or HK slashes 
to many of the old attacks, Ouroboros lasts for a much shorter time and he 
can't do any supers during that time, and to top it off, Strider is noticeably 
more vulnerable to damage. Strider has been reduced to an average character.

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---

# 50
- T. BONNE -

Full Name- Tron Bonne
AKA- Tron (Japan)
Origin- Mega Man Legends (PSX)
Taunt- Tronne stands on her robot with one hand on her hip, her other covering 
       her face as she laughs, while her little Servbot buddy is cheering
Launcher- DF + HP

Alpha- Throw Type       Throw (standing HP <near>)/Lunch Rush *
Beta-  Anti-Air Type    Flamethrower (standing MK)/King Servbot
Gamma- Projectile Type  Satellite Beam (standing MP)/King Servbot

-Notable Normal Moves-

Delayed Rock Toss: hold/release HK

-Special Moves-

Beacon Bomb: D, DF, F + P
Servbot Launcher: F, D, DF + P
Bonne Strike: D, DF, F + K (air)

-Super Moves-

Lunch Rush: D, DF, F + 2P
King Servbot: D, DB, B + 2P

Overview: Tronne is a short, cartoony gal piloting a bulky green robot. She's 
freakishly strong and has a wide variety of confusing attacks. Her super moves 
also do immense damage, though it can be hard to catch people with them. Her 
Bonne Strike move is easy to combo with, making it your best bet for a quick 
victory.
     Lunch Rush starts off with Bonne shooting her gun forward. If the 
opponent is close enough and they're not blocking, they get knocked over. 
Meanwhile, a huge line of countless Servbots rush forward across the screen 
along the ground to grab lunch (from Tronne's Servbot buddy, who dons a chef's 
hat), trampling the victim in the process. This move does GREAT damage but 
it's hard to nail people with it. Stun 'em with the Beacon Bomb first or try 
to combo into it if you trap your opponent in the corner (it's possible to 
do!).
     King Servbot turns Bonne's pet Servbot into a giant one with a hammer, 
who walks forward until it meets the opponent and then proceeds to smash the 
life out of them. Also does good damage and easier to nail people with than 
the Lunch Rush.

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# 51
- THANOS -

Origin- Marvel Super Heroes (boss character)
Taunt- Thanos turns his back to the screen and raises his fist, saying 
       "Thanos reigns!"
Launcher- DF + HP

Alpha- Capture Type   Bubble Trap/Gauntlet Power *
Beta-  Dash Type      Titan Crush/Gauntlet Reality
Gamma- Launcher Type  Launcher/Gauntlet Space

-Notable Normal Moves-

Arch Kick: B + HK
Titan Knee Drop: D or DB or DF + HK (air only)

-Special Moves-

Titan Crush: D, DF, F + P (air)
Bubble Trap: D, DF, F + K

-Super Moves-

Gauntlet Power: D, DF, F + 2P
Gauntlet Reality: D, DB, B + 2P
Gauntlet Space: D, DF, F + 2K
Gauntlet Soul: D, DB, B + 2K

Overview: Thanos is the all-powerful, uber-cheap, world conquering Titan 
boss character from Marvel Super Heroes. Thanos has been significantly 
weakened as a playable character (thank your lucky stars); he loses two super 
moves (the overly powerful Gauntlet Mind and Gauntlet Time) and is weaker 
overall. The super moves he has retained, though, remain very powerful; but 
some of them now have a very long pause at the end to even things out.

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# 52
- WAR MACHINE -

Real Name- James Rhodes
Origin- Marvel Vs. Capcom
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a 
       bright flash
Launcher- DF + HK

Alpha- Projectile Type  Shoulder Cannon/Proton Cannon *
Beta-  Anti-Air Type    Repulsor Blast/War Destroyer
Gamma- Variety Type     Smart Bombs/War Destroyer

-Notable Normal Moves-

Rocket Knee: D or DB or DF + HK (air only)
Shoulder Beam: D or DB or DF + HP

-Special Moves-

Shoulder Cannon: D, DF, F + P (air)
Low Shoulder Cannon: D, DF, D + K
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
 -Short-Ranged Bombs: B + LK + HP (air)
 -Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

Proton Cannon: D, DF, F + 2P
War Destroyer: D, DF, F + 2K

Overview: The original Iron Man rip-off, War Machine, returns. No longer is 
War Machine just a silver version of Iron Man; WM's Shoulder Cannon specials 
and Proton Cannon now fire missiles instead of lasers. But what's different, 
really? Not much, in the end. Like Iron Man, WM's Rocket Knee move can no 
longer be linked to any other normal move. That means no more of those 
super-long jump-in combos that I use to love so much. WM's Shoulder Beam move 
is a two-hit, low-hitting, laser beam attack.

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# 53
- WOLVERINE -

Real Name- Logan
Origin- X-Men: COTA (arcade)
Taunt- Bangs his claws against each other, resulting in a clanging sound
Launcher- DF + HK

Alpha- Expansion Type  Berserker Barrage/Berserker Barrage X *
Beta-  Anti-Air Type   Tornado Claw/Fatal Claw
Gamma- Dash Type       Drill Claw/Fatal Claw

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)

-Special Moves-

Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Berserker Slash: D, DB, B + P
Drill Claw: Press Any Direction + HP + LK (air)
 -Redirect: Press Any Direction + HP + LK 

-Super Moves-

Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P
Fatal Claw: F, D, DF + 2K (air)
Berserker Mode: D, DF, F + 2K

Overview: Everyone's favorite berserker dwarf, Wolverine, has been greatly 
weakened in MVC2. Wolvie's Foot Stomp move, a favorite of combo-philes in 
previous Vs. games, can no longer be linked to any attack. No more of those 
gawd-awful cheesy-cheap combos from the previous games. The game designers 
have also made it harder to link other moves to each other (no more Launcher 
to Fatal Claw combos, for example). On top of that, it's easy as hell to knock 
Wolverine out of commission.

