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    FAQ/Move List by DJellybean

    Version: Last | Updated: 01/23/01 | Search Guide | Bookmark Guide

    *****************************************************************************
    
    Message Board: http://pub44.ezboard.com/bdingojellybean
    
    If you have questions, post there and I will answer it when I can. Sorry
    if you can't contact me on AIM anymore...if it weren't for people warning
    me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off
    AIM to those who need help with a certain game. Thank you.
    
    *****************************************************************************
    
    - Dingo Jellybean
    
            Marvel Super Heroes vs. Street Fighter(Saturn/PSX/Arcade)
                                    6/27/99
                           www.dingojellybean.com
                    dingo_jellybean.com - @ - AsianAvenue.com
                                 Version LAST
    
    Alright, I have recieved about 4 or 5 emails concerning the order and wackiness
    of this FAQ, so I have tried my best to rearrange them to benefit everybody.
    Also there is one thing that was updated and that's the GAMESHARK CODES!!! I
    highly urge you to check them out even though there are only 4 codes, they
    might interest alot of scrubs!!!!
    
    
    NOTE: If this FAQ looks a little disoriented, email me, tell me the version of
    your browser, and MAYBE I can make it look neater. AND CAN SOMEONE HELP WITH
    THE CHARACTER QUOTES!!!
    
    Editor's note:
    I decided to put the credits at both the top and bottom of my FAQs now. Most
    FAQs put the credits at the bottom, and I feel that's insulting to those people
    who have helped, and seen their names put all the way at the bottom, I mean put
    a border around it or something so it doesn't look like its trashy! These are
    the people that have helped composed this FAQ, without even one of them this
    FAQ would not be possible, well it would be possible it just wuldn't be nearly
    as good. So if you are reading this(Thank You!) and you do decide to type an
    FAQ in the future, please don't misdiscrete(this is not a real word, only
    discrete is a real word) any credits out, even if it's minor. Well thanks to
    Vesther Fauransy(vesther@verasnaship.net) for his advice on the copyright
    notice and to the infamous Kao Megura for their help in establishing, which
    would now be my official copy right notice.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-Copyright-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    This FAQ was solely intended for the public use on the www. It cannot be
    reproduced, retransmitted, or re-written in any other form except by the notice
    of the author. Any violation of this code will result in strict penalty and
    high fines susceptible by law. If this legal document is portrayed in any
    commercial use, you are therefor stricten under the code of law and will be
    punished.
    
    Thank you for your time and patience. And remember the quote well.
    
    "Do un to others as you want done to you"-Reverend Run(T.H.U.G.S.)
    
    Copyright Dingo Jellybean; 1999
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-End of Copyright+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    
    *****************************************************************************
    *********************************Credits*************************************
    *****************************************************************************
    *                                                                           *
    * +-+ Capcom {www.capcom.com}                                               *
    *     For making an excellent translation to the PSX and Saturn as well as  *
    *     the excellent arcade blockbuster! Keep up the fantastic job ^_^       *
    *                                                                           *
    * +-+ GameFAQs.com {www.gamefaqs.com}                                       *
    *     For posting up this FAQ, and for his hard work at the website ^_^     *
    *                                                                           *
    * +-+ Jeanne Burch {http://www.sigma.net/burch/faq.html#awards}             *
    *     She is a brillaint editor of many numerous comicbook sites and has    *
    *     helped me with the Mephisto and Blackheart bios. Thanks alot, and we  *
    *     do need more women comic fans out there like you Jeanne! ^_^          *
    *                                                                           *
    * +-+ Robert Iu(RobertsMac@aol.com)                                         *
    *     For his hard work on the quotes, check his FAQ out now! (^_^)         *
    *                                                                           *
    * +-+ Rolento {www.gpow.com}                                                *
    *     For the arcade codes and Norimaro Gameshark Codes                     *
    *                                                                           *
    * +-+ MechGouki8(MechGouki8@aol.com)                                        *
    *     For correcting me on my Akuma story and offering to help on the       *
    *     character quotes. (^_^)                                               *
    *                                                                           *
    * +-+ James Chen {jchensor@ucla.edu}                                        *
    *     For creating the complex yet simplistic combo system.                 *
    *                                                                           *
    * +-+ Migs Rustia {www.miggy.net/msf}                                       *
    *     For his help in my MVC FAQ, and my inspiration! And for clarification *
    *     of James Chen's combo system and his brilliant web site!              *
    *                                                                           *
    * +-+ John Culbert {tigeraid@geocities.com}                                 *
    *     Brilliant FAQ. My 2nd Inspiration. Please cut out the foul language!  *
    *                                                                           *
    * +-+ Captain Commando {spidey_5@hotmail.com}                               *
    *     For the Carbnadium Smasher Combo, and help in previous FAQs           *
    *                                                                           *
    * +-+ Edward Cheson Sy {cheson_sy@hotmail.com}                              *
    *     For giving me some pointers in the Norimaro section.                  *
    *                                                                           *
    * +-+ Dingo Jellybean {bellybutton21@hotmail.com}                           *
    *     For typing up this FAQ                                                *
    *                                                                           *
    *****************************************************************************
    
    
    First off I have read serveral arcade FAQs on this game and let me just say
    that they were all exceptionally well done. The reason why I am typing up this
    FAQ is because I think I can honestly say that I am a master and expert at the
    game and I have discovered combos that weren't in other people's FAQs like the
    double jump combos for Captain America, Cyclops, and Chun-Li. Frankly I wasn't
    as good in Marvel vs. Capcom as I am in this game, and that's why my MvC FAQ
    has alot of bugs. Also I have recently saw John Culbert's FAQ and thought that
    he could ease out the foul language, but his FAQ is probably the best I have
    seen out there. There are also alot of BS combos that are cleary uncomboable
    and if you so happen to find them on this FAQ they will be noted as *possible*.
    This FAQ has combos that will completely work except for the combos that I will
    put as *possible.*
    
    
    Well basically we all know this game had exceeded expectations, and the people
    who still put this game out are really ignorant. Well I'm not going to talk
    much about how good this game is, but I am going to give you everything you
    need to know about this game incluing combos which will take the format of
    James Chen's fabulous combo system. I think people should stick to this system
    because alot of combo FAQs I've read are hard to understand, but I'm not going
    to name any names. Well onto the FAQ!
    
    NOTE: Captain America and U.S. Agent are exactly the same, and that includes
    the move list. The same goes for Mephisto and Blackheart, Armored Spider-Man
    and Spider Man, and Mech Zangief and Zangief.
    
    
    Game functions
    Game Modes
    Control Modes
    Magic Series
    Combo Legend
    Best pertners/duos
    Characters
        -Akuma
           -Background
           -Moves
           -Combos
           -Strategy
        -Apocalypse(Real name: En Sabah Nur)
           -Background
           -Moves
           -Strategy
        -Armored Spider-Man
           -Background
           -Moves
           -Combos
           -Strategy
        -Blackheart
           -Background
           -Moves
           -Combos
           -Strategy
        -Captain America
           -Background
           -Moves
           -Combos
           -Strategy
        -Chun-Li
           -Background
           -Moves
           -Combos
           -Strategy
        -Cyber Akuma
           -Background
           -Moves
           -Combos
           -Strategy
        -Cyclops
           -Background
           -Moves
           -Combos
           -Strategy
        -Dan
           -Background
           -Moves
           -Combos
           -Strategy
        -Dark Sakura
           -Background
           -Moves
           -Combos
           -Strategy
        -Dhalsim
           -Background
           -Moves
           -Combos
           -Strategy
        -Hulk
           -Background
           -Moves
           -Combos
           -Strategy
        -Ken
           -Background
           -Moves
           -Combos
           -Strategy
        -M.Bison
           -Background
           -Moves
           -Combos
           -Strategy
        -Mechanized Zangief
           -Background
           -Moves
           -Combos
           -Strategy
        -Mephisto
           -Background
           -Moves
           -Combos
           -Strategy
        -Norimaro
           -Background
           -Moves
           -Combos
           -Strategy
        -Omega Red
           -Background
           -Moves
           -Combos
           -Strategy
        -Ryu
           -Background
           -Moves
           -Combos
           -Strategy
        -Sakura
           -Background
           -Moves
           -Combos
           -Strategy
        -Shadow
           -Background
           -Moves
           -Combos
           -Strategy
        -Shuma Gorath
           -Background
           -Moves
           -Combos
           -Strategy
        -Spider-Man
           -Background
           -Moves
           -Combos
           -Strategy
        -U.S.Agent
           -Background
           -Moves
           -Combos
           -Strategy
        -Wolverine
           -Background
           -Moves
           -Combos
           -Strategy
        -Zangief
           -Background
           -Moves
           -Combos
           -Strategy
    Miscellaneous
    Credits
    
    
    <------------------------------------------------------------------------>
    <------------------------------------------------------------------------>
    
                   Character by character analysis chart
    
    _________                ________         _______         _____
    Character+-+-+-+-+-+-+-+-Strength+-+-+-+-+Defense+-+-+-+-+Speed+-+-+-+-+-+-+-
    
    Akuma                      6                4              7
    Apocalypse                 8                10             2
    Armored Spider-Man         4                9              9
    Blackheart                 4                5              4
    Captain America            8                7              5
      Without Shield           5                6              6
    Chun-Li                    6                5              9
    Cyber Akuma                10               10             8
    Cyclops                    5                6              7
    Dan                        7                4              5
    Dark Sakura                5                5              6
    Dhalsim                    4                5              6
    Hulk                       9                9              4
    Ken                        5                5              7
    M.Bison                    6                5              6
    Mechanized Zangief         9                7              3
    Mephisto                   4                5              4
    Norimaro                   4                6              5
    Omega Red                  6                6              5
    Ryu                        6                6              6
    Sakura                     5                4              6
    Shadow                     7                5              8
    Shuma Gorath               5                5              6
      Chaos Split Mode         6                5              6
    Spider-Man                 7                4              9
    U.S.Agent                  8                7              5
      Without Shield           5                6              6
    Wolverine                  4                5              9
      Berserker Mode:          4                5              10
    Zangief                    8                7              4
    
    
    ________
    Strength-- Strength is measured at how fast the character takes down the Red
    Bar not the life meter, the Red Bar is the Bar behind the life meter that often
    shows how much recoverable life the opponent has left.
    
    _______
    Defense-- Defense is measured at how fast the character's Red Bar does down,
    not by the Life meter. The quicker the drop of the Red Bar the lower the
    defense of the character.
    
    _____
    Speed-- Speed is measured how fast the player moves, moves back, dashes, and
    dashes back. Wolverine quite possibly has the fastest dash in the game while he
    is in berserker mode, simply because Wolverine's dash can reach all the way to
    the end of the screen before Blackheart's dash can even reach to the helf of
    the screen.
    
    
    You can measure the defense and strength parts for yourself, not by training
    mode because in training mode they only show how much damage you do and you
    will notice that Spider Man does the same amount of damage to Ryu as to
    Zangief. Play versus mode and have both characters put their strength down to 1
    star, pick any two characters you like and combo the crap out of each
    character, you should see who still has the most and least amount of red bar.
    
    <------------------------------------------------------------------------>
    <------------------------------------------------------------------------>
    
                              Game functions
    This is what the game revolves around on, not only combos but blocking and
    other things alike.
    
    ________
    Blocking: B(while blocking an attack)
    Basically without this, you are pretty much dead meat(ala Mech Zangief).
    Whenever you see an attack immediately block, or you can block in advance if
    you anticipate an oncoming jumping attack. When you block a special move you
    will take a little bit of the normal damage, however it is recoverable by the
    red bar.
    
    ____________
    Air blocking: B(while blocking an attack)
    When your in the air you should block incase you are fighting an opponent with
    a high priority launcher, you might want to consider air blocking. In the Alpha
    series you can easily air block but you couldn't air block regular stading
    attacks or supers. However in the crossover series air blocking means you can
    block anything besides Zangief's Aerial Russian Slam.
    
    ______
    Supers: Special motion+ 2P or 2K
    In this game supers are the prime key to to winning, next to cheapness and
    combos of course. Super combos do an obsurd amount of damage and some of them
    can be comboed and some of them are just plain weak. Supers often tend to do
    alot of block damage sometimes and the way you can tell if you can perform a
    super or not is by looking at the bar on the bottom of the screen, if it is
    completely highlighted with a level 1 sign, that means you can do a super. Save
    these when you can chip your opponent to death.
    
    _______________
    Variable Assist: SP+FK
    In this game your partner can perform an attack that are very similar to
    helpers in Marvel vs. Capcom. Unless you are in versus mode, I wouldn't
    reccommend calling your partner out too often. Here certain attack varies
    depending on the character, some might even help you set up supers that are
    uncomboable like Shadow's Cross Shadow Blitz. However when you call out your
    character they do not come out in an instant, rather the character that is
    calling out the helper taunts a little like Wolverine shaving his claws. This
    can be extremely hazardous to both your characters in Crossover mode because
    you never know when an opponent can pull off an unexpected super.
    
    ________________
    Variable Counter: B,DB,D+P or K(B,DB,D+RK+FP in Crossover mode)
    Whenever an opponent is on the constant verge of winning and you don't want to
    switch out because he can pull a super, then this might be your answer to
    "safety switching." This is only safe when you are blocking regular attacks,
    but if you are blocking supers and you decide to call your partner out, that
    means your partner will be eating the super. You should use this whenever you
    can in versus and Team Battle mode because your assist character can never die.
    You should use this after you have blocked some supers like Final Justice or
    Weapon X, because the opponent cannot block the counter in time.
    
    __________
    Team Super: D,DF,F+P+K(of same strength)(D,DF,F+FP+RK in Crossover mode)
    Ouch! Hopefully a medic is near by after you have eaten one of these. When you
    perfrom this motion you must need at least two levels of super, then your
    partner will come out and perform his or her super along with your super. In
    crossover mode the partner that had started the team super goes out and the
    partner that was previously resting comes in and takes a crack at the opponent.
    Supers that were often not comboable can now be comboed with the help of your
    character. For example:
    -+- Omega Red cannot combo his Omega Destroyer alone. Then lets say Ryu was his
    partner. Ryu dashes in with a S.Jab, S.Strong, S.Fierce --> Team Super
    -+- Since Ryu's Shinkuu Hadouken can be comboed more easily than Omega Red's
    that means that while Ryu's Shinkuu Hadouken is stunning the opponent it gives
    Omgea Red enough time to start his super and connect with it at the same time.
    
    ___________
    Safety Roll: B,DB,D+P or K(after being knocked down)
    Often is the crossover series the opponent likes to OTG you. That means even
    though the opponent has knocked you down, you can still be hit and into another
    combo sometimes. To avoid the opponent's additional attacks simply perform the
    motion as described above and you will roll to safety and get up quicker than
    normal. Also you can even catch opponents in their recovery stance and start
    attacking them even though the opponent connected with their attack.
    
    _____________
    Super Jumping: D,U(quickly) or 3K (Launcher, U)
    Super jumping is essential for keeping yourself from eating chipping damage and
    also for air combos. When opponents see you on the run about to get demolished
    they will often try to use supers to chip you to death, you can avoid
    practically all supers(except for Cyclops' Super Optic Blast) by supering
    jumping and thus avoid chipping damage. Also immediately when you launch your
    opponent simply press U on the directional pad so that you can follow up with
    an air combo.
    
    _______
    Jumping: U/UF/UB
    You might not always want to super jump your way out because otherwise you
    won't recover in time to counter your opponents' missed supers. Also you can
    jump in with attacks as well and sometimes special moves. However while you are
    jumping you can only perform a special move once.
    
    _______
    Dashing: F,F or B,B(quickly) or 3P or B+3P
    Dashing is essential for most characters to fully perform their combos and also
    moving in on an opponent quicker to counter. You can dash back as well and
    escape any ground combos your opponent is trying to pull on you. Zangief and
    Mech Zangief are the only players in the game without a dash, when you perform
    this motion they will come in and grab the opponent.
    
    ______________________________
    Advancing Guard(Push Blocking): 3P(while blocking an attack)
    Sometimes you can avoid your opponent's supers by push blocking, key examples
    are Ryu's Shinkuu Tatsumaki Senpuu Kyaku or Ken's Shinryuken. When the opponent
    is close to you press all three punches at the same time and you will push the
    opponent back. This way you have more time to set up to counter the opponents'
    missed supers. Also you can push block a normal attack as well and also you can
    push block in the air. Push blocking during beam supers are basically useless
    and you cannot nullify any block damage while push blocking.
    
    ______
    Throws: F or B+P or K
    Certain characters might not have a Kick throw or a punch throw but all
    characters have at least one. Throws are unblockable and cause a fair amount of
    damage. You must always be up close to your opponent to throw them and also its
    useful for people who block alot.
    
    _________
    Tech hits: F or B+P or K(immediately after throw)
    Often when you are thrown you suffer a good amount of damage that you don't
    want to suffer. You can either completely nullify the throw damage or at least
    cut it in half, depending on how early you do it. When you expect a throw
    always preform this motion.
    
    _____________________
    Quick Dizzy Recovery: Go crazy on controller(or joystick)
    When you are dizzy after a couple of attacks you can make your dizzy recovery
    go much quicker by shaking on the control pad and ramming the buttons. Very
    useful when your opponent tries to pull a super or a lengthy combo.
    
    _______________
    Variable Attack: FP+RK(Crossover Mode only)
    During this mode you can switch out at any time by hitting the hard punch and
    kick buttons at the same time. Your partner will come in and perfrom a quick
    attack and stay in battle and get a crack at defeating your opponents.
    Meanwhile the character you were previously using goes out and their life meter
    gradually recovers.
    
    ________
    Recovery: Avoid attacks(character must be resting in Crossover mode)
    Basically when you avoid attacks for awhile your character will slowly regain
    their red lifebar, depending on which speed you set the recovery guage at(EX
    Options menu) your guage will recovery slowly, normally, or quickly. In
    Crossover Mode only the resting character will recover their red guage and re
    guage only. All chipping damage incurred is recoverable.
    
    _________
    EX CANCEL: Special attack --> Super, Super--> Another Super
    You can only do this when you are in Versus Mode, Training Mode, Battle Mode,
    and Hero Battle Mode. Normally in Crossover Mode you can do a normal move but
    you try to combo a super afterwards you will notice that the opponent can block
    it. With the help of the EX Cancel you can cancel a special move into any
    super(or supers that can be used after the EX CANCEL). One thing to remember is
    that each time you cancel a super the background changes color and also the
    super gets weaker and does less damage than it normally does.
    
    <------------------------------------------------------------------------>
    <------------------------------------------------------------------------>
    
                                 Game Modes
    Battle Mode: In this mode you fight the normal arcade battles against all the
    bosses and random battles except you cannot switch out. Beat the game with the
    character and see the ending. You cannot set the damage level though. You
    choose a character and also a support character that comes out when your
    perform a Team Super, a Team Counter, or a Variable Assist. A second character
    can always join in by selecting start.
    
    Versus Mode: In this mode its just like the Battle mode, except you do not
    fight bosses(unless you select them of course) and you fight against a friend
    until you two decide to stop. You select a character and a support character,
    this time you can set the damage guage and also select the stage.
    
    Training Mode: In this mode you select a character and a support character
    while selecting a dummy you wish to to make a new face for. Here both the dummy
    and you are given endless life and endless and effortless to build super
    meters. In this mode you can select many options like if the opponent should
    jump, super, jump, crouch, or stand. Also you can decide whether they block all
    the time, block only when combos don't connect, or they don't block at all.
    Also you can make the dummy fight back at you and set the difficulty level of
    the dummy(which really doesn't matter since they hardly fight back anyways) and
    also you can replay the combo you did. There are many more options in here as
    well.
    
    Hero Battle Mode: In this mode you select a team of Marvel Super Heroes or the
    Infamous Street Fighter agressors. Here you cannot set the damage guage or
    select a stage. The rounds and time varies depending on how your options are
    set up. Here you select two fights from each universe one of them being your
    support character. You will fight battles against the other team and each loss
    you take is permanent meaning that your losses continue to the next round or
    match. The first group to lose all their characters loses and the group that
    wins gets a nice picture. When you lose your characters you pick another set of
    characters until all are gone.
    
    Crossover Mode: Here you cannot select the stage or the damage guage, but you
    can switch out during the middle of your battles at any given time. Here you
    will select one character and the computer will select another character(or
    your friend if he or she decides to join in). Here you will face a true tag
    team match battling the reverse order of your team, also you can be two
    Spider-Man's and your friend can be two Spider-Man's as well or have four of
    any character, that's why there are 4 colors for every character.
    
    Option Mode: You know, select your number of rounds in versus mode, crank the
    volume up, etc.
    
    Gallery: Here once you beat the game with a certain character the picture for
    that character will open up and also you can view his or her ending again if
    you like. You must save your game to a memory card then your endings and
    illustrations can be saved.
    
    <------------------------------------------------------------------------>
    
                            _____________
                            Control Modes
    Basically these are the modes within the game's battle modes. Each one of them
    is specifically designed for the use of everybody depending on their
    expieriences of the game.
    
    ___________
    Manual Mode: Perform all special moves by special motions given in the manual.
    Primarily where experts and masters play at.
    
    _________
    Easy Mode: Special moves and supers are very easy to do, just keep pressing a
    button rapidly and a special moves comes out automatically. Continuously hit
    Jab+SHort together to launch the opponent and rapidly press those two buttons
    to automatically do an air combo! Ideal for beginners. Do chain combos simply
    pressing on one button!
    
    _____________
    Beginner Mode: Special moves and supers are done by holding down a button. It
    just doesn't get any easy than this. Air combos and ground chain combos are
    automatically in place for you, all you have to do is hold Short+Jab for an air
    combo, or keep pressing punch or kick for a ground chain combo! Ideal for
    people new to the game.
    
    <------------------------------------------------------------------------>
    <------------------------------------------------------------------------>
    
                              ____________
                              Combo System
    
    This is the main element of the enitre game. Combos. The entire crossover
    series revolves around this system which is called the "Magic Series" given by
    many people out there. I'm not sure what Capcom calls it, but that's what
    people call it. This combo system in my opinion is far better than what
    Nintendo can think off when they made Killer Instinct, alot better than Mortal
    Kombat's crappy combo system, even better than Tekken 3. Combos in this game
    are so easy to adapt to its like magic and that's probably why they call it the
    magic series.
    
    ________
    Launcher: The basic air combo(also known as Aerial Raves in Japan) start up
    move. Every character in the game has one except for Apocalyse. If you have
    trouble using your launcher properly you will have some serious trouble getting
    into your offensive game, unless you are a master at ground combos. Once you
    launch your opponent your opponent goes flying up into the air unable to block
    for a second or two, at that time is your golden opportunity to pull off a
    combo. Launchers are often used as anti-air attacks as well, but they normally
    don't have the priority of special move anti-air attacks.
    
    ____________
    Air Launcher: Air launchers are very similar to launchers because they jack the
    opponent up into the air and it sets up the opponent for an air combo and also
    remember that not every character in the game has a air launcher. However the
    opponent must be in the air for the air launchers to fully jack the opponent
    up, if the opponent is on the ground that means the opponent will not be
    launched even though they were hit with an air launcher. Prime examples
    include:
    
    Marvel Super Heroes: Hulk's S.Roundhouse
    Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse
    Marvel vs. Capcom: Captain America's S.Strong
    
    ______________
    Small Launcher: The are launchers that help set up the characters' air launcher
    or regular launcher. You must remember that not every character in the game has
    a small launcher. With a single attack the opponent is jacked up just a bit,
    but not enough to set the opponent up for an air combo though. Small launchers
    often are too useless to be used as anti-air attacks, and are mainly used when
    the opponent is on the ground. Prime examples include:
    
    Marvel Super Heroes: Psylocke's C.Forward
    X-Men vs. Street Fighter: Cyclops' C.Forward
    Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward
    Marvel vs. Capcom: Zangief's S.Roundhouse
    
    _________________
    Straight Launcher: The launchers are often called strikes. They send your
    opponent flying across the screen. These intitiate the flying screen, where the
    opponent follows the victim's momentum. You sometimes can combo off of these
    but rarely, they are used to sometimes keep opponents away. Prime examples
    include:
    
    Marvel Super Heroes: Magneto's S.Fierce
    X-Men vs. Street Fighter: Juggernaut's S.Roundhouse
    Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce
    Marvel vs. Capcom: Captain Commando's S.Fierce
    
    __________________
    Air Combo Finisher: Also known as AC Finishers. In the air you can't combo the
    opponent forever(except for some characters) and you will need to finish the
    combo at some point in time, then you would use the AC Finisher. The basic AC
    Finisher initiates the Flying Screen, which is usually incorporated by the
    character's super jumping Fierce or Roundhouse, even a super or a special move
    can be used as an AC Finisher. Your opponent cannot roll from AC Finishers and
    also it leaves you safe from attacks.
    
    ______________
    Off The Ground: Often referred to as OTG. You can further your combo by picking
    up your opponent off the ground, usually with a C.Short and then launch the
    opponent and perform another air combo. Most of the times the opponents can
    roll before this happens, but tend to forget. A prime example can be found in
    X-Men vs. Street Fighter using Wolverine:
    
    D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG)
    
    The knockdown in this combo is the crouching forward, and the pick up is the
    crouching fierce. Even though Wolverine has knocked down his opponent he can
    still continue his combo from their. In Marvel Super Heroes vs. Street Fighter
    OTG combos are often hard to pull off.
    
    ________________________
    Air Combos(Aerial Raves): Every character can pull these off in the game. They
    usually start with a laucnher and then the opponent is then pummeled by the
    characters continuous attacks. Air combos should always start with Jab, because
    it wouldn't be much use if you immediately go to a fierce because that would
    just end your combo right there.
    
    
    <------------------------------------------------------------------------>
    
                                 ____________
                                 Magic Series
    The whole key to all the characters combos in the game. Without this chain
    system combos would be completely obsolete. Here this is where beginners should
    start and get a brief knowledge at how this easy system works. Combos almost
    95% of the time start with either a Jab or a Short, then is followed by a chain
    sequence into a stronger attack. Some characters can do 5 hits in the air and
    some can do three, it all depends on the character you are fighting, the
    character you are using, and what magic series the character possess in a
    discrete pattern.
    
    _________
    Stronger:
    
    Jab --> Strong --> Fierce
    
    This can be done by almost any character in the game. Also you do not just have
    to stick to just using straight punches and straight kicks, you can also do
    this:
    
    Short --> Forward --> Fierce
    
    Just as long as the next hit you will execute is stronger than the last hit,
    then the combo will fully come out.
    
    ______________
    Punch to Kick:
    
    Fierce --> Short
    
    Only one character in the game possess this odd magic series, and that is Shuma
    Gorath. Here you can go backwards in terms of strength but you can never get
    more than two hits, and you can never go forward like a stronger magic series.
    Remember, this is only just one possible combination, you can go from a Strong
    --> Short, or a Fierce --> Roundhouse.
    
    ______________
    Kick to Punch:
    
    Roundhouse --> Strong
    
    This is very similar to Punch to Kick Magic series, but its reversed. Only two
    character in the game has this magic series and that is Blackheart and
    Mephisto. Here you can go backwards in terms of strength but you can never go
    forward like the stronger series. You can never get more than two hits out of
    this and also there are more combinations like Short --> Strong, or Short -->
    Jab.
    
    ______
    ZigZag:
    
    Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse
    
    The most complex part of the magic series, but after you take sometime you can
    perform outrageous combos like the experts. You can most likely collect five
    hits out of this magic series. Also you can skip some of the magic series for
    example:
    
    Short --> Strong --> Fierce --> Roundhouse
    
    You can also perform a stronger magic series as well because basically a
    stronger magic series is in the ZigZag magic series.
    
    __________
    Weak Start:
    
    Short or Jab --> Stronger Attack
    
    Consider this like a weaker version of the stronger magic series. You can only
    go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is it, you
    cannot get more than two hits out of this and Hulk is the only one with this
    magic series in the game.
    
    ____
    None:
    
    Any attack --> Special Move
    
    That is the biggest combo out of this magic series. Any character with this
    magic series is primarily at a disadvantage, since the player cannot get more
    hits out he can only cancel into a special move just like those two-in-one's
    back in the old Street Fighter days.
    
    
    NOTE: DO NOT BE SURPRISED WHEN YOU SEE 5 HIT COMBOS EQUAL THE DAMAGE OF 12 HIT
    COMBOS. IN COMBOS THE MORE HITS YOU TACK ON THE WEAKER THEY GET, BESIDES IF
    SPIDER-MAN'S WEB SWING WERE TO DO AS MUCH DAMAGE IN COMBOS AS IT DOES ALONE,
    THEN THE OPPONENT WOULD BE FINISHED RATHER QUICKLY.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
                               _____________
                               Combos Legend
    This combo legend is taken from James Chen, the genius behind all of the easy
    combo system reading ability. This is completely his idea, and I had no part in
    making this up, all of this legend is credited to him.
    
    
    , is used to indicate normal move chaining
    --> indicates Special Move cancellation
    /\ indicates that you cancel the current move with a Super Jump
    \/ indicates that you land after the last move and continue on the ground
    S. stands for standing
    C. stands for crouching
    DN. stands for holding down on the controller while attacking during a jump
    UP. stands for holding up on the controller while attacking during a jump
    T. stands for holding towards on the controller (direction you are facing)
    J. stands for jumping
    SJ. stands for Super Jumping
    D. stands for Dashing before performing the move
    AD. stands for Air Dashing
    F. stands for Flying
    (OTG) means this will hit opponent off the ground
    (FS) means that the move you just did initiated the Flying Screen
    AC - Air Combo
    AC Finisher - A move that will end an air combo by initiating the FS
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
                            _____________
                            Best Partners
    Here in this section I reccommend the best partners(in a matter of opinion of
    course) depending on how they are similar, how well they can defend, how
    effective their super is in a team super, and others. NOTE: THESE DUOS WERE
    ONLY MEANT TO BE PLAYED IN CROSSOVER MODE OR AT THE ARCADE, OR ON THE SATURN.
    
    <--------------------------------------------------------------------------->
    
    _______________
    Ryu and Cyclops: Possibly the best team super in the game if you combine them,
    you often saw this duo fighting against you in X-Men vs. Street Fighter way too
    often. Ryu can easily chain a Shin Shoryuken after Cyclops' Variable Assist
    Attack which is a Gene Splice.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    Cyclops: Cylops has a dominatining projectile because his Optic Blast eats
    other projectiles in the game! He can aim it high, head height, and low. Also
    most of his standing attacks(besides the standing Strong and standing Fierce)
    can go into a two hit combo making him an excellent all around ground combo
    character. His Mega Optic Blast is the perfect complement to any team super
    because of its range and damage potential.
    
    <--------------------------------------------------------------------------->
    
    ___________
    Ryu and Ken: Was there even a doubt? Ken can only do his Shinkuu Hadouken if
    Ryu is his partner. That means double the hurt, double the damage, and almost
    double the hits.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still
    one of the better characters in the game. His Shoryuu Reppa is so easily
    comboed that it rivals Wolverine's Berserker Barrage X as being the fastest
    super in the game. Also his Shippu Jinra Kyaku also does good damage and can
    counter amny supers, but still not quite as fast as his Shoryuu Reppa. Ken is
    one of the few characters that can Cancel a super after his launcher which is
    his Shinryuken. Ken also possess quick speed and excellent combo ability, which
    would back up Ryu's slower speed and moderate combo ability.
    
    <-------------------------------------------------------------------------->
    
    _____________
    Akuma and Ken: Well pairing up any of the Shatokens(besides Dan of course) is
    an easy adaption. Akuma plays extremely similar to Ken in terms of combos. Also
    Akuma does not take that long to adapt to, and with a friendly unblockable Shun
    Goku Satsu at your side who can go wrong? Also since Ken doesn't have a beam
    super Akuma can back that up with his!
    
    Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still
    one of the better characters in the game. His Shoryuu Reppa is so easily
    comboed that it rivals Wolverine's Berserker Barrage X as being the fastest
    super in the game. Also his Shippu Jinra Kyaku also does good damage and can
    counter amny supers, but still not quite as fast as his Shoryuu Reppa. Ken is
    one of the few characters that can Cancel a super after his launcher which is
    his Shinryuken. Ken also possess quick speed and excellent combo ability, which
    would back up Ryu's slower speed and moderate combo ability.
    
    Akuma: Akuma's Messatsu Gou Shoryuu can easily be among the ranks of the
    Shoryuu Reppa and Berserker Barrage X as being the fastest super in the game,
    simply because it chains off anything he has. With Akuma's Tenma Gou Zankuu he
    can easily counter opponents from the air, if the opponent by mistake pulls off
    a beam super, mainly Ryu and Dark Sakura. Akuma's Zankuu Hadouken hits ground
    opponents from the air at screen distances which would back up Ken's poor range
    projectile. Also Akuma can quite possibly be the best Variable Assist in the
    game, when you use the Variable Assist Akuma comes out and does his Tatsumki
    Zankuu Kyaku, which still stun the opponent for the longest time allowing you
    to connect with quite possibly any super.
    
    <-------------------------------------------------------------------------->
    
    _____________
    Akuma and Ryu: Basically their team super just kills! Akuma and Ryu play very
    similar and their air combos are somewhat similar. Akuma can provide quickness
    and power, while Ryu provides durability and strength. A real nasty duo for
    anybody to mess around with.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    Akuma: Akuma's Messatsu Gou Shoryuu can easily be among the ranks of the
    Shoryuu Reppa and Berserker Barrage X as being the fastest super in the game,
    simply because it chains off anything he has. With Akuma's Tenma Gou Zankuu he
    can easily counter opponents from the air, if the opponent by mistake pulls off
    a beam super, mainly Ryu and Dark Sakura. Akuma's Zankuu Hadouken hits ground
    opponents from the air at screen distances which would back up Ken's poor range
    projectile. Also Akuma can quite possibly be the best Variable Assist in the
    game, when you use the Variable Assist Akuma comes out and does his Tatsumki
    Zankuu Kyaku, which still stun the opponent for the longest time allowing you
    to connect with quite possibly any super.
    
    <------------------------------------------------------------------------->
    
    ______________________
    Sakura and Dark Sakura: Easily one of the better teams if you know how to play
    as Sakura that is. Although Dark Sakura differs differently from Sakura in
    terms of special moves, she can combo exactly like Sakura. Don't rely on their
    team super though because its practically a waste simply because while Dark
    Sakura provides a beam super, Sakura's Shinkuu Hadouken only aims diagonally
    up.
    
    Sakura: Sakura is one of the smaller characters in the games ranking with
    Wolverine and Spider-Man, but she has a serious speed problem for someone her
    size. Her attacks really don't come out fast, but her combos do quite a bit of
    damage. Her Shouken is her prime weapon and combos like bread and butter, also
    she can absorb fireballs with it as well.Also her Variable Assist can tag
    opponents from screen distance.
    
    Dark Sakura: While unlike her counterpart Dark Sakura has a beam super and a
    Shun Goku Satsu. Also she has the strongest projectile in the game, and her
    Shouken is what it used to be in the Alpha series, but this time its a Dragon
    Punch motion. Her projectile range is better than Ken's but worst than Ryu's.
    Also her Variable Assist can tag opponents from screen distance.
    
    <----------------------------------------------------------------------->
    
    ________________________
    Wolverine and Spider-Man: Well if you want to win with combos, this is your
    duo. Not only are they both quick, but they are also dominating. These are the
    two most dominating characters in the game in a matter of opinion. You can make
    quick work of your opponents with these two, but then again in crossover mode
    you will have to fight against these two,
    
    Wolverine: Quickness and cheapness. Wolverine has immense speed when he is in
    Berserker Mode and he can just hit the super jumping strong button all day,
    that even beginners can find themselves getting at least 5 hits out of it. He
    has many combo possibilities to combo his supers with such ease you will be
    amazed. Also his special moves can chip alot of damage as well, and his EX
    Cancel abilites are too damaging.
    
    Spider-Man: Strength and combos. Spider-Man is known for his quick speed and
    his talkative mouth. He is a relentless combo character that has an annoying
    corner trap. His combos do alot of damage, which probably amkes up for his
    inability to combo in his supers fully. Also his jumping Jab has alot of
    priority believe it or not and the fact that he can perform almost any combo
    you ask him to, its basically a sure victory when you use him.
    
    <----------------------------------------------------------------------->
    
    _______________________
    Blackheart and Mephisto: They draw powers from the dark world, but even though
    they do tend to carry alot of power in the comics, they can take quite a while
    to perfect. Their team super, Armageddon Armageddon is a totally painful team
    super, so watch out for that launcher.
    
    Blackheart: While he doesn't possess much combo ability he can be quite
    annoying when you know how to play as him. Also take fact that he is the only
    character in the game that has a super jumping Forward AC Finisher. His
    standing Strong must be start early so that he can make up for his start up
    delay, so that he can counter jump in opponents because it has good priority.
    Blackheart can escape supers sometimes while he is in the air because he can
    air dash.
    
    Mephisto: While he doesn't possess much combo ability he can be quite annoying
    when you know how to play as him. Also take fact that he is the only character
    in the game that has a super jumping Forward AC Finisher. His standing Strong
    must be start early so that he can make up for his start up delay, so that he
    can counter jump in opponents because it has good priority. Mephisto can escape
    supers sometimes while he is in the air because he can air dash and also the
    fact that his attacks do more damage and they light the opponent on fire.
    
    <---------------------------------------------------------------------->
    
    ________________
    Zangief and Hulk: Power and Power. With these two you can easily mop the floor
    with opponents with a few hits. Hulk tends to be underrated and Zangief tends
    to be too underrated. Infact these two personally, are one of the better
    characters in the game. With these two I can easily and honestly say that
    Wolverine and Spider-Man players stand little chance of defeating. There are
    some underrated characters in the game and these two and the two above are a
    few of them.
    
    Zangief: The majority of his special moves are unblockable and do major damage.
    Zangief is by far the most lethal character in the game in the hands of an
    expert(I think I can honestly say I qualify) because Zangief does have good
    priority. While being far from the quickest in the game, its absolutely deadly
    to stay near him. His Double Final Atomic Buster has alot of priority and I can
    manage to connect with it about 70% of the time. Think of it as Cyber Akuma's
    Shining Gou Shock, when up close. He even has an unblockable anti-air attack!
    That's power!
    
    Hulk: Man! Where would I go without this guy? His combos are one of the
    sweetest in the game, and even though his combos might look like they do alot
    of damage, they only do damage like everybody else, its only his single attacks
    that put up alot of heat. With his super armor he can take a hit before feeling
    the effects of it, making it hard to just launch him straight up. Also his
    super armor does not work against jumping Fierces or Roundhouses, against
    strikes, or when he is in the air. He also has a high sense of priority.
    
    <--------------------------------------------------------------------->
    
    ________________________
    Mech-Zangief and Zangief: Well what can I say? Many people tend to think that
    Mech-Zangier is a horrible character, but actually I find myself winning more
    battles with this guy than with Wolverine! Mech-Zangief cannot block, but he
    makes it up with the inability to feel pain! That's right you can throw a
    Shinkuu Hadouken at him and he can still come after you with a Final Atomic
    Buster!
    
    Zangief: The majority of his special moves are unblockable and do major damage.
    Zangief is by far the most lethal character in the game in the hands of an
    expert(I think I can honestly say I qualify) because Zangief does have good
    priority. While being far from the quickest in the game, its absolutely deadly
    to stay near him. His Double Final Atomic Buster has alot of priority and I can
    manage to connect with it about 70% of the time. Think of it as Cyber Akuma's
    Shining Gou Shock, when up close. He even has an unblockable anti-air attack!
    That's power!
    
    Mech-Zangief: With a new super and a new special move along with the inability
    to feel pain, he can really tear up the competition just as long as he doesn't
    play against Omega Red of course.  Always be on the offensive with this guy,
    and always stay in the air, and that means constant super jumping.
    
    <--------------------------------------------------------------------->
    
    _______________________
    Captain America and Ryu: This is one of the best duos in the game. I mean
    Captain America's moves are similar to Ryu's and also the fact that these two
    can be considered beginner characters.
    
    Captain America: With a sense of pride and "Justice" this fellow American
    native serves out his country with a little Final Justice, two dash Stars n'
    Stripes, a cup of Charging Star, a couple of combos, with a hint of Shield
    Slash. I know he was faster in Marvel Super Heroes, but Captain America really
    doesn't seem that slow in this game, except for when he is trying to turn
    around when he gets crossed up. His jumping Fierce is slow and also his
    crouching Fierce, but his strength can more than make up for his speed. Captain
    America is an all around excellent and superb combo character with high decency
    and very effective supers.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    <--------------------------------------------------------------------->
    
    ______________________________
    Captain America and U.S. Agent: Ouch! Two serving thier country makes it twice
    the pain for opponents. Basically any Captain America expert can pick U.S.
    Agent as well. Also if you like the name of their Team Super, Star Star, then I
    suggest you pick this duo up.
    
    U.S. Agent: To me he really isn't much faster than Captain America or even a
    bit faster. I think all he is here for is so that you can play as two Captain
    America's. Besides U.S. Agent's shield doesn't have a star on it remember?
    
    Captain America: With a sense of pride and "Justice" this fellow American
    native serves out his country with a little Final Justice, two dash Stars n'
    Stripes, a cup of Charging Star, a couple of combos, with a hint of Shield
    Slash. I know he was faster in Marvel Super Heroes, but Captain America really
    doesn't seem that slow in this game, except for when he is trying to turn
    around when he gets crossed up. His jumping Fierce is slow and also his
    crouching Fierce, but his strength can more than make up for his speed. Captain
    America is an all around excellent and superb combo character with high decency
    and very effective supers.
    
    <-------------------------------------------------------------------->
    
    _______________
    Chun-Li and Ryu: These two are basically for beginners. Chun-Li provides speed
    and vast combo abilities while Ryu provides durability and strength. Old school
    Ryu and old school Chun-Li players can quickly get adapted to using them.
    
    Chun-Li: With excellent speed and excellent combo ability its a perfect match
    that gives her the name "Combo Queen." Although it would be unfair to call her
    that since she is just one of three female characters in the game. Her supers
    take off alot of damage and they are all comboable without the aid of a
    Variable Assist Attack. She also has alot of air defense and can easily win any
    air battle. Her ability to air dash and triple jump makes it extremely hard for
    her opponents to successfully combo her completely.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    <------------------------------------------------------------------->
    
    _______________
    Dhalsim and Dan: Believe it or not, this team can pose quite a hazzard for
    anybody. Old school Dhalsim players and Alpha series Dan players can easily
    become adapted because they are both probably completely unchanged from their
    previous idenities.
    
    Dhalsim: Although he lacks alot of skill in combo ability his supers take off
    alot of damage and has an overall excellent defense against jumping characters
    with a little Yoga Strike that is, but the opponent can still knock Dhalsim out
    of it. Also with his long limbs he can attack from a distance without having to
    resort to projectiles and his Yoga Fire, standing Roundhouse corner tactic is
    pretty annoying and dates back to the original street fighter 2.
    
    Dan: Well what can I say? First off, he is not the scrub everybody thought he
    was, and also his supers do a tremendous amount of damage and they combo with a
    blink of an eye. Dan has one of the fastest supers in the entire game, and his
    attacks have good range plus the fact that he has alot of strength and can
    pound away at opponents. Also with the help of his new found infinite he can
    surely even up the odds against cheapness, ala Wolverine.
    
    <------------------------------------------------------------------->
    
    __________________________
    Shuma-Gorath and Wolverine: Basically Wolverine provides the levels and Shuma
    Gorath provides the pain with his unblockable "Chaos Dimension!" This is a
    cheap duo, since Wolverine can provide the levels with his constant barrage of
    strongs, then Shuma Gorath comes in and activates his Chaos Dimension mode,
    then catch the opponent to take away an obsurd amount of life.
    
    Shuma Gorath: While he may not look like it, he can easily combo any opponent.
    Shuma Gorath possess overall exceptional combo ability and his regular moves
    chip alot of damage. Once he activates his Chaos Dimension, just run. The
    opponent will literally be at Shuma Gorath's mercy because Shuma Gorath will
    have ten seconds to grab his opponent into the...Chaos Dimension!(boy I love
    saying that). The Chaos Dimension is probably the strongest super in the game,
    even just a bit stronger than Akuma's Shun Goku Satsu.
    
    Wolverine: Quickness and cheapness. Wolverine has immense speed when he is in
    Berserker Mode and he can just hit the super jumping strong button all day,
    that even beginners can find themselves getting at least 5 hits out of it. He
    has many combo possibilities to combo his supers with such ease you will be
    amazed. Also his special moves can chip alot of damage as well, and his EX
    Cancel abilites are too damaging.
    
    <------------------------------------------------------------------->
    
    _________________
    Omega Red and Ryu: With Omega Red's Omega Destroyer, it couldn't be more easier
    keeping an opponent away. Also Ryu can provide alot of combo power in terms of
    comboing his Shinkuu Hadouken. The one thing that really should be talked about
    between the two is their team super. Just never use it, unless you start it
    with Ryu. Simply because Omega Red's Omega Destroyer will juggle the opponent
    into the air and away from the Shinkuu Hadouken.
    
    Omega Red: Omega Red is a superb combo character, but his priority is somewhere
    else. It takes timing to launch his opponent because his launcher is somewhat
    curved and the opponent has to be a certain distance away from Omega Red if you
    wish for it to be used as an anti-air attack. Also players who have had
    expierience with Sabertooth in X-Men vs. Street Fighter and with Venom in
    Marvel vs. Capcom should have little trouble adapting to Omega Red.
    
    Ryu: Ryu's projectile is one of the best in the game, it comes out quick and
    can easily be used as an AC Finisher. His beam super is one of the best in the
    game because of its versatality and the damage that it does. Ryu's moves can
    benefit practically anyone's game because he is balanced and most old school
    Ryu's players know exactly how to play him.
    
    <-------------------------------------------------------------------->
    
    ______________
    Shadow and Ken: With a team super that complements each other so well, its an
    obvious bet that anybody with expierience with either Ken or Charlie should
    have no trouble adapting to these two. The combos for each of them are
    practicaly identical, well basically because they have the same Magic series
    and also they both present an equal amount of range.
    
    Shadow: X-Men vs. Street Fighter Charlie players should have absolutely no
    trouble adapting to Shadow in terms of combos, but if they are looking for
    supers comboability, then look elsewhere or look back. Shadow has alot of
    priority and alot of range on his attacks for a medium sized character. Also
    the fact that he has alot of power on his attacks, and also he has gained some
    speed from Charlie makes him an excellent character to begin with.
    
    Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still
    one of the better characters in the game. His Shoryuu Reppa is so easily
    comboed that it rivals Wolverine's Berserker Barrage X as being the fastest
    super in the game. Also his Shippu Jinra Kyaku also does good damage and can
    counter amny supers, but still not quite as fast as his Shoryuu Reppa. Ken is
    one of the few characters that can Cancel a super after his launcher which is
    his Shinryuken. Ken also possess quick speed and excellent combo ability, which
    would back up Ryu's slower speed and moderate combo ability.
    
    <-------------------------------------------------------------------->
    
    _______________________
    Norimaro and Spider-Man: Norimaro is sometimes an overlooked character. His
    team super which is the Hyper Strong Miracle Treasure is an excellent back up
    for any super. Also Norimaro plays alot like Spider-Man believe it or not, but
    he does lack the range and power though. Surprisingly Norimaro has better
    defense than Spider-Man and can take more hits than he can.
    
    Norimaro: Norimaro should come as an ease when it comes to veteran Spider-Man
    users, because alot of his combos are like Spider-Man's. Also Norimaro is the
    smallest character in the game, and that means combos will be harder to put on
    him than on others. Also make note that his Hyper Strong Miracle Treasure has
    alot of range, and it chips alot of damage as well, think of it as the Omega
    Destroyer.
    
    Spider-Man: Strength and combos. Spider-Man is known for his quick speed and
    his talkative mouth. He is a relentless combo character that has an annoying
    corner trap. His combos do alot of damage, which probably makes up for his
    inability to combo in his supers fully. Also his jumping Jab has alot of
    priority believe it or not and the fact that he can perform almost any combo
    you ask him to, its basically a sure victory when you use him.
    
    <-------------------------------------------------------------------->
    
    ___________________
    M.Bison and Dhalsim: Basically old school(skool) players who wants to get
    adapted to the new school. These two have been basically remained unchanged
    from Super Street Fighter 2 in terms of how they play.
    
    M.Bison: M.Bison players from X-Men vs. Street Fighter should have no trouble
    adapting to him because like Cyclops from X-Men vs. Street Fighter, he remains
    unchanged for the most part except for some minor altercations. Also his moves
    were set so that you don't have to charge any more except for his Head Stomp
    and his Flying Psycho Fist. In this game he doesn't possess alot of speed but
    he does have a powerful Psycho Crusher, it does so much damage you would think
    that it was ported over from Shin Bison in Street Fighter Alpha 3!!!
    
    Dhalsim: Although he lacks alot of skill in combo ability his supers take off
    alot of damage and has an overall excellent defense against jumping characters
    with a little Yoga Strike that is, but the opponent can still knock Dhalsim out
    of it. Also with his long limbs he can attack from a distance without having to
    resort to projectiles and his Yoga Fire, standing Roundhouse corner tactic is
    pretty annoying and dates back to the original street fighter 2.
    
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    Armored Spider-Man and Spider-Man: With this duo you can basically mop the
    floor with anybody! Expert Spider-Man players should easily pick up his armored
    counterpart, also take note that their team super does alot of damage, while
    Spider-Man provides the strength and stronger supers, Armored Spider-Man
    possesses the Durability and Super Armor.
    
    Armored Spider-Man: Basically any Spider-Man veteran can play as Armored
    Spider-Man because his combos are exactly the same for the most part, but
    Spider-Man has been given stronger defense and a weak Super Armor. He can still
    be launched normally but he can take Jabs and Shorts like they weren't even
    hitting him! Or at least for the first hit, the second hits he will start to
    reel back.
    
    Spider-Man: Strength and combos. Spider-Man is known for his quick speed and
    his talkative mouth. He is a relentless combo character that has an annoying
    corner trap. His combos do alot of damage, which probably makes up for his
    inability to combo in his supers fully. Also his jumping Jab has alot of
    priority believe it or not and the fact that he can perform almost any combo
    you ask him to, its basically a sure victory when you use him.
    
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    ____________
    Cyber Akuma!: What can I say? This guy is like three fighters, I even have
    trouble beating this guy myself sometimes. His level 1 supers do more damage
    than other level 3 supers, its just amazing that he is this strong.
    
    Cyber Akuma: Cyber Akuma has alot of power and strength. He can easily
    dismantle and opponent with his Scramble Gou Punch. Also with his blink of an
    eye quick Shining Gou Shock, it should come as no surprise as to why is the
    strongest character in the game. Also with his powerful attacks and special
    moves that hurt just as much as most characters supers, its practically an easy
    victory if you select him.
    
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                           __________
                           Characters
    Characters in this game all have different variety of attacks each with their
    own attributes and disadvantages. But if you know how to use each character
    effectively you can be on your way to becoming a master. Each of the characters
    below will include background information, a moves list, a combo list, and
    strategies against every individual character in the game.
    
    <-------------------------------------------------------------------->
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    Akuma
    His mysterious origin is unknown to people and his deadly fighting skills,
    widely known. While training with master Gouken he perfected every Shatoken
    move in a matter of a few years, but he was so power hungry that he wanted to
    learn more, but Master Goutetsu could not teach him anymore. Soon Akuma had
    searched the dojo to see if anybody would challenge him, but no one was daring
    enough. After serveral days Akuma had uncovered a book full of ancient deadly
    Shatoken techniques but could not understand it. The next day Akuma revealed
    the book to Master Goutetsu, but Goutetsu refused to teach the deadly style to
    Akuma, and Akuma thought him and his ancestors were fools for not teaching the
    deadly art, Shun Goku Satsu. Akuma would study the book endlessly until he
    finally revealed the killing secret, but it was also told that it would kill
    the person who used it. Akuma did not believed the fact and the next day
    Goutetsu had already knew what Akuma had discovered and told Akuma would become
    pure again if he can cleanse his mind, but Akuma's power hungry ignoranced was
    tired of babble and he decided to test it on Goutetsu. But Gouken had already
    dodged the attack and a long fight was about to start. Later after a long a
    battle Akuma's strength over powered his sensai and thus performing the move he
    did not connect with earlier, the Shun Goku Satsu. With that Akuma sealed his
    own evil destiny and his own fate by releasing the Shun Goku Satsu.
    
                             Character Quotes
    
                  "Fight for what you believe. Now die for it!"
                  "I have nothing to say to you."
                  "If you cannot learn to live, learn to kill."
                  "Return when "evil intent" drives your soul."
                  "There is no good or evil, only Akuma."
                  "This world is starting to lose it's appeal."
                  "You are unfit to survive."
                  "Your lack of power disgusts me."
    
    
    Gou Hadouken: D,DF,F+P
    The fireball that rivals Ryu's. Going at good speed it burns the opponent with
    purple flames but like all Shatoken's it has a recovery delay and opponents can
    easily jump over it, also the fact that it combos off of anything he has it.
    
    
    Gou Shoryuken: F,D,DF+P
    This is an overall excellent and very damaging move. Its Akuma's basic anti-air
    attack with high priority and has good range for an anto-air attack. Also this
    chains off his launcher very easily and can be used in ground combos as well.
    But like most anti-air attack moves he will fall back unable to block.
    
    
    Zankuu Hadouken: D,DF,F+P(air)
    Unlike his Alpha counterpart he will float in the air after he does this move
    instead of just dropping straight down. This can be used in effective air
    combos and when Akuma super jumps he can pelt away many of these in the air.
    
    
    Tatsumaki Zankuu Kyaku: D,DB,B+K
    An excellent move overall because it has good priority and it chips good damage
    as well as do excellent regular damage. Think of this as Ryu's Tatsumaki Zankuu
    Kyaku except it hits multiple times and Akuma can OTG the opponent afterwards!
    Also practically no recovery time after he does this move!
    
    
    Tenma Kujinkyakuu: D,DF,F+K(air)
    This move was ported from X-Men vs. Street Fighter and the Alpha series and it
    still has alot of priority. This move can only be done in the air and as Akuma
    comes down he dives with a kick going at a 60 degree angle, while it doesn't do
    much damage on its own, it can do alot of chipping damage and it has excellent
    recovery time, but Akuma cannot combo afterwards, but this move can be used in
    an effective air combo.
    
    
    Ashura Senkuu: B,D,DB or F,D,DF+3P or 3K
    This is Akuma's teleport. He can only travel along the ground as mirror images
    appear behind him but he is invincible during the duration of the move, but
    when he comes out of it he has fair recovery time, but he is countered
    basically most of the time. Consider using this when your in corner traps or
    escaping supers, or teleporting beind the opponent into the Shun Goku Satsu!
    The punch goes full screen's distance while the kicks go half screen's
    distance.
    
    
    Overhead Collarbone Slice Shop: F+SP
    This is Akuma's anti-crouch counter. Use this often against turtlers, and just
    as they get up. You can't block this low as you amy expect and also it does
    rather decent damage, but it has mean start up delay meaning that you cannot
    combo this, and it does tend to have bad recovery time if Akuma so happens to
    miss.
    
    
                                  Supers
    
    Messatsu Gou Shoryuu: D,DF,F+2P
    Just like Ken's it does good damage and is easily comboed. It can counter
    mistakes and also it is invincible during start up meaning that it will out
    prioritized practically anything, but on the later part of the super Akuma can
    be knocked out of it, but this super does alot of chipping damage, but then
    again it can be pushed blocked. Also don't bother using this on the bigger
    characters like Blackheart or Shuma Gorath because they will fall before Akuma
    does despite the fact that he did connect with the super, and that gives them
    and opportunity to counter. Also don't pull this out of nowhere because the
    recovery time is bad. Also this super can OTG but after a few hits the opponent
    will be able to block.
    
    
    Messatsu Gou Hado: D,DB,B+2P
    Although it doesn't go as long as Ryu's Shinkuu Hadouken it still does the same
    amount of damage, hits, and chipping damage. However Akuma has a start up delay
    as he powers up for this move, but it is still comboable and is the prime
    mistake counter even from a distance. The recovery time is not bad at all, and
    the only thing I've seen counter this is a Shoryu Reppa, Berserker Barrage X,
    Hyper Stars n' Stripes, and yes the Messatsu Gou Shoryuu. Don't worry though,
    most of the characters in this game have alot of trouble countering this move.
    
    
    Tenma Gou Zankuu: D,DF,F+2P(air)
    Well unlike in X-Men vs. Street Fighter Akuma can combo this in. He no longer
    has the start up delay he once had and it can be comboed rather easily when put
    in air combos. Also it does good damage as Akuma throws out 19 Zankuu
    Hadoukens(yes I counted, but you can count for yourself using the "hit
    anywhere" Gamshark code), not every Zankuu Hadouken chips though, but it still
    chips good damage. Also Akuma can counter people who tend to use ground beam
    supers from the air like against Ryu.
    
    
    Shun Goku Satsu: JP, JP, F, SK, FP(level 3)
    Ouch! With an unblockable super at his disposal he can easily wipe out an
    opponent. The only problem with this move is that opponents can jump out of
    this in time, but the bigger characters like Hulk and Zangief have trouble
    getting away from this move. Also Akuma has no priority with this move what so
    ever and he can be thrown out of this or even tripped out of this. Also unlike
    in X-Men vs. Street Fighter once you use this you waste all your levels of
    super! Never use this unless you are positive it will connect.
    
    
                              Team Super
    
    Akuma: Messatsu Gou Hado
    An excellent team super that can back up pretty much any super. It does good
    damage and it can go full screen's distance and also Akuma extends the time of
    the team super because he starts his team super pretty late, but early enough
    to connect.
    
                              Team Counter
    
    Akuma: Gou Shoryuken
    An excellent team super, basically because its invincible once he comes out and
    it will knock anybody out of their move. It comes out quick and is the perfect
    counter against constant attacks.
    
                            Variable Assist
    
    Akuma: Tatsumaki Zankuu Kyaku
    Possibly the best Variable Assist in the game. It does good damage, but also it
    stuns the opponent long enough for practically any super to come out! Use this
    to your advantage and save your levels of super, also this will not hit small
    opponents who are ducking like Spider-Man or Wolverine, it also doesn't hit
    other opponents who are ducking like Blackheart or Omega Red, so you may not
    want to use this against certain people.
    
    
                            Combos
    Combos: 81/100
    Supers: 89/100
    Overall: 80/100
    Overall, Akuma is an excellent and avid combo character. He can move quick and
    makes combos damaging without all the hastle of dashing and OTGing. Any
    character using him should go all out on combos, but when your fighting against
    better combo characters its best that Akuma stays on defense. Also never trade
    hits with other opponents because Akuma does not take hits very well and his
    red bar can go down rather easily, but Akuma's quickness and combo ability more
    than makes up for his weak defense.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Strikes: none
    Small Launcher: none
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Messatsu Gou Hado
    Team Counter: Gou Shoryuken
    Variable Assist: Tatsumaki Zankuu Kyaku
    AC Finisher: Fierce, Roundhouse, Tenma Kujin Kyaku, Tatsumaki Zankuu Kayku,
    Zankuu Hadouken, Tenma Gou Zankuu
    
    
    1. D.S.Strong --> Gou Shoryuken
    
    
    2. D.S.Jab, S.Fierce --> Gou Hadouken
    
    
    3. J.Roundhouse \/ Messatsu Gou Shoryu
       Just cancel when you come down.
    
    
    4. D.C.Short, C.Roundhouse --> Messatsu Gou Shoryuu(OTG)
    
    
    5. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
    
    
    6. J.Fierce --> Tenma Gou Zankuu
    
    
    7. J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Forward --> AC Finisher
    
    
    8. Tatsumaki Zankuu Kyaku, C.Short --> Tatsumaki Zankuu Kayku
       Just hit the opponent with the C.Short as you recover, I'll have to thank
    Migs for this one.
    
