____________________________________
| _    _    _    ___  __   ______  _ |TM
|| \  / |  / \  |   \ \ \ / /|  _|| ||          ________________
||  \/  | |   | | |\ ||  |  || |  | ||      __-- ______________ ---_
||      | / | \ | |/ / \   / |  | | ||__  _-__---              ---\ \\
|| |  | ||  _  ||   \  |   | | |_ | |__ |-_-  ______               | ||
||_|\/|_|/_/ \_\|_|\_\  \_/  |___||____||- _--      ----_         |  //
 --------------//-/------------------___--_  __________/_  ______/__//____________
              || | \-\     /----| ##/ ____ \/ ___   ____\/ ____    ____    _   _  |C
              // /  \ \  /| |---###/ / __ \  /   \ |  _ \ / __ \  / __ \  | \_/ \ |
             || |    \ \/ \  \_####|| /  \_| //\ \ | | | | /  \_|| /  \ | ||| || ||
             || |     \  / \__ \#_#|| \____ //==\ \| |/_-| \____ | \__/ |// \_/\ \ |
             || |      \/ |____/|_|#\\_____|//  \_\|_|/  \\_____| \____/ ||     |_||
              \\ \     N e w  A g e##---------/---/---__/  ------------------------
              \\ \    ### of #########__-/ __/ ___/
                \\ \ ##H e r o e s#__-/ __/-___/
                 \\ \##########__-/ __/-___/
                   \\ \#####_-/  _/-___/              ______
                     \\ \_-/ __/-  /_____________-----       -_
                     // /   /______________________-----/    _-/
                  // /                                /   _-/
               // /                                 /  _-/
            //  /_________________________________/ _-/
         /_________________________________________/

                      ( title art by Hoang Nguyen )
                      
   [ game title ]       marvel vs. capcom 2 ~new age of heroes~ faq
   [ revision # ]     FINAL revision released on: july eleventh, 2000
   [   system   ]     japanese sega dreamcast and usa arcade versions
   [   author   ]     chris macdonald   [ e-mail: kmegura@yahoo.com ]
   [ updates at ]     latest version at i.am/kao  /  www.gamefaqs.com


 Unpublished work Copyright 2000-2001 Chris MacDonald

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

 I expressly forbid the following publishers/publications from using this
 FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
 Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
 PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
 and Prima Games.  Remember, plagiarism is a crime and is punishable by
 law.
                                
 All Capcom characters and series are (c) Capcom Co., Ltd.  Strider is
 (c) Moto Kikaku.  All Marvel characters are (c) Marvel Characters, Inc.
 With that out of the way, on with the FAQ....


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

 1.  INTRODUCTION
      - FAQ Notation
      - Basic Commands
 2.  CHARACTER MOVESLIST
      - Amingo             - Iceman              - Hiyakeshita Sakura
      - Anakaris           - Iron Man            - Sentinel
      - Blackheart         - Jill Valentine      - Shuma-Gorath
      - Bulleta            - Jin Saotome         - Silver Samurai
      - Cable              - Juggernaut          - Sonson
      - Cammy              - Ken Masters         - Spider-Man
      - Captain America    - Kobun               - Spiral
      - Captain Commando   - Magneto             - Storm
      - Chun-Li            - Marrow              - Strider Hiryu
      - Colossus           - Morrigan Aensland   - Thanos
      - Cyclops            - Nash                - Tron Bonne
      - Dan Hibiki         - Omega Red           - Vega
      - Dhalsim            - Psylocke            - Venom
      - Doctor Doom        - Rockman             - War Machine
      - Felicia            - Rogue               - Wolverine (MvC ver.)
      - Gambit             - Roll                - Wolverine (XvSF ver.)
      - Gouki              - Ruby Heart          - Zangief
      - Guile              - Ryu                 - Mecha Zangief
      - Hayato Kanzaki     - Sabretooth          - Fighting Abyss
      - Hulk               - Sakura Kasugano     
 3.  SECRETS AND TRICKS
      - Enable the Hidden Characters, Stages, etc.
      - Dan's Secret Introduction
      - Pick Sakura's Win Poses
      - Beat Up Your Defeated Opponent
 4.  GAMEPLAY NOTES
      - The Life Gauge
      - The Hyper Combo Gauge
      - Blocking and Advancing Guard
      - Movement and Jumping
      - Throws and Tech. Hits
      - Getting Dizzy
      - Escape Rolls and OTG Hits
      - Types of Canceling
      - Chain Combos
      - Jumping Chains and Aerial Raves
      - Command Attacks and Overheads
      - Super Armor and Hyper Armor
      - Charge Move Tricks
      - You and Your Partners
      - Taunting
 5.  MISCELLANEOUS
      - Arcade / Dreamcast Differences
      - Downloading Files from Capcom of Japan's Page
      - Glitches and Bugs
      - Attack Rankings
      - Translations
 6.  AUTHOR'S NOTE
      - Special Thanks
      - Revision History


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi there, and welcome to the final revision of my Marvel vs. Capcom 2
 FAQ.  I would like to stress that this guide is for the Japanese Sega
 Dreamcast version of MvC2, and while I have played the US arcade
 version quite a few times now, there are undoubtedly a number of
 differences between the various versions of MvC2.  As of this writing,
 the US Dreamcast version of MvC2 is already out, and while I encourage
 readers to use this FAQ, be aware that you may encounter some stuff
 that has been changed from the Japanese version to the English one.

 For those of you who own the Japanese DC version and want to be able to
 use all the characters, colors, and stages, you'll need to download a
 save file.  Try either of these:

 * <http://www.gamefaqs.com/mvc2vms.html>.  This file is at GameFAQs, and
   was made by CJayC.  Unlike the file below, it's hacked and has all
   characters, costume colors, and stages enabled, including other stuff
   like same-character teams.

 * <http://www2.capcom.co.jp/mvsc2/download/index.html>.  This file is at
   Capcom of Japan's page, and it's updated every so often with new
   characters and stuff.  You have to use your DC to get the file.  Since
   I can't do this (I need a 33.6k modem), I have no idea how this works.

 Please don't ask me how to get these files and put them in your DC, I
 had a friend help me with the GameFAQs one, so I don't know how it's
 done.

 For those of you wondering what the plot of MvC2 is, I copied down the
 plot from the Japanese instruction manual:

 "Armor of Erosion.  What should not be more than a fairy tale.  What
 should not be awaken forever.  But the end has come.  Wheel of fortune
 resurrected it from limbo of legends.  Hideous wave from the armor has
 mutated fishes, and unholy wind from the sea killed surface lives.

 "When doomful shadow covers hope, warriors join.  In search of the
 Abyss, which is supposed to bring everything back to the Sea of
 Genesis."

 ....as you can see by this bit of story, Capcom's latest installment of
 the Vs. series is even more plotless (and badly-translated) than ever.
 It still makes for an interesting game, though. :)
                

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 This section outlines the basic controls for all characters:

 [ Controller Layout ]  -------------------------------------------------

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

 Obviously, when facing left, the controls are reversed. :)


 [ Button Layout ]  -----------------------------------------------------

 LP  HP  PA      Light Punch        Hard Punch        Partner Button A

 LK  HK  PB      Light Kick         Hard Kick         Partner Button B

 This is the default arcade set up (which also happens to be mine since
 I'm using the excellent Ascii Pad Fighting Type controller--think a
 Japanese-style Saturn pad without the shoulder buttons.  This controller
 was only released in Japan, but it's much better for fighting games than
 the pack-in controller.  And it's Capcom-approved). ;)

 On the default Dreamcast controller, PA is the left trigger, and PB is
 the right trigger.  The Start button pauses the game, which is why you
 have to use Start + LK (or MK) to taunt (they really should have done it
 the other way around, IMHO).  In the arcade version, you need only
 press Start to taunt.

 Anytime the FAQ specifies that MP or MK is to be used, that means you
 have to use it in a chain combo, since Medium Attacks only come out if
 LP or LK is pressed during the animation of a Light Attack that hits or
 is blocked.  For example, Zangief's Kuuchuu Headbutt is done by pressing
 u + MP when airborne.  Since MP isn't a normally available button, you'd
 have to hit your opponent with a jumping LP or LK, then press u + LP.
 This is read by the game as "up + MP", resulting in Zangief headbutting
 his opponent.

 Similarily, since Zangief's launcher is a crouching MP, you have to hit
 your opponent with a standing or crouching LP or LK first, then crouch
 and press LP, which will be considered by the computer to be a crouching
 Medium Punch and will make him do his launcher attack.
 

 [ FAQ Abbreviations ]  -------------------------------------------------
     
  qcf / qcb  -  Roll (d,df,f) or (d,db,b) on the joystick.
  hcf / hcb  -  Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
  Charge     -  Hold in the first direction for 2 seconds, then press in
                the 2nd direction and press the listed button (P / K).
  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and end
                at uf, or b to b, etc.)  The shorthand motion for this is
                f,df,d,db,b,ub or the reverse.
  P / K      -  Press any Punch or Kick button.
  PP / KK    -  Press any two Punch or Kick buttons.
  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or LP through HP).
  (air)      -  The move can be performed while on the ground, or while
                in the air.  Any move that can be performed in air can
                be done from the ground by adding ub~uf at the end, and
                pressing the button the moment you leave the ground (for
                instance, you could do Ryu's Tatsumaki Senpuu Kyaku as
                qcb,ub + K, or qcb,uf + K).  Note that some air moves can
                be done just off the ground.  For example, you could do
                Guile's Kuuchuu Somersault Kick as d,u [wait a moment],
                then press Kick.  The superjump start is canceled by the
                Somersault Kick animation, and you get an aboveground
                attack).
  pushblock  -  Another name for Advancing Guard (press PP when blocking)
  s./c./j.   -  standing / crouching / jumping (referring to combos)
  sj.        -  super jumping
  a / B / y  -  Alpha / Beta / Gamma (referring to assist types)
  (movename) -  Means I don't know the official name for the move.
  HC / DHC   -  Hyper Combo / Delayed Hyper Combo
  H / h      -  "H" means the move is hypercancelable (cancels into an
                HC) before or once it hits, "h" means the move can only
                be hypercanceled before it hits.
  Taunt      -  Press Start + LK / MK (for the DC), or just Start (if
                you're playing the arcade version).  The Japanese name
                for this is 'Chouhatsu', and it appears that way in the
                button config. menu.

 Note that any time you are supposed to press a button in the FAQ, you
 can usually do it in the reverse (by releasing a button).  For example,
 you could hold PP, rotate 360, and release to get Zangief's Final Atomic
 Buster.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Standing Block         Hold b when attacked
 Crouching Block        Hold db when attacked
 Mid-Air Block          Hold b / db when attacked while in air
 Advancing Guard        While blocking, press PP  (air)  (can repeat)

 Dash                   Tap f,f / press PP
 Backstep               Tap b,b / press b + PP
 Slide / Stop Movement  Press d during a dash or backstep
 Dash Jump              Press uf while dashing
 Super Jump             Tap d,ub~uf  (you can no longer superjump via KK)
 Universal Launcher     df + HP / HK (depending), then ub~uf to superjump
 Escape Roll            b,db,d + P / K when knocked down
 Chouhatsu (Taunt)      Press Start + LK / MK  (arcade ver.: just Start)

 Throws / Holds         When close, b / f + HP / HK  (depends on person)
 Mid-Air Throws         When close, any dir. but d / u + HP / HK in air
 Tech. Hit (Escape)     Any dir. but d / u + HP / HK when grabbed  (air)
 Tech. Roll             Attempt a Tech. Hit after a throw connects
 Hold Recovery          Shake joystick and tap buttons when in a hold

 Variable Attack        Press LP + LK / HP + HK to switch in PA or PB
 Variable Assist        Press PA or PB
 Variable Counter       b,db,d + PA / PB while blocking  (Level 1+)
 Variable Combination   Press PA + PB                    (Level 1+)
 Snapback               qcf + PA / PB                    (Level 1+)
 Delayed Hyper Combo    Do an HC during your own HC x2   (Level 2+)

 Partner Order Change   Hold PA or PB before a battle (at the VS. screen)
                        to make your 1st or 2nd partner switch places
                        with the lead character.

 For more in-depth information on these commands, see Section 4 (Gameplay
 Notes).


 ========================================================================
 2.  CHARACTER MOVESLIST
 ========================================================================

 As the Arcade and Dreamcast versions of MvC2 have different default and
 hidden characters, I've decided to simply list them all here.  It's also
 a lot easier to find the character you're looking for this way.  The
 list is alphabetical, except for 'variant' characters, which are alway
 listed alongside their normal counterpart (like Sakura and Hiyakeshita
 Sakura).

 Moves are listed in this order: special moves, command attacks, then
 Hyper Combos.  Afterwards is a chart that shows which move is performed
 during a Partner Assist, Variable Counter, or Variable Combination,
 depending on the Assist Type you selected (a=Alpha, B=Beta, y=Gamma).
 I tested the V. Counter information by hitting characters from across
 the screen with Cable's standing HP, so I can't comment on the number
 of hits for some of the V. Counters.  For example, I know that Bulleta's
 Cheer & Fire and Hayato's Guren only hit once as a V. Counter, even
 though they look like they'd hit more times.

