Date: Sat, 27 Mar 1999 20:49:17 -0600

MARVEL SUPER HEROES vs. STREET FIGHTER

by Capcom, the undisputed king of 2D figthters
Sony PlayStation

FAQ by Weapon X

OVERVIEW:

For those of you unfamiliar with the Capcom “Vs.” series (yes, both of
you), here the gist of it.  Capcom mizes some of their most famous
characters with the superstars of the Marvel Universe, and slaps them
together into one game, all possessing huge muscles, vibrant animation,
and killer fill-the-screen super moves.  What you do is, you have a
selection of, say, 16 characters to choose from.  You choose your two
favorites, and you pit both of them against two other characters in a
battle to the death.
On the PlayStation version of these games, at any one time, you don’t
actually play as your second character; their main purpose is an
occasional team counter and cross-over Super Combo.

GAMEPLAY:

Ever played a Street Fighter game?  put in large fireballs, forward and
backwards dashes, and five-story high super jumps, and you’ve got the
basic idea of how to play this game.  For those who’ve played X-men:
CoTA, Marvel Super Heroes, or X-men vs. Street Fighter know what I’m
talking about.

GAME MODES:

BATTLE:
The closest thing you have to arcade mode.  You choose a main character
to play as, then you pick your “helper” fighter.  You’re put up against
another fighter and his/her helper, and you fight that character for
several rounds.  You fight team after team, until you work your way up
to Apocalypse.  Defeat him (good luck) and you’ll get face off with the
boss of the game, Cyber-Akuma.  Beat him (good luck) and you’ve beaten
the game.

VERSUS:
LIke this really needs an explanation.  You and a friend pick your
teams, and kick each others butts.  Complicated?  I thought not.

TRAINING:
Here, you get to work on your specials, supers, crossovers, and combos.
Choose your main character, your helper, and your opponent, and go
all-out against him/her.  An excellent way to practice up for those
Crossover Combination Supers.

HERO BATTLE:
Do you like the Street Fighter or the Marvel Super Heroes better?  Well,
here’s your chance to prove your fav’s superiority over the other.
Choose a team of either Street Fighters of MSH’s, and face off against a
team of the other guys.  The game ends either when you beat all the
other team’s fighters, or they beat all of your fighters.

CROSS-OVER:
Probably one of the coolest modes.  You choose one character from the
roster, and the computer randomly chooses your partner.  You then fight
a mirror image of your team.  This is the closest thing to Arcade Mode
this game will get, beacuse you have the ability to switch between your
two fighters at ANY TIME during gameplay.  When you beat both your
opponents, in the next match you play as the character you were randomly
given, and the computer gives you another random helper, and you go
through it all over again.

MOVES LEGEND:

U - Up
D - Down
B - Back
F - Forward
DF - Down/Forward
DB - Down/Back
UF - Up/Forward
UB - Up/Back
O - 360-degree rotation
Charge - hold button for two seconds

L - light
M - medium
H - hard

P - Punch
K - Kick
3P - 3 punches
3K - 3 kicks

UNIVERSAL MOVES:

Forward Dash - F, F  or  3P
Backward Dash - B, B  or  B+3P
Block - Hold B (can be done in mid-air)
Throw - F + MP or HP
Throw escape - When being thrown, any direction except U + MP, HP, MK,
or HK
Super Jump - D, U  or  3K
Safe landing - when falling, B, DB, D + P or K
Advancing Guard - 3P while blocking
Counter - B, DB, B + P or K while Blocking
Dizzy Recovery - while dizzy, and direction + rapid P or K

Partner Attack - MP + MK
Crossover Combination Super Combo - D, DF, F + LP + LK

AIR COMBOS:

When you knock an opponent into the air, like with an uppercut, you can
jump up after him/her and follow up the hit with an air combo and dish
out more damage.  When the opponent is send into the sky, press up, and
you will automatically super jump and be able to start in on more hits.

A NOTE ON SUPER COMBOS:
You can only perform super moves when your power meter is at level 1 or
higher, and Crossover Combination supers can only be performed at level
2 or higher.  For certain supers, like Akuma’s Raging Demon and Shuma
Gorath’s Chaos Dimension, can only be done at level 3.  Keep this in
mind.