    
    9. J.Jab, J.Strong \/ D.S.Jab, S.Strong, S.Fierce --> Messatsu Gou Shoryuu
       A real easy combo to do, make sure you cancel quickly.
    
    
    10. D.S.Jab, S.Strong, S.Fierce --> Messatsu Gou Hado or Team Super
    
    
    11. J.Jab, J.Fierce \/ D.S.Jab, S.Forward, S.Fierce --> Tatsumaki Zankuu Kyaku,
    C.Short, C.Fierce /\ SJ.JAb, SJ.Short, SJ.Strong, SJ.Forward --> AC
    Finisher(OTG)
        Well as far as I can tell, this is the biggest combo Akuma can pull off,
    OTG immediately after the Vaccum Whirlwind Kick and continue from there.
    
    
                            EX Combos
    
    1. Tatsumaki Zankuu Kyaku --> Tenma Gou Zankuu
    
    
    2. J.Jab, J.Fierce \/ D.S.Short, S.Strong, S.Fierce --> Messatsu Gou Shoryuu
    --> Team Super
    
    
    3. Tenma Kujin Kyakuu --> Tenma Gou Zankuu
    
    
    4. J.Jab, J.Strong \/ C.Short, C.Forward --> Gou Hadouken --> Messatsu Gou
    Shoryu --> Team Super
    
    
                             __________
                             Strategies
    
    Akuma: Wait for him to come to you and then launch him. Akuma players will
    always look for the chance to use the Shun Goku Satsu, so don't be surprised if
    you see opponents building their meter and not using it. Always put a constant
    attack on him if the player using him is not expierienced, Akuma is liable to
    fall rather quickly and can ill-afford to trade hits. Also look for cheap Akuma
    players who do nothing but run away and keep throwing Zankuu Hadoukens or Gou
    Hadouken's from a distance, try to predict when they will throw a Gou Hadouken
    and hit the opponent with a Messatsu Gou Hado!
    
    Apocalypse: This guy should be a piece of cake for Akuma, but a few hits from
    this over grown giant and your asking for it. Have Akuma gain his levels rather
    quickly and use that Tenma Kujin Kyakuu, you will get alot of hits because
    Apocalypse is rather big. Always use your Messatsu Gou Hado when you get the
    chance to do so. Or when your near Apocalypse's arm use the C.Short, C.Forward,
    C.Roundhouse --> Gou Hadouken combo, since Apocalypse can't block you can score
    easy damage this way.
    
    Armored Spider-Man: Well Armored-Spider-Man does have high defense but his
    supers give him alot of recovery time, capitalize on a missed Maximum Spider
    with a Messatsu Gou Hado or a Team Super, and as for the Crawler Assult use the
    Messatsu Gou Shoryuu because it comes out faster. Watch out for constant combos
    and attacks from this guy, you can ill afford to eat much combos anyways, but
    wait for him to come to you and hit him with the C.Fierce launcher, it can out
    prioritize practically any of his attacks, try to stay away from
    Armored-Spider-Man also he is rather quick and will beat you to the first
    attack, and never jump in with jabs or shorts, always go for the Fierce or
    Roundhouse because he does have that super armor.
    
    Blackheart: Not a very tough battle for Akuma. Watch for Blackheart to use his
    Time Stealer into the Inferno, its a very cheap tactic for Blackheart, but you
    can't blame him because he really doesn't have much priority or much strength
    and defense either. He will constantly use the Inferno or the Dark Thunder
    quite often, you will have a hard time countering the Dark Thunder, but the
    Inferno has really bad recovery time, so whenever you see an Inferno counter it
    with a Messatsu Gou Hado. Also always attack and be on the offensive,
    Blackheart really doesn't have much attacks to counter Akuma.
    
    Captain America: A real tough battle for Akuma. Always look for the Final
    Justice, counter it with the Messatsu gou Shoryuu, but be quick because Captain
    America can recover quite quickly from it. Never use your Messatsu Gou Shoryu
    unless you are sure it will connect because a Final Justice will most likely
    come out. Try to keep Captain America away as well because with Cap's strength
    he can easily make Clam Chowder out of Akuma.
    
    Chun-Li: Once again a rather tough fight. Try not to jump in on Chun-Li too
    often because of her dominating launcher, watch for the Kikousho when she
    starts it in the corner because you can't push block it while your in the
    corner. If she does a Kikousho from out of the corner push block it and use
    your Messatsu Gou Hado, expect most chun-Li players to use that
    Hyakuretsukayku(lighting kick) after a knockdown so roll and counter. Her Hazan
    Tenshou Kyaku can be countered with a combo or a Messatsu Gou Shoryuu, and
    counter her Senretsu Kyaku with a Messastu Gou Shoryuu or a combo and nothing
    else, well of course you are a beginner just trip her.
    
    Cyber Akuma: A very, very, very tough fight for Akuma. First off keep this guy
    away from you. Expect alot of teleporting and alot of firepower from this guy.
    Never stay on the ground against him, when you see him teleporting use a
    Messatsu Gou Hado, don't bother using the Messastu Gou Shoryuu because it does
    rather weak damage against him, and don't trade hits because he is immensely
    powerful and can take Akuma's health and eat it for breakfast rather quickly.
    Stay in the air and build your levels with Zankuu Hadoukens, when you have a
    level of super use that Messatsu Gou Hado at any time, most likely you will
    connect with it.
    
    Cyclops: Well try not to play keep away with him because he can nullify your
    projectile with his and still hit you. Jump in on him often, Cyclops really
    can't defend against Akuma's attacks because Cyclops' attacks have low priority
    when it comes to anti-air except for his Gene Splice, but he rarely uses it.
    Make a constant effort to super jump when you can expect a Mega Optic Blast.
    Also watch out when Cyclops does his Running Stun Drop, expect it quite often
    against the computer, but human players rarely use it. Try to get the drop on
    him with a Tenma Gou Zankuu.
    
    Dan: Not a touch fight for Akuma, but never ever trade hits with Dan. Dan is
    very strong and can knock out Akuma rather easily. When you see Dan do his
    Shinkuu Gadouken you can easily counter it with a Messatsu Gou Hado or you can
    eat his Shinkuu Gadouken straight up! Also when you have alot of life left, let
    Dan use his Otoko Michi on you because Dan will be in a very poor condition and
    even if he blocks a single projectile from you he's gone. Also take note that
    Dan's supers always leave him open to attack so capitalize on it and counter
    it. You can play defense or offense against this guy, it doesn't mater.
    
    Dark Sakura: Well you can call her Akuma's female counterpart but her attacks
    are weaker than Akuma's so Akuma can take and successfully trade hits as well.
    Watch for the C.Roundhouse --> Shinkuu Hadouken(OTG) combo, also her Shouken is
    quite damaging against you but it gives her alot of bad recovery time so
    capitalize on that. Always be on the offensive because frankly she has nothing
    to counter and her crouching Fierce launcher is just way too slow. You can play
    defense as well because she really can't overpower you in terms of jump-in
    attacks, also try to stay away from the Messatsu Gou Shoryuu because she will
    often use the Midare Zakura to counter.
    
    Dhalsim: Although he may not look like it, he can give Akuma alot of problems.
    Dhalsim loves to teleport quite often, but you can counter with your Mesatsu
    Gou Hado as long as you know where he is going to appear. Always attack when
    jumping in because his Yoga Strike is very hazardous to Akuma. You can be on
    the offensive because Dhalsim really can't do much when jumping against Akuma,
    and on the offensive look for quick combos and supers to bail you out, and keep
    a constant eye on those long limb attacks, Akuma can hit the long limbs but
    never use a Messatsu Gou Shoryuu against them because Dhalsim will be able to
    block after the first few hits.
    
    Hulk: Well this will be a rather tough fight for Akuma. Try to mix your
    defensive play along with your offensive game, Hulk will take Akuma's health
    rather quickly so do not trade hits! Watch out for the super armor, and never
    use your Messatsu gou Shoryuu even if you know it will connect because Hulk
    will land and counter with alot of damage. Always watch for the Gamma Crush
    because Hulk will pull it out often so try to avoid the comet if you can't then
    block, if Hulk misses use your Messatsu gou Hado to counter. This battle will
    take quite along time sometimes, but follow a few tactics and your on your way
    to victory!
    
    Ken: Not a easy fight, but not a hard fight either. Constantly watch for the
    dashing crouching short into the crouching fierce and into the Shinryuken. Also
    playing offense on him is quite difficult because of his domintaing launcher
    and his low recovery time anti-air Shoryuken, but rather dash in on him with a
    C.Short, C.Fierce /\ Air Combo, Ken really can't do much about that except try
    to sweep you ahead of time. Also counter his Shinryuken and Shoryuu Reppa with
    a Messatsu Gou Hado and his Shippu Jinra Kyaku with a Messatsu Gou Shoryuu.
    
    M.Bison: Not a very tough fight overall, but with M.Bison's strength and his
    teleporting capabilites he will give Akuma a rather tough time. Watch for the
    Psycho Crusher often, just block it and it will go through you at that time use
    your Messatsu Gou Hado to counter. Also he tends to use his Head Press often
    and then goes into his Somersault Skull Diver, first block that Head Press and
    counter with a Gou Shoryuken. Also watch for M.Bison's crouching roundhouse, he
    will use it often but it has bad recovery time so use a Messatsu Gou Shoryuu to
    counter or just plain trip him.
    
    Mechanized Zangief: A very tough battle for Akuma if the opponent is an expert.
    Keep this guy away, Akuma's projectile will only do about one third the normal
    damage against this guy. But Akuma's supers besides his Messatsu Gou Shoryuu
    will do alot of damage against him. You can use your Tenma Kujin Kyaku if your
    feeling gutsy, but when Mech-Zangief goes for his Siberian Bear Crusher(Flying
    Power Bomb) you can either use your Messatsu Gou Shoryu or jump around him and
    continuously use your C.Short, C.Forward, C.Roundhouse combo until he stops.
    Basically hit and run, hit and run.
    
    Mephisto: Not a very tough battle for Akuma. Watch for Mephisto to use his Time
    Stealer into the Inferno, its a very cheap tactic for Mephisto, but you can't
    blame him because he really doesn't have much priority or much strength and
    defense either. He will constantly use the Inferno or the Dark Thunder quite
    often, you will have a hard time countering the Dark Thunder, but the Inferno
    has really bad recovery time, so whenever you see an Inferno counter it with a
    Messatsu Gou Hado. Also always attack and be on the offensive, Mephisto really
    doesn't have much attacks to counter Akuma.
    
    Norimaro: A rather easy battle for Akuma because Norimaro's attacks are quite
    weak including some of his supers. Norimaro has trouble launching Akuma because
    Akuma can easily overpower him and also the fact that Akuma can counter
    Norimaro's mistakes rather easily, quickly, and painfully. Always be on the
    offensive, don't worry about defense because Norimaro's offensive game really
    can't bother Akuma's offensive game or collapse his defensive play well either.
    
    Omega Red: Not an easy battle for Akuma, but it is possible. Look for Omega Red
    to use his Omega Destroyer quite often, and there is realy not much Akuma can
    do about it, unless Akuma super jumps from it and performs his Tenma Gou
    Zankuu. Also Omega Red's combos hurt alot so Akuma will have to watch out for
    it, also Akuma can easily out prioritize Omega Red because Omega Red does not
    play a defensive game well, and that will be his downfall. However on defense
    have Akuma let Omega Red come to him and use his launcher. Watch for Omega
    strike combos as well and pull off Messatsu Gou Hado's often, never use your
    Messatsu Gou Shoryuu unless you are sure it will connect because Omega Red will
    counter with a Omega Destroyer.
    
    Ryu: A fair fight, but Ryu's combos will drain Akuma's life rather quickly.
    Counter Ryu's Shinkuu Hadouken ahead of time by jumping up and performing his
    Tenma Gou Zankuu, I can't stress that enough, I have seen players just stand
    there and take chipping damage, and that is not the way to go! Always look to
    counter the Shin Shoryuken with a Messatsu Gou Hado, also push block the
    Shinkuu Tatsumaki Senpuu Kyaku and then use your Messatsu Gou Hado, or a
    regular Gou Hadouken, don't bother using a Messatsu Gou Shoryuu because you
    risk taking alot of damage. Also when Akuma misses with his air Shinkuu
    Hadouken he has a ton of recovery time so capitalize with a Messatsu Gou Hado
    or an air combo. Watch for constant fireball fights and try to predict a
    fireball ahead of time and use a Messatsu Gou Hado if you have one.
    
    Sakura: Like Dark Sakura, but this battle is a little tougher. Her Shouken will
    absorb your projectile and hit you at the same time so try not to throw
    projectiles too often at her. She will constantly use her Shouken in many
    combos so block when she is close to you and counter with an air combo. Also
    she will frequently use her Shinkuu Hadouken, but that's not a problem for
    Akuma, have him counter that with a Messatsu Gou Hado. Always be on the
    offensive against her because she really can't counter much of Akuma's jumping
    attacks, and laying defense works well also because Sakura really can't
    overpower Akuma's standing attacks with her jumping attacks.
    
    Shadow: A rather tough fight for Akuma. Watch for the Shadow Booms though
    because Shadow can follow in on them. Also his Shadow Slash Assult from above
    which will out prioritize most of Akuma's attacks. Be on a constant verge of
    defense because Shadow does have alot of weapons to counter Akuma's jumping
    attacks, whether it be his powerful and dominant launcher, his Shadow Kick, or
    his supers. Let Akuma play defense on this battle because Akuma can overpower
    Shadow's jumping attacks.
    
    Shuma Gorath: A tough fight for Akuma, mainly the Chaos Dimension! Also Akuma
    can fall victim to his cheap tactics. When you jump in Shuma Gorath can easily
    counter with a crouching Roundhouse or when you play defense he comes in with a
    jumping Roundhouse which will both overpower Akuma's regular attacks. Watch out
    for his Mystic Smash, but Akuma can easily counter with a Messatsu Gou Hado, or
    he can quickly dash in with a crouching short into his launcher and then an air
    combo. Akuma can nullify all six of Shuma Gorath's eyes(Mystic Stare) with his
    Gou Hadouken as well. Shuma Gorath however rarely jumps in with a jumping
    Roundhouse and if he does jump in have Akuma use his Gou Shoryuken which will
    counter anythign Shuma Gorath tries to jump in with.
    
    Spider-Man: Well Spider-Man does have high attack power but his supers give him
    alot of recovery time, capitalize on a missed Maximum Spider with a Messatsu
    Gou Hado or a Team Super, and as for the Crawler Assult use the Messatsu Gou
    Shoryuu because it comes out faster. Watch out for constant combos and attacks
    from this guy, you can ill afford to eat much combos anyways, but wait for him
    to come to you and hit him with the C.Fierce launcher, it can out prioritize
    practically any of his attacks, try to stay away from Spider-Man also he is
    rather quick and will beat you to the first attack.
    
    U.S.Agent: A real tough battle for Akuma. Always look for the Final Justice,
    counter it with the Messatsu gou Shoryuu, but be quick because U.S. Agent can
    recover quite quickly from it. Never use your Messatsu Gou Shoryu unless you
    are sure it will connect because a Final Justice will most likely come out. Try
    to keep U.S. Agent away as well because with U.S. Agent's strength he can
    easily make Clam Chowder out of Akuma.
    
    Wolverine: Well this battle will give Akuma a run for his money, but it can be
    won. Always look for Wlverine to start dashing in for some quick combos, but
    try to predict it before he comes at you with a crouching roundhouse or a
    Messatsu Gou Shoryuu. Also Wolverine doesn't have much priority with his
    jumping attacks when it comes to battling Akuma. Keep him away even if it means
    throwing out projectiles, but never throw them in a pattern otherwise he will
    use his Weapon X to dash right through it. Watch for his Fatal Claw combos, if
    he so happens to miss use your Tenma Gou Zankuu to counter quickly or you can
    use your Messatsu Gou Hado when he is about to land. Try to be play more
    defense than offense because Wolverine's launcher is a pain for Akuma and also
    capitalize on Wolverine's constant use of Drill Claws, because he has bad
    recovery time from it.
    
    Zangief: This guy is rather tough, but Akuma should be more than a match for
    him. Akuma can play alot of defense and offense, which ever you prefer. Always
    have Akuma be on the offensive if you like because Zangief really can't do much
    about it. When Zangief does his Final Atomic Buster have Akuma use his Messatsu
    Gou Hado or his Messatsu Gou Shoryuu, but only when you are a good distance
    away. On defense have Akuma just launch him when he tries to attack, but his
    Siberian Splash is the only thing for Akuma to worry about. Also counter
    everything Zangief throws at you with a Gou Shoyuken because Zangief is not
    quick enough to try and counter your missed Gou Shoryuken, and never ever trade
    hits with this guy because he can punish you for it.
    
    <-------------------------------------------------------------------->
    <-------------------------------------------------------------------->
    
    Apocalypse(Real name: En Sabah Nur)
    Never have there been a being both mutants and humans feared most. Apocalypse
    is the opitomy of all evil, he believes well in the theory of "Survival of the
    fittest." Over the years he has sought to rid the planet of all humans because
    he believes they are unfit to live on the same planet as humans. His history
    dates back to when he entered an alien space craft(yes he was once human
    believe it or not) and he was drastically changed forever, with no description
    that can describe him. He has limitless power, he can physically cahnge his own
    molecules thus making him larger and taller at will, and their is no limit as
    to how tall he can grow. Despite the fact that he is immortal, he does however
    have a couple of weaknesses, he has serious difficulty defeating Cable and he
    has never succeeded, he has lost to the hands of Cable's twin brother Stryfe in
    a battle that Stryfe barely moved his finger, and Archangel has also shown the
    ability to defeat Apocalypse at will. However Apocalypse has died twice, one
    temporarily and one permanently, the permanent death was in the time-line in
    X-Men Omega, the timeline closed to quickly before Apocalypse could pull
    himself back together. Before his death however he has managed to create Akuma
    into something much more powerful than himself, and that being he create is
    Cyber Akuma, whose destructive power overwhelms both Akuma and Apocalypse.
    
    NOTE: While Apocalypse's moves in X-Men vs. Street Fighter did no chipping
    damage, all his moves now do chipping damage. Also Apocalypse has unlimited
    supers as well, but he can never EX Cancel.
    
                               Character Quotes
    
                   "A superior race is what I bring to this world!"
                   "Destruction is a small price to pay for power!"
                   "Do not presume to be important, maggots..."
                   "I alone prevail... You cannot stop me!"
                   "I am eternal. None can withstand me."
                   "I am eternal. You did not stand a chance fool!"
                   "I create history your grandchildren will read!"
                   "I was the first. And I alone will be the last!"
    
    
    Shockwave: F,DF,D+P
    An overall excellent attack. It will eat out any projectile and still it the
    opponent in stun motion. What Apocalyspe will do is smash his hand across the
    floor and small shockwaves(similar to Magneto's Magnetic Shockwave) will glide
    across the floor going full screen's distance and beyond, also it will carry
    the opponent as well. Also this move has been known to stop some supers, but
    watch for the recovery time, even though Apocalypse can't block you must watch
    for it because he can't move for a while(probably about 2 seconds) after doing
    this move. Also this move is quite predictable when Apocalypse raises his hand,
    meaning that if you get hit by this its your own fault.
    
    
    Spike Drop: F,D,DF+P
    Well not sure what this move is here for because it has very limited range(and
    I mean very) and it does a minute amount of damage. Doing this move shows signs
    that Apocalypse is saying "hit me please" I mean this is the one move that
    should be stayed away from doing. It has very bad recovery time and also it
    takes forever to start up, just never ever do this move.
    
    
    Stun Cannon: D,DF,F,D,DF,F+FK
    Well if you ever want a quick way to dizzy your opponent this would be it. What
    Apocalypse will do is open two cannons from both his shoulders and let lose
    heat seeking bullets(or at least that's what I call them) that follow your
    opponent. This hits up to 16 times doing good damage and a heck of alot of
    chipping damage. This will instantly fill up your opponent's dizzyness bar, and
    also it rarely connects against opponents who are behind him.
    
    
    Spread cannon: D,DF,F+FK(?)
    Well this move I'm still trying out how to do. What Apocalypse will do is open
    up one of his shoulder cannons and fire out multiple mini bullets that goes
    across the screen in spread motion. This does good damage and does alot of
    chipping damage, it also eats projectiles as well and can also build the
    dizzyness guage up rather quickly, if combined with the Stun Cannon of course.
    
    
    Satelite Beam: He does this Automatically
    When you see those Satelites move around Apocalypse that's the move right
    there. These Satelites are pretty annoying and they tend to be rather pesky.
    There are also other satelites as well, each one of them directs a beam to
    another satelite until the satelite closest to you. This beam often comes
    behind you, but you can block it like it was coming in front of you, and also
    it chips good damage and does good damage as well. The really odd thing about
    these satelites are the fact that when you hit them, you also damage Apocalypse
    too!
    
                                 Supers
    
    The Drill: D,DF,F+FP
    Ouch! Ouch! Ouch! And more Ouch! Never is there a super that takes off more
    damage and more chipping damage than this move! Even on the lowest attack
    levels in training mode this can take away half your life. It has huge start up
    delay and is very easily seen, but the damage that it does just hurts! This
    will kill Mech Zangief in a matter of seconds on any damage level! Use this
    whenever you get the cance or when an opponent pulls off a super that doesn't
    connect with bad recovery time, but you must do this extremely early. However
    the opponent has two options to escape alot of damage from this move, one of
    them is by super jumping or the other one is to simply push block. Push
    blocking this move pushes back Apocalypse to a very far position and Apocalypse
    is at the opponent's mercy. However never push block this drill when Apocalypse
    is in the corner because its basically useless because the wall behind him will
    not move obviously. Also when Apocalypse wins with this move he just goes on
    forever with the Drill.
    
    
    Ground Zero Eye Beam: D,DF,F+RK
    Well if there was a stronger beam super in the game, then I would like to see
    it. This does just as much damage as Apocalypse's Drill but it doesn't go on as
    long. Basically Apocalypse will move out of the screen for a while like he does
    with his Drill except that Start up delay isn't as long, then he lets it lose
    from his eyes sending a beam that causes monumental damage, even more damage
    than Cyber Akuma's High Mega Gou Beam! This does a good amount of chipping
    damage as well, but not nearly as much as his Drill. This is a better
    alternative to his Drill though because it cannot be push blocked and it is the
    perfect mistake punisher. Use this whenever you get the chance.
    
    
    Combos: 0/100
    Supers: 82/100
    Overall: 61/100
    Apocalypse is certainly no combo character, and it would be odd if he was one
    anyways. His supers cause massive damage but is hurt serverely by the fact that
    he has huge start up time even with his eye beam. He is definitely not a
    beginner's character, even in the hands of a master he is easily defeated. He
    is extremely slow and his dash sucks, but he is fun to play though!
    
                              __________
                              Strategies
    
    
    Basically Apocalypse's strategy is the same against every single character in
    the game. Always have Apocalypse use his Drill or his Eye Beam to score some
    quick damage and also win the match rather quickly and painfully. Watch for
    your opponent when they try to get behind you or when they are behind you, use
    your Stun Cannon often when they do that because your Satelites really aren't
    quick enough to do the job and also the fact that they are usually getting
    torned up. Also against people who tend to throw constant porjectiles then you
    should use the Shockwave to completely nullify them. Also make sure your health
    bar is high because he loses energy much more quickly than he did in X-Men vs.
    Street Fighter. Also when your opponent tends to super jump often use your Stun
    Cannon to bring them back down. Make a constant effort to keep attacking and
    when your opponent is dizzy go for the Ground Zero Eye Beam because his Drill
    has too much start up delay and never use your Spike Drop because it doesn't
    really do much damage or even pack a punch against anybody and it leaves to you
    to just sit there while your arm forms back. Basically defense is obviously not
    in Apocalypse's vocabulary and keeping a smooth offensive game can give you a
    victory.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Armored-Spider-Man
    Well way back in Peter Parker High School years he was a total geek. He had a
    face full of acne, the footbal team always messing with him, and the girls
    would turn away from him at every corner. During one of his routine physics
    lectures he attends they were conducting an expieriment and it so happened that
    a spider had gotten in the middle of the beam and nobody had noticed. The
    spider later bit Peter Parker and would change his life forever. He later
    wanted to use his power for money and would wrestle and double for stunt men in
    famous movies. Then one day while Peter was in his locker room a crook got by
    the police and Peter ignored him, later that same crook broke into Peter
    Parker's house and shot and killed Uncle Ben in the process of a burgury. Now
    Peter Parker realizes the infamous quote "with great power comes great
    responsibility..." Well basically according to Migs Rustia Armored-Spider-Man
    had a fluid that he squirted onto his suit for better defense.
    
                                 Character Quotes
    
                     "And I thought the people in New York were weird!"
                     "Boy! This hero stuff is just never easy!"
                     "I need to refill my web shooters after that one!"
                     "I'm not a clone! I'm the one and only!"
                     "I'm not paid enough for this!"
                     "J.J. doesn't pay me enough for this!"
                     "You'd never see that much action on a cartoon!"
                     "You're not so tough. I expected better!"
    
    
    Web Ball: D,DF,F+P
    One of Spidey's main but risky weapons. A ball of impact webbing is shot at the
    opponent and if they get hit they'll be temporarily cacooned in the web unable
    to block. The Jab is the fastest and less risky, but holds the opponent for a
    while not even enough to throw a jab. The fierce will hold the opponent for
    about 1.5 seconds letting you combo any super you want, but leaves Spidey open!
    While doing this in the air it comes down a 45 degree angle.
    
    
    Spider Sting: F,D,DF+P
    Spidey's powerful anti air attack that can be associated with his launcher!
    Doing the motion once and pressing punch will make Spidey hit once while
    hitting the opponent and pressing punch afterwards initiates the second hit.
    The Jab is the only version you should most likely use. Just watch out as you
    come down cause you can get launched or swept into an OTG super!
    
    
    Web Throw: F,FD,D,DB,B+P
    Jab- Straight Foward
    Strong- Diagonally Up 60 degrees
    Fierce- Straight above his head
    
    Just try not to get predictable about this because anybody can quickly hit you
    with a super.When the opponent is caught he is then swung around and tossed
    into the wall doing good damage. You can rotate the joystick around to get an
    extra swing out of it but you won't increase the damage, besides there's a
    training mode and the damage guage always says 20. This move chips also.
    
    
    Web Swing: D,DB,B+K
    Spidey's ofensive move that should be used sparingly among the ground, despite
    the fact that it does a tremendous amount of damage. Remember in MSH Spidey
    almost had no recovery time after he did this move? Well it doesn't happen
    here. This is a great AC finisher but he will be left open to alot of attacks
    so be careful. This is a very fast attack and Spidey will go to the other side
    of the opponent even if they block, but he can still be hit by supers, just be
    careful.
    
    
                              Supers
    
    Maximum Spider: D,DF,F+2P
    Although the damage has been cut down by a third it is still a very strong
    super. If it connects Spidey wil juggle the opponent for five hits doing mondo
    damage. This is an excellent mistake counter as well but if Spider Man misses
    he will bounce off the opponent and being unable to block so this super is very
    counterable if he misses and this will chip about 4 pixels of damage if the
    opponent blocks it. Also you can aim where Spidey is going as well by holding
    the control pad up, down, left, or right. And one more thing, there are only
    two ways you can combo this:
    
    a) off a Fierce Web Ball
    b) off a partner attack(works best with Akuma)
    
    
    Crawler Assult: D,DF,F+2K
    The damage this thing puts out is very weak and easily matches the damage of
    one of Armored Spidey's 12 hit combos which is not alot. This super also does
    alot of chipping damage as well and it also OTGs, but if you OTG this super the
    last hit won't connect and if the opponent blocks it you will be countered but
    this super will connect all the way if you try not to combo it. Also it has
    excellent range but 8 hits is all you can get out of this super so don't go
    berserk trying to ram the buttons because it won't work. This is also the best
    thing to counter against missed supers and Dragon Punches alike because the
    Maximum Spider takes too long to counter.
    
                               Team Super
    
    Armored-Spider-Man: Crawler Assault
    An excellent team super because it has alot of range and it chips pretty good
    damage. While it doesn't do much damage on its own it can back up alot of
    supers rather easily except for the Omega Destroyer because the Omega Destroyer
    lifts the opponent out of Spidey's range. But if you want a quick super that
    can back up probably anything or if you want to chip and opponent to death then
    this is your super.
    
                              Team Counter
    
    Armored-Spider-Man: Spider Sting(one-hit)
    Just an absolute dominating Team Counter. Its invincible during start up and it
    can counter practically anything because it has so much priority and also
    opponents above him will get knocked out of the air as well. This also has
    quite a bit of range for an anti-air attack team counter as well.
    
                              Variable Assist
    
    Armored-Spider-Man: Web Swing
    This just does a heck of alot of damage, it also has good range as it will
    reach 3/4 screen's distance and the fact that it can help set up most beam
    supers is just amazing. Well although it might set up most Beam Supers you must
    be rather quick about canceling into them though, and it can also set up the
    Weapon X, but watch for Armored-Spider-Man because he will still recover from
    it and the opponent can easily get in a quick hit before Armored-Spider-Man
    leaves.
    
    
    
                                  Combos
    
    Combos: 89/100
    Supers: 80/100
    Overall: 90/100
    Spider-Man has been drastically toned down from the last appearance but he is
    still a combo machine. He is very quick and has become alot stronger from the
    last game and his new super really helps him out this time and he doesn't have
    to rely on his Maximum Spider for quick damage. Definitely a beginner's
    character and a deadly master's character.
    
    
    Special Game notes
    -- Armored Spider-Man's super armor allows him to take jabs and shorts without
    feeling the effects of it, but they will effect him when he gets hit a second
    time.
    
    -- Armored Spider-Man can still be launched as normal, his super armor doesn't
    protect him from launchers.
    
    -- Armored Spider-Man's attacks have all gone down, that includes his throws,
    regular attacks, special moves(Web Ball, Web Swing, etc), and combos.
    
    -- Despite this fact, Armored Spider-Man has a very high defense and ranks with
    Hulk and Cyber Akuma with having the best defense in the game.
    
    
    Ground Magic: Stronger
    Air Magic: Stronger
    Super Jump: Zig Zag
    Strikes: S.Fierce
    Launcher: S.Strong
    Air Launcher: S.Roundhouse
    Small Launcher: C.Foward
    Team Super: Crawler Assault
    Team Counter: Spider-Sting(one-hit)
    Variable Assist: Web Swing
    AC Finishers: Fierce, Roundhouse, Web Swing
    
    
    
    1.C.Strong --> Web Swing	
    
    
    2.Fierce Web Ball --> Maximum Spider
    
    
    3.D.C.Short, C.Roundhouse --> Spider Sting(2 hit)
    
    
    4. J.Jab, J.Strong \/ S.Strong /\ SJ.Jab, SJ.Foward --> AC Finisher
    
    
    5. S.Strong /\ SJ.Jab, SJ.Short, SJ.Foward --> AC Finisher
    
    
    6. J.Jab, J.Strong \/ D.S.Short, S.Foward, S.Roundhouse --> Jab Web Ball
    
    
    7. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, Strong Spider Sting(one
    hit), S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
            Ouch! This takes alot of timing and skill, but if you master it you'll
    master comeptition because this is a very strong combo!(*Possible*)
    
    
    8. S.Strong, Jab Spider Sting(one-hit), etc.
        Seems possible, but I'm not sure, give this one to Migs.(*possible*)
    
    
    9. J.Jab, J.Strong \/ D.C.Short, C.Roundhouse --> Crawler Assult or Team Super
    (OTG)
    
    
    10. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
    
    	
    11. J.Roundhouse \/ D.Jab, S.Jab, S.Strong --> Character Switch Out
    	Basically when armored Spidey or Spidey is low on life do this combo if you
    don't want to risk eating a super.
    
    
    12. J.Roundhouse \/ C.Roundhouse --> Character switch out(OTG)
    	Same as above and the hit OTGs
    
    
    13. J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Web Swing (OTG)
    
    
    14. J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, S.Strong --> Spider-Sting(2
    hits)
    
    
    15. In corner: Fierce Web Ball --> Maximum Spider, C.Short, S.Strong /\ SJ.JAb,
    SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse
          Basically just hesistate for a slight second before hitting the FP.
    
    
    16. J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse -->Team
    Super or Crawler Assault
    
    
    17. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, C.Foward,
    S.Roundhouse --> Fierce Spider Sting(one hit), C.Short, S.Strong /\ SJ.JAb,
    SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse
         I'll have to thank Migs for this one.
    
    
    18. Partner Attack --> Web Throw or Crawler Assult or Maximum Spider
         Akuma works best with this because he will stun the opponent long enough
    for you to hit.
    
    
    19. Akuma Partner Attack, C.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Foward, SJ.Fierce, SJ.Roundhouse(OTG)
    
    
    20. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, SJ.Strong,
    Strong Spider Sting(one-hit), C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
         This one is just a variation, for people whose key configurations are
    different.
    
                                 __________
                                 Strategies
    
    Akuma: Well this really isn't a tough fight for Armored-Spider-Man, but Akuma's
    dominating launcher will give Armored-Spider-Man some problems and also Akuma
    can counter Armored-Spider-Man's supers rather easily. You should always look
    to counter Akuma's Messatsu Gou Shoryuu when he misses, but time it early. Also
    if you can't find a way around Akuma's launcher try dashing in with a C.Short,
    C.Forward, S.Roundhouse /\ Air combo method, it works mainly all the time
    unless of course you get predictable. If Akuma does do his Tenma Gou Zankuu,
    don't wait for him to come down instead pull off a Maximum Spider right in the
    middle of Akuma's super. After your crouching roundhouse don't try to go into
    your Crawler Assault but rather a team super because Akuma can counter your
    Crawler Assault(because it has a tendency to miss with the last hit during OTG
    combos) with a Messatsu Gou Shoryuu.
    
    Apocalypse: Here what you want to do is not rely on your Crawler Assualt or
    Team Super because Apocalypse really isn't a hard opponent for
    Armored-Spider-Man. You can basically have Armored-Spider-Man constantly attack
    with a super jumping Jab, Short, Strong, Forward, Fierce. Just constantly
    attack with that and you should be fine. Also your Maximum Spider works on him,
    but for some very little damage and for one lousy hit.
    
    Armored Spider-Man: Well your double should give you quite a bit or trouble.
    Armored-Spider-Man players tend to dash in alot with a crouching short and
    continue the combo from there, but you can predict it rather easily if it
    happens to you often, so trip the dashing Armored-Spider-Man and immediately go
    into your team super. Also make a constant offensive attack towards
    Armored-Spider-Man with an attack other than the Jab or Short because of the
    super armor. Armored-Spider-Man can't really counter because he doesn't possess
    much priority when it comes to regular attacks. Also look to counter his
    Maximum Spider with your Maximum Spider or a team super.
    
    Blackheart: Not a hard match for Armored-Spider-Man. Block his Inferno and pull
    a Maximum Spider because he really tends to use the Inferno quite often. Also
    when you see his Armageddon and your out of his range you can pull a Maximum
    Spider which will go through his rocks sometimes. His size should make it easy
    for you to do your combos and don't bother trying to counter his supers because
    he recovers quickly from all of his supers, and always maintain an offensive
    game because Blackheart really can't defend against your attacks and Blackheart
    really doesn't have much of an offensive game. You can have a defensive play if
    you want but with Blackheart it's not needed.
    
    Captain America: Well one thing for sure, and that is never pull off your
    Maximum Spider out of nowhere because Captain America will counter rather
    easily with a Final Justice which is something you do not want to do. Also
    don't miss with your Maximum Spider either because expert Captain America
    players will counter that rather easily with a Hyper Stars n' Stripes. Try to
    dash in with a crouching short, crouching forward, standing roundhouse /\ Air
    Combo method, that's because Captain America's standing Strong launcher has
    alot of priority over Armored-Spider-Man's jumping attacks. Also when you block
    Captain America's Hyper Charging Star counter it with a Crawler Assault or a
    combo, don't bother with a Maximum Spider because it comes out too slow. Also
    Captain America players tend to jump in with an attack so you might want to
    throw out a strong Web Throw if you like because it catches them often.
    
    Chun-Li: Well she really can't pose much of a threat towards Armored-Spider-Man
    but her launcher can really pose problems. You can always have
    Armored-Spider-Man dash in with a crouching short, crouching forward, standing
    roundhouse /\ Air Combo method like the one against Captain America. Also push
    block her Kikousho and use a Maximum Spider to counter, and also use your
    Maximum Spider to counter her Hazan Tenshoukyaku if she misses, and use your
    Crawler Assault or an air combo to counter her missed Senretsu Kyaku. Also look
    for her to dash in quite often with a combo that ends with a fierce and cancels
    into a Senretsu Kyaku.
    
    Cyber Akuma: Well stay in the air and don't try to jump in too often because of
    his Shining Circuit Shoryuken does a ton on Armored-Spider-Man. Don't dash in
    too often because you never know when to expect a Scramble Gou Punch to make
    your day. Your best bet at winning is to counter his mistakes so
    Armored-Spider-Man will have to make his game a defensive one. Look for Cyber
    Akuma to throw a ton of projectiles at you, but you should be able to read and
    predict his movements so that you can use your Maximum Spider to counter his
    projectiles, also don't look for the Crawler Assault to bail you out because it
    does not do much damage on this guy and he can counter it pretty easily. Also
    your Web Throw can provide some assistance because throws do alot of damage
    against this guy. So basically block and counter with a combo, throw or Maximum
    Spider.
    
    Cyclops: Well this is a pretty hard fight for Armored-Spider-Man because
    Cyclops has alot of ground combos. Also never pull a Maximum Spider out at
    random because he can easily counter with a Mega Optic Blast, and make sure you
    connect with the Crawler Assault because he can counter you with the Super
    Optic Blast. Be on the offensive against this guy because he really can't
    counter anything you put out at him because his standing attacks can't really
    out prioritize against Armored-Spider-Man's attacks except for his double
    roundhouse and Gene Splice. Watch for many combos that end with the Cyclone
    Kick as well because you really can't counter them but you can expect them.
    More importantly try not to counter his missed supers with your supers because
    Armored-Spider-Man really isn't quick enough to counter his mistakes besides
    countering with combos.
    
    Dan: Not much of a problem here, always play your offensive game against this
    guy because Dan really can't do much about it. But I must warn you that his
    Kouryuken does quite a bit of damage and also the fact that his launcher can
    rather easily out prioritize much of Armored-Spider-Man's attacks. Using your
    Supers and missing with them are actually safe sometimes because Dan's supers
    really can't reach you in time, but don't push your luck though. Also dashing
    in with a couple attacks followed by an air combo is really the key if you
    don't want to face Dan's launcher. Move quickly and perform your best combos to
    get rid of this guy because he really won't pose much of a threat and he is
    just a waste of Armored-Spider-Man's time^_^
    
    Dark Sakura: Well she really can't do much about Armored-Spider-Man but she has
    shown signs of victories against him. She will constantly use her Shouken in
    combos much like regular Sakura so capitalize that with combos incase she
    misses. Also her Haru Ichiban is easily countered with Amored-Spider-Man's
    Maximum Spider. Also don't try to pull your Maximum Spider out at random
    because she will tend to counter with either a fierce Shouken or a Shinkuu
    Hadouken. Also be on the offensive because she does rather have some slow
    attacks, and Armored-Spider-Man playing defense is not a good idea because
    sometimes she can come in blocking so incase you do pull off a Spider Sting she
    will land before you and pull off a Shinkuu Hadouken.
    
    Dhalsim: Not much problems here but he can give you quite a tough time.
    Whenever you are jumping in on him watch for two things, his dominating
    launcher and his Yoga Strike. The best way to ocunter these two is to come in
    attacking fast so that he can't use these two properly. Also don't bother using
    your Crawler Assault when Dhalsim has a level of super because he can counter
    with a Yoga Inferno, or even your Maximum Spider for that matter. Watch for his
    long limbs and constant ground and air Yoga fires, and be on the offensive or
    defensive because Dhalsim has no offensive game.
    
    Hulk: Well Hulk can give Armored-Spider-Man quite a bit of trouble. Mainly
    because Hulk's strong attacks can make quick work of Armored-Spider-Man. Also
    counter his Gamma Crush with a Maximum Spider but start the move early. Also be
    on the offensive with this guy because despite the fact that Hulk has a super
    armor Armored-Spider-Man's attacks are quick enough to bounce the effects of
    the super armor making it seem like he never had a super armor. Also never play
    defense against this guy because Hulk's jumping roundhouse is very dominating
    and can deal some serious damage. Also don't pull out Maximum Spider's at
    random because Hulk will easily counter with a Gamma Wave. So be quick on your
    combos and counter his misses and look for him to use his Gamma Charge quite
    often.
    
    Ken: This guy really won't give Armored-Spider-Man problems but he still is a
    formidable opponent. Armored-Spider-Man has alot of trouble trying to start his
    combos from jumping attacks because of Ken's Shinryuken, dominating launcher,
    and his Shoryuken which has little recovery time. What you can do is dash in
    with a crocuhing short, crouching forward, standing roundhouse air combo
    method. Also pulling supers on him really isn't much of a hastle because Ken
    has trouble countering missed Maximum Spiders. Also avoid using your Crawler
    Assault often unless you are sure it will connect because Ken can counter it
    rather easily with his Shoryuu Reppa.
    Also counter his missed Shinryuken with a Maximum Spider and his other two
    supers with an air combo or a Crawler Assault.
    
    M.Bison: Well one thing's for sure against this guy is that he can give
    Armored-Spider-Man alot of trouble due to the fact that he keeps jumping around
    and teleporting. Also don't try to pull a Maximum Spider out at random hoping
    it will connect because he will counter with a Psycho Crsuher that does alot of
    damage on Armored-Spider-Man. Be on the offensive with Armored-Spider-Man
    against this guy because M.Bison basically doesn't have anything to counter
    Armored-Spider-Man's jumping attacks besides with his low priority launcher.
    Also counter his missed Scissors Kick Nightmare with a Crawler Assault or an
    air combo and look for him to use his Psycho Field often to help him set up his
    Scissors Kick Nightmare.
    
    Mechanized Zangief: Well whenever you see Mech-Zangief use his Siberian Bear
    Crusher(Flying Power Bomb) use your Maximum Spider because it will connect, but
    only when Zangief is in motion. Don't bother pulling out a Crawler Assault on
    him because he will knock you out of it, pull a Final Atomic Buster in the
    middle of your super, or use his team super. Just hit and run with this guy
    your Web Balls won't do much damage against this guy and even if you do connect
    with it it'll most likely take a long time. Use your Web Swing when he does his
    team super or any grab motion to go right through him, then when your on the
    other side just combo him with a standing jab, standing strong, and a standing
    fierce combo until he stops.
    
    Mephisto: Not a hard match for Armored-Spider-Man. Block his Inferno and pull a
    Maximum Spider because he really tends to use the Inferno quite often. Also
    when you see his Armageddon and your out of his range you can pull a Maximum
    Spider which will go through his rocks sometimes. His size should make it easy
    for you to do your combos and don't bother trying to counter his supers because
    he recovers quickly from all of his supers, and always maintain an offensive
    game because Mephisto really can't defend against your attacks and Mephisto
    really doesn't have much of an offensive game. You can have a defensive play if
    you want but with Blackheart it's not needed.
    
    Norimaro: Despite the fact that Norimaro combos a bit like Armored-Spider-Man,
    he can only perform them on bigger characters. Norimaro will have a difficult
    time trying to beat Armored-Spider-Man because Armored-Spider-Man has so much
    more range and priority than Norimaro. Also try not to pull out a Maximum
    Spider out at random hoping it will connect because Norimaro can counter with
    his Ultra Variety Private Memory or his Hyper Strong Miracle Treasure. Also
    look for Norimaro to come in and sweep you into the Hyper Strong Miracle
    Treasure. But play either an offensive game or a defensive play because either
    one of them works, and counter his missed supers with your Crawler Assault or
    an air combo.
    
    Omega Red: Well despite Omega Red's dominance against other characters
    Armored-Spider-Man should have very little trouble playing against Omega Red.
    Also it will be pretty hard for Omega Red to do his Omega Destroyer because
    during start up Armored-Spider-Man's attacks can quickly knock Omega Red out of
    it. Also never miss with the Maximum Spider because Omega Red will rather
    easily counter your miss with an Omega Destoyer. Also don't roll often incase
    you get knocked down because Omega Red will use his Omega Destroyer and try to
    cross you up just as you recover from the roll.
    
    Ryu: This guy to have to watch out for. Never Web Swing your way into him
    because he can counter rather easily with a Shinkuu Hadouken. That goes the
    same for you using your Maximum Spider because he can also counter that rather
    easily with a Shinkuu Hadouken. Also when Ryu does his Shinkuu Tatsumaki Senpuu
    Kyaku you can still attack Ryu but with a Maximum Spider off course. And always
    roll whenever he knocks you down because he is going to go for his Shinkuu
    Tatsumaki Senpuu Kyaku. Also when jumping in on him he has three weapons that
    can knock you away or into a combo, his dominating launcher, his Shin
    Shoryuken, and his Shoryuken. Try to dash in with a crouching short, crouching
    forward, standing roundhouse, air combo method instead.
    
    Sakura: Well not very hard for Armored-Spider-Man because of her slow attacks.
    Also try not to miss with your Maximum Spider because she can counter with her
    Midare Sakura. Also try not to jump in too often because she can counter with a
    Shinkuu Hadouken to your face! But on the other hand she really can't counter
    any of Armored-Spider-Man's jumping attacks with her standing attacks. You can
    play a defensive game against her because her offensive attacks don't have much
    priority and the fact that her attacks are rather slow. Also you can play an
    offensive game because she has trouble trying to out prioritize you and look
    for her to miss with her Shinkuu Hadouken so you can counter with a Maximum
    Spider.
    
    Shadow: Well a rather tough battle for Armored-Spider-Man here because he has a
    dominating launcher, a high priority anti-air attack, and an anti-air attack
    super. Also Shadow's combos just hurts against Armored-Spider-Man and watch for
    Shadow to counter Armored-Spider-Man's missed Maximum Spider with a Cross
    Shadow Blitz. Also when you are knocked down immediately roll because Shadow
    likes to play the OTG combo game. You can dash in with a crouching short,
    crouching forward, standing roundhouse method as well, but try not to jump in
    on him too often but do make attempts to do so. Counter all his missed supers
    with a Crawler Assault or a Maximum Spider mainly against his Shadow Justice.
    
    Shuma Gorath: Well not much trouble against this one-eyed squid. Watch for his
    crouching Roundhouse to counter most of your jumping attacks but your jumping
    roundhouse should be able to out prioritize his crouching roundhouse. Also he
    will often use his Mystic Smash so counter that with a Crawler Assault.
    Basically be on the offensive against this guy and keep pounding him with your
    combos, when you miss with your Maximum Spider you shouldn't have to worry
    unless he has already activated his Chaos Dimension.
    
    Spider-Man: Well this guy can be quite a nuisance but you should never play
    defense against this guy because he wil continuously come in with a series of
    combos. Look for him to miss with his Maximum Spider and counter it with your
    Maximum Spider. Be on the offensive because if you don't have much defense
    skills then neither does he!
    
    U.S.Agent: Well one thing for sure, and that is never pull off your Maximum
    Spider out of nowhere because U.S. Agent will counter rather easily with a
    Final Justice which is something you do not want to do. Also don't miss with
    your Maximum Spider either because expert U.S. Agent players will counter that
    rather easily with a Hyper Stars n' Stripes. Try to dash in with a crouching
    short, crouching forward, standing roundhouse /\ Air Combo method, that's
    because U.S. Agent's standing Strong launcher has alot of priority over
    Armored-Spider-Man's jumping attacks. Also when you block Captain America's
    Hyper Charging Star counter it with a Crawler Assault or a combo, don't bother
    with a Maximum Spider because it comes out too slow. Also U.S. Agent's players
    tend to jump in with an attack so you might want to throw out a strong Web
    Throw if you like because it catches them often.
    
    Wolverine: Well despite the fact that he is the cheapest character in the game,
    he is actually rather easily defeated by Armored-Spider-Man. Be on the
    offensive against this guy because Wolverine only have average defensive
    skills. But never miss with a Maximum Spider because you will know that you
    will be eating a Weapon X. Watch for Wolverine to miss with his Fatal Claw
    combo sometimes and then counter quickly with a Maximum Spider. Watch out if
    you miss with a Crawler Assault because he can counter that with a Berserker
    Barrage X. Just be on the constant offensive and you should be fine.
    
    Zangief: Well you really won't get much trouble from this guy either.
    Continously pound him with your combos and when he does his Siberian Bear
    Crusher(Flying Power Bomb) or his Final Atomic Buster then quickly go for the
    Crawler Assault when your out of his range. Also he tends to use his Final
    Atomic Buster often as well, and Zangief can counter your missed Crawler
    Assault with a Final Atomic Buster or a Double Final Atomic Buster believe it
    or not, but he has alot of trouble trying to counter your missed Maximum
    Spider. You can play defense against this guy because Zangief really can't out
    prioritize Armored-Spider-Man much at all.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Blackheart
    Son of the ever popular Mephisto. He is not like his father however. Blackheart
    does think that he can rule the netherworld better than his father using
    people's good intentions and evil natures. Blackheart also has shown signs of
    vast healing abilites often shown by his quick recovery after recieving
    punishment from his Father. He has been giving the ambition of ruling the
    netherworld and thus succeeded and he wants to expand his world with the help
    of heroic souls. Also during his early history he has often went on training
    fighting against both Spider-Man and the Daredevil(I think he would make an
    excellent character in the crossover games) to see if he was fit enough to
    battle his father, however he did not succeed very well.
    
                            Character Quotes
    
                        "A pity you had to face me."
                        "Father, another gift for you!"
                        "I shall rule the universe with my power!"
                        "Like father, like son. Suffer!"
                        "My quest for power has claimed another victim."
                        "The earth is mine!"
                        "You are insignificant. Why did you even try?"
                        "Your death means nothing to me..."
    
    
    Inferno: F,DF,D,DB,B+P
    Depending on which button you push makes him do either an Ice pillar, Fire
    pillar, or a Thunder Pillar that each one of them has their own distance, Jab
    is for close range and can be used as an anti-air attack and the fierce version
    can be used from a distance. However if Blackheart misses you will be setting
    up yourself for a calamity because he just stands there while still in his
    Inferno pose, but one thing for sure and that's the fact that this does alot of
    damage and must be used early to be used as an anti-air attack.
    
    
    Dark Thunder: B,DB,D,DF,F+P
    Well not the best move in the game but it does have alot of range and distance
    as well. The jab version makes him hit the ground, the strong makes him go head
    height, and the fierce version makes him go at a fourty-five degree angle which
    can be used as an anti-air attack. The fierce version can be used as an
    anti-air attack but it really isn't all that effective and he must start the
    move early so that it at least hits the opponent. Also this can be used to
    nullify projectiles and still hit the opponent as well and can be used as a
    mistake punisher.
    
    
    Soul Steal: FP
    Well this isn't really a special move because it involves his regular attacks,
    but it has special features that you would normally see in a special move.
    Basically what this does is rapidly drains the opponent's life away. I mean it
    drains a ton of life, but it doesn't go to Blackheart though. However you can
    never kill your opponent with this move for some odd reason I don't know and
    its also hard to connect with despite the fact that it has alot of range.
    Mainly because it takes a while for this to come out and when Blackheart gets
    hit the little demons go away, but they don't go away if they have already
    connected. Also the more demons that are on the opponent the quicker and more
    life they drain, and also when its blocked Blackheart gains alot of super
    meter. The recovery for this move is bad though.
    
    
    Time Stopper: RK
    Well this isn't much of a special move either because it involves his regular
    attacks, but like his Soul Steal it does have special attributes though. When
    he does this move and if it connects he will first start out with a kick and
    then green demons(or depending on which color you select him as) cling onto the
    opponent making them literally freeze unable to block. This gives you the
    opportunity to do your Judgement Day, your Inferno, or your launcher. I've
    tried putting in a Heart of Darkness or a Dark Thunder after this move but for
    some reason once you do these moves the little demons just go away and the
    opponent is free to block so I guess its just certain moves that you can do.
    Also if the opponent blocks these Blackheart will gain an absurd amount of
    super meter. Also these little demons have been known to stop projectiles and
    yes even the Maximum Spider and Final Justice, and that's pretty special isn't
    it?
    
    
                                 Supers
    
    Armageddon: D,DF,F+2P
    Boy I love this super! However its range is rather limited and the opponent
    must be pretty close to Blackheart for this move to fully connect. This super
    does have a start up delay though, but it can be comboed off of his launcher
    and this super does do good damage though. It also does good chipping damage as
    well, but the real problem is the fact that it can be pushed blocked but
    luckily Blackheart recovers long before the rocks stop falling. Just incase the
    opponent does push block it just hope that they don't pull off a super like
    Ryu's Shinkuu Hadouken or Wolverine's Weapon X.
    
    
    Heart of Darkness: D,DF,F+2K
    Remember this super in Marvel Super Heroes? Well in Marvel Super Heroes this
    super could easily come near 30 hits but not I find myself having trouble
    getting near 20 hits sometimes. It still does a heck of alot of damage though
    and its one of the coolest supers in the game. What Blackheart will do is rise
    into the air crossing his arms as demons come flying from the ground below the
    opponent at this time Blackheart laughs(which is pretty sweet mind you) then a
    giant pillar of light comes flashing from the ground. This super went on longer
    in Marvel Super Heroes but the grahical effects in this game look better. Also
    this super follows the opponent along the ground but it is easily dodged
    because its a dead giveaway when Blackheart rises into the air, but this super
    does do a ton of chipping damage and Blackheart is free to block immediately
    after this super.
    
    
    Judgement Day: D,DB,B+2P
    Well his new super for the game is pretty sweet! What Blackheart will do is let
    lose 19 flying demons from his chest, each one of them does individual chipping
    damage mind you and this super does pretty good damage as much as a Shinkuu
    Hadouken if it connects all the way. As you can expect from all of Blackheart's
    supers this does alot of chipping damage, just a pixel more than Ryu's Shinkuu
    Tatsumaki Senpuu Kyaku. This has alot of range but opponents close to
    Blackheart and ducking and basically escape any damage. This super can be used
    in the air as it comes down a 60 degree angle, but it is too slow to be used as
    an AC Finisher though. Once again this super chains off his standing roundhouse
    after the little demons cling onto the opponent. The recovery time for this
    move is almost non-existant, and that means all of Blackheart's supers leave
    him relatively safe from retaliation. Also this should be your main super if
    you want to counter anything the opponent misses.
    
                             Team Super
    
    Blackheart: Armageddon
    Well I wish his Team Super would be the Judgement Day since it has alot more
    horizontal range, but this super isn't as bad though but the opponent must be
    near him to recieve the full damage. But combine this super with the Omega
    Destroyer, Sakura's Shinkuu Hadouken, Mephisto's Armageddon, or Chun-Li's
    Kikousho then you've got alot of damage done!
    
    
                            Team Counter
    
    Blackheart: Dark Thunder
    Well not a very effective team counter because he is knocked out of it so
    easily, but it has range though and can tag opponents from screen's distance.
    However it does take a while for him to start this team counter making this one
    of the most easiest to block Team counters.
    
    
                           Variable Assist
    
    BlackHeart: Dark Thunder
    Well this is not a bad team attack but I would rather prefer the Inferno.
    Blackheart will always do the jab version of his Dark Thunder but it has alot
    of range and once it connects the opponent is automatically stunned by it
    letting you connect with a super(Mega Optic Blast). But once again he is easily
    knocked out of it and it still has that start up delay.
    
    
                               Combos
    
    Combos: 68/100
    Supers: 82/100
    Overall: 68/100
    Blackheart has been toned down somewhat from the last game, he can no longer
    pull off two Heart of Darkness supers in a row nor can he combo after his Heart
    of Darkness or Inferno. He has been weakened in the strength department however
    and has lost some speed. Jeez! Its like every character in this game has been
    toned down! Definitely not a beginner's character, but his supers are pretty
    fun to use though.
    
    
    Special Game notes: Blackheart
    -- Blackheart's dash is not the best dash in the game. It is very slow and is
    not quick enough for him to start any combos. Also he is semi-invincible during
    this dash because he can avoid supers like Final Justice or Maximum Spider and
    basically all standing attacks. However he can be hit by low attacks, beam
    supers, and the Weapon X. Also his dash is uncontrollable so once you start it
    you just have to wait until it finishes unlike other character's dashes where
    they can stop in the middle of it.
    
    -- Blackheart has an air dash, also he is the only one who can air dash
    backwards as well
    
    
    Ground Magic Series: Kick to Punch
    Jumping Magic Series: Kick to Punch
    Super Jumping Magic Series: ZigZag
    Launcher: S.Strong
    Air Launcher: none
    Strikes: C.Strong
    Small Launcher: none
    Knockdowns: none
    Team Super: Armageddon
    Team Counter: Dark Thunder
    Variable Assist: Dark Thunder
    AC Finisher: Forward(yes, that's it)
    
    
    1. S.Roundhouse --> Inferno
       Just let the demons connect before you cancel
    
    
    2. S.Roundhouse --> Judgement Day
       Quick and easy damage, just let the demons connect then cancel
    
    
    3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward
    
    
    4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    
    
    5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward
       You might want to move in closer after the demons connect, so that both the
    forward and strong can be linked.
    
    
    6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon or Team Super
    
    
    7. Inferno --> Heart of Darkness
       Cancel as soon as you can, before they hit the ground
    
    
    8. J.Roundhouse \/ S.Roundhouse, S.Strong --> Switch out
       Wait until the demons connect, then continue
    
    
                               EX Combos
    
    1. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Heart
    of Darkness
    
    
    2. Inferno --> Heart of Darkness, Soul Steal
       Your welcomed to cancel at anytime. Also when the opponent pops up from the
    Heart of Darkness, immediately jump up there and quickly zap a couple of more
    life from them!
    
    
    3. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Team
    Super
    
    
    4. In corner: J.Roundhouse \/ S.Roundhouse --> Judgement Day --> Armageddon -->
    Heart of Darkness
    
    
    5. Inferno --> Heart of Darkness --> Judgement Day
    
                           __________
                           Strategies
    
    Akuma: Well this is a very tough fight for Blackheart. Akuma will most likely
    be on the offensive against you and you will need some defense against him.
    When ever you see him jump in for an attack start your standing strong early,
    this will counter anything he throws at you, and I mean anything except for the
    Tenma Gou Zankuu of course. Watch for him to use his Messatsu Gou Shoryuu in
    combos, if by a chance he misses immediately go for the Armageddon while he is
    in the air, or you can start the Heart of Darkness early. Often from a distance
    he will go for a Messatsu Gou Hado, but since you are far away from him you can
    simply jump over his, air dash towards him and hit him with your Judgement Day.
    Akuma also likes to dash often as well, but he still recovers from it, so start
    your Judgement Day early to smack him just as he recovers from the Ashura
    Senkuu.
    
    Apocalypse: Well not much of a tough fight against this guy. All of
    Blackheart's supers do excellent damage against this guy. First off you can
    stand behind his arm and keep pelting him with your standing Roundhouse. You
    should use your Armageddon when he has those satelites orbitting around you and
    while your near his arm, that way you will do damage to both him and destroy
    his satelites. When Apocalypse tries to go for his Drill, jump over it and use
    your Judgement Day.
    
    Armored Spider-Man: Well this is a rather tough fight for Blackheart, but there
    are a few mistakes you can exploit. Whenever you see Armored-Spider-Man use
    your Armageddon, here Armored-Spider-Man will look to use his Maximum Spider
    after he push blocks, but what he doesn't know is that you recover before the
    rocks stop falling, even during the middle of your super the rocks will protect
    you from both his Crawler Assualt and Maximum Spider. When Armored-Spider-Man
    performs his Maximum Spider he will hit the rocks and bounce off, by that time
    the few remaining rocks will hit him, or if he does his Maximum Spider late and
    he bounces off, immediately go for your Judgement Day. Also when you block his
    Crawler Assault use your S.Roundhouse into a Judgement Day for some quick and
    easy damage, or you can use your S.Strong into his Armageddon for some quick
    damage. Also Armored-Spider-Man likes to use alot of those Spider Sting combos,
    counter that with your standing roundhouse into your standing strong into your
    air combo.
    