 After that is a list that contains the following information:

 Chain Combo Type:  The type of chains you can use when on the ground,
                    in the air, or during a super jump.
 A.Rave Launchers:  Which moves will launch an opponent into the air,
                    enabling you to follow after them with a super jump.
 A.Rave Finishers:  Which moves cause a Flying Screen effect when done
                    at the end of an aerial rave (super jumping chain).
 Flying S. Ground:  Which moves cause a Flying Screen effect when used.
 Ground Throws:     What throws that character has when on the ground.
 Mid-Air Throws:    What throws that character has when in the air.
 Flying Attack:     What normal attacks will lift an opponent off the
                    ground, without launching them and leaving them on
                    their feet when they land.
 Knockdown Attack:  What attacks will knock an opponent to the floor.
 Variable Attack:   What animation is used when you press LP + LK or
                    HP + HK to switch in another character.
 Snapback Attack:   What animation is used for that person's Snapback.

 Remember, the chain combos work differently, and I have chosen to
 express them with numbers.  Here's what the numbers mean:

  2 = Can go from LP / LK -> MP, MK, HP, or HK.        (2 hits max.)
  3 = Can go from LP / LK -> MP / MK -> HP / HK.       (3 hits max.)
  5 = Can go from LP -> LK -> MP -> MK -> HP _or_ HK.  (5 hits max.)
  6 = Can go from LP -> LK -> MP -> MK -> HP -> HK.    (6 hits max.)

 The Punch to Kick and Kick to Punch chains have been nixed, as have the
 None chains (so everybody has a ground and air chain combo of some sort
 now).

 Don't mind the silly-sounding titles for each character--I got those
 from Capcom of Japan's page.  The fact that my Japanese is pretty half-
 assed probably makes them sound goofier than they really are, so if
 anyone has any corrections, feel free to drop me a line.  Also, I've
 translated some of the Japanese movenames to make it easier to read,
 but you can still find the original Japanese names in the 'Translations'
 section.


 ------------------------------------------------------------------------
 AMINGO, Miraculous Plant-Man
 ------------------------------------------------------------------------

 "Amingo is a 'Hito-shokubutsu' (plant person), a race that lives where
 the weather is gentle.  An accursed wind is killing off any vegetation
 it sweeps across, and Amingo has set off on a journey to search for the
 wind's source."
         
 Kaze no Sakebi              H  qcf + P  (air)
 Midori no Kanki             H  qcb + P
 Daichi no Kodomo (Tsukami)  h  qcb + K
 Daichi no Kodomo (Punch)    h  qcf + LK
 Daichi no Kodomo (Kick)     h  qcf + HK

 Taiyou no Megumi               qcf + KK
 Shokubutsu no Okite            qcb + PP

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  Life Up Fruit          HP Midori no Kanki      Taiyou no Megumi
 B:  Defence Up Fruit       HP Kaze no Sakebi       Taiyou no Megumi
 y:  HP Kaze no Sakebi      HP Midori no Kanki      Taiyou no Megumi

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching MP / MK]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Kaze no Sakebi
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Daichi no Kodomo moves are used, Amingo plants a little
   cactus child, which starts hopping towards his opponent, and then
   punches, kicks, or grabs onto them (Tsukami), accordingly.  The
   children can only hop so far before getting dizzy and falling to the
   ground.  Amingo can plant two cactus kids at any given time.  They
   can be destroyed with special attacks, or with normal punches and
   kicks.  Note that the Tsukami version is unblockable, and it does
   the most damage.
 - The Shokubutsu no Okite is blockable, and you can even jump over it,
   so connecting it is pretty difficult outside of a combo (it combos
   quite readily from Amingo's standing MP or MK, or from the first or
   second hit of his standing HP, or the first hit of his crouching HP).
   Anyway, if Amingo's opponent is hit by the flower that's moving along
   the ground, they are sucked into Amingo's body for damage.  What's
   more, the flower cannot be destroyed.
 - Amingo's Alpha Partner Assist makes him give you a fruit which will
   restore a small amount of red (recoverable) life.  The Beta Assist
   works the same way, but the fruit decreases the amount of damage you
   take from attacks by about 50%.  Only you can pick up these fruits,
   not your opponent.


 ------------------------------------------------------------------------
 ANAKARIS, Absolute God of Gold
 ------------------------------------------------------------------------

 Miira Drop                     qcf + P  (air)
 Cobra Blow                  H  b,f + P  (air)
 Hitsugi no Mai              H  d,d + P / K  (air)
 Ouke no Sabaki              h  In air, qcf + K
 Seija no Ayumi                 b + LK
 Tenchuu                        b / f + HK
 Idainaru Bohi                  In air, f + K
 Seinaru Bohi                   In air, d + K
 Ooinaru Bohi                   In air, df + K
 Kuuchuu Dash                   In air, tap f,f / press PP

 Pharaoh Magic                  HK,LP,d,LK,HP  (air)
 Pharaoh Illusion               LP,LP,f,LK,HP
 Pharaoh Cobra Blow             b,f + PP  (air)
 Hitsugi no Utage               d,d + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Cobra Blow          HP Cobra Blow           Pharaoh Cobra Blow
 B:  HP Miira Drop          HP Miira Drop           Pharaoh Illusion
 y:  HP Hitsugi no Mai      HP Hitsugi no Mai       Hitsugi no Utage

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     None.
 Mid-Air Throws:    None.
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Ooinaru Bohi
 Snapback Attack:   Standing HP

 - Although Anakaris has no throws, he can still Tech. Hit and Tech.
   Roll.  He can also use Advancing Guard just like anybody else,
   unlike his Vampire Savior incarnation.
 - The Miira Drop is an unblockable attack, but the mid-air version
   will miss a grounded opponent, and in the same vein, you can't grab
   an airborne opponent with the ground Miira Drop.  This move isn't
   comboable unless you're in the air.  Although it comes out fast
   enough to be used at the end of combos, any character can avoid it
   by crouching, even when coming out of hitstun from previous attacks.
   On the other hand, the Miira Drop will grab any standing opponent
   (even Kobun).  Although Anakaris' hands can be hit while he's waggling
   them around in air, he becomes invincible once this move connects, so
   if someone tosses a projectile your way, you can use an HP Miira Drop
   to reach past the fireball, grab them, and damage then while the
   fireball goes through you.  You can OTG off the Miira Drop with a
   dashing c. HK, or in the corner of the screen, you can juggle with all
   kinds of stuff, such as a standing LK,MK,HK, LP Cobra Blow combo.
   Note that the Miira Drop won't hit someone transformed via the Ouke no
   Sabaki.  Also, you can't spin the joystick for more damage, like you
   could in Vampire Savior.
 - In spite of all this, you'll want to use the Miira Drop as much as
   possible.  It's Anakaris' major 'annoyance' moves, and it gives him
   the most Hyper Combo gauge power out of any character in the _whole
   game_.  I can't think of anyone who can earn levels faster than
   Anakaris.  If there's a drawback, your opponent earns less (but still
   a large amount) of HC power from being thrown around by Anakaris.
 - The Cobra Blow comes out fast, but it can only hit once the 'snake
   head' closes it's mouth, leaving Anakaris and his arms vulnerable to
   attack before and after the snake bites.  For this reason, it's best
   used in combos.  Note that the HP version only combos from a standing
   HP or HK attack.
 - The button used for the Hitsugi no Mai determines where Anakaris
   directs his falling coffin.  LP is closet to you, then HP, then LK,
   and finally HK (which is furthest away).  On the ground, Anakaris
   can't move until the sarcophagus hits something and starts going back
   up, but when superjumping, you can throw coffins as soon as you
   recover.  This lets you throw coffins repeatedly to stay in mid-air
   (so as to avoid, say, a beam super), or just to pester someone with
   a continuous barrage of coffins.  A coffin can negate a single
   projectile, but not a beam attack.
 - The Ouke no Sabaki is blockable, but if it hits an opponent, they
   are transformed into a little monster for a limited period of time.
   While transformed, they can only move back or forward, crouch, and
   jump.  Pressing any button makes them worship Anakaris but this
   action can't hit and causes no damage ;)  Most importantly a
   transformed opponent cannot block, allowing you to pile on damage
   with a free Hyper Combo or Variable Combo.  Once you hit your foe,
   they will turn back--this also happens if you hit them with another
   Ouke no Sabaki.  Although the potential for abuse is high, this move
   isn't comboable, and cannot hit someone close to Anakaris as the
   spirits he spits must 'grow' to full size before they can hit people.
 - The Seija no Ayumi is an overhead attack, as are Anakaris' "Bohi"
   moves.  You can chain into and out of the Seija no Ayumi, and while
   you can't chain out of a Bohi move, you can interrupt it with a
   special move or Hyper Combo.
 - Anakaris' Kuuchuu Dash (along with Blackheart's) can cancel normal
   attacks if you perform it with PP after hitting with a normal attack
   (such as a jumping HP).  Once you cancel into it, you can only use
   special moves or Hyper Combos while dashing.
 - The Pharaoh Magic is blockable, and the projectile thrown by Anakaris
   can be destroyed normally (by other fireballs, Zangief's Banishing
   Flat, etc.)  It can be comboed into, but only from a close hyper
   canceled Hitsugi no Mai (which is suicidal), or by hitting someone
   with a HP Cobra Blow in the corner of the screen, then hypercanceling
   into the Pharaoh Magic.  This is equally risky (as you can't combo
   into the HP Cobra Blow, or the Pharaoh Magic won't connect), but you
   can always Miira Drop your opponent into a corner, then juggle them
   with the HP Cobra Blow, and the Pharaoh Magic will still combo.  If
   you do get this move to connect, you can always OTG your prone enemy,
   assuming they don't roll away.
 - During the Pharaoh Illusion, Anakaris turns into a giant version of
   himself, although only his upper body and hands appear.  He remains
   this way for a very short period of time, or until any part of his
   body is hit (which is ridiculously easy for his opponent to do unless
   you combo into the startup animation, see below).  You can attack
   with Anakaris' hands and control his body by doing the following:
   
      Left hand moves right (upper)           Press LP
      Left hand moves right (lower)           Press f + LK
      Left hand moves up (upper)              Press u + LP
      Left hand moves up (lower)              Press LK
      Left hand moves down                    Press d + LP
      Left hand moves diagonally downward     Press df + LP
      Left hand moves diagonally upward       Press uf + LK
      Body moves left or right                Hold b / f

 - The same attacks can be done with HP and HK to control the right hand.
   Even if you're on the other other side of the screen when you do this
   move, HP and HK still control the right hand.  Obviously you'd switch
   the controls, though (so technically, it would be f + LK to make the
   left hand move in from the lower part of the screen, and b + HK to
   make the right hand do the same thing).  Note that when moving the
   body, releasing the direction makes Anakaris drift back to the center
   of the screen.  Finally, all hand attacks do 10 points of damage (of
   course the damage will be reduced with multiple hits).
 - The startup animation of the Pharaoh Illusion can hit someone, and
   this is the easiest way to set up this move as you can juggle them
   with LP and HP hand slaps afterwards for tons of damage.  You can
   combo into the startup animation with a dashing LP,MP (allowing you
   to input f,LK,HK to do the Illusion), but this only works against
   certain characters.  Another method is to launch an opponent with
   a crouching HP, then quickly enter the command to juggle them with
   the startup animation as they fly into the air.
 - During the Pharaoh Cobra Blow, you can press the buttons to make
   Anakaris fire snakes from the top of his coffin (LP) all the way
   down to the bottom of the coffin (HP).  To use this move effectively,
   you need to learn the ranges at which to use this move.  The best
   time to use it is when Anakaris has his back to the corner of the
   screen, and his opponent is right next to him.  This is because the
   snakes hit more times the further out they are allowed to travel
   (and they stop travelling once they hit the edge of the screen).
   If you fire all four snakes at the same time, or alternate between
   two sets of snakes (such as LP+LK and HP+HK), you can rack up an
   insane amount of damage, as long as you time the snake firings (it's
   not that hard).  This even works in the air, although you should
   fire one snake to 'snag' your opponent, then start firing the rest.
   One of the great things about getting the snakes to extend fully is
   that a 'vacuum' effect is created which sucks your opponent towards
   you for even more hits and damage.
 - The other ideal time to use the Pharaoh Cobra Blow is when your
   opponent is in the corner, and you are right next to them.  Since
   the snakes have nowhere to go, they rush out and retreat very
   quickly.  Although this means less damage, you can also fire them
   faster.  For this method, no timing is involved, just mash the
   buttons like crazy.  This gets you lots of damage, but not as much
   as the above method.  Obviously, you can use the PCB at other times,
   but if there is too much space between your opponent, you can't even
   get all the snake heads to combo (or else, they won't combo for very
   much damage), and if you're near but not right next to the corner of
   the screen, the snakes can't extend out very far or retreat very
   fast, also resulting in low damage.
 - The Hitsugi no Utage is generally a very useless combo, as it's easily
   blockable, and can't hit someone in the far corner of the screen.  On
   the other hand, with proper positioning, you can get all of the
   coffins to combo together for 99 points of damage.  This requires your
   opponent to be in the corner, and you have to be a certain distance
   away.  Another option is to do this combo:

     c. HP, s-jump straight up LP,LK,MP, LP Cobra Blow, Hitsugi no Utage

   Against some, but not all characters, the Utage coffins will combo for
   insane damage.  Against other characters, only some of the coffins
   will combo, and against others, none of them will hit.  For more
   detailed info., you may want to read my Anakaris FAQ, available at
   the two fine sites listed at the top of the FAQ (game faqs and my own
   site).


