MARVEL VS CAPCOM - CLASH OF SUPERHEROES STRATEGY GUIDE (Ver. 2.1)
Updates:
Ver 2.1(07/19/98) - Wow, been awhile. Time passes by too fast. I hadn't
really planned on updating since I kinda got bored of the game but I was
recently playing MvC and I found out some cool combos that involved air
comboing into OTGing. Namely for Hulk, Chun Li, MegaMan, and Jin. Gambit
has one but it's really ugly so I didn't put it in(Gambit is my favorite
character after all and it's all about style with him). Not to mention
combos that I've wanted to add for awhile. And I've reread my FAQ and
changed a lot about character specifics that I think is more or less wrong.
Added some things from the e-mail that's slow come in. Why 2.1? So people
will hopefully notice there's been an update. I still don't really plan on
finishing the strategy sections though. Anyway, enjoy the new combos!
Ver 1.3(03/30/98) - Updated some info. Thanks to the guys who helped me out
by sending stuff in! Added more combos and a CapCom and Wolverine strategy.
Ver 1.2(03/14/98) - Fixed Shadow Lady's code. Added strategies for Zangief
and Spiderman. Added/corrected some other combos/information. Uppdated the
Onslaught section so check it out if you can't beat him.
Ver 1.1(03/07/98) - Finally finished move descriptions. Added secret
playable characters! Corrected/added a lot of combos and information.
Ver 1.0(02/27/98) - I'm so dumb! I misspelled Rogue's name almost every time
in my last versions and she's my favorite character! Well I fixed that
serious flaw! Anyway, finished up most move descriptions and added some more
combos! Added Zangief's Level 3 super and Lariat Super. Added "How to get
your Helper" section. Added Secrets/Codes section. Did some major
reorganization. Of course, added/corrected some more small bits of
information.
Ver 0.9(02/19/98) - Added Morrigan's other air dashes. Finally, put in some
combos and some general strategies for Cap A. and Gambit. Corrected/added
some information.
Ver 0.8(02/17/98) - Updated Captain Commando's move descriptions. Put in
Cap. A's Cartwheel move, added some Magic Series, and added launcher
sections. Added/corrected some other info.
Ver 0.7(02/14/98) - Updated Chun Li's move descriptions. Put in Morrigans
level 3 super. Corrected a lot of wrong information.
Ver 0.6(02/13/98) - Updated Morrigan's move descriptions. Added a AC
finisher section for each character. As usual, corrected a lot of what I
said before throughout the guide(e.g. Double Attack mode) and updated many
other things, especially in the characters section. So feel free to quickly
reread the guide.
Ver 0.5(02/11/98) - Updated Hulk's move descriptions. Confirmed Ryu's Shin
Shoryuken is in game. Corrected some helper info. Added description/opinion
of the double attack mode in Miscellaneous Info. Added most team super moves
and character variable counter moves. Put in known magic series. Basically,
did some updates/corrections all over the guide but mostly on the characters
part.
Ver 0.4(02/09/98) - Updated Megaman's move descriptions and did dome minor
corrections/additions to a few others. Also did some grammar corrections. I
try to sneak in some useful comments while describing the moves and stuff.
But no real concrete strategies yet.
Ver 0.3(02/08/98) - Updated Gambit's move descriptions and did more
refinement.
Ver 0.2(02/07/98) - Written about 10 minutes after finishing Ver. 0.1 Added
some abilities to Captain America, Chun Li, and Strider. Also did some small
spell checking and refining.
Written by:
Edward T. Ma using Microsoft Word Ver. 7.0a
Copyright 1998
Copyright Information:
Two most important things to keep in mind:
1) Don't use this guide for commercial use, period
2) Give credit where credit is due
Basically, if you quote or take information from this guide, just say so.
I'm not too picky about this copyright stuff but don't be pasting and copying
a section from here without saying so. Otherwise, you suck. 'Nuff said.
If there are any questions, mail me at my e-mail address at the bottom of
this guide.
The Reason I First Wrote This:
Why am I writing this you ask? Well, for one, I really like the vs series
Capcom has put out (well, I like all the fighting games they've made) and
even though Xmen vs Street Fighter was my favorite, I figured why not do one
for the newest vs fighting game out now? Besides, it's raining llike crazy
outside (El Nin baby!) and I've got time on my hand as it is 1 in the morning
and I'm wide awake!
As this is my first foray into strategy guide writing, I'll try to keep it
short and to the point. I think it's going to be for people who don't really
know how to play this type of game. I'll admit it's probably not going to be
very organized but follow along. Hopefully, you've actually seen a fighting
game in the arcades before so you'll semi-understand what I'm talking about.
I'll try to explain the rest. I will try not to put in anything I am not
completely 110% sure on.
CONTENTS:
I. Basic Controls
II. Helpers
III. Super Moves
IV. Magic Series
V. Double Attack Mode
VI. Miscellaneous Information
VII. The Fighters!
VIII. Onslaught
IX. Secrets/Codes
X. Thank You Section
And now, LET'S GET CRAZY!!!
(Man, I hate the game announcer's voice!!!!)
-----------------------------------------------------------------------------
--
-------------------------------------------------
I. BASIC CONTROLS:
(OR what smashing all those buttons and twirling that stick actually does!)
Some abbreviations first: (Hopefully this doesn't get too confusing)
JP - jab punch
SP - strong punch
FP - fierce punch
SK - short kick
FK - forward kick
RK - roundhouse kick
PP - means press any two punch buttons
KK - means press any two kick buttons
F - forward
B - back
U - up
D - down
QCF - Quarter circle forward meaning roll the stick from D to DF(down
forward) to F
QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B
HCF - Half circle forward meaning roll stick B, DB, D, DF, F
HCB - Half circle back meaning roll stick F, DF, D, DB, B
SPD - quick 270 degree motion with stick. I find the easiest way to do this
motion is F, DF, D, DB, B, UB(up back).
FTD - Front to down means do what it says
BTD - Back to down means B, DB, D
DP - Means F, D, DF
CDU - means hold D/DB/DF for a bit(time varies) and then go U
CBF - means hold B/DB/UB for a bit(time varies) and then go F
Are you guys figuring out this abbreviation thing yet?
Stick movements:
A Pic of the Stick(I wish I knew more ASCII values!)
Assuming you are facing right:
Up Back Up Up Forward
__ -----------(This is the controller in case you can't tell!)
/ \
Back \__/ Forward
||
||
Down Back Down Down Forward
Forward - Walk Forward
Back -Walk Backward/Block high if opponent is attacking
Up - Jump Up
Down - Crouch Down
Up Forward - Jump Forward
Up Back - Jump Backward
Down Back - Crouch/Block low if opponent is attacking
Down Forward - Crouch/Offensive crouch
Tap Forward Twice - Dash Forward
Tap Back Twice - Dash Backward
Down, Up(quickly) - Super Jump
All 3 punch buttons with stick forward - Dash Forward
All 3 punch buttons with stick backward - Dash Backward
All 3 kick buttons - Super Jump
All 3 punch buttons while blocking a hit - Advancing Guard, pushes opponent
away, and lessens chipping damage from certain Supers. Be careful you don't
start pushing the buttons before you get hit or you'll stop blocking and get
nailed.
FP + RK - Switch fighter (assuming you have two fighters left still)
* You partner will come in attacking with his jumping roundhouse. However,
after landing, he does his taunt pose and is vulnerable to attack(which means
a super probably!) so be careful when doing this.
Variable Counter:
BTD + FP and RK - If done while blocking a hit, will switch characters and
have the other character do his variable counter move. A good way to safely
switch characters in general.
Takes one level of super meter.
SP + FK - Call Helper Character to attack
Speaking of which:
-----------------------------------------------------------------------------
--
-------------------------------------------------
II. HELPER CHARACTERS:
There are 20 helper characters with 2 secret helper characters that I know of
but there are probably more. Just push a button during the helper select
screen and you get whichever helper the random selector was on. There is a
limited amount of times you can use each helper which is dependent on how
useful they are. Helpers are very useful in creating distractions among
other things. You can easily connect many supers after a helper connects
too. It is important to note that all helpers can be knocked away if hit.
All attacks from helpers take chipping damage.
(I copied and pasted most of this part from Mig's Page listed down at the
bottom).
Unknown Soldier - Forgotten World
He shoots out some beams at your opponent covering most of the bottom half of
the screen.
Tia - Capcom Mascot
She makes a whole bunch of dice rain down as far behind your character as
possible. The worst helper in my opinion.
Anita - Darkstalkers
Her disembodied doll heads float around her as she walks forward, making a
shield of sorts. Eventually, she will release her doll heads forward.
Lou - Chariot
He's an elf that shoots several arrows and flame at your opponent.
Michelle Heart - Wings of Ales
She appears on the same level as the opponent and shoots beams in three
directions.
King Arthur - Ghouls n Goblins
He throws lances at your opponent. The fun part is that if he gets hit, he
loses his armor!
Saki - Nigiirochou no Kiseki
She shoots a laser at your opponents.
Ton-Fu - Strider
She does a long range kick in the middle of the screen
Devilot - Cyberbots
She comes in on a mech which self-destructs after a LONG time. It's
unblockable though so use her in cornering!
Psylocke - X-Men
She does a Psi-Thrust super on your opponent.
Iceman - X-Men
Makes a whole bunch of ice blocks fall onto the screen.
Cyclops - X-Men
Optic blasts his opponent. Uses his low(jab) optic blast.
Thor - Marvel Comics
Shoot lightning at his opponent.
Storm - X-Men
She throws out a vertical typhoon a bit in front of you.
Jubilee - X-Men
Shoots out several firecrackers at different angles that slightly track the
opponent, pops her gum and leaves!
Juggernaut - X-Men
Comes barreling toward the opponent, doing a weak version of his Juggernaut
Headcrush. Fills the entire screen.
Rogue - X-Men
She does her rushing punch special from XSF. Starts from the middle of the
screen and moves diagonally upward.
Colossus - X-Men
Shoulder charges the opponent. I hate this guy. I really wish Capcom has
left him out. 5 frigging uses!
Magneto - X-Men
Throws out an EM disrupter.
US Agent - MSH vs SF
Does a Charging Star across the screen.
Secret Helpers:
To get the secret helpers push start and the corresponding buttons before the
helper select screen pops up.
Shadow - MSH vs SF (push JP + FK + FP)
Does his Somersault Super move(the one where he does three flash kicks).
Good anti-air.
Sentinel – XCOTA (SP + FK + FP)
Flies across the screen and physically attacks the opponent. Mostly fills
the entire screen.
How To Get Your Helper:
The Helper Select grid is labeled from 1 to 20 from left to right, top to
bottom. Shadow and Sentinel are 21 and 22, respectively. For instance, say
you want Ton-Pooh. Since she is the first square on the 2nd row, her number
is 5. To select her, before the Helper Select gird appears. Simply hold down
FP and JP, since 4 + 1 = 5. Below is the compilation of what buttons to use
for selecting the character.
JP = 1
SP = 2
FP = 4SK = 8
FK= 16
RK = 32?
01 Unknown Soldier: JP + START
02 Lou: SP + START
03 Arthur: JP + SP + START
04 Saki: FP + START
05 Ton-Pooh: JP + FP + START
06 Devilot: SP + FP + START
07 Anita: JP + SP + FP + START
08 Pure and Fur: SK + START
09 Michelle Hart: SK + JP + START
10 Thor: SP + SK + START
11 Cyclops: JP + SP + SK + START
12 Magneto: SK + FP + START
13 Storm: JP + FP + SK + START
14 Jubilee: SP + FP + SK + START
15 Rogue: JP + SP + FP + LK + START
16 Psylocke: FK + START
17 Juggernaut: JP + FK + START
18 Iceman: SP + FK + START
19 Colossus: JP + SP + FK + START
20 U.S. Agent: FP + FK + START
21 Shadow: JP + FK + FP + START
22 Sentinel: SP + FK + FP + START
-----------------------------------------------------------------------------
--
-------------------------------------------------
III. SUPER MOVES:
Supers are one of the things that make MvC really fun to play and can be
quick tide turners if you connect with one. They are also quite flashy
sometimes. At the bottom of the screen is your super meter which you can
fill up to 3 levels. You do so by attacking, comboing, doing special moves,
getting hit, etc. Basically, everything except walking and jumping fills it
up. Some moves do it faster then others such as a JP fills it much slower
then a FP. Doing a super involves a certain motion and certain buttons. You
automatically start each fight with one level of super filled. Most
individual supers only take one level to do and involve pressing two punch or
kick buttons. However, it is usually safer to press all three punches or
kicks to insure that the super comes out.
Team Supers:
QCF + FP + RK
You need:
1) 2 levels of super meter filled and
2) both your fighters left to be able to do the team super. Then, your
current character will do his team super move while your resting character
will jump in and do his/her team super move. Usually, a very safe way to
change characters if you've got 2 super meter levels that you don't need
otherwise.
-----------------------------------------------------------------------------
--
-------------------------------------------------
IV. MAGIC SERIES:
One of the things that makes MvC stand out (good or bad) from other fighting
games is the so called "Magic Series" of each fighter. This is the ability
of each fighter to link their attack buttons together while attacking. To do
the series though, you have to connect with the first hit. It doesn't matter
if the opponent is blocking or not. Each fighter has a ground, jumping, and
super jumping magic series.