    Blackheart: Well your counterpart really won't bother you much. Look for him to
    use his standing roundhouse into the Inferno quite often. When he misses the
    Inferno use your Judgement Day or your Heart of Darkness while Blackheart is
    still in the mist of his attack. Also for some odd reason Blackheart will pull
    the Armageddon from a distance, you can counter that with your Judgement Day or
    your Heart of Darkness, and block when he tries to jump in on you because he
    will go for his little demons to sun you into the Inferno.
    
    Captain America: This battle is pretty tough for Blackheart but he can still
    win. Watch for Captain America to use his Hyper Charging Star quite often, but
    he recovers poorly from it, so use your S.Roundhouse into the Judgement Day.
    Also his Hyper Stars n' Stripes will be used often, expect it block it, counter
    it with your Armageddon as he is in the air. Also you can counter his Charging
    Star with a standing strong into an air combo, and use your standing strong
    early to counter alot of Captain America's jumping attacks.
    
    Chun-Li: Well watch for her to try and use her Kikousho in an OTG combo, roll
    out of it and counter with a Heart of Darkness or a Judgement Day, but if you
    do want to start the Heart of Darkness, start it before she finishes her super.
    Also counter her Hazan Tenshoukyaku with your standing strong into an
    Armageddon, or use your Judgement Day. Start your standing strong early to
    counter any of her jumping attacks.
    
    Cyber Akuma: Well this guy you will have to stay in the air and make constant
    air dashes and keep droping your green demons with that roundhouse button. Keep
    doing this because you won't win much ground wars against this guy. Also he
    will do alot of teleporting so make sure you constant keep away from him. Also
    when Cyber Akuma goes for his Thunder Gou Shock immediately jump up and use
    your Judgement Day, also use your Judgement Day on the ground as well but only
    when you are far away from him. So basically stay in the air, bombard him with
    your roundhouse demons, and keep him away.
    
    Cyclops: Well you will have to stay in the air to avoid his Optic Blasts. Also
    he will tend to use his Running Stun Drop quite often so you will have to watch
    for that. Also stay in the air like you would for Cyber Akuma and continously
    throw your demons at him. Often watch for his Mega Optic Blast when you miss
    your Armageddon so you might want to stay away from using this super. Also when
    he does his Running Stun Drop, use your standing Roundhouse to counter it and
    into a Judgement Day.
    
    Dan: Well you won't get much trouble from this guy because he is rather slow.
    If he misses anyone of his supers use a Judgement Day to punish him, also when
    he goes for his Shinkuu Gadouken and when you are out of his range just blast
    him with your Judgement Day or your Heart of Darkness, if you have no supers
    use your Inferno or your Dark Thunder, whatever you do just play offense
    against this guy because he really can't do much about it.
    
    Dark Sakura: Well you must watch out when you use your Armageddon because she
    can go for her Shinkuu Hadouken and plow right through your rocks. Also use
    your standing strong early to counter her attacks even though they don't have
    much priority. Also watch for her Shouken to miss quite a bit and that's her
    weak point, since she relies on it to often. So counter that with your standing
    strong into an air combo or if you have a super use your Judgement Day to
    counter her miss. You can play offense if you want, but playing defense and
    letting her miss with her Shouken's is your key to victory.
    
    Dhalsim: Well this guy really won't provide much trouble. And when you are
    jumping in on him make sure you use your jumping forward because sometimes you
    might miss with your demons and that can result in a Yoga Strike. Also when you
    are far away from Dhalsim he might use his Yoga Inferno, don't wait to use your
    Judgement Day, use your Heart of Darkness instead. Also he will tend to
    teleport quite a bit, and if he does try to teleport near you, try to predict
    when he will come to you and use your Armageddon, also if he happens to miss
    with his Yoga Strike use your Judgement Day to counter, or your Inferno.
    
    Hulk: Well one thing you must do, and that is stay away from him. Continuously
    pelt him with your roundhouse demons to stun him into the Inferno ir the
    Judgement Day. When you jump in on him he will try to use his Gamma Wave to
    counter, but before you come in on him and block, use your Judgement Day. Also
    when he goes for the Gamma Crush don't bother trying to counter with your Heart
    of Darkness, but you use your Judgement Day or Inferno instead. Also when he
    does do his Gamma Charge(and he will use this quite a bit) go for a standing
    forward into his stnading strong into an air combo, or you can use your
    Judgement Day to punish him serverely.
    
    Ken: Well watch for Ken to miss with all of his supers and counter with your
    supers because each one of your supers can counter each one of his missed
    supers. When Ken goes for the Shinryuken, during the middle and near the end of
    this super have Blackheart use his Heart of Darkness, when Ken misses with the
    Shoryu Reppa have Blackheart counter with his Armageddon, and when Ken misses
    with his Shippu Jinra Kyaku have Blackheart counter with his Judgement Day.
    Also look for Ken to be on the offensive but have Blackheart use his standing
    strong early to counter anything Ken tries to jump in with.
    
    M.Bison: Well this battle is a little hard but Blackheart should be more than a
    match for him. When M.Bison goes for his Psycho Crusher block it and wait until
    it goes through you and counter with your Judgement Day immediately. Also
    M.Bison will use his Psycho Shield often but if you are quick enough use your
    Inferno to counter, and when he does do his Scissors Kick Nightmare block it
    and when he is trying to recover from it, use your Judgement Day or your Dark
    Thunder. You will have to play offense in this battle because M.Bison does
    often try to play keep away.
    
    Mechanized Zangief: Well not much trouble from this fellow. Continously attack
    hin with your Dark Thunder and Infero. When and if he does do his Siberian
    Blizzard use your Heart of Darkness before he even hits the ground. Also when
    he tries to come near you with his Final Atomic Buster , Team Super, or
    Siberian Bear Crusher, use your Judgement Day and it will push him back. Or you
    can just keep throwing out your roundhouse or fierce demons.
    
    Mephisto: Well your counterpart really won't bother you much. Look for him to
    use his standing roundhouse into the Inferno quite often. When he misses the
    Inferno use your Judgement Day or your Heart of Darkness while Mephisto is
    still in the mist of his attack. Also for some odd reason Mephisto will pull
    the Armageddon from a distance, you can counter that with your Judgement Day or
    your Heart of Darkness, and block when he tries to jump in on you because he
    will go for his little demons to sun you into the Inferno.
    
    Norimaro: Watch for Norimaro to use his Hyper Strong Miracle treasure quite
    often. But basically be on the offensive against this guy because Norimaro
    really can't defend against your attacks especially the jumping forward. Use
    your Judgement Day or Dark Thunder to counter Normiaro's missed Hyper Strong
    Miracle Treasure or Super Grand Champion Jump. Counter his Multi-Hand Slaps of
    Fury with your jab Dark Thunder or your standing strong into the launcher.
    Basically play offensive and use your standing strong early to counter
    Norimaro's jumping attacks.
    
    Omega Red: Well this will be a seriously tough fight. Watch for Omega Red to
    miss with his Omega Strike then counter with a strong Dark Thunder or use your
    Judgement Day if you have a level of super. When you can predict when he will
    use is Omega Destroyer jump up and use your Judgement Day, the demons should be
    able to plow through his coils, but not all of them though. Use your jumping
    forward when you try to come in for attacks because Omega Red has trouble
    countering it except for his crouching strong. Play keep away with this guy
    because he will look to come in and combo you.
    
    Ryu: Well this fight is hard but not impossible. Watch for him to use his
    Shinkuu hadouken, but before you block, jump up and avoid his Shinkuu Hadouken
    and air dash towards him and use your Judgement Day. Also when Ryu does his
    Shinkuu Hadouken in the air he has basically three times more recovery time
    than if he was to do that from the ground, so counter that with your Judgement
    Day or your Heart of Darkness. Also he will throw numerous Hadoukens at you,
    but if you can predict when he is going to throw them from a distance use your
    Heart of Darkness quickly or use your Judgement Day. Also use your jumping
    forward to at least over power his dominating launcher or to at least trade
    hits, and start your standing strong early to counter his jumping attacks. When
    he misses with the Shinkuu Tatsumaki Senpuu Kyaku use your Judgement Day or
    Heart of Darkness to counter after you have successfully pushed blocked away or
    if he just plain misses. And just use your Inferno or your Judgement Day to
    counter his missed Shin Shoryuken.
    
    Sakura: Well this battle is a little tough, but like Dark Sakura she will often
    rely on hr shouken to win her battles. However her Shouken doesn't have as much
    recovery time as her counterpart so that will be a problem. What you can do is
    jump in on her with your jumping Forward and counter all of her attacks because
    she really can't do anything about your attacks since she is rather slow for
    her size. Use your Heart of Darkness to counter her missed Shinkuu Hadouken or
    her missed Haru Ichiban. Also try not to waste a super when trying to counter
    her missed Midare Zakura because its pretty hard for Blackheart to counter it,
    but have him use his Inferno or Dark thunder instead.
    
    Shadow: Well this can be a tough battle but look for Shadow to make a couple of
    mistakes. Watch out for his Shadow Justice, hopefully you can block it and
    counter with an Armageddon or a team super. When you jump in block while
    jumping in and sometimes he will use his Shadow Kick to counter, then use your
    Judgement Day, Inferno, or your launcher into an air combo to counter his
    mistake. Watch for him to throw Sonic Booms rather quite often and use your
    standing strong early to counter his attacks.
    
    Shuma Gorath: Well this guy is probably the most fair and even fight for
    Blackheart. Watch for him to use his crouching roundhouse to counter your
    jumping attacks and then he immediately uses his Mystic Stare. Don't bother
    countering his Mystic Smash with your supers because he recovers fast from it.
    Also use your standing strong early to counter his jumping attacks, and you
    might want to pelt your green demons from above incase he does go a little
    berserk with his Mystic Stare.
    
    Spider-Man: Well this is a rather tough fight for Blackheart, but there are a
    few mistakes you can exploit. Whenever you see Spider-Man use your Armageddon,
    here Spider-Man will look to use his Maximum Spider after he push blocks, but
    what he doesn't know is that you recover before the rocks stop falling, even
    during the middle of your super the rocks will protect you from both his
    Crawler Assualt and Maximum Spider. When Spider-Man performs his Maximum Spider
    he will hit the rocks and bounce off, by that time the few remaining rocks will
    hit him, or if he does his Maximum Spider late and he bounces off, immediately
    go for your Judgement Day. Also when you block his Crawler Assault use your
    S.Roundhouse into a Judgement Day for some quick and easy damage, or you can
    use your S.Strong into his Armageddon for some quick damage. Also Spider-Man
    likes to use alot of those Spider Sting combos, counter that with your standing
    roundhouse into your standing strong into your air combo.
    
    U.S.Agent: This battle is pretty tough for Blackheart but he can still win.
    Watch for U.S. Agent to use his Hyper Charging Star quite often, but he
    recovers poorly from it, so use your S.Roundhouse into the Judgement Day. Also
    his Hyper Stars n' Stripes will be used often, expect it block it, counter it
    with your Armageddon as he is in the air. Also you can counter his Charging
    Star with a standing strong into an air combo, and use your standing strong
    early to counter alot of U.S. Agent's jumping attacks.
    
    Wolverine: Here this is a rather tough fight for Blackheart. Wolverine will
    constantly use his Berserker Barrage or his Drill Claw, there really isn't much
    you can do about countering his Berserker Barrage except for using the jab
    version of your Dark Thunder. When he misses with his Drill Claw have
    blackheart counter with a Judgement Day or an Inferno. Watch for Wolverine to
    miss with his Fatal Claw combos, so use your Heart of Darkness during the
    duration of his super to counter. Also jumping at him often with your jumping
    forward to nullify his standing attacks and use your standing strong early to
    counter his jumping attacks.
    
    Zangief: Well this battle is pretty easy. Just make sure you stay away from
    him. Also watch for Zangief to use his Final Atomic buster often, at that time
    if you are away from his range use your Judgement Day to knock him out of it.
    Also he will try to use his Lariat and Clotheline to counter your jumping
    attacks, but before you jump in on him with your attacks use your Judgement Day
    to fool him, so try jumping in on him early on with your jumping attacks and
    when he leasts expects it go for your Judgement Day.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    During a crisis in World War II a young boy named Steve Rogers volunteered to
    take the super soldier syrum that has given him vast strength, speed, and
    agility. Over the years this had slowed down his aging process significantly
    and he has been battling evil where ever it may lurk. Criminals fear him
    justice welcomes him as his job of stopping all crime and evil is never ending.
    Now with his syrum in his bloodstream he has been the proud symbol of America
    as he has gained Maximum Potiential!
    
                              Character Quotes
    
                    "Believe in the spirit of your country!"
                    "For freedom and justice!"
                    "Freedom prevails!"
                    "I am like a hero reborn! My victory is inevitable."
                    "Liberty and freedom must never perish!"
                    "Modok is next on my list!"
                    "Never stop improving yourself!"
                    "Rest easy soldier, your job is done..."
    
    
    Shield Slash: D,DF,F+P
    Jab-Downward slash, excellent for OTG combos
    Strong-Head height, is best for countering ground fireballs
    Fierce-45 degree angle upwards, so-so anti-air attack
    
    Captain America's prime weapon at its best. This is one of the strongest
    projectiles in the game and it combos very well and can be used to chip away
    some life. Also if he loses his shield like if he moves before he catches it
    after a Shield Slash he must go retrieve it because his offense and strength
    goes down. The recovery time is not bad also.
    
    
    Stars n' Stripes: F,D,DF+P
    An excellent anti-air attack that is very powerful and has little recovery
    time. It combos off anything that Captain America has and can be used to punish
    mistakes, but he still has recovery time from this move, and if it connects the
    opponent can fall down and block or attack so its not the safest move to use.
    
    
    Charging Star: D,DF,F+K
    Although it has a start up delay it can be comboed, this also eats fireballs
    and can do alot of damage, but the recovery time is very poor on this move as
    any smart opponent can counter it with practically anything. Use this often on
    fireball trigger happy opponents, also if Captain America does this move
    without his shield he will not eat fireballs but Captain America will be
    knocked out of his Charging Star.
    
    
    Cartwheel: F,DF,D,DB,B+P
    An overlooked move that comes quite handy. This is excellent for crossing up
    your opponent and Captain America will flip behind his opponent, but Captain
    America can be thrown or tripped out of it, but this move does go through the
    Final Justice and Shinkuu Hadouken and most supers. Use this to confuse,
    cheese, and annoy the heck out of your opponent.
    
                                   Supers
    
    Final Justice: D,DF,F+2P
    Boy I love this super! Its alot harder to combo but it still combos. What
    Captain America will do is charge at his opponent yelling "Final Justice!" and
    then jacks the opponent up in the air, starts to combo his opponent to a crisp
    and just slam the heck out of his opponent, this is strongest super and is the
    prime mistake punisher, it has a bit of a start up delay and also it has
    recovery time at the end but for some odd reason its near impossible to
    counter! I've tried so often but yet no dice. Also this chips as well probably
    1 or two pixels of recoverable block damage. Well here is how the actual combo
    looks like:
    
    Final Justice Charge, S.Strong, S.Forward, S.Forward, S.Short, J.Short
    J.Strong, Throw into air, Catch Opponent, Power Suplex
    All of these count as a hit.
    
    
    Hyper Stars n Stripes: F,D,DF+2P
    A Shoryuu Reppa type of move that does alot of damage and combos off any one of
    Captain America's standing or crouching attacks. This is also an excellent
    chipper as Captain America yells "Stars n' Stripes!" because it cannot be push
    blocked and can counter mistakes rather quickly as this is Captain America's
    fastest super and also has good range. But if he misses he will fall unable to
    block, but it is invincible during start up.
    
    
    Hyper Charging Star: D,DF,F+2K
    An excellent mistake counter that deals out painful damage and is his best
    chipper and push blocking does nothing. As Captain America yells "Charging
    Star!" and dashes through beam supers and plows over projectiles, but if
    Captain America loses his shield he will be eating beam supers and fireball
    supers himself. Also a Final Justice will knock Captain America out of this
    move incase he plays against another Cap or U.S. Agent. This is an excellent
    mistake punisher but if Captain America misses he will be left unable to block
    and will be countered by smart opponents.
    
    
                           Team Super
    
    Captain America: Hyper Charging Star, Hyper Stars n' Stripes
    When Captain America is out of the screen he does his Hyper Charging Star and
    when he starts the team super he does his Hyper Stars n' Stripes making it very
    comboable. Both supers chip extremely well and can back up most supers but both
    supers have alot of recovery time afterwards.
    
    
                         Team Counter
    
    Captain America: Stars n' Stripes
    An excellent counter because it has good range and will hit the opponent above
    him and also deals out major damage. But if the opponent blocks the counter he
    will be easily countered.
    
    
                          Team Attack
    
    Captain America: Charging Star
    An all around excellent team attack because it eats projectiles and sets up
    practically any super, but watch out if he misses cause the opponent will try
    to attack him so you must pull out a super to punish that mistake!
    
    
                              Combos
    
    Combos: 87/100
    Supers: 88/100
    Overall: 85/100
    Captain America has been drastically toned down from the last game, his Shield
    Slash is so slow in this game and it has a tough time comboing in. However he
    has gained two new supers and a few double jump combos, although they weren't
    has high hitting or damaging as from the last game, they do look a bit better.
    He has also lost some speed and feels like a sluggish character now, I guess he
    better stop eating those cheeseburgers! Well his strength has been boosted a
    little in this game and has become a very powerful character. Beginners can
    easily pick him up and old time Ryu players should have little trouble
    adapting.
    
    
    Special Notes:
    
    -- When Captain America loses his shield he loses alot of priority and the
    strength of his standing fierce is cut in half. Also combos work better when he
    has his shield but they still work without shield except they are about a third
    of the strength and some hits are more difficult to connect.
    
    -- Also for his air super jumping ZigZag series you must hit the buttons slow
    if you want the SJ.Strong to come out otherwise you'll end up with four hits in
    the air instead of the usual 5 hits, becuase if you hit the buttons to fast the
    SJ.Strong will never come out.
    
    -- Captain America's S.Forward can go into a two hit combo, which is essentail
    for gound combos.
    
    -- Captain America has a double jump as well. Hit u/uf/ub after your super jump
    or regular jump.
    
    -- Captain America's Shield Slash can be knocked away with simple attacks, just
    as long as you can time them right.
    
    
    Ground Magic Series: ZigZag
    Air Magic Series: Stronger
    Super Jump Magic Series: ZigZag
    Knockdowns: C.Roundhouse
    Launchers: C.Fierce, S.Strong
    Strikes: S.Fierce
    Air Launcher: none
    Small Launher: none
    AC Finisher: Fierce, Roundhouse, Shield Slash
    
    
    1. J.Roundhouse --> Shield Slash
    
    
    2. C.Roundhouse --> Jab Shield Slash
    
    
    3. J.Fierce \/ C.Strong, C.Fierce /\ SJ.Fierce
        Believe it or not this is Captain America's strongest combo! It deals just
    as much damage as his Hyper charging Star! And its so easy to do!
    
    
    4. J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.Fierce
    
    
    5. D.S.Jab, S.Short, S.Strong --> Stars n' Stripes
    
    
    6. D.C.Short, C.Forward --> Charging Star
    
    
    7. J.Fierce \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce
         An excellent ground combo that keeps your opponent away.
    
    
    8. In corner: S.Fierce --> Final Justice
         This is the easiest way to combo the Final Justice as you must cancel
    quickly.
    
    
    9. D.S.Roundhouse --> Final Justice
         This one is harder to pull off though but it still works.
    
    
    10. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward --> Hyper Stars
    n' Stripes
    
    
    11. D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars n' Stripes(OTG)
    
    
    12. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\
    SJ.Jab, SJ.Jab, SJ.Jab, SJ.Fierce
          Yeah, this combo is a little odd since it involves eight jabs but it
    looks pretty neat in my opinion(if you care)!
    
    
    13. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\
    SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.DN.Roundhouse
          Double jump after the three jabs, and if your in the corner the
    SJ.DN.Roundhouse will connect, this combo also works without his shield.
    
    
    14. In corner: J.Jab, J.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
    C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong, SJ.Forward,
    SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
          This is the biggest combo that Captain America can pull off in this game
    but deals only 39 damage in training mode. After the three jabs double
    jump(this is the most important factor in the combo) and continue from there,
    don't hit down while using your super jumping roundhouse or else you'll mess up
    the combo, after you land go into a C.Short into a S.Fierce. It hard to connect
    the SJ.Fierce after the SJ.Forward sometimes but there was somewhere where you
    had to pause but I forgot where, sorry. You will have to skip the
    J.DN.Roundhouse on all other characters besides Hulk, and Blackheart, and you
    will have to skip the extra jab against players that are as small as the
    Shatokens and smaller.
    
    
    15. In corner: J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward -->
    Hyper Stars n' Stripes --> Hyper Stars n' Stripes --> Hyper Stars n' Stripes,
    C.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong,
    SJ.Forward, SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
          This combo did 111 damage in training mode as Captain America deals out a
    44 hit combo!! This is Captain America's killer combo that spells "Touch of
    Death." Once again double jump after the three jabs and continue on. Make sure
    that you cancel into the next Hyper Stars n' Stripes before the opponent
    touches the floor, otherwise you'll knock around the opponent around and then
    the opponent will be able to block.
    
                                __________
                                Strategies
    
    
    Akuma: Here this battle really isn't easy for Cap but he can win. Counter
    Akuma's missed Messatsu Gou Shoryuu with your Final justice or an air combo.
    Look for him to use his projectiles alot and jump in at him with your jumping
    fierce. Also when Akuma goes for his Shun Goku Satsu and you are pretty far
    away from him, quickly pull out your Final Justice, or a standing Fierce.
    Basically go offensive on this guy because he is a pain when he tries to run
    away with his teleport.
    
    Apocalypse: Not much difficulty here. Go behind his arm and do a S.Jab,
    S.Forward, S.Forward, S.Fierce, S.Roundhouse combo. They combo scale won't
    count these as combos, but he can't block anyways. Or you can go up to his face
    and do a jumping jab into a jumping fierce. Use your hyper charging Star Often,
    and Captain America can also attack Apocalypse with his Hyper Charging Star
    while Apocalypse is still in the middle of his Drill!
    
    Armored Spider-Man: Well don't jump in with Jabs or shorts, rather jump in with
    strongs, forwards, fierce, or roundhouse. Counter his Maximum Spider with your
    Final Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep
    jumping in on him because he has poor defensive skills against your offensive
    skills and never let him back you into a corner. Also you can cartwheel out of
    his Maximum Spider or Crawler Assault but your timing must be down to the bone.
    
    Blackheart: Well not a difficult fight. When Blackheart uses his Armageddon and
    misses use your Hyper Charging Star to plow through his rocks. Also make sure
    you don't use your Charging Star too often unless you are sure it will connect
    because he can counter it rather easily with his Judgement Day. Be on the
    offensive against this guy but make it quick before his standing strong comes
    out. And also if he tries to come in at you with his jumping forward counter
    that with your jab Stars n' Stripes.
    
    Captain America: Well your counterpart can pose problems. Don't try to attack
    him with your jumping fierce because he will knock you out of it pretty early.
    You can also let him come to you and knock him out of the air with either your
    jab Stars n' Stripes or your standing strong. Make quick work of this guy
    because he has been known to come back and retaliate. Also counter his missed
    Charging Star or Hyper Charging Star with your Hyper Charging Star.
    
    Chun-Li: Well she really can't pose much of a threat because you have more
    priority than she does. Watch for her to miss with her Kikousho and counter
    with a Final Justice. When she misses with her Hazan Tenshoukyaku counter with
    a Hyper charging Star or a Final justice, or an air combo. Watch for her
    standing roundhouse to knock you out of the air, so you may want to let her
    come to you and launcher her with your standing strong.
    
    Cyber Akuma: Well this is a tough fight for Captain America, but it can be won.
    He will throw projectiles at you quite often. Also he will teleprt alot as
    well, but if you can predict his teleport use your Final Justice or launch him
    into an air combo. Stay in the air at all costs because his combos can really
    make quick work of this American. Use your Hyper Charging Star often as well to
    counter his High Mega Gou Beam or his regular projectiles, but make sure you
    start it before he actually starts his projectiles. And counter his missed
    Scramble Gou Punch with your Final Justice.
    
    Cyclops: This is not a hard fight for Captain America. Jump in on him
    constantly because he really can't cdo much about your jumping attacks and
    watch out for his Mega Optic Blast, counter it, and only counter it with a
    Hyper Stars n' Stripes. You can let Cyclops come to you because Cyclops'
    jumping attacks have very little priority. He will use his Optic Blast and
    Cyclone kicks to his advantage, but counter his Cyclone Kick with a jab Stars
    n' Stripes or a Hyper Stars n' Stripes, and try to use your standing fierce to
    counter his Optic Blast.
    
    Dan: Well not a tough fight either, but Dan has shown alot of potiential.
    Constantly jump in on him and combo the cheese out of him. Use your Final
    Justice to counter all of his missed supers and watch for him to come in and
    attack you. You can wait for him to come in and attack you and then launch him
    and combo him. But whatever you do, its a sure fire victory.
    
    Dark Sakura: Well this battle isn't hard. Watch for her Shinkuu Hadouken, when
    you see it immediately jump up and counter the Shinkuu Hadouken with an air jab
    Shield Slash. Jump in on her often and combo her because she doesn't even have
    an anti-air attack except for her slow crouching fierce. Also look for her to
    use her Shouken often and miss with it, counter that with a Final Justice or an
    air combo. You can let her come to you because your attacks can over power her
    jumping attacks, but this fight should be quick and easy.
    
    Dhalsim: Well no concerns here. Whenever he does do his Yoga Inferno, let him
    pull you in while you are blocking, and when he stops pull a Final Justice or
    an air combo. Watch for him to often miss with his Yoga Strike, then pull a
    Final Justice or an air combo as well. Whenever you do try to jump in on him
    make sure you are constantly attacking him because he will go for that Yoga
    Strike. He will pull several Yoga Fires as well, but if you can predict it,
    Final Justice right through it. So basically in this battle...Final Justice.
    
    Hulk: Well this guy can give Captain America alot of problems but he is most
    likely to win against this guy. Watch for Hulk to miss with his crouching
    fierce, Gamma Charge, Gamma Crush, and his crouching roundhouse. These are all
    easily countered by any super you wish to use. Always jump in on him with a
    jumping down roundhouse or a jumping fierce so you can knock away his super
    armor.
    
    Ken: This battle isn't hard for the good ol' Cap. You can constantly jump in
    with attacks and keep comboing this guy. Watch for Ken to use his Shoryuu Reppa
    in combos rather quite often, but be sure to block if he does and counter with
    any super. Also his Shinryuken will sometimes miss and if he does counter that
    with any super. You can wait for him to come to you if you like because your
    attacks can easily over power his jumping attacks. Basically counter his
    mistakes with supers or air combos, or just be on the offensive.
    
    M.Bison: Not a hard battle for Captain America. Constantly jump in on this guy
    and combo him until he's mince meat. Watch for his Scissors Kick Nightmare, so
    counter that with a Hyper Stars n' Stripes. Counter his Psycho Crusher with a
    Final Justice, but let the Psycho Crusher pass through you first. You can let
    him come to you as well, because his attacks have low priority.
    
    Mechanized Zangief: A rather easy battle for captain America. Surprisingly his
    Shield slash does alot of damage against this guy and also his regular attacks
    and especially the standing and jumping fierce. Just stay out of this guy's
    reach and go behind him when he is trying to grab you can combo him with a
    S.Jab, S.Forward, S.Forward, S.Fierce combo until he is out of his grab motion.
    Also when he does his Siberian Blizzard hit him with a standing fierce on the
    way down and avoid using supers because that will leave you open to one of his
    supers.
    
    Mephisto: Well not a difficult fight. When Mephisto uses his Armageddon and
    misses use your Hyper Charging Star to plow through his rocks. Also make sure
    you don't use your Charging Star too often unless you are sure it will connect
    because he can counter it rather easily with his Judgement Day. Be on the
    offensive against this guy but make it quick before his standing strong comes
    out. And also if he tries to come in at you with his jumping forward counter
    that with your jab Stars n' Stripes.
    
    Norimaro: Well in this battle you can just pound the living goofiness out of
    this guy. This battle is very easy for Captain America. Just come in and attack
    him at will like he doesn't even exist because frankly this guy is a waste of
    Cap's time. Counter all his mistakes with your supers or an air combo and you
    can let him come in on you if you want because you can then launch him and
    combo him because of his low priority attacks.
    
    Omega Red: Well this battle isn't very hard. Keep having Captain America
    constantly jump in and combo this guy because Omega Red has alot of trouble
    countering his jumping attacks. Also Omega Red can win the battle if Captain
    America plays defense because his jumping jab has alot of priority over some of
    Captain America's attacks and never miss with your supers besides the Final
    Justice be cause he can counter with an Omega Destroyer.
    
    Ryu: This battle is a little tough for Captain America, or even this can be a
    fair fight. Watch for Ryu to OTG his Shinkuu Tatsumkai Senpuu Kyaku, so roll,
    and counter it with your Final Justice just before it ends. Also when he does
    his Shinkuu Hadouken jump up and counter it with an air jab Shield slash. You
    should play a defensive game against this guy because Ryu has so many weapons
    to counter Captain America's attacks. HAve Captain America play a defensive
    game and counter Ryu's low priority attacks with Captain America's launcher.
    
    Sakura: Not a tough battle for Captain America. Her slow attacks makes it
    impossible for Captain America not to win. Constantly jump at her and attack
    and combo. Watch for her to use her Shouken in alot of combos so block those
    and counter with either a super or an air combo. You can let her jump in and
    attack you but it really doesn't matter, just make a constant effort to make
    this victory a short one.
    
    Shadow: Well this battle right here can give Captain America quite a bit of
    trouble. Shadow has alot of attacks to counter Captain America in the air. One
    of his weaknesses is the lack of priority when he jumps in with attacks.
    Captain America is almost guaranteed to win when Shadow makes constant jump in
    attacks. Also look for Shadow to constantly OTG you with his supers, so roll
    and counter with your supers or air combos. Make Shadow come to you and
    constantly punish his mistakes, primarily his Shadow Justice.
    
    Shuma Gorath: Well once again this is not a hard fight for Captain America.
    Have Captain America constantly jump in and attack Shuma Gorath or you can wait
    for Shuma Gorath to come to you and attack. Watch for Shuma Gorath to use his
    Chaos Dimension, at that time he will try to catch you in his Chaos Dimension,
    but this is rather a gamble, you can pull a Final Justice to catch him off
    guard, but if he sees it coming he can catch you so becareful.
    
    Spider-Man: Well constantly jump in on and attack because Spider-Man really
    can't counter your jumping attacks.Counter his Maximum Spider with your Final
    Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep jumping
    in on him because he has poor defensive skills against your offensive skills
    and never let him back you into a corner. Also you can cartwheel out of his
    Maximum Spider or Crawler Assault but your timing must be down to the bone.
    
    U.S.Agent: Well your counterpart can pose problems. Don't try to attack him
    with your jumping fierce because he will knock you out of it pretty early. You
    can also let him come to you and knock him out of the air with either your jab
    Stars n' Stripes or your standing strong. Make quick work of this guy because
    he has been known to come back and retaliate. Also counter his missed Charging
    Star or Hyper Charging Star with your Hyper Charging Star.
    
    Wolverine: This battle is a little tough for Captain America. Watch for
    Wolverine to miss with his Fatal Claw combos and use a Final Justice to counter
    it. Also he will go on a Drill Claw frenzy and you should counter that with
    your supers or air combos. Don't try to jump in on him to often because his
    launcher will out prioritize your jumping attacks. Use your Hyper Stars n'
    Stripes to counter his missed Berserker Barrage X, and let him come to you
    because Wolverine really can't do much about your launchers.
    
    Zangief: Well this battle is pretty easy. Whenever you see Zangief go for a
    grab counter it with a Final justice or a super. You can play offensive on this
    guy and continuously pound and combo him. Just stay away from him because he
    will try to use his grabs quite often, you can play defense as well and just
    launch him with your launcher and just combo him.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Chun-Li
    Her past history is shrouded with tragedy. Her father was killed when she was
    at a very young age and she has been consumed with vengence ever since. After
    her close defeat at the hands of M.Bison she has seeked help and joined
    Interpol, a secret organization set out to counter the crime and acts of
    Shadowloo. M.Bison now seeks world domination and with the loss of Charlie
    Chun-Li now seeks out the evil empire of Shaowloo and swears revenge on the
    corporate leader M.Bison.
    
                          Character Quotes
    
                   "Father, will I ever truly avenge you?"
                   "Hey, I thought you liked the rough stuff!?"
                   "I fight for peace, but war is all I ever see!"
                   "I hope I get royalties, not just a one time fee!"
                   "I'm not just cute! I am a serious fighter!"
                   "I'm sorry. Was I a little hard on you?"
                   "Think to yourself, "you can do it!"
                   "What is this? The one star setting!?"
    
    
    Kikouken: B,DB,D,DF,F+P
    Well this is her projectile but its not the best. It comes out slow to be
    comboable, but it does good damage and her recovery time is not that bad like
    the Shatokens. Use this move from a distance or two counter missed supers from
    a distance when you don't have a super available. However you really won't win
    much fireball fights with this projectile.
    
    
    Senenshu: F,DF,D,DB,B+K
    Well this is her anti-crouch counter, its an all around excellent move to use
    because it has almost no start up delay and opponents are often fooled by this
    move. The recovery time is not bad either and this move does alot of damage as
    well. However I haven't quite found a way to combo this move yet, but this is
    very effective against turtlers.
    
    
    Tenshou Kyaku: F,D,DF+K
    Well in X-Men vs. Street Fighter this was a charge move which would really put
    players at a disadvantage because they had to wait to use their anti-air
    attack, but not its a dragon punh motion. This is her anti-air attack but its
    not as effective as the other characters anti-air attacks but it still works.
    This move also chains off of her launcher and it does alot of damage. This has
    high priority and will most likely beat out anything else. But like most
    anti-air attacks the recovery is bad and smart opponents can capitalize on
    this.
    
    
    Hyaku Retsu Kyaku: Tap K rapidly
    Well her prime offensive weapon hasn't changed one bit since the original
    Street Fighter series.  This move OTGs and combos very easily. This move also
    chips alot of damage as well and has alot of priority against most attacks.
    Also this can be used as an AC Finisher and can basically chain off anything
    she has, the recovery time is very low and she can stop whenever she wants and
    also she can go on forever with this move or until the player's hands gets
    tired of course.
    
    
    Overhead Kyaku: DF+RK
    Well basically this is her slower version of an anti-crouch attack. It
    basically has no start up delay and recovery time, but it takes a while for her
    to flip and hit the opponent. This confuses the opponent as they forget which
    way to block and also its her anti-crouch counter. In X-Men vs. Street Fighter
    she could easily combo her Senretsu Kyaku after this move, but now its
    practically impossible.
    
    
    Stomp Kick: D+FK(air)
    This is the attack that has the highest priority when Chun-Li is in the air and
    can be chained multiple times. This can be used in air combos and can basically
    snuff out practically any launcher or at least trade hits. Also this move can
    be chained into her jumping roundhouse and help her set up some combos. This
    move is also linked with her infinite combo and if the opponent blocks this
    move she automatcially bounces away and is safe to block. But again this move
    cannot trade hits with anti-air attacks like Dragon Punches or supers.
    
    
    Mini-Kikousho: F+FP
    Well think of this like her Kikousho in the Alpha series, it can easily catch
    jumping opponents and also it does good damage. The wierd thing about this move
    is the fact that it does chipping damage as well and this move is so easy to
    do. This is a better alternative to the other anti-air attack which won't leave
    you so vulnerable to attack, and it comes out practically instantly and has
    high priority over most jumping attacks, but people tend to ignore this move
    completely.
    
    
                                  Supers
    
    Kikousho: D,DF,F+2P
    This is an excellent move over all because it does good damage, and it does
    alot of chipping damage as well. Also this basically protects her from any
    attacks and no beam super will penetrate the giant bubble. This super OTGs and
    comes out instantly, it is comboable but you must cancel quickly, but this
    super leaves her open to attack if she misses for a long time.  The one thing
    about this move is that its range is not as good as you like, it fills only
    half the screen's horizontal distance but with the vaccum effect it has more
    range than it appears. This super can be used as an anti-air attack but it must
    be timed early, also this super can be pushed blocked, but when your in the
    corner its impossible to push block this super.
    
    
    Senretsu Kyaku: D,DF,F+2K
    Well this move isn't as comboable as it was in X-Men vs. Street Fighter but it
    is still a lethal threat in terms of combo ability. This will OTG but after a
    few hits she will go pass the opponent and if the opponent has a beam super,
    just hope that they don't use it. I would only reccomend using this in the
    corner so that the opponent doesn't escape the super. This also combos off her
    standing or crouching fierce and can be used to punish mistakes by other
    opponents. This super has the most horizontal range in her arsenal, ramming the
    buttons can bring you more hits than the standard 15 hits, but the added damage
    is very minor, but it adds to the chipping damage significantly. Also if the
    opponent blocks this move a smart opponent can counter this mistake rather
    easily because it has alot of recovery time.
    
    
    Hazan Tenshou Kyaku: F,D,DF+2K
    This is her anti-air attack super and its her strongest super. The only problem
    with this move is the range that it has, while it has alot of vertical range,
    it lacks alot of horizontal range  but it can still hit opponents up close and
    has alot of priority. This chains easily off of her launcher and combos off of
    any of her standing attacks but if she misses she will be vulnerable to attack
    or supers. This move is however invincible during start up and can be used in
    OTG combos.
    
                                    Team Super
    
    Chun-Li: Kikousho
    Not the best team up super but it does protect her and her partner. This super
    can be combined with the Omega Destroyer, Sakura's Shinkuu Hadouken,
    Armageddon, or practically any beam super. This does do good damage and can do
    alot of block damage as well, but make sure the opponent is close to her so
    that it connects.
    
                                   Team Counter
    
    Chun-Li: Kikouken
    Well not exactly the team counter that you would like, because she is easily
    knocked out of it and it takes a while to come out and opponents tend to block
    it rather easily despite the fact that it is a team counter. Don't bother using
    this as a team counter against supers, but it works well against regular
    attacks.
    
                                  Variable Assist
    
    Chun-Li: Kikouken
    This is a fair team attack because it can help set up some supers and it goes
    full screen's distance doing good damage, but it comes out a little slow and
    opponents tend to jump over it rather easily. You really shouldn't use this too
    often.
    
                               Combos
    
    Combos: 87/100
    Supers: 88/100
    Overall: 80/100
    Chun-Li is an excellent character to use, she has amazing speed and an
    un-matched air priority. Her triple jump combined with her air dash and wall
    jump makes her a very hard target to attack. She can stay in the air for the
    longest time. However she has been toned down from the last game and her
    attacks aren't quite as strong. Her infinite is MUCH harder to do now and she
    has been given more recovery time on her attacks and her Senretsu Kyaku isn't
    near as comboable as it was in the last game. Although beginners shouldn't find
    much trouble using her.
    
    
    -- Chun-Li has a triple jump. Just hit u/uf/ub after the first and second
    jumps.
    
    -- Chun-Li also has an air dash, but she cannot dash backwards.
    
    -- Chun-Li can bounce of the walls, just hit the opposite direction when you
    touch a wall.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: S.Roundhouse
    Knockdown: C.Roundhouse
    Air Launcher: none
    Small Launcher: none
    Strikes: none
    Team Super: Kikousho
    Team Counter: Kikouken
    Variable Assist: Kikouken
    AC Finisher: Fierce, Roundhouse, Hyaku Retsu Kyaku
    
    
    1) C.Short, C.Roundhouse --> Hyaku Retsu Kayku(OTG)
    
    
    2) C.Short, C.Roundhouse --> Kikosho(OTG)
    
    
    3) J.Fierce \/ C.Short --> Rising Bird Kick
    
    
    4) J.Roundhouse --> Hyaku Retsu Kayku
    
    
    5) D.C.Forward, C.Fierce --> Senretsu Kyaku
       Quick and lethal, not hard to pull off, and does alot of damage.
    
    
    6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
    
    
    7) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Hazan Tenshou Kyaku
    
    
    8) Team Attack --> Kikousho or Hazan Tenshou Kyaku
    
    
    9) Stomp Kick, J.Roundhouse --> Hyaku Retsu Kyaku
    
    
    10) In corner: D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)
    
    
    11) D.S.Jab, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku
    
    
    12) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
    Be sure to cancel into the roundhouse, quickly or the opponent will be able to
    block.
    
    
    13) J.Jab, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Senretsu Kyaku
    
    
    14) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick, --> AC Finisher
    
    
    15) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick, Stomp Kick
    --> Lightning Legs
    
    
    16) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp
    Kick, SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
    
    
    17) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse
    --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
    
    
    18) J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, etc.
    Well this was easier to do in X-Men vs. Street Fighter, and too easy to do in
    Marvel vs. Capcom, but in this game its hard to do. Only the air version is the
    infinite, so continously repeat the jab, short, strong, stomp kick in the air.
    It is rather hard to do even with practice.
    
    
    19) J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse  -->
    Senretsu Kyaku or Kikoshou(OTG)
    This combo works on bigger characters, but this works on smaller characters as
    long as you cut out either the strong or the forward.
    
    
    20) J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse   /\
    SJ.Jab, SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Strong, SJ.DN.Forward, SJ.DN.Forward -->
    Hyaku Retsu Kyaku or Roundhouse
    This combo is tough to do, but practice it in training mode and it'll become
    rather easy to do. On the ground you can skip either the short, strong, or
    forward against medium and smaller characters. In the air after the three jabs,
    double jump and continue the combo from there.
    
    
    21) In corner: J.Jab, J.DN.Forward, J.Roundhouse \/ D.S.Jab, S.Short,
    S.Forward, C.Roundhouse --> Kikousho, C.Short, S.Roundhouse --> Hazan Tenshou
    Kyaku
    After the Kikousho, OTG the opponent and cancel, as simple as that.
    
                                __________
                                Strategies
    
    Akuma: Well this battle is hard to win but not impossible. You should let Akuma
    come to you so you can knock him out with your launcher. Also when he misses
    with his Messatsu Gou Shoryuu use your Kikousho or an air combo to counter, and
    don't give him any chance to recover. If you do decide to jump in on him make
    sure you come in with a Head Stomp because the rest of Chun-Li's jumping
    attacks really don't have much priority.
    
    Apocalypse: Well this battle is not hard. Have Chun-Li do constant Hyaku Retsu
    Kyaku(Lightning Kick) to his face or hand. Try to gain your levels quick and
    always use your Kikousho, this will protect her from anything, even
    Apocalypse's Drill. Basically use your Hyaku Retsu Kyaku constantly and it
    should be an easy match.
    
    Armored Spider-Man: Well this battle is pretty hard, but never use your
    Kikousho unless it catches him, even if he blocks it. That way he won't counter
    with a Maximum Spider. Also let him come to you and use your launcher to knock
    him in the air and combo him. And he will come to you often because he is a
    combo machine, but lacks defensive skills.
    
    Blackheart: Well this battle is pretty easy, just make sure you don't miss with
    your supers. Also when Blackheart does his Inferno, you can easily counter it
    with your Senretsu Kyaku. Also look for him to drop alot of demons on you, but
    when he does jump in, use your Kikousho because it will connect most of the
    time. Jump in on him and combo him often, or you can let him come to you.
    
    Captain America: Well this guy will give you a tough time, but its not
    impossible to win. Have Captain America come to you and launch him. Watch for
    him to miss with his Hyper Charging Star, counter it with your Senretsu Kyaku,
    also if he misses with his Hyper Stars n' Stripes, counter that with your
    Kikousho or an air combo. Also try to avoid jumping in on him because he will
    launch you and air combo you.
    
    Chun-Li: Well your counterpart would really give you some trouble because she
    does alot of the things you do. Let her come in to you and launch her and air
    combo her or follow up with a Hazan Tenshou Kyaku. Also watch for her to try
    and OTG you often, and counter her missed Hazan Tenshou Kyaku with your
    Kikousho, and counter her missed Kikousho with your Senretsu Kyaku. Also do
    alot of escape in the air with your triple jump and air dash, this often fools
    her and you can counter her mistakes.
    
    Cyber Akuma: Well this will be alot of trouble for Chun-Li. Also watch for him
    to teleport rather quite often. Try to predict where he will come and blast him
    with your Kikousho. Also he will use alot of firepower against you, so escape
    that in the air with you triple jump and air dash. Use your Hazan Tenshou Kyaku
    to counter his missed Scramble Gou Punch, and also watch for him to do alot of
    dashing and using his Scramble Gou Punch in those combos.
    
    Cyclops: Well this can be a rather hard fight but not too hard. Jump in on him
    and combo him, because he really can't defend against that and he rarely uses
    his Gene Splice on your jump in attacks. You can let him come to you, but its
    better that you play offensive because he really can't do much and the fight
    would last quicker. Just don't miss with your supers, because you can expect a
    Super Optic Blast or a Mega Optic Blast. Combo him and avoid using supers,
    unless you are comboing in your supers.
    
    Dan: Well not a hard fight. Just watch for his Kouryken when you are jumping in
    on him. Combo him and punish his mistakes. If he misses with both the Hisshou
    Biraiken, or his Kouryuu Rekka, then use your Kikousho to counter his missed
    supers on both accounts. If he misses with his Shinkuu Gadouken, use your
    Senretsu Kyaku to counter. Don't bother playing defense because its just too
    easy to beat this guy.
    
    Dark Sakura: Well this fight shouldn't be hard since your attacks are faster
    than her attacks. You can counter alot of her mistakes especially her Shouken
    because she will tend to use that quite often in her combos. Also don't wait
    for her to come down when she misses with her Haru Ichiban, but use your Hazan
    Tenshou Kyaku just as Dark Sakura snaps out of it. Just jump in combo her and
    punish her mistakes.
    
    Dhalsim: Well not alot of trouble here. Just make sure when you are jumping in
    on him that you attack because he will use his Yoga Strike to counter. If he
    misses with his Yoga Inferno, use your Senretsu Kyaku to counter his miss. Also
    he will barrage you with his Yoga Fires and Yoga Flames, and he will tend to
    teleport alot. Try to predict his teleport and counter with an air combo or a
    super.
    
    Hulk: Well this is a hard fight for Chun-Li, but with his recovery time you are
    sure to win. In this battle use your Hyaku Restu Kyaku often, jump in with a
    stomp kick and rapidly tap those kick buttons, that should knock away his super
    armor. When he does the Gamma Crush, you can use your Kikousho to block his
    attack, but he won't suffer much damage either. Also let him jump in on you and
    launch him and combo him. His super armor doesn't work in the air so that's to
    your advantage. So play defense and use that Hyaku Retsu Kyaku.
    
    Ken: Well this is a hard battle but not a idfficult one. Watch fro Ken to miss
    with two supers, his shinryuken and his Shoryuu Reppa, counter both of those
    with your Kikousho or use an air combo as he comes down. Also he will go a
    little crazy with his Shoryuken and his Tatsumaki Senpuu Kyaku. Quickly counter
    both of those cause he will miss, and don't wory if you miss with your
    Kikousho, Ken has difficulty trying to counter that, but make sure he is far
    away because if he is close to you and you miss, you can expect a Shoryuu
    Reppa. Also if Ryu is his partner, do not miss with your Kikousho or Hazan
    Tenshou Kyaku, because his Double shinkuu Hadouken will get you. Let him come
    to you and launch him.
    
    M.Bison: Not a very difficult fight, but you must not miss with your Kikousho
    because he will counter with a Psycho Crusher. Also when he misses with his
    Scissors Kick Nightmare counter with a Hazan Tenshou Kyaku or a Senretsu Kyaku.
    You really can't do much about countering his missed Psycho Crusher except when
    you are close to him, and then you can catch him with your Hazan Tenshou Kyaku.
    Watch for him to do alot of teleporting and always be on the offensive against
    this guy.
    
    Mechanized Zangief: Well not much touble here. Whenever he goes for his
    Siberian Bear Crusher(Flying Power Bomb), Final Atomic Buster, or his Team
    Super you can either use your Kikousho before he grabs you, or you can jump
    around him and use either your Senretsu Kyaku or your Hyaku Retsu Kyaku. You
    can play mind games with this guy by jumping around with your triple jump and
    air dash, because he really can't defend against that, but just be on the
    offensive and stay away and counter his grabs.
    
    Mephisto: Well this battle is pretty easy, just make sure you don't miss with
    your supers. Also when Mephisto does his Inferno, you can easily counter it
    with your Senretsu Kyaku. Also look for him to drop alot of demons on you, but
    when he does jump in, use your Kikousho because it will connect most of the
    time. Jump in on him and combo him often, or you can let him come to you.
    
    Norimaro: Well this stupid idiot won't know what hit him. Be totally offensive
    against this guy because he basically sucks against your attacks and you can
    corner him and combo the cheese out of him. Pound him away with every combo and
    super that you've got, and this fight shouldn't last long. just make sure not
    to misss with your Kikousho or your Hazan Tenshou Kyaku because he can easily
    counter with his Hyper Strong Miracle Treasure.
    
    Omega Red: Well watch out for his Omega Destroyer. This fight is not an easy
    fight, but its not a hard fight either. Keep jumping in on him with your
    offensive attacks because he really ran't counter those, also he will try to
    launch you at time to time, but his launcher is a little awkward and you should
    be able to break through his launcher. Also it doesn't matter if you play
    defense because his offenisve game really can't do much against your launcher.
    
    Ryu: This fight is a little hard, but not too hard. Don't try to jump in on Ryu
    too much because his launcher will out prioritize anything you have. Also use
    your Hazan Tenshou Kyaku to counter his missed Shin Shoryuken or your Kikousho.
    When he misses with his Shinkuu Tatsumki Senpuu Kyaku, don't wait for him to
    finish, try to get within range of your Kikousho but out of his Shinkuu
    Tatsumaki Senpuu Kyaku range and blast him. Also let him come to you because
    his jumping attacks tend to have low priority. And never miss with your supers
    because you can most likely be eating his.
    
    Sakura: Well once again this is not a hard battle because her attacks are too
    slow to counter any of your attacks. Watch for her to miss with her Haru
    Ichiban, use your Hazan Tenshou Kyaku just as she is coming down. Counter his
    missed Shinkuu Hadouken with your Senretsu Kyaku. Play offensively in this game
    because her attacks don't stand a chance against your attacks.
    
    Shadow: Well a rather hard battle because his speed matches yours and he is
    stronger than you. But don't look for his supers to connect often besides his
    Shadow Justice. Also let him come to you because you can out prioritize him and
    also if you play offense against him make sure you come in with a Stomp Kick.
    Watch for him to miss with his Shadow Justice and counter.
    
    Shuma Gorath: Well this battle is not hard at all. Watch for the Chaos
    Dimension because there is little Chun-Li can do about it except to try and
    escape. Use your triple jump and air dash to escape that. When he doesn't have
    his Chaos Dimension mode on, attack him head on and don't stop. He really can't
    do much against you, and his jumping attacks against Chun-Li's launcher is
    basically a joke. Combo him and that would be the end of it.
    
    Spider-Man: Well this battle is pretty hard, but never use your Kikousho unless
    it catches him, even if he blocks it. That way he won't counter with a Maximum
    Spider. Also let him come to you and use your launcher to knock him in the air
    and combo him. And he will come to you often because he is a combo machine, but
    lacks defensive skills.
    
    U.S.Agent: Well this guy will give you a tough time, but its not impossible to
    win. Have U.S. Agent come to you and launch him. Watch for him to miss with his
    Hyper Charging Star, counter it with your Senretsu Kyaku, also if he misses
    with his Hyper Stars n' Stripes, counter that with your Kikousho or an air
    combo. Also try to avoid jumping in on him because he will launch you and air
    combo you.
    
    Wolverine: Watch for his Berserker cheapness. Never miss with your Hazan
    Tenshou Kyaku or Kikousho because he is more than likely to counter with a
    Weapon X. Also watch out if you miss with your Senretsu Kyaku because he will
    counter with a combo or Berserker Barrage X. Let him come to you and launch him
    and continously do that for most of the battle. When he does with with his
    Weapon X, use your Kikousho to bring him down.
    
    Zangief: Well you really won't get much trouble here. Whenever he goes for his
    Siberian Bear Crusher(Flying Power Bomb), Final Atomic Buster, or his Team
    Super, hit him with your Senretsu Kyaku or Kikousho if you are out of his
    range. Just jump in on him often because he really can't do much about it and
    don't bother playing defense because all Zangief will try to do is grab you.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Cyber Akuma
    As if in his powered up form as Shin Akuma wasn't enough, he has now become
    even more powerful. Apocalypse knowing that Akuma's intent was only the
    beginning he captured Akuma and practically his whole right half of his body
    and replaced it with cyborg implants. These mechanical parts provided Akuma
    with infinite strength, even those surpassing the Hulk's. With these mechanical
    features he has gained superior speed and an almost indestructable armor. With
    his power he sends fears down the most feared villians and criminals, that
    includes M.Bison and even Apocalypse himself. He now goes by the name Cyber
    Akuma and he has no feelings or emotions towards his opponents' well being,
    defeat, or victory. All he sees is power, and he will take down Apocalypse
    himself if he has too.
    
                          Character Quotes
    
                 "I bring the chaos of death to all..."
                 "I've been remade with real power!"
                 "Kill... Destroy... That's all I know..."
                 "My creator wants you dead. It is done..."
                 "My new destiny is to serve and annihilate!"
                 "There can be only destruction with me..."
                 "There is no greater power than me..."
                 "Your destruction is all that mattered!"
    
    
    Bolt Hadouken: D,DF,F+P
    This is probably tied with Dan's Gadouken in terms of power. This is a very
    fast projectile an Akuma can dash after his opponent he has launched it. He can
    also follow up with his Booster Rocket making him a very hard to beat keep away
    character. This is just as big as Ryu's Hadouken but with less recovery time,
    he can't recovery like Shadow can but can still chase after it.
    
    
    Zankuu Bolt Hadouken: D,DF,F+P (air)
    Well I consider this a different move even though its the same because he fires
    two in a row for one motion in the air. He can chain up to 12 of these in a row
    which will most likely kill an opponent. If you see Sakura doing her Shinkuu
    Hadouken, Cyber Akuma can easily counter her Hodoukens with his since he can
    throw so many with low recovery lag.
    
    
    Booster Rocket: HP
    Well this is an extremely fast projectile that does good damage and can easily
    set up the opponent for his Scramble Gou Punch or his High Mega Gou Beam. Even
    if the opponent is jumping from a distance it's a good idea to use this because
    it'll sorta follow them. This combined with his S.Fierce or C.Fierce will
    result in a nasty two hit combo. This can be incorporated with his launcher,
    but you have no choice anyways. Over all he can immediately throw this after he
    has thrown his Bolt Hadouken.
    
    
    Shining Circuit Shoryuken: F,D,DF+P
    Well you thought Ken has the best Dragon Punch, think again! This dragon punch
    can easily match the damage of some supers. This Dragon Punch hits up to 10
    times and jumping in on him while blocking is not a good idea, simply because
    you can lose a block of recoverable chipping damage so don't jump in too much.
    Use this whenever you see anybody coming in.
    
    
    Thunder Shock Zankukyaku: D,DB,B+K
    Well one of the most deadliest moves in the game. It does just as much damage
    as any beam super and Cyber Akuma has no recovery time from this move. This has
    high priority and can even hit low blocking opponents except for smaller
    characters. Use this often and cancel with it often. This move can be done in
    the air and also be used as an AC Finisher, and can be OTGed afterwards and it
    combos extremely well.
    
    
    Diving Rocket Kujinkyaku: D,DF,F+K(air)
    Well just like Akuma's Tenma Kujin Kyaku, it doesn't do more damage than
    Akuma's but its faster, has more priority, and Cyber Akuma can recover quickly
    from it and continue his combo. This also chips alot of damage and can be used
    as his AC Finisher but for one lousy hit though. You should use this often and
    get the jump on your opponents. It has basically no start up delay and recovery
    time making it safe to use on all accounts.
    
    
    Lightning Senkuu: B,D,DB or F,D,DF+3K or 3P
    Basically his teleport but he can only do this on the ground. The punch goes
    full screen and Kick goes half screen. Use this alot when your in corner trap
    situations. Useful for moving out of or through supers.
    
    
    Overhead Knuckle: F+SP
    This is basically his crouch counter, use it against turtles that like to stay
    in their shells. It hits four times and is very damaging, much like Ryu's and
    Akuma's it has a bit of a start up delay so use it wisely, like doing a combo
    substitute one of the hits with this and it should psych them out serveral
    times.
    
    
    Hop Kick: F+FK
    The same as Ryu's but is damaging and can be used to set up either the High
    Mega Gou Beam or Scramble Gou Punch. This is a very fast attack and will catch
    opponents by surprise.
    
    
                                  Supers
    
    Scramble Gou Punch: D,DF,F+2P
    A vastly powerful super, and its probably the strongest super in the game
    besides Apocalypse's Drill of course. This is easily comboed and is most likely
    the fastest super in the game. Your opponent will be amazed at how much damage
    this does and will be limping from it afterwards. Use this to counter mistakes
    and in combos to assure yourself a quick victory.
    
    
    High Mega Gou Beam: D,DB,B+2P
    Well unlike Ryu's or Akuma's, this super comes out just as fast as his Scramble
    Gou Punch and is easily comboed, I mean it even combos off a jab! This doesn't
    do alot of chipping damage though, but its twice as powerful as Ryu's Shinkuu
    Hadouken while only lasting as long as Akuma's Messatsu Gou Hado. This should
    be his prime mistake punisher and he has no start up delay and basically no
    recovery time from this move, use this move whenever you have the chance.
    
    
    Thunder Gou Shower: D,DF,F+2P (air)
    Well imagine throwing out 31 of his Zankuu Bolt Hadoukens and connecting with
    them! That's exactly what this super does and the damage is phenominal. It does
    even more damage than the Chaos Dimension and the frightening part about this
    super is, is the fact that it is his weakest super! This can be used as a
    powerful AC Finisher and it chips serverely alot of block damage. He has almost
    no recovery time from this move and no start up delay either!
    
    
    Shining Gou Shock: JP, JP, F, SK, HP
    If Capcom ever decided to make a character more powerful than Shin Akuma, then
    this guy would be it! As if he doesn't have enough power, he now has a Shun
    Goku Satsu move that delivers alot of hurt. This move is Shin Akuma's rival
    move as it moves just as fast and long as Shin Akuma's Shun Goku Satsu. Meaning
    that it is twice as fast as Akuma's Shun Goku Satsu with twice the distance!
    It's also invincible during start up and has more priority than Akuma's, and it
    only takes one level of super! Also this super can be used in the air but its
    weaker while its done in the air, but its still powerful. Also Cyber Akuma can
    be thrown out of this and even knocked out of this move as well. The damage can
    vary upon the character's defense meaning it does about 33% more damage on
    Spider-Man than on Zangief.
    
    						Combos
    
    Combos: 90/100
    Supers: 99/100
    Overall: 98/100
    this guy is incredibly powerful, he is even stronger than Hulk! He packs alot
    of speed and power and little recovery time with little start up delay. His
    combos do major damage possibly even kill with a combo or two and his ability
    to use the deadliest AC Finisher ever is just totally insane! He is three
    Akuma's put in one with the defense of Hulk and Zangief combined! I'm not even
    sure if weakness is in his vocabulary! A beginner can easily whoop the experts,
    and did I mention his insane EX cancel abilities?
    
    
    Special Game notes: Cyber Akuma
    
    -- Cyber Akuma's S.Fierce is argueably the strongest attack in the game. It
    does just as much damage as Ryu's Shin Shoryuken! Captain America and Hulk
    really can't compare!
    