 ------------------------------------------------------------------------
 BLACKHEART, Prince of Hell
 ------------------------------------------------------------------------

 Dark Thunder                H  hcf + P
 Inferno                     H  hcb + P
 Kuuchuu Dash                   In air, tap f,f / press PP
 Kuuchuu Backstep               In air, tap b,b / press b + PP
 (extended dash / backstep)     Tap f,f, hold f / tap b,b, hold b

 Armageddon                     qcf + PP
 Judgment Day                   qcb + PP  (air)
 Heart of Darkness              qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Dark Thunder        LP Dark Thunder         Judgment Day
 B:  HP Inferno             HP Inferno              Heart of Darkness
 y:  Standing MP            Standing MP             Armageddon

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  MK
 Flying S. Ground:  Heart of Darkness
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP / Crouching MP / HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Crouching MP

 - The LP Dark Thunder will hit twice (for more damage), if you're
   further away from your opponent.  The HP version can hit twice as
   well, but I don't know what determines this.
 - Blackheart's HP and HK attacks will nullify projectiles.  The HP
   demons will siphon life from an opponent after they hit for a few
   moments, while the HK demons leave a challenger immobile.  The more
   demons that hit, the longer either effect is in place.  You can
   escape from the HK demons by shaking the controller and mashing the
   buttons, as if you were stuck in a hold.
 - Blackheart cannot be hit while dashing or backstepping while on the
   ground.  You can make him move further backward or forward by
   holding b or f during a backstep or dash.
 - I once got a good deal of damage off of the Heart of Darkness (I think
   it was close to 70 points)--anyone know a sure-fire way to do this?


 ------------------------------------------------------------------------
 BULLETA, Loveling Hunter                    (B.B. HOOD outside of Japan)
 ------------------------------------------------------------------------

 Smile & Missile (Joudan)    H  Charge b,f + P
 Smile & Missile (Gedan)     H  Charge b,f + K
 Happy & Missile                Charge d,u + P
 Cheer & Fire (Jou Houkou)   H  f,d,df + P
 Cheer & Fire (Yoko Houkou)  H  f,d,df + K  (air)
 Shyness & Strike            H  qcb + P
 Tell Me Why                    d,d + KK
 Malice & Mine                  db + HK
 Surprise & Hop                 f + HK
 Tricky Basket                  b / f + HP
 Stumble & Blade                Press b / f + HP during a dash / backstep
 2 Dan Jump                     Press ub~uf (x2)
 
 Cool Hunting                   qcf + PP
 Beautiful Memory               hcf + KK
 Hyper Apple For You            hcb + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Smile & Missile     HP Smile & Missile      Cool Hunting
 B:  HP Cheer & Fire        HP Cheer & Fire         Cool Hunting
 y:  HP Shyness & Strike    HP Shyness & Strike     Cool Hunting

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK, Malice & Mine
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK (no mine)
 Snapback Attack:   Stumble & Blade
                  
 - It really says 'Loveling' (raburin) for Bulleta's title.  It's not
   a typo ;)
 - You can use the Tell Me Why to move under attacks, and to move behind
   an opponent.
 - The Hyper Apple For You changes (and does much more damage) when done
   up close.
 - As a Variable Counter, Bulleta's Cheer & Fire only hits once.
 - All of Bulleta's command attacks are cancelable, save for the Stumble
   & Blade.


 ------------------------------------------------------------------------
 CABLE, Mercenary Soldier from the Future World
 ------------------------------------------------------------------------

 "Cable came from our world's future and is the son of Cyclops.  He is
 a mercenary with remarkable abilities, such as his Hyper Weapon which
 he wields at will!"

 Viper Beam                  H  qcf + P, tap P to change beam  (air)
 Crackdown                   H  qcf + K
 Psi-Charge                     hcb + P  (only hits when close)
 Electrap                    H  qcb + K, hold K to delay  (air)
 Scimitar                    H  f,d,df + P
 (turning kick)                 f + HK
 (gun fire)                     Tap HP rapidly
  
 Hyper Viper                    qcf + PP, tap P to change beam  (air)
 Time Flip                      qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Viper Beam          LP Viper Beam           Hyper Viper
 B:  HP Scimitar            HP Scimitar             Hyper Viper
 y:  LK Electrap            LK Crackdown            Hyper Viper

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Crouching HP (either hit)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - During the Viper Beam or Hyper Viper, you can tap P to make the beam
   jerk up and down to cover more of the screen.  Alternatively, while
   tapping P, you can hold up or down to make the beam arc upwards or
   downwards (and you can switch between the two if you like).  However,
   directing the beam (or just letting it go all over the place) can
   influence the damage, usually resulting in lower damage for the Viper
   Beam and lower (or higher) damage for the Hyper Viper.
 - The Crackdown does less damage from afar, as only the 'wave' part
   will hit for minor damage.
 - After a successful Psi-Charge, Cable will stand still and his arm
   will light up.  He'll remain this way until you move or press any
   button.  This move gives you a _lot_ of HC energy when it connects,
   but it also awards your opponent a lot of HC energy as well.  Plus,
   it can be blocked.
 - An opponent hit by the Electrap is momentarily unable to move.  If
   you hold K, the move is delayed for a period of time, or until you
   release K.  This move won't stun someone if the actual projectile
   misses and only the field hits.
 - When you press HP to fire your gun, the part where Cable draws his
   gun can actually hit, resulting in a 5-hit combo (gun draw plus four
   shots fired).  Cable will remain with his back turned if you fire
   less than four shots.
 - If you're close enough to Cable and are crouching, his Hyper Viper
   will miss.  Imagine how fun it was to have my opponent do a triple-
   Cable Variable Combination, and none of them hit ;)
 - You can attack your opponent during the Time Flip.  The range on this
   move can be deceiving though, since at it's maximum range, the other
   Cable won't attack even if he touches his opponent.  You have to be
   a bit closer than you'd think for it to connect.  During this HC,
   Cable cannot use the Hyper Viper or any partner-related move.
 - All of Cable's command attacks are cancelable.


 ------------------------------------------------------------------------
 CAMMY, Entranced Fighting Doll
 ------------------------------------------------------------------------

 Axle Spin Knuckle           H  qcf + P
 Cannon Drill                H  qcf + K  (air)
 Cannon Spike                H  f,d,df + K
 Cannon Strike               H  In air, qcb + K
 Cannon Revenge              H  hcb + P
 Hooligan Combination           qcb + K...  (press P to cancel)
 Combination Cannon Strike   H  ...press K when in the air
 Cross Scissor Pressure         ...press P when near an airborne foe
 Fatal Leg Twister              ...press P when near a crouching foe
 Razor Edge Slicer           H  ...do nothing and allow yourself to land
 2 Dan Jump                     Press ub~uf (x2)
 Steel Slicer                   b + HK
 
 Spin Drive Smasher             qcf + KK
 Reverse Shaft Breaker          qcb + KK
 Killer Bee Assault             qcb + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HK Cannon Spike        LP Cannon Spike         Spin Drive Smasher
 B:  HK Cannon Drill        HP Cannon Drill         Spin Drive Smasher
 y:  HP Axle Spin Knuckle   HP Axle Spin Knuckle    Killer Bee Assault

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing HK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, Cannon Strike
 Flying S. Ground:  Reverse Shaft Breaker
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Swing Knuckle (close standing HP from XvSF)

 - Cammy can only hypercancel off of the Cannon Strike if it's done
   during a superjump.
 - The Cannon Revenge is a counter move.  If Cammy is struck while
   flashing, she takes no damage and responds with a Cannon Spike-ish
   attack (if LP is used), or her crouching HP (if HP is used).  While
   the crouching HP knocks your opponent into the air (and they don't
   recover until they hit the ground), you can't super jump after them
   like you can during a normal crouching HP launcher.
 - When you perform the Hooligan Combination, you can cancel the move
   by pressing P when in air (you can't do anything else until you land,
   though), or do nothing and allow Cammy to land, where she will do a
   slide kick that must be blocked crouching.  Pressing K while in air
   makes her perform a Cannon Strike; unlike the normal version, both
   strengths do the same amount of damage (14 points on your average
   character), and they don't knock an opponent down.  What's worse, due
   to the recovery lag, you can't combo off of a Combination Cannon
   Strike, either.
 - The two throw follow-ups to the Hooligan Combination are unblockable.
   Which one you get depends on whether or not your opponent is in the
   air or is crouching.  If you grab them by their head or while they're
   in air, you get the Fatal Leg Twister.  If you grab them below their
   midsection or while they're crouching, you get the Cross Scissors
   Pressure.
 - Cammy's Steel Slicer is cancelable.
 - The Killer Bee Assault will home in on an opponent.  Cammy is
   invincible to beam supers and some other attacks during this move;
   but on the other hand, so is her opponent while being knocked
   around, meaning that if you do this in a Variable Combination, your
   other partners attacks may not hit during Cammy's Killer Bee Assault.


 ------------------------------------------------------------------------
 CAPTAIN AMERICA, Fighting American Spirit
 ------------------------------------------------------------------------
                                            
 Shield Slash                H  qcf + P  (air)
 Charging Star               H  qcf + K
 Stars & Stripes             H  f,d,df + P
 Zenten                         hcb + P
 2 Dan Jump                     Press ub~uf (x2)
 (heel kick)                    In air, d + HK
 (aerial kick)                  In air, u + HK
 (double kick)                  Press MK,MK

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

     partner assist         variable counter       variable combination
     -------------------------------------------------------------------
 a:  LP Shield Slash        LP Shield Slash        Hyper Charging Star
 B:  HP Stars & Stripes     HP Stars & Stripes     Hyper Stars & Stripes
 y:  HK Charging Star       HK Charging Star       Hyper Charging Star

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Heel Kick, Aerial Kick
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP  (only with shield equipped)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Heel Kick
 Snapback Attack:   Standing HK
                                             
 - The LP Shield Slash does more damage the further away you are from
   your opponent (in air, this applies to either strength).  Conversely,
   the Charging Star does more damage the closer you are.
 - If the Shield Slash is blocked or if it misses, then the Captain's
   shield will not return to him.  Without the shield, he cannot use
   the Shield Slash, and all his Punch attacks do less damage (except
   for the standing and jumping LP, which don't use the shield).  Also,
   Stars & Stripes inflicts less damage (although all other moves,
   including the Hyper Stars & Stripes, still do roughly the same amount
   of damage).  He can reclaim his shield simply by walking over it.  If
   the screen is scrolled away from the shield, it will fly out of the
   air after a while and land in the Captain's hand.
 - The Zenten can be used to move behind an opponent, and to go through
   projectiles and other attacks (even Hyper Combos)!  You can be thrown
   during this move, though.
 - The Charging Star can negate normal projectiles, but only if the
   Captain has his shield.  Furthermore, upon passing through a
   projectile, the range and speed of the Charging Star is reduced.
 - Similarily, the Captain can pass through projectiles with the
   Hyper Charging Star, but with no loss in speed or range.  He can
   go through HC projectiles, but the speed and range are drastically
   reduced.  For instance, against the Beat Plane, he is slowed down
   by the multiple hits, and will not get close enough to hit Rockman
   unless he was relatively close by when the Beat Plane started, in
   which case he'll be able to push through eventually).
 - Note, though, that without his shield, the Hyper Charging Star
   cannot go through anything at all (even normal projectiles).  It
   still has it's start-up invincibility, though.