Side Notes: The Berserker Mode super causes Wolverine to pose, after which 
his speed is greatly increased for a short span of time. However his strength 
is also decreased. During this time, after-images of Wolverine will appear 
behind him and duplicate his every action (although I don't think this has 
any practical effects).

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# 54
- WOLVERINE (BONE CLAW) -

Real Name- Logan
Origin- New Character
Taunt- He bangs his claws against each other, resulting in a clanging sound
Launcher- DF + HK

Alpha- Ground Type    2-Claw Slash (Standing HP)/Berserker Barrage X
Beta-  Launcher Type  Launcher/Berserker Barrage X
Gamma- Variety Type   Claw Slide (DF + HP)/Berserker Barrage X *

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)

-Special Moves-

Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Drill Claw: Press Any Direction + HP + LK (air)
 -Redirect: Press Any Direction + HP + LK

-Super Moves-

Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P

Overview: This is merely a weakened version of regular Wolverine. He's 
exactly the same as the original, except: Bone Claw Wolverine is missing the 
Berserker Slash special move, plus the Fatal Claw and Berserker Mode super 
moves; his Foot Stomp move flies diagonally down and forward instead of 
straight down. In summary: a pointless addition to MVC2.

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# 55
- VENOM -

Real Name- Eddie Brock
Origin- Marvel Vs. Capcom
Taunt- Venom crosses his arms while his black costume exposes his human face, 
       where he then says either: "Villian!" or "Come 'n Get Us!"
Launcher- DF + HP

Alpha- Expansion Type  Venom Fang/Death Bite *
Beta-  Variety Type    Venom Rush/Death Bite
Gamma- Launcher Type   Launcher/Death Bite

-Notable Normal Moves-

Web Slinging: F, F or F + 2P (air only)

-Special Moves-

Venom Fang: D, DF, F + P (air)
Venom Rush: D, DF, F + K
Web Throw: F, DF, D, DB, B + P

-Super Moves-

Venom Web: D, DF, F + 2P
Death Bite: D, DF, F + 2K

Overview: Spiderman's oft-times arch-enemy/friend, Venom, remains pretty 
much the same in MVC2. As one of the faster big characters, Venom can easily 
overpower or cross-up defensive players and pixie characters, but he can't 
stand up to combo-crazy people such as Guile or Jill. In those cases Venom 
should play it defensive, which he can also be good at. Beware the terrible 
might of his Venom Fang move, which is infinitely versatile, confusing, and 
combo-ready.

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# 56
- ZANGIEF -

AKA- Gief 
Origin- Street Fighter II (arcade)
Taunt- Zangief furiously flexes his muscles as he grunts
Launcher- DF + HP

Alpha- Ground Type     Double Lariat/Super Lariat
Beta-  Throw Type      Flying Power Bomb/Super Lariat *
Gamma- Air Throw Type  Aerial Russian Slam/Super Lariat

-Notable Normal Moves-

Grab Dash: F, F (unblockable)
 -Reverse Suplex: P
 -Bite Attack: K
Body Splash: D or DB + HP (air only)
Fierce Air Punch: F or UF + HP (air only)
Knee Drop: D or DB or DF + LK (air only)
Air Elbow Drop: B or DB or DF + LP (air only)
Ground Elbow Drop: B + LP 
Launching Throw: D, DB, B + LP (near) (unblockable)

-Special Moves-

Screw Pile Driver: 360 + P (near) (air) (unblockable)
Double Lariat: 2P or 2K (air)
Flying Power Bomb: B, DB, D, DF, F + K (unblockable)
Banishing Flat: F, D, DF + P
Aerial Russian Slam: F, D, DF + K (unblockable)
Siberian Flame: B, DB, D, DF, F + P (Iron Body Mode only)

-Super Moves- 

Final Atomic Buster: 360 + 2P (unblockable)
Ultra Final Atomic Buster: 360 + 2K (level 3) (near) (unblockable)
Super Lariat: A1 + A2
Iron Body Mode: B, D, DB + LK

Siberian Blizzard: 360 + 2K (Iron Body Mode only)
Revert to Zangief: B, D, DB + LK (Iron Body Mode only)

Overview: Zangief, that hirsute Russian wrestler we've all come to know and 
love, is at his best in MVC2. His Double Lariat can now juggle characters 
and is easily linked to his FAB super. His other attacks do great damage, 
too. Unfortunately, his Iron Body mode has been weakened. And forget about 
his Ultimate Final Atomic Buster. Even though you pay 3 levels of your HC 
gauge, all you get is a different looking throw that does barely any more 
damage than his regular FAB. Plus, you have to be standing RIGHT next to your 
opponent for it to even work.