    -- Be totally offensive for a quick victory.
    
    -- Cyber Akuma gains his levels very quickly if he uses his special moves.
    
    -- Cyber Akuma cannot be selected with a partner, or as a partner. Besides he's
    powerful enough as it is!
    
    
    Ground Magic Series: Stronger
    Air Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Strikes: S.Fierce(2nd hit)
    Air Launcher: none
    Small Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: none
    Team Counter: none
    Variable Assist: none
    AC Finisher: Fierce, Roundhouse, Thunder Shock Zankukyaku, Zankuu Bolt
    Hadouken, Diving Rocket Kujinkyaku, Thunder Gou Shower, Thunder Gou Shock
    
    
    1.  Booster Rocket --> High Mega Gou Beam
        Works best from afar. Cancel immediately.
    
    
    2.  Booster Rocket --> Scramble Gou Punch
        Just be close to your opponent when you fired the rocket and let loose!
    
    
    3.  D.C.Short, C.Foward, C.Roundhouse --> Scramble Gou Punch(OTG)
    	
    
    4.  J.Roundhouse \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong
    SJ.UP.Foward --> Shining Gou Shock
        Possibly, the most feared combo in the game, master it, and be the new
    MSHSF champ of the world!
    
    
    5.  D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Thunder Gou Shower
    
    
    6.  Zankuu Bolt Hadouken \/ Bolt Hadouken, Booster Rocket --> High Mega Gou
    Beam
        Cancel immediately for the best effect.
    
    
    7.  Jab Bolt Hadouken --> D.Scamble Gou Punch
        Works best from afar, cancel as soon as you recover.
    
    
    8.  Diving Rocket Kujinkyaku \/ D.C.Short, C.Foward --> Scramble Gou Punch
    
    
    9. Diving Rocket Kujinkyaku \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
    
    
    10. Diving Rocket Kujinkyaku \/ C.Short, S.Fierce --> High Mega Gou Beam
    	Cancel immediately for the best effect.
    
    
    11. J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
    
    
                       EX Combos
    
    1. J.Jab, J.Strong \/ C.Short, C.Foward, Bolt Hadouken --> Scramble Gou Punch
    
    
    2. Diving Rocket Kujinkyaku --> Thunder Gou Shower
        Just wait after the third hit connects then cancel!
    
    
    3. Bolt Hadouken --> High Mega Gou Beam
    
    
    4. Zankuu Bolt Hadouken(x5) --> Thunder Gou Shower
        Make sure you super jump when throwing out those fireballs.
    
    
    5. Zankuu Bolt Hadouken(x6) --> Thunder Gou Shower \/ Scramble Gou Punch(OTG)
       Immediately cancel after you recover from the Thunder Gou Shower.
    
    
    6. J.Jab, J.Strong, Zankuu Bolt Hadouken --> Thunder Gou Shower
    
    
    7. In Corner: Diving Rocket Kujinkyaku \/ D.C.Short, C.Forward, S.Fierce -->
    Thunder Shock Zankuu Kyaku, C.Short --> Thunder Shock Zankuu Kyaku --> Thunder
    Gou Shower
    
    
    8. J.Jab, J.Strong \/ D.C.Short, C.Forward --> Shining Circuit Shoryuken -->
    Thunder Gou Shower
    
                             __________
                             Strategies
    
    Well despite the fact that Cyber Akuma is a three-man team, he has shown signs
    of being beat and shown trouble against opponents.
    
    
    Akuma: Well not a tough fight at all. Constantly attack and teleport against
    Akuma. Don't bother playing defense against this guy because defense would just
    take too long. When he misses with his Messatsu Gou Shoryuu use either your
    Shining Gou Shock or your High Mega Gou Beam. Constantly attack and retaliate
    whatever he tries to throw at you.
    
    Apocalypse: Well Apocalypse is one of the few people that can make short work
    of Cyber Akuma. Watch for Apocalypse's Drill and Eye Beam because they both do
    a ton on Cyber Akuma. Use your Thunder Gou Shower to his face or use his High
    Mega Gou Shock against him. Constantly barrage him with your Bolt Hadoukens and
    attacking using a short, forward, roundhouse pattern.
    
    Armored Spider-Man: Well his super armor can be quite a problem, but Cyber
    Akuma should be more than a match against him. Use your High Mega Gou Beam to
    counter his missed Maximum Spider, and when he misses with his Crawler Assault
    use either your High Mega Gou Beam or your Scramble Gou Punch. Use your Diving
    Rocket Kujin Kyaku when jumping in on him or use your crouching fierce when he
    is jumping in on you and air combo him.
    
    Blackheart: Not a hard battle. Constantly barrage him and combo him. When he
    does miss with his Inferno use your High Mega Gou Beam. Also when he misses
    with his Armageddon, use your High Mega Gou Beam to blast through his rocks.
    Watch for him to barrage you with his demons.
    
    Captain America: Well not a hard battle either. Watch for his Final Justice
    with a High Mega Gou Beam or your Scramble Gou Punch. That includes his missed
    Hyper Charging Star and his missed Hyper Stars n' Stripes. Constantly jump in
    on him and combo him. Watch for him to try and come in to attack you, counter
    that with either your Shining Circuit Shoryuken or your Crouching Fierce and
    launch him into an air combo.
    
    Chun-Li: Well not a hard battle since she makes alot of mistakes that are
    easily countered. Use your Diving Rocket Kujin Kyaku against her standing
    roundhouse. When she misses with her Kikousho or her Hazan Tenshou Kyaku
    counter with a High Mega Gou Beam. Also when she misses with her Senretsu Kyaku
    counter with a Scramble Gou Punch. You can counter her jumping attacks with a
    crouching fierce into an air combo. But just play constant offense and this
    should be an easy battle.
    
    Cyber Akuma: Well your counterpart will give you quite a bit of trouble since
    he does the same tactics you do. Watch for him to miss with his Scramble Gou
    Punch, counter it with a High Mega Gou Beam before he lands. Also try to EX
    Cancel often because it will make short work of him.
    
    Cyclops: Well throw your projectiles from the air because Cyclops' Optic Blast
    will nullify your projectiles and still hit you. Watch for him to miss with his
    Cyclone Kick and counter with your High Mega Gou Beam or your Scramble Gou
    Punch. Be on the offensive against this guy because he basically has nothing to
    counter your attacks.
    
    Dan: Well this battle isn't to hard, but Dan's supers do a ton even on Cyber
    Akuma. Counter his missed supers with your High Mega Gou Beam. Be on the
    offensive against this guy and when you are jumping in use your Diving Rocket
    Kujin Kyaku to counter his crouching fierce. Be on the offensive throughout
    this match and counter his missed supers.
    
    Dark Sakura: Not much of a hard match. She will use her Shouken at a high rate,
    so use your crocuhing fierce into an air combo to counter her miss. Her Shinkuu
    Hadouken really won't do much against you and neither will her Shun Goku Satsu.
    Be on the offensive and make this battle a short one.
    
    Dhalsim: Dhalsim will tend to do alot of teleporting, but you can try to
    predict it and hit him with either a High Mega Gou Beam or if you want, use
    your Shining Gou Shock. Always attack when you are jumping in on him because
    you have to always expect a Yoga Strike, which will do a number on Cyber Akuma.
    
    Hulk: Well you can trade hits with this guy because you are likley to win.
    Counter his missed Gamma Crush with your High Mega Gou Beam, watch for his
    standing fierce as well, it hurt Cyber Akuma alot. Also try not to use your
    Scramble Gou Punch because Hulk will counter with a crouching fierce into a
    Gamma Wave which will do a monster on Cyber Akuma. Always use your Diving
    Rocket Kujin Kyaku when jumping in so you can either out prioritize his
    standing roundhouse or at least trade hits. Watch for his jumping roundhouse
    and use your Shining Circuit Shoryuken to counter that.
    
    Ken: Well watch for him to go Shoryuken crazy. You can play keep away if you
    want, but don't jump in on him too often or you can expect a Shin Shoryuken you
    knock you right back. Let him come to you and counter with your crouching
    fierce into an air combo to make short work of him. Also try to combo in your
    Shining Gou Shock in the air because Ken really can't do much about it.
    
    M.Bison: Well this is not a hard battle at all, infact its actually rather
    quite easy. Counter his missed Scissors Kick Nightmare with your Scramble Gou
    Punch and always be on the offensive because he has nothing that can stop you.
    Counter his mistakes and go all out offenisve in this battle.
    
    Mechanized Zangief: Ha! This must be a joke! Blast him with your High Mega Gou
    Beam and watch his life just zap away. Play keep away constantly because your
    projectiles do alot of damage against him. Don't bother using any other super
    or he can counter with a Final Atomic Buster or Team Super.
    
    Mephisto: Not a hard battle. Constantly barrage him and combo him. When he does
    miss with his Inferno use your High Mega Gou Beam. Also when he misses with his
    Armageddon, use your High Mega Gou Beam to blast through his rocks. Watch for
    him to barrage you with his demons.
    
    Norimaro: Well this battle isn't much trouble. Watch for his supers to miss and
    counter. Be on the offensive or defensive because he really can't counter your
    attacks well and he really can't do much on the offenisve against you.
    
    Omega Red: Watch for his Omega Destroyer, and always jump in on him because he
    really can't counter your jumping attacks. Look for him to jump in and counter
    with either your Shining Circuit Shoryuken or your crocuhing fierce into an air
    combo.
    
    Ryu: Well this is probably the toughest fight for Cyber Akuma. Watch for Ryu to
    try and barrage you with Hadoukens, then when you least expect it, he'll blast
    you with a Shinkuu Hadouken. Also he will OTG his Tatsumaki Senpuu Kyaku, so
    whenever he knocks you down, roll quickly and counter his miss with a High Mega
    Gou Beam. Watch for him to miss with a Shin Shoryuken and counter with a High
    Mega Gou Beam. And when Ryu tries to nullify your Bolt Hadouken's with his
    Hadouken, use your High Mega Gou Beam when he leasts expects it!
    
    Sakura: Well this battle isn't too tough. Use your High Mega Gou Beam to
    counter her missed Shinkuu Hadouken, and play offense in this battle. Watch for
    her Shouken, she will miss quite often, counter that with an air combo or your
    Scrmable Gou Punch. Don't bother playing defense because it would just take too
    long, attack her with your jumping attacks and combo your supers for a quick
    victory.
    
    Shadow: Well not much of a tough fight, but he can counter alot of your
    mistakes. Watch for him to miss with his Shadow Justice and counter with an air
    combo or a High Mega Gou Beam. When you jump in on him use your Diving Rocket
    Kujin Kyaku and nothing else because his crouching fierce will counter anything
    else you might throw at him. Continously pummel him with your supers because he
    doesn't take the hits well.
    
    Shuma Gorath: One thing, and that is watch for his Chaos Dimension, it will do
    about a third of your life! When he does do that counter with a series of Bolt
    Hadoukens, and Zankuu Bolt Hadoukens. But pummel him when he doesn't have his
    Chaos Dimension mode on with your constant offensive attacks, you can play
    defense as well with your Shining Circuit Shoryuken or your crouching fierce
    into an air combo.
    
    Spider-Man: This fight will be a little tough, but Cyber Akuma should be more
    than a match against him. Use your High Mega Gou Beam to counter his missed
    Maximum Spider, and when he misses with his Crawler Assault use either your
    High Mega Gou Beam or your Scramble Gou Punch. Use your Diving Rocket Kujin
    Kyaku when jumping in on him or use your crouching fierce when he is jumping in
    on you and air combo him.
    
    U.S.Agent: Well not a hard battle either. Watch for his Final Justice with a
    High Mega Gou Beam or your Scramble Gou Punch. That includes his missed Hyper
    Charging Star and his missed Hyper Stars n' Stripes. Constantly jump in on him
    and combo him. Watch for him to try and come in to attack you, counter that
    with either your Shining Circuit Shoryuken or your Crouching Fierce and launch
    him into an air combo.
    
    Wolverine: Well this battle is a little tough because he is quick and
    especially watch for his Berserker Mode. Counter his missed Berserker Barrage X
    with your High Mega Gou Beam or your Scramble Gou Punch. Play offensively
    against this guy, but if he is rather cheap play defense and keep him away.
    Also your supers probably do the most damage against him than on anybody else,
    and after a bite of your Scramble Gou Punch he should be gone.
    
    Zangief: Well not a tough match, but it is harder than the Mech Zangief fight.
    Make a constant effort to keep this guy away because throws and grabs do alot
    of damage against Cyber Akuma, and Zangief is all about throws. Watch for
    Zangief to come in with a Knee Dive and into a grab, there isn't much you can
    do about that, so stay away from him. When he does go for his Final Atomic
    Buster, Team Super, or his Siberian Bear crusher(Flying Power Bomb) use your
    High Mega Gou Beam or your Scramble Gou Punch. Also use your Shining Gou Shock
    at times because Zangief has trouble moving from it.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Cyclops
    Well Cyclops was young he had no idea he was being considered a freak. Although
    he was very gifted in his school work no school would except him because of his
    mutant ability to fire the so called "beams of death" from his eyes. Kids were
    always making fun of him and thus this made Cyclops sad due to the fact that he
    even thought of himself as a freak. He had only three ways of containing his
    power, he could walk while he closes his eyes, he can wear sunglasses, or he
    can stay way from sunlight that feeds his mutant power. He chose option number
    2, for weeks he would wear these sunglasses until he stepped into a bar and
    punks and drunks would pester him telling him to take off his sunglasses, but
    Cyke refused. That's when Cyclops needed help because his glasses were knocked
    off and a beam fired from his eyes that hurt innocent people. He later read a
    newspaper about a professor named Charles Xavier, who was also a mutant but his
    powers were excepted by most people in society. After he had talked about his
    problems to Professor X Beast had made him a pair of visors that lets Cyclops
    see normally and control his powers at the same time. Later he was named leader
    of the X-Men due to his leadership qualities.
    
                              Character Quotes
    
               "For my love, my friends, and mutants I can't lose!"
               "I can destroy mountains, you had no chance."
               "I had you in my sight the entire time."
               "I lead the X-Men!"
               "The X-Men don't lose."
               "To victory!"
               "You should have stepped aside."
               "You thought you had a chance? You were wrong!"
    
    
    Optic Blast: D,DF,F+P
    Jab-Low optic beam
    Strong-Head height
    Fierce-45 degree angle upwards
    This is probably the best projectile in the game because it does alot of damage
    and it chips alot of damage as well. The recovery time is slightly better than
    a Hadouken and this can be used in an effective ground combos, but he cannot
    combo this in the air though, or I haven't had much luck connecting. Also this
    move does tend to get people rather angry because it eats projectiles and still
    hits the opponent, so playing fireball fights against this guy is probably not
    a good idea.
    
    
    Optic Sweep: F,DF,D+P
    This is a good attack that easily OTGs opponents and will knock opponents down
    from far away. This move however will not even connect against opponents who
    are right next to him and the recovery time is quite bad. This can also chip
    away at alot of life. Use this on opponents who tend to dash in alot like
    Wolverine or Spider-Man.
    
    
    Cyclone Kick: D,DB,B+K
    Boy, this has got to be the best move he has. It combos off anything Cyclops
    has and it does a ton of damage! Two of these can easily equal the damage of a
    Shinkuu Hadouken! This can be used effectively in OTG combos and used to chip
    away at some life, but the recovery time is horrible.
    
    
    Rapid Punches: B(charge 2 sec.)F+P, the P(rapidly)
    This is used as a surprise move and it will do alot of damage as Cyclops does a
    combo that ends with his S.Fierce. This chips away at alot of life and the
    recovery time is put down to a minimal. You can also EX Cancel after this move
    with a Super Optic Blast and the priority can knock out many standing attacks.
    
    
    Running Stun Drop: B(charge 2 sec.)F+K
    Well this is what the manual calls it. This is a very powerful unblockable
    throw type of move, but it has a start up delay and it has a recovery delay as
    well, but it goes about 3/4 screens distance, but then again Cyclops is easily
    knocked out of it. Use this just to surprise opponents, and also this throw can
    be tech hit out of.
    
    
    Gene Splice: F,D,DF+P
    This is one of the more powerful anti-air attacks in the game. Ramming the
    buttons can bring two extra hits as the last hit is an optic bullet which does
    serious damage. This combos off of his launcher as well but not all the hits
    will connect and it doesn't have that much priority as compared to a Shoryuken,
    but it can still knock out alot of jumping attacks. This also combos off
    anything that Cyclops has, but the recovery time is quite bad.
    
    
                                    Supers
    
    Mega Optic Blast: D,DF,F+2P
    Well this can only be comboed after a partner attack or his C.Fierce and
    S.Fierce. This does OTG however but for some odd reason, it doesn't OTG
    sometimes. Even though Cyclops has alot of recovery time on this move it is
    extremely hard to counter for some odd reason. Watch for the start up delay on
    this super because unlike X-Men vs. Street Fighter, this doesn't come out as
    quick as Ryu's Shinkuu Hadouken, and doesn't combo off of his double
    roundhouse. But this can be used to chip away at a ton of life and you won't
    see opponents jumping over this as compared to Ryu's Shinkuu Hadouken.
    
    
    Super Optic Blast: F,DF,D+2P
    Well they should have made it a fireball motion with 2 kicks but oh well. This
    is by far Cyclops' strongest super. Yes you heard me, if your really close to
    your opponent the beam will hit more times doing alot more damage. This is just
    as comboable as his Mega Optic Blast, but this can chain off his SJ.Strong. The
    start up delay and recovery delay are very minimal and you can use this to aim
    at the opponent who is above you or below you because Cyclops can use this in
    the air as well. With his ability to use this in the air and is ability to aim
    it, this is a very versatile super and it chips away good life too.
    
                                Team Super
    
    Cyclops: Mega Optic Blast
    Well was there ever any doubt? It does alot of damage and chipping damage, this
    is the perfect back up for almost any super. Its also very hard to jump over
    this super as well, and the only way to escape is by super jumping. This works
    well with basically all beam supers and Dragon Punch supers like Hyper Stars n'
    Stripes or the Shoryuu Reppa. And also it works real well with the Omega
    Destroyer, despite the fact that Omega Red's coils lifts the opponent up.
    
    
                               Team Counter
    
    Cyclops: (jab)Optic Blast
    Not a bad team counter, but its far from being the best. As you can expect it
    has alot of range and it comes out pretty quick too, and can counter anything,
    the only problem with this team counter is, is the fact that Cyclops can be hit
    out of it rather easily. So you should save this against projectiles because
    with the Optic Blast Cyclops can easily nullify it.
    
    
                              Variable Assist
    
    Cyclops: Gene Splice
    An overall excellent team attack. It does alot of damage and can set up some
    supers like the Shinryuken, Shin Shoryuken, Haru Iciban, or normal moves like
    the Gamma Charge or Stars n' Stripes. You can also use your Carbnadium Smash
    with this as well! You should use this often against jumping opponents because
    it will beat out practically most of their attacks.
    
                                    Combos
    
    Combos: 88/100
    Supers: 90/100
    Overall: 84/100
    Cyclops has been toned down from the last game, but like Captain America he has
    been given a new double jump combo and he now has more vocal expressions unlike
    the last game where he would just grunt. He has been given a little more speed
    and his special attacks are stronger, but has toned down supers and can't combo
    them as easily as before. Overall he
    Special Game notes: Cyclops
    -- Cyclops is probably the best ground combo character in the game, his ground
    combos do more damage than his air combos, and you should always finish your
    ground combos with a Cyclone Kick or his Super Optic Blast.
    
    -- Cyclops has a double jump. Just hit u/uf/ub after his regular and super
    jump.
    
    -- Cyclops' priority since X-Men vs. Street Fighter has weakened, his launcher
    has loss priority and his attacks have shorter range, but he is a better air
    combo character in this game though.
    
    -- Cyclops' standing roundhouse has alot of priority over jumping attacks, use
    it often on jumping opponents.
    
    -- Cyclops' standing Jab, short, and Roundhouse can go into two hit combos, use
    this often because ground combos is the key to winning with him.
    
    -- Cyclops' jumping, jab, short, strong, forward, fierce, and roundhouse can go
    into different attacks by holding the down button.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Lauchers: S.Strong
    Small Launcher: C.Foward
    Air Launcher: none
    Strikes: none
    Knockdowns: C.Roundhouse
    Team Counter: Jab Optic Blast
    Team Super: Mega Optic Blast
    Variable Assist: Gene Splice
    AC Finisher: Fierce, Roundhouse, Super Optic Blast
    
    1. S.Fierce --> Strong or Jab Optic Blast
    
    2. D.S.Roundhouse --> Cyclone Kick
    
    3. C.Roundhouse --> Cyclone Kick(OTG)
    
    4. C.Roundhouse --> Optic Sweep(OTG)
    
    5. D.S.Jab, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
    
    6. J.Jab, J.Strong \/ S.Strong --> Super Optic Blast(aim up)
    
    7. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Foward, S.Roundhouse --> Cyclone Kick
    
    8. D.S.Jab, S.Short, S.Foward --> Gene Splice
    
    9. Partner Attack --> Mega Optic Blast or Super Optic Blast
    
    10. S.Fierce --> Team Super
    
    11. J.Jab, J.Strong, \/ D.S.Jab, S.Short, S.Short, S.Strong /\ SJ.Jab, SJ.Jab,
    SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce -->
    SJ.Roundhouse
        Makes sure you double jump after the four jabs and continue from there. The
    roundhouse can only connect if you are in the corner.
    
    12. J.Jab, J.Strong, \/ D.S.Jab, S.Short, S.Short, S.Strong /\ SJ.Jab, SJ.Jab,
    SJ.Jab, SJ.Jab
        /\ SJ.Jab, SJ.Short, SJ.Strong --> Super Optic Blast
    
    13. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Foward, C.Roundhouse --> Super Optic
    Blast(OTG)
    
    14. In corner: C.Roundhouse --> Optic Sweep, C.Roundhouse --> Super Optic Blast
        This is probable, I have a hard time getting this to connect, so can anyone
    help? *possible*
    
    15. J.DN.Short, J.DN.Roundhouse \/ D.S.Jab, S.Short, S.Foward, S.Roundhouse -->
    Super Optic Blast
    
    16. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Roundhouse, S.Roundhouse --> Jab
    Optic Blast
    
    17. J.DN.Short, J.DN.Roundhouse \/ D.S.Jab, C.Foward, S.Roundhouse --> Super
    Optic Blast
    
                                __________
                                Strategies
    
    Akuma: Well this is a rather hard fight for Cyclops because he doesn't have
    much attacks to counter Akuma's jumping attacks. Use Cyclops' standing
    Roundhouse into a Super Optic Blast to score easy damage. Also when you do jump
    in use Cyclops' jumping down roundhouse to either over power Akuma's launcher
    or at least trade hits. When he does do his Messatsu Gou Hado counter that by
    jumping up and using your Super Optic Blast. Also when he does miss his
    Messatsu Gou Shoryuu use your Mega Optic Blast as he is coming down. Also when
    you use your forward throw aim up, then follow up with a Super Optic Blast
    aiming up, although this won't count as a combo, he will try to come back down
    and attack.
    
    Apocalypse: Well not a hard battle at all. When you are surrounded by satelites
    from both in front and behind you, use your Super Optic Blast and destroy them,
    this way you both destroy the little pesks and you damage Apocalypse as well.
    Jump up and use your Optic Blasts and fire them at his head continously, when
    you do have a super use your Mega Optic Blast and fire away. Also use your
    Cyclone Kick against his arm because it does deal alot of damage towards
    Apocalypse. Just stay behind his arm and you should be fine, and when you are
    in front of his drill use your Mega Optic Blast, it still hits him and it
    delays his Drill from hitting you, but you can always push block his Drill or
    super jump from it.
    
    Armored Spider-Man: Well this battle is a tough one for Cyclops.
    Armored-Spider-Man will always be on the offensive against you, but you can
    beat him by using a few tricks. When he does jump in on you use your standing
    roundhouse and immediately go into your Super Optic Blast for some easy damage.
    Watch for him to miss with his Maximum Spider, at that time use your Mega Optic
    Blast, a regular Optic Blast to counter. Also when he does miss with his
    Crawler Assault, use your Super Optic Blast to counter. And always jump in on
    him with your jumping down roundhouse when jumping in for attacks because
    Armored-Spider-Man can't do much about it except use his Spider Sting, which he
    rarely uses.
    
    Blackheart: This battle should not be hard for Cyclops. When Blackheart misses
    with his Inferno he will be in his pose for a long time, so use a Mega Optic
    Blast to counter it. When you do successfully push block his Armageddon or if
    he misses with the Armageddon, use your Mega Optic Blast to counter right
    through the rocks. Jump in on him often and perform various ground combos and
    air combos because he will have a hard time countering it.
    
    Captain America: This is one of the toughest matches for Cyclops. Captain
    America's priority will just overpower Cyclops' attacks on most occasions but
    you can counter it. When he does jump in try to go around him and launch him,
    yes I know this is cheap but try fighting him hand to hand and you will see
    what I mean. Also counter his missed Hyper Charging Star with your Super Optic
    Blast and his missed Hyper Stars n' Stripes with your Mega Optic Blast. When
    you do jump in on him use your jumping down roundhouse to snuff out his
    standing strong. Also Captain America is also an excellent ground combo
    character, but Cyclops' ground combos should overwhlem Cap's and always look to
    dash in and perform your ground combos.
    
    Chun-Li: Well this battle can be quite difficult but not impossible. Look for
    her to go Hyaku Retsu Kyaku crazy, don't try and countering it with your
    supers, but use an Optic Blast instead. Also you really can't do much about her
    Stomp Kick because it tends to out prioritize your standing roundhouse, but you
    can use your Gene Splice and counter easily. When she misses with her Kikousho
    use your Mega Optic Blast or Team Super to counter, that goes the same for her
    Hazan Tenshou Kyaku. Look for her and most expert Chun-Li players to combo in
    the Senretsu Kyaku quite often, but by a chance they do miss, use your Super
    Optic Blast to counter. In this battle you most likely will have to play
    defense and counter her mistakes.
    
    Cyber Akuma: Well this battle can be overwhelming at times but Cyclops' Optic
    Blast can easily out last his projectiles. Also he will tend to throw Zankuu
    Hadoukens at you quite often, and when he is in range use your fierce Optic
    Blast and counter. Use your Mega Optic Blast whenever you can and try to stay
    in the air. When you are in the air use your Super optic Blast often and stay
    away from him because he will combo his Scramble Gou Punch quite often and that
    is something Cyclops can ill-afford to do. Watch for him to teleport rather
    quite often and use your Mega Optic Blast on your best judgement.
    
    Cyclops: Well your duo can be quite a problem since all he knows how to do is
    just use those Optic Blasts. Just come in and combo him starting with your
    jumping down roundhouse, also when he does jump in with a jumping down
    roundhouse counter that with your standing roundhouse. Always expect a Mega
    Optic Blast whenever he has a level full because the computer just loves to use
    it. So try to stay in the air from time to time and use your Super Optic Blast.
    
    Dan: Well this guy won't even make you lift a finger. Counter all of his missed
    supers with a Mega Optic Blast and even if you do see him throw a Shinkuu
    Gadouken, blast through it with a Mega Optic Blast as well! Jump in on him with
    your jumping down roundhouse and combo the cheese out of him because he doesn't
    take the hits well. Watch for him to use his Danku Kyaku rather quite often and
    there is really not much you can do to counter it. You can also always have
    your Running Stun Drop charged because Dan will taunt alot and when you don't
    have a super you can get some easy damage this way.
    
    Dark Sakura: Well she really won't be much of a bother because her attacks are
    slow. Watch for her to use her Shouken alot, counter it with an air combo, Mega
    Optic Blast, Cyclone Kick, or your Running Stun Drop. Jump in and combo her
    often, she will rarely jump in on you, but if she does you can either go around
    her and launch her or you can use your standing roundhouse into a Super Optic
    Blast for some easy damage. It really doesn't matter what you jump in with
    because she is slow at countering your attacks. And use ground combos to finish
    her off rather quickly.
    
    Dhalsim: Well watch for him to do alot of teleporting and try to predict as to
    where he will land and counter him. Watch for his Yoga Inferno to be used many
    times so try to stay a full screen's distance away from him and use your Mega
    Optic Blast because it will blast right through it. When you do jump in on him
    use your jumping down roundhouse because he will go for his Yoga Strike. Also
    use your Optic Blasts often because he will throw out alot of Yoga Fires and
    Yoga Flames, this victory can be quick and easy for Cyclops.
    
    Hulk: A rather fair and even match for Cyclops. Watch for him to use his Gamma
    Charge quite often, so counter it with an air combo or a Cyclone Kick, no need
    to waste your supers. When Hulk does his Gamma Crush, and if you did block or
    dodged his rock, use your Mega Optic Blast as soon as he bounces off. Always
    jump in on him with your fierce or roundhouse to knock out his super armor and
    when he does come in on your go around him and launch him into an air combo.
    
    Ken: Well this is a rather tough fight, mainly because Ken has alot of weapons
    to knock Cyclops out of the air. Watch for Ken to miss with his supers and
    counter the missed Shinryuken and Shoryuu Reppa with your Mega Optic Blast and
    counter his missed Shippu Jinra Kyaku with your Cyclone Kick or an air combo,
    don't bother with the Super Optic Blast because he will recover from it before
    your beam comes out. Watch for him to use Shoryuken's and Tatsumaki Senpuu
    Kyaku's on a mad fury, counter them with your Optic Blasts, or your Optic
    Fierce into a Mega Optic Blast or a Team Super.
    
    M.Bison: Not a tough match at all, look for him to use his Head Press followed
    by a Somersault Skull Diver often, block the Head Press and use a Super Optic
    Blast or Gene Splice just as he is coming down for his Somersault Skull Diver.
    Counter his missed Scissors Kick Nightmare with your Super Optic Blast or your
    Cyclone Kick. Jump in on him often and combo him alot, this battle should be a
    short one and watch for him to use his Psycho Shield often.
    
    Mechanized Zangief: Well there really isn't much Mech Zangief can do against
    you. Constantly throw out your Optic Blasts and use your Mega Optic Blast
    whenever you have a level of super, it does good damage against him and he has
    trouble jumping away from it. Don't use your Cyclone Kick unless you are away
    and behind him, also your Running Stun Drop does alot of damage against him as
    well and takes away a chunk of his red bar. Basically keep firing away until
    he's gone.
    
    Mephisto: This battle should not be hard for Cyclops. When Mephisto misses with
    his Inferno he will be in his pose for a long time, so use a Mega Optic Blast
    to counter it. When you do successfully push block his Armageddon or if he
    misses with the Armageddon, use your Mega Optic Blast to counter right through
    the rocks. Jump in on him often and perform various ground combos and air
    combos because he will have a hard time countering it.
    
    Norimaro: Just pound the living daylight out of this tourist! Continously pound
    and pound and hack away at his miserable life! This is not a hard battle as his
    special moves and supers leave him very vulnerable and open to attack. If he
    does decide to jump in on you just launch him straight up.
    
    Omega Red: Well this can be one of the harder battles of the game for Cyclops.
    Watch for Omega Red's Omega Destroyer, try to predict it early and super jump
    and use your Super Optic Blast. Also watch for Omega Red's jumping jab, it will
    out prioritize Cyclops' launcher so have Cyclops use his standing roundhouse
    into the Super Optic Blast. Wehn you do come in, use your jumping down
    roundhouse and continue from there.
    
    Ryu: A very tough opponent for Cyclops to defeat because Ryu does have more
    priority than Cyclops. He will throw a constant barrage of Hadoukens so use
    your Optic Blast to nullify them and hit him at the same time! Also don't let
    him fool you as if he was to throw Hadoukens all day, because he will more than
    likely blast you with his Shinkuu Hadouken. Knock him out of the air with your
    standing roundhouse into a Super Optic Blast and jump in on him with your
    jumping down roundhouse.
    
    Sakura: Well not that much of a tough fight, watch for her to miss with her
    Shoukens constantly. Counter that with an air combo or a Running Stun Drop
    don't bother using your supers because she recovers more quickly than Dark
    Sakura. Also watch for her to miss with her Haru Ichiban, at this time you can
    wait for her to come down and use your Mega Optic Blast or immediately pull off
    your Super Optic Blast as she is in the air. Jump in on her often and combo her
    because she really can't do much about your attacks.
    
    Shadow: A tough fight for Cyclops. Always jump in with a jumping down
    roundhouse to counter his dominating launcher and counter his jumping attacks
    with your standing roundhouse. Look for him to miss with his Shadow Justice and
    counter with an air combo or a Mega Optic Blast, you can nullify most of his
    Sonic Booms in his Sonic Break Super with your jab Optic Blast.
    
    Shuma Gorath: Well watch for him to throw alot of Mystic Stares and Mystic
    Smash. Counter both of these with a regular Optic Blast. Watch for him to use
    his Chaos Dimension, at this time use your Super Optic Blast and keep him away
    and also use your double jump if you have to. When you do jump in jump in with
    a jumping down roundhouse to counter whatever he may try to counter back. Don't
    look for him to jump in often though.
    
    Spider-Man: Well this battle is a tough one for Cyclops. Spider-Man will always
    be on the offensive against you, but you can beat him by using a few tricks.
    When he does jump in on you use your standing roundhouse and immediately go
    into your Super Optic Blast for some easy damage. Watch for him to miss with
    his Maximum Spider, at that time use your Mega Optic Blast, a regular Optic
    Blast to counter. Also when he does miss with his Crawler Assault, use your
    Super Optic Blast to counter. And always jump in on him with your jumping down
    roundhouse when jumping in for attacks because Spider-Man can't do much about
    it except use his Spider Sting, which he rarely uses.
    
    U.S.Agent: This is one of the toughest matches for Cyclops. U.S. Agent's
    priority will just overpower Cyclops' attacks on most occasions but you can
    counter it. When he does jump in try to go around him and launch him, yes I
    know this is cheap but try fighting him hand to hand and you will see what I
    mean. Also counter his missed Hyper Charging Star with your Super Optic Blast
    and his missed Hyper Stars n' Stripes with your Mega Optic Blast. When you do
    jump in on him use your jumping down roundhouse to snuff out his standing
    strong. Also U.S. Agent is also an excellent ground combo character, but
    Cyclops' ground combos should overwhlem U.S. Agent's and always look to dash in
    and perform your ground combos.
    
    Wolverine: A serious battle for Cyclops, he was hard enough for Cyclops in
    X-Men vs. Street Fighter, but with his less priority attacks, its almost
    impossible! Almost is the key word here. Always jump in on Wolverine with your
    jumping down roundhouse and counter his jumping attacks with your standing
    roundhouse into the Super Optic Blast. When he does miss with his Fatal Claw
    combo, use your Mega Optic Blast or your Super Optic Blast to bring him down.
    Well will go into a Berserker cheapness alot, and when he is about to do his
    Berserker Mode, use your Mega Optic Blast as soon as you see it.
    
    Zangief: Not much of a fight for Cyclops. Use your ground combos often on
    Zangief and stay away from his throw range. Use your Running Stun Drop when you
    do see him going for his grabs and jump in on him often and combo him. When he
    does try to go for a grab, use your Mega Optic Blast to counter before he grabs
    you.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Dan, a good-spirited young boy was merely pondering around the woods near his
    home until one day he had discovered his father's body lying still on the mat.
    Dan's father had given Sagat a good fight but in the end Sagat proved
    victorious, but Sagat had his price for victory as he had lost his eye in the
    battle as he now wears a sorta Pirate Patch over the missing eye. Dan swearing
    revenge knew that he could not defeat Sagat at such a young age and the fact
    that he had no fighting skills to begin with. So he went to Master Gouken, the
    same teacher who taught Ryu and Ken. Gouken agreed to teach Dan the styles of
    Shatoken only if Dan had agreed not to let his rage get out of control and he
    must be patient otherwise the skills taught would be useless(as we can all see
    he was not very patient). Dan had trained hard until he was a teenager and he
    demanaded that he be taught at a faster rate so that he can enact revenge on
    Sagat, but Gouken had reminded Dan of what he had taught him. That is when Dan
    was furious not learning all the forms of Shatoken Karate, that is when Gouken
    has decided not to teach Dan anymore because he knew the anger that would
    bottle up inside of Dan. Dan had left Master Gouken but not before he had pick
    up on a few secrets of the dreaded Shun Goku Satsu. Now he seeks revenge for
    the death of his father as he travels to find his eternal enemy.
    
                          Character Quotes
    
              "Can you withstand the power of my super taunt?"
              "Hah, you're weak! Just like me!"
              "I'm not as tough as you, just better than you!"
              "I'm sorry. No, you are!"
              "It's more fun to mock you than to defeat you!"
              "Me copy you? Well, I think of new moves too."
              "The only master I need is myself!"
              "You can fight, but you can't show off like me!"
    
    
    Gadouken: D,DF,F+P
    Well his projectile sucks basically and has almost no range. This is the
    strongest fireball in the game, but its just as strong as Cap's Shield
    Slash and the damage that it does it just slightly more than a Hadouken. He has
    almost no start up delay while throwing this but has good recovery time as well
    but it goes such a short distance that its almost useless while except in
    combos.
    
    
    Koryuken: F,D,DF+P
    Ouch! This is absolutely the strongest anti-air attack move in the game. I've
    seen this do more damage than Hulk's Gamma Charge on serveral occasions
    including on training mode. You'll sometimes see Dan Flash while doing this
    move and if it connects, it'll do the same amount of damage as if he doesn't
    flash, its just the name of this move that gives the flash away.
    
    
    Dankukyaku: D,DB,B+K
    In my opinion, this is his best special move in his arsenal because it can go
    screen distance and the damage this thing does it just mind-boggling! Short
    will make Dan do a Short Knee hop which is very safe to use, Foward makes Dan
    to a knee hop and then a flying kick, finally the Roundhouse has Dan doing his
    Knee Hop then followed by two air kicks. Use this often because it can chip
    away at the life bar and can give Dan the advantage in every game.
    
    
    Premium Sign: D,DF,F+K
    Well basically a worthless move. This thing does it twice but the hits are
    pitiful. But one thing you'll notice is that when Dan starts up the move it'll
    cancel out any move the opponent trys to throw at him because this thing has a
    ton of priority(boy we've all heard that word before) and can even knock
    Spider-Man out of his Maximum Spider! But chances are you can't time this thing
    to knock out the Maximum Spider, so don't take your chances and block. While
    when Dan throw it after he signs it, it can be block or you can plain old knock
    it away with a simeple S.Strong, and anybody can knock it away with a normal
    attack. Besides it just a piece of paper anyways!
    
    
    Rolling Taunt: D,DB,B+Select
    As Dan rolls back he immediately gets back up and taunts. This will build his
    guage incredibly fast because 8 of these will build his SC guage to a full 3
    levels. But this leaves Dan open to numerous attacks so don't use this at
    random unless the opponent is far away and if they also have no super meter.
    
    
    Air Taunt: Jump+Select
    This is Dan's safest taunt but it barely builds his guage. Your welcomed to use
    this anytime your in the air to gain your SC bar but it'll take you quite a
    while.
    
    
    Taunt: Select
    Well this is Dan's basic Taunt. This will build up his SC bar fairly fast as
    about 6 of these should gain him one super bar. As always he is left open for
    any attack during the duration of this worthless Danlike move.
    
    
                                   Supers
    
    Shinkuu Gadouken: D,DF,F+2P
    Ouch! You will never see a stronger beam super! This thing just does a ton of
    damage and is also Dan's strongest super. It has more range than his Gadouken
    but it you'll still find yourself having trouble connecting with it because it
    still lacks alot of range. Opponents can easily push block this thing because
    they can cut the chipping damage in half simply because when push blocked, they
    will go right through the Shinkuu Gadouken. This does do good chipping damage
    though.
    
    
    Kouryuu Rekka: D,DF,F+2K
    Boy this has got to be one of the best supers in the game! This thing deals out
    a ton of damage and can be OTG but only the second hit will OTG though. Did I
    mention that this thing does a ton of chipping damage? Well it does, despite
    the fact that it hits only two times this thing does as much chipping damage as
    the Crawler Assult! So feel free to blast away at your opponent. Also this
    super lacks alot of range because the opponent will not get hit unless they are
    close to Dan. If your wondering what it looks like, it looks just like Dan's
    Kouryuu Rekka on Level 1 in SFA2.
    
    
    Hisshou Biraiken: D,DB,B+2K
    Remember this move on SFA2? Well this was the level 3 version except this super
    hits 10 times instead of 11 like in SFA2 on level 3. This doesn't last as long
    as it did in SFA2 but the damage is still there as it can easily dismantle your
    opponent but the damage that it does. This thing has the vortex effect like
    Ryu's Shinkuu Tatsumaki Senpuu Kyaku because it'll drag the opponent in, in my
    opinion this super has the same amount of range as his Shinkuu Gadouken. If
    blocked, it doesn't matter because this thing will do a good amount of chip
    damage, just a pixel more than the Kouryuu Kekka.
    Here how it really looks like:
    
    S.Jab, S.Strong, S.Forward(one hit), S.Fierce, S.Forward(two hits), C.Fierce,
    C.Forward, S.Roundhouse --> Fierce Kouryuken
    
    
    Otoko Michi: FP, SK, B, JP, JP(level 3)
    Ah! The reverse Shun Goku Satsu motion! Well this is the super you should stay
    away from using. Dan will come after his opponent in a very slow manner and
    then while he grabs his opponent, he explodes sacrificing his own vitality
    guage to do pitiful damage against an opponent. If Dan has full life he will
    lose all his vitality guage just until the Danger Zone with some Red Bar
    leftover so he will just lose about 2/3 of his life, while if Dan has about 80%
    of his life and he does this he will have only about a block of life left, if
    Dan has about 70% of his life left he will lose all his vitality except for one
    pixel, so if he blocks one or two projectiles Dan is probably gone afterwards.
    Never use this unless the opponent is in the Danger Zone. Try to use Akuma as
    your Team Attack so hopefully your opponent blocks and you can initiate this
    move. This is unblockable but by the damage it does its just not worth 3 levels
    of Super meter.
    
    
    Humiliation: D,DF,F,D,DF,F+Select
    Ouch! Very very painful if you use this move the damage that this thing brings
    in is just crazy, well for Dan that is(Ha! Ha! Ha!). Just like the move he had
    in SFA2. Its basically useless as Dan barrages your opponent with a series of
    taunts giving your opponent a full 10 seconds to use an attack with anyone the
    opponent desires and you can't do a thing about it. Just stay away from using
    this super because this does absolutely no damage at all and the opponent has
    loads of time to attack you.
    
    
                             Team Super
    
    Dan: Shinkuu Gadouken
    Well, it doesn't have much range as you can expect and the opponent must be
    close for this super to connect. It does do alot of damage if it connects and
    when you do do this team super make sure Dan is the one starting it otherwise
    your team super will go cmpletely to waste!
    
    
                            Team Counter
    
    Dan: Dankuu Kyaku
    Not a bad team counter. It does a good amount of damage and it comes out
    instantly, and Dan can't be out hit out as easily as other Team Counter like
    Blackheart's Dark Thunder, however its not invincible during the counter like
    Ryu's Shinkuu Hadouken.
    
    
                           Variable Assist
    
    Dan: Gadouken
    Not one of the best team attacks in the game because it lacks serious range and
    the damage is only average. Don't use this unless you are close your your
    opponent because it will rarely connect.
    
    
                             Combos
    
    Combos: 50/100
    Supers: 62/100
    Overall: 62/100
    Dan is one of the worst characters in the game. Even though he has alot of
    priority on his attacks and he does alot of damage, he has very little range on
    his projectile and anti-air attack and his supers suffer to the same demise as
    well. He is the slowest Shatoken in the game, but he has one of the most
    powerful supers in the game and his throws do a ton of damage! He is definitely
    a master's character and beginners will have alot of trouble using him so watch
    out!
    
    
    Special Comments
    
    -- Dan's dash is not very effective to use at all because its exactly like his
    roll. It travels slower than most dashes but faster than his standard walk.
    
    -- Dan has the ability to combo anyone of his supers with ease, just like the
    Shouryuu Reppa, take note of this can sweep your way to victory.
    
    -- Take advantage of Dan's C.Fierce because it has insane priority.
    
    -- Dan's throws are the strongest in the game, take note of that and use them
    often.
    
    
    Ground Magic Series: None
    Jumping Magic Series: None
    Super Jumping Magic Series: ZigZag
    Launcher: Foward Ground Throw, C.Fierce
    Small Launcher: none
    Air Launcher: none
    Strikes: none
    Knockdowns: C.Roundhouse
    Team Super: Shinkuu Gadouken
    Team Counter: Dankuu Kyaku
    Variable Assist: Gadouken
    AC Finisher: Fierce, Roundhouse
    
    
    1. D.C.Short --> Gadouken
    
    
    2. D.C.Short --> Kouryuuken
    
    
    3. D.C.Short --> Shinkuu Gadouken
    
    
    4. D.C.Short --> Kouryuu Rekka
    
    
    5. D.C.Short --> Hisshou Biraiken
    
    
    6. D.C.Short --> Dankukyaku
    
    
    7. Foward Ground Throw --> Kouryuuken
    
    
    8. J.Roundhouse \/ C.Foward --> Shinkuu Gadouken
    
    
    9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC
    Finisher
    
    
    10. Partner Attack --> D.Otoko Michi
       Well mainly with Akuma as your partner, and hopefully they are blocking.
    
    
    11. J.Roundhouse \/ C.Roundhouse --> Kouryuu Rekka(OTG)
    
    
    12. J.Roundhouse \/ C.Short --> Any Super(except Otoko Michi)
    
    
    13. C.Fierce --> Kouryuu Rekka
    
    
    14. Partner Attack --> Roundhouse Dankukyaku
    
    
    15. Roundhouse Dankukyaku, C.Roundhouse, Roundhouse Dankukyaku, C.Roundhouse,
    etc.
        The timing is the tricky part. As soon as Dan lands, OTG the opponent.
    
    
    16. In corner: Hisshou Buraiken, C.Short --> Hisshou Buraiken(OTG)
        This is amazing! I didn't know Dan can do this! basically OTG then cancel.
    
                                 EX Combos
    
    1. Humiliation --> Team Super or Hisshou Buraiken
       Yes, that's right. Hopefully your opponent will just sit there and watch,
    then when they are near you, use your super!
    
    
    2. J.Roundhouse \/ C.Short --> Gadouken --> Shinkuu Gadouken --> Team Super
    
                                 __________
                                 Strategies
    
    Akuma: A tough fight for Dan. Basically these are all tough fights, you should
    always let the opponent come to you, and then launch him into an air combo. If
    he misses with his Messatsu Gou Shoryuu, use either a super or an air combo to
    counter his mistake. When he misses with a Gou Shoryuken, and you are pretty
    far away, use your Dankuu Kyaku to counter from a distance. Look for him to
    teleport quite often and counter his mistakes.
    
    Apocalypse: Just watch out for this guy. Also quickly destroy your satelites
    with your jumping roundhouse, use your supers against this guy once you have
    them. Also jump over his Drill and always fight behind his arm and keep
    throwing Gadoukens when you are near his arm and whatever you do block his Eye
    Beam, because you can ill-afford to lose 2/3 of your life.
    
    Armored Spider-Man: Very tough battle, use your crouching fierce or jab
    Kouryuken to counter his
    jumping attacks. Also make an attempt to jump in often because
    Armored-Spider-Man's attacks can't do much about Dan's jumping Roundhouse.
    Watch for Spider-Man to miss with his Maximum Spider, once he does immediately
    dash in and use a crouching short into a Shinkuu Gadouken, or you can use your
    Roundhouse Dankuu Kyaku to counter from a distance. When Armored-Spider-Man
    misses with his Crawler Assault use your crouching short into a Kouryuu Rekka,
    or your Hisshou Biraiken.
    
    Blackheart: Well this is a pretty even match for Dan watch for Blackheart to
    use his Inferno and miss with it often, so use your Dankuu Kyaku if you are
    from a distance, and if you are close use your Shinkuu Gadouken. Also you can
    let Blackheart jump in as well and launch him into an air combo. Watch for him
    to miss with his supers often, even though he might miss with them, there is
    very little Dan can do about it except roll taunt to gain his super meter if
    you are far away from Blackheart's super.
    
    Captain America: A very tough match for Dan. Wait for Captain America to come
    to you and then launch him as well, into an air combo or into your Kouryuken.
    Watch for Captain America to miss with his Hyper Charging Star, if he does miss
    use your Hisshou Buraiken to drag him in. Also he he does miss with his Hyper
    Stars n' Stripes use your crouching short into a Kouryuu Rekka for some easy
    damage. Basically in this battle don't let Dan play the offensive and always
    let Captain America come to you and punish his mistakes.
    
    Chun-Li: This battle can be very tough for Dan. Watch Chun-Li to miss with her
    Kikousho, if she does get dragged into the bubble, unless you are low on life.
    When you are dragged into the bubble wait for her to finish and use your
    Shinkuu Gadouken. Always let her jump into you and use your crouching fierce
    launcher, and into an air combo. In this battle always let Chun-Li jump in
    because you won't have much luck trying to collapse her defense.
    
    Cyber Akuma: Watch for this guy. He will teleport often and barrage you with
    his projectiles and supers. You really can't do much about that so you will
    have to stay in the air and avoid his projectiles. Watch for his teleport and
    try to predict as to where he will land, use your supers as he comes out of it
    or use your crouching fierce into an air combo. Stay in the air and watch for
    him to miss with his Scrmable Gou Punch, if he does don't wait for his feet to
    hit the ground, use your Hisshou Biraiken to counter.
    
    Cyclops: A very difficult match for Dan because Dan really can't do much
    against Cyclops' attacks and missed supers. Always jump in on him with your
    jumping roundhouse and attack. When he does come in on you use your crouching
    fierce launcher into an air combo. Also if he misses with his Cyclone Kick, use
    your crouching roundhouse to trip him.
    
    Dan: Well your counter part shouldn't be much of a problem. Always jump in on
    him but look for him to use his Kouryuken rather quite often, if he does either
    launch him with your crouching fierce into an air combo or a crouching short
    into a Shinkuu Gadouken. Watch for him to try and jump in on you, if he does,
    launch him into an air combo. He will also often taunt in this match so take
    advantage of that and knock him out.
    
    Dark Sakura: Well this fight will be hard but not difficult to contend with.
    Watch for her to use her Shouken alot. When she comes down knock her into an
    air combo with your crouching fierce or use your Hisshou Buraiken, just as she
    is getting down. Also jump in on her often and combo her because her attacks
    are just as slow as yours!
    
    Dhalsim: Always, always, always jump in with an attack. The Yoga Strike will
    just drop Dan in a matter of seconds. When Dhalsim does do his Yoga Inferno,
    get dragged into it if you can spare the chipping damage and use your crocuhing
    short into a Shinkuu Gadouken. When Dhalsim does jump in at you use your
    crouching fierce launcher into an air combo, and watch for him to teleport
    often, if you can predict as to where he will appear next, use a super or a
    launcher into an air combo.
    
    Hulk: Well this fight will be very hard for Dan. You really can't do much about
    Hulk's jumping roundhouse, os use your jab Kouryuken to counter his attacks.
    Also try not to jump in too much because Hulk's priority is so much higher than
    that of Dan's. Don't bother using your supers to counter his missed Gamma Crush
    because you will most likely miss with your supers, so use your Roundhouse
    Dankuu Kyaku instead.
    
    Ken: Also a tough match for Dan. Watch for Ken to go Shoryuken crazy, but there
    isn't much Dan can do about that. When Ken misses with his Shoryuu Reppa use
    your Hisshou Biraiken just as he is coming down to counter. Also let him come
    to you and launch him into an air combo with your crouching fierce.
    
    M.Bison: Well this guy can pose quite a hazard for Dan because his supers tend
    to take out Dan faster than anybody else. When he misses with his Scissors Kick
    Nightmare, use your crouching short into a Hisshou Buraiken. Also watch for him
    to use his Head Press into the Somersault Skull Diver, there isn't much you can
    do about that, but wait and block his Head Press and before he goes into his
    Somersault Skull Diver, use your Kouryuken to knock him out of the sky. Also
    the only thing that can counter M.Bison's Psycho Crusher is to wait for it to
    go through you and use your Dankuu Kyaku.
    
    Mechanized Zangief: Well not that much of a hard fight for Dan. Have Dan
    constantly attack and run. When Zangief goes for either his Team Super, Final
    Atomic Buster, or his Siberian Bear Crusher, jump around him and use your
    Shinkuu Gadouken. Or if you don't have any supers use your Dankuu Kyaku, but
    basically in this battle stay away from his grabs and supers and use a
    hit-and-run method.
    
    Mephisto: Well this is a pretty even match for Dan watch for Mephisto's to use
    his Inferno and miss with it often, so use your Dankuu Kyaku if you are from a
    distance, and if you are close use your Shinkuu Gadouken. Also you can let
    Mephisto's jump in as well and launch him into an air combo. Watch for him to
    miss with his supers often, even though he might miss with them, there is very
    little Dan can do about it except roll taunt to gain his super meter if you are
    far away from Mephisto's super.
    
    Norimaro: This is one of the easiest fights for Dan. Have Dan constantly attack
    and jump in on Norimaro with his jumping roundhouse and when Norimaro jumps in
    on you use your crouching fierce to launch him back into the sky and into an
    air combo. Don't miss with your supers though because he can counter with a
    Hyper Strong Miracle Treasure or a Ultra Variety Private Memory. Basically this
    is one of the few battles that Dan can play offensively.
    
    Omega Red: Very tough battle. Look for Omega Red to come in with alot of
    combos, but launch him in the air with your crouching fierce and into an air
    combo. Also when you do jump in on him use your jumping roundhouse and attack
    constantly. Omega Red has serious trouble countering your jumping roundhouse so
    take note of that. Also never miss with your supers because Omega Red will
    counter them rather easily with an Omega Destroyer.
    
    Ryu: Another very tough battle for Dan. Don't jump in on him too often because
    Ryu just has too much priority over Dan, and never get launched into the air
    because you can expect a Shinkuu Hadouken combo. Also watch for Ryu to miss
    with his Shin Shoryuken, counter it with a crouching short into a Shinkuu
    Gadouken. And let Ryu jump in on you and launch him into an air combo with your
    crouching fierce.
    
    Sakura: Well this is a pretty easy fight for Dan. She will tend to use her
    Shouken quite often, so you can counter it with a Dankuu Kyaku because her
    recovery time is better than Dark Sakura's. Also jump in on her often, because
    she really can't do much about your jumping attacks. Also when she does try to
    jump in on you use your crouching fierce launcher into an air combo.
    
    Shadow: Very tough battle for Dan. Never jump in on him because his launcher
    just has too much priority. Wait for Shadow to jump in on you and use your
    crouching fierce launcher into an air combo. Here in this battle watch for him
    to miss with his Shadow Justice then counter with a crouching short into a
    Hisshou Buraiken.
    
    Shuma Gorath: A fairly tough fight, use your jumping roundhouse when you are
    jumping in on him, and use your crouching fierce launcher into an air combo if
    he does try to jump in on you. Also when he does activate his Chaos Dimension,
    do whatever you can to stay away from him, also you will have some difficulty
    staying away from him so make sure he doesn't have three levels of super.
    
    Spider-Man: Very tough battle, use your crouching fierce or jab Kouryuken to
    counter his jumping attacks. Also make an attempt to jump in often because
    Spider-Man's attacks can't do much about Dan's jumping Roundhouse. Watch for
    Spider-Man to miss with his Maximum Spider, once he does immediately dash in
    and use a crouching short into a Shinkuu Gadouken, or you can use your
    Roundhouse Dankuu Kyaku to counter from a distance. When Spider-Man misses with
    his Crawler Assault use your crouching short into a Kouryuu Rekka, or your
    Hisshou Biraiken.
    
    U.S.Agent: A very tough match for Dan. Wait for U.S. Agent to come to you and
    then launch him as well, into an air combo or into your Kouryuken. Watch for
    Captain America to miss with his Hyper Charging Star, if he does miss use your
    Hisshou Buraiken to drag him in. Also he he does miss with his Hyper Stars n'
    Stripes use your crouching short into a Kouryuu Rekka for some easy damage.
    Basically in this battle don't let Dan play the offensive and always let U.S.
    Agent come to you and punish his mistakes.
    
    Wolverine: Well this battle here will be very tough. Watch for Wolverine to
    bombard you with constant combos. Launch him back into the air if he does and
    combo him, also look for him to dash often, so trip him before he comes towards
    you. Also never jump in on him because he will just launch you into the air and
    combo you. Also never miss with your supers because he is more than likely to
    counter your mistake with a Weapon X.
    
    Zangief: Not much of a tough fight for Dan. Whenever he goes for his Final
    Atomic Buster, Siberian Bear Crusher(Flying Power Bomb, Running Bear Grab), or
    his Team Super, jump around him and use your Shinkuu Gadouken to his back, or
    right in front of his face if you have the nerve. Also constantly jump in on
    Zangief and attack. Also counter Zangief's Siberian Splash with your Kouryuken
    because your launcher really won't affect him much.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Dark Sakura
    With her anxious attempt to follow Ryu she trains hard and despretely to try
    and see if she has the potiential of fighting Ryu. Her dream is to become the
    true fighter than Ryu himself is seraching within himself for. Her only problem
    is that she wants to be too much like Ryu, after Ryu had released the Shun Goku
    Satsu on Akuma he was never himself again, and only his best friend Ken could
    bring him back from being the "true demon." However Sakura did not have that
    luxury, she does know the secret of performing the art of the "Instant Flash
    Murder" but yet she has never pulled it off successfully on an opponent, nor
    has she attempted. Her evil side is somewhat weak in power and personality, she
    sometimes seems startled that she has this evil intent within her, but is it
    really evil intent or just a mere copycat of what Ryu went through?
    
                             Character Quotes
    
                     "I'd never date someone as weak as you!"
                     "I'll find my victory in youth and perseverance!"
                     "I'm late for class! See ya!"
                     "I've done my homework! Looks like you haven't!"
                     "If I keep this up I might have a chance with him!"
                     "That's all? I'll go home for a better challenge!"
                     "The fight is all. A great man once said that."
                     "You didn't expect me to be this good, did you?"
    
    
    Hadouken: D,DF,F+P
    This is probably the strongest projectile in the game, next to Cyber Akuma's of
    course. Unlike her counterpart Sakura, this porjectile goes horizontal instead
    of vertical diagonal. This is the perfect counter against fireball fighters
    like Ryu and Dhalsim, but you can also control the range, the jab version makes
    it go like Ken's distance, the strong version goes 3/4 screen distance, and the
    fierce version goes full screen distance, and it goes diagonally down when she
    is in the air and can also be used as an AC Finisher. The recovery time is not
    overall bad and the start up delay is almost non-existant making this a safe
    move to pull off.
    
    
    Shououken: F,D,DF+P
    Well this is her true Shouken ported over from the Alpha series, but her jab
    version can't be served as an anti-air attack anymore because its been giving
    more horizontal range and she will hit opponents on the ground first before she
    rises into the air. The jab version chips the most damage but her other
    versions hit once and and she bounces back, this is excellent for ground combos
    and also as an AC Finisher. When done in the air she has the blue aura of
    energy just like regular Sakura blocking out projectiles.
    
    
    Shunpuu Kyaku: D,DB,B+K
    This move is a little awkward, but it comes out quick and can be used in air
    combos. The stronger the kick button used, the more horizontal range and higher
    the arc that it has. The recovery time really isn't something to worry about
    because she can safely block before being countered and it does good damage.
    
    
    Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
    Just like Akuma's teleport, she slides across the floor and through opponents
    and supers. Its an ideal way to escape corner traps and supers, also she can
    teleport behind the opponent and perform the Shun Goku Satsu, just like Akuma!
    But the opponent has to be real dumb, or stuck in their super to fall for it.
    Also watch for the recovery time because its not good and the opponent can
    easily counter just as she is recovering from the move.
    