 ------------------------------------------------------------------------
 CAPTAIN COMMANDO, Capcom World's Greatest Hero
 ------------------------------------------------------------------------
 
 Captain Fire                H  qcf + P  (air)
 Captain Corridor            H  qcb + P
 Captain Kick                   qcb + K
 Captain Strike (Sho)           qcf + LK
 Captain Strike (Genity)        qcf + HK
 Captain Strike (Hoover)        qcf + LK + HP

 Captain Sword                  qcf + PP
 Captain Storm                  qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Captain Fire        HP Captain Fire         Captain Sword
 B:  HP Captain Corridor    HP Captain Corridor     Captain Sword
 y:  HK Captain Kick        HK Captain Kick         Captain Sword

 Chain Combo Type:  [Ground 6]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [Crouching MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When using the Commando Strike, LK calls Shou, a ninja who does a
   jumping downward sword slash.  HK calls out Genity, a mummy armed
   with knives who flies across the screen (low enough to hit jumpers
   but not to hit standing opponents).  Using LK+HP summons Hoover, a
   baby who fires a missile at his enemy.  While any of your allies are
   on screen, you cannot use your Hyper Combos, although you can combo
   off your allies' attacks.  Note that Hoover's missile can be stopped
   by hitting it with a projectile.
 - Believe it or note, the Captain Sword always does the same amount of
   damage (40 points) when used against a grounded opponent, no matter
   how many hits you get.  You have to hit an airborne opponent in order
   to get more damage than that.  Howver, if you're not careful, hitting
   someone in air will only do minor damage (12 points on average).
 - After Captain Commando's crouching HK, you can hit your falling
   opponent with a crouching LK,MK, or make up a combo of your own.
 - Captain Commando's HP throw have four random results; either Sho,
   Genity, or Hoover will attack, or the Captain will electrify his foe
   and kick them away, just like his MK and HK throws.  The interesting
   thing about this is, since your allies are on screen, you cannot use
   a Hyper Combo just after any of the "ally" throws.  Furthermore, if
   one of your allies is already on screen when you do a throw attempt
   (for example, you call Genity, then attempt a MP or HP throw), you'll
   always get the electrifying type.
 - Like all holds, you can tap the buttons and wiggle the joystick
   during the electrying hold move to do more damage.
   

 ------------------------------------------------------------------------
 CHUN-LI, Beautiful Police Detective
 ------------------------------------------------------------------------

 Kikou Ken                   H  hcf + P
 Sen'en Shuu                 H  hcb + K
 Tenshou Kyaku               H  f,d,df + K
 Hyakuretsu Kyaku            H  Tap K rapidly  (air)
 Kaku Kyaku Raku                db + HK
 Reishiki Kikou Ken             f + HP
 Yousou Kyaku                   In air, d + HK  (can repeat)
 Kaku Yoku Da                   In air, f + HK
 Kuuchuu Dash                   In air, tap f,f / press PP
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 3 Dan Jump                     Press ub~uf (x3)

 Kikou Shou                     qcf + PP, tap buttons rapidly
 Senretsu Kyaku                 qcf + KK, tap K rapidly
 Hazan Tenshou Kyaku            f,d,df + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Kikou Ken           HP Kikou Ken            Kikou Shou
 B:  HK Tenshou Kyaku       HK Tenshou Kyaku        Hazan Tenshou Kyaku
 y:  HK Sen'en Shuu         HK Sen'en Shuu          Senretsu Kyaku

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Senretsu Kyaku
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Taunt, Reishiki Kikou Ken (2nd hit)
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Reishiki Kikou Ken

 - Chun-Li's taunt can hit an opponent for 1 point of damage (although
   it can't kill someone, no matter how low their life is). 
 - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks and must be
   blocked high.
 - The Reishiki Kikou Ken can negate normal projectiles.  It also fits
   nicely into a chain combo, although it can't be cancelled.
 - During the Kikou Shou, Chun-Li is completely invincible.
 - Chun-Li seems to have lost her Shichisei Senkuu Kyaku (the mid-air
   super from MvC).  Why, I dunno.


 ------------------------------------------------------------------------
 COLOSSUS, Iron-Skinned Man
 ------------------------------------------------------------------------

 Giant Swing                 h  qcf + P, rotate 360 repeatedly  (air)
 Power Tackle (Forward)      H  qcf + LK  (air)
 Power Tackle (Diagonal)     H  qcf + HK  (air)
 (side body press)              In air, f + HP

 Super Dive                     qcf + PP, d + P / K to dive early  (air)
 Super Armor                    qcb + PP

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LK Power Tackle        LK Power Tackle         Super Dive
 B:  HK Power Tackle        HK Power Tackle         Super Dive
 y:  Standing HK            Standing HK             Super Dive

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  HP,HK, Side Body Press
 Flying S. Ground:  Giant Swing
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HP

 - Although the Giant Swing is blockable, if it hits, you can spin the
   joystick repeatedly to make the move do more damage.  This move can
   be comboed from a crouching HP, but you have to be really close to
   do it (considering the lag, this is not too easy to pull off without
   your opponent smacking you).  An easier method is to use a helper to
   attack your opponent from one side while you leap over them, then do
   the crouching HP.
 - Either type of Power Tackle can negate projectiles, but in that case
   you don't continue forward and the move ends, unlike Captain America's
   Charging Star.
 - The Diagonal Power Tackle goes upward when done on the ground, and
   downwards when done in the air.
 - The Power Dive can hit both on the way up (for 10 points vs. an
   average character), and on the way down, even against an opponent
   lying on the floor (for 40 points).  It's hard to arrange both hits
   since your opponent has to be right above you, but at least in air
   combos, all you have to do is hold f or uf while super jumping and
   you'll be close enough to get the hits even after a long chain of
   punches and kicks.  If the first hit connects, an opponent can't
   escape roll out of Colossus' path, but unless you dive early (see
   below), then your opponent will have enough time to stand up and
   block or take other counter measures.
 - The Power Dive can be controlled somewhat.  When done on the ground,
   you can press d + P / K after Colossus has risen up to a certain point
   to make him dive.  In the air (since he's already well above ground),
   you can press d + P / K anytime after doing this HC (even right after),
   to make Colossus Dive.  Probably the best application of this is if
   you hit someone on the way up with this move, since you can then dive
   immediately for another hit, instead of waiting for him to fly up
   further (which leaves your opponent plenty of time to block or move
   out of the way).  This really improves Colossus' combo ability--for
   example, here's an example corner combo done vs. Cable:

    Standing HK, sj. uf + LP,LK, LK Power Tackle, Power Dive, d + P / K

   This combo does 96 points of damage!  Pretty nuts considering how
   simple it is.  All you have to do is make sure that you don't hit
   d + P / K too early (or the first hit of the Power Dive will miss),
   or too late (or else your opponent will recover before you hit them).
 - Once you've performed the Super Armor HC, Colossus gains Hyper Armor
   (yes, _Hyper Armor_, in spite of the name of this move) for a limited
   period of time (see the Gameplay Notes section for more details on
   how this works).  If there's a drawback to having Hyper Armor for
   a set amount of time, it's when you're wading through an attack and
   the armor suddenly wears off.  On the other hand, the damage from
   beam attacks goes back to normal (It took a Shinkuu Hadou Ken doing
   40% damage to Colossus to make me realize he had Hyper Armor) ;)
 - Colossus' standing HP, HK, and crouching HP can go through Super
   Armor (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 CYCLOPS, X-Men's Command Leader
 ------------------------------------------------------------------------

 Optic Blast                 H  qcf + P  (air)
 Optic Hold                     hcb + HP when close  (ub~db / uf~df aims)
 Optic Sweep                 H  f,df,d + P
 Rising Uppercut             H  f,d,df + P, tap P rapidly
 Cyclone Kick                H  qcb + K
 Rapid Punch                 H  Charge b,f + P, then tap P / K rapidly
 Running Neckbreaker Drop       Charge b,f + K
 2 Dan Jump                     Press ub~uf (x2)
 (leg flip throw)               db + HK when close
 (optic bullet)                 Press HP while standing or crouching
 (double kick)                  Press HK,HK
 (alternate attacks)            In air, d + LK / MP / MK / HP / HK

 Mega Optic Blast               qcf + PP, tap buttons rapidly  (air)
 Super Optic Blast              qcf + KK, tap buttons rapidly  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  LP Optic Blast         LP Optic Blast          Mega Optic Blast
 B:  HP Rising Uppercut     HP Rising Uppercut      Mega Optic Blast
 y:  HK Cyclone Kick        HK Cyclone Kick         Mega Optic Blast

 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP / HK]
 A.Rave Finishers:  HP,HK, any alternate attack but d + LK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching MK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping d + HK
 Snapback Attack:   Standing HK

 - The LP Optic Blast hits twice from up close.
 - The Optic Sweep can hit twice, but only against a floored opponent.
 - The Optic Bullet is just a normal move, so you can fire it and cancel
   into any other attack while it's hitting.  It's a useful setup for any
   of his long-range attacks.
 - You can direct Cyclops' Optic Hold; just hold in any direction
   immediately after it starts.  The directions are reversed, too, so
   holding up-back _or_ down-back makes him fire them up-back.
 - The second hit of the Cyclone Kick must be blocked crouching.
 - The Running Neckbreaker Drop is unblockable.
 - When used, the Super Optic Blast "locks on" to your enemy.  You can
   direct it in any of 8 directions by using the joystick, though.  If
   the blast hits the floor, walls, or corners, it rebounds in the
   opposite direction.


 ------------------------------------------------------------------------
 DAN "THE MAN" HIBIKI, Teacher of Saikyo-ryuu
 ------------------------------------------------------------------------

 Gadou Ken                   H  qcf + P
 Kouryuu Ken                 H  f,d,df + P
 Dankuu Kyaku                   qcb + K  (air)
 Premium Sign                H  qcf + K
 Zenten Chouhatsu               qcf + Taunt
 Kouten Chouhatsu               qcb + Taunt
 Jump Chouhatsu                 In air, press Taunt

 Shinkuu Gadou Ken              qcf + PP
 Hisshou Burai Ken              qcb + KK
 Kouryuu Rekka                  qcf + KK
 Chouhatsu Densetsu             qcf,qcf + Taunt
 Otoko Michi                    HP,LK,b,LP,LP  (Level 3)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Gadou Ken           HP Gadou Ken            Shinkuu Gadou Ken
 B:  HP Kouryuu Ken         HP Kouryuu Ken          Kouryuu Rekka
 y:  HK Premium Sign        HK Dankuu Kyaku         Hisshou Burai Ken

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK

 - Most characters can crouch beneath the Dankuu Kyaku.  Did you know
   that the third hit of the HK version only does 1 point of damage? ;)
 - It seems as if Dan's Kouryuu Kens flash at a set rate in MvC2 (most
   of the time this seems to work, but sometimes there are exceptions).
   Anyway, Dan will flash for every fourth Kouryuu Ken that you do (so
   if you do two in a row, then one later on, then one after that,
   that's the one that will flash).  Unlike a normal Kouryuu Ken, the
   flashing variety has total invincibility and will go through any
   attack.  Switching characters 'resets' the count (so you have to do
   four more to get your next flash), and it doesn't matter if the
   Kouryuu Kens miss or are blocked, or if you do other specials or HCs).
 - In the case of a Beta Dan, the Kouryuu Ken count is kept if you
   switch out (so if you do 3 Kouryuu Kens with Beta Dan, then switch
   out, using Beta Dan for your assist or Variable Counter will make
   him flash).  It doesn't work the opposite way though (if you do
   two assists with Beta Dan, then bring him in, doing two more Kouryuu
   Kens will not make him flash--you have to do four of them in all.
   Now you can actually incorporate the flashing Kouryuu Kens into
   your strategy, since they're easy to pull off, for once.
 - When the Premium Sign is used, Dan takes out a picture of himself,
   autographs it, shows it to his opponent, then throws it at them.  The
   LK version makes the sign fly forward and arc down to the ground,
   while the HK version makes it fly further forward and arc up into the
   air.  This move can hit during the showing of the sign as well, and
   it has _very_ high priority during this time and will stop most
   incoming attacks.  Once thrown, it can negate normal projectiles, but
   the sign itself can be stopped by projectiles or even normal punches
   and kicks!
 - Dan still has the secret Premium Sign finish from MSHvSF as well.  If
   you kill your opponent with a thrown Premium Sign, you'll get the
   flashy background effects that normally only show up when you kill
   somebody with a Hyper Combo.  This also works if you use a Gamma
   Assist-Dan to kill your opponent (but remember, you have to hit with
   a thrown Premium Sign--it won't work if your enemy is hit while Dan's
   showing his picture to them).
 - Dan gains HC energy from any of his taunt moves, except the Chouhatsu
   Densetsu.  And yes, you can stick the Chouhatsu Densetsu in the
   middle of a Delayed Hyper Combo, and it totally rocks.  For some
   reason, he has lost his crouching taunt (the same animation is used
   in the rolling taunts, so what gives?  That's Capcom for ya).  The
   rolling taunts give the most power, the standing gives less, and the
   jumping taunt gives the least amount of power.
 - Dan's Kick Throw isn't a launcher, but nothing prevents you from
   jumping after your opponent and air comboing them.
 - The Shinkuu Gadou Ken now has the weird property of knocking an
   opponent away for the last few hits, makingg it hard to get in the
   full amount of hits.  On the other hand, Dan recovers before the
   Shinkuu Gadouken ends, so you can use this property to juggle your
   opponent in the corner of the screen.  You can even have more than
   one Shinkuu Gadou Ken on screen at the same time.
 - The Otoko Michi is unblockable.  It's now the most damaging HC in the
   game (100 points of damage normally, comapared to say, 70 points for
   the Shun Goku Satsu). I've heard you can get even more damage by
   tapping the buttons rapidly, but that didn't work for me (never was
   good with mashing).  I don't know anyone who has gotten more damage
   out of it themselves either, so this may just be a rumor.  Of course,
   Dan's still left with one point of life left (and no recoverable
   life), so you can't even block special moves or Dan will die.
   Nonetheless, Dan sure kicks ass.  Yahooey!