For example:
Strider's ground magic series is the Hunter series. This means that on the
ground, he can link all six buttons (or any other combination) together while
attacking his opponent. So if he was on the ground and hitting Ryu, he could
hit JP, SK, SP, FK, FP, RK. Or he could skip a few and do JP, FK, FP, RK.
However, he can not cycle backwards through the buttons such as JP, FK, SP.
He can only, on the ground, go from punch to kick and only by increasing
strength. I really hope this is understandable as this is essential to being
a good player at this game. Here are the Magic Series I know of although I'm
not sure if they are all in MvC:
1) Hunter Series: defined above
2) Weakest to Strongest: Basically, you can link a weak(JP or SK) to
medium(SP or FK) to strong(FP or RK) Remember, you can also just do JP –
RK or FK - FP. You don't have to do all the buttons.
3) Weakest to Any: Able to link a weak(JP or SK) to one button of stronger
strength.
4) Punch to Kick: Shuma Gorath had this ground series in MSHSF. You can
only do, one punch of any strength to one kick of any strength. Venom has
this ground magic series.
5) Kick to Punch: I think Blackheart had this in MSHSF (but I don't play him
AT ALL). Other then that, I haven't seen anybody else with this series.
6) None: Characters, like Dan in MSH, have no ground magic series. You can't
link any buttons together.
-----------------------------------------------------------------------------
--
-------------------------------------------------
(These next couple of sections I mostly just copied from Mig's page. He
explains it better then I do anyway. Thanks for letting me Migs!)
V. LAUNCHERS:
Launchers are without a doubt, some of the most important normal moves in the
game! They are essential for setting up air combos and if you don't know your
characters launcher, then you are going to have a lot of trouble with your
offensive game! I've included the specific launcher for all the characters in
their individual sections. The definition of a launcher is a move that is
done on the ground that knocks your opponent upwards and unable to block! All
launchers can be canceled into super jumps by simply pressing up immediately
after contact is made! Get to know the properties of your characters launcher
because some of them knock the opponent up in strange angles and heights!
Normal Launchers
This is the generic version and every character has one. They knock the
opponent up at a good height and can be used both as ground offense and air
defense! Roundhouse and Fierce are often the most used buttons for launchers,
therefore they have quite a bit of recovery time! Learn how to chain moves
before these so that if you know that an opponent will block, you can do a
move that will give you relative safety instead of attempting the launch!
The Regular Launcher
Aside from the normal kind, there are certain other kinds of launchers that
have special requirements!
Small launchers cannot be followed by a super jump because they only knock
the opponent slightly upwards! However, these are extremely quick and if they
connect, your opponents are unable to block while they are knocked upwards!
These are often used in cooperation with Air launchers because they set them
up perfectly! Examples of small launchers are Spiderman's C.Forward and
Wolverine's C.Strong!
Air Launchers - (The type I will list in my character sections (me, as in Ed,
not Migs!))
The final kind of launcher is the Air Launcher! Air Launchers often have more
combo possibilities than regular launchers because of the height that they
knock the opponent up! They can be used as air defense or chained after a
small launcher! However, if done while the opponent is firmly on the ground,
they will not be launched! You can still super jump right afterwards, but the
opponent will remain on the ground! Examples of air launchers are
Spiderman's S. Roundhouse and Hulk's S. Roundhouse!
AC Finishers
AC Finisher is an abbreviation for air combo finisher and quite simply put,
it is a move that will finish an air combo! These can be normal moves,
special moves and even super moves! The idea is that after one of these moves
are done in an air combo, the opponent will be knocked across the screen and
you will be unable to attack him any longer! This is a phenomena known as the
Flying Screen. Knowing which moves are AC Finishers is a valuable part of
being a combo master! AC Finishers are valuable because they prevent the
opponent from counter attacking you, they do the most damage and they are
visually impressive! Not doing an AC Finisher makes you look like a loser and
your opponent even has the opportunity to attack or air throw your sorry ass
if you mess up an air combo! I have listed down all the possible AC
Finishers that the characters can possibly do in their individual combo
sections! I have also made the possibilities very flexible because instead of
writing specific moves, I usually just put "AC Finisher" as the last move in
and Air Combo! It's up to you to pick which to do, depending on your skill
level! Examples of AC Finishers are Ryu's strong throw, Wolverine's Drill
Claw and Hulk's SJ.Fierce!
-----------------------------------------------------------------------------
-------------------------------------------------
(Okay, back to my writing. Thanks again Migs!)
VI. DOUBLE ATTACK MODE:
DTB SP+FK
This is a completely new feature in Capcom's fighting games. It takes up 2/3
levels of supers and it calls in your other character (jump kicking in) to
attack with you. You control both of them as well! The trade off for using
up your levels of supers is the ability to have unlimited supers for about 7
seconds or so. This isn't as cheap as it may, at first, seem to be. For the
most part, anyone I've seen using this move (including myself) has pretty
much starting doing continuous Super motions and hitting the buttons.
Obviously, awesome ticking damage if done right but you can block everything
(I haven't tried special grab moves but you CAN throw during the double
super). However, I did the following situation once and had it happen to me
once as well (I'm pretty sure). The guy I was playing did the double move
and about half way through his time meter I decided I would do the double
move too! So here we are nailing each other with supers and stuff having fun
not really knowing what is going on. His time meter runs out and then I pull
off some more supers. When his time meter ran out, he paused for a second to
taunt or something and got nailed! This also happened to me once as well!
So there are apparent weakness to this thing but I need to experiment more.
One cool thing is that you can double launch and do an air combo with both
your fighters. I did it once with Cap A. and Strider by getting on opposite
sides of the other guy and crouching FP which is both of their launchers.
I'm not sure if both your characters have to have the same launcher but at
least I know it's possible!
So my overall opinion of this feature is at the moment: low to loathing. In
fact, I think it's really stupid. It promotes button mashing and doesn't
seem to have any real strategy (other then the obvious) involved.
I'm going to have to give a arcade-playing thumbs down on this feature but I
will do further research on the matter. Luckily, most scru. err players
seem to have no idea how to do it. They can't seen to read the instructions
on the machine or something.
-----------------------------------------------------------------------------
--
-------------------------------------------------
VII. MISCELLANEOUS INFORMATION:
(This stuff is important in knowing to get better so read it!)
Recovering Energy:
Your fighter who is resting will regain energy up to the red part on the
lifebar so switch out every once in a while to regain energy. I think the
more energy you can recover is dependent on how you lose it. A long combo
will allow more recoverable energy. So if you were to choose losing the same
amount of energy from three separate FP's or a combo done on you, you would
choose the combo.
Throws:
Throwing is simple. Every character can do it in the air or on the ground.
Just get right next to opponent and push F or B and SP/FP or FK/RK. In the
air, it requires more timing and most characters can only throw with either a
punch or kick button. Tech hitting is a way to get out of a throw or lessen
the damage of a throw. I'm pretty sure you just push forward and your
character's throw button just as you get thrown. To lessen the damage, do
the same just as you hit the ground. It may be different in MvC although it
doesn't seem so.
Throws have returned to their former XSF glory where you can, with many
characters, OTG someone right after you throw them unless they roll! I
always like that feature even though I don't throw much so I'm happy it's
back!
OTG's:
OTG means "on the ground". In the game, OTGing someone means hitting them
while they are laying on the ground say, after a roundhouse trip or AC
Finisher or a super. Only certain moves can OTG a downed opponent before
they get back up.
Rolls:
Rolling is very important when playing against advanced players. It keep you
from being OTG'd into longer and more damaging combos. Even better, you can
often counter attack someone who has tried to OTG you. To do it, as you hit
ground after begin knocked down in some way, do the following motion:
QCF + any punch
The punch used determines the distance rolled where JP is a short distance
and FP is all the way across the screen. This is how I always do it although
there probably other ways to do it. It requires some practice but once you
got it down, it becomes almost automatic.
Canceling:
In MvC, you can cancel ANY of your normal moves at ANY point in the animation
of the normal move with a special move regardless of whether or not you
actually hit the opponent with the normal move. All you have to do is do
your normal move and immediately do the special move. You can also cancel
normal moves with supers, character switches, helper characters, and even
taunts!
For example:
If you were Ryu, you could do a FP(standing, crouching, or jumping) and while
the FP animation is going do a fireball and he will cancel his FP into a
fireball. Same goes for this being essential to being a good player.
And let's not forget:
THE TAUNT:
This move is useless. Wait, no I believe Chun Li's and probably Morrigan's
taunts count as strikes. But otherwise they are useless. Or are they? They
leave you totally open for a sec to attacks so why use them you may wonder?
Well, for one, they're really fun to use when you want to rub your opponent's
face in his total defeat. And two, they also make your opponent want to
attack you much of the time. You ever see Dan taunt a guy in MSHSF? I did
cause I used to do it all the time when I played Dan. With him, you could
taunt in the air, on the ground, while rolling; he even had a Super Taunt
move! Boy, did this make the other guy want to attack me. This can make
your opponent predictable and you can exploit that. Don't taunt if you don't
really know when you can or you will be eating it! Oh and lest I forget, to
do a taunt push start while on the ground.
-----------------------------------------------------------------------------
--
-------------------------------------------------
I know I've forgotten things but I think that's about it for now so on with
the fighters!!!!! I'm also going to have a special section for what powers
Rogue could have stolen from each character had she been(is hopefully!?!?!?)
in this game. Rogue was in XSF and was one of my, if not the, favorite
characters. So if you Capcom guys ever stumble upon this, PUT ROGUE BACK IN
A FIGHTING GAME!
A word on my combo rating system:
Each combo section will have three skill levels: Easy, Intermediate, and
Hard.
Easy combos: Combos that require barely any stick movement and need no real
timing. Practice these if you are beginners!
Intermediate combos: Combos that require stick movement and need some timing
to pull off.
Hard combos: Just like intermediate combos but require skills such as dashing
and OTGing and knowledge of your fighter's abilities.
For short:
j. will mean a jump in
c. will mean crouch
sj. will mean super jump
I've basically come up with these combos on my own although some I've picked
up from other people or sites or have seen. Some of them may not be true
combos in the sense that your opponent can block some of the hits but the
combos may catch them off guard for extra hit(s). And remember, some combos
will only work on certain sized characters like Hulk or Zangief. If a combo
doesn't seem to work against someone like Megaman, either it just won't work
or you can try taking out some hits in your combo.
If you know of a combo that you believe WORKS for sure, please send it in and
I'll go test it.
NOTE: One thing I decided not to do is put in throw combos in which you throw
someone and then OTG them into more combos before they get up. However, a
lot of the fighters can OTG after some of their throws! Just off the top of
my head, some people who can are Gambit, Wolverine, Strider, and War Machine.
VII. THE FIGHTERS!
Marvel Characters:
Captain America:
Even though I've never played Marvel Super Heroes (which was his first
fighting game appearance) this guy was THE MAN in MSHSF. Well, at least in
my opinion. With that big ass shield of his and his Final Justice among
other things, he (in the right hand, namely mine) dominated everybody else.
Here's the moves:
Launchers:
SP (If opponent is hit out of air)
c. FP
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finishers:
FP, RK, Shield Slash
Shield Slash (ground, air):
QCF + punch
Jab version - Throws shield along ground at opponent. Can OTG.
In air, throws forward diagonally down
Strong version - Throws forward at Cap's head level
In air, throws straight ahead
Fierce version - Throws forward and a bit diagonally up
Also throws up diagonally in air
* Cap can lose his shield if he throws it and then moves before it comes back
to him. To pick it up, simply walk over it. Eventually, if he doesn't pick
it up, it will drop on him from the top of the screen.
Stars And Strips (ground):
DP + punch
Button used determines height jumped up. This is Cap's dragon punch and
comes out more horizontally then Ryu's dragon punch. A good anti-air move as
it has good recovery time (or at least the JP version does) and comes out
very quickly. Good damage too.
Charging Star (ground):
HCF + kick
Cap charges at his opponent with his shield in front of him. Button used
determines distance traveled with SK being the shortest and RK being the
farthest and fastest. Since Cap has gotten back his speed from MSH this move
is a bit more effective now. It combos well but still, don't use this move
too much because even though it cancels fireballs, after hitting the fireball
Cap slows down a bit and he has HORRIBLE recovery time from it. Just as bad
as Hulk's after hitting a blocking opponent with his Gamma Charge! However,
if you are close and you know your opponent is going to throw a fireball, do
it with the RK.
Cartwheel (ground):
HCB + punch
Cap does a cartwheel forward. The distance gone is the same for each button.
While he doing the cartwheel, Cap is invincible to fireball attacks but not
to anything else anymore! This includes throws (not sure about special grabs
like Morrigan's Vector Drain) as well. He can still go through opponents
though. A good surprise move if done every once in a while. Opponents will
see Cap do this move and often think A) either he's going to appear on the
other side of me so I better block the other way or B) I should try to
attack.
But they won't be able to make up their mind in time and so will often end up
just not blocking as Cap ends the Cartwheel animation. Guess what to do
next? Learn the distance Cap goes so you can decide if you want to end up in
front of your opponent or behind. Do this especially if you've got your
opponent on the run. Just remember, don't get too obvious with this by doing
it a lot.
SUPERS:
Final Justice (ground):
QCF + PP
Cap pauses for a sec and then charges at his opponent yelling FINAL JUSTICE!