CHARACTER MOVES:

AKUMA:

     Special Moves

Fireball
D, DF, F + P  (can be done in air)

Dragon Punch
F, D, DF + P

Hurricane Kick
D, DB, B + K  (can be done in air)

Diving Kick
Jump, D, DF, F + K while in air

Teleport
F, D, DF or B, D, DB + 3P or 3K

     Super Moves

Super Fireball
D, DB, B + 3P

Super Dragon Punch
D, DF, F + 3P

Raging Demon
LP, LP, F, MK, HP  (at level 3 super power)

Playing tips:
When using Akuma, you can keep opponent at a distance with ground and
air Fireballs.  If things are getting a little too close-quarters for
you, you can simply zip out with a teleport move.  Hit jumping opponents
with Dragon Punches to fend them off.  When attempting the Raging Demon,
make sure you’re at level 3, and always execute the move while
relatively close to your opponent.  It’ll be worth the trouble when you
take out half of your opponent’s life bar. ;-)


M. BISON:

     Special Moves

Psycho Shot
B, DB, D, DF, F + P  (can be shot in 3 directions)

Psycho Field
F, DF, D, DB, B + P

Scissor Kick
B, DB, D, DF, F + K

Head Stomp
Charge D, U + K

Psycho Dive
Charge D, U + P, or P after Head Stomp

Teleport
F, D, DF, + P or K

Flight
D, DB, B + 3K

     Super Moves

Psycho Crusher
D, DF, F + 3P

Super Scissor Kick
D, DF, F + 3K

Playing tips:
The Psycho Shot is kind of slow in coming out, so try to keep opponents
at a distance with the scissor kick.  Get out of tight situations with a
teleport.  When using a super move, an opponent can sometimes duck under
the Super Scissor Kick, so the Psycho Crusher is the better one to use.
With that, if you get one hit, you get them all.


BLACKHEART:

     Special Moves

Dark Thunder
B, DB, D, DF, F + P  (can be shot in three directions)

Inferno
F, DF, D, DB, B + P

     Super Moves

Armageddon
D, DF, F + 3P

Demon Storm
D, DB, B + 3P

Heart of Darkness
D, DF, F + 3K

Playing Tips:
When using the hard punch or kick, Blackie sends these weird demons from
his body.  The hard kick demons has hold the opponent in place for
several seconds.  Because of his limited number of moves, using the Dark
Thunder is what you can use to keep the opponent away.  Armageddon is a
limited attack, and Heart of Darkness rarely connects, for Demon Storm
is your best bet for super moves.


CAPTAIN AMERICA:

     Special Moves

Sheild Slash
D, DF, F + P  (can be shot in three directions)

Stars & Stripes
F, D, DF + P

Charging Star
D, DF, F + K

     Super Moves

Final Justice
D, DF, F + 3P

Hyper Charging Star
D, DF, F + 3K

Hyper Stars & Stripes
F, D, DF + 3P

Playing tips:
Shield Slash can keep opponents at a distance.  Use the Stars & Stripes
on jumpers, and Charging Star on opponents running at you.  Make sure
you’re relatively close when using Final Justice, and the same with
Hyper Stars & Stripes.  Hyper Charging Star is the best to you use for
ground-based fighters.


CHUN LI:

     Special Moves

Fireball
B, DB, D, DF, F + P

Rising Bird Kick
F, D, DF + K

Lightning Kick
Tap K rapidly

Somersault Kick
F, DF, D, DB, B + K

     Super Moves

Flash Bomb
D, DF, F + 3P

Super Lightning Kick
D, DF, F + 3K

Super Rising Bird
F, D, DF + 3K

Playing Tips:
Fireballs will keep opponents away, and the Rising Bird Kick or
Lightning Kick can knock them away when they’re too close.  Use the Bird
Kick on jumpers, and simply don’t use the Somersault Kick.  Use the
Flash Bomb when relatively closeto the opponent, and only use the Super
Rising Bird on jumpers or when right next to the opponent.  The Super
Lightning Kick can be used from any distance, and works best when the
adversary is on the ground.


CYCLOPS:

     Special Moves

Optic Blast
D, DF, F + P  (can be shot in three directions)

Rising Uppercut
F, D, DF + P  (tap P for multiple hits)

Cyclone Kick
D, DB, B + K

Running Grab and Slam
Charge B, F + K

Optic Sweep
F, DF, D + P

Rapid Punch
Charge B, F + P, then rapid P or K

     Super Moves

Mega Optic Blast
D, DF, F + 3P

Super Optic Blast
F, DF, D + 3P  (use D-pad to shoot beam in multiple directions)

Playing Tips:
Use Optic Blasts to keep opponents at a distance, and the Rising
Uppercut on jumpers and when you’re right next to the opponent.  The
Mega Optic and Super Optic Blast are equally useful.  Use the Mega Optic
when the opponent is on the ground, and the Super Optic can be shot in
any direction, so you can use it any old time.