 ------------------------------------------------------------------------
 DHALSIM, Yoga Master
 ------------------------------------------------------------------------

 Yoga Fire                   H  qcf + P  (air)
 Yoga Flame                  H  qcb + P
 Yoga Blast                  H  qcb + K
 Yoga Smash                     hcb + HP when close
 Yoga Teleport                  f,d,df / b,d,db + PP / KK  (air)
 Fuyuu                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 Drill Zutsuki                  In air, d + HP
 Drill Kick                     In air, d + LK / MK / HK

 Yoga Inferno                   qcf + PP, direct d / u  (air)
 Yoga Strike                    qcf + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Yoga Fire           HP Yoga Fire            Yoga Inferno
 B:  LP Yoga Flame          HP Yoga Flame           Yoga Inferno
 y:  LK Yoga Blast          HK Yoga Blast           Yoga Inferno

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HK
 Variable Attack:   LK Drill Kick
 Snapback Attack:   Standing HK

 - Dhalsim's limbs automatically extend if you're far away or contract
   if you're close by.  This is pretty handy, but you have to make
   sure you're rather close if you want to use the shorter version of
   his Punch or Kick attacks.
 - He has an automatic teleport that kicks in whenever he's knocked into
   the air and is not currently being hit.  He'll reappear right where he
   was a moment later.
 - Dhalsim can teleport repeatedly in the air.
 - Dhalsim's Fuyuu lets your him fly in any direction.  You can make
   attacks while in air, and even use mid-air specials and HCs, but you
   cannot block.  You can also use the Kuuchuu Dash to dash in any of
   the eight directions.  This move ends after a while, or if you are
   hit or perform the Fuyuu again.  Doing the Drill Kicks or Drill
   Zutsuki ends this move, as does the Yoga Teleport.
 - You can cancel a weaker Drill Kick into a stronger one (yes, Dhalsim
   still has three strengths--after hitting with any light attack (even
   an LK Drill Kick), pressing d + LK results in the MK Drill Kick).
   Any Drill Kick can be canceled into a higher strength attack (say,
   an LK Drill Kick could be followed by a mid-air MP, MK, HP, or HK
   attack, a MK or HK Drill Kick, or the Drill Zutsuki).
 - The Yoga Strike is an air throw that only hits mid-air opponents.  An
   easy way to connect it is to launch your opponent, pause for a moment,
   then do the Yoga Strike.
 - You can tap the buttons and wiggle the joystick during the Yoga Smash
   to do more damage.  This move will miss (and the Yoga Flame will come
   out instead), if your opponent is crouching.  If you mash fast enough,
   the move does insane damage (49 points, which is more than his Yoga
   Inferno and 1 point less than the Yoga Strike)!  You'll know if you're
   doing it right as Dhalsim will noogie his opponent super fast.


 ------------------------------------------------------------------------
 DR. DOOM, Iron-Masked Dictator
 ------------------------------------------------------------------------

 Plasma Beam                 H  qcf + P  (air)
 Photon Shot                 H  hcb + P  (air)
 Molecular Shield            H  hcb + K, tap buttons rapidly
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (laser gun)                    In air, press HP
 (foot dive)                    In air, d + HK

 Electric Cage                  qcf + PP
 Sphere Flame                   qcf + KK
 Photon Array                   hcb + PP  (air)

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Photon Shot         HP Photon Shot          Photon Array
 B:  HK Molecular Shield    HK Molecular Shield     Sphere Flame
 y:  HP Plasma Beam         HP Plasma Beam          Electric Cage

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Standing MK]  [Crouching HP]  [df + HP / HK]
 A.Rave Finishers:  HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing MP

 - The Molecular Shield can hit both while Dr. Doom is summoning rocks
   and while they are moving forward.  It can also destroy projectiles
   when forming and when flying forward.  Note that the rocks can only
   be destroyed once they are flying forward.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.  It also ends if you do
   either his HK or d + HK attack.
 - Personally, I find the easiest way to get the full allotment of hits
   from Doom's jumping HP (the laser gun), is to use the Hikou.  That
   way you won't fall down and have the move end prematurely when you
   fire.
 - All of Dr. Doom's command attacks are cancelable.


 ------------------------------------------------------------------------
 FELICIA, Dreaming Cat Woman
 ------------------------------------------------------------------------

 Rolling Buckler             H  qcf + P
 Rolling Slide               H  Press K during Rolling Buckler
 Rolling Uppercut               Press HP during Rolling Buckler
 Neko Punch                     Press LP during Rolling Buckler
 Sand Splash                 H  qcf + K
 Cat Spike                   H  f,d,df + P  (only LP is hypercancelable)
 Delta Kick                     f,d,df + K  (air)
 Hell Cat                       hcb + K  (only hits when close)
 Pussy Stlash                   b + HK
 Wall Clutch                    Jump ub against a wall, hold ub / b
 Sankaku Tobi                   Neutral position after Wall Clutch
 (wall slide)                   Jump ub against a wall, hold db
 (delayed wall slide)           Keep holding ub / b after Wall Clutch
 
 Dancing Flash                  qcf + PP
 Hyper Sand Splash              qcf + KK
 Please Help Me                 qcb + KK, tap K rapidly

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HK Delta Kick          HK Delta Kick           Hyper Sand Splash
 B:  HK Sand Splash         HP Cat Spike            Hyper Sand Splash
 y:  HP Cat Spike           HK Sand Splash          Hyper Sand Splash

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HK]  [df + HK]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Crouching HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Crouching MK

 - The Rolling Buckler hits for one point of damage.  Pressing LP during
   this move makes you do a punch attack (okay, 'Neko Punch', according
   to Felicia) ;)  Pressing HP gives you the normal uppercut finisher,
   while K makes you do a low kick that must be blocked low.  The thing
   about the HP uppercut is that its' strength is determined by the
   strength of the Rolling Buckler.  So qcf + LP,HP gives you a weak
   uppercut, and qcf + HP,HP gives you a strong one that does more
   damage.  Also, you can combo any of the finishers from the Rolling
   Buckler itself, but you have to be quick or Felicia will bounce away
   after she hits.
 - Yes, that's the real name for Felicia's b + HK attack.  According to
   the Dash Taisen Vampire Savior Technique Guide, Capcom says "stlash"
   is a cat-word.  I think these guys have too much time on their hands.
   Anyway, this move is cancelable on either hit.
 - To do Felicia's Wall Clutch, you must jump ub into a wall, then
   press ub or b again (holding in a direction before you reach the wall
   doesn't work, unlike other characters Sankaku Tobi moves).  Once
   she grabs the wall, you can release the controller to make her leap
   off the wall (the Sankaku Tobi), or you can press db to make her
   slide down--release db at any time to make her leap off the wall.
   The same thing occurs if you hold ub or b to cling to the wall and
   then wait--she will start to slide down.  Alternatively, you can
   jump ub against a wall and press db to make her immediately start
   sliding down the wall, if you wish.
 - You can tap the buttons and wiggle the joystick during Felicia's
   HK hold to do more damage.


 ------------------------------------------------------------------------
 GAMBIT, Hero with a Dark and Secret Past
 ------------------------------------------------------------------------

 Kinetic Card                H  qcf + P  (air)
 Trick Card                  H  qcb + P
 Cajun Slash                 H  f,d,df + P / LK + HP
 Cajun Escape                   Charge d,ub~uf + P, then b / f + P in air
 Cajun Strike                   Charge d,ub~uf + K
 
 Royal Flush                    qcf + PP
 Cajun Explosion (Forward)      qcf + KK
 Cajun Explosion (Backward)     qcb + KK

     partner assist         variable counter        variable combination
     -------------------------------------------------------------------
 a:  HP Kinetic Card        HP Kinetic Card         Royal Flush
 B:  LP Cajun Slash         LP Cajun Slash          Royal Flush
 y:  Crouching HP           Crouching HP            Royal Flush

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     Standing HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - An opponent hit by the Kinetic or Trick Card is momentarily stunned
   and can be hit before they fly away.  Against characters with Super
   Armor, the LP version will not connect when done out of the blue,
   but the HP version of either move will.
 - During the Cajun Strike or Cajun Escape, you can charge ub or uf
   to make Gambit leap to that wall.  Normally (when you just use d,u)
   Gambit leaps to the wall in front of him.  While in air, you can
   press in the opposite direction upon touching a wall to jump across
   to the opposite wall before attacking.
 - Using the qcf + KK version of the Cajun Explosion makes Gambit leap
   to the wall opposite him; the qcb + KK version makes him cling to
   the wall behind him.  If you do this move but can't land on a wall
   (i.e. you don't move far enough back or forward), then you'll land
   without wasting any HC power.
 - You can tap the buttons and wiggle the joystick during Gambit's HK
   hold to do more damage.


 ------------------------------------------------------------------------
 GOUKI, Man with the Ultimate Fist               (AKUMA outside of Japan)
 ------------------------------------------------------------------------

 Gou Hadou Ken               H  qcf + P
 Zankuu Hadou Ken            H  In air, qcf + P
 Tenma Kuujin Kyaku          H  In air, qcf + K
 Gou Shouryuu Ken            H  f,d,df + P
 Ashura Senkuu                  f,d,df / b,d,db + PP / KK
 Tatsumaki Zankuu Kyaku      H  qcb + K  (air)
 Jigoku Guruma                  hcb + HK when close
 Zugai Hasatsu                  f + HP
 Senpuu Kyaku (ground)          f + HK
 Senpuu Kyaku (jumping)         In air, u + HK
 Mae Geri                       In air, u + MK
 
 Messatsu Gou Hadou             qcb + PP, tap buttons rapidly
 Messatsu Gou Shouryuu          qcf + PP
 Messatsu Gou Rasen             qcf + KK
 Tenma Gou Zankuu               In air, qcf + PP
 Shun Goku Satsu                LP,LP,f,LK,HP  (Level 3)

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: HP Gou Hadou Ken        HP Gou Hadou Ken       Messatsu Gou Hadou
 B: HP Gou Shouryuu Ken     HP Gou Shouryuu Ken    Messatsu Gou Shouryuu
 y: HK Tatsumaki Zankuu K.  HK Tatsumaki Zankuu K. Messatsu Gou Rasen

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Senpuu Kyaku, Zankuu Hadou Ken
 Flying S. Ground:  Messatsu Gou Rasen
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Zugai Hasatsu (hits once; not an overhead)

 - You can only hypercancel out of the Zankuu Hadou Ken if you do it
   during a super jump.
 - The Zugai Hasatsu is an overhead attack and must be blocked high.
 - The Shun Goku Satsu is unblockable.
 - The Jigoku Guruma will miss (and the Tatsumaki Zankuu Kyaku will come
   out instead), if your opponent is crouching when you attempt it.


 ------------------------------------------------------------------------
 GUILE, Soldier who Left the Air Force
 ------------------------------------------------------------------------

 Sonic Boom                  H  Charge b,f + P
 Somersault Kick             H  Charge d,u + K
 Kuuchuu Somersault Kick     H  In air, tap d,u + K
 Knee Bazooka                   b + LK
 Rolling Sobat                  b + HK
 Straight                       b + HP
 Spinning Back Knuckle          f + HP
 Reverse Spin Kick              f + HK
 Jump Chop                      In air, u + HP
 (splits kick)                  In air, u + LK
 (angled kick)                  In air, u + MK
 
 Sonic Hurricane                qcf + PP
 Somersault Strike              qcb + KK
 Crossfire Assault              In air, qcf + KK

     partner assist          variable counter       variable combination
     ------------------------------------------------------------------- 
 a:  HK Somersault Kick      HK Somersault Kick     Somersault Strike
 B:  HP Sonic Boom           HP Sonic Boom          Sonic Hurricane
 y:  HP Sonic Boom           HK Somersault Kick     Sonic Hurricane

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Flying Chop, Crossfire Assault
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK  (either hit)
 Variable Attack:   Jumping HK
 Snapback Attack:   Spinning Back Knuckle

 - All of Guile's command attacks are cancelable, except for the Knee
   Bazooka and Rolling Sobat.  None of his moves are overheads, though.
 