If it connects, he throws his opponent up and the catches him while their
falling and proceeds to beat the crap out of them. After about 7 or 8 hits
he tosses them up again and jumps up, catches them, and suplexes them to the
ground.
An awesome finisher to a round. His flashiest and funniest Super to connect.
Unfortunately, it can be hard to connect with this one. It didn't combo in
MSHSF. It DOES combo in MvC if you are close enough to your opponent.
Still, once you get the timing down pat, you can punish almost any mistake
your opponent makes with it. It will not go thorough fireballs and he is not
invincible during it but it has great recovery time so if your opponent
blocks it, start quietly jamming on Fierce to smack him when he tries to walk
up and throw you or hit you.
Hyper Stars & Stripes (ground):
DP + PP
His fastest and most easily comboable super but also his worst recovery time
super. Basically, he rushes across the screen doing in order, his JP then SP
then FP versions of his Stars & Stripes ala Ken's Shoryu Reppa. This super
will OTG an opponent.
Hyper Charging Star (ground):
QCF + KK
Basically, a super version of his Charging Start. It is a GREAT chipping
Super. He is invincible to all Beam Supers (even Gamma Waves I think) during
this but he has a slow start time, so try to do it when you know the opponent
has no choice but to block or be hit or if you're going to combo it. It also
has virtually no recovery time as well so only the best (or luckiest) players
will hit you after it.
Team Super:
If Cap is your current character then he will do Hyper Stars & Stripes. If
he is the resting character, he will jump in and do his Hyper Charging Star.
Variable Counter Move:
Cap will jump in doing his SK Charging Star
* He has double jump ability
COMBOS:
Easy Combos:
1) JP, FP, cancel JP Shield Slash
Intermediate Combos:
1) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)
2) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes
3) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher
Hard Combos:
1) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes
The FK will hit twice if you push the button twice.
2) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes
Try Cartwheeling through fireballs up close or through your opponent to cross
them up.
3) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes
If your opponent blocks the Final Justice, he will often try to walk up and
throw you. But since the FJ has such great recovery time, turn the tables on
them by pulling off another combo!
You'd be surprised how often this works! Or you could use the Hyper Charging
Star in place of the Final Justice for better chipping damage!
4) SK, FK, RK, cancel Final Justice/Hyper Charging Star
Yes, this combo works again! Awesome! You just have to make sure you are
very close when you hit them with the RK and then cancel fast. The full
combo only seems to work on large opponents though.
5) j. JP, j. SP, dash, c. JP, c. SP, c. FP, sj. JP, sj. JP, sj. JP, double
jump, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. JP (OTG), c. SK, c. SP, c.
FP
This combo is just so damn awesome. But it's really hard to get the OTG part
to work. I forgot the timing on it and I can't even do it anymore. But I
know it works. In any case, experiment.
6) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star
Done without the shield. If you don't want to dash always, just do JP, FP to
make sure it connects. If you end the combo with a HCS and with your
opponent completely in the corner, you can follow it up with ac. SK (OTG), c.
SP, c. FP.
STRATEGIES:
Cap is one of the better characters to have on your side. He's a great
combination of speed, range, and power. When you are on the ground, the FP
cancel JP Shield Slash should be a constant in your arsenal as it will
leave you safe from counter attack and will take chip damage. Always be on
the look out to connect
Intermediate Combo #2(minus the j. FP) for some quick damage. Cap's SP is
good anti-air and will launch into combos. Use it against opponents who end
up a bit in front of you as they are jumping in.
In the air, rely on Cap's FP when leading into attacks or keeping away your
opponent because the shield has such great range. In air battles, if the FP
connects but they block, cancel into a JP Shield Slash for chipping damage.
Don't forget about his RK in the air however. A regular air RK makes Cap
kick straight forward with good range but if you push D RK, Cap will kick
almost straight down with one foot.
Use the D RK if you are coming in right above your opponent as it has better
priority and range then his FP. Use that double jump ability to it's
fullest! Use it to get close to and to get away. Use it to trick an
opponent into doing an long delay anti-air move and miss. Use it to get
behind people when they try to catch you with a long lasting super as you
fall! These are the basics of Cap so learn them.
Rogue section:
Could take Cap's ability to use his shield. So if Cap dropped his shield,
Rogue could pick it up and use it but only throw it at one height. That'd be
awesome!
-----------------------------------------------------------------------------
--
-------------------------------------------------
Gambit:
I always thought this guy was about style and really quick fingers. You be
the judge of that. Along with Rogue, these two formed my XSF team. They
were an awesome combo I thought. Besides, they are in love with each other.
Or are they still? I don't really know anymore. Why does he look so dumb on
the character select screen? Someone get him some Aspirin! Anyway, here are
the moves:
Launchers:
c. FP
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK
Kinetic Card (ground, air):
QCF + punch
Basically, Gambit pulls out a few cards and charges them with kinetic energy
(changing the cards potential energy to kinetic energy, thank you very much
physics class!) and then he tosses them at his opponent. A very unique
"fireball". JP comes out faster then SP which comes out faster then FP. The
reason for this is that it Gambit takes more time to charge up more energy
using FP then he does using JP. When released, it's invisible and
practically travels across to the other side of the screen in an instance.
Because of the invisibility factor, it often catches your opponent napping.
So wake them up with it. Other fireballs will cancel with it but it is the
fastest projectile move (not including moves like War Machine's Shoulder
Cannon which is a beam move) and is hard to counter. If it hits, the
opponent is stunned for a bit as the cards appear on them and then they fall
to the ground as the cards explode. Depending on which button you use, JP
leaves you a split sec. more to hit your opponent while FP leaves you a full
second to do whatever you want. However, FP rarely connects as it takes too
long to actually come out so stick with the JP version. The down side is
that even the JP version takes a split sec to actually be released so you
can't combo it unless you are RIGHT NEXT to your opponents. Whatever normal
move you want to cancel the JP Kinetic Card with (usually the standing RK)
you really have to be touching your opponent when you hit them with the
normal move and then you have to cancel very quickly. Otherwise, if you try
and do the standard Ryu DFK (Crouching Forward Kick) cancel into fireball,
the opponent has a small window of time to jump over the cards and nail you.
In the air, the cards will go down at about a 45 degree angle.
Trick Card (ground):
QCB + punch
His anti-air move. Only use this move when you become very good at Gambit.
It's kinda like Cyclops's FP optic blast. It goes up and forward at an angle
but takes a long time to come out! Even the JP version. The FP version?
Don't even think about it. However, it comes out much faster then it's XvSF
Counterpart (i.e. The FP version in the game is about as fast coming out as
the JP version in XvSF) so if you do happen to hit them in the air with this,
you have all the time in the world to do whatever you want as not only are
they stunned, but they have to fall to the ground too. You just have to be
quick in recognizing that you did, indeed, hit them! It can also hit really
tall standing opponents (like Venom) who are standing right next to you.
This does happen sometimes because you will do this move on the ground and it
will take them a split sec. to realize that you did it and then not block as
they try and walk up to hit you. Guess what happens when they come out of
their blocking stance?
However, don't rely on this move very much unless you know exactly how to use
it(i.e. they are Super Jumping and you can time it so they land on the Trick
Card as they come down). Use the standing RK for more effective anti-air.
Cajun Slash (ground):
DP + punch
Gambit attacks forward with his staff. Different punches do different
things. His JP version is, if you want to be an effective Gambit player,
gonna be one of your primary weapons. It's got great range (almost half the
screen!), has little recovery time (but more then XvSF damn it), and comes
out extremely FAST!
We are talking about the ultimate counter here. Basically, Gambit swings his
staff forward in an arc extremely fast. It also moves him forward a bit.
Opponents safe combos aren't so safe anymore with this move! His SP and FP
version are both three staff-slashing moves. The difference between the two
is that the, the SP version makes him do a hopping downward attack first
which will OTG while the FP's second hit will OTG the opponent. The FP
version is better to put into combos, while the SP should be used after
knocking down an opponent.
Cajun Strike (ground):
CDU + punch or kick
An often overlooked move. Best used in moderation though. Pushing UB makes
him jump to wall behind him while pushing UF makes him jump to the opposite
wall. If you then push in the opposite direction after touching the wall, he
will jump to the other wall. Depending on which kick button was used,
pushing a kick makes him quickly jump kick to a certain area of the screen.
Pushing a punch will give you control over him after touching the last wall.
You can move him around much like you would Bison after his Head Stomp move.
Pushing punch again while he is rolling down in the air will make him slash
downward.
So move him around to confuse your opponent and then at the last second hit
punch when you are next to/above your opponent. This is also a great escape
move and has almost no recovery time.
SUPERS:
Royal Flush (ground):
QCF + PP
His super from XSF. He tosses his staff straight up nearly to the top of the
screen and starts throwing a whole deck of charged cards straight at you.
Ram on the buttons for more hits. Try to time it so the opponents body is at
the same level as Gambit or else you won't get that much damage. For
instance, if Ryu does a FP Dragon Punch (Shoryuken) and while he's hanging up
there in the air, you can immediately do the super. Of course Ryu will only
be hit about 7 or 8 times for pathetic damage as only his legs will be
hit by this move. Learn the timing!
Pluses: It still OTG's and does great damage! The staff also can still be
used as anti air if an opponent is right above Gambit's head and will knock
the opponent down usually into the oncoming cards.
Minuses: Can we say delay time? After doing the move, Gambit turns and says
something and looks all cool and everything. Of course if he has not hit his
opponent, he won't be looking so cool after he eats a super while standing
there. The delay time has been toned down since XSF but still, it's there.
Go ahead and do it on guys with no fast long range capability (i.e. Zangief,
no super levels), if your opponent has like two or three pixels of life left,
or if you know you will hit. Do not ran domly do this against guys with beam
supers or you will suffer!
Cajun Explosion (ground):
QCF + KK (Right of Screen)
QCB + KK (Left of Screen)
I'm happy that Gambit got a new super and even happier he got such a useful
one! He jumps to the corresponding wall and then releases several HUGE
charged cards which hit the grround and explode! This acts much like Hulk's
Gamma Wave or Venom's Death Bite in that it will carry the opponent across
the ground like a wave. Unlike the other two however, the cards reach up to
almost the top of the whole screen so opponents usually can't super jump over
it! It's a semi-useful super in crossing up the opponent. It also has great
recovery time so don't expect to hit him after he jumps down off the wall.
Try using this Super during Double Attack Mode to cross up your opponent.
Team Super:
He does his Royal Flush. Obviously a good damaging super to have!
Variable Counter Move:
Does his JP Cajun Strike.
COMBOS:
Easy Combos:
1) c. SK, c. RK, cancel Royal Flush (OTG)
Don't do this against people who roll!
2) SK, FK, RK, cancel JP Cajun Slash
Intermediate Combos:
1) j. FP, j. RK, c. SK, c. FK, cancel FP Cajun Strike
2) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
3) JP Kinetic Card, JP Cajun Slash
The JP Kinetic Card gives you just enough time to nail them with a Cajun
Slash.
Hard Combos:
1) Trick Card, Kinetic Card, Royal Flush
I've never actually done this whole combo but it should work. The Trick Card
will hit them out of the air and then time the Kinetic Card to hit them as
they fall to the ground and then nail them with a Royal Flush! The hard part
is hitting them with the Trick Card and them timing the Kinetic Card.
2) j. FP, j. RK, dash, c. SK, c. FP, cancel Royal Flush
The tricky part is getting close enough for the c. FP so that when you do the
Royal Flush, the rising staff will knock your opponent back down into the
Royal Flush. Not much damage but very stylish.
3) j. FP, j. RK, dash, SK, RK, cancel JP Kinetic Card, FP Cajun Slash
You have to be REAL close to hit them with the JP Kinetic Card. I mean,
REALLY, REALLY close. If you are too far away after the Kinetic Card, just
hit them with the JP Cajun Slash.
4) Cornering Strategy: JP Kinetic Card, JP Cajun Slash, JP Cajun Slash,
repeat Many, many times.
Your opponent will block the Kinetic Card and stop blocking for a sec. Nail
them with the JP Cajun Slash. If they block that, try another one! This
works a lot! Once you get good at this, alternate the timing of the moves
meaning wait a sec before doing the first or second Cajun Slash.
5) j. FP, j. RK, dash, c. JP, c. SK, c. SP, c. FP, Trick Card, Kinectic Card,
Royal Flush
This is basically a way to connect Hard Combo #1. After the c. FP which
launches them a lot of people will come down attacking and get nailed by the
Trick Card. If you want to for example, connect the FP Trick Card you would
have to cancel almost immediately after you launch them. There are a lot of
variations on this move and I've even gotten two Kinetic Cards to connect
before the Royal Flush so experiment with it. You could even launch them
again.
STRATEGIES:
Gambit is a tricky character to play. He doesn't really overwhelm you like
say Cap. A can but he can defeat you with quick attacks and combos.
His major offensive weapons are his JP Kinetic Card, JP Cajun Slash, and
jumping/crouching FP. His major defensive weapons are his air JP Kinetic
Card, RK, and crouching FP.
I can't stress how important I think his JP Cajun Slash is to Gambit. Make
sure you learn how to quickly pull of the motion to hit an open opponent. It
has great priority too against physical attacks. You can even stop supers
like Spiderman's Crawler Assault!
Learn to do his j. FP, j. RK to lead into jump attacks. Many people will be
surprised that he can chain the two before he hits the ground.