Side Notes: In Iron Body Mode, Zangief now retains all of his special moves 
and gains an extra one, but now in MVC2 his Siberian Flame attack barely does 
damage. Also Zangief becomes much slower and stronger. He also gains 
permanent Super Armor and cannot be stunned or fazed, no matter how many times 
he is hit.
     The Flying Power Bomb, if it connects when Zangief is standing right 
next to his opponent, is a damaging double-throw attack. If Zangief is not 
standing right next to an opponent, he will run forward with arms outstretched. 
If he catches in an opponent then, Zangief will perform a less-damaging throw.

------------------------------------------------------------------------
--
VI: - THE BOSS SECTION -

- THE FINAL BOSS : ABYSS - 

Yes, Onslaught is gone. Reflecting MVC2's new 3 on 3 gameplay, a new boss, 
Abyss, who has 3 different forms, replaces Onslaught (who had 2 forms). So 
what's up with Abyss? As far as I know, Abyss is a completely new character 
made up by Capcom for MVC2 (actually, see the note at the end of this section 
to get more info). Essentially, Abyss is a large, floating black and green 
sphere that can assume different forms. Abyss can also perform super moves, 
which is pretty darn meaningless since he doesn't even have a Hyper Combo 
gauge. You will fight him on the 8th Round.


- FIRST FORM : IRON GIANT -

Large pieces of steel armor coelesce around the giant black sphere to form 
a huge metal-clad giant. He has glowing green horns and green energy emanates 
from his every pore. Whether walking or attacking, he's slow, can't block, 
and telegraphs his moves before he does them. Afterwards, his armor falls 
into pieces which then melt into the now green and fluid ground. 

-Special Moves-

Big Swipe: Abyss lashes out at you with one of his arms in a downward, arcing 
motion. Not terribly damaging, but fast.

Electro-Balls: Abyss raises his arm and looses 3 glowing balls that heat-seek 
on your position. They're not too damaging, kinda slow, and if you're really 
close to Abyss they may miss completely.

Horn Throw: Abyss takes a horn from his head and hurls it like a javelin, 
creating a wave of forward-moving green energy along the ground. Fairly fast 
and semi-damaging.

Plasma Rush: Abyss rears back and then suddenly slides forward, his whole 
body covered in a wreath of blue energy. This attack is very damaging and 
tics for a whole bunch of hits, but it can be easily avoided by super jumping. 
His most annoying move.

-Super Moves-

Belly Laser: Abyss rears back as energy gathers around his protruding navel, 
then fires a huge blue laser (a la Cyclops). This attack is highly damaging, 
yet also highly avoidable. When you see energy gathering around him, super 
jump over him and then commence to kick some back as he shoots at the air.

Acid Rain: This super is a little worse. Abyss raises his hand and then a 
storm of green "acid rain" droplets fall diagonally from the sky. The actual 
attack is very, very fast, and if you're caught it's very damaging. This will 
hit you from anywhere on the screen, so make sure you're blocking.

- Strategy -

Block whatever he throws at you and then attack in between moves and during 
pauses. Super jump his bigger moves and then destroy him from behind. Very 
easy. Heavy hits also make him pause for a second.


- SECOND FORM : JELLY MAN -

For his encore performance, Abyss melts into the ground and then arises as 
a relatively small, bland-looking humanoid made out of green Jell-o and who 
likes to laugh at you. He will often try to maneuver himself closer to you 
and can also melt completely into the ground and re-appear somewhere else. 
He cannot block but is hard to stun unless your smashing him with a super 
move. Upon defeat, Abyss melts into goo and merges again with the ground. 
Notice the pile of glop looks like a creepy, evil face getting the last laugh 
before it completely disappears.

-Special Moves-

Flamethrower: Abyss' arm becomes a gun which fires a medium-ranged blue flame, 
accompanied by an annoying laugh. Easily avoidable and his most common 
attack.

Laser: Abyss pauses briefly as energy glows at the tip of his "gun-arm," and 
he then fires a thin laser. It's pretty quick and damaging. Block it.

Fat Laser: Abyss gathers more energy and fires a thicker, longer-lasting, 
and more damaging laser. Just block.

Bouncy Bubbles: Abyss melts into the ground and three huge bubbles rise out 
of the muck. They bounce around the screen and are unblockable. However, any 
attack that hits them will destroy them. Abyss re-emerges after the bubbles 
appear and begins to attack like normal. This is his most annoying move. If 
you can, stay in the air and shoot a beam or fireballs to pop the bubbles. 
If you're caught, wiggle out of it immediately; UNLESS he melts into the 
ground again as soon as you're caught. If you're caught in a bubble and another 
bubble touches you, the offending bubble will pop, leaving you no worse for 
the wear. Use that little tip to save you some trouble.

-Super Moves-

Laser Whirlwind: Abyss spins around like a tornado and shoots little blue 
lasers in every direction. If you're far away or are blocking, you're safe. 
If you're too close and you're caught, though, prepare for a world of hurt. 

- Strategy -

Switch to a character with fireballs. Pummel him with them until he's dead. 
Better yet, if you've got spare Hyper Combo levels, use beam supers to kill 
him very quickly. If your fireballs are being canceled by his Flamethrower, 
try launching projectiles from the air, or time your attacks so that your 
fireballs hit him just as his flamethrower attack is ending (which can be 
tricky). Block if Abyss pauses, that usually means he will launch a laser 
attack of some kind. When he's almost dead he starts to use the Bouncy Bubbles 
attack. Try to destroy them as quickly as you can, or just ignore them and 
keep fighting. If you have no characters with decent projectiles, you have 
to risk getting close and you most likely will lose lots of energy. Try to 
use any ranged supers you have in that case.