 ------------------------------------------------------------------------
 HAYATO KANZAKI, Burning Prize Money Earner
 ------------------------------------------------------------------------

 Shiden                      H  qcf + P
 Guren                       H  f,d,df + P  (air)
 Byakko Hou                     b,f + PP  (only hits when close)
 Plasma Combo: Suzaku Ranbu     b + LP,LP,LP,LP
 Plasma Combo: Kegon 1          b + LP,LP,HP,HK,LP (then press LP)
 Plasma Combo: Kegon 2          b + LP,LP,LP,HK,LP (then press LP)
 Plasma Combo: Guren 1          b + HP,LP,HP,HP,HP
 Plasma Combo: Guren 2          b + HP,LP,HP,LK,HP
 Dokuryuu                       Press HP while dashing
 Souryuu                        Press HP during Dokuryuu
 Hien                           f + HP
 Dai Oiuchi Kougeki             In air, d + HK

 Rasetsu Zan                    qcf + PP
 Engetsu                        qcf + KK
 Plasma Field                   qcb + KK  (air)
 Black Hayato                   LP,HP,b,LK,HK  (Level 3)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shiden              HP Shiden               Rasetsu Zan
 B:  HP Guren               HP Guren                Engetsu
 y:  HP Shiden              HP Guren                Engetsu

 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HK in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HK (2nd hit animation)

 - The Byakko Hou is unblockable.  A hit opponent is knocked into the
   air, where they can be attacked.
 - Using the Dokuryuu (or Souryuu) makes you switch sides with your
   opponent.
 - Capcom ported over Hayato's Plasma Combos from the Star Gladiator
   series, and now they're pretty powerful.  For one thing, you can
   cancel out of the attacks into specials or HCs.  The kick attack
   in the Plasma Combos must be blocked low, while the last hit of the
   'Kegon' combos is an overhead and must be blocked high.
 - For the 'Kegon' combos, pressing LP after the last horizontal slash
   makes Hayato do a jumping attack--time it too late and it will miss.
   Alternately, you can just stop the combo there and link a normal
   attack, into a chain combo, into an aerial rave.  For example:

   (in the open)
     Kegon 1/2 (5 hits), Dokuryuu.
     Kegon 1/2 (5 hits), crouching HP, aerial rave.

   (corner combos)
     Kegon 1/2 (5 hits), jumping LK,MK,(HP Guren),Plasma Field
     Kegon 1/2 (5 hits), step forward, c. LK, s. MK, c. HP, aerial rave.

 - Ganymede sent in a cool combo created by Araya that goes something
   like this:

     jump in LK,HK, dashing LP,LP,f+HP, then b+HP,LP,HP,HP, anything.

 - Ganymede suggests doing the Black Hayato HC as the last move in this
   combo.  This combo is cool because it illustrates the usefulness of
   the Hien--mainly, that you can do it, then link into another attack,
   like Hayato's b+HP Plasma Combo opener, as well as his standing or
   crouching LP, or even a Shiden!
 - Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma
   Field), and no, it can't hit someone on the ground ;)
 - When you perform a Variable Counter and have Gamma or Beta Hayato
   come in to do the Guren, they will come out as Black Hayato instead,
   and then change to normal upon landing.  They'll also turn back if
   they're hit out of the move or you hypercancel into the Plasma Field.
 - Straight from Plasma Sword comes Hayato's Plasma Field HC.  This move
   does a small amount of damage, and if it hits, Hayato will start
   flashing blue.  For a limited period of time, he has infinite HC
   energy, and can even use his Level 3 Black Hayato move repeatedly.
   However, he can't use his Plasma Field while discolored, nor can he
   use a Variable Attack or Variable Combination.  He can still switch
   out with a Variable Counter, but in that case the Plasma Field bonus
   ends.  This move can be blocked, but is still considered 'activated'
   if you hit someone with Super or Hyper Armor.
 - The Black Hayato HC is blockable.


 ------------------------------------------------------------------------
 HULK, A Giant with Mysterious Strength, Able to Destroy Mountain Ranges
 ------------------------------------------------------------------------

 Gamma Slam                  H  qcf + P
 Gamma Tornado               H  hcb + P  (only hits when close)
 Gamma Charge (Taichi)       H  Charge b,f + K  (then K or dir. + K)
 Gamma Charge (Taikuu)          Charge d,u + K  (then K or dir. + K)

 Gamma Wave                     qcf + PP
 Gamma Quake                    qcf + KK
 Gamma Crush                    qcb + PP, move b / f

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Gamma Slam          LP Gamma Slam           Gamma Wave
 B:  LK Gamma Charge f      LK Gamma Charge f       Gamma Crush
 y:  LK Gamma Charge uf     LK Gamma Charge u       Gamma Quake
            
 Chain Combo Type:  [Ground 2]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  MP,HP,HK
 Flying S. Ground:  Gamma Tornado
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing MP,MK,HP,HK / Crouching HK
 Knockdown Attack:  None.
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - The Gamma Tornado can be blocked.  To hypercancel out of this, you
   must do it the moment the Tornado hits (it will do zero damage,
   though).
 - If the Gamma Charge isn't blocked, you can press K again for a
   second charge (both versions go straight up).  Or, you can pick
   the direction you travel in (ub / u / uf + K for the Taichi
   version; b / ub / u / uf / f + K for the Taikuu version).  You can
   also reverse the direction if you want (i.e., press db to charge
   up-forward).
 - The Gamma Crush can hit on the way up.  If it does so, your enemy
   is knocked to the ground, and you're guaranteed the hits (unless
   you press b to make Hulk move away).  However, the Gamma Crush will
   hit less times and do less damage overall.
 - The Hulk has Super Armor when on the ground (see the Gameplay Notes
   section for more details on how this works).
 - All of the Hulk's normal punches and kicks cause block damage.
 - Hulk's standing HP, HK, and crouching HP and HK can go through Super
   Armor (his opponent will go into hit stun).


 ------------------------------------------------------------------------
 ICEMAN, Hot yet Cool Guy
 ------------------------------------------------------------------------

 Ice Beam                    H  qcf + P  (air)
 Ice Avalanche               H  qcf + K  (air)
 Ice Fist                       qcb + P
 (iceball throw)                In air, d + HP
 (downward slash kick)          In air, d + HK

 Arctic Attack                  qcf + PP, tap buttons rapidly?  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Ice Beam            LP Ice Beam             Arctic Attack
 B:  LK Ice Avalanche       LK Ice Avalanche        Arctic Attack
 y:  LP Ice Beam            LK Ice Avalanche        Arctic Attack
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HK]  [df + HK]
 A.Rave Finishers:  HP, HK, Downward Slash Kick
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HK
 Knockdown Attack:  Crouching HP
 Variable Attack:   Jumping MK
 Snapback Attack:   Standing HP

 - The HP version of the Ice Beam goes diagonally up-forward when done
   on the ground, and down-forwad when done in the air.
 - You can break the Ice Avalanche ball with projectiles.  
 - When the Ice Fist is used, Icman melds a large ball of ice to one of
   his arms.  This increases the damage of all your Punch attacks (except
   his crouching HP), does block damage, and can be used to stop
   projectiles (just punch at them and the ball will negate them).
   However, the iceball breaks after your Punch attacks hit or are
   blocked three times.
 - Iceman can block certain attacks without taking damage.  But surprise,
   surprise, it's not just 'beam' or 'energy' attacks.  There's a whole
   load of stuff that he takes no block damage from, including:

   Anakaris:    Ouke no Sabaki, Hitsugi no Mai, all his HCs.
   Blackheart:  Dark Thunder, Inferno, Armageddon, Heart of Darkness.
   Bulleta:     Smile & Missile, Happy & Missile, Cheer & Fire, Cool
                Hunting, Hyper Apple For You (far range or blocked).
   Cable:       Viper Beam, Hyper Viper.
   C.Commando:  Captain Fire, Captain Corridor, Captain Sword.
   Chun-Li:     Reishiki Kikou Ken, Kikou Ken, Kikou Shou.
   Cyclops:     Optic Blast, Optic Sweep, both HCs, also the 'eye blast'
                ending of Rising Uppercut and Rapid Punch.
   Dan Hibiki:  Gadou Ken, Shinkuu Gadou Ken.
   Dhalsim:     Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno.
   Dr. Doom:    Plasma Beam, Photon Shot, Photon Array, Electric Cage.
   Felicia:     Sand Splash, Hyper Sand Splash.
   Gambit:      Kinetic Card, Trick Card, both of his HCs.
   Gouki:       Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou Hadou,
                Tenma Gou Zankuu.
   Guile:       Sonic Boom, Sonic Hurricane.
   Hayato:      Engetsu.
   Hulk:        Gamma Slam, all HCs (except the 'hand' hit of the Gamma
                Quake).
   Iceman:      Ice Beam.
   Iron Man:    Unibeam, Repulsor Blast, Smart Bomb, Proton Cannon
                (except for the physical hit with the cannon barrel).
   Jin S.:      Saotome Dynamite, Blodia Punch (not Jin's fist, though),
                Blodia Vulcan.
   Juggernaut:  Earthquake Punch (except for 'hand' hit part).
   Ken M.:      Hadou Ken.
   Kobun:       Kobun Fire.
   Magneto:     E-M Disruptor, Magnetic Blast, both of his HCs.
   Marrow:      Bone-merang, both HCs.
   Morrigan:    Soul Fist, Soul Eraser, Silhouette Blade.
   Nash:        Sonic Boom, Sonic Break.
   Psylocke:    Psi-Thrust, Kochou Gakure.
   Rockman:     Hyper Rockman.
   Roll:        Hyper Roll.
   Ruby Heart:  Fant“me, Supremacion, Milles Fant“mes, Pare-tonn‰re,
                Tour de Magie.
   Ryu:         Hadou Ken, Shinkuu Hadou Ken.
   Sabretooth:  Armed Birdie, Hyper Armed Birdie.
   Sakura K.:   Hadou Ken, Shinkuu Hadou Ken (either form).
   Sentinel:    Plasma Storm.
   ShumaGorath: Mystic Stare.
   S. Samurai:  Raimei Ken, Hyouga Ken, Homura Ken.
   Sonson:      All her SCs.
   Spider-Man:  Web Ball.
   Storm:       Whirlwind, Double Typhoon.
   Strider H.:  Formation B, Ouroboros.
   Thanos:      Death Sphere, all his SCs.
   Vega:        Psycho Shot, Psycho Field, Psycho Explosion.
   Venom:       Venom Rush, Death Bite.
   War Machine: Repulsor Blast, Smart Bomb, War Destroyer.
   Wolverine:   Fatal Claw.
   Zangief:     Banishing Flat, Vodka Fire (in Mecha Zangief form).
   Abyss #1:    Trident (splash part, not the actual trident), Blue
                Sparks, both HCs (Stomach Blast and Green Rain).
   Abyss #2:    All of his attacks except the Green Bubbles.
   Abyss #3:    The Ground Flames, Arm Pound Column, Horizontal Flames,
                and his Horizontal Flames SC.

 - I personally find the number of things he can block without taking
   damage to be ridiculous.  I mean, come on, especially for Blackheart,
   Bulleta, Thanos and Anakaris, that's just a way overbalanced match in
   Iceman's favor.  


 ------------------------------------------------------------------------
 IRON MAN, Golden Knight Flying Through the Sky
 ------------------------------------------------------------------------

 Unibeam                     H  qcf + P  (air)
 Repulsor Blast              H  hcb + P
 Smart Bomb                  H  Press (b / f +) LK + HP  (air)
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 Missile                        Press HP while crouching
 (knee dive)                    In air, d + HK
 (upward kick)                  In air, u + HK
 (directed laser)               In air, uf~df + HP

 Proton Cannon                  qcf + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Unibeam             LP Unibeam              Proton Cannon
 B:  HP Repulsor Blast      HP Repulsor Blast       Proton Cannon
 y:  Standing HK            Standing HK             Proton Cannon
            
 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HK]  [df + HK]
 A.Rave Finishers:  f / d + HP, HK
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MP,HK (2nd hit)
 Knockdown Attack:  Crouching MK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HP

 - When you use the Smart Bomb, holding back or forward decreases or
   increases the range of the bombs.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials, but you
   cannot block.  You can also use the Kuuchuu Dash to dash in any of
   the eight directions.  This move ends after a while, or if you are
   hit or perform the Hikou again.  It also ends if you do his Knee
   Dive.  However, you can't use the Knee Dive during the Hikou if you
   are too close to the ground.
 - I sat down and tested out both Iron Man and War Machine to find any
   differences aside from the obvious stuff (missiles over lasers, etc.),
   and discovered the following, with some help from contributors:

    * Iron Man's Unibeam does more damage than the Shoulder Cannon, but
      the damage decreases the further away you are, unlike the Shoulder
      Cannon.
    * Iron Man's Proton Cannon does better damage, and does only
      slightly less damage (or slightly more, depending), when you combo
      it off the 'hit' animation of the actual Cannon.  It does worse
      damage the further away you are, though.  On the other hand, War
      Machine's Proton Cannon does consistant damage no matter where
      you are, but instead of 'catching' an opponent for maximum hits,
      the opponent my bounce off the stream of missiles (this effect
      can also occur when you combo it off of the hit animation).
    * Iron Man's standing and crouching HK, as well as his crouching LP,
      do less damage than those same attacks for War Machine.
    * Not only does Iron Man's crouching HP Missile do less damage than
      War Machine's crouching HP Laser, but it can't negate multiple
      projectiles the way WM's laser can.  However, the damage is
      consistent no matter where the Missile is fired from, unlike WM's
      laser, which gets weaker the further away you are.
    * Combo-wise, it's easier to connect with Iron Man's launcher in
      combos.  Dashing LP,MP,HK or LK,MK,HK works with him, but won't
      combo with War Machine.
    * In a similar vein, you can do a crouching MP into the Proton
      Cannon, but this won't combo when attempted with War Machine.
    * Obviously the animation for Iron Man's Repulsor Blast and Smart
      Bombs are different, but is there any tactial advantage to this?
      I couldn't see any difference in range, speed, or damage, myself.