    
    Overhead Arc Kick: F+FK
    Just like Ryu's and Ken's, this is her anti-crouch counter, but it has mean
    start up delay and cannot be comboed. It does look like a regular standing
    attack at first, but then when she arcs over her foot onto the opponent's head,
    then they would know next time not to block low when fighting Dark Sakura! Also
    watch for the recovery time because it stinks.
    
    
                                   Supers
    
    Shinkuu Hadouken: D,DF,F+2P
    An excellent beam super with very little start up time and its also her prime
    weapon for countering long ranged misses with some supers. It doesn't do much
    chipping damage though and it doesn't last as long as Ryu's, but the recovery
    time is pretty instant and she can block safely after the super lasts so beam
    counters really can't do much to counter and also it OTGs! The only real
    problem with this move is, is the fact that its just too weak! It'll only do
    about 60% of the damage that Akuma's and Ryu's does and against Hulk it doesn't
    do jack! Well it does do damage but only on a small scale, don't bother using
    this on Hulk because the chunk of this super is recoverable and it does less
    damage than her throw!
    
    
    Midare Zakura: D,DF,F+2K
    Man, I just cannot believe how strong this super is! This is just as strong, if
    not stronger than Zangief's Final Atomic Buster! I don't know why this super is
    stronger, but maybe the evil intent gives your supers a boost in strength? Well
    this is a good counter towards missed supers, but it does have a start up delay
    like Captain America's Final Justice, but its more easily comboed but it
    doesn't go as fast as the Final Justice and the range is bit shorter than the
    Final Justice. This super is very lethal against anybody including Cyber Akuma
    himself, but just watch for the recovery time, its not really that good, but I
    find it hard to counter sometimes.
    Well here's how the super looks like:
    
    Midare Zakura Charge, S.Forward, S.Strong, S.Jab, S.Short, S.Forward, S.Short
    --> Short Shunpuu Kyaku, S.Roundhouse --> Shououken
    The Midare Zakura Charge counts as a hit, the Short Shunpuu Kyaku hits twice,
    and the Shououken hits 6 times.
    
    
    Haru Ichiban: D,DB,B+2K
    Just like regular Sakura's but the damage that this thing does, you'll think
    that you've pulled off a Gamma Wave from the corner! It does catastrophic
    damage and is tied with her Midare Zakura has being her strongest super. This
    combos perfectly off of her launcher or off of all her standing attacks, it
    comes out just as fast as a Berserker Barrage X, but its weak point is the lack
    of much horizontal range, its invincible during start up and will out
    prioritize practically any jumping attack making it a very useful anti-air
    attack, also there is another downside besides it rediculously horrible
    recovery time, and that's the fact that she can be hit from above only if the
    opponent is directly above her, prime examples include Wolverine's Head Stomp
    and Chun-Li's Stomp Kick. Use this to counter missed supers especially the
    Shinryuken.
    
    
    Shun Goku Satsu: JP, JP, F, SK, FP(level 3)
    The unblockable Instant Flash Murder at its best! Well sorta. As you can expect
    it is unblockable and does alot of non-recoverable damage but the only real
    problem with this super is that it does little damage for a level 3 super.
    It'll only do about 2/3 the damage of Akuma's Shun Goku Satsu, so I would just
    stick to her other supers. But if you feel flashy and you are 100% sure of
    victory then feel free to pull this super off. But chances are you won't be
    able to connect with this super because it travels so slow that it basically
    won't connect and the range is limited to half a screen's distance. Use this to
    counter missed supers if you want, but be quick about it, also the priority of
    this super is just next to nothing, she will be easily knocked out of this move
    or even thrown out of it, its better if you save your super meter for something
    else, but if you are those people who want to finish off in a "Flash"(y) way
    then go ahead and use this!
    
                                Team Super
    Dark Sakura: Shinkuu Hadouken
    It has alot of range and it comes out very fast. In fact she can even OTG this
    super, and its the perfect combo or back-up with any long beam super. The real
    downside to this move is the fact that it serverely weakens the entire team
    super, I mean I've done this super paired with Cyclops' Mega Optic Blast(and we
    all know how damaging that is) and even a Shinkuu Hadouken did more damage!
    Don't waste two levels of super unless you are sure it will connect.
    
                               Team Counter
    Dark Sakura: Shouken
    An excellent team counter because of its range and it comes out instantly. The
    only problem with this team counter is that she is hit out of it too easily,
    and sometimes she will just end up eating the entire super you are trying to
    counter! You should use this against some supers like Berserker Barrage X or
    regular attacks, but its pointless against beam supers, unless of course your
    are playing the PSX version of the game and you are in versus or battle mode.
    
                              Variable Assist
    Dark Sakura: Shunpuu Kyaku
    Probably one of the better team attacks in the game due to its range and damage
    possibilities. It will arc over projectiles and most beam supers except the
    Mega Optic Blast of course, and also knock down the opponent. You can still add
    a beam super of your own though to combo with the attack, but Dark Sakura will
    still recover from it and the opponent will have an opportunity to get in an
    extra hit, so don't use this too often.
    
                                Combos
    
    -- Despite the fact that she is one of the smaller characters in the game, her
    speed is very slow and she must use her crouching fierce in advance if she
    hopes to have any chances of counter an air attack.
    
    -- Her Hadouken is her strongest AC Finisher and it does a heck of alot of
    damage.
    
    -- When you AC Finish with her Shouken, make sure you use only the jab or
    strong version, the fierce version takes too long to come out.
    
    -- Her taunt actually does damage, but only one pixel of damage, but it does
    have alot of priority against dash in attacks and good priority against jump in
    attacks. It also knocks your opponent back as well, and it gains your super
    meter bar!
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Knockdowns: C.Roundhouse
    Small launcher: none
    Air Launcher: none
    Strikes: Taunt
    Team Super: Shinkuu Hadouken
    Team Counter: Shouken
    Variable Assist: Shunpuu Kyaku
    AC Finisher: Fierce, Roundhouse, Hadouken, Shunpuu Kyaku, Shouken
    
    
    1. S.Jab --> Shouken
    
    
    2. J.Roundhouse --> Hadouken
    
    
    3. S.Fierce --> Midare Zakura
    
    
    4. S.Roundhouse --> Haru Ichiban
    
    
    5. D.C.Short --> Shinkuu Hadouken
       Her Shinkuu Hadouken comes out faster than Ryu's, but this is a rather cheap
    combo.
    
    
    6. D.C.Short, C.Roundhouse --> Shinkuu Hadouken(OTG)
       Well would you believe her Shinkuu Hadouken OTGs? Guess not, but it does,
    cancel as soon as you knock the opponent down.
    
    
    7. J.Roundhouse \/ D.S.Short, S.Forward --> Shunpuu Kyaku
    
    
    8. J.Jab, J.Strong \/ D.S.Short, S.Roundhouse --> Midare Zakura
    
    
    9. J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Shouken
    
    
    10. J.Jab, J.Strong \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Shououken
        You can use any other AC Finisher, but the Shouken is the best AC Finisher
    in the game, IMO.
    
    
    11. SJ.Jab, SJ.Short, SJ.Forward \/ D.S.Jab, C.Fierce --> Haru Ichiban
        Well, the only possible way for her to get more hits on medium and small
    opponents is by coming down from a super jump, she can perform a ZigZag on the
    opponent just as she gets down.
    
    
    12. Partner Attack --> Any super
        Well besides the Shun Goku Satsu obviously. Akuma is the perfect set up for
    any of her supers, but I have found that Cyclops works very well also.
    
    
    13. Blocked Akuma Partner Attack --> Shun Goku Satsu
        This is rather difficult, but very possible, your opponent is worrying
    about blocking Akuma that they have completed unnoticed you, Akuma stun blocks
    the opponent long enough for your super to connect.
    
    
    14. Ashura Senkuu --> Shun Goku Satsu
        Well, not exactly a combo, but a useful tactic to make sure your Shun Goku
    Satsu connects. The opponent has to be dumb or stuck in the middle of their
    super for this to connect.
    
    
                                EX Combos
    
    1. J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Hadouken -->
    Midare Zakura --> Shinkuu Hadouken --> Haru Ichiban
    
    
    2. D.S.Jab, S.Strong, S.Fierce --> Hadouken --> Shinkuu Hadouken --> Team Super
    
    
    3. D.S.Jab, S.Forward --> Hadouken --> Shinkuu Hadouken --> Midare Zakura -->
    Haru Ichiban
    
    
    4. Partner Attack --> Midare Zakura --> Team Super
    
                              __________
                              Strategies
    
    Akuma: Well it is a tough match for your male counterpart, but not that tough.
    Wait for Akuma to come to you and launch him in advance with your crouching
    fierce and into an air combo, a few of these should do him in because he does
    not take the hits well. Counter his missed Messatsu Gou Shouryuu with either
    your Haru Ichiban just as he is about to hit the ground or your Midare Zakura
    when he is recovering, it does a serious amount of damage on him, half his life
    to be exact! Well in battle mode of course and in the arcade. Watch for him to
    teleport alot, use your best judgement as to when he will come and knock him
    senseless with your Midare Zakura.
    
    Apocalypse: This battle is pretty easy and basic. Attack him constantly and
    stay behind his arm. Use your Shouken often and suprisingly Haru Ichiban does
    alot of damage on him! Also use your Haru Ichiban just as you are near his
    face, but don't bother using your Shinkuu Hadouken because it does a pitance of
    a damage on this guy. Also knock out the satelites and watch for his Stun
    Cannon, it gets Dark Sakura dizzy real easily.
    
    Armored Spider-Man: A very tough fight for Dark Sakura because of his quick
    attacks and priority. Make sure you get the jump on him often because he does
    not fare well against your jumping roundhouse, and if he does use his Maximum
    Spider, don't bother using your Shinkuu Hadouken because it does do much damage
    against him, instead go for your Midare Zakura or your Shouken. Also watch for
    him to constantly attack while he is jumping in, use your Haru Ichiban just as
    he is near you to counter.
    
    Blackheart: Well not that much of a hard fight, use your Shinkuu Hadouken from
    a distance if he misses with his Inferno or his Armageddon. Jump in on him
    constantly and maintain a relentless persuit of combos, he won't take many of
    your combos well, so this can be a quick fight. Also use your crouching fierce
    into an air combo or Haru Ichiban just as he is jumping in. Also don't miss
    with your Haru Ichiban or the Heart of Darkness will bring you down in a quick
    way.
    
    Captain America: Another tough fight for Dark Sakura, watch for him to be on
    the jump in often and try to knock him in advance with your crouching fierce
    into either an air combo or a Haru Ichiban. Also counter his missed Hyper Stars
    n' Stripes with your Haru Ichiban just as he is hitting the ground, also
    counter his missed Hyper Charging Star with a Midare Zakura, and his missed
    Final Justice with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse
    and continue your combo from there. Also use your Shouken to counter his missed
    Stars n' Stripes or his missed Charging Star.
    
    Chun-Li: Very tough battle. She is about your size, yet she is so much quicker
    than you and has more priority on her launcher. Let Chun-Li do the jumping in
    and launch her with your crouching fierce into an air combo, also try not to
    jump in too often because her priority will knock you out. Counter his missed
    Senretsu Kyaku with either a Shouken or a Shinkuu Hadouken. When she does fall
    back down from her missed Hazan Tenshou Kyaku, counter with your Haru Ichiban
    or launch her back up into an air combo. Also watch for the dashing in, so try
    and trip her in advance.
    
    Cyber Akuma: Very tough match up for Dark Sakura. Even though your Shinkuu
    Hadouken does little damage just use it when he does throw out multiple
    projectiles. WAtch for him to teleport alot, incase he does try to predictas to
    where and when he will land and catch him with your Midare Zakura. Don't bother
    trying to counter his jump-ins because they are lightning quick with a ton of
    priority. Also don't do much jumping in on him either because he will hack you
    back into the air with his very powerful Shining Circuit Shoryuken. Counter his
    missed Scramble Gou Punch with your Haru Ichiban just as he is falling down or
    with your launcher into an air combo.
    
    Cyclops: A tough fight for Dark Sakura, use your jumping roundhouse and combo
    him often because he really can't do much about your jumping attacks. Also when
    he does jump in use either your Haru Ichiban and hope that it doesn't miss or
    you can launch him into the sky with your crouching fierce into an air combo.
    You really can't do much if he misses with his beam supers though, also stay in
    the air and avoid his keep away tactics because you are moe than likely to lose
    despite the fact that you are an avid keep away character.
    
    Dan: Well, not much of a tough fight, but still he can be a difficult opponent.
    Watch for him to use his stupidity and taunt so counter with a super or a
    Shouken. If you are fighting Dan in the PSX version and you are in battle mode,
    watch for him to use his taunt super, laugh if you may want to but he can
    cancel out of it, so make sure you make your counter quick even if you don't
    have enough time to build a super. Also counter his jumping attacks with a
    crouching fierce in advance and into either your Haru Ichiban if you have a
    super or a combo.
    
    Dark Sakura: Watch for your double to do alot of what you do, wait around and
    launch her. But instead go on the offensive and hope that her crouching fierce
    wasn't pulled off in advance quick enough. Counter her missed Haru Ichiban with
    either your Haru Ichiban, Midare Zakura, or your aluncher into an air combo.
    Counter her missed Shouken with your Shouken or Midare Zakura and look to
    punish her mistakes often.
    
    Dhalsim: Well not much of a tough battle. Watch for Dhalsim to play keep away
    rather quite often, counter that with your porjectiles. Also when you do jump
    in always come in with an attack no matter how weak it is because the Yoga
    Strike will do a deal of damage on you. You can also play defensively and
    launch him into your air combo or into a Haru Ichiban if you have a level of
    super, just be on the offensive in this match and you should be fine.
    
    Hulk: Oh boy, not a good sign for even the expert Dark Sakura players. His
    attacks just do a rediculous amount of damage against her that even a few
    fierces can give Hulk a quick victory. Watch for him to go Gamma Charge crazy,
    block it and use either your Shouken or a Midare Zakura to counter. Watch for
    him to jump in alot with that crouching fierce, you can't do much against his
    attacks but block them and counter his misses. Also watch for him to miss with
    alot of his attacks, use your Midare Zakura to counter. Play defensively in
    this battle and counter his mistakes, yes it might take a while but you can
    ill-afford a combo or two from the Hulkster.
    
    Ken: Watch for him to use his Shoryuken like crazy! He will barrage you with
    his Shoryuu Reppa from time to time so counter with a Haru Ichiban just as he
    is coming down or launch him back into the air with an air combo. Don't jump in
    on him too often because he has alot of attacks to counter your jumping
    attacks, that it just makes it impossible for you to successfully combo him
    from the air. Do alot of ground combos because that's what Dark Sakura is good
    at.
    
    M.Bison: Well do alot of both, meaning defense and offense. His standing
    attacks are nothing compared to your jumping roundhouse so jump in and combo.
    Also counter his missed Scissors Kick Nightmare with your Midare Zakura or with
    your Shouken if levels of supers are not available to you. Counter alot of his
    jumping attacks with your crouching fierce into either a Haru Ichiban or an air
    combo. Also he will use his Head Press into his Somersault Skull Diver often,
    there isn't much you can do about this except block. Also block his Psycho
    Crusher and as it goes through counter with a Midare Sakura or Shouken right
    before he recovers.
    
    Mechanized Zangief: Not a tough match at all, look for him to do alot of
    Siberian Bear Crusher, Final Atomic Buster, or Team Super, instead of
    countering with your Shinkuu Hadouken, you can go around him and perform your
    Midare Zakura, or a C.Short, C.Forward, C.Roundhouse --> Shouken combo and
    repeat it until he stops. Play keep away with him as well using your Hadouken.
    
    Mephisto: Well not that much of a hard fight, use your Shinkuu Hadouken from a
    distance if he misses with his Inferno or his Armageddon. Jump in on him
    constantly and maintain a relentless persuit of combos, he won't take many of
    your combos well, so this can be a quick fight. Also use your crouching fierce
    into an air combo or Haru Ichiban just as he is jumping in. Also don't miss
    with your Haru Ichiban or the Heart of Darkness will bring you down in a quick
    way.
    
    Norimaro: This guy is too easy to beat. Knock him senseless with your constant
    pursuit of air combos but don't bother playing defense because its just not
    worth your time. Counter all his mistakes with either your Midare Zakura or a
    Shouken. Combo him alot because he has nothing to stop you from your constant
    air raids.
    
    Omega Red: Ouch! His coils will do a number on you, but luckily you can jump in
    on him often because he has poor defensive skills. Also you really can't do
    much about his Omega Destroyer except try to escape it and escape chipping
    damage. Counter his jumping attacks with either a Haru Ichiban and hope that he
    doesn't block it or you can launch him in advance with your crouching fierce
    into an air combo. Watch for him to come in and attack often, try your best to
    counter and punish his mistakes with your Shouken.
    
    Ryu: A difficult battle, but not a tough fight nonetheless. Counter his jumping
    attacks with your crouching fierce into an air combo. Don't try to jump in on
    him too often because he has alot of weapons that would knock you right back.
    Counter his missed Shin Shoryuken with your Haru Ichiban, Shinkuu Hadouken,
    Midare Zakura, or your crocuhing fierce launcher into an air combo, watch for
    Ryu to use alot of firepower in the keep away department, so jump over them and
    attack before he can recover.
    
    Sakura: Well your good side will pose alot of problems for you. Watch for her
    to miss with her Shouken, quickly counter with a Shouken, don't bother using
    your Midare Zakura because it comes out too slow. Jump in on her alot and hope
    that she is a little late with her crouching fierce launcher. Counter her
    missed Haru Ichiban with your Midare Zakura, Shinkuu Hadouken, Haru Ichiban,
    Shouken, or your launcher into an air combo. Play both offense and defense in
    this battle.
    
    Shadow: Very tough opponent for Dark Sakura, watch for his priority to
    overwhelm you. Also he will throw out Shadow Booms from time to time, instead
    jump at him before he can recover and combo him quickly. Also watch for him to
    miss with his Shadow Justice, use your Haru Ichiban, Midare Zakura, Shouken, or
    your launcher into an air combo. Do alot of defensive play because his
    offensive isn't as good as his defense.
    
    Shuma Gorath: Not that much of a tough battle for Dark Sakura. Wstch for alot
    of Mystic Stares and Mystic Smashes to be arriving at your doorstep. Jump in
    alot with your jumping roundhouse and combo him, also if he does come in you
    can either use your Haru Ichiban or your crouching fierce launcher into an air
    combo. Also watch for his Chaos Dimension mode, its rather hard for Dark Sakura
    to escape, but do alot of super jumping and teleporting.
    
    Spider-Man: A very tough fight for Dark Sakura because of his quick attacks and
    priority. Make sure you get the jump on him often because he does not fare well
    against your jumping roundhouse, and if he does use his Maximum Spider, don't
    bother using your Shinkuu Hadouken because it does do much damage against him,
    instead go for your Midare Zakura or your Shouken. Also watch for him to
    constantly attack while he is jumping in, use your Haru Ichiban just as he is
    near you to counter.
    
    U.S.Agent: Another tough fight for Dark Sakura, watch for him to be on the jump
    in often and try to knock him in advance with your crouching fierce into either
    an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' Stripes
    with your Haru Ichiban just as he is hitting the ground, also counter his
    missed Hyper Charging Star with a Midare Zakura, and his missed Final Justice
    with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and continue
    your combo from there. Also use your Shouken to counter his missed Stars n'
    Stripes or his missed Charging Star.
    
    Wolverine: A very tough fight for Dark Sakura, make sure you do mot miss with
    your Haru Ichiban because he will counter with a Weapon X most definitely. Also
    play defensive and whenever he comes in with attacks, launch him with your
    crouching fierce into an air combo. Watch for him to miss alot with his Drill
    Claws, use your Midare Zakura to counter or your Shouken, also you really can't
    do much about him missing with his Fatal Claw combos because her Haru Ichiban
    will get out prioritized. Basically in this battle wait for Wolverine to come
    to you and knock him into an air combo.
    
    Zangief: Well a pretty even fight nonetheless. Watch for his Final Atomic
    Buster, Siberian Bear Crusher, or his Team Super, if you are out of his range
    quickly perform your Midare Zakura. Also do alot of jumping in on him with your
    jumping roundhouse and perform alot of ground combos against this guy, also
    watch for him to jump in on you with his Siberian Splash, there isn't much you
    can do about it except block and quickly move away before he gets you in his
    grabs. In this battle play alot of offense and defense.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Dhalsim
    With famine and disease striking his homeland of India, he hopes he can one day
    rid all that throughout his land. He believes that the evils and corrupt
    leaders of the world are what causing this depression in his homeland. He
    constantly meditates to search for the answer and seeks restitution for his
    native land, but only can he rise to a higher state of consiousness to defeat
    his opponents and clense his soul.
    
                            Character Quotes
    
                      "Do not attempt to challenge me again!"
                      "Feel the power of Yoga."
                      "Here's you first lesson in Yoga. Take the pain!"
                      "I must master the power of Yoga to be the best."
                      "I must meditate on why you lost... you are inferior!"
                      "It's Yoga power that keeps me going!"
                      "Not impressed? Let's do it again!"
                      "Practice and you can follow me..."
    
    
    Yoga Fire: D,DF,F+P
    It has a bit of a start up delay, but it still combos easily. This is your
    basic projectile move that will light the opponent on fire. Use this often and
    keep your opponent away. This move can also be done in the air, but it won't
    combo in the air and also Dhalsim really can't recover well from this move.
    
    
    Yoga Flame: F,DF,D,DB,B+P
    An excellent move to use because it just has so much range and will catch alot
    of dashing opponents. Watch for dashing opponents to run into this move quite
    often, the harder the punch button, the more hits and damage that it does.
    There is a down side though, and that's the fact that the harder the punch
    button used, the more start up delay it has, so you might want to stick to the
    jab version more often.
    
    
    Yoga Drop: F,DF,D,DB,B+K
    Well the manual called this Yoga Blast, but I think this name suits the move
    better. A move that comes out quick with high priority. Once again the harder
    the kick button the more hits, damage, and chipping damage this will do. This
    isn't exactly the best anti-air attack, but it gets the job done and painfully!
    Its actually a burst of fire at a 60 degree angle going up, but Dhalsim must
    start this move early because it does have a start up delay, also this hits
    opponents that are close to him as well, but ti still lacks alot of horizontal
    range.
    
    
    Yoga Teleport: F,D,DF or B,D,DB+3P or 3K
    Depending on which motion you do, Dhalsim will either travel behind the
    opponent or in front of the opponent. The kicks travels away from the opponent
    and the punch travel closer to the opponent. Use your best judgement as to when
    to use this move. Unlike most teleporters, Dhalsim has very little recovery
    time from this move and its near impossible to counter, Dhalsim can also do
    this teleport in the air and continously teleport without hesitation! Use this
    to get out of corner traps and even move through supers and blast your opponent
    with a Yoga Inferno!
    
    
    Yoga Meditation: D,DB,B+3K
    Well all the manual called this move was Fly, so I decided to give a name for
    it! This is Dhalsim's flying move similar to Magneto's and War Machine's.
    However like anybody who can fly, you cannot block in the air, but it does
    offer alot of advantages, usually opponents will use alot of ground based
    supers like a Shinkuu Hadouken, but Dhalsim can fly over them and use a Yoga
    Inferno to counter! If Dhalsim is hit out of it he will stop the flying all
    together.
    
    
    Yoga Spear: D+K(air)
    The short version goes at a 25 degree angle, the forward version goes at a 55
    degree angle and the roundhouse version goes at a 80 degree angle, almost
    straight down. This move should be used in alot of Dhalsim's jump in attacks,
    but not often because even if Dhalsim misses the opponent will have loads of
    time to attack because Dhalsim can only stop his mummy when his foot reaches
    the ground and the recovery time is very poor.
    
    
    Yoga Mummy: D+FP
    This has more horizontal range than his forward version of his Yoga Spear but
    less horizontal range than his short version. You should consider using this
    over the Yoga Spear because Dhalsim can recover in the air instead of waiting
    to hit the ground. This does have good priority over most standing attacks, but
    most launchers will either over power it, or trade hits.
    
    
                               Supers
    
    Yoga Inferno: D,DF,F+2P
    It does have start up delay, but it still comes out fast, but for some reason
    on the PSX version I can't seem to OTG it successfully into a combo. Once
    Dhalsim starts he unleashes a barrage of flames brought to him by his favorite
    food curry. You can aim in a 150 degree arc around his whole frontal area so
    you can use this to stop jumping opponents or dashing opponents. This chips a
    fair amount of damage and also does good damage and you should use this move to
    counter missed supers or Dragon Punches alike.
    
    
    Yoga Strike: D,DF,F+2K
    Ouch! Sometimes I feel this super ranks with other level 3 supers like the
    Chaos Dimension or Final Mission. This super does an amazing amount of damage
    possibly just as much as a Final Atomic Buster. This is Dhalsim's somewhat
    anti-air counter as he does a somersault and tries to grab the opponent with
    his limbs and slamming the opponent down into the pavement. Dhalsim can be hit
    out of this rather easily and it has just as much priority as the Shun Goku
    Satsu, meaning that it barely has any priority and simple jabs can knock
    Dhalsim right out of it, but if the opponent is trying to throw Dhalsim out of
    it they will probably lose to this move. Also this will not grab the opponent
    standing next to him and can only connect while he is in the air. Don't use
    this move often because it has horrible recovery time, but the nice part about
    this super is the fact that it can be chained off of his launcher, but you must
    use this as the opponent falls down from his launcher.
    
    
                              Team Super
    
    Dhalsim: Yoga Inferno
    A nice tema super to back up almost anybody's team super. This super has alot
    of range but it won't hit opponents if they are all the way to the other side
    of the screen. You can't aim the Yoga Inferno in a team super but instead
    Dhalsim spreads it automatically, and this super lasts longer in a team super.
    
                             Team Counter
    
    Dhalsim: Yoga Flame
    A pretty good team counter, due to the fact that it has alot of range and can
    even catch opponents from a distance. Dhalsim is hit out of it rather easily
    and it doesn't have that much priority over most supers because he has a bit of
    a start up delay while doing this move.
    
    
                            Varaible Assist
    
    Dhalsim: Yoga Fire
    Well, its not as good as Ryu's but it can help set up some supers like the
    Weapon X or Final Justice, but the opponent has to be really dumb to fall for
    this because it comes out slow and it travels slow, but you can use this to
    help back you up in fireball fights.
    
    
                              Combos
    
    Combos: 42/100
    Supers: 78/100
    Overall: 58/100
    Dhalsim is definitely not a beginner's character. His strong point is that he
    can attack from a distance without having to resort to projectiles or beam
    supers. That way his attacks come out much quicker and it will often catch
    opponents by surprise. He has very slow speed, but has a surprisingly fast
    dash. His supers do alot of damage and are very useful, however once again they
    are hurt by bad recovery time. Also note that he is one of the weakest
    characters in the game so trading hits is definitely out of the question.
    
    
    Special Game notes: Dhalsim
    
    -- Dhalsim's long limbs can make him attack from a distance, but the opponent
    can damage Dhalsim by hitting his long limbs, but if you are playing against
    Ken, he will often use his Shoryuu Reppa to counter, but it will hit your limbs
    and damage you, but you will be able to block off the rest of his Shoryuu Reppa
    and counter.
    
    -- Dhalsim has two crouching roundhouses, one is a slide and another is an
    ankle trip. To do the slide hold the controller DB+RK.
    
    -- Dhalsim's slide does have a huge attirbute though, it slides under opponents
    projectiles! This way Dhalsim doesn't have to counter their projectiles with
    his, he basically becomes unscathed while traveling under projectiles!
    
    -- Dhalsim's launcher is his standing strong, but you must be close to the
    opponent for him to use it.
    
    -- Dhalsim's ground magic series is a little awkward, only two of his punches
    go into a combo, and that's the jab into the strong, or a Jab into a fierce.
    Everything else doesn't have a magic series.
    
    -- When opponents miss time their air combos against Dhalsim, Dhalsim
    automatically teleports before they can strike again!
    
    
    Ground Magic Series: Weak Start(punch only)/None(kicks only)
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: S.Strong
    Small Launcher: none
    Strikes: S.Roundhouse
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Yoga Inferno
    Team Counter: Yoga Flame
    Varaible Assist: Yoga Fire
    AC Finisher: Fierce, DN.Roundhouse
    
    1. J.DN.Roundhouse \/ C.Forward --> Yoga Fire
    
    
    2. D.S.Jab, S.Strong --> Yoga Strike
       This is a bit tricky, after you launch your opponent, don't cancel
    immediately, but wait just    as they recover from the launcher, then pull it
    off, they can't do a thing about it as they    recover!
    
    
    3. Partner Attack --> Yoga Inferno
       Simple as that, but Akuma works best.
    
    
    4. J.DN.Short, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Strong --> Yoga
    Strike
       Just like number two, but more hits are added.
    
    
    5. D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
       Skip the strong because it completely messes up his combo.
    
    
    6. J.DN.Short, J.DN.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Strong /\ SJ.Jab,
    SJ.Short, SJ.Forward --> AC Finisher
    
    
                               EX Combos
    
    
    1. Yoga Inferno --> Team Super
    
    
    2. Yoga Fire --> Team Super
    
    
    3. J.DN.Short, J.DN.Forward, J.DN.Roundhouse \/ C.Forward --> Yoga Fire -->
    Yoga Inferno --> Team Super
    
                           __________
                           Strategies
    
    Akuma: This is a very tough fight for Dhalsim. Watch for Akuma to teleport alot
    also and if you ca predict where he will land, hit him with a Yoga Inferno or
    Yoga Flame. Play keep away in this battle and if Akuma jumps in at you, use
    your standing strong and launch him into your Yoga Strike for easy and painful
    damage. Also he will play the fireball game against you to, so slide under
    those projectiles and trip him.
    
    Apocalypse: Basically in this fight you should stay in the ground and stay near
    and behind his arm. Your Yoga Strike is useless in this battle, but your
    projectiles should make this match a short one. When you are near his arm
    constantly use your Yoga Flames, Yoga Drops, or Yoga Fires whichever you
    prefer, then when you have enough super use your Yoga Inferno. Also watch for
    the Satelites, knock them out immediately or teleport out of their way.
    
    Armored Spider-Man: A very tough battle once again for Dhalsim. He will be
    constantly on an offensive surge so use your standing strong into either an air
    combo or your Yoga Strike depending on your levels. When he misses with his
    Maximum Spider, use your Yoga Inferno to put him out and don't try to jump in
    on him because he will counter your weak attacks. Also play constant keep away
    and when he does pin you in the corner, teleport out of it.
    
    Blackheart: One of the more even fights for Dhalsim. Look for him to miss with
    his Inferno counter it with your Yoga Inferno. Do alot of teleporting and
    getting behind him to use your supers or air combos. Watch for him to drop alot
    of demons above you, use your Yoga Drop to nullify them.
    
    Captain America: Once again a very tough battle. When Captain America misses
    with his Hyper Stars n' Stripes or Hyper Charging Star, use your Yoga Inferno
    to counter or your Yoga Drop against his missed Hyper Stars n' Stripes or your
    Yoga Flame against his missed Hyper Charging Star. Teleport behind him often
    and surprise him with your attacks, don't slide on him too often because he
    will get you with his jab Shield Slash. Use your standing strong into a Yoga
    Strike to counter his jumping attacks.
    
    Chun-Li: Also a tough fight for Dhalsim. She will constantly dash in on you and
    try to combo in that Senretsu Kyaku, before she does use your slide to counter
    in advance. Watch for her to miss with her Kikousho, Hazan Tenshou Kyaku, or
    her Senretsu Kyaku, counter all of these with your Yoga Inferno or Yoga Flame.
    She will tend to jump in with Stomp Kicks often, so you may want to teleport
    out of the way before she hits you.
    
    Cyber Akuma: A very, very, very tough battle for Dhalsim. Watch for him to dash
    in with a crouching short into the Scramble Gou Punch, which is probably the
    cheapest tactic that he does in the entire game. Watch for him to do alot of
    teleporting and keep away tactics. What you should do is continously try to
    teleport behind him and throw him, he may tech hit out of a few of your throws
    but not all of them. Also when he does jump in use your Yoga Strike to send him
    back to the ground, the Yoga Strike does just as much damage against him as the
    Final Atomic Buster so with about 2 Yoga Strikes, you are more likely to win.
    
    Cyclops: Dangerous opponent for Dhalsim. Teleport behind him often and use your
    Yoga Flames and blast him, watch for him to play keep away with you with those
    Optic Blasts of his and you really can't do much about it besides teleporting
    behind him and throwing him and its already cheap enough that he has to play
    keep away with you anyways. Watch for him to jump in as well, use your standing
    strong into a Yoga Strike for some easy and very painful damage.
    
    Dan: Dan will give Dhalsim a tough time so don't expect this joke character to
    be a walk-in-the-park. Watch for him to jump in with his jumping roundhouse,
    counter it with a standing strong launcher into a Yoga Strike. Also Dan will
    taunt a ton in this match so hit him with a Yoga Flame or Yoga Inferno to light
    his taunting tactics!
    
    Dark Sakura: Also a tough fight, but not as hard as the last one. Look for Dark
    Sakura to miss with her Shouken often, use your Yoga Drop or your Yoga Strike
    to counter quickly. Watch for her Shinkuu Hadouken, if you can anticipate it
    you have two options, one of them is which you can teleport behind her before
    she starts and use either a Yoga Inferno or Yoga Flame to counter, and the
    second option is to jump into the air with a level of super and use your Yoga
    Inferno. Don't worry about her jumping attacks because you can easily counter
    with a standing strong into a Yoga Strike.
    
    Dhalsim: Well your counterpart will do alot of teleporting but try to
    anticipate as to where he will land and use your best judgement and blast him
    with your Yoga Inferno. Also launch him when he tries to jump in with your
    standing strong into an air combo, don't bother using your Yoga Strike because
    he will automatically teleport out of it, if its not a combo. Also match
    projectiles with him until you see an opening to teleport behind him and blast
    him with your Yoga Flame or Yoga Inferno.
    
    Hulk: Very tough match but it can be one. Watch for Hulk to use his Gamma
    Charge often, use your standing jab into a standing strong into a Yoga Strike.
    You really can't do much about Hulk's jumping roundhouse so teleport away from
    him as soon as you see him coming. Also if he misses with his Gamma Crush, use
    your Yoga Inferno or Yoga Flame to counter. Don't jump in on him too often
    because its going to be too predictable for Hulk and he can counter very
    easily.
    
    Ken: Here in this battle watch for Ken to use alot of Shoryuken's, even out of
    nowhere! Also all his supers lights you on fire, so what should you do? Well
    obviously fight fire with fire! Counter all of his missed supers with your Yoga
    Inferno, or your Yoga Strike if he misses with his Shoryuu Reppa or Shinryuken.
    Counter his jumping attacks with your standing strong into your Yoga Strike.
    
    M.Bison: Well this battle really isn't too much of a problem for Dhalsim. Watch
    for him to miss with his Scissors Kick Nightmare, counter that with your Yoga
    Inferno or Yoga Flame. When he goes for his Psycho Crusher, block it and wait
    for it to pass through you and use your Yoga Inferno, or you can jump into the
    air before he hits you and use your Yoga Inferno. Also when he does do his Head
    Press, expect a Somersault Skull Diver afterwards, before he uses his
    Somersault Skull Diver counter with a Yoga Drop or Yoga Inferno aiming up
    before he can attack you.
    
    Mechanized Zangief: Not a hard fight for Dhalsim, constantly pelt him with your
    Yoga Flames and Yoga Fires, but don't use your Yoga Drops because he will just
    break through it and counter you. Also watch for his Siberian Blast, it will
    counter your projectiles, but its not very quick and it does rather weak
    damage. Use your Yoga Inferno whenever you have the chance, also your Yoga
    Strike does an amazing amount of damage against this guy, but it rarely
    connects because he is always jumping in with an attack and also you can launch
    him. Basically in this battle do alot of teleporting and throwing your
    projectiles to counter.
    
    Mephisto: One of the more even fights for Dhalsim. Look for him to miss with
    his Inferno counter it with your Yoga Inferno. Do alot of teleporting and
    getting behind him to use your supers or air combos. Watch for him to drop alot
    of demons above you, use your Yoga Drop to nullify them.
    
    Norimaro: Well this is more of a fair fight than an advantage or disadvantage
    for Dhalsim. Watch for Norimaro to throw out alot of his Tourist Treasure,
    fight back against that with your projectiles. Counter all of his jumping
    attacks with your standing strong into a Yoga Strike. Watch for him to miss
    with his supers and use your Yoga Inferno to blast him into dust.
    
    Omega Red: A very tough match for Dhalsim since he really can't defend against
    those coils. But do alot of teleporting and getting behind him and use your
    Yoga Fires to keep him away. When he does do his Omega Destroyer jump into the
    air and either teleport or fly to avoid any chipping damage. You really can't
    counter his jumping jab, but you can jump in on him because his anti-air
    attacks stink.
    
    Ryu: Well you might think this is a tough match, but rather its more the easier
    matches in the game. Ryu tends to make alot of mistakes when playing against
    Dhalsim. First off Ryu's jumping attacks have very low priority when it comes
    to Dhalsim's jumping attacks, secondly Ryu uses his Shinkuu Hadouken way too
    often, third he can't counter Dhalsim's teleports real well. WAtch for Ryu to
    use his Shinkuu Hadouken alot, when he does jump up in the air and use your
    Yoga Inferno and blast him, also he will throw alot of projectiles at you, but
    teleport behind him and throw him because his recover time stinks. Also throw
    out alot of jab Yoga Fires and teleport as soon as Dhalsim snaps out of it
    because Ryu has two things to worry about, the Yoga Fire and you. Also he
    doesn't even know where you will land!
    
    Sakura: Not a tough fight for Dhalsim and it is managable. Watch for her to
    miss with her Shouken's alot, use your Yoga Flame to counter. Also when she
    does miss with her Shinkuu Hadouken, don't wait for her to recover, but instead
    blast her with your Yoga Flame or your Yoga Inferno. Her jumping attacks really
    have low priority against your launcher, so if she does launch her with your
    standing strong and into the Yoga Strike.
    
    Shadow: A tough match, but with Dhalsim's teleports, its practically unfair!
    There are two supers you have to watch out for, his Shadow Break and Shadow
    Justice, don't worry about the Cross Shadow Blitz because its way too slow for
    you to worry about. Watch for Shadow to OTG you alot into his supers, counter
    all his missed supers with a Yoga Inferno. Also when he goes for a Shadow
    Break, teleport behind him immediately and blast him with your Yoga Flame or
    Yoga Inferno. Do alot of teleporting against him, because he will always be
    charging for that Shadow Boom and after he throws it he will follow in on you,
    but you can throw a Jab Yoga Fire and immediately teleport behind him. So its
    basically a battle of who can out smart who.
    
    Shuma Gorath: This is not that much of a tough fight. When Shuma Gorath
    activates his Chaos Dimension, teleport all over place to confuse, him. Dhalsim
    ability to keep away from Shuma Gorath's Chaos Dimension is just no natural
    also Dhalsim's Yoga Strike will out prioritize Shuma Gorath's Chaos Dimension
    grab. Also launch Shuma Gorath with your launcher into your Yoga Strike
    whenever he is jumping in.
    
    Spider-Man: A very tough battle once again for Dhalsim. He will be constantly
    on an offensive surge so use your standing strong into either an air combo or
    your Yoga Strike depending on your levels. When he misses with his Maximum
    Spider, use your Yoga Inferno to put him out and don't try to jump in on him
    because he will counter your weak attacks. Also play constant keep away and
    when he does pin you in the corner, teleport out of it.
    
    U.S.Agent: Once again a very tough battle. When U.S. Agent misses with his
    Hyper Stars n' Stripes or Hyper Charging Star, use your Yoga Inferno to counter
    or your Yoga Drop against his missed Hyper Stars n' Stripes or your Yoga Flame
    against his missed Hyper Charging Star. Teleport behind him often and surprise
    him with your attacks, don't slide on him too often because he will get you
    with his jab Shield Slash. Use your standing strong into a Yoga Strike to
    counter his jumping attacks.
    
    Wolverine: A very tough battle for Dhalsim. Watch for Wolverine to dash in
    often, and also use your crocuhing roundhouse in advance to counter his dash
    in. Also don't wait for him to come down if he misses with his Fatal Claw, use
    your Yoga Drop or Yoga Inferno to counter before he even recovers. Also watch
    for him to miss with his Berserker Barrage X, there is a minimal chance that
    you can counter with a Yoga Inferno, but your best bet is just a crouching
    roundhouse slide. Also his jump in attacks really don't have much priority so
    you can counter with your launcher into a Yoga Strike.
    
    Zangief: This battle will be quite hard to win, but not too hard. Watch for
    Zangief to jump in alot and try to combo in his throws, but use your standing
    strong into your Yoga Strike. His launcher is semi-useful against Zangief's
    Siberian Splash, but just don't trade hits with it. Watch for his Final Atomic
    Buster, Team Super, or Siberian Bear Crusher.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Hulk
    During his early days he was a scientist doing nuclear testing on bomb test
    sites. His career was going well until one day changed it all, someday a maniac
    drove into the testing site without warning, Bruce Banner willing to risk his
    own life to save others jump into the testing area just before the bomb went
    off and pushed away the driver into safety, however Bruce could not save
    himself and the bomb detonated on him bombarding him with Gamma Radiation. With
    so much radiation that would have killed anybody else, but something unusual
    happened to Bruce Banner, he was changing into a green giant with the brute
    force of a million men. Bruce Banner was devestated by his discovery and
    immediately sought for another goal, to cure himself. However as the years
    changed he seemed to like his condition because it benefitted others, and often
    he would revert back to the scientist himself whenever he was calm, but turned
    into the gren giant whenever he was in a rage. He has fought with his inner
    demons and conquered them, but with that his hopes of ever becoming human was
    next to zero, when he is in his green giant form he can control himself and
    doesn't have to worry about hurting others.
    
                          Character Quotes
    
                  "Brains and a body, what a perfect combo."
                  "Don't ever call me Banner!"
                  "Don't make me angry! You wouldn't like me..."
                  "Hulk Smash! Smash! Smash! Only kidding..."
                  "I am a mean, green, fighting machine."
                  "I beat the Thing. You are no Thing!"
                  "I do not care about the fight, only your pain!"
                  "What do you think? Green or Gray?"
    
    
    Gamma Slam: D,DF,F+P
    Well this move is a pretty decent projectile if you want to call it that. What
    Hulk will do is send the ground asunder as pieces of Earth comes rippling
    towards the opponent, the waves of Earth that comes near the opponent eats
    fireballs and damages the opponent in stun animation. This move does good
    damage and the harder the punch button the more damage, chipping damage, and
    rocks that come at you. Hulk's super armor should protect him from being
    countered back by projectiles and hits, so this can also be used as an anti-air
    attack, just make sure he doesn't become hit by a beam super, this move will
    OTG but I don't see how that is possible since he doesn't have any knockdowns.
    
    
    Gamma Tornado: F,DF,D,DB,B+P
    A rather funny move to use. If it connects Hul will grab the opponents neck and
    swing them around and toss them to the other corner everytime. This throw does
    alot of damage and can be comboed, but the problem with this move is that it is
    blockable and the opponent will have loads of time to attack the green giant
    because his recovery time stinks! Also this throw does have alot of range given
    by Hulk's arm extension and can be used to counter missed supers and against
    attacks this is a safe move to pull off because his super armor should protect
    him from being stunned temporarily by your opponents' attacks.
    
    
    Gamma Charge: B(charge 2 sec.) F+K, then hold direction+K
    This is Hulk's prime move in my opinion, simply because it comes out quick, its
    highly comboable, it does a ton of damage, and Hulk can do a second Gamma
    Charge afterwards. Always be charging for this move because its a painful
    counter against missed supers or special attacks also this will eat projectiles
    but Hulk is forced to take the damage of the projectile while doing this move.
    You should use this against fireballers because even if you take the damage of
    the projectile you will deal out alot more damage towards the opponent. His
    Gamma Charge can go into another Gamma Charge resulting in a two hit combo that
    does just as much damage as most supers! Just watch for the recovery time
    because its basically a window of oportunity for the opponent to attack.
    
    
    Gamma Charge: D(charge 2 sec.) U+K, then hold direction+K(anti-air)
    Basically its the regular Gamma Charge but except this move can be used as a
    powerful anti-air attack and it has an immense amount of priority and will beat
    out anything. This also combos off of his launcher and will attack opponents
    that are up close to him and can also be used in a double hit combo that does
    just as much damage as most supers. Watch for the recovery time though because
    he will fall back down unable to block.
    
    
                                   Supers
    
    Gamma Wave: D,DF,F+2P
    A very devastating super that does almost as much damage as the Chaos
    Dimension. This is the super version of his Gamma Slam and it comes out much
    faster than his normal Gamma Slam and can be comboed easily. There is a slight
    start up delay though as Hulk rips the ground asunder and sends the opponent
    flying across the screen. Just make sure if you want more damage out this super
    have Hulk's back to the corner, just like the Magnetic Tempest or Cajun
    Explosion. The recovery time is basically nothing and Hulk is left completely
    safe to block afterwards, but it does a fair amount of chipping damage and
    opponents can easily push block this super. You can use this as an anti-air
    attack because Hulk's super armor will protect him from attacks, and this can
    be used as a counter against missed supers.
    
    
    Gamma Crush: D,DB,B+2P
    Well the damage that this thing does from Marvel Super Heroes has been toned
    down, and I do mean DOWN and it no longer does chipping damage on the way up.
    It does probably just as much damage as Dark Sakura's Shinkuu Hadouken and
    sometimes the opponent can easily dodge the falling comet. The good part about
    this super is the fact that it does do alot of chipping damage for one hit, the
    chipping damage is unrecoverable, but Hulk doesn't chip any damage when he
    comes up, but it does chip damage as he is coming down. You can make this super
    stronger though, and that's if you combo it off of his launcher, for some
    reason if you combo it off of his launcher the falling comet that Hulk comes
    down with does twice as much damage as it normally would. Put this super in
    combos and watch the damage because it can be just as strong as a Weapon X or
    Final Justice. Also Hulk can control the comet's direction when he is up there
    but he only has a split second to make his decision before the direction he
    makes his permanent. Also opponents tend to know where the rock is coming from
    due to the shadow on the ground, if Hulk misses with this super he will bounce
    off the opponent unable to block, which is a short amount of time, but more
    than enough time for a Final Justice to connect. Just make note that this super
    has alot of priority and will beat out anything the opponent tries to throw at
    him.
    
    
                               Team Super
    
    Hulk: Gamma Wave
    An excellent team super overall, because it has alot of range and damage
    potiential, and combine this with another Gamma Wave, then I hope your opponent
    has health insurance. This super fits nicely with most beam supers and can back
    them up real well, and its perfect back up would have to be either the
    Berserker Barrage X or the Crawler Assault. The recovery time on this super is
    next to nothing and even if Hulk misses he will be safe to block.
    
    
                              Team Counter
    
    Hulk: Gamma Charge
    A vastly superior team counter and also a deadly one as well. It comes out very
    quick and with Hulk's super armor he can take a hit without feeling the effects
    of it and will bust through some supers and basically any attack thrown at him.
    Don't use this against beam supers because it does not do well against beam
    supers. Also this can also be used as a launcher, so when you are in versus
    mode use this as a backup and you can immediately super jump and combo the
    opponent!
    
    
                              Variable Assist
    
    Hulk: Gamma Charge
    Just like the counter, it goes horizontal wise and does a ton of damage. You
    can also set up supers with this move, or super jump and combo the opponent
    because this serves as a launcher as well and it comes out very quickly. Use
    this often and if the opponent does try to hit Hulk counter with your super!
    
                                  Combos
    Special Game Notes: Hulk
    
    -- All of Hulk's regular attacks do chipping damage. No matter how strong the
    punch or kick is, they will always do one pixel of chipping damage. So even if
    the opponent blocks, you can still peck away!
    
    -- Hulk cannot perform all the hits in his super jumping magic series, so he
    will have to either skip one or two hits depending on the size of the opponent.
    
    -- Both of Hulk's launchers must double hit to launch the opponent, if the
    opponent is in the air he only needs one hit to connect.
    
    
    Ground Magic Series: Weak Start
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce, S.Roundhouse
    Strikes: S.Fierce
    Small Launcher: none
    Air Launcher: none
    Knockdowns: none
    Team Super: Gamma Wave
    Team Counter: Gamma Charge(horizontal)
    Variable Assist: Gamma Charge(horizontal)
    AC Finisher: Fierce, Roundhouse
    
    
    1. D.S.Short, S.Fierce
       Simple combo, the fierce automatically leaves Hulk safe.
    
    
    2. In corner: S.Fierce --> Gamma Charge --> Gamma Charge
    
    
    3. J.Roundhouse \/ C.Roundhouse --> Gamma Charge --> Gamma Charge
    
    
    4. C.Fierce/S.Roundhouse --> Gamma Slam
       Cancel immediately after the first hit.
    
    
    5. C.Fierce/S.Roundhouse --> Gamma Wave
       Once again, cancel immediately after the first hit.
    
    
    6. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
    
    
    7. J.Short, J.Forward \/ S.Short, S.Forward --> Gamma Charge --> Gamma Charge
       My favorite combo in the game, make sure you charge ahead of time.
    
    
    8. J.Short, J.Forward \/ D.S.Short, C.Fierce --> Gamma Crush
    
    
    9. J.Short, J.Forward \/ D.S.Jab, S.Strong --> Gamma Wave
       Yes you can combo it off of his S.Strong, cancel quickly for best effect.
    
    
    10. In corner: J.Short, J.Forward \/ D.S.Short, C.Fierce --> Gamma Charge -->
    Gamma Charge \/ S.Fierce --> Gamma Tornado(OTG)
        Make sure you charge down, and immediately hit the opponent as they land
    and cancel.
    
    
    11. In corner: J.Jab, J.Forward \/ D.S.Jab, C.Fierce --> Gamma Charge --> Gamma
    Charge \/ C.Short, C.Fierce --> Gamma Crush
        Again, just like the one above, OTG and cancel quickly.
    
    
    12. In corner: J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge -->
    Gamma Charge \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.Fierce,
    SJ.Fierce \/ C.Jab, S.Fierce(OTG)
        Well, this is by far the biggest combo Hulk can pull off, but I don't mind
    if someone can prove me wrong, by coming up with another one. Just make sure
    you charge in advance for the anti-air Gamma Charge.
    
    
                                    EX Combos
    
    1. In corner: J.Short, J.Forward \/ D.S.Jab, C.Fierce --> Gamma Slam --> Gamma
    Wave --> Gamma Crush
       Cancel quickly and cancel into the Gamma Slam after the first hit.
    
    
    2. In corner: J.Roundhouse \/ C.Fierce --> Gamma Wave --> Team Super
       Like the one above, cancel quickly and cancel into the Gamma Wave after the
    first hit.
    
                                    __________
                                    Strategies
    
    Akuma: Well this fight should be a quick one, a combo here, a standing fierce
    here and he's gone like a bad meatloaf. Always jump in on him with your jumping
    roundhouse, and you can always trade hits with this guy. Use your Gamma Wave to
    counter his missed Messatsu Gou Shouryuu or a crouching fierce into an air
    combo. Just combo the heck out of this guy and use your Gamma Charges, it'll
    snap him like a twig.
    
    Apocalypse: This battle is pretty straight forward. Watch for his Stun Cannon,
    it gets Hulk dizzy extremely fast. Also when you are near him use a standing
    jab, into a standing fierce for easy and painful damage. Also give Apocalypse a
    "hand" to his face with your jumping fierce. Your Gamma Wave really won't do
    much against him, but your Gamma Crush will. Pound on him until he's just a
    pile of junk.
    
    Armored Spider-Man: Very tough fight. Watch for Armroed Spider-Man to jump in
    alot, use your stnading roundhouse to knock him into the sky. Also if he does
    block your standing roundhouse cancel immediately into a Gamma Slam so he
    doesn't dash in and retaliate. Also you can trade hits against him, but it will
    take a while because of his armor. Use your Gamma Wave to counter his missed
    Maximum Spider and his missed Crawler Assault with your Gamma Crush.
    
    Blackheart: Well this battle isn't hard. Watch for him to throw out alot of
    demons at you. Counter his jump-ins with your standing roundhouse and don't
    worry about retaliation he's just too slow. Watch for his Judgement Day, Hulk
    has alot of trouble avoiding it, and if Blackheart misses with his Armageddon
    use your Gamma Slam or Gamma Wave to counter. Also watch for him to miss with
    his Inferno, use your Gamma Wave to counter his miss.
    
    Captain America: Well this guy can be quite a pain since due to the fact that
    he counters so may of your mistakes with his Final Justice so easily. First off
    always cancel your missed launchers into a Gamma Slam, this way he won't have
    much of a chance of using his Final Justice. Watch for him to miss with his
    Hyper Charging Star, use your Gamma Wave or Gamma Slam to counter. Watch for
    his missed Hyper Stars n' Stripes, you can counter with an air combo, a Gamma
    Wave, or your either one of your launchers into a Gamma Crush. Also if ne
    misses with his Charging Star use your standing short into a standing fierce.
    Also don't eat Captain America's standing fierce, it'll do a number on Hulk.
    
    Chun-Li: Well watch for her to do alot of dashing in and alot of Hyaku Retsu
    Kyaku to chip away your life. Your jumping roundhouse should be able to trade
    hits with her standing roundhouse or over power it. When she misses with her
    Senretsu Kyaku, use your standing short into a standing fierce for easy and
    painful damage. Watch for her to miss with her Kikousho and Hazan Tenshou
    Kyaku, counter both of these with your Gamma Slam or Gamma Wave. When she does
    jump in, launch her and combo, if she blocks, cancel into a Gamma Slam to avoid
    being countered.
    
    Cyber Akuma: A pretty even fight if you ask me, but never trade hits with this
    guy, believe it or not he is stronger than you and has better defense, and his
    defensive skills are top notch. Watch for alot Bolt Hadoukens, always use your
    Fierce Gamma slam to counter them and hit him at the same time, your Gamma Wave
    does do a rack of damage against him, so make him pay for throwing out
    projectiles. Launch him with your standing roundhouse into an air combo, or if
    he blocks, into a Gamma Slam to push him back. Don't try jumping in on him too
    often because he will knock you back with his Shining Circuit Shouryuken.
    
    Cyclops: Watch for this guy, Hulk has alot of trouble against his Optic Blasts
    even though he has a dominating projectile, Cyclops can still escape quickly.
    Jump in on him alot with your jumping roundhouse because he has nothing to
    counter it, besides his Gene Splice. If he does jump in on you launch him into
    an air combo. And as usual if he blocks, cancel into a Gamma Slam. But in this
    battle jump in on him often and pound his visors away.
    
    Dan: Well you can easily trade hits with this guy. Jump in on him often and
    pound him alot, counter his missed supers with your Gamma Wave, Gamma Slam, or
    your launcher into an air combo. He will taunt often, show him your not afraid
    by using your standing fierce to pound his face in or use your double Gamma
    Charge and make this fight a quick one. If he does jump in on you launch him,
    you really don't need to worry if he blocks because he is just too slow to
    counter.
    
    Dark Sakura: Well watch for her to miss alot with her Shouken, use your
    standing fierce to counter those misses. If you do get hit with her Shinkuu
    Hadouken, don't worry about it, chances are it'll make you laugh at the
    pathetic damage that it does on you. Jump in on her often because she can't do
    anything about it except block. Pound away and look for this fight to be a
    short one.
    
    Dhalsim: Well watch for his Yoga Strike because Hulk can fall victim to this
    rather easily, it does massive damage on Hulk and three of them will just end
    the match, so always jump in and attack. Don't miss with your Gamma Crush
    either because the Yoga Inferno will be their waiting for you. Watch for his
    long limbs to attack from a distance, counter them with your standing fierce.
    Watch for him to miss with his Yoga Inferno, you can counter with a standing
    fierce or a double Gamma Charge. When he does miss with his Yoga Strike, hit
    him into your launch before he lands and go for either a Gamma Crush or an air
    combo.
    
    Hulk: Well watch for your double. Don't trade hits with him unless you plan to
    trade his standing fierce with your double Gamma Charge. Stay away from his
    standing roundhouse and let him come to you, because your standing roundhouse
    can over power his jumping roundhouse, and as usual cancel into a Gamma Slam if
    he blocks your launcher because he will be going for his Gamma Charge to
    counter. Counter his missed Gamma Crush with your Gamma Crush before he comes
    down, or wait for him to miss and counter with a double Gamma Charge combo or a
    Gamma Wave.
    
    Ken: Well watch for this guy, he is quick and quick to counter your jumping
    attacks. Trade hits with him to win the battle, but chances are he won't let
    you do that. Don't worry if he connects with the Shouryuu Reppa because you
    will land before him and have time to counter with your launcher into an air
    combo ora Gamma Crush. Do alot of defensive play in this battle and launch him
    with your standing roundhouse because his jumping attacks are rather weak.
    
    M.Bison: Just watch for his Psycho Crusher in this battle. Counter his misses
    Scissors Kick Nightmare with your standing jab into a standing fierce or use
    your Gamma Wave. If you do block his Psycho Crusher wait till it goes through
    you and counter with a Gamma Wave. Do alot of jumping in and comboing this guy
    because your attacks will make this battle a quick one. Also don't miss with
    your Gamma Wave because he will counter with a Psycho Crusher, and watch for
    him to do alot of Psycho Shields so counter with your standing fierce before he
    does.
    
    Mechanized Zangief: Well this battle is unfair, well for Mech Zangief that is,
    Hulk's Gamma Tornado works very well against this guy and will drain alot of
    his life energy. Even if Mech Zangief goes for his Final Atomic Buster,
    Siberian Bear Crusher, or Team Super use your Gamma Tornado and throw him
    across the room. Also your attacks do alot of damage against him, and don't try
    to trade hits with him because he will out last you and he will also go for his
    Final Atomic Buster when you least expect it.
    
    Mephisto: Well this battle isn't hard. Watch for him to throw out alot of
    demons at you. Counter his jump-ins with your standing roundhouse and don't
    worry about retaliation he's just too slow. Watch for his Judgement Day, Hulk
    has alot of trouble avoiding it, and if Mephisto misses with his Armageddon use
    your Gamma Slam or Gamma Wave to counter. Also watch for him to miss with his
    Inferno, use your Gamma Wave to counter his miss.
    
    Norimaro: Well, since he is the joke character of the game, then this battle
    would surely be a joke for Hulk right? Right. This guy has nothing to stop Hulk
    and it will take him a while to counter Hulk's misses, you will probably block
    in time before he can do anything. Just pound on this guy's face until he
    decides to get a new camera. Not a hard battle and trading hits with this guy
    is like a dream come true.
    
    Omega Red: Watch out for his Omega Destroyer. So don't miss with your Gamma
    Crush and pound on him until he is rubble. His defensive skills are very weak
    when compared to Hulk's jumping attacks and he really can't do much to counter
    your missed attacks besides the Omega Destroyer. Also don't let him catch you
    with his coils because they do alot of damage on Hulk, and watch for him to
    jump in with his jumping fierce, counter that with your standing roundhouse
    into either an air combo or Gamma Crush. Also if he does block your launcher
    cancel into a Gamma Slam so he has almost no chance of retaliating.
    
    Ryu: One thing you have to watch for is his Shinkuu Hadouken. While it won't do
    much damage on Hulk its still a threat, and watch for Ryu to throw out constant
    Hadoukens to keep you away also his launcher has good priority against his
    jumping roundhouse, and if he misses with his Shinkuu Tatsumki Senpuu Kyaku,
    use your Gamma Crush to counter. Also if he misses with his Shin Shouryuken,
    counter with a Gamma Wave or your launcher into an air combo.
    
    Sakura: Once again she is not that hard of an opponent. Watch for her to miss
    with her Shouken often, you can either counter the miss with a standing fierce
    or a Gamma Charge, don't bother using your Gamma Wave because she will recover
    too quick for it to connect. Watch for her to miss with her Haru Ichiban,
    counter it before she lands with a Gamma Crush or wait till seh comes down and
    launch her into an air combo, or use a Gamma Wave. Jump in alot with your
    jumping roundhouse because she has nothing that she can do to stop it, nothing!
    