If you want to keep away an opponent, mix JP Cajun Slashes with jumping JP
Kinetic Cards. The jumping JP Kinetic Cards are confusing to dodge because
they are invisible. Then let them through and nail them with the standing
RK. The c. FP can be use as well but only if the opponent is close to you.
However, as anti-air, it's got great priority.
Gambit's air combos have tricky timing. I find it easiest to connect all the
hits if I attack as early as possible on the way up. It seems strange
because his launcher knocks them so high up but I find that's the only way to
do it.
His j. SK is one of my personal favorite ways to keep away characters who
like tto meet you in the air because his foot sticks out so far and for so
long and will stop opponents more often then not. It also annoys the hell
out of people who play that way :)
Rogue section:
Well, in XSF she got the kinetic card move so I guess that's what she gets
here too. But where does she pull out the cards from.
-----------------------------------------------------------------------------
--
-------------------------------------------------
Hulk:
In the comics Onslaught took over this guy and severely messed with him and
tried to make him kill Cable. So, in the game, sometimes you have to fight a
much faster version of him in secret matches. At least that's my theory.
Some people say it's the Thing but that sounds too lamee even for Capcom to
do Let me just say one thing that can sum up Hulk's game plan for you. I
watched someone BEAT (albeit barely) the first version of Onslaught by
standing there trading hits with Onslaught using Hulk's S. Fierce. He is a
POWER character. Keep that in mind. Here's his moves:
Launchers:
c. FP (second hit)
RK
AC Finisher:
SP, FP, RK
Magic Series:
Ground Magic Series: Weakest to Any
Jump Magic Series: Weakest to Any
Super Jump Magic Series: Weakest to Strongest
Ground Wave (ground):
QCF + punch button
Very high damage/priority fireballish type move. Hulk will do his animation
for his crouching FP and literally rip up the ground, sending it in a ground
wave across the screen. The fact that he does a crouching FP, added with the
Ground Wave itself, keeps him relatively safe from people who try to jump
over and attack. In fact, try doing this move sometimes as someone jumps at
you. Always try to cancel his long delay normal moves (especially his FP's)
with this move. The JP Ground Wave only goes 1/3 of the way across the
screen while the FP goes all the way across.
Gamma Tornado (ground):
HCB + punch button
To me, this is just an insult move! Ranks right up there with Dan's Super
Taunt. Hulk will extend his arm forward and reach for the head of his
opponent and if he connects he will start twirling his opponent around and
around BY HIS HEAD! He will then toss him away like so much garbage.
Besides the obvious visual hilarity of this move, there are several other
reasons I call this an insult move. Hulk's opponent can block this or in
some cases simply duck it! Also, if Hulk misses, he is totally open to any
sort of counter attack. Plus, it really doesn't do too much damage. If I
were going for hard damage I definitely would rather do a FP or some other
combo. There ARE some interesting combo possibilities such as C. FP (one
hit) cancel into JP Gamma Tornado. Or at least this combo was possible in
MSHSF.
You can also try and catch jumpers with his but don't count on it working
very much! The JP version comes out quicker then the other two (although
still not quick enough to avoid counter attacks) and it does less damage.
The FP version spin your opponent around several times more then his JP
version but it comes out sllllloooowwww. Anyway, in general, don't use this
move if you are trying to win unless you are really good at Hulk and know how
to connect with it!
Gamma Charge (ground):
CDU + kick button
CBF + kick button
This is a high risk, but useful move. Hulk, if you do the CBF motion, will
quickly charge across the ground using an energy barrier to protect his
frontal area. If you connect with your opponent or you do the extra motion
early enough, you can push in any upward direction with a kick and redirect
Hulk in that direction still doing his Gamma Charge! Same thing goes for his
CDU motion except that the first charge will go up and any additional
redirection can go from up to forward. Sounds good right? Now here is the
BIG minus: If he misses or especially if the opponent blocks, he will be
counter attacked in a hurry. If he does it upward and misses he can still
redirect but as he falls back down he will not be able to block. And Hulk is
a HUGE target. Let me clear it up even more: When he does the ground
version against a blocking opponent, he is basically putting himself as close
as possible to the opponent as one can be.
There is no distance between the two fighters. Let me clear it up EVEN more:
if you do the ground version against a blocking opponent, you will be hurt
(unless your opponent sucks hard!) So why do this move? Well, following
Hulk standards, this move hurts like hell. It also negates Fireball moves,
just like Cap's Charging Star. But it works better then Cap's so you can do
it through a fireball and still hit most of the time. Of course, timing is
important. Also, you can escape most things if you miss in the air and
immediately change direction to charge forward so that when you fall, your
opponent will hopefully be to far away to hit you(well, not including super
moves).
SUPERS:
Gamma Wave (ground):
QCF + PP
His most damaging super if used correctly. And this is saying a lot!
Basically, he does a Ground Wave that will, if it hits, carry the opponent
all the way to the other side of the screen (people who like to go whomping
on the beach will know the feeling!). However, it only goes a certain
distance now and if you are in the corner and do it, the Gamma Wave will only
go most of the way so maybe it isn't his most damaging super. Don't even try
jumping over the Wave and attacking Hulk! I don't believe that it can be
done without being hurt! So try doing this when a opponent is about to land
in front of you from a super jump and likes to attack a lot. They will be
chewing on tons of dirt!
Gamma Crush (ground):
QCB + PP
Awesome anti-air super! Hulk Gamma Charges up at the opponent, out of the
screen, and comes down holding a huge rock smashing the opponent. Hulk
smash! Some important things to know: when Hulk initially jumps up, he will
automatically try to hit the opponent. If the opponent is on the ground,
Hulk can still hit him if he is close enough. If he does hit the opponent,
they will automatically be knocked over while Hulk soars up and grabs the
rock(where the heck does he get it?) and then will automatically come down
crushing the downed opponent. On the way down however, you can control him.
So even if you don't hit opponent on the way up you can try to land on the
other side of them and cross them up. If you don't touch the stick, Hulk
will automatically try to hit behind the opponent on the way down. So try
to move him into the opponent. This super has semi-long recovery time but
for some reason you don't often get hit after doing this and missing. Always
try to hit the opponent on the way down because after you hit them (blocking
or not) you will jump away where as if you land away from them, you will
bounce right next to your opponent.
Gamma Quake (ground):
QCF + KK
This works almost exactly like Iceman's helper move. I'm not sure why they
gave Hulk this one. He slams on the ground and many rocks and rocklike
things fall to the ground from above. I guess that since smart players can
super jump above the Gamma Wave, Capcom wanted to give Hulk some definite hit
type of super. However, the range on this thing kinda sucks as it doesn't
even reach to the other side of the screen. I'm guessing this does better
chipping damage then either of the other two. His slamming on the ground
will also hit opponents so I believe this super combos. It probably OTG's as
well. I guess you can tell I haven't experimented much with this super.
Team Super:
Does his Gamma Wave.
Variable Counter Move:
Does his Gamma Charge along the ground. You can also redirect it (just like
you always would and should after connecting the first Charge)!
* It is important to note that Hulk has Super Armor meaning that he can take
two weak hits without reeling. He can actually take a hit from a fireball
without stopping! However, jumping FP and RK will automatically make him
reel back and sweeps will automatically knock him down.
This is one instance where the magic series and canceling and combos becomes
important because you cannot beat a good Hulk player by jump FP/RK or
sweeping him all day!
COMBOS:
Easy Combos:
1) FP, cancel JP Gamma Wave
Ok, this isn't much of a combo but that FP takes off so much and if your
opponent blocks, just cancel into Gamma Wave.
2) JP, FP
Simple but painful!
3) c. FP, cancel Gamma Crush
Make sure you maneuver Hulk onto the knocked over opponent cause sometimes
he'll miss.
Intermediate Combos:
1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK.
A high damaging combo that every Hulk player should learn. This hurts like
hell!
2) j. RK, c. FP (one hit), cancel Super Gamma Wave
The first hit of the FP does not launch so make sure you cancel before the
second hit comes out.
3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher
Ouch, ouch, and ouch!
4) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP
This is a real simple but showy offy combo. It doesn't even take much
timing. You can also add on more hits in the middle but I haven't really
tried. You just have to do it in the corner.
5) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK
The second Gamma Charge hit can be hard to connect sometimes. Don't do it
too early or you will miss.
Hard Combos:
1) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel
JP Gamma Tornado.
This only works if Hulk is in the corner. He will toss the opponent into the
corner where he can then OTG them. Very hard timing to get used too. Only
seen it done a few times myself.
2) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush
This is another show off combo. However, the Gamma Crush will only hit on
the way up and not on the way down. Beats me why. Must be some rule. Try
doing a Gamma Quake or Wave. Or air combo them. But this one just looks
cool even though you kinda screw yourself.
STRATEGIES:
Rogue section:
She could get Super Armor or if that's too much, she could just get the Gamma
Wave.
-----------------------------------------------------------------------------
--
-------------------------------------------------
Spiderman:
The first comic book I remember reading was about the Xmen (back in the days
when they had those nasty blue/yellow costumes) confusing Spiderman with some
ultra evil Spider guy or something and they fought it out. Ever since then
Spiderman was one of my favorite comics (alongside X-books). Like most of
the returning old characters, he doesn't seem to have changed much with the
exception of a new super. He's still his quick, dominating self! Here are
his moves:
Launchers:
SP
RK (if opponent is hit out of air)
AC Finisher:
FP, RK, Web Swing, Web Ball
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
Web Ball (ground, air):
QCF + punch
Spiderman's "fireball". He shoots out a blob of sticky webbing that will, if
it connects, completely encase his opponent in webbing and make them unable
to do anything (hint: including blocking). The time it takes for them to
break out of the webbing depends on which punch button you use. JP gives you
no time to hit them while FP gives you all the time you need to do a
combo/super/throw/taunt/etc. Just don't do another Web Ball! The downside
is that the FP practically never connects because it takes forever just to
come out so you may want to just use the JP and SP. However, as an example:
since sometimes it can be hard to hit Ryu after a missed Dragon Punch with a
Maximum Spider, try using the FP Web Ball to set him up for you. In the air,
it comes down at about a 45 degree angle and the same button-time rules go.
You can only fire off one in the air though so don't think you can stay up
their forever firing off Web Balls you keep away players!
Web Swing (ground, air):
QCB + kick
Spidey uses his web to quickly swing forward feet first. This move OTG's.
It also goes through opponents. Other then that, I can't find a great use
for this move. The bad part is that if you miss, you are totally left open
and if you do it in the air, you can't block on the way down.
And since this move almost always moves you toward your opponent, you'd
better make sure you hit with this move most of the time. It used to be
useful in swinging over beam supers while in the air but now that he has an
air dash, I don't use this move much. The kick button used determines the
distance he goes.
Spider Sting (ground):
DP + punch
Spidey's really awkward looking altered Dragon Punch. Effective though. It
is a two hit uppercut but only if you hit the punch button twice. The first
hit knocks them up and the second hit sends them into the ground. If you hit
them out of the air but don't hit the button a second time, they go flying
way up just like they would if you hit them with a air launcher. If you
forget to hit them the second time, just wait for them while they come down
and try different things. For instance, try hitting them with the Web Throw.
Web Throw (ground):
HCB + punch
I think that Capcom has this Insult Move department somewhere where all the
people do is come up with really insulting moves for their characters to use.
The Web Throw must be a product of this dept. Spidey shoots out a single
line of webbing. The direction he shoots it out depends on which punch is
used (JP forward, SP 45 degrees up, FP straight up). If the webbing
connects, he starts swinging his opponent around and around over his head and
then throws him away. Spidey then follows it up with a taunt motion! Does
good damage too. However, if your opponent is too far away (all the way
across the screen), it just hits him for less damage. Hard to connect
because it takes a bit longer then his Web Ball to come out but it leaves him
relatively safe afterwards as long as he hits the opponent (whether or not
they block) so play around with this move to learn the timing. The SP may
combo in certain launching situations but I'm not sure. Try using the JP
against people who like to dash in and attack (i.e. Wolverine and Strider).
They'll get a face full of webbing!
SUPERS:
Maximum Spider (ground, air):
QCF + PP
Still a cool move! Spidey will jump back against the wall and then launch
himself forward. If he connects, the opponent gets hit up while Spidey
bounces all over the walls punching and kicking them.
You have partial control of Spidey so in the beginning you have to direct him
toward his opponent. If you don't move the stick up or down he'll just fly
straight forward. After the first hit, try and move him toward the opponent
so they won't fall on the ground. You can OTG them once if they do hit the
ground but only once. But as long as you try and hit your opponent, the
computer seems to do most of the redirection work for you. However, the
jumping on the wall is a really OBVIOUS indicator of this super so don't
expect to pull this off randomly and hit with it. Also, if you miss or they
block, Spidey will bounce away and give your opponent a long damn time to hit
you with almost any super. That's why you don't do this move randomly. You
will be punished if you do! Nail them with this if they make a long recovery
time mistake. You can try and surprise them while they fall from a super
jump and so can't see you on the way down. This used to go through beam
supers but since beam supers seemed to have gained a lot of priority, I don't
know anymore. For instance this doesn't go through Ryu's Shinku Hadoken.
Crawler Assault (ground):
QCF + KK
Spidey's chipping super. He rushes across the ground quickly doing a bunch
of his normal moves. OTG's easily so do you can do it after a RK sweep.