 ------------------------------------------------------------------------
 JILL VALENTINE, One who Returned Alive from the Nightmare
 ------------------------------------------------------------------------

 Kinsetsu Sentou A           H  qcf + P  (air)
 Ousen Shageki                  hcb + P, tap P when Jill starts firing
 Grenade Launcher            H  f,d,df + P  (hold P to delay)
 Kinkyuu Kaihi A             h  qcb + K
 Kinkyuu Kaihi B             H  qcf + K
 Sliding                        d + HK

 Kinsetsu Sentou A+             qcf + PP  (air)
 Rocket Launcher                qcf + KK
 CODE: T-002                    qcb + KK  (can then use End of Tyrant)
 End of Tyrant                  qcf + K while Tyrant is laughing

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  Life-Up                HK Kinkyuu Kaihi A      Rocket Launcher
 B:  HP Kinsetsu Sentou A   HP Kinsetsu Sentou A    Kinsetsu Sentou A+
 y:  Grenade Launcher       HP Grenade Launcher     Rocket Launcher
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Standing HK
   
 - If you hold HP when you do the HP Kinsetsu Sentou A, Jill will begin
   to glow.  The longer she glows, the more hits and damage this move
   will do when you release HP.  The increase rate is about one hit
   added for each second charge (so charge it for nine seconds and it
   will hit nine times).  The charging will end if you do an LP Kinsetsu
   Sentou A, any of her Hyper Combos, or any Variable moves.
 - The Kinsetsu Sentou A can also go through fireballs, but not all of
   them.  I was able to cleanly go through one of Spiral's knives, but
   not Roll's Roll Buster.
 - The Ousen Shageki is a counter-attack move.  If Jill is hit while
   flashing, she will take no damage, and attempt to push her opponent
   away.  If she is successful, she follows up by firing some rounds
   into her victim (if you tap P, she'll finish off by disposing of
   her used-up clip after the 10th hit).  This move can stop standing
   and crouching attacks, but is not very effective against jumping
   attacks since the 'push' part may miss.  Note that the damage
   increases for each shot fired _except_ the last hit; it goes back
   down to 14 damage.  So always stop at nine shots for the most damage
   (21 damage total).
 - When you use the Grenade Launcher, the grenade normally explodes in
   mid-flight.  However, if you hold down the button used, the grenade
   will not explode until it is further along in it's trajectory, or
   until you release P.
 - When you perform the LP Kinkyuu Kaihi A, a zombie will walk out onto
   the screen.  If the zombie reaches your opponent, it will much on
   them for minor damage and give you a chance to attack your foe while
   they're occupied.  If you attack the zombie with any move (you can
   even use the Kinkyuu Kaihi B, although in that case the dog or bird
   will not hit your opponent, just the zombie), it will fall forward--
   if it's close enough to your opponent, it latches onto their foot
   (this must be blocked low).  Note that the zombie will fall back
   without attacking if you use any Variable move or any Hyper Combo.
   This also happens if your opponent attacks the zombie (they can even
   be knocked back with normal punches and kicks).
 - The HP Kinkyuu Kaihi A summons a flaming zombie, who cannot be knocked
   down by you, and will remain on screen even if you use any Variable
   moves or Hyper Combos.  Instead of latching onto an opponent, it
   simply bumps into them, then falls back down.  Your opponent can knock
   away either zombie with normal attacks, special moves, etc., but
   against the flaming zombie, you're likely to trade hits).
 - Both zombies are unblockable, unless you're already in a blocking
   animation.  Think of it like trying to throw someone who is in block
   stun; you can't do it.  So if a zombie is coming at you, and Jill
   throws a light punch from across the screen, you will still go into
   your block animation even though she's nowhere near you.  If you
   go into your block animation right as the zombie reaches you, you'll
   block them and they fall backward.
 - The Kinkyuu Kaihi B summons a Cerebus dog (LK) or a crow (HK).  Both
   of them can be hit by your opponent (with normal moves or special
   attacks), to prevent them from attacking.
 - For either version of the Kinkyuu Kaihi A or B, you cannot use that
   move twice in a row, but you could, for example, summon a zombie,
   then call out the Cerebus dog or a crow.
 - During the very last part of the CODE: T-002 Hyper Combo, the Tyrant
   poses and laughs.  At this time, you can input qcf + K to perform the
   End of Tyrant HC, in which Jill fires a single blast from her Rocket
   Launcher.  Although the command only uses one Kick button, it still
   costs a full level to use.  When the Tyrant blows up, your opponent
   will be caught in the resulting explosion for minor damage (7 points
   for an average character).
 - During Jill's Alpha Assist, she may either give you a Green Herb,
   which restores some recoverable life, or a Green and Red Herb, which
   will restore a greater amount of lost life.


 ------------------------------------------------------------------------
 JIN SAOTOME, the Soldier Riding the Weapon, Blodia
 ------------------------------------------------------------------------

 Saotome Typhoon             H  Charge b,f + P
 Saotome Dynamite            H  Charge d,u + P
 Saotome Crush               H  hcb + K  (only hits when close)
 Saotome Fire                   While taunting, tap P / K rapidly
 Saotome Diving                 In air, press d + HK
 Saotome Shine                  Occurs when you have 40 pts. of life left

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

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Saotome Typhoon     HP Saotome Typhoon      Saotome Cyclone
 B:  HP Saotome Dynamite    HP Saotome Dynamite     Blodia Punch
 y:  Standing MP            Standing MP             Blodia Punch
            
 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [df + HP]
 A.Rave Finishers:  HP
 Flying S. Ground:  Blodia Punch
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP,MK,HK / Crouching MK,HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping LK
 Snapback Attack:   Crouching HP

 - The LP Saotome Tornado hits more times from up close, while the HP
   version can't get full hits (5 total), unless you do it from far
   away.  If you do get full hits, you can even combo into the Blodia
   Vulcan.  This move is very useful in combos because you can do a
   combo like c.LP, c. MP, do an LP Saotome Tornado, and right as the
   third hit connects, hypercancel into the Blodia Punch or Saotome
   Cyclone for lots of damage.
 - Jin has limited invincibility during the Saotome Dynamite.
 - Another neat thing about the Saotome Dynamite is that it can cancel
   out of the ending animation of another Saotome Dynamite or the
   Saotome Cyclone.  So after doing a Dynamite, you can charge down and
   press u + P (or just u if you're holding P) once you see Jin's
   'getting dressed' flash to immediately do another Dynamite.  Or if
   you've just done the Saotome Cyclone, you can hit someone off the
   ground by canceling the end animation into a Saotome Dynamite.
 - The Saotome Crush is blockable.  Luckily, you can combo into it from
   a standing or crouching LK.  If you try to hit someone on the ground
   with this (say, after a crouching HK), they will roll backward, which
   is a useful way to get someone in the corner.  Just don't do the c.
   HK from too close or they'll roll through you when you do the Crush.
   You can hypercancel out of this move, but you must do it the moment
   Jin grabs his opponent.
 - An opponent can be injured by the Saotome Fire once flame is coming
   off of Jin's back.
 - You can get more hits from the Blodia Punch if Jin is closer to his
   opponent (since his fist actually hits), and if his back is close
   to the edge of the screen (since the Blodia's arm will hit while
   moving).
 - Jin's Saotome Diving hits three times, and even be used in aerial
   raves now.  You can combo off of it upon landing, assuming you don't
   do it too early.
 - Since the screen resets to Jin's location when you use the Blodia
   Vulcan.  Unlike as in MvC, this move can kill a character if their
   life is low enough.  You can actually combo into this move, but only
   off of the 5th hit of an HP Saotome Typhoon (meaning you must do it
   from relatively far away), or from a launcher.  To do it with a
   launcher, Jin must have his back near the edge of the screen (even
   if you're in the middle of the playing field), and his enemy must
   be fairly close to him.
 - Jin can now do full aerial raves, since only his HP causes the 'flying
   screen' effect now.
 - When Jin is the last surviving character and has less than 25% of his
   total life gauge (this includes recoverable damage), he will pose for
   a moment at his first opportunity to stand still.  Once he poses, he
   will start glowing.  While glowing, he has Super Armor while on the
   ground (see the Gameplay Notes section for more details on how this
   works).  His attack power also increases, just as if he'd gotten a
   Power Up Orb from Ruby Heart.

 - You can actually pick which color he'll glow, depending on what button
   you chose him with originally:

        * If you selected him with LP, he'll glow yellow
        * If you selected him with PA, he'll glow pink
        * If you selected him with LK or PB, he'll glow green
        * If you selected him with HP or HK, he'll glow blue

   Obviously, if you both try to pick green or blue, the first person
   to select that color gets it, while the other gets the unselected
   color.
 - You can tap the buttons and wiggle the joystick during Jin's HK hold
   to do more damage.
 - Jin's Medium and Hard attacks do block damage (this includes his
   d + HK slide and the Saotome Diving).
 - Jin's standing HP, HK, and crouching HP can go through Super Armor
   (his opponent will go into hit stun).
 - The kanji on Jin's back read 'uchuu ichi'.  This literally comes out
   as 'space one', but more likely means "number one in the universe",
   or something along those lines (like Mai's "nippon ichi" win pose).
   

 ------------------------------------------------------------------------
 JUGGERNAUT, An Uncontrollable Tank-like Warrior
 ------------------------------------------------------------------------

 Juggernaut Punch            h  hcf + P
 Juggernaut Body Press          hcf + K  (air)
 Earthquake Punch            H  f,df,d + P
 Cyttorak Power-Up              f,d,df + PP
 (double fist punch)            f + HP

 Juggernaut Headcrush           qcf + PP, tap buttons rapidly

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Earthquake Punch    HP Earthquake Punch     Juggernaut Headcrush
 B:  HP Juggernaut Punch    HP Juggernaut Punch     Juggernaut Headcrush
 y:  HK J. Body Press       HK J. Body Press        Juggernaut Headcrush

 Chain Combo Type:  [Ground 2]  [Jumping 2]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
                    [Standing HP (vs. an airborne opponent)]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Juggernaut Punch
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Double Fist Punch
 Knockdown Attack:  Crouching MK
 Variable Attack:   Juggernaut Body Press
 Snapback Attack:   Double Fist Punch

 - Juggernaut has Super Armor while on the ground (see the Gameplay Notes
   section for more details on how this works).
 - Juggernaut cannot use the dashing jump (uf while dashing).
 - The Juggernaut Punch cannot be canceled into the Juggernaut Head Press
   once it hits, but that's only because it has a Flying Screen effect.
   If you hit someone off the ground with the Juggernaut Punch, you don't
   get that effect, so you can hypercancel into it after it hits.
 - Once the Cyttorak Power-Up is performed, Juggy will glow red until he
   makes an attack (whether it hits or misses).  Whatever attack he makes
   will do increased damage on the first hit only.  Interestingly enough,
   the Power-Up will end if you do a throw (even though normally, throw
   damage is not increased), but not if you do a Snapback (again, the
   damage will not increase in this case, either).
 - The Double Fist Punch can no longer be used as a launcher, but it is
   still cancelable.
 - Juggernaut's standing HP, HK, and crouching HP and HK can go through
   Super Armor, as will his Double Fist Punch (his opponent will go
   into hit stun).


 ------------------------------------------------------------------------
 KEN MASTERS, King of Fighting Clad in Violent Flames
 ------------------------------------------------------------------------

 Hadou Ken                   H  qcf + P  (air)
 Shouryuu Ken                H  f,d,df + P  (air)
 Tatsumaki Senpuu Kyaku         qcb + K  (air)
 Zenpou Tenshin                 qcb + P
 Mae Geri                       In air, u + MK
 Senpuu Kyaku                   In air, u + HK
 Inazuma Kakato Wari            f + HK

 Shouryuu Reppa                 qcf + PP
 Shinryuu Ken                   qcf + KK, tap K rapidly
 Shippuujinrai Kyaku            qcb + KK, tap K rapidly

    partner assist          variable counter        variable combination
    -------------------------------------------------------------------- 
 a: HP Shouryuu Ken         HP Shouryuu Ken         Shinryuu Ken
 B: HP Hadou Ken            HP Hadou Ken            Shouryuu Reppa
 y: HK Tatsumaki Senpuu K.  HK Tatsumaki Senpuu K.  Shouryuu Reppa
            
 Chain Combo Type:  [Ground 2]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK, Senpuu Kyaku, Hadou Ken
 Flying S. Ground:  Shinryuu Ken
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP,MK,HK / Crouching MK,HP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HK

 - Ken's Zenpou Tenshin is not his old roll from the SFA games, just
   his dashing animation given a new command.  You can use it to move
   behind opponents, but it won't go through attacks.
 - The Inazuma Kakato Wari is an overhead attack and must be blocked
   high.
 - If the Shippuujinrai Kyaku is blocked or it misses, Ken will stop
   attacking at a certain point.
 - You can tap the buttons and wiggle the joystick during Ken's
   HK hold to do more damage.