- THIRD FORM : LAVA DOG BEAST CREATURE -

For the finale, Abyss will rise from the red, molten ground to form a dripping 
Lava Dog Beast Creature (Or LDBC, for short). This thing's got fangs and 
slobber along with glowing green eyes. He habitually melts into the ground 
and then reappears somewhere else, attacking as he emerges. The true form 
of Abyss, however, is the green-tinged obsidian ball that floats around. 
Whenever Abyss (the LDBC form) melts into the ground, the ball is revealed. 
If you succeed in beating Abyss by either attacking the LDBC or the black 
sphere, the floating ball will explode in a cascade of white light, leaving 
you victorious. Also, damaging the black sphere itself deals more damage to 
Abyss (I think).

-Special Moves-

Abyss Fang: Like Venom's Venom Fang move, Abyss' entire body melds into a 
tear-drop shaped mouth with large fangs and leaps at you through the air in 
an arcing, rainbow motion. Abyss will do this all the time and there's really 
no way to predict it. Block whenever Abyss is finished with a larger attack... 
he will probably end with the Abyss Fang.

Flame Column: Abyss will slap at the floor in front of him, causing a column 
of fire to erupt from the ground. He doesn't do it often, but you must always 
try to anticipate it. Adequately damaging. He often follows this up with his 
super move.

Dragon Blast: Abyss will lower his head, allowing two or three long streams 
of fire that look like dragons to burst out of his back. These float 
horizontally across the screen like fireballs. This is a quick attack that 
is very damaging.

Dragon Columns: Abyss will melt into the ground, leaving only the black sphere 
floating around. From the ground, streams of fire "dragons" will shoot out 
vertically in outward moving columns. Anyone caught by it will be juggled 
along, taking tons of damage. Be sure you're either very far away, blocking, 
or compeletly out of its path!

-Super Moves-

Onslaught: Abyss will launch a lot of fire columns and a lot of horizontal 
dragons your way, covering the entire screen. Does some blocking damage, but 
nothing compared to if you're caught. Prepare to be hurt. A lot. 

- Strategy -

The key to the final form is blocking and moving around a lot. Block and let 
Abyss attack. Make sure you're always as close to him as you can be (preferably 
right near the middle of his body, almost to where if you go any further, 
your character will turn around and be on the other side of Abyss). After 
Abyss attacks and pauses, it's your turn to attack. Quick attacks and fast 
air combos do well. Avoid any moves with too much lag time. The BEST time 
to attack is during the Dragon Columns move, when only the ball is around. 
As soon as Abyss melts into the ground, block. If he does the Column move 
and the columns of dragons pass right by you, use that time to unleash the 
worst attacks you have on the floating ball. If the dragons don't pass by 
you, keep blocking and wait for a better time. I must stress, you have to 
block but you also have to be agressive with Abyss. When he melts into the 
ground, don't let him leave sight too long. He usually reappears at a spot 
close to where you last saw him. If he reappears off-screen, just block and 
move towards the center of the stage.

THE END: Every character has the same ending. Some peaceful music plays as 
a voice says "Congratulations" and "Thank You For Playing" or some stuff like 
that, and that's it. As the credits roll, in the background there are new 
(somewhat amusing) drawings of the various characters in the game interacting 
with each other on Ruby Heart's floating ship.

*** Additional Info: On the Origin of Abyss (courtesy of MaX Bryant 
<ThaGreatMax@aol.com>... thanks bud!)

" ... being the picky comic book fan I am, I felt obligated (not really) to 
tell you Abyss is not a completely new character made for this game, he is 
a Marvel Trademarked Character who was 1 of the 4 Horsemen (The other 3 were 
Mikhail <Colossus' brother>, Mr Sinister, and Holocaust <Apocalypse's son>), 
all in the alternate reality called "The Age of Apocalypse" in which Xavier 
never formed the X-Men.  Abyss in MvC2 is changed appearance wise (Well the 
jelly man resembles him) but Abyss was more of a neon skeleton type with a 
blue mohawk, he could change into a variety of shapes using his powers.  Albeit 
I'm betting this isn't the same Guy that's in MvC2... Or it may be, Abyss 
in the comics is from an alternate time line so knowing Marvel, the boss 
character in MvC2 could be just another counterpart...."


**** And... Another Explanation Of the Origin of Abyss (courtesy of 
Mako0286@aol.com ; thanks goes out to you, too) 

"Abyss is one of Apocalpyse's Four Horseman. It sucks in hope, or something 
corny like that, and it really doesn't have a body (unless you count the ball 
thingie). It can create one from things around it, or can posses things (like 
his armor). I'm not sure on this, but I think he can also possess people."


***** Yet another explanation of the Great and Terrible Origin of Abyss the 
Almighty from j-ryu@writeme.com (and the most likely to be correct, imho):

"Ruby Heart was the greatest pirate on a world of oceans and high adventures. 
In her travels, she came across a strange orb that spoke to her, telling her 
of an ultimate treasure - an indestructable suit of armor. Following the 
instructions from the orb, Ruby Heart led her crew to this treasure - only 
to have everything go to hell. 

Once they found the massive suit of armor, the orb shot from her hands and 
entered it - and Abyss awoke! It thanked Ruby Heart for reuniting it with 
its body... and as a reward, spared her when it destroyed her world. 