Leaves him relatively safe after if they block. Sorry, not much else to say
about this super.
Ultimate Web Throw (ground):
QCB + PP
This has some interesting possibilities. Spidey jumps up quickly and
releases a large cobweb. If he connects with it, Spidey goes to the center
of the screen and starts spinning in place while holding on to his opponent
via the web line. After many rotations, he lets go of the web line sending
his opponent flying. The good thing about this is that it's pretty fast and
even if it misses, Spidey has little recovery time from it. Also, it seems
to go through beam supers! I did Megaman's Hyper Megaman on the computer
Spiderman who quickly pulled off this super. Just as my beam and rockets and
other stuff started to connect with him he fired out the webbing and he got
me! However, the range on this thing sucks! It doesn't cover much of the
screen area.
Team Super:
Spiderman will do his Crawler Assault.
Variable Counter Move:
I believe he does his jab version Spider Sting. I'm not sure if you can do
the second hit or if it is done automatically. Haven't played Spiderman in
MvC much!
*Has Air Dash (Tap F twice or all punch buttons, remember?) and can jump off
walls
COMBOS:
Easy Combos:
1) c. SK, c. RK, cancel Crawler Assault
For some reason, this seems hard to roll out of so use it a lot if you want
to.
Intermediate Combos:
1) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC
Finisher
You know it, I know it. Use it all the damn time! Personally, I think the
best AC Finisher is the JP Web Ball or the FP/RK as it sets you up to come
down pressure attacking them as they recover!
Hard Combos:
1) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC
Finisher
The timing on this is tricky but if you are able to catch someone in the air
while you are falling during a normal jump, you can hit them a few times,
land, then jump straight up and quickly do an air combo! Sounds impossible
but that's how fast Spiderman is! I wouldn't be surprised if Strider or
Wolverine could do this too!
STRATEGIES:
Capcom kept Spiderman true to his comic character. To be an effective
Spiderman is to be an annoying Spiderman. Jump around all over the place.
Dash back and forth (if only just to piss off your opponent from constantly
hearing Spiderman's dashing sound). Taunt like crazy. Toss out Web Throws
all over the place. And then, after making your opponent angry at you, jump
in and attack them while they're careless. Spiderman is quick so you have to
be quick too with your fingers to effectively pull of his combos. Out of all
the fighters, he's probably got the fastest attacks. He can even do a
jumping three hit attack on Wolverine! Learn Intermediate Combo #2 and it's
variants as that will be one of your big combos that you will want to pull
off all the time. His jumping and standing RK both have awesome priority so
use them as much as possible. Spiderman is one of the few that rule the air
because he can jump so high, can jump off walls, and now has an air dash. So
constantly stay in the air with him! Don't rely on his supers very much
because, for the most part, they are extremely hard to connect with. Learn
how to cross up your opponent with Spiderman. One of the most effective ways
to cross up an opponent is to jump attack them and hit them a few times, then
land on the other side of your opponent attacking.
Spiderman's so fast that it can be confusing just to figure where he is, not
to mention how hard it is to block all his attacks. Remember, he's not a
power character of any sort. You have to learn how to combo quickly with him
by pressure attacking like crazy.
Rogue section:
Hmm, this is a little tough. How about increased speed? That's something
Rogue lacks.
-----------------------------------------------------------------------------
--
-------------------------------------------------
Venom:
A combination of Eddie Brock and some alien symbiote from outer space. They
both hated Spiderman (although not anymore I think). Thus was born Venom.
He always kicked Spiderman's ass in the comics whenever they fought. It was
kinda pathetic but Spiderman miraculously always figured out away to beat
Venom just like he does for everyone of his enemies. Sometimes it got a
little too far-fetched. Anyway, here are the new guys moves:
Launchers:
SP
Magic Series:
Ground Magic Series: Punch to Kick
Jump Magic Series: Punch to Kick
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK, Venom Fang
Venom Fang (ground, air):
QCF + punch
Venom's most useful move because of it's speed and quick recovery time. He
will turn into a large black blob with a head and quickly jump forward a
certain distance in a low arc. The distance he goes is dependent on the
punch button used. This is very useful against fireball guys because the
Venom Fang will go over all types of fireballs. And because of the extremely
quick recovery time, you don't have to worry much if they are able to block.
Just don't try and land on top of them with this move because if they block,
they will be able to hit you afterwards. Instead try and hit their front.
Use this in the air as well for quick surprise attacks like for instance if
you are jumping backward, use this to suddenly spring forward. This move
also OTG's.
Venom Rush (ground):
QCF + kick
This move works much like Omega Red's crouching RK's. Venom will send his
symbiote through the ground which will then rise up and attack and then
retract toward Venom. The distance it goes depends on the kick button used.
The SK, which appears right in front of Venom, is good anti-air if done fast
enough and can combo well but the other two versions (especially the RK) just
seem to leave him way too open to attack. The RK, if missed, just gives the
opponent an eternity to counter attack while Venom is retracting his
symbiote. Quick opponents can even see the RK version coming toward them and
super jump or dash forward. I stick with the SK for the most part.
Web Throw (ground):
HCB + punch
Basically the same as Spiderman's Web Throw move. But since he's taller,
Venom shoots out the webbing at different heights. If it connects, Venom
slams his opponent on the ground a couple of times and then throws them away.
One thing I've noticed is that a lot more people will get hit by this move
then Spiderman's because when playing Spiderman they think, "Oh no, I'm
playing Spiderman so I better be more careful!", but when they play Venom
they think, "Large, easy target! Dash in and attack!" so use this to your
advantage by catching them with the JP Web Throw or other versions if they
try to super jump in.
SUPERS:
Venom Web (ground):
QCF + PP
Venom flashes white quickly and then jumps to the middle of the screen and
release a huge amount of webbing that covers almost the entire screen
(possibly not the very edge though, not completely sure). If the opponent is
not blocking he will be webbed up and then Venom will jump on him and auto-
combo him with recycled animation ending with a Venom Fang. It seems I'm
able to connect with this the most in crossing up the opponent when they are
just a little bit in front of the middle of the screen. Two problems: the
flashing white part is an OBVIOUS indicator of this move so don't pull this
out of nowhere and expect to hit. The second problem is that if your
opponent is remotely close enough to the middle of the screen, after blocking
they can nail you as you fall to the ground. This happens to me a lot since
I most often use this move in trying to cross up my opponent so you have to
be careful about that.
This is one of those super that you can try on those super jump happy people
who like to come down and attack. Since they can't see you flashing white,
they will be hit a lot as well.
Death Bite(ground):
QCF + KK
See Hulk's Super's Gamma Wave. Ok, ok. I'm just getting lazy with
descriptions. But that's basically what this super does. Venom will send
wave upon wave of his symbiote to attack his opponent and if it connects will
carry them all the across the screen. Unlike Hulk though, Venom will not
trade hits with things like beam supers because if he is hit, the symbiote
disappears whereas Hulk's Super Gamma Wave will keep moving forward and
interrupt the opponent during their beam super. I probably should have
stuck that fact in Hulk's section. Also, unlike Hulk, this super will go as
far as possible so it's very effective if you are in the corner. Watch out
though because it has semi-long recovery time. Example: you can hit Venom
after doing his Death Bite from across the screen with your own Death Bite!
The Death Bite will also OTG.
Team Super:
Does his Death Bite super.
Variable Counter Move:
Does his JP version of his Venom Fang move.
*Also has Air Dash. Ground punch throw encases opponent in webbing for short
time.
COMBOS:
Easy Combos:
1) c. JP, c. RK, cancel JP Venom Fang(OTG)
2) SP Throw, c. SP, c. FK, cancel Death Bite
The SP Throw is not necessary but makes it easier to pull off. A bit cheesy
though.
Intermediate Combos:
1) j. RK, SP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
2) j. FP, j. FK, dash, c. SP, c. RK, cancel Death Bite
3) j. FP, j. FK, SP, cancel SP Web Throw
You can combo the Web Throw after the launcher anytime as long as you launch
them off the ground.
Hard Combos:
1) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP/RK, cancel FP
Venom Fang, Web Throw
The added sj. FP or sj. RK is a bit hard to do but looks awesome! Try and
get as many hits out of either one before canceling into the Venom Fang. If
you end the air combo in the corner, try and grab them with the Web Throw as
they fall down.
2) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, SP Air Throw, Death Bite
(OTG)
This only works if you are in the corner. If you do the Death Bite JUST as
you land you can OTG them. Or alternatively, you could do a team super.
STRATEGIES:
Rogue Section:
Hmm, another tough one. I guess she could use the symbiote but that would be
kinda far-fetched. I don't see anything else though.
-----------------------------------------------------------------------------
--
-------------------------------------------------
War Machine:
Who the hell is War Machine? Ok, I know who he (isn't he Rodney, Ironman's
friend) is but why him and not just Ironman? I heard there was some
copyright thing going on but doesn't Marvel own both Ironman and War Machine?
There really shouldn't be much of a difference in giving permission I would
think. Oh well, I know nothing about copyright stuff anyway. Here's his (or
Ironman's) moves:
Launchers:
RK
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finisher:
D FP, RK, JP Shoulder Cannon
Shoulder Cannon (ground, air):
QCF + punch (or kick on ground)
WM will shoot a beam from a shoulder mounted gun. On the ground, punch will
shoot the beam out at shoulder level while kick will shoot the beam out at
about knee level. The strength of the button used determines how long the
beam lasts and how many hits it does. The JP/SK versions come out faster
then the FP/RK ones which last longer. Great chipping damage so try and end
all ground combos with this move. Be careful as it has bad recovery time so
if you miss entirely with the beam, you will probably be counter attacked and
get hit. Many characters can duck the punch beams so use the kick beams
against them. Be careful though because they may predict what you are doing
and jump over the beam and attack you. Mix the two up.
Repulsor Blast (ground):
HCB + punch
This move is a "better hit or be punished" type of move. War Machine will
send out four beams in different directions above his head, one after thee
other. Good anti-air if the attack as virtually nothing gets through it.
However if they block, you're in trouble because the recovery time on this is
HORRIBLE.
The FP will send out longer Repulsor Blasts then the other two but also has
the worst recovery time. Even if you hit, the opponent can sometimes roll
when he hits the ground and recover before you do! Stick witht he JP. If
you want to use this move for maximum damage, try doing it just as they are
above your head so you can hit them with as many of the 4 beams as possible.
Never, ever, ever, do this when your opponent is on the ground! I don't
know, maybe it combos?
Smart Bomb (ground, air):
SP + SK
Another keep away move. War Machine unloads two bombs from his shoulder
packs that travel downward in a curve. They seem to come out fairly slow but
they can actually combo on the ground I think. Use this move a lot during
flight to keep away jumpers.
Flight (ground, air):
HCB + kick to start and end flight
War Machine will launch himself into the air using boot jets. He can then
fly around for a long time before a) you stop him or b) stops by himself
after a certain amount of time. The good thing is that he is very fast and
maneuverable during this mode so it can be hard to hit him. The bad thing
is, he can't block at all. Still, to me the good outweighs the bad as you
can quickly get out of this flight or you can surprise them with the Knee
Dive.
Knee Dive (air):
D + FK
WM comes down at a steep angle knees first. Not as annoyi.. um, useful as
Wolverine's Head Stomp move. Still, you can chain a FP or RK after it and
then lead into a combo. An unlike Wolverine's you don't have to super jump
to add the extra hit. During flight mode, try using this move to come down
quickly on them when they least expect it.
SUPERS:
Proton Cannon (ground):
QCF + PP
War Machine garbles something and then a big ass Proton Cannon appears out of
nowhere and lands on his shoulder. He then proceeds to fire a big ass proton
(I'm guessing) laser that will hit even ducking opponents. The Cannon itself
takes a sec to materialize. In that time, War Machine can be knocked out of
the super. But the Cannon formation can also knock opponents, especially
ones that are jumping at you, into the beam so it's a bit risky to attack
him. It can be effective anti-air because of this fact if you time it right.
If you notice fast enough that WM is doing the super and are close enough,
dash in and attack. But don't jump at him! Semi-long recovery time
afterwards so be careful. Try and catch them at long distance or in the air
with this so by the time they land and dash up to you, you will have
recovered.
Star Destroyer (ground):
QCF + KK
I ended a match with this move and Venom's Death Bite and I got Death Star as
my finishing move!
Wait, no that was Cap A and Venom. That was pretty funny. Anyway, this
works a lot like Ken's Shinryuken. War Machine will face you and a large
pack of missiles and such appear on his back. A huge beam then erupts upward
with missiles rocketing up. They then come down. They track your opponent
when coming down but fast characters can avoid them by dashing forward and
can even counter attack you after dodging the missiles! Semi-long recovery
time here too so only use this move when appropriate, like when they are high
above you.
Team Super:
Proton Cannon of course
Variable Counter Move:
Does his Repulsor Blast.
* Can control air FP direction with controller (UF, F, DF). Can chain two
standing JP's. Has Air Dash while flying.
COMBOS:
Easy Combos:
1) SK, RK, cancel Star Destroyer
Intermediate Combos:
1) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder
Cannon
Make sure you a up FP or you won't get them with the S. Cannon.
Hard Combos:
1) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel
JP Shoulder Cannon
I think you can add on more hits after the Flight mode too!
STRATEGIES:
Rogue Section:
Can't do it. She has to physically touch him in order to take any powers.