DAN HIBIKI:

     Special Moves

Weak Fireball
D, DF, F + P

Dragon Punch
F, D, DF  + P

Spinning Kick
D, DB, B + K

Autograph Attack (!?!)
D, DF, F + K

     Super Moves

Super Fireball
D, DF, F + 3P

Super Dragon Punch
D, DF, F + 3K

Certain-Victory-Relying-On-Nobody-But-Myself Combo
D, DB, B + 3K

Self-Destruct
HP, LK, B, LP, LP

Playing Tips:
The only way this guy is useful is if he isn’t used it all.  His moves
are weak, and some of them are just plain stupid.  Like the Autograph
Attack?  He signs a picture of himself and tosses it at you.  And the
Self-Destruct?  It more takes more damage out of YOUR life bar than the
opponents.  Just lay off this guy, unless you’re really, REALLY good!


DHALSIM:

     Special Moves

Yoga Fire
D, DF, F + P

Yoga Flame
F, DF, D, DB, B + P

Upwards Yoga Flame
F, DF, D, DB, B + K

Teleport
F, D, DF or B, D, DB + 3P or 3K

Flight
D, DB, B + 3K

     Super Moves

Yoga Inferno
D, DF, F + 3P

Yoga Air Throw
D, DF, F + 3K  (Opponent must be in the air)

Playing Tips:
Since Dhalsim’s arms and legs stretch with just about every normal
moves, you can hit your opponent from a safe distance.  Use Yoga Fire
and Flame to keep opponents at a distance, and the Upwards Flame on
jumpers.  Use Teleports to get out of sticky situations.  Keep in mind,
when using the Yoga Inferno, you can control where the flames go when
he’s blowing them out.


HULK:

     Special Moves

Tornado Throw
F, DF, D, DB, B + P

Gamma Slam
D, DF, F + P

Gamma Charge
Charge B, F + K

Upward Gamma Charge
Charge D, U + K

     Super Moves

Gamma Wave
D, DF, F + 3P

Gamma Crush
D, DB, B + 3P

Playing Tips:
The HP can knock opponents away when they’re getting to close.  Gamma
Slam can keep them away.  Use the Upward Charge on jumpers, and the
Ground Charge on people running at you.  Once you knock someone into the
air, hold a direction button plus the Kick and you’ll go after him/her
with another Charge.  The Gamma Wave is good on grounded opponents.  You
can get an extra hit with Gamma Crush when you execute it when right
next to the opponent.


KEN:

     Special Moves

Fireball
D, DF, F + P  (can be done in air)

Dragon Punch
F, D, DF + P

Hurricane Kick
D, DB, B + K

     Super Moves

Shadow Dragon
D, DF, F + 3P

Rising Fire Dragon
D, DF, F + 3K

Hurricane Smasher
D, DB, B + 3K

Playing Tips:
Use fireball when relatively close to the opponent; for some stupid
reason, they dissolve in mid-flight.  Use Dragon Punches on jumpers, and
only use the Hurricane Kick when right next to the opponent.  All of
Ken’s supers should only be done when right next to the opponent, to
ensure they connect, and that the maximum damage is dished out.


OMEGA RED:

     Special Moves

Carbonadium Coil
D, DF, F + P  (can be shot in three direction, can be done in air)

Downward Carbonadium Coil
D, DF, F + K  (can be shot in three directions, can ONLY be done in
mid-air)

Coil Toss
Direction + P  (after Coil)

Death Factor  (drains life energy)
rapid P  (after Coil)

Energy Drain  (drains super power)
rapid K  (after Coil)

Omega Strike
D, DF, F + K  (can be shot in three directions)

     Super Moves

Omega Destroyer
D, DF, F + 3P

Carbonadium Smasher
D, DF, F + 3P  (can only be done in mid-air)

Playing Tips:
When using the Coil Toss, slam the opponent downwards first, then
instantly toss in another direction for two tosses.  Use the Death
Factor when you’re running low on life energy; what you drain from the
opponent will be transferred to your life bar.  Use the Omega Destroyer
when relatively close, and do the Carbonadium Smasher when close to the
ground before you land, and close to the opponent.