Now Ruby Heart and her crew sail the void between worlds, to find a way to 
destroy Abyss before it annihilates yet another world... 

Of course, this was just a rumor overheard at an arcade, so take it as you 
will..."

Since this sounds like some bad Japanese to English translation, the likes 
of which one often finds in Capcom instruction manuals, I take it that this 
one is for real. I've seen the comics, and the Abyss from there doesn't look 
anything like the guy in the game, so... yeah.


------------------------------------------------------------------------
--
VII: - TOP 10 LISTS -

1 - THE TOP 10 BEST CHARACTERS IN MARVEL VS. CAPCOM 2 -

Here is a list of what are, hands-down, the best characters in the game. These 
are my opinions, so no argument is permitted. Not that you can really argue 
with my perfect selections. And maybe I should note that these are not picked 
from just the new characters, but from the entire roster (since many of the 
older characters have been sort of "re-tooled"). Here they are in very rough 
order:

1- Hayato
He has a katana. And unlike Silver Samurai, he's not wearing gay flashy armor.

2- Guile
The man.

3- Venom
Time to kick it nizzity-new-school style! Venom's got it going on! *Oww* Stop 
hitting me!

4- Morrigan
Maybe it's the beer talking, but Morrigan is HOT.

5- Jin
Not only can he blow his clothes off, but he's also got a giant robot for 
a friend.

6- Juggernaut
I like to pummel people with him. Sometimes, you just really need to pummel 
something.

7- SonSon
Anything with monkeys always gets a thumbs up from me.

8- Magneto
Old-fashioned villainy goodness.

9- Silver Samurai
Alright, I know I took a jab at his armor; so to make up for it, I put him 
ahead of Cable.

10- Cable
He's a cheap character, but... who cares. 
	 
------------------------------------------------------------------------
---

2 - THE TOP 10 CHARACTERS CAPCOM SHOULD PUT IN THE MARVEL VS. CAPCOM SERIES 
-

I was reading a video game magazine a while back (I think it was Gamefan) 
and I saw a section where they picked characters they thought should appear 
in Mavel Vs. Capcom 2. That got me to thinking. If Capcom were to make a new 
Marvel Vs. Capcom game, I could think of quite a few that I would like to 
see myself for Part 3. Here's a list, in no particular order (some of my picks 
are inspired from that mag I had read):

1- Fei Long
Bruce Lee's clone from Super Street Fighter 2 and probably the coolest video 
game character of all time. Of... ALL... TIME!

2- Jedah and Dimitri
Also known as the Laurel and Hardy of Darkstalkers. Let's take a moment and 
look at the nominees. "The Vampire Savior." That sounds bad. And by bad I 
mean good. I would like a nickname like that, if I were a scythe-wielding, 
blue-skinned guy. 
     Then there's the 'Ladies Man' of the video game world: Dimitri, the 
Vampire Pimp. So what if he's just like Ryu, Ken, Akuma, Morrigan, etc. I 
say 'pass the Courvoisier!'

3- Archangel or Bishop
As all the X-Men fans know, there are still several core team members missing 
from the game. Although you'll probably never see Professor X duking it out 
on-screen, I can't BELIEVE Capcom has overlooked these two guys. Archangel 
sports metal wings and a blue face (or at least he used to). Are you wetting 
your pants yet? 
     And I know we already have a gun-toting, time traveling, soldier from 
the future, but I really think Bishop deserves a shot; I'm really gunning 
for him. After all, it's hard to find men of such high... caliber... sorry, 
I couldn't resist.

4- Arthur or Firebrand
You'll remember these two from those old-school classics: Ghouls 'N Ghosts, 
Ghosts 'N Goblins and all the others for the NES, Genesis, and SNES. Arthur 
was also a partner character in MVC; logically, he would make a good regular. 
Alternatively, consider Firebrand: the wicked little devil who starred in 
his own cult SNES game, Demon Crest. The series could use some more innovative 
characters such as these.

5- Thor
We already got katana blades, staves, knives, energy swords, bazookas, uzis, 
and God Knows What Else thrown in the mix. Why not an indestructable hammer? 

6- Punisher or Deadpool
Do we need more guys with an arsenal of guns?? I say "why don't we have MORE 
guys with arsenals?" When it comes to games, I'm sure you'll agree that 
there's no such thing as too many guns.

7- Blade
Admit it, the movie was a guilty pleasure. And if Capcom could just harness 
that onscreen energy into a video game character, we might have something 
here.

8-Another Resident Evil character
But not silly like Jill Valentine. Maybe Tyrant? Barry? Chris Redfield? 
Nemesis? Plenty of avenues for exploration.

9- Apocalypse
Yeah yeah, he's not really a new character if you want to get technical. I'm 
talking about an actual playable character here; Apocalypse was always the 
coolest villain (even in the cartoon episodes!).

10- Blanka and E. Honda
Seeing as how all the other original Street Fighter 2 characters have made 
the "MVC transition", I say the final 2 World Warriors, Blanka and Edmund 
Honda, deserve a shot, if for no other reason than completeness. We'll talk 
about T-Bird and DeeJay later.