    Shadow: Well this battle can be tough for both Shadow and Hulk, but the odds
    really tip in Hulk's favor due to his slow supers. Watch for his Shadow Justice
    to miss, counter that with either a Gamma Crush, crouching fierce launcher into
    an air combo, double Gamma Charge combo, or a Gamma Wave. Watch for him to jump
    in alot as well, counter that with your standing roundhouse into a an air
    combo, or if he blocks your launcher, cancel into a Gamma Slam to keep him
    back. Also he will throw out a Shadow Break from time to time, there isn't much
    Hulk can do here except jump over them with his jumping roundhouse, possibly
    trade hits, but if I were you then I would just block.
    
    Shuma Gorath: Well this isn't a tough match. The only real concern is the Chaos
    Dimension! It does an overwhelming amount of damage on Hulk. So be careful when
    he has three levels of super. Jump in on him often with your jumping roundhouse
    and combo him, he really won't do alot of jumping in on you, because all he
    will really do is keep throwing out Mystic Stares at you or his Mystic Smash.
    Do alot of jumping in on this battle and expect a quick victory, unless of
    course...Chaos Dimension!
    
    Spider-Man: Very tough fight. Watch for Spider-Man to jump in alot, use your
    stnading roundhouse to knock him into the sky. Also if he does block your
    standing roundhouse cancel immediately into a Gamma Slam so he doesn't dash in
    and retaliate. Also you can trade hits against him, but it will take a while
    because of his armor. Use your Gamma Wave to counter his missed Maximum Spider
    and his missed Crawler Assault with your Gamma Crush.
    
    U.S.Agent: Well this guy can be quite a pain since due to the fact that he
    counters so may of your mistakes with his Final Justice so easily. First off
    always cancel your missed launchers into a Gamma Slam, this way he won't have
    much of a chance of using his Final Justice. Watch for him to miss with his
    Hyper Charging Star, use your Gamma Wave or Gamma Slam to counter. Watch for
    his missed Hyper Stars n' Stripes, you can counter with an air combo, a Gamma
    Wave, or your either one of your launchers into a Gamma Crush. Also if ne
    misses with his Charging Star use your standing short into a standing fierce.
    Also don't eat U.S. Agent's standing fierce, it'll do a number on Hulk.
    
    Wolverine: This battle is one of the classics in comics, but in the comics its
    the Hulk who wins this battle. This is not the case in this game, as Hulk has a
    very difficult time in this battle. But have Hulk do alot of jumping in with
    your jumping roundhouse and combo this guy, his healing factor will not be able
    to handle it, also counter all of his jump ins with either a crouching fierce
    or a standing roundhouse, if he blocks, always cancel into a Gamma Slam.
    Counter his missed Berserker Barrage X with a Gamma Charge or standing fierce.
    Don't ever miss with your Gamma Crush though because once you here those claws,
    then this battle will be pretty quick for Wolverine.
    
    Zangief: This guy can give Hulk major problems. His Siberian Splash has good
    priority against Hulk and this time he can block! Zangief will have an easier
    time with this guy because your missed Gamma Charge is so easily blocked and
    countered by Zangief. His Final Atomic Buster is absolutely devastating on
    Hulk. Have Hulk do alot of jumping in with his jumping roundhouse and watch for
    the Spinning Lariat.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Ken
    The old and long time rival of Ryu. He is an excellently skilled fighter, but
    however he does not always concentrate on the fight. His girlfriend(well now
    wife) is one of the obvious reasons, he constantly thinks about her and just
    wants to spend time with her. Ken does however, have a great fighting spirit he
    has taught himself how to master his own Dragon Punch and that's arguably the
    only move he has out mastered Ryu. With his quick speed and lightning fast
    attacks he hopes he can someday best Ryu, and that his Shouryuken can out last
    his Hadouken.
    
                                Character Quotes
    
                  "Handsome and cheap... Can you compete with that?"
                  "I had better challenges back in the day..."
                  "I've beaten the best, and you're not even close!"
                  "My feet need exercise... Get up!!"
                  "So now you know what it feels like to be a loser!"
                  "Washing my boat would've been a better workout!"
                  "You had no chance against me, but maybe Sean...?"
                  "You've got a lot to learn before you beat me!"
    
    
    Hadouken: D,DF,F+P
    Well this isn't the projectile that it was in X-Men vs. Street Fighter but it
    still has decent range to say the most. This projectile only goes half screen's
    distance and can be used in the air as it goes down a 45 degree angle in the
    air. The only real problem with this move is the fact that it plays useless in
    the keep away department and old keep awayers like Cyclops and Ryu will have no
    sweat contesting. This projectile has been given more width though, but I
    really don't see how that helps.
    
    
    Shouryuken: F,D,DF+P
    This is quite possibly the best anti-air counter. This moves combos off
    anything that Ken has and the recovery time for an anti-air attack move is
    remarkable. This does alot of damage and has alot of horizontal range for an
    anti-air attack and Ken is the only Shatoken that can used it as an AC
    Finisher. All of Ken's Shouryuken's light the opponent on fire no matter what
    button you use and also the stronger the button used the more the hits on the
    ground.
    
    
    Tatsumaki Senpuu Kyaku: D,DB,B+K
    This is quite possibly the strongest hurricane kick among the Shatokens. This
    move has been drastically changed from X-Men vs. Street Fighter, instead of it
    going completely horizontal it goes diagonally upwards and it ends in an Axe
    Kick that knocks the opponent down. The short version should be used the most
    and especially against dashing opponents, this move sorta looks like an auto
    combo now and it does look a little more flashier. Just watch for the recovery
    time on this move because the opponent will have ample time to counter.
    
    
    Overhead Axe Kick: F+FK
    Well basically all Shatokens have an anti-crouch counter and if you don't have
    one than your probably not a Shatoken(Dan!). Like all anti-crouch counters it
    has a mean start up delay and cannot be comboed or comboed afterwards like you
    can in SFA2. This does a fair amount of damage and also it leaves Ken open to
    attack if he misses with it.
    
    
                                Supers
    
    Shouryuu Reppa: D,DF,F+2P
    Possibly one of the fastest supers in the game. It comes out extremely fast and
    combos like magic. It does good damage and does alot of chipping damage, use
    this to counter missed supers or counters, the real problem with this super is
    that it bounces the opponent too often and its not as reliable countering air
    attacks like the Hyper Stars n' Stripes or Shadow Justice. With this problem an
    airborne opponent hit with this super can block after a few hits and this super
    is exactly like the Messatsu Gou Shouryuu and with a heavy recovery time and is
    push blocked easily. The one bonus about this move is that it is invincible
    during start up and will go through anything, except beam supers of course. The
    major downside to this move is that against bigger characters like Hulk, Shuma
    Gorath, or Blackheart is the fact that the opponent falls before Ken does and
    it gives them time to counter, but Zangief for some reason feels the full
    effect of it and will get launched into the air.
    
    
    Shinryuken: D,DF,F+2K
    This is by far Ken's strongest super and it does a major amount of damage and
    it chips alot of it as well. Ramming hte button works real well, but that's if
    you want the extra hits, but it doesn't really add more of a punch to it then
    you think. This can be used as an anti-air counter and Ken is completely
    invincible while this move and nothing will penetrate the tower of fire. This
    combos perfectly off of his launcher and it will hit opponents that are near
    him, and it comes out just as fast as his Shouryuu Reppa. Just watch for the
    recovery time on this move though because it practically sucks.
    
    
    Shippuu Jinra Kyaku: D,DB,B+2K
    Well we've all seen it in MArvel vs. Capcom, Street Fighter 3, and Street
    Fighter Alpha 3, and its exactly the same no matter where you see it. This
    super doesn't come out as fast as his Shouryuu Reppa not does it chip as much.
    It does an excellent amount of damage, and the damage is in between the
    Shinryuken and Shouryuu Reppa. The really reliable thing about this move is
    that it can counter air borne opponents with more reliability and won't bounce
    the opponent around like his Shouryuu Reppa. Once it connects Ken sets the
    opponent on fire as he continously kick the opponent and bring them up in the
    air and smacks them down with an Axe Kick. Ken will only fly in the air if it
    connects, and the max hits you can get is 14, so don't go ramming on the
    buttons expecting to see more hits, because frankly you won't.
    Well if you are interested here's how it looks like:
    
    S.Forward(one-hit), S.Forward(two-hits), S.Roundhouse, S.Forward(two-hits),
    S.Roundhouse, --> Shien Tatsumaki Senpuu Kyaku
    
    The Shien Tatsumaki Senpuu Kyaku hits 7 times ending with an Ane Kick.
    
    
    Double Shinkuu Hadouken: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2)
    In the arcade, Saturn, and Crossover Mode you can perform the team super by
    using the Fierce ad Roundhouse button, but in battle and versus mode you
    perform the motion bysing the same punch and kick strength. Well if Ryu is his
    partner and it doesn't matter who starts the team super just as long as Ryu and
    Ken are partners they will perform this deadly team super that does monster
    damage and it chips nicely as well, Ken or Ryu can easily combo in this team
    super. It has little start up delay and almost no recovery time making this a
    safe move to use.
    
    
                                 Team Super
    
    Ken: Shouryuu Reppa/Shinkuu Hadouken(with Ryu as partner only)
    A good team super overall because of its range and chipping potiential. It does
    good damage and easily backs up most supers, and works really well with beam
    supers. Also it works perfectly with Shouryuu Reppa type supers like the Shadow
    Justice or Hyper Stars n' Stripes. Ken can only use his Shinkuu Hadouken if Ryu
    is his partner, the double Shinkuu Hadouken does a ton of damage, but the
    chipping damage is not all that great.
    
    
                                Team Counter
    
    Ken: Shouryuken
    An excellent team counter overall. It does alot of damage and it invincible
    during start up and will counter alot of attacks and basically any super
    besides beam supers. Use this often against jumping characters because it has
    alot of priority and will beat out almost any attack.
    
    
                               Variable Assist
    
    Ken: Shouryuken
    Well its not the best team attack, but it is effective against jump in
    characters. You can't combo after this super due to the fact that Ken knocks
    away the opponent. It is a good surprise move on jump in opponents though.
    
    
                                  Combos
    
    Combos: 83/100
    Supers: 84/100
    Overall: 85/100
    Ken, despite being changed drastically from the last game he still plays like
    he does in XSF in terms of combos. He has the fastest speed of all the
    Shatokens and his supers are quick enough to counter without being blocked as
    often. He has a very dominating launcher and has excellent priority on his
    attacks. His jump in attacks are pretty weak though. He is an excellent
    beginner's character though.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Strikes: S.Roundhouse
    Small launcher: none
    Air launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Shouryuu Reppa
    Team Counter: Shouryuken
    Variable Assist: Shouryuken
    AC Finisher: Fierce, Roundhouse, Tatsumaki Senpuu Kyaku, Hadouken, Shouryuken
    
    
    1. J.Fierce --> Hadouken
    
    
    2. D.S.Jab, S.Fierce --> Tatsumaki Senpuu Kyaku
    
    
    3. J.Roundhouse \/ S.Fierce --> Shouryuu Reppa
    
    
    4. J.Roundhouse \/ C.Roundhouse --> Shouryuu Reppa
       There is a real problem with this combo though, the opponent will be able to
    block after the first few hits, so it is a bit risky.
    
    
    5. D.S.Short --> Shinryuken
    
    
    6. D.C.Short, C.Fierce --> Shinryuken
    
    
    7. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Strong, SJ.Forward --> AC Finisher
    
    
    8. J.Jab, J.Strong \/ D.S.Jab, S.Forward, S.Fierce --> Shouryuu Reppa
       Let the standing forward double hit, but against smaller characters cancel
    into the fierce after the first hit of the forward.
    
    
    9. J.Jab, J.Strong \/ D.S.Short, S.Forward, C.Fierce --> Shinryuken
       Like the one above, cancel into the fierce after the first hit against
    smaller characters.
    
    
    10. J.Jab, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Shippuu Jinra Kyaku
    
    
    11. J.Jab, J.Fierce \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
        You may have to skip the forward against medium and smaller characters.
    
    
    12. In corner: J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce -->
    Shinryuken, C.Short, S.Strong, S.Roundhouse(OTG)
        Once again you may have to skip the forward against medium and smaller
    characters, once the super connects, immediately OTG the opponent as you get
    down.
    
    
                                   EX Combos
    
    1. J.Jab, J.Forward \/ D.S.Jab, SJ.Strong, S.Fierce --> Hadouken --> Shoryuu
    Reppa --> Team Super
    
    
    2. J.Roundhouse \/ D.S.Jab, S.Fierce --> Shouryuu Reppa --> Shippu Jinra Kyaku
    --> Shinryuken
    
                                __________
                                Strategies
    
    Akuma: Well your counterpart will give you some trouble since he combos alot
    like you do. Watch for hims to miss with his Messatsu Gou Shouryuu, counter
    that with your crouching fierce launcher into an air combo or a Shinryuken.
    Wait for Akuma to come to you because your defense can overwhelm his offensive
    skills. Don't miss with your supers though because you can always expect a
    Messatsu Gou Hado.
    
    Apocalypse: Well not much trouble here. Use a crouching short, crouching
    forward, crouching roundhouse, Hadouken combo. Also you can use your Shouryuu
    Reppa if you want, but stick with the Shinryuken when you are near him or go
    for a team super. Do alot of Tatsumkai Senpuu Kyaku's to his face and don't let
    him retaliate because he can recover alot of his life back from Ken's attacks.
    
    Armored Spider-Man: Tough, tough battle for Ken. His overwhelming speed and
    combo ability will amaze you. But don't let his abilites fool you into letting
    Ken think he is unstoppable. Use your crocuhing fierce launcher to knock him
    into the sky and into an air combo whenever he jumps in because he has nothing
    he can do to stop you. Watch for his Maximum Spider, don't immedaitely counter
    with a Shouryuu Reppa instead dash in on him and perform a crouching short,
    crouching forward into the Shouryuu Reppa, so he won't be able to block after
    the first couple of hits. Jump in on him with your jumping roundhouse because
    mostly all of other Ken's attacks lack priority.
    
    Blackheart: Well watch for this guy to drop alot of demons on you and using the
    Inferno. If he misses with the Inferno, immediately dash in and perform either
    an air combo or Shouryuu Reppa. Watch for his supers, push block his
    Armageddon, and his other supers Ken really can't do much, this is where
    Blackheart has the advantage, all of Ken's supers leave him open to attack, all
    of Blackheart's supers leave Blackheart just fine. In this battle do alot of
    jumping in and comboing him don't play much defense though because he will
    counter with those demons into a Judgement Day.
    
    Captain America: Tough battle. Jump in on him alot and don't hold back, and
    definately don't miss with your supers because Captain America will counter
    them very easily. Counter his missed Hyper Stars n' Stripes with your
    Shinryuken or an air combo. Counter both his missed Final Justice and Hyper
    Charging Star with a Shouryuu Reppa. Launch him when he tries to come in for an
    attack and combo him.
    
    Chun-Li: Not much of a tough fight. Watch for her to dash in alot, if you can
    anticipate it, use your Shouryuu Reppa, if not use your crouching roundhouse in
    advance to trip her. Watch for her to miss with his Senretsu Kayku, counter
    that with a short Tatsumaki Senpuu Kyaku or a Shouryuu Reppa, counter her
    missed Hazan Tenshou Kyaku with your Shinryuken or an air combo. Also when she
    misses with her Kikousho, quickly dash in and combo your Shouryuu Reppa, you
    may want to play defensive in this battle because her launcher will out
    prioritize you.
    
    Cyber Akuma: The toughest fight for Ken. Watch for Cyber Akuma to do alot of
    teleporting, if you can anticipate as to where he will land, use either your
    Shouryuu Reppa or Shippu Jinra Kyaku to counter. Don't jump in too often
    because you will be knocked back by a Shining Circuit Shouryuken. Counter his
    missedScramble Gou Punch with your Shinryuken or an air combo, and do not let
    him land, otherwise your opportunity will be wasted. Play alot of defense in
    this battle.
    
    Cyclops: Not too tough of an opponent. Watch for his cheap keep away tactics,
    jump over them, don't block them, otherwise you will lose too much chipping
    damage. Jump in on him often and combo him since he has poor defensive skills,
    also launch him whenever he tries to jump in on you, but basically the only
    threat in this battle that you have to worry about is the fact that he will
    play a keep away game with you.
    
    Dan: Well this guy is more of joke, than of a Challenge. Thing only thing you
    have to worry about is his launcher. Try not to jump in on him to much because
    he will out prioritize you. Watch for him to miss with many of his supers,
    counter his missed Shinkuu Gadouken with your Shouryuu Reppa, counter both his
    missed Kouryuu Rekka and Hisshou Buraiken with your Shinryuken. Let him jump in
    on you if he is constantly launching you, and launch him with your crouching
    fierce into an air combo or Shinryuken.
    
    Dark Sakura: Well overall this battle is pretty easy. Watch for her to miss
    alot with her Shouken, use your Tatsumaki Senpuu Kyaku to counter, unless she
    does the jab version, then launch her into an air combo or Shinryuken.
    Constantly put an offensive surge in this battle because her attacks really
    can't counter much since due to the fact that they are so slow. Watch for her
    to miss with her Haru Ichiban, counter that with a Shinryuken, also counter her
    missed Midare Zakura with your dashing attacks into either an air combo or
    Shouryuu Reppa.
    
    Dhalsim: Well there really isn't much of a secret to beating this guy. Watch
    for Dhalsim to use his Yoga Strike often, counter that with either your jumping
    attacks, or if he does it out of nowhere, quickly get near him and use your
    Shinryuken. Jump in often and perform alot of combos on this guy to make this
    match a short one. Just don't miss with your supers because Dhalsim himself has
    firepower as well...a Yoga Inferno that is!
    
    Hulk: Tough match. Never use your Shouryuu Reppa unless you are sure it will
    finish him off otherwise he will counter even harder. Watch for his Gamma
    Charge, use your Shippuu Jinra Kyaku against him to counter. You Shippuu Jinra
    Kyaku in this match is probably your main weapon, sice if you connect it won't
    leave you so open to attack. Don't try to jump in too often because he will
    just counter with his launcher, instead play defense and knock him out of the
    sky with your jab Shouryuken.
    
    Ken: Well your double can pose some major pains for you. But in this match play
    defense and launch him every time he tries to jump in on you and just launch
    into either an air combo or your Shinryuken. Counter both his missed Shinryuken
    and his Shouryuu Reppa with your Shinryuken, and his missed Shippu Jinra Kyaku
    with your Shouryuu Reppa or your Tatsumaki Senpuu Kyaku. Watch for him to use
    alot of Shouryukens out of nowhere in this battle, counter them with your
    dashing attacks into air combos or Shouryuu Reppa.
    
    M.Bison: Well this battle isn't too hard. Watch for his Scissors Kick Nightmare
    and counter with your Shouryuu Reppa. Also he will use his Psycho Shield alot,
    if you can predict as to when he will use it, use your Shouryuu Reppa to
    counter his mistake. Also do alot of jumping in and comboing this guy because
    he can do very little about it. Watch for him to use his Psycho Crusher, if he
    does block it and let it go through you and quickly counter with a Shippuu
    Jinra Kyaku.
    
    Mechanized Zangief: This battle can be a real problem for Ken due to the fact
    that he has alot of difficulty keeping this guy away, even using your
    Shouryuken will result in an automatic counter because even if Ken connects
    with this move he will still get knocked out of it by Mech Zangief's jumping
    attacks. Never use your Shouryuu Reppa against him, for two reasons, it does
    little damage against him and it leaves you open for a serious counter, namely
    the Final Atomic Buster! When he does go for his grabs, quickly jump around him
    and use a crouching short, crouching forward, crouching roundhouse, Hadouken
    method. Stay away from this guy at all costs because a few quick grabs and you
    can find Ken short on a victory.
    
    Mephisto: Well watch for this guy to drop alot of demons on you and using the
    Inferno. If he misses with the Inferno, immediately dash in and perform either
    an air combo or Shouryuu Reppa. Watch for his supers, push block his
    Armageddon, and his other supers Ken really can't do much, this is where
    Mephisto has the advantage, all of Ken's supers leave him open to attack, all
    of Blackheart's supers leave Mephisto just fine. In this battle do alot of
    jumping in and comboing him don't play much defense though because he will
    counter with those demons into a Judgement Day.
    
    Norimaro: This is not a tough fight at all. Do alot of jumping in and combo the
    crap out of this guy until his glasses fall off. He is not worth anybody's
    time, and counter his missed supers with your Shouryuu Reppa, and his missed
    Super Grand Champion Jump with your Shinryuken. Don't bother playing defense
    because this battle should end very quickly when playing against him, so play
    offense and knock him senseless!
    
    Omega Red: Well the real thing you have to worry about his is Omega Destroyer.
    Also do alot of jumping in on this guy and comboing him because his launcher
    sucks as an air defense. If he does jump in on you use your crouching fierce
    launcher into either an air combo or your Shinryuken. If he does miss with his
    Omega Destroyer there isn't much Ken can do about it except block or try to
    avoid it by super jumping. You can miss with your Shippu Jinra Kyaku because he
    has trouble trying to counter that, but never miss with your other supers
    because that's basically why most Ken players lose to this guy.
    
    Ryu: Well show your rival that you are better than he is. Let him come in to
    you and launch him with your crouching fierce into either an air combo or
    Shinryuken. Try not to jump in on him too often because he does have potent
    weapons to bounce you back. Never miss with your supers because you can expect
    a Shinkuu Hadouken to bring you out of the battle. Counter his missed Shin
    Shouryuken with your Shinryuken or your crouching fierce launcher into an air
    combo. Avodi throwing out projectiles from a range because he can fry you with
    his Shinkuu Hadouken, and also avoid his projectiles and jump over them.
    
    Sakura: This battle isn't too hard for Ken. Watch for her to miss with her
    Shouken though, use your short Tatsumaki Senpuu Kyaku to counter. Jump in on
    her often and combo her and counter her missed Haru Ichiban with either an air
    combo ro your Shinryuken. Counter her missed Shinkuu Hadouken with your
    Shouryuu Reppa, and that goes the same for her missed Midare Zakura. Don't
    bother playing defense because your offense will just over power her and this
    fight should be a short one.
    
    Shadow: This battle is one of the tougher battles in the game for Ken. He plays
    almost like you in terms of combos. Watch for him to miss with his Shadow
    Justice, counter that with you Shinryuken or your crouching fierce launcher
    into an air combo. Don't jump in on him too often because he will counter alot
    of your attacks with his crouching fierce launcher. His others supers that he
    pulls off, Ken really can't do much about them since due to the fact that he
    recovers instantly from them, so don't try to counter with a super. Play
    defense in this battle and avoid too much jump ins.
    
    Shuma Gorath: Well this isn't a hard fight for Ken. Watch for Shuma Gorath to
    do alot of Mystic Stares and Mystic Smashes. There isn't much Ken can do about
    them except jump or try to avoid the block damage. Jump in on him often and
    combo the crap out of him. Watch for his Chaos Dimension, do your best to stay
    away from him once he activates it. If he does jump in on you launch him with
    your crouching fierce launcher into either an air combo or a Shinryuken. Try
    not to use your Shouryuu Reppa on him because he can counter with a Chaos
    Dimension grab.
    
    Spider-Man: Tough, tough battle for Ken. His overwhelming speed and combo
    ability will amaze you. But don't let his abilites fool you into letting Ken
    think he is unstoppable. Use your crocuhing fierce launcher to knock him into
    the sky and into an air combo whenever he jumps in because he has nothing he
    can do to stop you. Watch for his Maximum Spider, don't immedaitely counter
    with a Shouryuu Reppa instead dash in on him and perform a crouching short,
    crouching forward into the Shouryuu Reppa, so he won't be able to block after
    the first couple of hits. Jump in on him with your jumping roundhouse because
    mostly all of other Ken's attacks lack priority.
    
    U.S.Agent: Tough battle. Jump in on him alot and don't hold back, and
    definately don't miss with your supers because U.S. Agent will counter them
    very easily. Counter his missed Hyper Stars n' Stripes with your Shinryuken or
    an air combo. Counter both his missed Final Justice and Hyper Charging Star
    with a Shouryuu Reppa. Launch him when he tries to come in for an attack and
    combo him.
    
    Wolverine: Tough, tough match. Watch for him to dash in alot and perform alot
    of combos, if you can anticipate them hit him with either your Shouryuu Reppa
    or crouching roundhouse before he comes in. When he misses with his Fatal Claw
    combos, don't wait for him to drop, instead dash in and use your Shinryuken to
    knock him out of the sky. Also when he misses with his Berserker Barrage X, use
    your Shouryuu Reppa to counter his miss. In this battle play alot of defense
    and launch him with your crouching fierce launcher into either an air combo or
    your Shinryuken whenever he tries to jump in and combo you.
    
    Zangief: Well one thing's for sure, and that is stay away from his throwing
    range. Also when he does go for his Final Atomic Buster, Siberian Bear Crusher,
    or Team Super, use your Shouryuu Reppa to counter. He can't land before Ken for
    some reason even though the other bigger characters do. Also jump in on him
    often and combo him because he is too slow to counter most of Ken's jumping
    attacks. Just stay away from his grab range in this battle.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    M.Bison
    Never has the world seen a more fearful and powerful leader as M.Bison, with
    his Psycho Power at hand his power has never been over come by anyone. With
    years and years of persuit he cannot defeat you, for if he does, he would
    unleash Ryu's "evil intent" with it, then the world would face unprecendented
    danger. However M.Bison has set new sites on defeating Cyber Akuma so that he
    may aquire the technology used to build Cyber Akuma and create his own legion
    of cyborgs.
    
                           Character Quotes
    
                     "Break, burn, freeze... Just die!"
                     "I am the only one worthy of this worlds riches..."
                     "I do not destroy, I only create..."
                     "I shall rule all in this pathetic world!"
                     "I wonder what powers you will add to me? Ha!"
                     "Psycho Power is the source of life!"
                     "You were foolish to challenge me!"
                     "You were not even worth the effort..."
    
    
    Psycho Shot: B,DB,D,DF,F+P
    Well this is definately far from being the best projectile in the game. It does
    decent damage, and depending on which button you press will go in a certain
    pattern. It has a mean start up delay, but after the start up delay it travels
    extremely fast, but don't expect this to bail you out against fireball fights
    because M.Bison will most likely fall against keep awayers.
    
    
    Psycho Field: F,DF,D,DB,B+P
    Frankly, I don't see much use for this move besides setting up his Scissors
    Kick Nightmare. It chips well though, but it chips less than it looks simply
    because you might see it hit nine times doesn't mean it will chip nine pixels,
    but this will only chip 3 pixels of block damage. It does good damage and
    depending on the button strength determines the location it will explode. I
    must remind you though, it has an even worst start up delay than his Psycho
    Shot and cannot be comboed. And during the first half of the duration of this
    move M.Bison is left open to attack and if he is hit before the field explodes
    it will just nullify on its own.
    
    
    Double Knee Press: B,DB,D,DF,F+K
    Frankly I would call it the Scissors Kick, because this was what it was called
    in the old street fighter years and that's what his super is called. It does
    alot of damage if it connects, it can be put in both ground and air combos, and
    the recovery time is minimal. Use this often to counter mistakes like missed
    Dragon Punches or missed supers. The stronger the button the more distance that
    it has.
    
    
    Head Press: D(charge 2 sec.)U+K
    Well this is used as more of a surprise move than anything else. It comes out
    quick but it takes time to reach the opponent so it cannot be comboed unless
    from a distance. He can follow up with a Somersault Skull Diver after this
    connects just by pressing punch along with the directional pad. M.Bison can be
    hit on the way up, but this move coming down has good priority and will most
    likely beat out any attack. There is almost no recovery delay after this move
    making it safe to use.
    
    
    Somersault Skull Diver: D(charge 2 sec.)U+P or P after Head Press
    Well just like the original Super Street Fighter 2, you can either follow up
    with this move after the Head Press or just start out with it. This move does
    alot of damage, but it lacks combo ability and opponents will often block it.
    This has fair priority since I have used Wolverine's launcher to knock him out
    of this move. Once again this is just a surprise move only, so don't expect to
    be winning.
    
    
    Bison Warp: F,D,DF+P or K
    Well lets see:
    
    Jab: Top left corner
    Strong: Top middle of screen
    Fierce: Top right croner
    Short: Bottom left corner
    Forward: Bottom middle of screen
    Roundhouse: Bottom right corner
    
    Well this is his teleport. He can also use this in the air. Its useful for
    getting him out of corner traps and through supers. To have a better memory of
    where he will teleport, think of the usual 6 button arcade layout as a map.
    Just watch for the recovery time, I mean it is decent but opponents can predict
    ahead of time as to where he might land, but the mirror images around the place
    will confuse the opponent.
    
    
    Psycho Flying: D,DB,B+3K
    Well once again, the manual called this "Fly" and I mean this was just a name I
    made up, but every special move has to have a name right? Basically this is
    just like Dhalsim's Yoga Meditation, but M.Bison does have a slight
    disadvangtage to this move he really can't do much in the air like Dhalsim.
    Once M.Bison performs wither the Double Knee Press or the Psycho Crusher, he
    will automatically snap out of his fly, and you must start the motion again to
    fly. I would not recommend using this move unless you just want to have fun
    laughing at your opponent. Usually this is more like an escape tactic, teleport
    to another location once the opponent thinks they have you, the quickly perform
    a Psycho Crusher from behind!
    
    
                               Supers
    
    Psycho Crusher: D,DF,F+2P
    Well this move has been given some beef and will do alot of damage. However the
    easy ability to combo this move is now gone and the block damage is weaken from
    X-Men vs. Street Fighter. This still combo though and is his prime weapon to
    counter mistakes. Even if the opponent blocks he will go through the opponent,
    just like in the original Street Fighter 2. The recovery time on this move is
    very minimal and opponents will have a tough time countering. But once he goes
    through the opponent he is completely left open to attack for a brief second,
    which is more than enough time for a Crawler Assault or Shinkuu Hadouken to
    come out and counter. This move does chip good damage though and has good
    priority, even though a Final Justice will show him stars.
    
    
    Scissors Kick Nightmare: D,DF,F+2K
    Well this was called the Knee Press Knightmare in Super Street Fighter 2 Trubo,
    but I don't know why they have changed the name though. This is M.Bison's
    strongest super but only by a small margin, and it will chip away alot of life.
    Once this move connects a mirror image will form and hit the opponent as well,
    this super ends in a roundhouse slide knocking down any opponent besides Mech
    Zangief. The major problem with this move are at the ends of this super, it has
    very nasty start up time and very poor recovery time making it near impossible
    to combo and giving your opponent the chance to counter, but if this connects,
    then I hope your opponent has medical insurance.
    
    
                                   Team Super
    
    M.Bison: Scissors Kick Nightmare
    Well, I wish it was the Psycho Crusher since it was so much more easier to
    combo, but we can't have everyting. This should be mainly used as a back up
    super because it really bulks up the damage of the supers. This is still an
    excellent team up super though because it does alot of chipping damage and will
    protect his partner from counter attack because he starts out late and
    continues well after your partner finishes his super. Just watch for the
    recovery time though because it stinks.
    
    
                                  Team Counter
    
    M.Bison: Double Knee Press
    This is an overall fairly good team counter. It comes out quick and has
    excellent range and counters practically anything. The major downside with this
    team counter is the fact that M.Bison is easily hit out of it and won't really
    connect against supers that are usually counterable like the Crawler Assault or
    Berserker Barrage X.
    
    
                                 Variable Assist
    
    M.Bison: Psycho Shot
    Very crappy team attack indeed. It takes far too long for it to come out and it
    gives your opponent a shot at hitting both M.Bison and his partner with a beam
    super. Just stay away from this move.
    
                                  Combos
    
    Combos: 68/100
    Supers: 84/100
    Overall: 70/100
    M.Bison is definitely not a beginner's character. He has average speed and
    strength and durability is a factor. However his Psycho Crusher is by far one
    of the most effective supers in the game. Not only does it does chunky damage,
    but its quick and does good block damage. His special attacks can hardly be put
    in combos(besides his Double Knee Press, a.k.a. Scissors Kick) and opponents
    can easily see them and block. Defense is one of his weak points and he will
    have alot of trouble fighting against Spider-Man or Wolverine. But it does take
    true skill to win with him though.
    
    
    Special Game Notes: M.Bison
    
    -- His crouching fierce may look like a launcher, but actually its not, its
    easy to confuse this attack with his real laucnher, just like Juggernaut's
    crouching and standing fierce.
    
    
    Ground Magic Series: Weak Start
    Jumping Magic Series: Weak Start
    Super Jumping Magic Series: Stronger
    Launcher: S.Fierce
    Strikes: none
    Small Launcher: none
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Scissors Kick Nightmare
    Team Counter: Double Knee Press
    Variable Assist: Psycho Shot
    AC Finisher: Fierce, Roundhouse, Psycho Crusher, Double Knee Press
    
    
    1. S.Forward --> Double Knee Press
    
    
    2. Fierce Psycho Field --> Head Press
       Make sure you are about 2/3 screen's distance away and charge ahead of time,
    but this combo is vicious!
    
    
    3. D.S.Jab, S.Fierce --> Psycho Crusher
    
    
    4. Strong/Fierce Psycho Field --> Scissors Kick Nightmare or Team Super
       Well there are two things needed for this to work, one of them is that you
    need to be at least half a screen's distance away and cancel quickly, the other
    thing is that your opponent must be dumb^_^
    
    
    5. J.Roundhouse \/ D.S.Jab, S.Fierce /\ SJ.Jab, SJ.Strong AC Finisher
    
    
    6. Fierce Psycho Field, J.Short, J.Forward \/ D.S.Jab, S.Fierce /\ SJ.Short,
    SJ.Strong --> AC Finisher
       Well personally this is the biggest combo I can pull off tallying 17 hits.
    Basically be about 2/3 screen's distance away.
    
    
    7. Fierce Psycho Field, J.Short, J.Fierce \/ D.S.Short, S.Fierce /\ SJ.Jab,
    SJ.Strong --> Roundhouse Double Knee Press \/ C.Short, S.Fierce /\ SJ.Jab,
    SJ.Forward --> AC Finisher(OTG)
       Well this I'm not sure about, I land before my opponent but I can't seem to
    pick them off the ground, and I will need help on this one. *possible*
    
                            EX Combos
    
    
    1. Psycho Shot --> Psycho Crusher
       That's it! That's the only one, I can think of!
    
                                 __________
                                 Strategies
    
    Akuma: This battle is pretty hard and will be a tough one. Watch for Akuma to
    miss with his Messatsu Gou Shouryuu, counter that with a Psycho Crusher or an
    air combo. He also tends to do alot of teleporting, try to predict as to where
    he will land and catch him with your Psycho Crusher. Alot of these battles
    forces M.Bison to play defense, and this battle is one of them. Basically wait
    for Akuma to make mistakes and counter.
    
    Apocalypse: Not that much of a tough battle. Watch for Apocalypse do use his
    Drill alot, jump over it or push block it, never try your luck with your supers
    against it! Use your standing short, standing roundhouse into a Double Knee
    Press when you are near his arm. And Psycho Crusher his face don't try to
    Psycho Crusher his arm because you will end up on the other side and Apocalypse
    can counter with a Ground Zero Eye Beam.
    
    Armored Spider-Man: Tough match. Watch for him to combo you alot and jump in
    alot as well. There really isn't much you can do about that except block his
    attacks and hope that he makes a mistake. Your best bet is to stay in the air,
    but don't fly in this match because a Maximum Spider will be waiting at your
    door step. when he does jump in, jump up and counter him with your jumping
    fierce or roundhouse. Counter his missed Maximum Spider with either a Scissors
    Kick Nightmare or Psycho Crusher. Counter his missed Cralwer Assault with your
    Psycho Crusher. Always keep at least one level of super, its going to be
    M.Bison's main weapon to winning this battle.
    
    Blackheart: Probably one of the more even matches in the game. Watch for him to
    miss with his supers, there isn't much you can do about them, except when he
    misses with his Armageddon, you should use your Psycho Field to knock him out
    of it. Jump in on him alot and use that Psycho Crusher often.
    
    Captain America: Tough match. Watch for Captain America to jump in often, if he
    does just teleport out of there. Use your Psycho Crusher to counter his missed
    Hyper Stars n' Stripes and his Hyper Charging Star. Don't try to jump in on him
    too often because his priority will get to you. In this battle do alot of
    teleporting and countering.
    
    Chun-Li: This is also a very tough battle. Watch for her to miss with her
    Kikoushou, if you are out of the range of the Kikousho, then use your Scissors
    Kick Nightmare in advance. If you are trapped in the bubble, wait until she
    finishes and use your Psycho Crusher or an air combo to counter. Practically
    counter all her missed supers with a Psycho Crusher. Don't bother jumping in
    too much, do alot of teleporting and confusing her, then when she tries to
    predict as to where you will land, counter her missed super with a Psycho
    Crusher.
    
    Cyber Akuma: Tough, tough battle. Watch for him to throw out mulitple Bolt
    Hadoukens, non-stop. Stay in the air and teleport often. Also you might want to
    fly often and wait until he pulls off a Thunder Gou Shower, and use a Psycho
    Crusher to counter. Also when he does his missed Scramble Gou Punch, counter
    with a Psycho Crusher.
    
    Cyclops: Tough opponent once again. Watch his keep away methods. Teleport often
    and if he goes for a super counter with a Psycho Crusher, if you do get behind
    him. Also jump in alot with your jumping roundhouse and combo him. Don't miss
    with your supers, otherwise you will be eating his supers.
    
    Dan: Well, for me this is a tough battle, since Dan's attacks do alot of damage
    against M.Bison and his launcher is very difficult to get through. Don't bother
    playing defense, and when he taunts(believe me, he will!) counter with a Psycho
    Crusher. Counter basically all of his supers with a Psycho Crusher and also his
    taunts!
    
    Dark Sakura: Well this battle is fairly easy. Watch for her to do alot of
    Shououkens. Counter them with a Double Knee Press or Psycho Crusher. Counter
    her Haru Ichiban with either a Psycho Crusher, air combo, or a Scissors Kick
    Nightmare in advance. Do alot of jumping in because she really can't do much
    about your jumping attacks.
    
    Dhalsim: Well this battle is a little difficult for M.Bison, due to the fact
    that M.Bison cannot keep up with his teleport and also the fact that Dhalsim is
    an avid keep away character. Just don't miss with your supers, otherwise expect
    a new flame broiled military hat. Watch for this guy to use his Yoga Strike, it
    will cause alot of pain to M.Bison, so always jump in with an attack, and
    teleport alot, because that's what he will be doing.
    
    Hulk: Tough match up for M.Bison. Play defensively in this battle and wait for
    Hulk to use his Gamma Charge. Counter that with either a Double Knee Press or a
    Psycho Crusher. Don't jump in on him too much, and don't let him jump in on you
    too much either. Do alot of teleporting, counter his missed Gamma Crush with a
    Psycho Crusher or Double Knee Press.
    
    Ken: Tough battle once again. Watch for him to miss with his supers, counter
    all of them with your Psycho Crusher. Watch for him to jump in alot, counter
    that with your standing fierce and air combo him. Teleport around the entire
    place and watch him miss with supers, and counter. Just make sure that you
    teleport randomly.
    
    M.Bison: Well your counterpart isn't too tough of an opponent. Watch for him to
    jump in with a Head Press often and cancel into a Somersault Skull Diver,
    teleport before the Somersault Skull Diver and counter if you did teleport
    within range. Counter his missed Scissors Kick Nightmare with your Psycho
    Crusher, and if he uses his Psycho Crusher, wait for it to go through you and
    counter with your own Psycho Crusher.
    
    Mechanized Zangief: Well this battle isn't too tough use your Psycho Shot
    often. Don't use your Scissors Kick Nightmare on him because he will counter
    with a Final Atomic Buster. Watch for him to use alot of jump in attacks into
    grabs, always use your Psycho Crusher against him, it does good damage, and he
    can't Final Atomic Buster you out of it. The only thing you have to worry about
    is the fact that he can use his Spinning Lariat or Spinning Clothesline, its
    better to take damage from that than his Final Atomic Buster. Avoid using two
    moves, your crouching roundhouse slide and Double Knee Press, Mech Zangief will
    easily counter those with his powerful throws.
    
    Mephisto: Probably one of the more even matches in the game. Watch for him to
    miss with his supers, there isn't much you can do about them, except when he
    misses with his Armageddon, you should use your Psycho Field to knock him out
    of it. Jump in on him alot and use that Psycho Crusher often.
    
    Norimaro: Well this is one of the rare occasions where you get to play
    offensively. Jump in on him often and combo the glasses out of him. Counter all
    of his missed supers with your Psycho Crusher or Double Knee Press, and when he
    jumps, just jump up and counter. Also you can use your Head Stomp into a
    Somersault Skull Diver as well, its only his 3rd Place Not So Grand Jump that
    you have to worry about, and even if it did connect you incur little damage
    along the way.
    
    Omega Red: Well this has got to be one of the tougher battles for M.Bison.
    Watch for him to use his Omega Destroyer, there ins't much you can do about it
    except super jump out of harm's way. Avoid using your Scissors Kick Nightmare
    because it is easily countered with an Omega Destroyer. Jump in on him more
    often than playing defense because in this battle you can over power his
    standing attacks with your jumping attacks.
    
    Ryu: Well, watch for this guy, he can counter your attacks with alot of
    variety. Just try to avoid using your Scissors Kick Nightmare, he will counter
    that with any super he wishes. Also don't get air comboed because his Shinkuu
    Hadouken will be waiting for you. And try not to counter his missed supers with
    your Scissors Kick Nightmare because you risk a chance of you being countered.
    Always use your Psycho Crusher to counter his mistakes, and watch for the keep
    away patterns, use your Head Press whenever you see him about to throw his
    Hadouken.
    
    Sakura: Well this battle is pretty fair and even, but the odds go to Sakura.
    Counter her missed Shououkens with your Double Knee Press, counter her missed
    Shinkuu Hadouken or Haru Ichiban with your Psycho Crusher, also try not to use
    your Scissors Kick Nightmare too often because she can easily counter with a
    Midare Zakura or an air combo. Jump in on her often and combo her, and also
    punish her missed supers.
    
    Shadow: Tough fight, apparently Shadow doesn't like the fact that he is one of
    your minions and doesn't like the fact that he is not the real Charlie. Don't
    jump in on him because he has alot of attacks to counter. Mainly do alot of
    teleporting and getting behind him when he does his Shadow Break, and
    countering with a Psycho Crusher, counter his missed Shadow Justice with your
    Psycho Crusher or a Scissors Kick Nightmare in advance. Also when you here that
    sparkling sound go off and he is in his Cross Shadow Blitz, then immediately
    pull off your Psycho Crusher.
    
    Shuma Gorath: Well its a tough match nonetheless. Watch for alot of Mystic
    Stares and Mystic Smashes. Also stay away from his Chaos Dimension, either with
    your teleport, Psycho Crusher or your Psycho Flying, just stay away from it.
    Jump in often and combo him, also if he does jump in you can try to out
    prioritize his jumping attacks with your standing fierce into an air combo or
    teleport out of the way.
    
    Spider-Man: Tough match. Watch for him to combo you alot and jump in alot as
    well. There really isn't much you can do about that except block his attacks
    and hope that he makes a mistake. Your best bet is to stay in the air, but
    don't fly in this match because a Maximum Spider will be waiting at your door
    step. when he does jump in, jump up and counter him with your jumping fierce or
    roundhouse. Counter his missed Maximum Spider with either a Scissors Kick
    Nightmare or Psycho Crusher. Counter his missed Cralwer Assault with your
    Psycho Crusher. Always keep at least one level of super, its going to be
    M.Bison's main weapon to winning this battle.
    
    U.S.Agent: Tough match. Watch for Captain America to jump in often, if he does
    just teleport out of there. Use your Psycho Crusher to counter his missed Hyper
    Stars n' Stripes and his Hyper Charging Star. Don't try to jump in on him too
    often because his priority will get to you. In this battle do alot of
    teleporting and countering.
    
    Wolverine: Just watch out for this guy. Don't miss with your supers or expect
    either a Weapon X or Berserker Barrage X. Counter his missed Berserker Barrage
    X, and if he misses with his Fatal Claw combo, immediately jump up in the air
    and counter the miss with your Psycho Crusher. Do alot of teleporting and
    staying in the air, and counter Wolverine's misses.
    
    Zangief: Well this battle isn't as hard as the Mech Zangief battle, so that's a
    relief. Whenever he goes for his special grabs or supers, use your Psycho
    Crusher. Don't hesitate to retaliate, and Zangief can do nothing to counter
    your missed Psycho Crusher. Just don't miss with your Scissors Kick Nightmare,
    otherwise you can expect a Final Atomic Buster to ruin your day. Jump in alot
    in this battle and use your Psycho Crusher whenever you can.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Mech Zangief
    Well, I'm not exactly sure how he became a metal unstoppable machine, but I can
    tell you about Zangief's real history. I guess these crossover games don't make
    much sense. With his country in depression, the Red Cyclone searches for
    opponents, and pounding them into the ground with his Spinning Pile Driver. He
    always loves a good laugh and has a good natured heart and is never in a downed
    mood. He wrestles bears and dominates them, just for fun, because he feels that
    wrestlers don't offer much competition. What if the real Zangief was out
    wrestling bears and no one was around to defend the country from Omega Red?
    Zangief is no where near to be found and Omega Red will sucking the life out of
    everybody, what can be done of this madman? A prototype of Zangief has been
    built years ago for a time like this, the problem is that the scientists never
    bothered to test the walking android. But they have no choice now, but to hope
    that the Mech Zangief can defend the country against the artificial mutant.
    
                           Character Quotes
    
                 "Are you feeling dizzy? Want another ride? Ha ha!"
                 "Cross me again and I will crush you."
                 "For the love of mother... Russia?"
                 "I am the strongest in the world!"
                 "I love to get pain, but I love to give more!"
                 "I will break you into tiny little pieces."
                 "No one can compare to me. Not even a mayor!"
                 "Ouch... That hurt! Do it again! Ha, ha!"
    
    
    Spinning Clothesline: 3P
    A powerful attack that can be used as an anti-air attack, as long as it is
    timed early. This move cannot be put in air combos and also it comboes on the
    ground real easily. The priority of this move is pretty good and will strike
    the opponent and can also be used to stop most dashing in players. Mech Zangief
    should use this often because it knocks opponents out of supers so easily and
    painfully. Also the recovery is very minimal.
    
    
    Spinning Larait: 3K
    Well the manual called both of the moves a Double Lariat, but back in the old
    Street Fighter 2 days, the manual would call it different. Well this move is
    probably a better advantage over his Spinning Clothesline because it comes out
    quicker and the recover is very minimal just like the one above and it combos
    easily and painfully. The real advantage to this move is that Mech Zangief is
    invinicble low during the start up of this move, so Mech Zangief will
    completely move right pass any low attacks! This move has less priority though
    and its not as successful as catching jumping in opponents.
    
    
    Banishing Flat: F,D,DF+P
    Well this move has limited range, but it nullifies projectiles and can still
    hit the opponent in stun animation. This move can be comboed and it does alot
    of damage if it connects, the start up delay is noticeable but minimal and the
    recovery time is next to nothing. Just don't use this from a distance and be
    close to your opponent while performing this move. It doesn't serve all that
    well as an anti-air attack, but it serves well as an anti-dash attack though.
    
    
    Siberian Blast: D,DF,F+P
    This move has alot of uses, it can be put in ground combos and often stop alot
    of supers that are out of Zangief's Clothesline range. However the damage that
    this thing does is very minimal, but its the move with the most range that
    Zangief has and can also nullify projectiles with it you can play a semi-keep
    away game, but with Mech Zangief, why would you? USe this to stop supers even
    in the middle of the process.
    
    
    Aerial Russian Slam: F,D,DF+K
    Ouch! An unblockable anti-air attack from the Red Cyclone himself?
    Unbelievable. Well as you can tell from the expression, this move hurts. It
    does just as much damage as the strongest Dragon Punch in the game, yes you got
    it, the Kouryuken! I really haven't found a way to combo this though and I
    think it probably is impossible! Well if you connect with this move you won't
    be sorry, the recovery time is probably better than the Shouryuekn! Personally
    this is my favorite anti-air attack because its both unblockable and very
    painful!
    
    
    Siberian Bear Crusher: B,DB,D,DF,F+K(afar)
    Well remember back in the Street Fighter days, this was what they would call
    it? I don't know why Capcom made so many name adjustments these past years.
    What Mech Zangief will do is run and grab his opponent, well not run more
    actually a walk. Its slow but very powerful and does probably just as much
    damage as a Gamma Charge if not more! Don't use this too often because
    opponents will just tend to jump over it and counter from behind. But you
    should use this when an opponent rolls, because they will roll right into your
    arms! But you should use this against players that use a Berserker Barrage X or
    a Crawler Assault because it will stop them right in the middle of their
    tracks!
    
    
    Siberian Suplex: B,DB,D,DF,F+K(close)
    Man, does this move hurt! I mean it just completely eliminates opponents. When
    done up close Zangief will deliver a double bounce suplex that does major,
    major, major damage! Use this too counter missed supers or missed Dragon
    Punches alike. Just make sure Mech ZAngief is close to the opponent otherwise a
    Siberian Bear Crusher will come out instead.
    
    
    Spinning Pile Driver: 270 Degree Motion+P
    If you thought the Siberian Suplex was powerful, wait till you get a load of
    this special move. Like all of Mech Zangief's special grabs it is unblockable.
    The real problem with this move is that it can be TECH HIT out of and that's
    what pisses me off! It shouldn't be so escapable, but I guess Capcom made it
    this way because by the damage that it does. It does just as much damage as a
    Shouryuu Reppa or Messatsu Gou Shouryuu! Yes you heard right, super damage
    without a super! The scary part about this move is the fact that Mech Zangief
    can use this as a painful air combo finisher!
    
    
    Siberian Splash: D+FP(air)
    A very useful move that you should always jump in with because it has alot of
    priority and does alot of damage. This looks like his regular jumping fierce
    but it works better than his jumping fierce because it allows him to set up his
    special grabs and throws! This can also be used as an AC Finisher as it can
    snuff out basically any normal attack and most launchers.
    
    
    Diving Knee Press: D+FK(air)
    Well this name looks appropriate, but I'm not sure what the official Capcom
    name is for it. This move gets Mech Zangief closer to his opponent and is
    actually the first hit in a two in one Spinning Pile Driver! Well the computer
    says its two hits, well it'll be explained in the combo section. If you have
    trouble grabbing your opponents with the Siberian Splash because it leaves him
    too far out, then I would suggest you use this move. This does good damage on
    its own has has decent priority.
    
    
                                      Supers
    
    Final Atomic Buster: 270 Degree Motion+2P
    Well if you wanted a quick and impressive way to finish off your opponent, then
    this would be it! It has the same amount of range as his Siberian Bear Crusher
    and the same priority. This is the perfect counter against missed supers and
    also when an opponent has just switched in. First Zangief does a Siberian
    Suplex, then a Jab Spinning Pile Driver, followed by a Super Spinning Pile
    Driver! Now that's damage, well how much damage does it do you ask? It does
    more damage than the level 3 Shun Goku Satsu or maybe more damage than the
    level 3 Chaos Dimension, I'll tell you that! Also spin the joystick or joypad
    in continous 270 degree motions, and the more and faster you spin it the redder
    Mech Zangief gets and the more damage that it does! The damage is just a tad
    bit more but it works with all his other slams. What I mean is, you can get
    more damage out of his other slams in this super by rolling the joypad or
    joystick, even though he doesn't trun red, he still does alot of damage. So
    don't be surprised if he takes away half your opponent's life!
    
    
    Siberian Blizzard: 270 Degree Motion+2K
    An overall excellent attack. While it lacks alot of horizontal range, it has
    excellent vertical range and can be used as an anti-air attack. It chains off
    of his launcher rather easily, but I'm not sure as to why Capcom made it a 270
    Degree Motion, it should have been: D,DF,F+2K instead because this is no grab
    super. This super does do alot of damage probably as much as a Mega Optic Blast
    if not more! Just watch for the recovery time on this move, it has little
    recover time, but if it doesn't connect he will be spinning in the air for
    quite a while, but who cares, Mech Zangief can't block anyways!
    
    
    Russian Lariat: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2)
    Well in the arcades, crossover mode, and the Saturn its the usual motion of
    fierball into a fierce and roundhouse at the same time, while in versus,
    battle, and training mode its easier to perform with using the punch and kick
    at the same time. Zangief must be the partner, or resting if you wish for him
    to do this super. Once he starts out with this super he does a super version of
    his Spinning Lariat. This super is an excellent back-up with practically any
    super besides the Omega Destroyer, Berserker Barrage X, Crawler Assault and
    most Dragon Punch supers. This super does alot of damage and chipping damage
    and has mean priority against most attacks, the only problem with this move is
    that ducking opponents completely avoid damage from it, I just wish Capcom
    would do something about that, but again if it connects major damage.
    
    
    Double Final Atomic Buster: D,DF,F+FP+RK(D,DF,F+P+K same strength)
    Well the name saids it all. A ton of damage if it connects and I do mean a TON.
    Its not much stronger, probably not even one bit, than the Final Atomic Buster.
    The real benfit with this is that it comes out real quick and its easier to
    perform. Its still probably the strongest team super you can perform, just make
    sure you are close to your opponent for this to connect, otherwise Mech Zangief
    will just stand there in his missed pose leaving himself vulnerable to attack.
    The bonus part of this super is that mainly 90% of this super's damage is
    unrecoverable!
    Also I found that in training mode that you cannot get more damage from this
    super if your partner is a power character, besides Norimaro does just as much
    damage as Hulk if he was Mech Zangief's partner.
    
    
                                 Team Super
    
    Mech Zangief: Double Final Atomic Buster/Russian Lariat
    If Zangief starts the team super that means he will use the Double Final
    Atomic, if his partner starts the team super he will perform the Russian
    Larait. Either way don't expect your opponent to be winning if it connects. The
    Double Final Atomic Buster does half your life instantly but it lacks range,
    the Russian Lariat does alot of damage and chips a ton and has alot of
    horizontal range. Use your best judgement as to when to use these supers.
    
    
                                Team Counter
    
    Mech Zangief: Siberian Bear Crusher
    Possibly the strongest team counter. Mech Zangief will perform his Siberian
    Bear Crusher, and since Mech Zangief cannot be stunned he is forced to take
    every single hit, so unless you are in versus or battle mode, I would suggest
    not using him as a team counter against beam supers. You should use this
    against blocked supers like the Final Justice or Weapon X, and even against
    other supers that are still in the middle of their supers like Berserker
    Barrage X or Crawler Assault.
    
    
                               Variable Assist
    
    Mech Zangief: Spinning Clothesline
    Well, opponents can duck from this attack making it pointless to use against
    small and ducking opponents. If it does connect it will do major damage and
    fling the opponent across the screen. It can also be used as an anti-air attack
    but must be started early.
    
    
                                  Combos
    
    Combos: 32/100
    Supers: 80/100
    Overall: 84/100
    Surprisingly Mech Zangief is one of the most dominating characters in the game.
    His inability to get stunned is just incredible and he can even take Chun-Li
    out of her Kikousho with his Final Atomic Buster! He has the most priority on
    his attacks than any other character in the game because he simply cannot be
    fazed! But also that means he can't block and opponents will take advantage of
    that and blast away. You must constantly be on the offensive with this guy,
    just amke sure your opponent isn't Omega Red!
    
    
    Special Game Notes: Mech Zangief
    
    -- Mech Zangief cannot block, however he cannot be stunned nor knocked down.
    This guy is a major problem for Wolverine and Spider-Man players because their
    supers are easily interrupted and the Weapon X does not work on him(hint,
    hint^_^).
    
    -- Some auto supers work on Mech Zangief, those included are the Midare Zakura,
    Cross Shadow Blitz, and Maximum Spider. The only way the Maximum Spider will
    work is if Mech Zangief does his special attacks, mainly his running grabs. If
    Spider-Man performs his Maximum Spider during the middle of any of Mech
    Zangief's special attacks it will connect as normal, but except Mech Zangief
    won't be flung across the stage like other characters, and it still does the
    same amount of damage as if he had connected against any other character.
    
    -- Take note that Mech Zangief can stop any super, even in the middle of it,
    only beam supers will give him a hard time because they push him back, and the
    Omega Destroyer is a real problem for Mech Zangief.
    
    -- His foot speed and jumping speed is much slower than Zangief's.
    
    -- Mech Zangief cannot do the Spinning Clotheseline or Spinning Lariat in the
    air, unlike his counterpart.
    
    -- Mech Zangief can be throw, Hulk's Gamma Tornado is a perfect example and
    that includes Cyclops' Running Stun Drop. Regular throws work as well, but
    other throws that requires a certain set up like the Carbonadium Coil or Web
    Throw will not work.
    
    -- Mech Zangief's dash is a grab, its slow and if he connects with it you can
    hit the punch or kick button to make him do a throw or bite. If you do nothing
    Zangief will do nothing and let the opponent go free as the wind, and allowing
    them to counter.
    
    
    Ground Magic Series: None
    Jumping Magic Series: None
    Super Jumping Magic Series: Stronger
    Launcher: C.Strong, Strong Throw
    Small Launcher: S.Roundhouse
    Strikes: none
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Double Final Atomic Buster/Russian Lariat
    Team Counter: Siberian Bear Crusher
    Variable Assist: Spinning Clothesline
    AC Finisher: Fierce, Roundhouse, Spinning Pile Driver
    
    
    1. J.DN.Forward --> Spinning Pile Driver
       The computer even thinks this is a combo, as the combo message saying "2
    HITS" comes up. Just start the motion of the Spinning Pile Driver immediately
    after you have wnet into the Diving Knee Press. Use this even if they block
    because this should be his prime combo.
    
    
    2. S.Strong --> Spinning Pile Driver
       Another easy variation, it even says "2 HITS" as well! Cancel quickly.
    
    
    3. C.Fierce --> Banishing Flat
    
    
    4. J.Spinning Lariat \/ Spinning Lariat
       Simple two hit combo. Easy damage and safe to do.
    
    
    5. J.DN.Fierce \/ C.Strong /\ SJ.Jab, SJ.Forward --> Spinning Pile Driver
       The strongest non-super linked combo in the game. It does more damage than a
    Final Justice or Weapon X!
    
    
    6. S.DN.Forward \/ S.Roundhouse --> Siberian Bear Crusher or other grab
       Simple, its best if you use a Team Super, because the Team Super grabs them
    the instant they fall!
    
    
    7. J.DN.Forward \/ C.Strong /\ SJ.Short, SJ.Strong --> Spinning Lariat,
    SJ.Short, SJ.Strong --> Spinning Lariat, etc.
       Can this possibly his infinite? It worked in X-Men vs. Street Fighter, the
    arcade version, but I have trouble connecting with this one. I'm not sure if
    Capcom took it out or not.
    
    
    8. J.DN.Fierce \/ C.Strong /\ SJ.Jab, SJ.Strong --> Spinning Lariat, S.Strong
    --> Spinning Pile Driver
       Painful, simply painful. This is the biggest Zangief combo that I can
    perform, but can anyone else prove me wrong?
    
    
                                        EX Combos
    
    1. J.DN.Fierce \/ Spinning Clothesline --> Siberian Blizzard
    
    
    2. J.DN.Forward \/ C.Fierce --> Banishing Flat --> Final Atomic Buster or Team
    Super
    
                                    __________
                                    Strategies
    
    Akuma: Well this fight is one of the easier battles for Mech Zangief. Counter
    his missed Messatsu Gou Shouryuu with your Team Super, Siberian Bear Crusher,
    Final Atomic Buster, or an air combo. Do alot of jumping in because Akuma has
    no priority against your attacks. Use your supers against his misses often
    because he will fall in an instant! Counter his jumping attacks with either
    your crouching strong into an air combo or a Spinning Clothesline.
    