Actually, with Venom, she'd be touching the symbiote and taking it's powers
so maybe that wouldn't be to far fetched!
-----------------------------------------------------------------------------
--
Wolverine:
I never played this guy in any vs game and I still don't. But to all you
button mashers out there, enjoy! Actually, he is one of the better developed
comic book characters, not to mention one of the more popular ones as well.
Everybody always complained that he was to cheap but I don't think so really.
He's just so easy to play as almost all his normal and special moves have
awesome priority and recovery time. Here are his chea... um, moves:
Launchers:
RK
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK, Drill Claw
Berserker Barrage (ground):
QCF + punch
Wolverine runs forward slashing like crazy as if there's something jammed up
his butt. The punch used determines how far he goes, how many hits he does,
and how long his recovery is. The JP has virtually NO recovery time. I
mean, practically zero, zip, nada, none. Use this version a lot in your
combos for good chipping damage and your opponent will never be able to
retaliate.
Tornado Claw (ground):
DP + punch
He jumps into the air twirling around with one claw extended. Basically his
version of an uppercut. This is the move that seems to come out the most if
you spaz on the controllers. Pretty good anti-air and multi-hitting as well.
Standard uppercutting rules apply. How many of you Wolverine players out
there actually realize he has this move?
Drill Claw (ground, air):
Hold a direction + SP + SK
In whichever direction you hold, Wolverine will fly in that direction with
one claw extended straight out.
It's a pretty good surprise move and his best AC finisher but it's got bad
recovery time as he will bounce off his opponent afterwards and not be able
to block much like Spiderman does if he does his Maximum Spider on a blocking
opponent. Still, a useful move. For instance, if you want to get away from
an opponent who is expecting you to land in front of them, Drill Claw away in
the opposite direction.
Berserker Slash (ground):
QCB + punch
Of course, they give Wolverine a new move but not anybody else! When done,
Wolverine just sort of quickly rushes forward a certain distance and does one
big FP slash. The distance he goes is determined by the button used. This
move will go through almost everything including your opponent. The actual
slash is what touches the opponent. Recovery time is decent but try to judge
what distance he needs to go to hit his opponent or you may end up on the
other side and be counter attacked easily. Useful against fireballers, as a
surprise attack, covering distance, getting out of corners, etc. Geez, as if
he needed another advantage. One thing I will say is, please, try and use
this move you Wolverine players. Maybe you'll learn some other cheesy tactic
with it. And at least I'll see some variety.
Head Stomp (air):
D + RK
God, I hate this move. IMO it's even better then his XSF version. Wolverine
will come straight down with his foot extended and then bounce away after
hitting you. You can counter attack him then if you're really fast. But if
he super jumps above you and comes down with this move, he can add on another
Attack (I think another RK right you dumb Wolverweenie players out there!)
and not bounce away and then proceed to combo you as he touches the ground.
I mean, that defies his magic series! He does two RK's in a row! What is
that?! This is so hard to counter against especially, if you are in the
corner unless you character switch or super or something like that. So I
guess I have to say that this is an EXCELLENT cornering/comboing strategy
move. Just don't get too obvious with this move by always jumping way up
above your opponents head and coming down because you will eat super!
SUPERS:
Berserker Barrage X (ground):
QCF + PP
Wolverine runs forward slashing like crazy as if something was stuck..(oh
wait, already said that). slashing about oh, a million times. Combos
practically off anything as it comes out extremely fast. It has a large
amount of recovery time though so be careful with it. The last slash ends
them flying away and you can OTG them as they hit the ground as they can't
roll.
Weapon X (ground):
DP + PP
Pretty impressive super. Wolverine pauses for a sec and unsheathes his
claws. Then he runs forward as if somet. wait, he runs forward like a bat out
of hell and if he connects, will auto-combo his opponent. He will not go
through fireballs and the like anymore so use that to your advantage and
fireball away! It still has good recovery time so don't worry too much about
being counter attacked if they block.
Fatal Claw (ground, air):
DP + KK
If anybody can point out to me one instance in the comics when Wolverine
could do this, please do so! Wolverine jumps forward into the air and
suddenly releases all this energy in the shape of a large X. He can easily
cross up an opponent with this since the energy "blades" goes all around him.
He can't block afterwards as he falls to the ground so watch out for that.
You're probably only going to want to do this in a ground combo.
Berserker Rage (ground):
QCB + PP
Wolverine does a big slash (which hits) and becomes about twice as fast and
loses almost all recovery time (as if he ever had any) for some time. The
initial slash will also hit. Not sure if you can pull off the pseudo
infinity he had in MSHSF using this super but go ahead and try. I've heard
the most he can get now is just 3 FP's before the opponent is knocked too far
away. Many possibilities open up with this super so try different things.
Team Super:
As usual, he does his Berserker Barrage X.
Variable Counter Move:
Does his Berserker Barrage
* Can jump off walls. Can chain two standing/jumping SP's together.
COMBOS:
Easy Combos:
1) Get near opponent, spaz like crazy
Ok, this sounds like I'm kidding but, sadly, I'm not. I can't really tell
you what will happen cause it's just random stuff that always seems to come
out at the most inappropriate times.
2) JP, SP, FP, cancel FP Berserker Slash
Intermediate Combos:
1) j. JP, j. FK, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj.
FK, AC Finisher
2) Super jump, Head Stomp, sj. RK, c. JP, c. SK, c. FK, c. FP, c. RK, cancel
Fatal Claw
I don't even know why I'm putting this combo in the intermediate section,
it's so damn easy.
3) j. JP, j. FK, c. JP, SP, SP, cancel Berserker Barrage X, SP, SP
You can add on the extra SP's or something else if you are in the corner.
Hard Combos:
1) j. JP, j. SP, dash, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj.
SP, sj. FK, Head Stomp, sj. RK, c. SK (OTG), FK, RK, jump forward, SP Air
Throw
The tricky part here is making sure you are high an close enough after the
sj. FK to do do the Head Stomp, sj. RK. Then you will fall to the floor
faster then your opponent allowing you to OTG. After the RK, wait a split
sec and then jump and air throw them as they fall! Absolutely evil! At
least this combo involves skill.
2) Cornering Strategy: Any ground combo that ends with c. RK, cancel JP
Berserker Barrage
Wait a sec before canceling into the JP Berserker Barrage. This is so evil
because it's so hard to counter attack if they block the Berserker Barrage!
Just figure out how to cycle back into this strategy after the first time
cause I'm not telling!
STRATEGIES:
Wolverine is simply the absolute best fighter, no questions. The combos
listed above don't even come close to the amount he has in his arsenal. He's
the fastest fighter, extremely small, got great priority/recovery/range on so
many of his moves, awesome throw range and priority, etc...
Just go all out offense when you play Wolverine and you can often just
overwhelm an unprepared opponent. He can easily match and beat anybody in an
air or ground battle because of his high jumping ability and his quick speed.
Try and dash in with a c. SK to start your combos because it has such great
priority and is so hard to counter. Learn how to quickly super jump over
your opponent and pull off Intermediate Combo #2. It will so easily lead you
to victory you won't believe it! If you ever need to do some easy damage,
just look to connect a JP which can easily chain into a very high damaging
super combo.
Rogue Section:
The Berserker Barrage was really useful to her so that's what she should get
in this game as well!
-----------------------------------------------------------------------------
--
-------------------------------------------------
Capcom Characters:
Captain Commando:
This guy I think was supposed to be one of Capcom's mascot (Captain
Commando). For some reason, no one ever remembers the recent action arcade
game that starred Cap C. and his 3 friends. I do. It was a good game I
thought but now he's on his own (sorta). His three friends will help him out
in certain moves and grabs. He can be both an effective keep away character
or an offensive one. Here are his moves.
Launchers:
c. SP
RK
AC Finisher:
FP, RK, Captain Fire
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
Captain Fire (ground, air):
QCF + punch
Cap lets loose a burst of flame from some secret opening in his arm. The
flame comes out fast and goes all the way across the screen no matter what
button pushed. Very useful in keeping away enemies unless they decide to
super jump. The recovery time isn't great so don't do this move much if the
opponent is very close to you!
Captain Corridor (ground):
QCB + punch
If your opponent decides to super jump at you, try doing the Captain
Corridor.
Cap pounds the ground causing a pillar of energy to rise up almost to the
very top of the screen so it can even nail super jumpers. JP makes the
energy pillar appear closer to Cap then the FP version does. The difference
is slight, but noticeable. Use JP when they are right above you. Do not do
this move much when your opponent is on the ground because Cap has large
recovery time after doing this move. Will OTG as well so try comboing it
after a RK sweep.
Captain Kick (ground):
QCB + kick
Cap does a very Dan Gale Kick like move. He quickly flies across the screen
kicking several times with his feet on fire. The button used determines the
distance gone forward and the height gone up. The RK will go above even the
tallest opponents unless they are close so stick to the SK or FK in combos.
Not nearly as safe or useful as Dan's Gale Kick (there's a first!) because of
the recovery time and the poor hit accuracy. It's may be good as anti-air
though. Plus it's also useful if you want to get away from your opponent.
Commando Strike (ground):
QCF + kick
Cool move! Cap pauses while he signals for his teammates to help him out.
The SK calls Ginzu(?), the ninja who appears slightly above and in front of
Cap. Ginzu will then fall forward to the ground striking at anything in his
path with his sword. Good move to use in cornering opponents. FK calls Mack
(that zombie with knifes) to fly above Cap from one side of the screen to the
other with knifes spinning like a helicopter. It is supposed to be anti-air
but is hard to connect unless you correctly guess that your opponent is going
to jump at you. The RK call the baby in his mech to come down and shoot a
big slow missile straight forward. This missile takes way to long to come
out so it is a somewhat useless move. Just use the Captain Fire if you want
a long distance move. Your teammates can even act like shields for you as if
they get hit, they fly away. One of thhe problems is that Cap pause during
this move giving quick opponents time to hit him with a Super so make sure
you try to use each individual teammate when the correct situation arises.
SUPERS:
Captain Sword (ground):
QCF + PP
Cap and his teammates brace themselves as they use some sort of gun that
releases a huge laser directly up. They then swing the laser down 90
degrees. Good anti-air and can combo off his RK launcher.
Decent recovery time but really quick opponents can nail you with certain
moves/supers afterwards. Do this against opponents who like to super jump
directly above you and then come down attacking.
Captain Storm (ground):
QCF + KK
Cap's auto-combo super. It's visually awesome! Cap will rush across the
screen and sort of do a small uppercut at the other side of the screen. If
he connects, his opponent will fly into the air and him and his teammates
will each have a turn at smacking them. Then while the opponent falls, Cap
nails them with a Captain Corridor and then his 3 teammates appear behind him
while the opponent falls to the ground.
Now if Cap misses or the opponent blocks. well, just don't do this move out
of the blue because he has horrible recovery time. The little uppercut at
the end can hit opponents who try to jump up or over you as well. Also, as
Cap rushes across the screen in the beginning, he will duck under fireballs!
That ability makes this super extremely useful! Think of it as the new
Weapon X! He can al so OTG the opponent afterwards if he is close enough!
Note: This doesn't work against Roll! Hehehehe. try it!
Team Super:
He does his Captain Sword.
Variable Counter Move:
Does his Captain Corridor
COMBOS:
Easy Combos:
1) c. SK, c. FK, cancel FP Captain Corridor
You can stick in a c. RK after the FK but they may roll so watch out!
Intermediate Combos:
1) j. FP, c. JP, c. FK, c. FP, cancel JP Commando Strike/Captain Fire
Hard Combos:
1) j. SK, j. FP, dash, JP, SK, RK, cancel Captain Sword, c. SK (OTG), RK, sj.
JP, sj. SK, sj. SP, sj. FK, AC Finisher
Awesome combo! To OTG after the Captain Sword, you have to be mostly in the
corner.
2) j. SK, j. FP, dash, c. SK, c. FP, cancel Captain Storm, c. SK (OTG), RK,
cancel Captain Sword, c. SK (OTG), RK, cancel Captain Sword, c. SK (OTG), RK,
sj. JP, sj. SK, sj, SP, sj. FK, AC Finisher
Can we say OUCHIE? Have never completed this full combo as the second
Captain Sword always seen to screw up. So maybe it doesn't work.
3) j. FP, dash, c. SK, c. FP, cancel Captain Storm, OTG and keep going.
All I can say is that I wish it was this easy to connect with the Final
Justice! Just make sure you cancel fast and are close when hitting with the
c. FP.
STRATEGIES:
Captain Commando is definitely one of the best characters. I'd say he's
around the 5th or 6th position.
The reason is because he's got good speed, has high damaging easy combos, 3
other helpers, and basically is a very versatile fighter. CapCom can be a
very effective cornering/offensive player. When you jump in, if you want to
be safe, always use the FP which has great range and priority to lead into
combos. Always look to try and connect Easy Combo #1 and it's variants. Use
his helpers in a variety of ways to keep the opponent cornered.
For instance, after doing a ground combo that ends with a Captain Fire, do a
SK/FK Captain Strike and repeat. Throw in your helper too to keep them
guessing. If they jump at you, do a Captain Storm or a c. SP to push them
back into the corner. The same tatics can be used to be a great defensive
player as well. If you want to keep them all the way across the screen from
you, keep mixing up Captain Fire's, FK/RK Captain Strike's, and Captain
Corridor's to play a very annoying keep away. CapCom also has great air
throw reach. Often, you'll find yourself accidentally air throwing them went
you want to just hit them.