------------------------------------------------------------------------
---

3 - CONTRIBUTIONS -

All contributions are printed verbatim, except where I caught obvious grammar 
and spelling mistakes (if any) and rewrote it for readibility. The 
submissions are in quotes; anything out of quotes is my own comment. So here 
they are, starting with:

- From David Santos de Alejandro (samuraidav@hotmail.com) :

"Joke Characters:
Arthur from Ghouls~n~Ghosts....basically a different dimension of Jill if 
you think about it.
The hidden Chinese guy from Marvel vs. Street Fighter...his super moves made 
me crack up the first time I saw them!
 
Classic:
Bionic Commando, if you combine him with Spider man on the same team, you 
have two screen swinging characters.
 
Guy...He was great in the SF Alpha Series, why not here? 
The Punisher....teaming up with Captain Commando and Captain America, it'd 
be like some kind of odd good guy dreamteam!
 
Not related to Capcom / Marvel:
Alucard...yeah, I know he's a Konami character, but why not some vampire 
characters? Just like you said about Jedah.
 
One of the Forgotten World characters....more "flyers" like Storm and 
Magneto.
 
Shinobi....we need more ninjas!! Include the dog from Shadow Dancer!
 
Blaze from Streets of Rage 2 - (Genesis). They could use a couple more sexy 
female characters!
 
That's about it. I know there's a lot. But note I'm leaving out the major 
Nintendo characters...the only that would be good is Samus from Metroid. And 
of course, no Neo Geo characters (saving those for SNK vs Capcom 2)"
 
Comments: Excellent, all excellent stuff, David (I wish I had your cool name, 
btw). I completely concur with you on the "need more sexy females" thing. 
I think you can insert that phrase into conversations on any subject, IMHO.

The "hidden Chinese guy from Marvel vs. Street Fighter" that David refers 
to I think, is Norimaro, a character only accessible in the Japanese version 
of MSH vs SF or by using the Game Shark on the U.S. version. Apparently, this 
joke character is some sort of tourist and is rumored to be modeled after 
a famous Japanese comedian.

------------------------------------------------------------------------
---

- From zera flyer (zera_flyer@yahoo.com) :

"I don't know about you, but Vega has to be my absolute favorite fighter 
character ever... and he so should be in a new game.  I can just imagine him 
as some kind of Strider-like wall jumping hyper throwing character... which 
is basically what he's always been :)"

Comments: I completely agree with zera_flyer on this one; Vega was really 
one of my favorite characters in SNK vs. Capcom and I am shocked with myself 
that I didn't mention him earlier. If you don't believe me, try SNK vs. Capcom 
2 out. It's just about as fun as this game (and a LOT more technical).

------------------------------------------------------------------------
---

- From Tony Evans (Jumparound2@aol.com) :

"You should write a letter to Capcom about this and try to get them to come 
out with a Marvel VS. Capcom 3 that has some characters like [Fei Long] and 
Zero (Megaman favorite). It would also be cool to have Dr. Wily or Dr. Light 
from Megaman also."

Comments: Yeah, I always thought Capcom should put more characters from the 
Megaman series. I grew up on that stuff... just look at the fine, upstanding 
person I've become!

------------------------------------------------------------------------
--
- From dab2185@aol.com :

" Marvel: Electra (for obvious reasons), Black Panther (super speed, super 
strength, super agility, black costume, one hit kill attacks, perfect 
fighting game character), Mutant X (super version of Cyclops' brother Havoc), 
Dare Devil (come on), Captain Marvel (he's definitely the shiznit), and 
Goliath (can grow really tall or really small, strength depends on size). 

Capcom: Onimusha (bad-@$$ sword using samurai), Spawn (the devil's spawn, 
'nuff said), Chris Newburn (Jill's partner from the original RE game), Regina 
(the Dino Crisis Chick), Ayame (really fast Power Stone 2 girl), Jack 
(crawling Power Stone 2 guy), 12 (Dahlsim clone from Street Fighter 3), and 
Elena (dancin Street Fighter 3 girl). "

Comments: Really excellent (and some provocative) choices here. Onimusha 
would be sweet indeed.

------------------------------------------------------------------------
--
- From VulturesWaiting@aol.com :

" Pulse Man
origin: Pulse Man (Sega Genesis)(Japan)

The man was a side-scrolling king.

He could teleport, turn himself into a bouncing ball of energy, shoot 
electricity balls from his fist (like mini-sphere flames), had some little 
blonde girl talking him through things (not  a plus, but...), he could travel 
into a world that was completely digital, had electrical pulses that came 
out of his hands, and could get little lightning balls that upped his power.

How could Capcom possibly mess up a character like that?

p.s.>> Any members of the Fantastic Four would be good, too (as some 
competition for Doctor Doom). " 

Comments: I'm not familiar with this character, but sounds good. And of course 
I agree with the FF comment (although you gotta admit Mr. Fantastic would 
be too much like Dhalsim... and Invisible Woman? what are you going to do 
with her?).

------------------------------------------------------------------------
---
- From Blazer6105 (blazer6105@netzero.net): 

" Marvel: Carnage, Nightcrawler, Conan the Barbarian, Silver Surfer, Thing

Capcom: Zero, Bass, Sagat, J. Talbain "

Comments: Good choices. Especially Conan the Barbarian. That would rock some 
major nuts. For the other readers who are "le incompetant", as the French 
would say, Zero and Bass are from the Megaman series (the later games).