    Apocalypse: Not much of a tough fight. Jump up continuously to his face and use
    a jumping roundhouse. On the ground use either a crouching fierce or a
    crouching roundhouse. Just basically be on the offensive in this battle, your
    attacks do alot of damage against him and this battle shouldn't take too long.
    
    Armored Spider-Man: Tough match, look for him to play keep away. There isn't
    much you can do about his missed Maximum Spider, except try to get in range and
    trip him with your roundhouse. If he misses with his Crawler Assault use your
    Final Atomic Buster or Siberian Bear Crusher to counter. Jump in alot on him
    with your Siberian Splash and use your Spinning Pile Driver whenever he blocks.
    Try using your Siberian Splash to help you set up alot of grabs and throws.
    
    Blackheart: Well this is one of the easier matches. Watch for him to play keep
    away often, and make relentless persuits after him with your Siberian Splash or
    Diving Knee Press into either of your Special grabs. Your special grabs and
    throws can make quick and short work of Blackheart.
    
    Captain America: Not too tough of a battle, watch for his standing fierce and
    Shield Slashes, jump in on him often and use your special grabs. Your Siberian
    Splash or Diving Knee Press on him often, and there is little he can do about
    it. Counter his missed supers with either a Final Atomic Buster or Siberian
    Bear Crusher, also jump in on him often and combo him as well, a few quick
    grabs and this fight should be over with in a hurry.
    
    Chun-Li: Not that much of a tough match. Counter her missed Senretsu Kyaku with
    either an air combo, Running Bear Grab, Final Atomic Buster, Spinning Pile
    Driver, or Team Super. That goes the same for her missed Hazan Tenshou Kyaku.
    Jump in often and combo her with your Siberian Splash. This tactic is the same
    for every character with Mech Zangief, just counter and be on the constant
    offensive and don't let your opponent out of your sites.
    
    Cyber Akuma: Fairly tough match, just don't eat any of his supers though.
    Immediately when the battle starts jump in at him iwht your jumping roundhouse
    followed by a crouching roundhouse, surprisingly this does major damage on him
    and keep on doing this until he finally realizes to block or do something else.
    Jump in on him often with your Siberian Splash and into your psecial grabs and
    throws, he doesn't tech hit out of your Spinning Pile Driver much and it does a
    ton of damage on him.
    
    Cyclops: Stay away from pretty boy here because he will constantly blast you
    with his Optic Blast. Also constantly jump in, because there is very little you
    can do about his Mega Optic Blast and Super Optic Blast. Keep him within your
    throw range and combo him often, throws do a number on him and this fight
    should be a quick one.
    
    Dan: Not much of a fight at all. Constantly jump in on him and use your special
    grabs, watch for Dan's throws though, they do a ton of damage and he can make
    this fight a short one. Try to avoid using your Siberian Bear Crusher because
    he can easily jump around and use his Shinkuu Gadouken. Jump in on him often
    and combo him or use your special grabs.
    
    Dark Sakura: Not much of a tough fight, use your special grabs to counter her
    Shououken and jump in on her relentlessly. Don't expect her to be winning much
    after you have connected with a few grabs and throws. This fight isn't hard,
    make sure you jump in alot and avoid playing defense.
    
    Dhalsim: Watch for his Yoga Strike, I can't strees that enough. Jump in on him
    often and use your special grabs and throws. Watch for him to teleport often,
    you really can't do much about that except use your Spinning Lariat and hope
    that he teleports into it.
    
    Hulk: Tough battle, watch for his Gamma Tornado, it works on Mech Zangief and
    does painful damage. Watch for him to use his Gamma Charge quite often. Counter
    that with your special grabs. Do alot of jumping in in this battle because you
    can ill afford to take damage from him because most of the damage that he does
    is unrecoverable anyways.
    
    Ken: Watch for his Shinryuken, he is completely invincible during this move and
    nothing will break through it. Wait for him to recover and use your Final
    Atomic Buster to teach him never to stay in the air again! Jump in on him often
    and use your special grabs, that's basically all Mech Zangief has to do to win.
    
    M.Bison: Well this battle is fairly tough, watch for his Psycho Crusher though,
    you can't do much about it except use your Spinning Lariat to knock him out of
    it. Jump in on him often and combo him and use your special grabs to knock him
    out of this battle.
    
    Mechanized Zangief: Well your double really won't give you much trouble, just
    as long as you can grab in first before he tries and grabs you. Watch for him
    to use his Final Atomic Buster, in this battle whoever starts the grab second
    will win, so if he were to pull off a Final Atomic Buster, then you should pull
    off a Final Atomic Buster and it will grab him! Keep using your grabs and
    finish this battle quickly.
    
    Mephisto: Well this is one of the easier matches. Watch for him to play keep
    away often, and make relentless persuits after him with your Siberian Splash or
    Diving Knee Press into either of your Special grabs. Your special grabs and
    throws can make quick and short work of Mephisto.
    
    Norimaro: Not a tough fight at all. Just watch for his Hyper Strong Miracle
    Treasure. It will do alot of damage against you and also don't let this guy
    throw you because he tends to do it often. Jump in on him often and pound away
    until you have broken his glasses.
    
    Omega Red: One major problem with this guy..."Omega Destroyer!!" Stay away from
    it at all costs, its the quickest super that will finish off Mech Zangief and
    Mech Zangief can do nothing to stop it. Either stay near him or stay all the
    way at the opposite screen, don't stay in between. When you are near him don't
    let him out of your sites! Continously Siberian Splash him and never go for
    your Siberian Bear Crusher whenever you see him have a level f super, because
    he will pull off the OD on you. When you are far away jump alot and away from
    him, his Omega Destroyer can't damage you much here. When he doesn't have a
    level of supers, jump in and attack constantly, even if it means throwing him
    normally!
    
    Ryu: Watch for his Shinkuu Hadouken, it'll do alot of damage against you, so
    stay in the air and pound on him with your Siberian Splash into special grabs
    and throws. Use your special grabs or supers to counter his missed Shin
    Shoryuken, and do not get sucked into that Shinkuu Tatsumaki Senpuu Kyaku!
    
    Sakura: Not much of a tough fight, counter her Shououken with your Siberian
    Bear Crusher or Final atomic buster. Jump in on her constantly with your
    Siberian Splash or Diving Knee Press and into your special grabs and throws.
    Watch for her to throw a shinkuu Hadouken as you are jumping in.
    
    Shadow: Watch for this guy to throw alot of Shadow Booms. Jump over them and
    pound him with your Siberian Splash into special grabs or supers. Counter his
    Shadow Justice with your Final atomic Buster and continously make a relentless
    persuit and pound him in, don't stop at any moment, continue to do that and
    this fight should be a short one.
    
    Shuma Gorath: One thing to worry about..."Chaos Dimension!!" Painful damage if
    it connects and it do as much damage as the Omega Destroyer against you. There
    really isn't much Mech Zangief can do about this except continuously use your
    Spinning Lariat and keep him away. Watch for his Mystic Smash and Mystic Stare,
    he will use those two often in this battle. Constantly jump in on him and use
    your special grabs before he reaches level 3.
    
    Spider-Man: Tough match, look for him to play keep away. There isn't much you
    can do about his missed Maximum Spider, except try to get in range and trip him
    with your roundhouse. If he misses with his Crawler Assault use your Final
    Atomic Buster or Siberian Bear Crusher to counter. Jump in alot on him with
    your Siberian Splash and use your Spinning Pile Driver whenever he blocks. Try
    using your Siberian Splash to help you set up alot of grabs and throws.
    
    U.S.Agent: Not too tough of a battle, watch for his standing fierce and Shield
    Slashes, jump in on him often and use your special grabs. Your Siberian Splash
    or Diving Knee Press on him often, and there is little he can do about it.
    Counter his missed supers with either a Final Atomic Buster or Siberian Bear
    Crusher, also jump in on him often and combo him as well, a few quick grabs and
    this fight should be over with in a hurry.
    
    Wolverine: Easy, easy fight. Jump in on him constantly and use your special
    grabs. If he misses with a Fatal Claw use your Siberian Blizzard to bring him
    down. If he goes for a Berserker Barrage X, use your Spinning Clothesline to
    knock him out of it, don't worry about his Weapon X, it won't even make you
    flinch remember!
    
    Zangief: Well your human counterpart should be an easy fight. Don't let him get
    the drop on you though because you can always expect a special grab to be
    comboed. Jump in on him often and use your special grabs, throws, and supers to
    make this fight a quick one.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Mephisto
    If there was anyone more evil than the name itself than this guy would be it.
    Ruler of his underworld dimension he seeks the souls of heroes to help expand
    his realm. He is the father of the powerful Blackheart and has limitless power
    at his disposal, but his power is weak when he is on Earth or when he is out of
    his dimension. He has encountered the Avengers, X-Men, Spider-Man, Daredevil,
    X-Factor, the Defenders, The Fantastic Four, and the former host of the Ghost
    Rider Johnny Blaze. However he seeks the Soul of Thor and the Silver Surfer to
    expand his realm with power, he has many times tried to enslave Silver Sirfer
    but he has eluded him many times, the Soul of thor is passed onto the next
    being every time the Hammer is passed onto another human being on Earth.
    However none could explain such cruel acts put on Hawkeye when he had murdered
    Mockingbird(Hawkeye's wife) in front of his own eyes after the Avengers had
    interfered in his plans. Constantly wreaking havoc(no pun intended) it was
    sooner or later that he would lose his seat in the Underworld Dimension, then
    came his son Blackheart who had overpowered Mephisto and took over his realm.
    Mephisto's current whereabouts are unknown(well at least unknown to me!).
    
                              Character Quotes
    
                       "I am the malevolence. Named Mephisto."
                       "I'm everywhere, even in your heart."
                       "Now I tell you a truth. Your soul belongs to me."
    
    
    Inferno: F,DF,D,DB,B+P
    Depending on which button you push makes him do either an Ice pillar, Fire
    pillar, or a Thunder Pillar that each one of them has their own distance, Jab
    is for close range and can be used as an anti-air attack and the fierce version
    can be used from a distance. However if Mephisto misses you will be setting up
    yourself for a calamity because he just stands there while still in his Inferno
    pose, but one thing for sure and that's the fact that this does alot of damage
    and must be used early to be used as an anti-air attack.
    
    
    Dark Thunder: B,DB,D,DF,F+P
    Well not the best move in the game but it does have alot of range and distance
    as well. The jab version makes him hit the ground, the strong makes him go head
    height, and the fierce version makes him go at a fourty-five degree angle which
    can be used as an anti-air attack. The fierce version can be used as an
    anti-air attack but it really isn't all that effective and he must start the
    move early so that it at least hits the opponent. Also this can be used to
    nullify projectiles and still hit the opponent as well and can be used as a
    mistake punisher.
    
    
    Soul Steal: FP
    Well this isn't really a special move because it involves his regular attacks,
    but it has special features that you would normally see in a special move.
    Basically what this does is rapidly drains the opponent's life away. I mean it
    drains a ton of life, but it doesn't go to Mephisto though. However you can
    never kill your opponent with this move for some odd reason I don't know and
    its also hard to connect with despite the fact that it has alot of range.
    Mainly because it takes a while for this to come out and when Mephisto gets hit
    the little demons go away, but they don't go away if they have already
    connected. Also the more demons that are on the opponent the quicker and more
    life they drain, and also when its blocked Mephisto gains alot of super meter.
    The recovery for this move is bad though.
    
    
    Time Stopper: RK
    Well this isn't much of a special move either because it involves his regular
    attacks, but like his Soul Steal it does have special attributes though. When
    he does this move and if it connects he will first start out with a kick and
    then green demons(or depending on which color you select him as) cling onto the
    opponent making them literally freeze unable to block. This gives you the
    opportunity to do your Judgement Day, your Inferno, or your launcher. I've
    tried putting in a Heart of Darkness or a Dark Thunder after this move but for
    some reason once you do these moves the little demons just go away and the
    opponent is free to block so I guess its just certain moves that you can do.
    Also if the opponent blocks these Mephisto will gain an absurd amount of super
    meter. Also these little demons have been known to stop projectiles and yes
    even the Maximum Spider and Final Justice, and that's pretty special isn't it?
    
                                 Supers
    
    Armageddon: D,DF,F+2P
    Boy I love this super! However its range is rather limited and the opponent
    must be pretty close to Mephisto for this move to fully connect. This super
    does have a start up delay though, but it can be comboed off of his launcher
    and this super does do good damage though. It also does good chipping damage as
    well, but the real problem is the fact that it can be pushed blocked but
    luckily Mephisto recovers long before the rocks stop falling. Just incase the
    opponent does push block it just hope that they don't pull off a super like
    Ryu's Shinkuu Hadouken or Wolverine's Weapon X.
    
    
    Heart of Darkness: D,DF,F+2K
    Remember this super in Marvel Super Heroes? Well in Marvel Super Heroes this
    super could easily come near 30 hits but not I find myself having trouble
    getting near 20 hits sometimes. It still does a heck of alot of damage though
    and its one of the coolest supers in the game. What Blackheart will do is rise
    into the air crossing his arms as demons come flying from the ground below the
    opponent at this time Mephisto laughs(which is pretty sweet mind you) then a
    giant pillar of light comes flashing from the ground. This super went on longer
    in Marvel Super Heroes but the grahical effects in this game look better. Also
    this super follows the opponent along the ground but it is easily dodged
    because its a dead giveaway when Mephisto rises into the air, but this super
    does do a ton of chipping damage and Blackheart is free to block immediately
    after this super.
    
    
    Judgement Day: D,DB,B+2P
    Well his new super for the game is pretty sweet! What Mephisto will do is let
    lose 19 flying demons from his chest, each one of them does individual chipping
    damage mind you and this super does pretty good damage as much as a Shinkuu
    Hadouken if it connects all the way. As you can expect from all of Mephisto's
    supers this does alot of chipping damage, just a pixel more than Ryu's Shinkuu
    Tatsumaki Senpuu Kyaku. This has alot of range but opponents close to Mephisto
    and ducking and basically escape any damage. This super can be used in the air
    as it comes down a 60 degree angle, but it is too slow to be used as an AC
    Finisher though. Once again this super chains off his standing roundhouse after
    the little demons cling onto the opponent. The recovery time for this move is
    almost non-existant, and that means all of Mephisto's supers leave him
    relatively safe from retaliation. Also this should be your main super if you
    want to counter anything the opponent misses.
    
    
                             Team Super
    
    Mephisto: Armageddon
    Well I wish his Team Super would be the Judgement Day since it has alot more
    horizontal range, but this super isn't as bad though but the opponent must be
    near him to recieve the full damage. But combine this super with the Omega
    Destroyer, Sakura's Shinkuu Hadouken, Mephisto's Armageddon, or Chun-Li's
    Kikousho then you've got alot of damage done!
    
    
                            Team Counter
    
    Mephisto: Dark Thunder
    Well not a very effective team counter because he is knocked out of it so
    easily, but it has range though and can tag opponents from screen's distance.
    However it does take a while for him to start this team counter making this one
    of the most easiest to block Team counters.
    
    
                           Variable Assist
    
    Mephisto: Dark Thunder
    Well this is not a bad team attack but I would rather prefer the Inferno.
    Mephisto will always do the jab version of his Dark Thunder but it has alot of
    range and once it connects the opponent is automatically stunned by it letting
    you connect with a super(Mega Optic Blast). But once again he is easily knocked
    out of it and it still has that start up delay.
    
                           Combos
    
    Combos: 68/100
    Supers: 82/100
    Overall: 68/100
    Well I don't see much of a difference from Blackheart, even though his attacks
    do fire damage they do NOT cause more damage. Its only to the effects of his
    comic abilities.
    
    
    Special Game notes: Mephisto
    
    -- Mephisto's dash is not the best dash in the game. It is very slow and is not
    quick enough for him to start any combos. Also he is semi-invincible during
    this dash because he can avoid supers like Final Justice or Maximum Spider and
    basically all standing attacks. However he can be hit by low attacks, beam
    supers, and the Weapon X. Also his dash is uncontrollable so once you start it
    you just have to wait until it finishes unlike other character's dashes where
    they can stop in the middle of it.
    
    -- Mephisto has an air dash, also he is the only one who can air dash backwards
    as well.
    
    
    Ground Magic Series: Kick to Punch
    Jumping Magic Series: Kick to Punch
    Super Jumping Magic Series: ZigZag
    Launcher: S.Strong
    Air Launcher: none
    Strikes: C.Strong
    Small Launcher: none
    Team Super: Armageddon
    Team Counter: Dark Thunder
    Variable Assist: Dark Thunder
    AC Finisher: Forward(yes, that's it)
    
    
    1. S.Roundhouse --> Inferno
       Just let the demons connect before you cancel
    
    
    2. S.Roundhouse --> Judgement Day
       Quick and easy damage, just let the demons connect then cancel
    
    
    3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward
    
    
    4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    
    
    5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward
       You might want to move in closer after the demons connect, so that both the
    forward and strong can be linked.
    
    
    6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon or Team Super
    
    
    7. Inferno --> Heart of Darkness
       Cancel as soon as you can, before they hit the ground
    
    
    8. J.Roundhouse \/ S.Roundhouse, S.Strong --> Switch out
       Wait until the demons connect, then continue
    
                          EX Combos
    
    1. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Heart
    of Darkness
    
    
    2. Inferno --> Heart of Darkness, Soul Steal
       Your welcomed to cancel at anytime. Also when the opponent pops up from the
    Heart of Darkness, immediately jump up there and quickly zap a couple of more
    life from them!
    
    
    3. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Team
    Super
    
    
    4. In corner: J.Roundhouse \/ S.Roundhouse --> Judgement Day --> Armageddon -->
    Heart of Darkness
    
    
    5. Inferno --> Heart of Darkness --> Judgement Day
    
                           __________
                           Strategies
    
    Akuma: Well this is a very tough fight for Mephisto. Akuma will most likely be
    on the offensive against you and you will need some defense against him. When
    ever you see him jump in for an attack start your standing strong early, this
    will counter anything he throws at you, and I mean anything except for the
    Tenma Gou Zankuu of course. Watch for him to use his Messatsu Gou Shoryuu in
    combos, if by a chance he misses immediately go for the Armageddon while he is
    in the air, or you can start the Heart of Darkness early. Often from a distance
    he will go for a Messatsu Gou Hado, but since you are far away from him you can
    simply jump over his, air dash towards him and hit him with your Judgement Day.
    Akuma also likes to dash often as well, but he still recovers from it, so start
    your Judgement Day early to smack him just as he recovers from the Ashura
    Senkuu.
    
    Apocalypse: Well not much of a tough fight against this guy. All of Mephisto's
    supers do excellent damage against this guy. First off you can stand behind his
    arm and keep pelting him with your standing Roundhouse. You should use your
    Armageddon when he has those satelites orbitting around you and while your near
    his arm, that way you will do damage to both him and destroy his satelites.
    When Apocalypse tries to go for his Drill, jump over it and use your Judgement
    Day.
    
    Armored Spider-Man: Well this is a rather tough fight for Mephisto, but there
    are a few mistakes you can exploit. Whenever you see Armored-Spider-Man use
    your Armageddon, here Armored-Spider-Man will look to use his Maximum Spider
    after he push blocks, but what he doesn't know is that you recover before the
    rocks stop falling, even during the middle of your super the rocks will protect
    you from both his Crawler Assualt and Maximum Spider. When Armored-Spider-Man
    performs his Maximum Spider he will hit the rocks and bounce off, by that time
    the few remaining rocks will hit him, or if he does his Maximum Spider late and
    he bounces off, immediately go for your Judgement Day. Also when you block his
    Crawler Assault use your S.Roundhouse into a Judgement Day for some quick and
    easy damage, or you can use your S.Strong into his Armageddon for some quick
    damage. Also Armored-Spider-Man likes to use alot of those Spider Sting combos,
    counter that with your standing roundhouse into your standing strong into your
    air combo.
    
    Blackheart: Well your son really won't bother you much. Look for him to use his
    standing roundhouse into the Inferno quite often. When he misses the Inferno
    use your Judgement Day or your Heart of Darkness while Blackheart is still in
    the mist of his attack. Also for some odd reason Blackheart will pull the
    Armageddon from a distance, you can counter that with your Judgement Day or
    your Heart of Darkness, and block when he tries to jump in on you because he
    will go for his little demons to sun you into the Inferno.
    
    Captain America: This battle is pretty tough for Mephisto but he can still win.
    Watch for Captain America to use his Hyper Charging Star quite often, but he
    recovers poorly from it, so use your S.Roundhouse into the Judgement Day. Also
    his Hyper Stars n' Stripes will be used often, expect it block it, counter it
    with your Armageddon as he is in the air. Also you can counter his Charging
    Star with a standing strong into an air combo, and use your standing strong
    early to counter alot of Captain America's jumping attacks.
    
    Chun-Li: Well watch for her to try and use her Kikousho in an OTG combo, roll
    out of it and counter with a Heart of Darkness or a Judgement Day, but if you
    do want to start the Heart of Darkness, start it before she finishes her super.
    Also counter her Hazan Tenshoukyaku with your standing strong into an
    Armageddon, or use your Judgement Day. Start your standing strong early to
    counter any of her jumping attacks.
    
    Cyber Akuma: Well this guy you will have to stay in the air and make constant
    air dashes and keep droping your green demons with that roundhouse button. Keep
    doing this because you won't win much ground wars against this guy. Also he
    will do alot of teleporting so make sure you constant keep away from him. Also
    when Cyber Akuma goes for his Thunder Gou Shock immediately jump up and use
    your Judgement Day, also use your Judgement Day on the ground as well but only
    when you are far away from him. So basically stay in the air, bombard him with
    your roundhouse demons, and keep him away.
    
    Cyclops: Well you will have to stay in the air to avoid his Optic Blasts. Also
    he will tend to use his Running Stun Drop quite often so you will have to watch
    for that. Also stay in the air like you would for Cyber Akuma and continously
    throw your demons at him. Often watch for his Mega Optic Blast when you miss
    your Armageddon so you might want to stay away from using this super. Also when
    he does his Running Stun Drop, use your standing Roundhouse to counter it and
    into a Judgement Day.
    
    Dan: Well you won't get much trouble from this guy because he is rather slow.
    If he misses anyone of his supers use a Judgement Day to punish him, also when
    he goes for his Shinkuu Gadouken and when you are out of his range just blast
    him with your Judgement Day or your Heart of Darkness, if you have no supers
    use your Inferno or your Dark Thunder, whatever you do just play offense
    against this guy because he really can't do much about it.
    
    Dark Sakura: Well you must watch out when you use your Armageddon because she
    can go for her Shinkuu Hadouken and plow right through your rocks. Also use
    your standing strong early to counter her attacks even though they don't have
    much priority. Also watch for her Shouken to miss quite a bit and that's her
    weak point, since she relies on it to often. So counter that with your standing
    strong into an air combo or if you have a super use your Judgement Day to
    counter her miss. You can play offense if you want, but playing defense and
    letting her miss with her Shouken's is your key to victory.
    
    Dhalsim: Well this guy really won't provide much trouble. And when you are
    jumping in on him make sure you use your jumping forward because sometimes you
    might miss with your demons and that can result in a Yoga Strike. Also when you
    are far away from Dhalsim he might use his Yoga Inferno, don't wait to use your
    Judgement Day, use your Heart of Darkness instead. Also he will tend to
    teleport quite a bit, and if he does try to teleport near you, try to predict
    when he will come to you and use your Armageddon, also if he happens to miss
    with his Yoga Strike use your Judgement Day to counter, or your Inferno.
    
    Hulk: Well one thing you must do, and that is stay away from him. Continuously
    pelt him with your roundhouse demons to stun him into the Inferno ir the
    Judgement Day. When you jump in on him he will try to use his Gamma Wave to
    counter, but before you come in on him and block, use your Judgement Day. Also
    when he goes for the Gamma Crush don't bother trying to counter with your Heart
    of Darkness, but you use your Judgement Day or Inferno instead. Also when he
    does do his Gamma Charge(and he will use this quite a bit) go for a standing
    forward into his stnading strong into an air combo, or you can use your
    Judgement Day to punish him serverely.
    
    Ken: Well watch for Ken to miss with all of his supers and counter with your
    supers because each one of your supers can counter each one of his missed
    supers. When Ken goes for the Shinryuken, during the middle and near the end of
    this super have Mephisto use his Heart of Darkness, when Ken misses with the
    Shoryu Reppa have Mephisto counter with his Armageddon, and when Ken misses
    with his Shippu Jinra Kyaku have Mephisto counter with his Judgement Day. Also
    look for Ken to be on the offensive but have Mephisto use his standing strong
    early to counter anything Ken tries to jump in with.
    
    M.Bison: Well this battle is a little hard but Mephisto should be more than a
    match for him. When M.Bison goes for his Psycho Crusher block it and wait until
    it goes through you and counter with your Judgement Day immediately. Also
    M.Bison will use his Psycho Shield often but if you are quick enough use your
    Inferno to counter, and when he does do his Scissors Kick Nightmare block it
    and when he is trying to recover from it, use your Judgement Day or your Dark
    Thunder. You will have to play offense in this battle because M.Bison does
    often try to play keep away.
    
    Mechanized Zangief: Well not much trouble from this fellow. Continously attack
    hin with your Dark Thunder and Infero. When and if he does do his Siberian
    Blizzard use your Heart of Darkness before he even hits the ground. Also when
    he tries to come near you with his Final Atomic Buster , Team Super, or
    Siberian Bear Crusher, use your Judgement Day and it will push him back. Or you
    can just keep throwing out your roundhouse or fierce demons.
    
    Mephisto: Well your double really won't bother you much. Look for him to use
    his standing roundhouse into the Inferno quite often. When he misses the
    Inferno use your Judgement Day or your Heart of Darkness while Mephisto is
    still in the mist of his attack. Also for some odd reason Mephisto will pull
    the Armageddon from a distance, you can counter that with your Judgement Day or
    your Heart of Darkness, and block when he tries to jump in on you because he
    will go for his little demons to sun you into the Inferno.
    
    Norimaro: Watch for Norimaro to use his Hyper Strong Miracle treasure quite
    often. But basically be on the offensive against this guy because Norimaro
    really can't defend against your attacks especially the jumping forward. Use
    your Judgement Day or Dark Thunder to counter Normiaro's missed Hyper Strong
    Miracle Treasure or Super Grand Champion Jump. Counter his Multi-Hand Slaps of
    Fury with your jab Dark Thunder or your standing strong into the launcher.
    Basically play offensive and use your standing strong early to counter
    Norimaro's jumping attacks.
    
    Omega Red: Well this will be a seriously tough fight. Watch for Omega Red to
    miss with his Omega Strike then counter with a strong Dark Thunder or use your
    Judgement Day if you have a level of super. When you can predict when he will
    use is Omega Destroyer jump up and use your Judgement Day, the demons should be
    able to plow through his coils, but not all of them though. Use your jumping
    forward when you try to come in for attacks because Omega Red has trouble
    countering it except for his crouching strong. Play keep away with this guy
    because he will look to come in and combo you.
    
    Ryu: Well this fight is hard but not impossible. Watch for him to use his
    Shinkuu hadouken, but before you block, jump up and avoid his Shinkuu Hadouken
    and air dash towards him and use your Judgement Day. Also when Ryu does his
    Shinkuu Hadouken in the air he has basically three times more recovery time
    than if he was to do that from the ground, so counter that with your Judgement
    Day or your Heart of Darkness. Also he will throw numerous Hadoukens at you,
    but if you can predict when he is going to throw them from a distance use your
    Heart of Darkness quickly or use your Judgement Day. Also use your jumping
    forward to at least over power his dominating launcher or to at least trade
    hits, and start your standing strong early to counter his jumping attacks. When
    he misses with the Shinkuu Tatsumaki Senpuu Kyaku use your Judgement Day or
    Heart of Darkness to counter after you have successfully pushed blocked away or
    if he just plain misses. And just use your Inferno or your Judgement Day to
    counter his missed Shin Shoryuken.
    
    Sakura: Well this battle is a little tough, but like Dark Sakura she will often
    rely on hr shouken to win her battles. However her Shouken doesn't have as much
    recovery time as her counterpart so that will be a problem. What you can do is
    jump in on her with your jumping Forward and counter all of her attacks because
    she really can't do anything about your attacks since she is rather slow for
    her size. Use your Heart of Darkness to counter her missed Shinkuu Hadouken or
    her missed Haru Ichiban. Also try not to waste a super when trying to counter
    her missed Midare Zakura because its pretty hard for Mephisto to counter it,
    but have him use his Inferno or Dark thunder instead.
    
    Shadow: Well this can be a tough battle but look for Shadow to make a couple of
    mistakes. Watch out for his Shadow Justice, hopefully you can block it and
    counter with an Armageddon or a team super. When you jump in block while
    jumping in and sometimes he will use his Shadow Kick to counter, then use your
    Judgement Day, Inferno, or your launcher into an air combo to counter his
    mistake. Watch for him to throw Sonic Booms rather quite often and use your
    standing strong early to counter his attacks.
    
    Shuma Gorath: Well this guy is probably the most fair and even fight for
    Mephisto. Watch for him to use his crouching roundhouse to counter your jumping
    attacks and then he immediately uses his Mystic Stare. Don't bother countering
    his Mystic Smash with your supers because he recovers fast from it. Also use
    your standing strong early to counter his jumping attacks, and you might want
    to pelt your green demons from above incase he does go a little berserk with
    his Mystic Stare.
    
    Spider-Man: Well this is a rather tough fight for Mephisto, but there are a few
    mistakes you can exploit. Whenever you see Spider-Man use your Armageddon, here
    Spider-Man will look to use his Maximum Spider after he push blocks, but what
    he doesn't know is that you recover before the rocks stop falling, even during
    the middle of your super the rocks will protect you from both his Crawler
    Assualt and Maximum Spider. When Spider-Man performs his Maximum Spider he will
    hit the rocks and bounce off, by that time the few remaining rocks will hit
    him, or if he does his Maximum Spider late and he bounces off, immediately go
    for your Judgement Day. Also when you block his Crawler Assault use your
    S.Roundhouse into a Judgement Day for some quick and easy damage, or you can
    use your S.Strong into his Armageddon for some quick damage. Also Spider-Man
    likes to use alot of those Spider Sting combos, counter that with your standing
    roundhouse into your standing strong into your air combo.
    
    U.S.Agent: This battle is pretty tough for Mephisto but he can still win. Watch
    for U.S. Agent to use his Hyper Charging Star quite often, but he recovers
    poorly from it, so use your S.Roundhouse into the Judgement Day. Also his Hyper
    Stars n' Stripes will be used often, expect it block it, counter it with your
    Armageddon as he is in the air. Also you can counter his Charging Star with a
    standing strong into an air combo, and use your standing strong early to
    counter alot of U.S. Agent's jumping attacks.
    
    Wolverine: Here this is a rather tough fight for Mephisto. Wolverine will
    constantly use his Berserker Barrage or his Drill Claw, there really isn't much
    you can do about countering his Berserker Barrage except for using the jab
    version of your Dark Thunder. When he misses with his Drill Claw have
    blackheart counter with a Judgement Day or an Inferno. Watch for Wolverine to
    miss with his Fatal Claw combos, so use your Heart of Darkness during the
    duration of his super to counter. Also jumping at him often with your jumping
    forward to nullify his standing attacks and use your standing strong early to
    counter his jumping attacks.
    
    Zangief: Well this battle is pretty easy. Just make sure you stay away from
    him. Also watch for Zangief to use his Final Atomic buster often, at that time
    if you are away from his range use your Judgement Day to knock him out of it.
    Also he will try to use his Lariat and Clotheline to counter your jumping
    attacks, but before you jump in on him with your attacks use your Judgement Day
    to fool him, so try jumping in on him early on with your jumping attacks and
    when he leasts expects it go for your Judgement Day.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Norimaro
    Well not sure about his history, I have recieved serveral emails(probably 13!!)
    telling me he is an obcessed Otaku wanting to take Chun-Li's picture. All this
    time I though he was just a tourist because he had his camera around so often.
    
                             Character Quotes
    
                  "Gee... this looks so much harder in the comic book."
                  "Hmm... I thought you were taller..."
                  "Iíve only got a quarter! ..Sorry"
                  "Itís like Iím a Super Hero or something!"
                  "That was one crazy fight!"
                  "These are some of earthís mightiest heroes!"
                  "Wow! I didnít know I could do that!?"
                  "Wait a second... How'd I do that!?"
    
    
    Tourist's Treasure: D,DF,F+P
    Well this is his basic projectile as he brings something out of his travel bag
    and throws out a random item whether it being a book, a barbie doll(?),
    hedgeclippers, or a piano leg it does the same damage not matter what. The
    damage of his projectile is pretty average its not over powering nor is it too
    weak. It can be used as an AC Finisher and the start up delay is practically
    non-existant, also there's basically no recovery delay also making this a safe
    projectile to use. Also while this projectile goes in an arc form it can still
    counter Ryu's or practically anybody's ground fireball.
    
    
    Personal Victory Jump: F,D,DF+P
    Well despite this move looking ackward as he jumps up and smacks his opponent
    with a jumping bellyflop of some sort, it has high priority. This move combos
    off any of his standing attacks, and also it can be used as an anti-air attack
    as well. However despite this move being extremely quick it doesn't do as much
    damage as you would like as it is probably the weakest anti-air attack in the
    game. Also if he misses he will fall back to the ground unable to block.
    
    
    Fierce Hand Current: D,DF,F+K
    Ha! I love this move! What Norimaro will do is swing both his hands like a
    windmill while running towards the opponent, just imagine it like someone
    trying desperately to defend themselves. This move combos pretty well but its
    often hard to combo because most of his attacks push him to far back. Try not
    to do this move too often because he has extremely bad recovery time, even
    worst that Hulk's Gamma Charge! Basically because he falls trying to defend
    himself and gets back up slowly and I think even Soider Man can counter with
    the Maximum Spider! Although this move chips alot for a normal move as it chips
    more than Cyclops' Optic Blast! So unless you are sure it will connect or if
    your opponent is a few pixels short of defeat I suggest staying away from this
    move unless your in for a good laugh.
    
    
    Banana Split: RK
    Well this isn't exactly a special move but it has some pretty funny and unique
    features. All this really is, is his standing Roundhouse, but he'll actually
    slip on his own banana peel and that banana peel goes flying towards his
    opponent. If the opponent is not blocking while the banana peel is touching the
    floor, then the opponent will slip! This move only does 2 pixels of damage, but
    I've seen his stop the Final Justice and Cyber Akuma's Shining Gou Shock! But
    for this move to connect you must be a little bit more than sweeping distance
    away. Also Norimaro has obsurd recovery time from this move, but he can just
    cancel into anyone of his special attacks.
    
    
    
                                  Supers
    
    Hyper Strong Miracle Treasure: D,DF,F+2P
    This super is best used from a distance because the start up delay he has is
    just tremendous! Think of it as a Proton Cannon, but except the damage done is
    not really that much. This super does decent damage but only if your up close
    to your opponent. Also this super OTGs and can really rack up the chipping
    damage but only if you are close to your opponent as Norimaro will take a whole
    bunch of items from his travel back and go all out like a Barbie Doll(?) or a
    piano leg. Also the recovery time is absolutely horible, it has just as much
    recovery delay, if not more, than the Maximum Spider.
    
    
    Super Grand Champion Jump: F,D,DF+2P
    While this super has excellent range for an anti air attack this is probably
    the weakest super besides the Gamma Crush. This super is the quickest of his
    three supers however and also it chains off any of his normal attacks and also
    has excellent priority. This can be chained off his launcher but for one
    measely hit and also if he misses he will fall unable to block.
    
    
    Ultra Variety Private Memory: D,DF,F+2K
    This is by far his strongest super in the game as he pummels the opponent in an
    auto 19 hit combo that does tremendous damage. It is invincible during start up
    dealy and has high priority over most attacks and will go through projectiles
    during start up as well. Also if you look carefully he changed into Megaman as
    random images of his memory appear, each one of his memories hits his opponent
    as they flash randomly and after his opponent is knocked into the air he sorta
    blows himself up. An excellent super overall but the start up delay is
    horrible, the recovery time is bad but for some odd reason the I can't seem to
    counter it myself nor can anybody.
    
    
    
                                Team Super
    
    Norimaro: Hyper Strong Miracle Treasure
    An excellent team super overall because it has alot of range and chipping
    potiential. Think of it like Shuma Gorath's Team Super or Judgement Day, just
    make sure that Norimaro is not the one who starts the team super because
    there's a ton of start up delay and opponents can easily predict it.
    
    
                               Team Counter
    
    Norimaro: Fierce Hand Current
    Not that much of an effective Team Counter because it comes out slower than if
    Norimaro does it himself and also the opponent sometimes have enough time to
    block, so if I were you just take that chipping damage unless your in Versus
    Mode.
    
    
                              Variable Assist
    
    Norimaro: Tourist's Treasure
    Not one of the best team attacks in the game. It has a bit of a start up delay
    and its really hard for this to connect, just don't bother calling out Norimaro
    for this attack because it simply just stinks.
    
    
                               Combos
    
    Combos: 80/100
    Supers: 80/100
    Overall: 73/100
    Norimaro is not as bad as a character that people might think. He has excellent
    combo ability and has average strength and defense. His supers are pretty
    effective if you know when to use them and also take fact that they do decent
    damage. Just watch for his attacks though, they have almost no priority
    whatsoever and he will have to rely on his quickness to get a few attacks out.
    His range basically sucks, but a good thing is that he is the smallest
    character in the game thus making combos harder to put on him. He's definitely
    not a beginner's character, but its sure is funny watching him fight!
    
    
    Special Notes: Norimaro
    -- Norimaro, despite him being the joke character of the game he can really
    show some players how to combo! Most Spider Man users can get adapted to him
    rather quickly because his combos are sorta like Spider Man's.
    
    -- Whenever he starts a round in versus mode it'll take him quite a while to
    come out of his taunt, so even if the round announcer says "Fight!" Norimaro
    will still be in his taunt, and combo characters like Wolverine or Spider Man
    can come in for a quick combo before he finishes his taunt.
    
    -- If you don't do anything for about 2 seconds, Norimaro will sorta look
    around the screen, although this has very little effect on the game, I just
    thought you would like to know.
    
    -- Norimaro has a double jump, just hit u/uf/ub after his jump
    
    -- Although this is just another unimportant featured I thought I would just
    like to share it with you readers. Norimaro has a special intro when he fights
    the female fighters in this game mainly Sakura and Chun-Li and Dan(ha! Just
    kidding!). Usually you will see him freak out when he looks around and finally
    sees who his opponent is, but when he sees either Chun-Li or Sakura he will
    sorta be dazzled as hearts fly around him. Yeah I agree, he is pretty pathetic
    isn't he?
    
    -- His Tourist Treasure will not gain him super meter guage unless he hits the
    opponent. Odd but true.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: S.Roundhouse
    Strikes: S.Fierce
    Small Launcher: C.Strong
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Hyper Strong Miracle Treasure
    Team Counter: Fierce Hand Current
    Variable Assist: Tourist's Treasure
    AC Finisher: Fierce, Roundhouse, Tourist's Treasure
    
    
    1. D.C.Short, C.Roundhouse --> Hyper Strong Miracle Treasure
       You can only OTG this super if you are close to your opponent after you have
    swept them.
    
    
    2. Banana Split --> Hyper Strong Miracle Treasure
       This only works if the opponent is really dumb, make sure to cancel early so
    that the opponent doesn't hit the ground.
    
    
    3. Banana Split --> Ultra Variety Private Memory
       just like the one above, just cancel before they hit the ground.
    
    
    4. J.Jab, J.Strong \/ D.S.Jab, S.Roundhouse --> Super Grand Champion Jump
    
    
    5. J.Jab, J.Strong \/ D.S.Jab, S.Strong, S.Fierce --> Character Switch Out
       Basically when you want to switch to your partner but don't want the risk of
    eating a super.
    
    
    6. Partner Attack --> Any Super
       Primarily Akuma, but most characters should work.
    
    
    7. J.Jab, J.Strong \/ D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward, SJ.Fierce, SJ.Roundhouse
    
    
    8. J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Foward, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
       Just like the one above except this combo can be done against bigger
    character like Hulk. The combo is 100% guaranteed to work against Blackheart
    and for Zangief and Hulk just skip the jumping Fierce.
    
    
    9. J.Jab, J.Roundhouse \/ D.S.Jab, S.Strong --> Super Grand Champion Jump
    
                                 EX Combos
    
    1. J.Jab, J.Strong \/ D.C.Short, C.Roundhouse --> Hyper Strong Miracle Treasure
    --> Ultra Variety Private Memory --> Hyper Strong Miracle Treasure
    
    
    2. J.Short, J.Fierce \/ D.S.Jab, C.Roundhouse --> Tourist's Treasure --> Hyper
    Strong Miracle Treasure --> Team Super
    
                                __________
                                Strategies
    
    Akuma: Tough fight, probably these are all tough fights, except the one against
    Apocalypse and Cyber Akuma. WAtch for him to miss with his Messatsu Gou
    Shouryuu. Counter that miss with your Hyper Strong Miracle Treasure or an air
    combo. Also try to time your launcher late until he is close to you to launch
    him, otherwise you will just get knocked around into an air combo. Watch for
    his teleport, he likes to do it often, so if you think he will teleport in
    front of you start your Hyper Strong Miracle Treasure or Ultra Variety Private
    Memory early.
    
    Apocalypse: Quite possibly the easiest battle for Noriamro. The only thing you
    have to do when you are near this guy is do a crouching short, crouching
    forward, crouching roundhouse, Fierce Hand Current combo. When you have a level
    of super ready use your Hyper Strong Miracle Treasure. Also you can jump to his
    face and do a jumping jab, jumping strong, jumping fierce, Tourist's Treasure
    combo. Constantly pummel this guy, also take note that your attacks can barely
    stun Apocalypse.
    
    Armored Spider-Man: Tough fight. Watch for him to combo alot. Use either your
    Hyper Strong Miracle Treasure or your Ultra Variety Private Memory to counter
    his missed Maximum Spider. If he misses with his Crawler Assault with your
    Super Grand Champion Jump or an air combo. Try to jump in on him with your
    jumping roundhouse and combo him. Also it may be a little cheap but throw him
    as well, the computer has no feelings remember? If you are playing against a
    human opponent use your punch throw and they'll get a good laugh out of it.
    
    Blackheart: This battle is fairly easy and difficult. Use your Hyper Strong
    Miracle Treasure quickly when he misses with his Inferno. Also if he misses
    with Armageddon use your Hyper Strong Miracle Treasure to counter it, sure some
    of the rocks might block some of the dolls and protractors you throw out, but
    the majority should still hit him. Try not to miss with your supers because he
    will counter with his Judgement Day. Try to jump in alot and combo him because
    all your combos work on this guy!
    
    Captain America: Tough match up for Norimaro. You really have to wait in this
    battle and hope that he makes a mistake. Counter his missed Hyper charging Star
    and Final Justice with your Super Grand Champion Jump, and his missed Hyper
    Stars n' Stripes with your Hyper Strong Miracle Treasure or your Ultra Variety
    Private Memory. In this battle you will have to block alot of his jumping
    attacks because his priority is just so much higher than yours. Combo him if he
    misses with his Charging Star and Stars n' Stripes and avoid jump ins, throw
    out a couple of your Tourist's Treasure when you are at a distance.
    
    Chun-Li: Well watch for this match. She will jump in alot and combo the crap
    out of you if you are not careful. Try to time your Ultra Variety Private
    Memory early if she misses with her Kikousho or you can settle for the Hyper
    Strong Miracle Treasure. This goes the same for her missed Hazan Tenshou Kyaku,
    if she misses with her Senretsu Kyaku use your Super Grand Champion jump to
    counter or an air combo. Watch for her stomp kick, you will have to use your
    Personal Victory Jump to counter that, and that should be what Norimaro should
    use throughout the match if she decides to jump in. This battle is like a
    waiting game, you will have to wait for her to make mistakes and counter them.
    
    Cyber Akuma: Well surprisingly this isn't too tough of a battle(well at least
    for me anyways). Watch for Cyber Akuma to throw out alot of projectiles at you,
    in this battle stay in the air and keep super jumping and do anything in the
    air to gain your super meter. When you have a level of super use your Hyper
    Strong Miracle Treasure, it connects probably 70% of the time and it does good
    damage against him, also watch for him to teleport often, use your Ultra
    Variety Private Memory or Hyper Strong Miracle Treasure in advance if you know
    where he will land to catch him for some easy damage. Don't jump in on him and
    don't let him jump in on you, its essential to play keep away if you want to
    win this battle.
    
    Cyclops: Tough match, watch for him to use his Optic Blasts all day, and once
    he has enough levels of super he'll just blast you with his Mega Optic Blast.
    Jump in on him and combo him, but don't do it too often because your jumping
    attacks are borderline between dominating and weak against his launcher. Use
    your Hyper Strong Miracle Treasure whenever you have the chance and chip his
    life away. There is very little you can do to counter his missed Mega Optic
    Blast and missed Super Optic Blast except block. Wait for him to pull of a Gene
    Splice and counter with an air combo or Hyper Strong Miracle Treasure depending
    on how far you are away from him and how high he misses with his Gene Splice.
    
    Dan: Well this is a very tough match for Norimaro believe it or not. Don't jump
    in on him too often because his launcher will just out prioritize anything you
    try to jump in with. Watch for this guy to jump in, you really can't do much
    about that either except block. Wait for him to taunt, then air combo him. Also
    watch for him to miss with his supers, primarily if he misses all of them use
    your Hyper Strong Miracle Treasure or Ultra Variety Private Memory to counter
    his miss. Just like most other battles, its a waiting game and you will just
    have to counter his missed attacks.
    
    Dark Sakura: Tough fight. Watch for her Midare Zakura and Haru Ichiban, they do
    a number on you and it can make the fight go very quickly for Dark Sakura. Jump
    in on her often because her attacks are too slow to counter your attacks and
    she will really need to time her attacks early to counter yours. Counter her
    missed Haru Ichiban with your Hyper Strong Miracle Treasure or Ultra Variety
    Private Memory, if you have no supers go for an air combo. Counter her missed
    Shououken and Midare Zakura with your Super Grand Champion Jump or an air
    combo. Watch for her jumping attacks, they can easily overwhelm you.
    
    Dhalsim: Jump in on him often and always attack while jumping in because you
    can expect a Yoga Strike if you are not prepared. Watch for him to use his
    teleports often, if you can predict in advance as to where he will land use
    either your Hyper Strong Miracle Treasure or your Ultra Variety Private Memory.
    Stay a far distance away from him at time to time and watch him use a Yoga
    Inferno, luckily you did what I said and counter that with your Hyper Strong
    Miracle Treasure because it should break through the flames. Watch for alot of
    keep away patterns from him he will occasionally throw out a Yoga Flame, try to
    counter with your Hyper Strong Miracle Treasure if you can predict it in
    advance.
    
    Hulk: Tough fight. Watch for his Gamma Charge, counter that with either a Super
    Grand Champion Jump, air combo, or your Ultra Variety Private Memory. Watch for
    him to miss with his Gamma Crush, use your Hyper Strong Miracle Treasure or
    your Fierce Hand Current. Don't try to jump in on him too often or let him jump
    in on you too often because there is very little Norimaro can do about it. Play
    keep away in this battle and also watch for Hulk to make alot of careless
    mistakes like constant Gamma Charges(hint, hint).
    
    Ken: Tough battle once again, boy these battles don't come easy for this Otaku.
    Watch for him to miss with both his Shinryuken or Shouryuu Reppa, counter both
    of these with either an air combo, a Ultra Variety Private Memory or Hyper
    Strong Miracle Treasure. Don't jump in on him too much because he just has so
    many ways to counter your attacks with pain. When he does jump in use a late
    standing roundhouse to knock him back into the air and into an air combo. In
    this battle play defense and wait for him to make mistakes, and trust me, he
    will.
    
    M.Bison: Another tough match for Norimaro. Watch for him to miss with his
    Scissors Kick Nightmare, use your Super Grand Champion Jump to counter that.
    Also don't miss with your supers otherwise you can expect a painful Psycho
    Crusher surprise to come ringing on your doorstep. Jump in on him often, but
    when you do jump in try to make it appear as if you were trying to cross him
    up, then combo him. That way you can avoid his launcher, or at least have more
    priority over it. This battle will be tough but you can outlast him with a few
    tactics. Watch for him to use his Head Press into a Somersault Skull Diver, if
    he does use your Personal Victory Jump to counter that after you have blocked
    his Head Press.
    
    Mechanized Zangief: Tough match. Play keep away with him often and stay away
    from his grab range otherwise your fighting career will be a quick one. Use
    your Hyper Strong Miracle Treasure on him often, it does alot of damage on him,
    but the problem with it is that most of the damage is recoverable, but you have
    little choice because the rest of his supers don't do much against him anyways!
    Constantly use your Hyper Strong Miracle Treasure and keep him away, don't let
    him come close to you and avoid playing defense in this battle.
    
    Mephisto: This battle is fairly easy and difficult. Use your Hyper Strong
    Miracle Treasure quickly when he misses with his Inferno. Also if he misses
    with Armageddon use your Hyper Strong Miracle Treasure to counter it, sure some
    of the rocks might block some of the dolls and protractors you throw out, but
    the majority should still hit him. Try not to miss with your supers because he
    will counter with his Judgement Day. Try to jump in alot and combo him because
    all your combos work on this guy!
    
    Norimaro: Well lets see, its rare that you will see this match up unless you
    have the Japaneese version of the game or a Game Shark. Counter his missed
    supers with your Ultra Variety Private Memory or your Hyper Strong Miracle
    Treasure, just make sure you counter the instant he stops his super, otherwise
    he can end up blocking. Jump in on him often and combo him and use your Hyper
    Strong Miracle Treasure whenever you can, sometimes you may even see him taunt,
    counter that mistake with either a Fierce Wind Current or an air combo!
    
    Omega Red: Tough match for Norimaro. Watch for his Carbonadium Coils and his
    Omega Destroyer, there is very little you can do about these two except try and
    stay away from him. Jump in on him like you would M.Bison, make it appear as if
    you were trying to cross him up to avoid his launcher or at least have more
    priority over it, then afterwards combo him. Stay in the air in this battle and
    try to gain your super meter. Once you have enough super use your Hyper Strong
    Miracle Treasure, and you should use this whenever you have the chance.
    
    Ryu: Tough battle once again like most of these matches. Watch for him to play
    keep away with you often, there is little you can do about them except jump
    over his Hadoukens and at least try to avoid chipping damage. Watch for him to
    pull a Shinkuu Hadouken in the air, if he is not super jumping while using his
    Shinkuu Hadouken then you can counter. Simply because if he uses his Shinkuu
    Hadouken in the air he has more recovery time from it. Use your Ultra Variety
    Private Memory to counter or your Hyper Strong Miracle Treasure, and believe me
    you will have time! Try to avoid jumping in on him because he has alot of
    weapons to bounce you back. Let him jump to you and use your standing
    roundhouse late, so you can launch him into an air combo. Also counter his
    missed Shinkuu Tatsumkai Senpuu Kyaku and missed Shin Shouryuken with your
    Hyper Strong Miracle Treasure. In this battle you will have to play defense and
    wait for him to make a mistake.
    
    Sakura: Well you will have to watch for this battle since she is a tough a
    opponent for you. Watch for her to miss with her Shinkuu Hadouken, counter that
    with your Hyper Strong Miracle Treasure, also she will use her Shououken often
    here, counter that with your Personal Victory Jump or Super Grand Champion
    Jump. Jump in on her often just like Dark Sakura because she really can't
    counter your jumping attacks quick enough. Counter her missed Haru Ichiban with
    either your Hyper Strong Miracle Treasure or Ultra Variety Private Memory. Also
    counter her jumping attacks with a late roundhouse and air combo her. In this
    battle play offensive more than you do defense and wait for her to make
    mistakes.
    
    Shadow: Tough battle once again. Watch for Shadow to miss with his Shadow
    Justice, counter that with either your Hyper Strong Miracle Treasure or your
    Ultra Variety Private Memory. Don't jump in on him too often because he also
    has alot of weapons to bounce you back. In this battle play defensively and
    wait to counter his mistakes, and counter his jump in attacks with your
    standing roundhouse into an air combo.
    
    Shuma Gorath: Tough battle yet again. Watch for him to use alot of Mystic
    Smashes and Mystic Stares, try to avoid both of these because they can cause
    alot of chipping damage. Also avoid his Chaos Dimension at all costs! Keep him
    away with your Hyper Strong Miracle Treasure and double jump out of his way.
    Jump in on him and try to combo him from time to time and always keep your
    supers ready.
    
    Spider-Man: Tough fight...again. Watch for him to combo alot. Use either your
    Hyper Strong Miracle Treasure or your Ultra Variety Private Memory to counter
    his missed Maximum Spider. If he misses with his Crawler Assault with your
    Super Grand Champion Jump or an air combo. Try to jump in on him with your
    jumping roundhouse and combo him. Also it may be a little cheap but throw him
    as well, the computer has no feelings remember? If you are playing against a
    human opponent use your punch throw and they'll get a good laugh out of it.
    
    U.S.Agent: Tough match up for Norimaro, its inevitable!. You really have to
    wait in this battle and hope that he makes a mistake. Counter his missed Hyper
    charging Star and Final Justice with your Super Grand Champion Jump, and his
    missed Hyper Stars n' Stripes with your Hyper Strong Miracle Treasure or your
    Ultra Variety Private Memory. In this battle you will have to block alot of his
    jumping attacks because his priority is just so much higher than yours. Combo
    him if he misses with his Charging Star and Stars n' Stripes and avoid jump
    ins, throw out a couple of your Tourist's Treasure when you are at a distance.
    
    Wolverine: Tough match again. Watch for Wolverine to miss with his Fatal Claw
    combos, if he ever does use your Hyper Strong Miracle Treasure to bring him
    back down. Also use your Super Grand Champion Jump if he misses with his
    Berserker Barrage X, also avoid jumping in on him and let him come to you, use
    your standing roundhouse to counter his jumping attacks. Stay in the air and
    its always essential for Norimaro to have levels of super no matter who his
    opponents are.
    
    Zangief: Once again tough match. Like Mech Zangief stay away from his throw
    range and play keep away. Look for him to jump in alot with his Siberian Splash
    or Diving Knee Drop, counter that with your Personal Victory Jump. Try to jump
    in on him often and combo him, and if he goes ofr his Final Atomic Buster,
    Siberian Bear Crusher, or Team Super use your Ultra Variety Private Memory if
    you are out of range.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Omega Red
    He is an artificial mutant created by the Russian government. Consider him the
    Russian Version of Canada's Weapon X. The Russian army felt that with Omega Red
    at their side they would be unstoppable, in fact they were. Omega Red had taken
    all the vitality out of the Russian leaders so that the Russian army could rule
    Russia. But long before they had brought back the artificial muty, he has had
    his encounters with Wolverine. It was back then that the Canadian government
    had given orders to Wolverine and find out what had happened at the Russian
    military site, and they believed that it could pose a potiential threat.
    Wolverine reluctantly agreed and went off, here the Russians had already
    finished their expieriment, namely Omega Red. After a long battle Omega Red was
    put in his place in the cold hard ice. Years later the Russian government had
    freed Omega Red from the ice. He know wreaks havoc among his own country and
    the only one's to stop him are Zangief and Collosus, but for some strange
    reason Omega has his eyes set on Ryu.
    
                              Character Quotes
    
                    "Destiny shall light me a path to victory!"
                    "For the love of my home, I will destroy you."
                    "I live to destroy the Weapon X!"
                    "I was brought back to life to purify the world!"
                    "I will remake the old country into greatness."
                    "My coils made quick work of you!"
                    "My coils will drain your life."
                    "You were not worthy of my time..."
    
    
    Carbonadium Coil: D,DF,F+P, then P or K or Direction+P
    Well once you have your opponent caught you can do three things:
      Carbonadium Throw: Any direction+P
      Death Factor: P(rapidly)
      Energy Drain: K(rapidly)
    The unique thing about this move is that Omega Red can do all of these things
    with the same Carbonadium Coil! The Carbonadium Throw is a regular throw, but
    your opponent can't get tech hit out of it, the Death Factor drains the
    opponent's life guage, and the Energy Drain takes away part of their super
    meter. You can drain from your opponent as much life from them as if they had
    been thrown, the Energy Drain drains a good amount of super meter and puts it
    in your own super meter and that goes the same for the Death Factor. What you
    can do is quickly drain both your opponent's super meter and life guage by
    tapping the kick and punch button quickly and throw em! To me its a little
    cheap because Omega Red can gain life pass his red bar! Also when he does this
    in the air he can throw it in five directions:
    Jab-- Straight across
    Strong-- Diagonally upwards
    Fierce-- Straight Upwards
    Short-- Straight across
    Forward-- Diagonally down
    Roundhouse-- Straight down
    And on the ground he can aim his Carbonadium Coils in three directions:
    Jab-- Straight across
    Strong-- Diagonally upwards
    Fierce-- Straight upwards
    If you press a punch button after the motion he will quickly retract his coils.
    
    
    Omega Strike: D,DF,F+K
    Well Omega Red doesn't have much special moves though, but this one has got to
    be his best one. I would call this the Dragon Strike since that's what Omega
    Red says when he does this move, but oh well. It comes out quick and combos
    easily, heck I've even trade hits with a Shinkuu Hadouken before! This move
    easily trades hits with projectiles just as long as you can time it early. If
    you use the short he will go completely horizontal, the forward makes him go
    upwards diagonal, and the roundhouse makes him go straight upwards. You can
    also do some other things with this move too after Omega Red has started the
    Omega Strike:
    Omega Retract: B+K: Makes him retract back to where he started the Omega Strike
    Omega Stop: D+K: Makes him stop completely in the middle of his Omega Strike
    The recovery on this move is quite bad because even if you it the opponent,
    they can still counter, but you can use either Omega Retract or Omega Stop, to
    avoid being countered.
    
    
                               Supers
    
    Omega Destroyer: D,DF,F+2P
    This is his main super and it does a ton of damage, but you really get the
    effects out of this super your opponent must be close to Omega Red, and closer
    he or she is, the more damage that it does. This super chips good damage and
    once he starts there is nothing to stop him, it fills the entire screen and
    also behind him and that means he can cross you up with it as well. The only
    way to avoid the coils is to super jump. The recovery time is very minimal and
    you will have a difficult time trying to counter. If the opponent is far away
    from Omega Red, they can escape alot of damage, pull this off mainly to counter
    missed supers because you cannot combo it except with the help of a partner
    attack. Use this super whenever you can.
    
    
    Carbnadium Smash: D,DF,F+2P(air)
    Well, I wish he could do this on the ground, but you can't have everything. If
    any of you have seen Chun-Li's Shichisei Senkuu Kyaku in Marvel vs. Capcom then
    this is how you should treat it. While it can hit ground opponents, its very
    hard to connect because it has a start up delay and can barely combo. If it
    does though Omega Red will engage in an auto 12 hit combo that looks like this:
    
    Carnadium Smash Start Up, J.Jab, J.Jab, J.Short, J.Strong, J.Forward,
    J.Roundhouse, J.Fierce --> Carbonadium Coil Slam
    
    The Carbnadium Smash counts as a hit, but it does no damage, the J.Fierce hits
    5 times and the Carbonadium Coil doesn't count as a hit. Also its called
    Carbnadium Smash because that's what it says when you win with it, despite the
    fact that the manual calls it the "Carbonadium Smasher." Painful damage if it
    connects though. The recovery time is next to nothing, so it won't matter if
    you miss.
    
    
                                    Team Super
    
    Omega Red: Omega Destroyer
    An excellent team super overall, mainly because of its power and range. This
    works best with super like the Kikousho or Skaura's Shinkuu Hadouken, but your
    best partner would probably be Blackheart, the Omega Armageddon does a ton of
    damage if paired up together, but he works well with beam supers, but only when
    he is used as a back up. Otherwise he will lift the opponent out of the beam's
    way.
    
