____________________________________
| _ _ _ ___ __ ______ _ |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Unpublished work Copyright 2000-2001 Chris MacDonald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.
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OMEGA RED, Super Soldier of the Former Soviet Union
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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
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