 ------------------------------------------------------------------------
 KOBUN, the Unreliable One out of Forty Faithful Henchmen
 ------------------------------------------------------------------------
 
 Kobun Fire                  H  qcf + P, hold P to charge  (air)
 Bull Mover                  H  qcf + K
 Engo Kougeki (Tosshin!)        qcb + LP
 Engo Kougeki (Tsukami!)        qcb + HP
 Engo Kougeki (Kuubaku!)        qcb + K
 (exploding paper plane)        qcf + Taunt (can hold), direct d / u

 Chuushoku Rush                 qcf + PP
 King Kobun                     qcf + KK, move b / f, attack with P / K
 Hyper King Kobun               Done during a (B) Variable Combination

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  LP Engo Kougeki        LP Engo Kougeki         Chuushoku Rush (a)
 B:  HP Kobun Fire          HP Kobun Fire           Hyper King Kobun
 y:  LP Kobun Fire          LP Kobun Fire           Chuushoku Rush (y)
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Standing HP / HK]  [df + HP]
 A.Rave Finishers:  HP,HK, Kobun Fire
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HP / HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Crouching HP / HK

 - Charging the Kobun Fire gives it more range and more attack power.
   Charge it too long, though, and Kobun will spit out a tiny gout of
   flame for very low damage.  If this move is done in air, Kobun will
   float down while the move is being charged.
 - The Bull Mover goes through Super Armor, so a hit opponent will
   reel instead of just flashing.
 - An opponent hit by the Engo Kougeki (Tsukami!) is momentarily
   stunned.  Doing this move on a stunned opponent causes the incoming
   Kobun to miss.  Although you can attack your enemy while stunned,
   if you wait, the clinging Kobun will run back with a red crystal
   that you can collect to gain back a small amount of life.
 - Any kobun summoned by the Engo Kougeki can be knocked away with
   special moves, or just punches and kicks.
 - Normally when you perform the Exploding Paper Plane, it explodes.  If
   you hold the button(s) you used to do this move, the explosion is
   delayed and the plane will fly forward.  You can direct it up and / or
   down (if you direct it into the ground, it vanishes).  After reaching
   it's maximum distance, or when you release the button used, the plane
   flickers and explodes.  During this time it no longer moves forward,
   but can still be moved up or down.  You can combo off of the plane by
   throwing it, then getting close to your enemy and attacking.
 - There are some strange controller-related properties of this move,
   however.  For one thing, it can be performed with Start, not just
   Start + LK or Chouhatsu.  In that case, unpausing the game ends
   the move, unless you press and hold Start to unpause the game.
   If you set a button to 'Chouhatsu' and use that to perform this
   move, then Start and LK will have no effect, although you can
   hold Start, then release Chouhatsu to keep the plane from exploding
   (and vice versa).
 - The Chuushoku Rush will be performed differently depending on what
   Assist type you chose (this applies to using it on your own, not in
   a Variable Combination).  If you picked Alpha (a), you get the
   standard variety, with all the Kobuns running by while they get their
   trays filled.  The Beta (B) version has them falling down from the
   sky one after another, while the Gamma (y) version makes them leap
   and fly across the screen.  You can knock aside the Kobuns with
   attacks, but unless you can hit multiple opponents, the rest will get
   you.  If you do two Alpha Chuushoku Rushes against each other, all the
   Kobuns are knocked away (it looks like a scene from 'Braveheart'). :)
 - Kobun has Hyper Armor during the King Kobun and Hyper King Kobun.
   During the King Kobun, Kobun is invincible during the startup
   animation.
 - During the King Kobun, each time you swing the hammer, your timer
   gauge goes down a bit.  So it's best to not keep swinging the hammer
   unless you know you'll hit.
 - When Kobun's life is low, smoke starts escaping from his head.  When
   he's defeated, he lies on the ground for a while, then explodes into
   a bunch of little red crystals.  If you're his opponent, you can walk
   over the crystals before they disappear to gain back some lost life.
   If you're one of Kobun's members, running over the crystals won't do
   anything (since you won't have any recoverable life), but at least it
   prevents your opponent from getting them ;)
 - This guy takes lots of damage from attacks, and most of his move do
   squat against his opponents, but man, his size makes up for it.  For
   example, even if you're hit by Sakura's Midare Zakura, some of the
   punches will miss because you're so small.  Now that's cool.


 ------------------------------------------------------------------------
 MAGNETO, Ruler of the Magnetic Field
 ------------------------------------------------------------------------

 E-M Disruptor               H  hcf + P  (air)
 Hyper Gravitation           H  hcb + K  (air)
 Magnetic Force Field        H  hcf + K
 Magnetic Blast              H  In air, u,uf,f + P
 Hikou                          qcb + KK, repeat to end  (air)
 Kuuchuu Dash                   Jump, press in any dir. + PP
 (angled kick)                  In air, d + LK

 Magnetic Shockwave             qcf + PP
 Magnetic Tempest               qcf + KK, tap buttons rapidly?  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP E-M Disruptor       HP E-M Disruptor        Magnetic Shockwave
 B:  LK Hyper Gravitation   LK Hyper Gravitation    Magnetic Tempest
 y:  Crouching HP           Crouching HP            Magnetic Tempest
            
 Chain Combo Type:  [Ground 2]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Standing MP]  [Crouching HP]  [df + HP]
                    [Standing HK  (second hit)]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Magnetic Shockwave
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP / HK in air
 Flying Attack:     Standing HP / Crouching MP
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Hyper Gravitation is used, Magneto sends out four balls of
   energy that, if they aren't blocked, grab an opponent and drag them
   back to Magneto's location, allowing him to get in a free hit on his
   helpless challenger.  After a moment, though, the Hyper Grav balls
   will vanish.  You can't use this move after killing an opponent (no
   Hyper Grav balls will come out).
 - If Magneto is attacked while his force field is showing during the
   Magnetic Force Field, he will either make his force field pulse
   (using LP), or fire a single Magnetic Shockwave (using HP).  The
   HP version does more damage, but can't hit opponents behind Magneto
   like the LP forcefield can, plus it's a lot slower (you can even
   trigger the counter, then attack Magneto or move out of the way
   before he Shockwaves you).  In any case, this move only works
   against physical attacks and not projectiles.  It can stop standing,
   jumping, or crouching physical attacks, though.
 - You can always perform the Magnetic Blast on the ground, since you'll
   automatically jump into the air when you input the command.  You still
   can't stick it in ground combos, though ;)  You can only hypercancel
   out of this move if you do it during a super jump.
 - The Hikou move lets your character fly in any direction.  You can
   make attacks while in air, and even use mid-air specials and HCs,
   but you cannot block.  You can also use the Kuuchuu Dash to dash
   in any of the eight directions.  This move ends after a while, or
   if you are hit or perform the Hikou again.
 - Magneto's HP throw (on the ground or in the air) leaves an enemy
   trapped in a metal casing momentarily.
 - Magneto's HK throw can be directed downward when done on the ground,
   and up or down when done in the air.


 ------------------------------------------------------------------------
 MARROW, Angry New Addition to the X-Men
 ------------------------------------------------------------------------

 "She is an angry mutant raised in a world of darkness.  She uses the
  bones that emit from her body as substitutes for weapons!"

 Bone-merang                 H  qcf + P  (air)
 Ride & Slash                   hcb + P  (air)
 Ricochet Slash              H  qcb + K
 Towering Spine              H  f,d,df + P
 Sankaku Tobi                   Jump ub against a wall, press uf / f
 2 Dan Jump                     Press ub~uf (x2)

 Stinger Bones                  qcf + PP
 Bone Burst                     qcb + PP  (air)

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Bone-merang         HP Bone-merang          Bone Burst
 B:  HP Towering Spine      HP Towering Spine       Bone Burst
 y:  HK Ricochet Slash      HP Ricochet Slash       Stinger Bones
            
 Chain Combo Type:  [Ground 5]  [Jumping 3]  [Super Jumping 5]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Stinger Bones
 Ground Throws:     When close, b / f + HP
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     Standing HP / Crouching MK
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - When the Bone-merang is used, LP throws it straight forward, and HP
   throws it diagonally up-forward (done on the ground) or diagonally
   down-forward (if done in the air).  The range is pretty shallow on
   the diagonals, though.
 - The Ride & Slash is blockable, sad to say.
 - Keep an eye out for a win pose where Marrow tosses a Bone-merang at
   your TV screen ;)


 ------------------------------------------------------------------------
 MORRIGAN AENSLAND, Succubus Living for the Moment throughout Eternity
 ------------------------------------------------------------------------

 Soul Fist                   H  qcf + P  (air)
 Shadow Blade                H  f,d,df + P  (air)
 Vector Drain                   hcb + P  (only hits when close) 
 Shell Kick                     In air, qcb + K
 Shell Pierce                   In air, d + HK
 Kuuchuu Dash                   In air, tap f,f / press PP
 Vernier Dash (Upward)          In air, tap f,uf / press u + PP
 Vernier Dash (Downward)        In air, tap f,df / press d + PP
 Necro Desire                   f + HK
 Mysterious Arc                 db + HP  (also d + HP in US arcade ver.)

 Soul Eraser                    qcf + PP, tap buttons rapidly
 Darkness Illusion              qcf + KK  (air)
 Silhouette Blade               f,d,df + PP

     partner assist         variable counter        variable combination
     ------------------------------------------------------------------- 
 a:  HP Shadow Blade        HP Shadow Blade         Silhouette Blade
 B:  HP Soul Fist           HP Soul Fist            Soul Eraser
 y:  HP Soul Fist           HP Shadow Blade         Silhouette Blade

 Chain Combo Type:  [Ground 6]  [Jumping 6]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
                    ([df + HP only in US arcade version])
 A.Rave Finishers:  HP,HK, Soul Fist
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Standing HP

 - The Vector Drain is unblockable.
 - The Shell Kick cannot be hypercanceled into her Darkness Illusion,
   but you can combo off of it, making it useful as a jump-in attack
   preceeding a ground combo.
 - You can interrupt the Vernier Dash with an attack, just as with
   a normal air dash.
 - The Darkness Illusion hits more times if done in air, but does
   slightly less damage.
 - That little flashy thing you see on Morrigan's hand during the
   Silhouette Blade is the Ring of Isis, the same family heirloom that
   Lilith was trying to get in Vampire Savior.
 - Morrigan has lost her Eternal Slumber HC from MvC, for some reason.
 - All of Morrigan's command attacks are cancelable, but none of them
   are overheads.
 

 ------------------------------------------------------------------------
 NASH, Justice-Enforcing Cool Guy              (CHARLIE outside of Japan)
 ------------------------------------------------------------------------

 Sonic Boom                  H  Charge b,f + P
 Somersault Shell            H  Charge d,u + K
 Moonsault Slash                u,uf,f + K  (air)
 Knee Kick                      In air, d + LK
 Step Kick                      f + HK
 Jump Sobat                     b + HK
 Spin Back Knuckle              f + HP

 Sonic Break                    qcf + PP, tap buttons rapidly
 Crossfire Blitz                qcf + KK 
 Somersault Justice             qcb + KK

    partner assist         variable counter         variable combination
    -------------------------------------------------------------------- 
 a: HP Sonic Boom          HP Sonic Boom            Sonic Break
 B: HK Somersault Shell    HK Somersault Shell      Somersault Justice
 y: HP Sonic Boom          HK Somersault Shell      Sonic Break
            
 Chain Combo Type:  [Ground 3]  [Jumping 3]  [Super Jumping 6]
 A.Rave Launchers:  [Crouching HP]  [df + HP]
 A.Rave Finishers:  HP,HK
 Flying S. Ground:  Crossfire Blitz
 Ground Throws:     When close, b / f + HP / HK
 Mid-Air Throws:    When close, any dir. but d / u + HP in air
 Flying Attack:     None.
 Knockdown Attack:  Crouching HK
 Variable Attack:   Jumping HK
 Snapback Attack:   Spin Back Knuckle

 - You can always perform the Moonsault Slash on the ground, since you'll
   automatically jump into the air when you input the command.  You still
   can't stick it in ground combos, though ;)
 - The Jump Sobat is an overhead attack and must be blocked high.
 - Only the Spin Back Knuckle is cancelable.


 ------------------------------------------------------------------------
 OMEGA RED, Super Soldier of the Former Soviet Union
 ------------------------------------------------------------------------

 Carbonadium Coil               qcf + P / PP
 Kuuchuu Carbonadium Coil       In air, qcf + P / PP / K / KK
 Coil Recall: Ground            Press P before Coil hits
 Coil Recall: Mid-Air           Prss P / K before Kuuchuu Coil hits
 Death Factor                   Tap P during Coil / Energy Drain
 Energy Drain                   Tap K during Coil / Death Factor
 Coil Flip                      Dir. + P / K from Coil / Factor / Drain
 Omega Strike                H  qcf + K / KK
 Omega Strike: Cancel           d + K during Omega Strike
 Omega Strike: Retreat          b + K during Omega Strike
 Kuuchuu Dash                   In air, tap f,f / press PP  (b to cancel)
 (ground coil strike)           db~df + HK

 Omega Destroyer                qcb + PP
 Omega Smasher                  In air, qcb + PP

     partner assist         variable counter        variable combination
     ---------------------------------------------------