------------------------------------------------------------------------
---
- From BadPigg (BadPigg@email.msn.com) -  Thanks a mil for the contribution :

" Side Note- Some of the characters cut from the game that were going to be 
new:

Ghost Rider: 'Penance Stare' was the exact same as Akuma's 'Raging Demon'

Carnage: A faster Venom, whose super was like Guile's Sonic Boom-type one, 
except that it was vertical and took up the whole screen; he was going to 
be a Boss.

Punisher: They changed his name to 'Cable.'

Deadpool: Far too difficult to play against; teleported, had 8 Supers, nearly 
every move had an infinite range. Just a broken character. Far too good.

Black-Costume Spider Man: Looked like Spider Man in Venom's suit, had one 
extra move, he could do a 'Web-Swing' Super move.

Silver Surfer: Although Thanos (Surfer's enemy) was in the game, he was done 
in the same way Venom was in the original Marvel Super Heroes, just too 
forceful to play with, SHOULD appear in the next Marvel game (Vs. Capcom or 
otherwise...)

Forbush Man: MARVEL suggested it as a joke character, could do basic attacks, 
and hit you with the pot on top of his head. Had one taunt that made him scream 
'FORBUSH FOREVER!!!' "

Comments: I'm not sure what that Forbush guy is supposed to be, but everything 
sounds really good.


***** Again, I'd like to thank all of the contributors for their efforts and 
for sharing their ideas. And please, no more suggestions. Thanks. *****

------------------------------------------------------------------------
---
VIII: - GAME SECRETS -

Sadly, Marvel Vs. Capcom 2 for the Dreamcast doesn't have many secrets, but 
here they are anyway.

-New Characters, Colors, & Stages
This is rather obvious. In order to gain the new characters, colors, and 
exclusive Dreamcast stages, you have to gain points by playing the game. Once 
you have a certain amount of points, you can buy these various things, one 
by one, on the "Secret Factor" mode, in the Shop. You gain points by the number 
of stages completed on Arcade Mode and Score Attack mode. You gain points 
by the amount of time you spend in Vs. Mode and Training Mode.

-Additional Colors
Once you buy the extra colors for a character in the shop, the character's 
portrait in the Select Character screen will have a gold border around it. 
In the arcade, new colors are time released. You can pick the 2 new colors 
by pressing either the A1 or A2 button on your controller.

-Same Characters on a Team
If you unlock every secret in the Shop in Secret Factor mode (including all 
of the colors), forever afterwards you can select the same character more 
than once on your team in every game mode. For example, you could have 3 Cables 
on your team at once if you wanted.

-Easy (Dumb) Way to Gain Points
Go to Training Mode and select characters. After the match begins, just leave 
the room. Come back later in the day, hit start and go to "Quit." It will 
say how many points you've gained. You have to be real lazy and desperate 
for points to do it this way though (I am both, by the way); it's MUCH faster 
to gain points by just beating the game in Arcade Mode.

-Attack After Victory
Yes, MVC2 still has this old favorite. After you win a match and your character 
is posing, press the start button. Now you can move your character around 
and hit the opponent when they're down. You can still perform Hyper Combos, 
but you can't call any of your resting partners. You can't always do the "start 
trick"; certain character's victory poses don't allow it (such as Captain 
America, when he poses with a bird landing on his arm). Also, you can't do 
this trick if you win with more than one character on the screen at the same 
time (like from a Variable Assist). 

------------------------------------------------------------------------
---

IX: - FREQUENTLY ASKED QUESTIONS -

Q: How do I get L-Points or F-Points or V-Points (or whatever the heck they're 
called)?

A: Congratulations! You own a Japanese version of Marvel Vs. Capcom 2. Unlike 
other versions, the Japanese MVC2 requires you to get these points to unlock 
the secrets by doing various things. You can get them by popping down to the 
local Japanese arcade, plugging your VMU into the little doohickey, and then 
beating the snot out of all who dare challenge you. What's that you say? You 
don't live in Japan? Normally, then, you would be SOL, but I'm guessing there 
are some Game Shark codes or hacked files out there that could also unlock 
those forbidden secrets for you.

Q: How come you have Vega listed as M. Bison (and Tron listed as T. Bonne, 
and...)?

A: Well, in case you are new to the Street Fighter series and you live in 
Japan, you might not know that in America M. Bison is known as Balrog, Balrog 
is named Vega, and Vega is named M. Bison (among other similar character name 
changes). Confused yet? There are some long explanations as to the reasons 
for this, but you're probably not interested.

Q: Your FAQ's great, but how come you don't mention Gambit's unblockable, 
240 hit super combo of Death and Despair (and other advanced combos, traps, 
and stuff like that)?

A: Because I don't feel like it. No seriously, this FAQ was initially intended 
as a general walkthrough that just explained the basic in-and-outs and moves 
and was sort of geared towards helping novices and medium-level players. I 
thought that eventually I would include helpful combos (similar to Gambit's 
non-existent, aforementioned technique) and stuff of that nature, but it 
would take just too darn long and make my FAQ about 5 times larger. 

If you would like to know about a specific character's combos, or other more 
advanced techniques, I suggest that you consult one of the many wonderful, 
in-depth character FAQs that have been written on the subject, and they can 
be found at http://www.gamefaqs.com among many other places on the web.

Q: Can you give me the e-mail address to Capcom (since you obviously have 
an inside connection), because I have this really cool game idea....

A: Whoa, there! Sorry if I gave anybody the impression that I KNEW anybody 
from Capcom. I don't. I'm just a schmoe like anybody else, and I don't know 
any special e-mail adresses. Even if I did, they wouldn't appreciate me giving 
them out to just anybody....