Rogue Section:
Well, Cap. C's powers seem to come from his suit only so what would Rogue
take? I guess the Captain Fire. Whoever said fighting games made sense
anyway?
-----------------------------------------------------------------------------
--
-------------------------------------------------
Chun Li:
The queen of street fighting is back in her like 10,000th fighting game
appearance. Well, okay more like around 7 or 8 appearances. Whoever said
age slows down a person! She's aging like a fine wine (or something)! She
is easily a favorite among players because of her speed and abilities and the
fact that she's one of the few classy female fighters out there. Here are
her moves:
Launchers:
RK
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK, Lightning Legs
Kikoken(ground):
HCF + punch
Chun Li's Fireball that they gave to her way back in SSFII. Probably the
worst fireball. For one, it's really small. It can't be done in the air.
It's a HCF instead of a QCF motion. It's comboable but good Chun Li players
really shouldn't use or rely on her fireball very much. Use her kicks
instead.
Mini-Kikosho(ground):
CBF + punch
This is a quick charge motion. Chun Li will release a bubble of energy in
front of her. It seems like it's good anti-air to use if the opponent is
jumping in and is going to land a bit in front of you. One advantage is that
it has better recovery time then the Rising Bird Kick.
Lightning Legs(ground, air): - her signature move!
push any kick rapidly
Do I have to explain this move? She kicks like crazy covering her whole
frontal area. If you want, you can keep ramming the kick buttons and she
will keep kicking practically forever. You might want to try doing that in
the air to psyche out an opponent. It will also OTG so a standard combo for
her is to sweep (D RK) and cancel into this move. Even if they roll or push
block before the Lightning Legs come out, you can simply stop pushing the
buttons and you will be safe.
Stomp Kick(air):
D + FK
This is her other signature move and, along with the Lightning Legs and the
wall jump, is her only original move left from SFII. Ah, them good ol' days
when I was just starting to play the game. I remember seeing SFII when it
first came out tucked away in a corner of my arcade. Anyway, this move has
incredible priority. Use it when ever you are right above your opponent or
even if you are slightly to the left or right. If it hits, do it again and
keep pushing the FK to chain into Lightning Legs. If you want to be an
annoying Chun Li player, use the following method:
jump on opponent, Stomp Kick, Double Jump up, Stomp Kick, Triple Jump, air
dash, repeat.
This can really piss off an opponent but watch for those anti-air
moves/supers!
Rising Bird Kick (ground):
DP + kick
Her kicking version of a Dragon Punch. She jumps up and slightly forward
feet first, kicking multiple times. This is great anti-air. But only use it
as that as doing it on grounded people will more often then not leave her
open to attack, even with the SK version.
Axe Kick (ground):
HCB + kick
Chun Li will flip forward and kick. Her foot acts somewhat like a downward
chopping ax (thus the name!). Awesome anti-turtle move as it can only be
blocked standing. The SK makes her jump up the highest and go forward the
least while the RK makes her barely jump off the floor and makes her go
forward quite a bit. A good strategy is to keep doing the crouching FK to
make them block low, and suddenly do the RK Axe Kick.
Neck Breaker (ground):
OC (offensive crouch-remember that?) + kick
This move was used a lot back in SFII but in the vs series it's been pretty
much forgotten. Chun Li will jump way up, flip over, and come down kicking.
It will knockdown the opponent.
It's good to do every once in awhile as it can frustrate the opponent by
making them want to attack you with an anti-air move without giving them much
time to pull off the motion. Back off after doing it a couple of times as
opponents can quickly figure out how to get around it (i.e. quick Dragon
Punch, partner switch, throw, etc.)
SUPERS:
Kikosho (ground):
QCF + PP
She releases a huge dome of energy that basically makes her invincible to all
attacks as it completely surrounds her. This has become a great chipper of
damage so use this when your opponent has 7 or 8 pixels of energy left. It
OTG's as well. It combos off a FP but be careful as it will leave her open
for a LONG time if the opponent blocks. Try using it on those Wolverine and
War Machine players who like to jump way up and then come down with their
stomping moves.
Senretsu Kyaku (ground) - super version of Lightning Legs
QCF + KK
Chun Li will rush across the screen doing her Lightning Legs move. This move
combos off a FP also and it is still a good chipping super. It will leave
her very open if the opponent blocks or she misses though.
Hazan Tenshou Kyaku (ground)
DP + KK
She will do a super version of her Rising Bird Kicck hitting multiple times.
All hits will combo off her RK launcher if you cancel quickly. I'm pretty
sure that you can OTG after the opponent hits the ground. Yet again, if
missed, she will be left very open to attack so be careful with this super.
Shichi Sei Sen Kuu Kyaku (air):
QCF + KK
Loosely translated, Seven Star Air Kick. I can't express how awesome I think
this move is!!!! It even works as an AC finisher if you cancel fast and time
it right! She will pause, and then quickly shoot across the screen. This is
my best description of what she does if it connects:
Remember how Wolverine's Weapon X ends with a slow motion thing? If you
connect with Chun Li's, she does a slow motion move that looks like she
kicked right through the opponent while the background turns black (you can
still see Chun Li and her opponent) and big Chinese(?) characters appear on
the screen around her. Then the whole background starts going crazy, looking
like a million fireworks have gone off in the background.
That's about my best description. You just have to see it for yourself I
guess. Even if you miss or they block, you will almost always be safe
because of her quick recovery.
Team Super:
She does her Kikosho if she is the active fighter. If she is the resting
character, she will do her Senretsu Kyaku (Super Lightning Legs).
Variable Counter Move:
I'm almost sure she does a Kikoken as that is what she did in MSHSF and XSF.
* She has triple jump ability, an air dash, and can jump off the wall
COMBOS:
Easy Combos:
1) c. FK, c. RK, cancel Lightning Legs (OTG)
2) c. FK, c. RK, cancel Senretsu Kyaku
The super should hit them before they can roll.
Intermediate Combos:
1) j. JP, j. SP, SK, RK, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
This combo just hurts! Way too easy to do for the damage it does.
2) j. JP, j. SP, c. SK, c. FK, c. FP, cancel Senretsu Kyaku, Lightning Legs
Do on the Lightning Legs afterwards so that when they get up they eat
enormous tick damage!
Hard Combos:
1) j. JP, j. SK, j. SP, dash, SK, RK, cancel Hazan Tenshou Kyaku, c. SK
(OTG), RK, sj. JP, sj. SK, sj. SP, Stomp Kick, Stomp Kick, Lightning Legs
You don't have to add on the extra Stomp Kick and can just go into the
Lightning Legs. The timing is a bit tricky on this one.
2) j. JP, j. SK, j. FK, dash, JP, SK, RK, sj. JP, sj. SK, sj. SP, Stomp Kick,
sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
After the Stomp Kick quickly hit the JP. This looks so damn cool! Yes, you
CAN do an infinite instead but I HATE infinites so don't do them!
3) launch, sj. JP, sj. SK, sj. SP, sj. FK, sj. RK, sj. SK (OTG), SK, FK, RK
You have to of course, do this combo in the corner. Wait literally, a split-
sec in between the SP and FK so that the the second hit of the RK will hit
them above you. This is a pretty cool combo.
STRATEGIES:
Rogue Section:
In XSF she had the Kikoken but it wasn't really that useful. Maybe the mini-
Kikosho? Or the Lightning Legs? That would look kinda absurd though.
-----------------------------------------------------------------------------
--
-------------------------------------------------
Jin Saotome:
Umm, I don't have much to say about this guy. The new Dan maybe? He's from
Cyberbots, a game I played like once or twice in the arcades. He's kinda
weird as many of his normal moves look and act like specials. They have
really great priority and damage because fire will erupt from his hands and
feet for his stronger attacks. The fire attacks take tick damage too! I've
changed my mind about all his moves having bad lag time. They only just look
like they do. Really, only his standing and crouching RK have bad recovery
time. Well, here are his moves:
Launchers:
SP
Magic Series:
Ground Magic Series: Weakest to Any
Jump Magic Series: Weakest to Any
Super Jump Magic Series: Hunter Series
AC Finisher:
SP, FK, FP, RK
Saotome Typhoon (ground):
CBF + punch
Jin will become a large typhoon and goes forward a certain distance depending
on the punch button. You can still see his face in the middle of the
typhoon! This move has horrible recovery time so if you don't hit, you're in
trouble. Try using this in crossing up an opponent as they jump at you.
Since it comes out fast, if your opponent is not expecting you to attack
you'll probably hit them.
Saotome Dynamite (ground):
CDU + punch
Jin basically ignites himself and blows his clothes off causing many
explosions to take place around him. Excellent anti-attack move and it seems
to have pretty good range. Not much willl touch Jin when he doe this move as
the explosions around him have total priority. It OTG's too. However, yet
again this move has horrible, horrible, recovery time. I don't know why they
gave him such bad recovery time on his moves! Try doing a c. RK (which has
horrible recovery time) and then cancel into this move. It's all about mind
games then as your opponent will eventually learn that you will do the
Saotome Dynamite to keep him from counter attacking you and then wait for you
to do the move and block it and then work you! I don't do throws much but
you could try doing the c. RK and then throw them as they expect you to do
the Saotome Dynamite.
Saotome Crush (ground):
HCB + kick
This acts a lot like Sean's Tackle move except it sucks like ten times worse!
If he actually connects (which practically never happens), he'll grab his
opponent and fly along the border of the screen while driving them into the
ground/wall/ceiling for good damage. It's so slow in coming out and so
obvious though. It also covers distance so slowly! That's why you'll almost
never connect with this move except maybe against the computer. I believe
(hope) it has to be blocked low though. Plus, it has good recovery time.
Tornado Kick (air):
D + RK
Jin turns his legs into a tornado and comes down at about a 35 degree angle.
It has good priority on it too just like most of his moves. However, it
comes down slowly so don't do it when super jumping. It is most effective
when quickly doing it just as you jump up.
Saotome Fire (ground):
Taunt, push punches quickly
Okay, this move even more confirms that Jin is supposed to be the new Dan.
His taunt is humiliating enough but if you start pushing punches, Jin will
rub his towel on his neck faster and faster and get redder and redder and
then he'll catch on fire! The fire will also hit jumping in opponents! His
face looks really weird then too! Use this move at your own discretion!
SUPERS:
Brodia Punch (ground):
QCF + PP
Jin will do his standing FP motion and be backed up by the big ol' fist of
his robot. Works a lot like a beam super. It comes out fairly fast and
OTG's as well. Combos off many of his moves.
Brodia Vulcan (ground):
QCB + PP
Jin snaps his fingers and a part of his robot pal appears behind him and
begins firing away. Jin then jumps into Blodia and if you haven't blocked, a
control panel appears at the bottom of the screen with Jin's hands on the
firing buttons ramming away on the buttons. The bullets start firing fast
enough that you can actually catch opponent jumping in if you activate it
fast enough. You can super jump above the bullets though. The recovery time
is long enough though that Jin can be nailed by quick Beam Supers after
jumping out of his robot.
Saotome Cyclone (ground):
QCF + KK
I can't recall how many times the computer has crossed me up with this super
when I'm super jumping over his head. Jin becomes a huge ass tornado that
reaches to the very top of the super jump screen. He will move forward a bit
automatically as well to try and catch opponents who aren't paying attention.
But, like I said, it seems most effective in catching opponents who are way
above you. Can also combo off his launcher. Has no recovery time either.
Team Super:
He definitely does his Brodia Punch
Variable Counter Move:
Does his Saotome Dynamite
* Jin automatically begins glowing after he reaches a certain low level of
health and is the last character. It causes damage from his attacks to
double and acts like super armor.
COMBOS:
Easy Combos:
1) SP, cancel Saotome Cyclone
You have to be really close when launching them with the SP.
2) c. RK, cancel Saotome Dynamite
3) SK, cancel Blodia Fist
Intermediate Combos:
1) j. FP, c. JP, c. FP, cancel Blodia Fist/Blodia Vulcan
I don't believe they can roll out of this if you do it early enough as you
hit them before they touch the ground! The Blodia Vulcan only seems to
connect if you start the combo in the corner.
2) j. SK, j. RK, c. JP, c. SP, cancel Blodia Fist, c. RK
The c. RK will hit if you are in the corner.
Hard Combos:
1) launch, sj. JP, sj. SK, sj. SP, sj. RK
The hard part here is to actually launch them since air combos aren't really
in Jin's game. Wait a split-sec between the JP and SK and then quickly hit
the rest of the buttons. It is also possible to OTG after if you are in the
corner but I've only done it once with a SK before I hit the ground so I'm
not really sure the best way of doing it.
STRATEGIES:
Rogue Section:
Well, I guess I would have to say the tornado move as the dynamite move would
make her blow off her clothes for a sec (which isn't necessarily a bad thing
though)! Actually, the Saotome Crush would be more Rogue-like.