RYU:

     Special Moves

Fireball
D, DF, F + P  (can be done in air)

Dragon Punch
F, D, DF + P

Hurricane Kick
D, DB, B + K

     Super Moves

Super Fireball
D, DF, F + 3P  (can be done in air)

Super Hurricane Kick
D, DB, B + 3K

Super Dragon Punch
F, D, DF + 3P

Playing Tips:
The perfect character for the novice.  Fireballs keep opponents at a
distance.  Use Dragon Punches on jumpers, and Hurricane Kicks on
runners.  The Super Fireball is the best super to use; both the Super
Hurricane and Super Dragon should only be done when right next to the
opponent.


SAKURA:

     Special Moves

Fireball
D, DB, B + P  (can be done in air)

Rushing Dragon Punch  (can be done in air)
D, DF, F + P

Hurricane Kick
D, DB, B + K

     Super Moves

Super Dragon Punch
D, DF, F + 3P

Super Fireball
D, DB, B + 3P

Super Hurricane Kick
D, DB, B + 3K

Playing Tips:
The strange thing about Sakura in this game is, her fireballs go
upwards, so they should be used on jumpers.  Fortunately, they go
downwards when shot in the air, so if your opponent is a ground based
fight, like Blackheart, jump in the air first.  The Rushing Dragon goes
quite a distance, so use that on grounded opponents as well.  All of
Sakura’s supers should be done with right next to the opponent, but they
can get the job done.  A fun, yet somewhat difficult character to play
as.


SHUMA GORATH:

     Special Moves

Mystic Stare
Charge B, F + P

Mystic Bounce
Charge B, F + K

Devitalization Throw
F, DF, D, DB, B + K  (near opponent)

     Super Moves

Chaos Split
D, DF, F + 3K

Chaos Dimension
D, DF, F + 3P  (at level 3, then hit opponent)

Playing Tips:
Why they made it so you can only do Chaos Dimesion as level 3 super
power, I’ll never know.  Mystic Stare can keep opponent’s at a
distance.  Mystic Bounce is good to use on jumpers, or when they’re at
the appropriate distance away from you.  Chaos Split simply makes a copy
of Shuma, and doubles whatever hits you get on the opponent.  Sounds
cool, right?  In reality, it’s a pretty useless super, ‘cause the double
dissolves when hit by the opponent.  Stick with Chaos Dimension.


SPIDER MAN:

     Special Moves

Web Ball
D, DF, F + P

Spider Sting
F, D, DF + P  (tap P for an extra hit)

Web Swing
D, DB, B + K

Web Throw
F, DF, D, DB, B + P  (can be shot in three directions)

     Super Moves

Maximum Spider
D, DF, F + 3P

Crawler Assault
D, DF, F + 3K

Playing Tips:
For those of you familiar with Sub-Zero from Mortal Kombat, Web Ball is
like his Deep Freeze.  It holds the opponent in place temporarily, and
is the perfect setup for a combo.  Use Spider Sting on jumpers, and Web
Swing on runners.  Use the Crawler Assault when right next to the
opponent.  The Maximum Spider can zoom in on an opponent wherever they
are on the ground, and sometimes in the air, so that’s the best super to
use.


WOLVERINE:

     Special Moves

Berserker Barrage
D, DF, F + P  (tap P for extra hits)

Tornado Claw
F, D, DF + P  (tap P for extra hits)

Drill Claw
Direction + MP + LK

     Super Moves

Berserker Barrage X
D, DF, F + 3P

Fatal Claw
F, D, DF + 3K

Weapon X  (my personal favorite)
F, D, DF + 3P

Berserker Charge
D, DB, B + 3P

Playing Tips:
Berserker Barrage is good on runners, and Tornado Claw on jumpers; both
are good to use in combos.  Because of the PlayStation’s awkward
controller design (what the hell were they thinking anyway?), stay away
from the Drill Claw, otherwise, change the controller setting to your
liking.  Use Berserker Barrage X and Fatal Claw when close to the
opponent.  Weapon X goes all the way across the screen, but only works
when the opponent is on the ground and not blocking.  Berserker Charge
makes Wolfie go a lot faster, so you can link a lot of moves together in
long string combos.