Q: Can I print your FAQ for personal uses?

A: Of course, just as long as it's personal. I don't care what you do with 
it, as long as you're not SELLING it or taking credit for something you didn't 
write (known as PLAGIARISM), which is a crime, punishable by death (in some 
places, I'm sure). And if a website wants to publish my FAQ for their use, 
I am kindly asking you to give me credit for it. I have been burned before, 
and it sucks.

Q: How do you play as Abyss or ___ (fill in the blank with the name of one 
of the other many alleged secret characters)? 

A: Sorry but you can't. There are no secret characters in this game. 

Q: How do you do the "x" move? Other FAQs say __, while your FAQ says __.

A: Let me start off by saying that every move in my FAQ was researched by 
me and play-tested 4,503 of times before I write it down, so they work. The 
only tip I can give to everyone out there is that some moves only work if 
you perform the button combination VERY fast. If that doesn't work... uh, 
try doing it really slow.

Q: As long as we're talking about moves... is there an easy way to do the 
"dragon punch motion" (F, D, DF + P), without accidentally whipping out a 
fireball?

A: Good question, because there is actually a sure-fire solution to this. 
Whenever you want a Dragon Punch (or anything that uses the same joystick 
motion), pretend like you're doing two fireball motions really fast, one 
right after the other. In other words, D, DF, F, D, DF, F + whatever. For 
some reason this method seems to work well for most people.

Q: Will there be a Marvel Vs. Capcom 3?

A: Maybe. You can make a good case either way (mostly leaning towards no), 
but there's always those tantalizing rumors from legitimate sources that 
suggest something might be in the works. Only time will tell, I guess. 

Well, that's about all I can handle. Now on to... 

------------------------------------------------------------------------
---
X: - CREDITS & MISCELLANEOUS -

- This FAQ was written and researched entirely by me, Chalupa Donny AKA John 
Malone <swidly@hotmail.com>

- The very excellent Gamefaqs website for publishing my FAQ. It means a whole 
lot to me. That's: http://www.gamefaqs.com ... check it out!

- Also Fresh Baked Games (http://www.fbgames.com) for publishing my FAQ. Too, 
too kind of you.

- If there's any other sites that I have forgotten about that I gave permission 
to, I'm sorry I forgot your names, but I would like to thank you, too ;D

- Phillip Mouliatis (phillipm80@hotmail.com) has helped me correct numerous 
mistakes on my FAQ, including some info for Jill Valentine and Magneto. Thanks 
buddy.

- BadPigg (BadPigg@email.msn.com) provided the info of Amingo's mysterious 
origin plus his info on possible Marvel Vs. Capcom characters.

- Blazer6105 (blazer6105@netzero.net) for his contribution to the Top 10 
list.

- X (wing_gundam_0@mechpilot.com) for clarifying Roll's character info.

- nyu_bomber (Lanoom@aol.com) for explaining the "Balance Type" Assists to 
me. Now I get it!

- VulturesWaiting@aol.com for their contribution to the Top 10 list.

- Richard Hoelscher (rahga@rahga.com) for his great info on Chun Li's taunt, 
Sonson's origin, and the "Captain Corridor Controversy." Thanks.

- DkFFIV@aol.com for pointing out the true nature of Dan's Otoko Michi super.

- dab2185@aol.com for a whole mess load of great character idea 
contributions. 

- Tony Evans (Jumparound2@aol.com) for yet more character idea 
contributions.

- zera flyer (zera_flyer@yahoo.com) for one more character contribution.

- Jason Andrews (ldaecon@animeone.com) for clarifying that Hayato's "Black 
Hayato" super is indeed blockable.

- David (samuraidav@hotmail.com) for even more zany character contributions.

- Max Bryant (ThaGreatMax@aol.com) and his theory on the origin of Abyss (see 
the Abyss section).

- John Oberlin (joberlin@math.fsu.edu) for correcting 2 silly FAQ errors on 
my part, including the meaning of the word "Sublimation" in the Ruby Heart 
section (geez, you'd think a year of Physics for Engineerswould teach me a 
thing or two... go figure).

- Mako0286@aol.com for more on the origin of Abyss (see the Abyss section 
above).

- Jason <j-ryu@writeme.com> for pointing out that Amingo is not actually from 
JoJo's Bizarre Adventure and for the final info on the origin of Abyss.

- And last, but certainly not least, you, the reader for helping me with my 
FAQ and for reading the darn thing. Thanks all!

- Oh wait, maybe I should also mention the swell chaps at CAPCOM for making 
such a kick-@$$ game. Kudos to you, too.

Any resemblance that this FAQ bears to other FAQs or writings is entirely 
coincidental, as this FAQ is an original creation.

The game Marvel Vs. Capcom 2 and all characters mentioned are a registered 
trademark and property of Capcom along with Marvel Comics, as is Marvel Vs. 
Capcom, X-Men Vs. Street Fighter, Marvel Super Heroes Vs. Street Fighter, 
Marvel Super Heroes, and X-Men: Children of the Atom. Street Fighter II, 
SonSon, Strider, Star Gladiators, Darkstalkers, Street Fighter Alpha and any 
other games mentioned are registered trademarks and are the sole property 
of Capcom. 

Copywright 2000. Last update: 8/7/02. \(*o*)/