-----------------------------------------------------------------------------
--
-------------------------------------------------
Megaman:
Another of Capcom's cornerstone characters. Except for the fact that they
didn't seem to give him enough powers to call upon, Megaman is, I think, the
most interesting new character. He's also my favorite even though he sound
really annoying when he talks. You should see his taunt though! He sticks
he tongue out and goes, "bleh, bleh, bleh, bleh, bleh" or something to that
effect. Since he's a short character, he can be hard to hit with certain
moves too. He's a good character to use if you like a defensive character
with occasional spurts of offense. Here are his moves:
Launchers:
RK
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finisher:
RK, FP (Mega Buster), Leaf Shield
Mega Buster (ground, air):
push and hold FP - Can charge infinitely. Let go to fire. As you hold the
button, MegaMan starts to glow bright red. You can charge the Mega Buster
anytime!
Even as you are getting hit or are falling to the ground! Get used to
automatically pushing and holding the button down after letting go of the
previous shot so that you will constantly have at least a 2 or 3 shot
fireball at ready. I'm still figuring out the ratio of seconds held to
number of hits the Mega Buster will do but I believe it's around 2 to 3
seconds for every extra hit. It is as fast as Ryu's FP Fireball and since it
is only a one button move, you will probably be winning all fireball wars
(unless Ryu does his Super Fireball!). The charged up Mega Buster will even
OTG!
Mega Upper (ground):
DP + punch
Why did they give him an uppercut? Well, it's your standard uppercut
although I don't believe he is invincible while doing it. I guess it's kinda
satisfying to nail Ryu with an uppercut after he does one but other then that
I barely ever use this move. It doesn't come out very fast and even the JP
has semi-poor recovery time too. I would rather do a standing Roundhouse to
launch them into a combo.
Item/Weapon Change (ground):
QCB + kick
This move is great! Doing it calls FlipTop down. FlipTop will then walk
toward MegaMan and pop out an item which MegaMan has to walk over to pick up.
The type of item depends on the kick button used. SK gives him the RockBall,
FK gives him the Tornado Hold, and RK gives him the Leaf Shield. I'll
explain them in the next section.
Item/Weapon Use(ground):
QCF + punch
(The Leaf shield can be fired off in the air)
RockBall - I'm still trying to figure out the usefulness of this move. He
shoots out a little rock-soccer ball in at his feet. Then you have to crouch
kick it and it will rebound around the screen until either it hits the
opponent or it bounces off the 4 walls. It's probably good against large
characters and in backing up jump in attacks but the other two items seem to
be more useful.
Tornado Hold - This is what MegaMan starts each fight with by default. It's
a bit like Storms vertical typhoons. When used, he will shoot out a small
cell of some sort on the ground at certain distances depending on which punch
used. The cell will then release a vertical whirlwind that is about as tall
as the normal screen. JP shoots it out right in front of him while FP shoots
it out on the other side of the screen. This will also OTG so you can
Roundhouse and cancel into a JP Whirlwind Shot.
Leaf Shield - Awesome! This will create a shield of revolving leafs around
MegaMan that will protect him from one unblocked hit. Kinda like temporary
armor. He can also shoot it out and it will hit for about 7 hits. If not
used within a certain amount of time (I believe about 7 sec) it will
disappear so try use it in a combo. Try to create the shield when you know
you won't be hit as it takes a sec to recover from creating it.
SUPERS: All 3 supers are very good at chipping away damage
Hyper Megaman (ground, air):
QCF + PP
Behold, Optic Blast! Whoops, wrong guy. But that's basically what it is.
It takes up the entire screen and is about as good at doing damage. MegaMan
transforms into Hyper Megaman and shoots out a huge beam of death while he
sends out all sorts of mechanical animals to attack. Also, an important
difference is that it takes a second to comes out so you can be hit out of
it. However, the attacker is taking a risk because the actual transformation
will hit him/her up and into the super beam. So if you want to be gutsy, a
fast fireball of some sort is probably the safest way to interrupt the super
before it starts.
Rush Drill (ground):
QCF + KK
This is so cool and funny. MegaMan jumps into his dog, Rush, who transforms
in to a big ass drill with wheels. He moves along the ground at his opponent
slashing away at their legs. If you push up, they will jump too! The more
buttons you push, the more he drills into the opponent. The only problem
with this super is that there is a large amount of recovery time and as yet I
haven't figured out how to combo this so you will probably be hit after this
doing this move if they block. Still, fun to do and a good damage chipper!
It also OTG's!
Beat Plane (ground, air):
HCB + KK
Beat (his bird) transforms into a small plane. Then MegaMan jumps into him.
This is where the fun begins! You can control them as they fly around the
screen and pushing punch buttons will shoot out missiles straight ahead while
pushing kick buttons drops bombs almost straight down. Good recovery time
virtually ensures that you won't be counter attacked unless you are close
to your opponent afterwards so do this or Hyper MegaMan a lot if you want. A
good tactic is to do this after quickly jumping over a fireball and you are
close to your opponent. Or do it if you are far from some one who has missed
a move with semi-large lag time because this super comes out faster then the
Hyper MegaMan. Really ram on those buttons to increase damage.
Team Super:
Does his Hyper Megaman
Variable Counter Move:
Arrgh again! I'm not sure even though I have used this move several times.
Oh well, I'll just say the Mega Upper. Ok, he does his Mega Upper!
* Can jump off the wall
COMBOS:
Easy Combos:
1) N/A at this time.
Intermediate Combos:
1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)
2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan
It's kinda weird how this combos but Ryu's Shinku Hadoken doesn't.
Hard Combos:
1) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, SK, FK, RK, sj. JP, sj.
SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane
Whew, long combo. You have to charge the Mega Buster for a while (about 7
sec or more) to give you enough time to pull off the supers. Also, make sure
you time it so the Mega Buster will hit your opponent with all hits.
2) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, c. SK, c. FK, c. RK,
Mega Buster, Rush Drill, c. SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC
Finisher
I actually haven't done this yet but I have OTG'd after a Rush Drill so this
should work. Charge up the Mega Buster for at least 7 seconds to give you
enough time to connect the Rush Drill.
3) j. SK, j. FK, dash, SK, FK, RK, sj. JP, sj. SK, sj. FK, Mega Buster, c. SK
(OTG), FK, RK, jump punch throw, c. SK, FK, RK, air combo!
Wait a bit between the JP and SK. Only works in the corner. This may be an
pseudo-infinite but I always mess up the second AC and they can roll or tech
hit out of the throw. Still this is really cool looking.
STRATEGIES:
Rogue Section:
The Mega Buster all the way! She could even charge it infinitely! Hey, hey,
would did I say about fighting games making sense?
-----------------------------------------------------------------------------
--
-------------------------------------------------
Morrigan:
Ported over from Dark Stalkers and, much like the Street Fighter gang was,
she's been given more comboing ability and supers and stuff. I never played
any Dark Stalker games so I don't know much about her history. But basically
she seems to be a Shoto-clone. Like we really needed another one. However,
she does have some differences. Here are her moves:
Launchers:
c. FP
Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series
AC Finisher:
FP, RK, Soul Fist, Shadow Blade
Soul Fist (ground, air):
QCF + punch
Your basic Fireball. In the air, it acts like Ken's and Akuma's but it goes
down at a slightly steeper angle. However, firing off the fireball pushes
her up a bit so, with correct timing, I believe that you can do Soul Fists
forever in the air. The punch determines the speed of the Soul Fist:
JP – slow, FP – fast.
Shadow Blade (ground, air):
DP + punch
Your basic Dragon Punch move. Notable things are that it comes out very fast
and non-JP versions hit multiple times. Like all uppercuts, the JP version
will only make her go up a short distance while the FP gives her opponent
eons of time to hit her if she misses.
Vector Drain (ground):
HCB + punch
This is funny move! Funny because if she misses, she goes into a really
weird looking stance and makes some funny face looking like she's about to
fall over. This is a better "taunt" then her actual taunt I think! Anyway,
this is a grab move. I'm not sure about the range but it seems like it's
about the range of Shuma Gorath's Devitalizer move. She grabs her opponent,
lifts them up into the air slowly, then drives them into the ground head
first. This grab can be tech-hitted out of but is not blockable.
Shell Kick (air):
D + RK
A good surprise move. She will come straight down with her legs(or wings
turned into spikes, I'm not sure) and hit the opponent. She will bounce off
the opponent afterwards whether or not they block. Quick opponents can nail
you if they block so don't get predictable with this move.
However, as you bounce away you can fireball or do another special move that
will keep you relatively safe. Do this on opponents who try to walk
underneath you and cross you up when you jump. Surprise, surprise!
Drill Kick (air):
D + FK
When done, her legs and wings form a drill that points straight forward while
she slowly floats down in the path that she was going. The drill seems to
have good priority and is hard to counter because it totally throws off your
opponents timing. Be careful with this move though as it can leave her very
open as she can't do anything else until she lands or hits her opponent.
Flip Kick (ground):
F + RK
I'm running out of names here. Could someone send in a list of move names
that I've gotten wrong? Anyway, another awkward move that makes Morrigan
flip forward while kicking hitting multiple times. I thought it was her
overhead move(she is a Shoto-clone after all) but I'm not sure. It seems
kinda useless other then the fact that it's hard to counter against because
no one has seen it before, but who knows?
SUPERS:
Soul Razor (ground):
QCF + PP
Well, not much to say about this except for the fact that it's a typical beam
super. Her bats circle around her and suddenly form a big ass laser gun with
orbiting satellites which she prooceeds to fire at the opponent. Bigger then
Ryu's but I think she also has worse recovery time then Ryu's.
Silhouette Blade (ground):
DP + PP
This is your standard rushing uppercut supers. Well, actually there is a big
difference. Instead of doing a lot of Shadow Blades at the opponent herself,
she sends a lot of silhouettes of Lilith to do her dirty work. They rise up
out of the ground one after the other forward and go about as high as
Morrigan would if she did her FP Shadow Blade. It's a lot safer to do then
Ken's/Akuma's/Cap. A (did I forget anyone?) but it does less damage,
especially in the corner.
Darkness Illusion (ground, air):
QCF + KK
Fly's almost completely across the screen and if she connects, another image
of her appears on the other side of the opponent and they proceed to auto-
combo the crap out their opponent. It comes out really slow though so if you
are able to get this to connect in the air, well, good job! Also, it OTG's
(but only for one lousy hit)!
Eternal Slumber (ground):
JP, FK, B, SP, RK (Level Three Super)
When doing this move, she reels back for a quick sec and then her and Lilith
shoot out a little heart that floats slowly across the screen. If it touches
the opponent, pink curtains cover up the screen and Morrigan proceeds to have
a little romp with her opponent. No wonder they call it Eternal Slumber!
This has got to be seen! Fireballs will cancel the heart though and it is
pretty easy to avoid but still, a very good crowd pleaser!
Team Super:
She does her Soul Razor
Variable Counter Move:
<sigh> Don't remember again. At least I don't put stuff up here as fact
unless I think I know for sure! You got to give me credit for that! It's
probably going to be her JP Shadow Blade.
* Has 3 air dashes. F, F makes her go straight forward and then down. UF,
UF makes her fly up and then down. UD, UD makes her fly down then up. C. JP
will automatically chain twice.
COMBOS:
Easy Combos:
1) TDB Later.
Intermediate Combos:
1) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
Hard Combos:
1) Kill off first character, Eternal Slumber
This is kinda cheap but as far as I can tell, the incoming fighter can't
dodge tthe heart if you time it right unless they have an air move of some
sort.
2) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP,
sj. FK, Shadow Blade, Vector Drain
Works if you finish the air combo in the corner. Then, as they fall, grab em
with the Vector Drain just as they hit the ground. You throwers out there
know all about this strategy!
3) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP,
sj. FK, sj. FP, sj. RK, c. SK(OTG), FK, RK
The part after the sj. FP will only work in the corner. The timing on this
is really hard. During the air combo, you have to wait a bit between each
hit to land just as they hit the ground. I've only been able to do this 5 or
6 times myself but at least I know it works.
STRATEGIES:
Rogue Section:
Well, since taking any of Morrigan's move would already be taking any of ARK
moves, I would have to go for the Vector Drain move. But that's kinda
boring. Maybe Morrigan has some secret move or normal move that is useable?
If you push F and FK in the air, she does this strange floating kick. Maybe
Rogue could take that? Or, hehe, how about the Eternal Slumber!
-----------------------------------------------------------------------------
--
-------------------------------------------------
Ryu (Ken/Akuma):
What the...? Ryu, Ken, and Akuma have been combined? Now how is Ryu gonna
have that final showdown with Akuma? Beat the crap out of himself? Well,
anyway, good'ol Hadoken-Shoryuken himself is back for ever more loving ass
kicking. Here are his moves (as if you didn't already know them!):
Launchers:
c. FP
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finisher:
FK, FP, RK, Ryu's Hadoken, Ken's Shoryuken, Ryu's Tatsumaki-Senpuukyaku
Hadoken (ground, air): - THE Fireball
QCF + punch
On the ground, both Ryu and Akuma release a large fireball from their hands
that goes all the way across the screen. Ken's fireball only goes about half
way across the screen. In the air, Ryu's fireball still goes straight and
across the screen while both Ken's and Akuma's go down at a 45 degree angle.
However, Akuma's becomes much smaller while Ken's still only goes half way
across the screen. The speed the fireballs goes depends in the punch button
used.
Shoryuken (ground): - THE Dragon Punch
DP + punch (can be done in air as Ken)
Not much to say about this move other then that it is your ordinary uppercut.
Well, except for the fact that he's INVINCIBLE during the rising motion.
What's that you say? He's INVINCIBLE?! That's right. If you didn't know
that by now, all three ar