ZANGIEF:

     Special Moves

Spinning Pile Driver
O + P

Spinning Lariat  (can be done in air)
3P or 3K

Flying Power Bomb
B, DB, D, DF, F + K

Glowing Punch
F, D, DF + P

Jump & Slam
F, D, DF + K

     Super Moves

Final Atomic Buster
O + 3P

Playing Tips:
The Spinning Lariat is probably Zangief’s most effective move, since it
can be done in air as well as on the ground, and you can move him around
while doing it.  Pile Drivers should ONLY be done while right next to
the opponent.  Glowing Punch can be used to cancel out fireballs, and
the Grab & Slam can be used on jumpers.  Like the regular Pile Driver,
the Atomic Buster should ONLY be used when next to the opponent.  When
doing so, Zangief will instantly grab the opponent and do the move.


SECRET CHARACTERS:

ARMORED SPIDER-MAN:

To Play As:  Place the selection cursor on Spider-Man, hold SELECT, and
press any attack button.  This Spider-Man is a little slower, and can
take weak hits without being affected by.  He still takes the damage, he
just isn’t moved by them.  He has all the same moves as regular Spider
Man.


DARK SAKURA:

To Play As:  Place the selection cursor on Hulk, hold SELECT, and press
any attack button.  Her moves are more like Ryu’s and Akuma’s in that
her fireballs actually go forward when shot.

     Special Moves

Fireball
D, DF, F + P  (can be done in air)

Rushing Dragon Punch
F, D, DF + P

Hurricane Kick
D, DB, B + K

    Super Moves

Super Fireball
D, DF, F + 3P

Super Dragon Punch
D, DF, F + 3K

Super Hurricane Kick
D, DB, B + 3K

Raging Demon
LP, LP, F, MK, HP  (at level 3 super power)


U.S. AGENT:

To Play As:  Place the selection sursor on M. Bison, hold SELECT, and
press any attack button.  He’s just like Captain America.


MECHANICAL ZANGIEF:

To Play As:  Place the selection cursor on Blackheart, hold SELECT, and
press any attack button.  His moves are just like the normal Zangief’s,
except:

Flame Breath
D, DF, F + P

IMPORTANT NOTE!!!!  Mech-Zangief CANNOT block!  When using this
character, you must always be on the offensive.  On the upside, he
cannot be knocked down by ANYTHING.


MEPHISTO:

To Play As:  Place the selection on Omega Red, hold SELECT, and press
any attack button.  He’s just like Blackheart, except most of his normal
moves set the opponent on fire.


SHADOW:

To Play As:  Place the selection on Dhalsim, hold SELECT, and press any
attack button.  He’s nothing more than a Noob Saibot-ish version of
Charlie from X-men vs. Street Fighter, but for those of you who don’t
know him, here are his moves:

     Special Moves

Sonic Boom:
Charge B, F + P

Flash Kick:
Charge D, U + K

Somersault Slash
U, UF, F + K  (can only be done in air)

     Super Moves

Sonic Break
D, DF, F + 3P

Crossfire Blitz
D, DF, F + 3K

Super Flash Kick
D, DB, B + 3K

Playing Tips:
Sonic Booms can keep opponents at a distance, and Flash Kicks are best
used on jumpers and in combos.  Crossfire Blitz is just like Wolverine’s
Weapon X, but should be done when relatively close to the opponent.
Super Flash Kick should only be used when right next to the opponent.


TIPS FOR FIGHTING THE BOSSES:

APOCALYPSE:
Keep in mind, only his head and his left hand can be attacked.  When a
satellite in sent after you, shoot it down first, then get back to
Apocalypse.  If he targets you, then block immediately.  When you see
him start his Mega Drill attack, AVOID IT AT ALL COSTS!  If you can’t
avoid it, block it and pray to God you’ve got enough energy left to
survive it.  Unblocked, it will take away over 50% of your energy;
blocked, I’m not sure, but it’s still a significant amount of damage.

CYBER-AKUMA:
You’ll have to make your own judgement about how to take him on.  I
haven’t lasted long enough against the butthole to know how to fight
him.


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


SPECIAL THANKS:
My Mom, for getting me this game for my birthday, in association with my
Dad, for getting me the Playstation.

My friend and fellow gamer Owen, for mentioning the game to me in the
first place.

Capcom, for making such a kick-@$$ game.


Words to live by:
“Some mother-f*ckers are always trying to ice-skate uphill...”  -
Blade, vampire hunter