    
                                   Team Counter
    
    Omega Red: Omega Strike
    An excellent team counter because it reaches full screen distance, does alot of
    damage, and has good priority. He can still be hit out of it, but rarely, use
    this against most standard attacks or rushing supers like the Crawler Assault.
    
    
                                  Variable Assist
    
    Omega Red: Standing Fierce
    Yes, you heard me! That's all he does! Really not much of a purpose to this
    move at all though, but it does alot of damage if it ever connects. I don't
    know why Capcom didn't just make it an Omega Strike instead, but he is still a
    very formidable opponent.
    
                                 Combos
    
    Combos: 89/100
    Supers: 84/100
    Overall: 82/100
    Omega Red is an excellent character to use, he's even better than he was in
    X-COTA and his attacks do excellent damage. His Carbonadium Coils are similar
    to Shuma Gorath's Chaos Drain, it can refill his unrecoverable life and quickly
    turn the tides in his favor. He does alot of damage with his supers and they
    barely leave him open to attack. He does have excellent air priority and ground
    priority but defense is not his strong point. So blocking and waiting for an
    attack so you can launch your opponent is a bit risky unless of course the
    character that jumps in on you has low air priority. He's more of an
    intermediate character and after you've mastered Ryu you should try Omega Red.
    
    
    Special Game Notes: Omega Red
    
    -- Omega Red has an air dash, just hit F,F or 3P while in the air, use this to
    escape ground based supers.
    
    -- His crouching roundhouse can be aimed by using the direction pad D/DB/DF
    
    -- His crouching roundhouse lets coils pop from the ground, but why is this
    important? It completely nullifies projectiles at no risk!
    
    -- His crouching strong is an excellent air defender, it has high priority.
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: stronger
    Super Jumping Magic Series: ZigZag
    Launcher: S.Strong
    Strikes: none
    Small Launcher: none
    Air Launcher: none
    Knockdowns: none
    Team Super: Omega Destroyer
    Team Counter: Omega Strike
    Variable assist: Standing Fierce
    AC Finisher: Fierce, Roundhouse, Carbonadium Coil
    
    
    1. J.Roundhouse --> Carbonadium Coil
       Cheap, but effective.
    
    
    2. S.Forward --> Omega Strike
    
    
    3. D.C.Jab, C.Fierce --> Omega Strike
    
    
    4. D.C.Short, C.Forward, C.Fierce --> Omega Strike
       Try to cancel before all the hits in the fierce come out.
    
    
    5. J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Ac
    Finisher
       Basic combo for Omega Red, master it and you will already be a master at
    him!
    
    
    6. J.Jab, J.Strong \/ D.S.Jab, S.Jab, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
       Like the one above, except more hits.
    
    
    7. J.Jab, J.Forward \/ D.S.Short, S.Forward, S.Roundhouse --> Omega Strike
    
    
    8. Back to corner: S.Jab, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward--> Jab Air Coil, Death Factor (P rapidly), Throw into wall -->
    Carbnadium Smasher
       Thanks to Solid Snake for this! When your back is to the corner throw your
    opponent(B+P) into the corner and cancel! It takes time and patience for this
    to work. Don't use the UB+P throw because it'll completely mess up the combo.
    
    
    9. AD.Short, AD.Forward, AD.Roundhouse \/ D.S.Jab, S.Jab, S.Strong /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce --> Carbonadium Coil
       I've only gotten the air dashing part to work on Blackheart since he's so
    tall, its very difficult to get this combo to work on other characters though.
    Once your in the air cancel into the coil after the first couple of hits(maybe
    after first 4) then catch your opponent!
    
    
                              EX Combos
    
    1. Partner Attack --> Omega Destroyer --> Omega Destroyer --> Omega Destroyer
       Painful, remember this works best if you are in the corner!
    
    
    2. Partner Attack --> Carbnadium Smash --> Carbnadium Smash --> Carbnadium
    Smash
       You can cancel at the 12th hit, it doesn't do much damage though, but its
    fun to watch. Mainly Cyclops and Akuma will easily set this up!
    
    
    3. Partner Attack --> Omega Destroyer --> Team Super
    
                             __________
                             Strategies
    
    Akuma: Pretty even fight for Omega Red. Use your Omega Destroyer to counter his
    missed Messatsu Gou Shouryuu. Try not to jump in on him too often because he
    can easily knock you back. Watch for his beam super and use your Omega
    Destroyer whenever you have the chance. LAunch him with your standing strong
    into an air combo or use your crouching strong to knock him back.
    
    Apocalypse: Too easy of a fight. Basically jump up to his face often and use
    your jumping fierce and keep pounding on him with that same fierce, do this
    until you have a level of super, then Omega Destroyer! Omega Destroyer! Omega
    Destroyer! It does a ton of damage on him because he can't move out of the way
    and your Omega Destroyer goes on longer!
    
    Armored Spider-Man: Jump in on him often with your jumping jab and combo him,
    don't let him get you in the corner or he can start that jumping jab, jumping
    strong, jumping fierce corner trap. Watch for him to miss with his Maximum
    Spider, use your Omega Destroyer to counter it and if he misses with his
    Crawler Assault use your standing strong launcher and into an air combo. Also
    if he does overwhelm you with his jumping attacks use your crouching strong to
    peck him back out.
    
    Blackheart: Not much of a hard fight. Jump in on him often and combo him until
    he is pulp. If he misses with his Armageddon use your Omega Destroyer before
    the rocks stop falling. Don't worry about him jumping in too often, but watch
    for him to drop alot of demons, if you can predict when he will drop those
    demons on you, use your Omega Strike to counter him back.
    
    Captain America: Tough battle. Watch for him to to jump in alot, poke him out
    with your crouching strong. If he misses with his Hyper charging Star or Hyper
    Stars n' Stripes counter it with your Omega Destroyer. If you do jump in, jump
    in with your jumping roundhouse and combo him, watch for him to throw Shield
    Slashes from a distance, use your Carbonadium Coils to catch him before he
    tries to throw out another one.
    
    Chun-Li: Tough match. Watch for her to jump in alot with her Stomp Kick, use
    your crouching strong or Forward Omega Strike to counter. Also watch for her to
    miss with her Hazan Tenshou Kyaku or Kikousho, counter both of them with an
    Omega Destroyer. If she misses with a Senretsu Kyaku, use your standing strong
    launcher and into an air combo. Don't try to jump in on her too often because
    she can knock you back with her launcher, let her come to you and you can
    either wait for a mistake or you can use your Strong or Fierce Carbonadium Coil
    to counter.
    
    Cyber Akuma: Well its fairly tough. Watch for him to pelt you with a ton of
    both Bolt Hadoukens and Zankuu Bolt HAdoukens, use your crouching roundhouse to
    snuff him in advance and use your Omega Destroyer whenever you have the chance.
    Also watch for him to teleport often, use either an air combo or your Omega
    Destroyer if you can predict where he is going to land, your Carbnadium Smash
    does a load of damage on him but its hard to connect, try to wait for him to
    use his Thunder Gou Shower and catch him in the air.
    
    Cyclops: Pretty even match up for Omega Red. Watch for him to play keep away
    often, don't bother blocking or trying to nullify his Optic Blast with your
    crouching roundhouse, instead jump over those Optic Blast and try to catch him
    in the air with your Forward Carbonadium Coils. Jump in on him often with your
    jumping jab and combo him, watch for his Mega Optic Blast and Super Optic
    Blast, there is very little you can do about it except block. Counter his
    jumping attacks with your launcher or crouching strong and just keep comboing
    him until he's gone.
    
    Dan: Well this fight is pretty easy. Try to avoid jumping in on him too often
    because his launcher has high priority. Let him come to you and launch him into
    an air combo, also watch for him to miss with all of his supers, counter them
    with either an air combo or a Omega Destroyer. Also watch for him to taunt alot
    too, counter that wiht your Carbonadium Coil.
    
    Dark Sakura: Not much of a tough fight. Jump in onften with your jumping jab or
    jumping roundhouse and combo her. Counter her missed Haru Ichiban with either
    an air combo, Omega Destroyer, or Carbnadium Smash. Counter her jumping attacks
    with your launcher or coruching strong, and use your Omega Destroyer whenever
    you have the chance to do so.
    
    Dhalsim: Not much of a tough fight. Watch for him to use his Yoga Flame and
    Yoga Inferno, if you are out of range, counter with an Omega Destroyer. Jump in
    on him often and always jump in with an attack because you never know when he
    can pull off a Yoga Strike. He will teleport often as well, use your best
    judgement as to where he will land and use your Omega Destroyer or launch him,
    but be quick about because he can recover rather quickly from his Yoga
    Teleports.
    
    Hulk: Tough match. Whenever he misses with his Gamma Charge and Gamma Crush use
    your Omega Destroyer or an air combo to counter. Jump in with your jumping
    fierce alot because it will nullify his super armor and allow you time to
    attack and pull of an air combo. Keep him out with either a crouching strong or
    your Omega Strike.
    
    Ken: Well fairly even match, but the odds tip in your favor. Watch for Ken to
    miss with all of his supers, counter all of them with either an air combo or a
    Omega Destroyer if you have a level of super. Try to avoid jumping in on him
    too often because he does have alot of weapons to counter your attacks. In this
    battle wait for him to come to you and launch him and watch for him to make
    alot of mistakes.
    
    M.Bison: Easy match for Omega Red. Jump in on him often and combo him alot. If
    he goes for his Scissors Kick Nightmare, block it and either counter with an
    air combo or a an Omega Destroyer. If he goes for his Psycho Crusher block it
    and let it go through you and counter with an Omega Destroyer, you can also try
    to block his Psycho Crusher in the air as well and once it passes through you
    can use your Carbnadium smash! Counter his jumping attacks with your launcher
    into an air combo and watch for the Head Press, Somersalut Skull Diver tactic.
    
    Mechanized Zangief: Easy battle. Play alot of keep away and use your Omega
    Strike, but don't stop in the middle, just keep doing this and you should go
    through him each time. Also stay in the air and gain some levels, once you have
    it get near him and Omega Destroyer! Omega Destroyer! Omega Destroyer! Use your
    Omega Destroyer whenever he tries to jump in or goes for his Siberian Bear
    Crusher or Final Atomic Buster. Two or three Omega Destroyers up close and he
    should be history!
    
    Mephisto: Not much of a hard fight. Jump in on him often and combo him until he
    is pulp. If he misses with his Armageddon use your Omega Destroyer before the
    rocks stop falling. Don't worry about him jumping in too often, but watch for
    him to drop alot of demons, if you can predict when he will drop those demons
    on you, use your Omega Strike to counter him back.
    
    Norimaro: Easy easy battle. Jump in on him often and combo him. Counter all of
    his missed supers with your Omega Destroyer. Don't even bother to waste time
    playing defense, constantly be on the offensive in this battle and it should be
    a quick victory. Watch for him to jump in as well counter that with your
    launcher into an air combo, but just play offensively in this battle.
    
    Omega Red: Well tough opponent. Watch for him to use his Omega Destroyer often
    as well. Jump in on him often and combo him, since he rarely uses the defensive
    tactics you use and if he does jump in on you, use your crouching strong to
    counter him, his jumping jab will easily overwhlem your launcher so becareful.
    
    Ryu: Tough opponent. Watch for him to throw out alot of Hadoukens to keep you
    away. Use your crouching strong to nullify them and quickly use your Omega
    Strike before he recovers from his stun animation. Try not to jump in on him
    too often because he has alot of weapons that can easily counter your attacks.
    Let him come to you and use your launcher and into an air combo. Watch for him
    to miss with his Shin Shouryuken and Shinkuu Tatsumaki Senpuu Kyaku, counter
    both of these misses with an Omega Destroyer.
    
    Sakura: Not much of a tough fight. Jump in on ften with your jumping jab or
    jumping roundhouse and combo her. Counter her missed Haru Ichiban with either
    an air combo, Omega Destroyer, or Carbnadium Smash. Counter her jumping attacks
    with your launcher or coruching strong, and use your Omega Destroyer whenever
    you have the chance to do so.
    
    Shadow: Pretty even fight for Omega Red. Try to avoid jumping in on him too
    often because he has alot of weapons that can counter your jumping attacks.
    Watch for him to miss with his Shadow Justice, counter that with either a Team
    Super, Omega Destroyer, or an air combo. Let him come to you and use your
    crouching strong to knock him out of the sky or your standing strong into an
    air combo. In this battle play defensively and counter his mistakes, and
    nullify his Shadow Booms with your crouching roundhouse.
    
    Shuma Gorath: Not much of a tough fight. Jump in on him with your jumping
    roundhouse often and combo him. Watch for him to activate his Chaos Dimension,
    make sure you have 3 levels of super when he does and use your Omega Destroyer
    to counter, even if he blocks he will get pushed back, constantly do this and
    his Chaos Dimension mode will be gone. Watch for alot of Mystic Stares and
    Mystic Smashes, and counter his jumping attacks with your launcher into an air
    combo.
    
    Spider-Man: Jump in on him often with your jumping jab and combo him, don't let
    him get you in the corner or he can start that jumping jab, jumping strong,
    jumping fierce corner trap. Watch for him to miss with his Maximum Spider, use
    your Omega Destroyer to counter it and if he misses with his Crawler Assault
    use your standing strong launcher and into an air combo. Also if he does
    overwhelm you with his jumping attacks use your crouching strong to peck him
    back out.
    
    U.S.Agent: Tough battle. Watch for him to to jump in alot, poke him out with
    your crouching strong. If he misses with his Hyper charging Star or Hyper Stars
    n' Stripes counter it with your Omega Destroyer. If you do jump in, jump in
    with your jumping roundhouse and combo him, watch for him to throw Shield
    Slashes from a distance, use your Carbonadium Coils to catch him before he
    tries to throw out another one.
    
    Wolverine: Well, you live to destroy the Weapon X, so do it! Watch for him to
    miss with his Fatal Claw, you can either use your Omega Destroyer while he is
    in the middle of the super or use your Carbnadium Smash. Try to avoid jumping
    in on this guy because he has a dominating launcher, instead play defensively
    and use your launcher and into an air combo, or you can use your crouching
    strong. Use your Omega Destroyer to counter his missed Berserker Barrage X and
    also whenever you have the chance. Basically in this battle play defensively
    and counter his mistakes.
    
    Zangief: Not much of a tough fight. Jump in on him and combo him alot. Make
    sure you stay away from his throw range. Use your Omega Destroyer whenever he
    goes for a grab like his Final Atomic buster, Siberian Bear Crusher, or his
    Team Super. Watch for his Siberian Splash, use your roundhouse Omega Strike or
    fierce Carbonadium Coil to counter his jumping attacks.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Ryu
    He is the warrior that lives for the fight and never goes soft on an opponent.
    He is probably the most honorable fighter you can find because he fights with
    his own knowledge and training, not on cheating tactics(Bison!) and hidden
    weapons. He also cares for the well being of his opponents, except of course
    when he goes up against Akuma or Apocalyspe! Lately Ryu senses someone is
    following him throughout his journey, but he doesn't believe it to be M.Bison.
    His long time rival and best friend Ken, is probably is only equal, sure
    Captain America and Cyclops are pretty good fighters, but its mainly Ken that
    he wishes to fight.
    
                                Character Quote
    
                     "I will find a better challenge somewhere else!"
                     "Look into your soul in order to find the way."
                     "Never stop improving yourself!"
                     "Strive to be the best you can be!"
                     "To live is to fight, to fight is to live!"
                     "Unless you believe in yourself, you cannot win!"
                     "We all have potential. Few will ever realize it."
                     "With discipline comes the rewards you seek."
    
    
    Hadouken: D,DF,F+P
    An excellent projectile overall. Mainly because its quick and it does good
    damage. This is his prime weapon and his useful for playing keep away against
    opponents, it has good width and will also catch alot of dashing opponent. Try
    to avoid using this against Cyclops because he will just nullify your
    projectile and still hit you with his. This can also be used as an AC Finisher,
    but try not to use this in the air because the recovery time is worst in the
    air.
    
    
    Shouryuken: F,D,DF+P
    The move from the original Street Fighter 2 has changed one bit, well except
    ofr the fact that it has a harder time going through porjectiles and he can't
    start the motion while he is knocked down or in the air. But this is probably
    and arguably the best anti-air attack, mainly because it has alot of priority
    and does alot of damage. He can easily combo this off of his launcher and can
    also knock opponents out of some supers like the Final Justice or even the
    Gamma Crush! Watch for the recovery time as you come down though because you
    can be eating some supers.
    
    
    Tatsumaki Senpuu Kyaku: D,DB,B+K
    An excellent move overall, it has good range(depending on which button you use)
    and it does good damage and will hit twice if you are close to the opponent and
    they are in the corner. It can be used in the air to travel across ground based
    supers and also an effective AC Finisher. the recovery time is very minimal and
    it can be easily comboed and also has decent priority. But practically all
    opponents can duck under this attack and avoid chipping damage.
    
    
    Overhead Punch: F+SP
    Like all normal move anti-crouch counters it has a mean start up delay and
    cannot be comboed, and the recovery time just stinks. But this move cannot be
    blocked low and it often fools opponents. In Marvel vs. Capcom you can cancel
    into a Hadouken after this move, but you can't in this game. Use this against
    turtlers or just as the opponent gets up.
    
    
                                   Supers
    
    Shinkuu Hadouken: D,DF,F+2P
    The prime super for Ryu to use, mainly because of its damage and its quickness.
    This super also has alot of range, it can be used as an AC Finisher, or it can
    easily counter opponent's mistakes or missed supers. Try to avoid using this in
    the air though because the recovery time is horrible, I mean I've even gotten a
    Cross Shadow Blitz to connect after this super! But
    on the ground it has almost no recovery time and the only way to counter his if
    the opponent is near you and has a fast super like the Shouryuu Reppa or
    Berserker Barrage X. The chipping on this damage is very minimal though so
    don't expect to cheese your opponent often with this super.
    
    
    Shinkuu Tatsumaki Senpuu Kyaku: D,DB,B+2K
    Although the fact that it comes out quick, it cannot be comboed unless you OTG
    with it. Once it starts Ryu creates a giant whirlwind of Tatsumaki Senpuu
    Kyaku's going around in a circle and pulling in opponents who are within range.
    The chipping damage on this super is incredible and you won't even be
    dissapointed if the opponent blocks it. But the problem with this super is that
    the opponent can push block it and they can use a beam super to counter. This
    move does have high priority even against auto supers like Final Justice or
    Weapon X, but a Maximum Spider can easily break through it. Treat this super
    like you would a Crawler Assault except without the range, and also this is
    Ryu's strongest super.
    
    
    Shin Shouryuken: F,D,DF+2P
    Taken from Street Fighter 3, this super is here to dominate and destroy. It
    does alot of damage, and is his weakest super believe it or not. It can combo
    off anything he has on the ground has is invincible during start up. It has
    poor horizontal range but excellent vertical range and will chain off of his
    launcher. On the ground he does a 3 hit Shouryuken combo that does major damage
    and if the opponent is hit with this in the air he will do a 7 hit combo
    version. Don't bother chaining this off of his launcher though because its
    extremely weak in the air, probably as weak as Dark Sakura's Shinkuu Hadouken.
    Watch for the recovery time on this move though because it basically stinks.
    
    
    Double Shinkuu Hadouken: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2)
    Well if Ken is his partner both him and Ken will perform a Shinkuu Hadouken
    that does catastrophic damage and will drain about half your opponent's life.
    It does do decent chipping damage if combined however and it comes out quick
    and both Ryu and Ken recover from this super very quickly making it hard to
    counter. Use this to counter missed supers painfully!
    
    
                             Team Super
    
    Ryu: Shinkuu Hadouken/Double Shinkuu Hadouken
    Probably the best super to back up or to start with. With Ken and only Ken will
    he do his Double Shinkuu Hadouken. It has alot of range, it comes out quick and
    can complement beam supers and draong punch supers easily. The recovery time
    and start up delay is instant so don't expect too many counters if you miss.
    
                            Team Counter
    
    Ryu: Hadouken
    One of the best team counters in the game. The best part about this is that Ryu
    is partially invincible during start up and this team counter can knock almost
    any opponent out of their attacks! Use this when you block a Berserker Barrage
    X or a Hyper Stars n' Stripes.
    
                           Variable Assist
    
    Ryu: Hadouken
    An excellent team attack because you can help back up your partner if they are
    overwhelmed in a fireball fight. It comes out quick and Ryu quickly recovers
    from it.
    
    
                            Combos
    
    Combos: 88/100
    Supers: 92/100
    Overall: 94/100
    Ryu is possibly the best character in the game! He has a ton of priority and
    fast attacks and can easily combo in his supers for quick damage. He is very
    dominating and even Spider-Man and Wolverine often lose to him if used
    properly! He can counter basically anything with his supers and combos and he
    has good speed, defense, and attack power. Also he is an excellent beginner's
    character as well and does loads of damage with his air combos. He has very
    little weaknesses making him possibly the best fighter in all of the marvel
    series!
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Strikes: none
    Small Launcher: none
    Air launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Shinkuu Hadouken/Double Shinkuu Hadouken(w/Ken only)
    Team Counter: Hadouken
    Variable Assist: Hadouken
    AC Finisher: Fierce, Roundhouse, Hadouken, Tatsumaki Senpuu Hyaku, Shinkuu
    Haoduken
    
    
    1. C.Forward --> Hadouken
    
    
    2. J.Roundhouse --> Shinkuu Hadouken
       Real simple and real cheap, beware of fist fights and limit the use.
    
    
    3. D.S.Jab, S.Fierce --> Hadouken
    
    
    4. D.S.Short, S.Roundhouse --> Shinkuu Hadouken
    
    
    5. D.S.Jab, S.Strong, S.Fierce --> Shinkuu Hadouken or Team Super
    
    
    6. Partner Attack --> Any super
       Akuma is probably the only who can set up all of Ryu's supers.
    
    
    7. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward --> AC Finisher
       Basic combo for Ryu, master it and you will already be a master at you!
    
    
    8. J.Jab, J.Forward \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.UP.Forward --> Shinkuu Hadouken
       Skip the forward against small characters. In the air cancel after the first
    hit of the strong and continue from there.
    
    
    9. In corner: J.Jab, J.Forward \/ D.C.Short, C.Fierce --> Shin Shouryuken,
    C.Fierce --> Shin Shouryuken, C.Fierce --> Shin Shouryuken
       Well, you don't have to repeat the same pattern over an over, you can just
    go into an air combo or a Shinkuu Tatsumaki Senpuu Kyaku at any time.
    
    
    10. J.Jab, J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Shinkuu Tatsumaki
    Senpuu Kyaku or Shinkuu Hadouken(OTG)
        Quick and effective its also hard to roll from as well, quickly cancel.
    
    
                                EX Combos
    
    1. D.S.Jab, S.Strong, S.Fierce --> Hadouken --> Shinkuu Hadouken --> Team Super
    
    
    2. D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki Senpuu Kyaku --> Shinkuu
    Hadouken
    
    
    3. In corner: C.Roundhouse --> Shinkuu Hadouken --> Shinkuu Tatsumaki Senpuu
    Kyaku --> Shinkuu Hadouken
    
    
    4. D.S.Jab --> Shin Shouryuken --> Shinkuu Tatsumaki Senpuu Kyaku --> Shinkuu
    Hadouken
       Cancel after the first hit of the Shin Shouryuken and continue from there.
    
                               __________
                               Strategies
    
    Akuma: Fairly tough fight. You can afford to trade hits with him though.
    Constantly dash in on him with a crouching short, crouching fierce into an air
    combo. When he jumps in launch him with your launcher and into either a Shin
    Shouryuken or an air combo. Watch for him to teleport often as well, try to
    predict where he will land and blast him with a Shinkuu Hadouken. counter his
    missed Messatsu Gou Shouryuu with your Shin Shouryuken or an air combo, and
    play defensively in this battle.
    
    Apocalypse: Not that much of a fight at all. Watch for him to use his Drill, if
    he does plow through him with your Shinkuu Hadouken and jump over hit. Do a
    jumping fierce into a Hadouken to his face, and when you are on the ground use
    a crouching short, crouching forward, crouching roundhouse, Hadouken combo. Use
    your Shinkuu Hadouken whenever you can and also your Shinkuu Tatsumaki Senpuu
    Kyaku near his arm.
    
    Armored Spider-Man: Fairly tough match. Watch for him to miss with his Maximum
    Spider, use your Shinkuu Hadouken to counter, and if he misses with his Crawler
    Assault use your Shinkuu Tatsumaki Senpuu Kyaku to counter. Let him jump in on
    you and launch him into an air combo or jump in on him with your jumping
    roundhouse into a Shinkuu Hadouken for easy and cheap damage. Play defensively
    and offensively in this battle and watch for him to make some mistakes.
    
    Blackheart: Not even a match for Ryu. Do alot of jumping in on him and comboing
    him. Use your Shinkuu Hadouken to blast right through his rocks if he misses
    with his Armageddon. Watch for alot of missed Inferno's as well, counter them
    with your Shinkuu Hadouken. If he does jump in on your use your crouching
    fierce and into an air combo.
    
    Captain America: Pretty even match for Ryu. Watch for him to miss with his
    Hyper Charging Star and Hyper Stars n' Stripes, counter both of them with
    anyone of your supers, or if you don't have a super available use an air combo.
    Try to avoid jumping in on him because his priority will get you, instead let
    him jump in to you and launch him with your crouching fierce and into an air
    combo. And play keep away from a far distance and out of his Final justice
    reach.
    
    Chun-Li: Pretty easy fight for Ryu. Watch for her to miss with her Kikousho or
    her Hazan Tenshou Kyaku, counter them both with your Shinkuu Hadouken. Watch
    for her to dash in often, use your crouching roundhouse in advance and into an
    OTG Shinkuu Tatsumaki Senpuu Kyaku. Try to avoid jumping in in this battle and
    let her come to you, your crouching fierce should at least trade hits with her
    Stomp Kick or over power her, either way you will do more damage.
    
    Cyber Akuma: Not really much of a porblem for Ryu believe it or not. Constantly
    throw your Hadoukens at him. Then when he you know he will try to match
    projectiles with you, blast him with your Shinkuu Hadouken. Also try to stay in
    the air and if he does go for his Thunder Gou Shock, jump up into the air and
    counter with a Shinkuu Hadouken if you are out of its range. Watch for him to
    use his Dving Rocket Kujin Kyaku, there is very little you can do about that
    except block, and counter his missed Scramble Gou Punch with a Shinkuu
    Tatsumaki Senpuu Kyaku.
    
    Cyclops: Tough keep away player, but not a tough opponent. Jump in on him alot
    and combo him. Whenever you have a level of super jump in with a roundhouse and
    immediately cancel into a Shinkuu Hadouken it'll teach him a lesson about
    playing keep away. Also when he does jump in use your crouching fierce into an
    air combo and watch for him to use his Running Stun Drop, trip him if he goes
    for it.
    
    Dan: Not even a challenge! Watch for him to taunt, counter them with either a
    Hadouken, Shinkuu Hadouken, or an air combo if he is within range. Avoid
    jumping in on him because of his powerful aluncher and let him come to you and
    launch him with your crouching fierce into an air combo. Counter all of his
    missed supers with a super of your choice(depending on your position) or an air
    combo, also blast him with a Shinkuu Hadouken even if he throws a Shinkuu
    Gadouken, chances are he will eat it.
    
    Dark Sakura: Well your Dark Counterpart can't pose much problems. Watch for her
    to miss with her Shououken's alot, use your Shinkuu Hadouken to counter or a
    crouching roundhouse into a Shinkuu Tatsumaki Senpuu Kyaku. Do alot of jumping
    in in this battle and combo her, if she does jump in launch her with your
    crouching fierce and into an air combo.
    
    Dhalsim: Watch for his Yoga Strike if you are jumping in, so constantly jump in
    with an attack to knock him out of it. Stay away from his range of Yoga Flames
    and Yoga Inferno, then if he pulls either of them off blast him with either
    your Team Super or a Shinkuu Hadouken. Don't bother playing defense in this
    battle because its not needed.
    
    Hulk: Tough opponent. But Ryu should easily take out the trash. Watch for alot
    of missed Gamma Charges and Gamma Crush, counter both of them with your Shinkuu
    Hadouken. Watch for Hulk to jump in alot and counter with a jab Shouryuken.
    Avoid jumping in on him because he will counter you with his launcher.
    
    Ken: Well your rival won't even make you sweat. Play keep away from him all day
    if you want. Play defensively in this battle and counter his missed Shouryuu
    Reppa and missed Shinryuken with your Shinkuu Hadouken. Counter his missed
    Shippu Jinra Kyaku with your Shinkuu Tatsumaki Senpuu Kyaku, and when he does
    jump in on you use your crouching fierce launcher into an air combo. Also if he
    does have a level of super jump in on him blocking, and he might use a
    Shinryuken, then as he snaps out of it combo him ir counter with a super!
    
    M.Bison: Not much of a tough fight at all. Counter his missed Scissors Kick
    Nightmare with your Shinkuu Hadouken. If he goes for his Psycho Crusher block
    it and wait until it goes through you and counter with your Shinkuu Hadouken.
    Do alot of jumping in with your jumping roundhouse and combo him. Also watch
    for a Head Press into a Somersault Skull Diver pattern, block the Head Press
    and counter the Somersault Skull Diver with your jab Shouryuken.
    
    Mechanized Zangief: Not much of a tough fight. Use your Shinkuu Tatsumaki
    Senpuu Kyaku if he is trying for a special grab or Final Atomic Buster. Use
    your Shinkuu Hadouken against him because it does alot of damage and also play
    keep away against him and stay out of his throw range and block or tyr to avoid
    his jumping attacks.
    
    Mephisto: Not even a match for Ryu. Do alot of jumping in on him and comboing
    him. Use your Shinkuu Hadouken to blast right through his rocks if he misses
    with his Armageddon. Watch for alot of missed Inferno's as well, counter them
    with your Shinkuu Hadouken. If he does jump in on your use your crouching
    fierce and into an air combo.
    
    Norimaro: Not much of a battle for Ryu. Jump in on him constantly and combo
    him, if he does jump in on you just launch him and air combo him. Counter all
    of his missed supers with either an air combo or a Shinkuu Hadouken. Avoid
    using your Shin Shouryuken in this battle and just be on the offensive!
    
    Omega Red: Pretty even match for Ryu. Watch for him to use alot of Omega
    Destroyers, and play keep away with him if you want. Jump in on him with your
    jumping roundhouse and combo him, if he does jump in on you launch him into an
    air combo with your crouching fierce, and keep a close eye on him because its
    more than likely he will blast out an Omega Destroyer, so if you know when he
    will use it, use your Shinkuu Hadouken to fry him.
    
    Ryu: Well your double really can't pose much porblems except in the keep away
    department. Try to match Hadoukens with him then when he leasts expects it
    blast him with your Shinkuu Hadouken as he is trying to fire out a Hadouken.
    Avoid jumping in on him too often and wait for him to come to you and launch
    him into an air combo.
    
    Sakura: Well your rival wants a fight, and she's got it. Jump in alot with your
    jumping roundhouse and combo her. If she does jump in on you use your crouching
    fierce launcher into an air combo. Watch for her to miss with her Shinkuu
    Hadouken and Haru Ichiban, counter them with your Shinkuu Hadouken. Watch for
    her to use alot of Shououken's counter them with a crouching roundhouse into a
    Shinkuu Tatsumaki Senpuu Kyaku or launch her into an air combo.
    
    Shadow: This battle is pretty even. Watch for him to use his Shadow Justice,
    counter that with either a Shinkuu Tatsumaki Senpuu Kyaku or a Shinkuu
    Hadouken. Don't jump in n him too often because he will just bounce you away
    with his launcher, instead let him come to and air combo him. In this battle
    you might have to play a waiting game and launch him when he gets near and
    counter his mistakes, also watch for him to throw out alot of Shadow Booms.
    
    Shuma Gorath: Not that much of a tough fight. Jump in on him often and combo
    him, if he trys to jump in on you use your crouching fierce into an air combo.
    Aso watch for his Chaos Dimension, play keep away he he does activate it and
    use your Shinkuu Hadouken. Also watch for alot of Mystic Smashes and Mystice
    Stares.
    
    Spider-Man: Fairly tough match. Watch for him to miss with his Maximum Spider,
    use your Shinkuu Hadouken to counter, and if he misses with his Crawler Assault
    use your Shinkuu Tatsumaki Senpuu Kyaku to counter. Let him jump in on you and
    launch him into an air combo or jump in on him with your jumping roundhouse
    into a Shinkuu Hadouken for easy and cheap damage. Play defensively and
    offensively in this battle and watch for him to make some mistakes.
    
    U.S.Agent: Pretty even match for Ryu. Watch for him to miss with his Hyper
    Charging Star and Hyper Stars n' Stripes, counter both of them with anyone of
    your supers, or if you don't have a super available use an air combo. Try to
    avoid jumping in on him because his priority will get you, instead let him jump
    in to you and launch him with your crouching fierce and into an air combo. And
    play keep away from a far distance and out of his Final justice reach.
    
    Wolverine: In my opinion its a pretty even fight. Watch for alot of dashing,
    use your Shinkuu Tatsumaki Senpuu Kyaku after you have knocked him down with
    your crouching roundhouse in advance. Also if he ever misses with his Fatal
    Claw combos, jump up and meet him and use your Shinkuu Hadouken. Avoid jumping
    in on him too often and if he does come in on you use your launcher and knock
    him into an air combo. And counter his missed Berserker Barrage X with your
    Shinkuu Hadouken.
    
    Zangief: Well this fight is pretty tough, but not that tough. Use your Shinkuu
    Hadouken whenever he goes for his special grabs or supers and jump in on him
    often with your jumping rondhouse and combo him until he is pulp. Counter his
    Siberian Splash if he tries to jump in with one, with a jab Shouryuken. Jump in
    alot and combo him and this fight should be a quick one.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Sakura
    Well this schoolgirl is probably and argueably the biggest fan of Ryu. She has
    trained hard and despretely to see if Ryu would see her as a worthy opponent.
    She has not studied under the master that Ryu did, but on her own and that can
    explain why her attacks look so much more differently than the rest of the
    Shatokens. She does have a great fighting spirit however and her potiential
    equals that of Ryu's, she even tries to act like him sometimes looking for a
    worthy opponent.
    
    
                              Character Quotes
    
                      "I'd never date someone as weak as you!"
                      "I'll find my victory in youth and perseverance!"
                      "I'm late for class! See ya!"
                      "I've done my homework! Looks like you haven't!"
                      "If I keep this up I might have a chance with him!"
                      "That's all? I'll go home for a better challenge!"
                      "The fight is all. A great man once said that."
                      "You didn't expect me to be this good, did you?"
    
    
    Hadouken: D,DF,F+P
    This is probably the strongest projectile in the game, next to Cyber Akuma's of
    course. Unlike her counterpart Dark Sakura, this projectile goes vertical
    diagonal at a 45 degree angle instead of horizontal. This can be used as a
    anti-air attack, but with it's awkward angle it makes it very hard to stop most
    of the jump in attacks, this does however have practically no start up delay.
    Don't bother using this against other projectiles because she will be hit, use
    this to counter jump in attacks or in combos because this move can hit
    opponents who are close to her.
    
    
    Shououken: D,DF,F+P
    Well instead of like the other Shatokens this move is used for Horizontal
    defense. It has alot of priority and combos off anything that she has. This
    move also does alot of damage and that blue aura in front of her protects her
    from projectiles and can still hit the opponent who are in stun animation, but
    don't try your luck against beam supers because it just won't work. Also this
    move can be used as an AC Finisher and its one of the coolest looking AC
    Finishers in the game, but if she misses she will bounce off the opponent
    unable to block for a short while, but she can be countered by certain supers
    or special moves.
    
    
    Shunpuu Kyaku: D,DB,B+K
    This move is a little awkward, but it comes out quick and can be used in air
    combos. The stronger the kick button used, the more horizontal range and higher
    the arc that it has. The recovery time really isn't something to worry about
    because she can safely block before being countered and it does good damage.
    
    
    Overhead Arc Kick: F+FK
    Just like Ryu's and Ken's, this is her anti-crouch counter, but it has mean
    start up delay and cannot be comboed. It does look like a regular standing
    attack at first, but then when she arcs over her foot onto the opponent's head,
    then they would know next time not to block low when fighting Dark Sakura! Also
    watch for the recovery time because it stinks.
    
    
                                   Supers
    
    Shinkuu Hadouken: D,DF,F+2P
    Well just like her regular Hadouken this super goes diagonally vertical at a 45
    degree angle, but it chips alot of damage and does excellent damage. This can
    also be used as an anti-air attack, and the comboability on this super is
    amazing! It comboes off any of her standing attacks, but be forewarned, it has
    little horizontal range and an opponent can easily counter with a Final
    Justice, Weapon X, or even a beam super if she misses with this super.
    
    
    Midare Zakura: D,DF,F+2K
    This super is a funky auto combo super instead of a Shoryuu Reppa type super
    like it was in the Alpha series, it does good damage and is her prime weapon to
    counter alot of mistakes put out by opponents. Well this is a good counter
    towards missed supers, but it does have a start up delay like Captain America's
    Final Justice, but its more easily comboed but it doesn't go as fast as the
    Final Justice and the range is bit shorter than the Final Justice. This super
    is very lethal against anybody including Cyber Akuma himself, but just watch
    for the recovery time, its not really that good, but I find it hard to counter
    sometimes.
    Well here's how the super looks like:
    
    Midare Zakura Charge, S.Forward, S.Strong, S.Jab, S.Short, S.Forward, S.Short
    --> Short Shunpuu Kyaku, S.Roundhouse --> Shououken
    
    The Midare Zakura Charge counts as a hit, the Short Shunpuu Kyaku hits twice,
    and the Shououken hits 6 times.
    
    
    Haru Ichiban: D,DB,B+2K
    In the Alpha series this was a wicked dashing super that was unblockable low
    and it came out instantly and can easily punish mistakes, but this time it goes
    vertical instead of horizontal. This combos perfectly off of her launcher or
    off of all her standing attacks, it comes out just as fast as a Berserker
    Barrage X, but its weak point is the lack of much horizontal range, its
    invincible during start up and will out prioritize practically any jumping
    attack making it a very useful anti-air attack, also there is another downside
    besides it rediculously horrible recovery time, and that's the fact that she
    can be hit from above only if the opponent is directly above her, prime
    examples include Wolverine's Head Stomp and Chun-Li's Stomp Kick. Use this to
    counter missed supers especially the Shinryuken.
    
    
                                Team Super
    
    Dark Sakura: Shinkuu Hadouken
    Well it lacks alot of horizontal range, but it fits well with other team supers
    like the Kikousho or Omega Destroyer. This super does good damage and alot of
    chipping damage to back up any super use this on jumping opponents that like to
    jump in often like Spider-Man.
    
    
                               Team Counter
    
    Dark Sakura: Shououken
    An excellent team counter because of its range and it comes out instantly. The
    only problem with this team counter is that she is hit out of it too easily,
    and sometimes she will just end up eating the entire super you are trying to
    counter! You should use this against some supers like Berserker Barrage X or
    regular attacks, but its pointless against beam supers, unless of course your
    are playing the PSX version of the game and you are in versus or battle mode.
    
    
                              Variable Assist
    
    Dark Sakura: Shunpuu Kyaku
    Probably one of the better team attacks in the game due to its range and damage
    possibilities. It will arc over projectiles and most beam supers except the
    Mega Optic Blast of course, and also knock down the opponent. You can still add
    a beam super of your own though to combo with the attack, but Dark Sakura will
    still recover from it and the opponent will have an opportunity to get in an
    extra hit, so don't use this too often.
    
                                Combos
    
    Combos: 88/100
    Supers: 77/100
    Overall: 80/100
    Sakura is very similar to Dark Sakura except her Shinkuu Hadouken is completely
    different. She is rather slow though which is awkward, but she can really
    pester the opponent with her Shououken combos. Overall nothing much from Dark
    Sakura.
    
    
    Special Game Notes: Sakura
    
    -- Despite the fact that she is one of the smaller characters in the game, her
    speed is very slow and she must use her crouching fierce in advance if she
    hopes to have any chances of counter an air attack.
    
    -- Her Hadouken is her strongest AC Finisher and it does a heck of alot of
    damage.
    
    -- When you AC Finish with her Shouken, make sure you use only the jab or
    strong version, the fierce version takes too long to come out.
    
    -- Her taunt actually does damage, but only one pixel of damage, but it does
    have alot of priority against dash in attacks and good priority against jump in
    attacks. It also knocks your opponent back as well!
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Knockdowns: C.Roundhouse
    Small launcher: none
    Air Launcher: none
    Strikes: Taunt
    Team Super: Shinkuu Hadouken
    Team Counter: Shouken
    Variable Assist: Shunpuu Kyaku
    AC Finisher: Fierce, Roundhouse, Hadouken, Shunpuu Kyaku, Shououken
    
    
    1. S.Jab --> Shouken
    
    
    2. J.Roundhouse --> Hadouken
    
    
    3. S.Fierce --> Midare Zakura
    
    
    4. S.Roundhouse --> Haru Ichiban
    
    
    5. D.C.Short --> Shinkuu Hadouken
       Her Shinkuu Hadouken comes out very fast, use this to your advantage, but
    don't use this combo often because its cheap, and I hope you are bigger than
    your human opponent!
    
    
    6. J.Roundhouse \/ D.S.Short, S.Forward --> Shunpuu Kyaku
    
    
    7. J.Jab, J.Strong \/ D.S.Short, S.Roundhouse --> Midare Zakura
    
    
    8. J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Shouken
    
    
    9. J.Jab, J.Strong \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> Shouken
        You can use any other AC Finisher, but the Shouken is the best AC Finisher
    in the game, IMO.
    
    
    10. SJ.Jab, SJ.Short, SJ.Forward \/ D.S.Jab, C.Fierce --> Haru Ichiban
        Well, the only possible way for her to get more hits on medium and small
    opponents is by coming down from a super jump, she can perform a ZigZag on the
    opponent just as she gets down.
    
    
    11. Partner Attack --> Any super
        Akuma is the perfect set up for any of her supers, but I have found that
    Cyclops works very well also.
    
    
                                EX Combos
    
    1. J.Jab, J.Fierce \/ D.S.Short, S.Roundhouse --> Hadouken --> Midare Zakura
    --> Shinkuu Hadouken --> Haru Ichiban
    
    
    2. D.S.Jab, S.Strong --> Hadouken --> Shinkuu Hadouken --> Team Super
    
    
    3. D.S.Jab, S.Forward --> Hadouken --> Shinkuu Hadouken --> Midare Zakura -->
    Haru Ichiban
    
    
    4. Partner Attack --> Midare Zakura --> Team Super
    
                              __________
                              Strategies
    
    Akuma: Well it is a tough match, but not that tough. Wait for Akuma to come to
    you and launch him in advance with your crouching fierce and into an air combo,
    a few of these should do him in because he does not take the hits well. Counter
    his missed Messatsu Gou Shouryuu with either your Haru Ichiban just as he is
    about to hit the ground or your Midare Zakura when he is recovering, don't wait
    for Akuma to come down because Akuma will do alot of attacking against you so
    make your counters quick. Watch for him to teleport alot, use your best
    judgement as to when he will come and knock him senseless with your Midare
    Zakura.
    
    Apocalypse: This battle is pretty easy and basic. Attack him constantly and
    stay behind his arm. Use your Shouken often and suprisingly your Midare Zakura
    works on his arm! Also use your Haru Ichiban just as you are near his face, but
    don't bother using your Shinkuu Hadouken because it does a pitance of a damage
    on this guy. Also knock out the satelites and watch for his Stun Cannon, it
    gets Dark Sakura dizzy real easily.
    
    Armored Spider-Man: A very tough fight for Sakura because of his quick attacks
    and priority. Make sure you get the jump on him often because he does not fare
    well against your jumping roundhouse, and if he does use his Maximum Spider,
    don't bother using your Shinkuu Hadouken unless you are sure it will connect
    and make it quick before he lands, instead go for your Midare Zakura or your
    Shouken. Also watch for him to constantly attack while he is jumping in, use
    your Haru Ichiban just as he is near you to counter.
    
    Blackheart: Well not that much of a hard fight, there isn't much you can do
    about his missed supers but if he does miss with his Inferno use your Shouken
    to counter. Jump in on him constantly and maintain a relentless persuit of
    combos, he won't take many of your combos well, so this can be a quick fight.
    Also use your crouching fierce into an air combo or Haru Ichiban just as he is
    jumping in. Also don't miss with your Haru Ichiban or the Heart of Darkness
    will bring you down in a quick way.
    
    Captain America: Another tough fight for Sakura, watch for him to be on the
    jump in often and try to knock him in advance with your crouching fierce into
    either an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n'
    Stripes with your Haru Ichiban just as he is hitting the ground, also counter
    his missed Hyper Charging Star with a Midare Zakura, and his missed Final
    Justice with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and
    continue your combo from there. Also use your Shouken to counter his missed
    Stars n' Stripes or his missed Charging Star.
    
    Chun-Li: Very tough battle. She is about your size, yet she is so much quicker
    than you and has more priority on her launcher. Let Chun-Li do the jumping in
    and launch her with your crouching fierce into an air combo, also try not to
    jump in too often because her priority will knock you out. Counter his missed
    Senretsu Kyaku with either a Shouken or a Shinkuu Hadouken. When she does fall
    back down from her missed Hazan Tenshou Kyaku, counter with your Haru Ichiban
    or launch her back up into an air combo. Also watch for the dashing in, so try
    and trip her in advance.
    
    Cyber Akuma: Very tough match up for Sakura. Watch for him to throw out alot of
    Zankuu Bolt Hadoukens, use your best judgement as to when he will use it and
    counter with a Shinkuu Hadouken. Watch for him to teleport alot, incase he does
    try to predict as to where and when he will land and catch him with your Midare
    Zakura. Don't bother trying to counter his jump-ins because they are lightning
    quick with a ton of priority. Also don't do much jumping in on him either
    because he will hack you back into the air with his very powerful Shining
    Circuit Shoryuken. Counter his missed Scramble Gou Punch with your Haru Ichiban
    just as he is falling down or with your launcher into an air combo.
    
    Cyclops: A tough fight for Sakura, use your jumping roundhouse and combo him
    often because he really can't do much about your jumping attacks. Also when he
    does jump in use either your Haru Ichiban and hope that it doesn't miss or you
    can launch him into the sky with your crouching fierce into an air combo. You
    really can't do much if he misses with his beam supers though, also stay in the
    air and avoid his keep away tactics because you are moe than likely to lose
    despite the fact that you are an avid keep away character.
    
    Dan: Well, not much of a tough fight, but still he can be a difficult opponent.
    Watch for him to use his stupidity and taunt so counter with a super or a
    Shouken. If you are fighting Dan in the PSX version and you are in battle mode,
    watch for him to use his taunt super, laugh if you may want to but he can
    cancel out of it, so make sure you make your counter quick even if you don't
    have enough time to build a super. Also counter his jumping attacks with a
    crouching fierce in advance and into either your Haru Ichiban if you have a
    super or a combo.
    
    Dark Sakura: Watch for your evil intent to do alot of what you do, wait around
    and launch her. But instead go on the offensive and hope that her crouching
    fierce wasn't pulled off in advance quick enough. Counter her missed Haru
    Ichiban with either your Haru Ichiban, Midare Zakura, or your aluncher into an
    air combo. Counter her missed Shouken with your Shouken or Midare Zakura and
    look to punish her mistakes often.
    
    Dhalsim: Well not much of a tough battle. Watch for Dhalsim to play keep away
    rather quite often, there isn't much you can do about them except jump over
    them and combo him as he is recovering. Also when you do jump in always come in
    with an attack no matter how weak it is because the Yoga Strike will do a deal
    of damage on you. You can also play defensively and launch him into your air
    combo or into a Haru Ichiban if you have a level of super, just be on the
    offensive in this match and you should be fine.
    
    Hulk: Oh boy, not a good sign for even the expert Sakura players. His attacks
    just do a rediculous amount of damage against her that even a few fierces can
    give Hulk a quick victory. Watch for him to go Gamma Charge crazy, block it and
    use either your Shouken or a Midare Zakura to counter. Watch for him to jump in
    alot with that crouching fierce, you can't do much against his attacks but
    block them and counter his misses. Also watch for him to miss with alot of his
    attacks, use your Midare Zakura to counter. Play defensively in this battle and
    counter his mistakes, yes it might take a while but you can ill-afford a combo
    or two from the Hulkster.
    
    Ken: Watch for him to use his Shoryuken like crazy! He will barrage you with
    his Shoryuu Reppa from time to time so counter with a Haru Ichiban just as he
    is coming down or launch him back into the air with an air combo. Don't jump in
    on him too often because he has alot of attacks to counter your jumping
    attacks, that it just makes it impossible for you to successfully combo him
    from the air. Do alot of ground combos because that's what Dark Sakura is good
    at.
    
    M.Bison: Well do alot of both, meaning defense and offense. His standing
    attacks are nothing compared to your jumping roundhouse so jump in and combo.
    Also counter his missed Scissors Kick Nightmare with your Midare Zakura or with
    your Shouken if levels of supers are not available to you. Counter alot of his
    jumping attacks with your crouching fierce into either a Haru Ichiban or an air
    combo. Also he will use his Head Press into his Somersault Skull Diver often,
    block his Head Press and quickly use either your Shinkuu Hadouken or regular
    Hadouken to counter before he comes down. Also block his Psycho Crusher and as
    it goes through counter with a Midare Sakura or Shouken right before he
    recovers.
    
    Mechanized Zangief: Not a tough match at all, look for him to do alot of
    Siberian Bear Crusher, Final Atomic Buster, or Team Super, instead of
    countering with your Shinkuu Hadouken, you can go around him and perform your
    Midare Zakura, or a C.Short, C.Forward, C.Roundhouse --> Shouken combo and
    repeat it until he stops. Use your Shinkuu Hadouken whenever he tries to jump
    in on you, it should push him back or at least stall for awhile.
    
    Mephisto: Well not that much of a hard fight, also in this fight there really
    isn't much you can do about his missed supers so don't bother, except when he
    misses with his Inferno, you cna use your Shouken to counter his missed attack.
    Jump in on him constantly and maintain a relentless persuit of combos, he won't
    take many of your combos well, so this can be a quick fight. Also use your
    crouching fierce into an air combo or Haru Ichiban just as he is jumping in.
    Also don't miss with your Haru Ichiban or the Heart of Darkness will bring you
    down in a quick way.
    
    Norimaro: This guy is too easy to beat. Knock him senseless with your constant
    pursuit of air combos but don't bother playing defense because its just not
    worth your time. Counter all his mistakes with either your Midare Zakura or a
    Shouken. Combo him alot because he has nothing to stop you from your constant
    air raids.
    
    Omega Red: Ouch! His coils will do a number on you, but luckily you can jump in
    on him often because he has poor defensive skills. Also you really can't do
    much about his Omega Destroyer except try to escape it and escape chipping
    damage. Counter his jumping attacks with either a Haru Ichiban and hope that he
    doesn't block it or you can launch him in advance with your crouching fierce
    into an air combo. Watch for him to come in and attack often, try your best to
    counter and punish his mistakes with your Shouken.
    
    Ryu: A difficult battle, but not a tough fight nonetheless. Counter his jumping
    attacks with your crouching fierce into an air combo, or use a Hadouken in
    advance. Don't try to jump in on him too often because he has alot of weapons
    that would knock you right back. Counter his missed Shin Shoryuken with your
    Haru Ichiban, Shinkuu Hadouken, Midare Zakura, or your crocuhing fierce
    launcher into an air combo, watch for Ryu to use alot of firepower in the keep
    away department, so jump over them and attack before he can recover.
    
    Sakura: Well your double will pose alot of problems for you. Watch for her to
    miss with her Shouken, quickly counter with a Shouken, don't bother using your
    Midare Zakura because it comes out too slow. Jump in on her alot and hope that
    she is a little late with her crouching fierce launcher. Counter her missed
    Haru Ichiban with your Midare Zakura, Shinkuu Hadouken, Haru Ichiban, Shouken,
    or your launcher into an air combo. Play both offense and defense in this
    battle.
    
    Shadow: Very tough opponent for Sakura, watch for his priority to overwhelm
    you. Also he will throw out Shadow Booms from time to time, instead jump at him
    before he can recover and combo him quickly. Also watch for him to miss with
    his Shadow Justice, use your Haru Ichiban, Midare Zakura, Shouken, or your
    launcher into an air combo. Do alot of defensive play because his offensive
    isn't as good as his defense.
    
    Shuma Gorath: Not that much of a tough battle for Sakura. Wstch for alot of
    Mystic Stares and Mystic Smashes to be arriving at your doorstep. Jump in alot
    with your jumping roundhouse and combo him, also if he does come in you can
    either use your Haru Ichiban or your crouching fierce launcher into an air
    combo. Also watch for his Chaos Dimension mode, its rather hard for Dark Sakura
    to escape, but do alot of super jumping and keep away with your Hadouken if he
    decides to jump in.
    
    Spider-Man: A very tough fight for Sakura because of his quick attacks and
    priority. Make sure you get the jump on him often because he does not fare well
    against your jumping roundhouse, and if he does use his Maximum Spider, don't
    bother using your Shinkuu Hadouken because it does do much damage against him,
    instead go for your Midare Zakura or your Shouken. Also watch for him to
    constantly attack while he is jumping in, use your Haru Ichiban just as he is
    near you to counter.
    
    U.S.Agent: Another tough fight for Sakura, watch for him to be on the jump in
    often and try to knock him in advance with your crouching fierce into either an
    air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' Stripes
    with your Haru Ichiban just as he is hitting the ground, also counter his
    missed Hyper Charging Star with a Midare Zakura, and his missed Final Justice
    with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and continue
    your combo from there. Also use your Shouken to counter his missed Stars n'
    Stripes or his missed Charging Star.
    
    Wolverine: A very tough fight for Sakura, make sure you do mot miss with your
    Haru Ichiban because he will counter with a Weapon X most definitely. Also play
    defensive and whenever he comes in with attacks, launch him with your crouching
    fierce into an air combo. Watch for him to miss alot with his Drill Claws, use
    your Midare Zakura to counter or your Shouken, also you can counter his Fatal
    Claw combos if he misses with your Shinkuu Hadouken or regular Hadouken, just
    don't wait for him to come down. Basically in this battle wait for Wolverine to
    come to you and knock him into an air combo.
    
    Zangief: Well a pretty even fight nonetheless. Watch for his Final Atomic
    Buster, Siberian Bear Crusher, or his Team Super, if you are out of his range
    quickly perform your Midare Zakura. Also do alot of jumping in on him with your
    jumping roundhouse and perform alot of ground combos against this guy, also
    watch for him to jump in on you with his Siberian Splash, there isn't much you
    can do about it except block and quickly move away before he gets you in his
    grabs. In this battle play alot of offense and defense.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    Shadow
    Well these crossover games really tend to make up there own stories. M.Bison,
    the evil corrupter and leader of Shadowloo(Shadowlaw, whatever you want to call
    it) has never been apprehended or defeated nor has anyone attempted. Charlie
    however was a proud air force luitinent and his goal was to stop all corruption
    in the air force, and apparently the corruption cam efrom the leader of
    Shadowloo. Charlie has serveral times attempted to catch M.Bison, but he has
    escaped serveral times. He did however succeed in defeating M.Bison but when he
    radioed in for a chopper to capture M.Bison, the helicopter fired on Charlie
    and he fell into the waterfall of where M.Bison and Charlie fought. M.Bison
    realizing that Charlie was still alive took him in and turned him into a slave
    of his army. However Shadow has shown signs that he is not fully effected by
    the mind control of M.Bison and has shown some humanity at time to time, but
    his current mission is to take in Cyber Akuma so that M.Bison can learn the
    technology behind the work of Apocalypse!
    
                                Character Quotes
    
                           "Didn't even scratch my lens."
                           "How many more must lose to my strength?"
                           "I beat more people before 8 am..."
                           "I break the sound barrier on a daily basis."
                           "I do it for my country."
                           "I'm just following orders."
                           "The Red Cross is on its way."
                           "You don't have the mettle to be a fighter."
    
    
    Shadow Boom: B(charge 2 sec.)F+P
    Well, I'm not sure what the hype about this projectile is all about, it comes
    out quick sure, but it has a long recovery time and the fact that you have to
    charge it makes it pointless to stand up against fireball fights. It will combo
    and do good damage though. But don't ever use this too often, it has alot of
    recovery time like I said and he rarely wins fireball fights with it anyways.
    Well maybe its the PSX version of the game I guess.
    
    
    Shadow Shell: D(charge 2 sec.)U+K
    Its an excellent defender and it has a ton of range and also the blade of
    energy that comes afterwards acts a like a porjectile except it does diagonally
    up! It can be put in combos and has high priority, the recovery time however
    isn't so great and he can be eating alot of supers if he pulls this out at
    random.
    
    
    Shadowsault Slash: U,UF,F+K(air)
    You can only perform this move in the air, sure you can perform it on the
    ground but you jump up anyways. This move does alot of damage and can be used
    as an AC Finisher, although it has a bit of a start up delay because Shadow
    actually takes the time to start the flip. This can be used as a jump in attack
    as hit has excellent priority, but it completely knocks the opponent down with
    one hit.
    
    
    Backfist: F+FP
    Well like Guile it has range and can trade hits with up close projectiles, and
    its his only move that does that. It has good range for a regular attack and it
    does more damage than his regular fierce punch.
    
    
    Thrust Kick: F+RK
    Well in X-Men vs. Street Fighter Charlie could mess up low blocking opponents
    with this kick because it was his anti-crouch counter and the fact that he
    could combo it. Now its almost useless it still comes out quick and has
    excellent range, but the fact that its no longer an anti-crouch counter it
    really doesn't serve much of a purpose except that it has alot of priority and
    can snuff dashing in attacks and it does more damage than his regular
    roundhouse kick.
    
    
    Overhead Jump Kick: F+FK
    Its Shadow's anti-crouch counter, unlike other normal move anti-crouch
    counters, this barely has start up delay(it still cannot be comboed) and has
    instant recovery time. It does good damage and it can fool human opponents
    rather easily.
    
                                   Supers
    
    Shadow Break: D,DF,F+2P
    Its been slowed down drastically since X-Men vs. Street Fighter, before Charlie
    could combo his Sonic Break off of his jabs, shorts, etc. so easily. But now
    the only way you can combo this in is either by a partner attack or OTG. It
    does good damage though and the recovery time is very minimal. You can ram the
    buttons to throw out 6 extra Shadow Booms and do significantly more damage.
    Also if you are close to your opponent they will get hit by the animation of
    your attacks, but only one extra hit though. The chipping damage on this super
    is pretty medeocre, it probably chips less than a Shinkuu Hadouken, because the
    Shadow Booms comes in 3's every three Shadow Booms that hits result's in one
    pixel of chipping damage, so the most pixels of block damage you can get out of
    this super is 5. Also Cyclops' Jab Optic Blast can nullify the first 9 Shadow
    Booms of this super, meaning that he can completely nullify your entire super
    with one shot or he can take out 9 out of the 15 Shadow Booms! Basically since
    he throws them in a set of three, each projectile that comes towards this super
    will be able to nullify 3 Shadow Booms! Its hard to explain but you'll see what
    I mean.
    
    
    Shadow Justice: D,DB,B+2K
    An excellent super overall because it has excellent range and its his only
    super left that can combo other than OTG or with a partner attack. It chips
    alot of damage as well and its very useful as an anti-air attack, even if OTG
    this super you can still rely on this super to fully connect instead of taking
    a few hits and being able to block like the Shouryuu Reppa. This super is his
    prime counter against mistakes or missed supers and has very high priority.
    Just watch the recovery time on this super though because he can easily be
    eating a super as he comes down. So make sure it connects.
    
    
    Cross Shadow Blitz: D,DF,F+2K
    This use to be an excellent super but now, its even worst. It still looks
    pretty sweet and all, but its so slow and its a dead give away when you here
    that Sparkling noise(the same sound you here when someone shows their bight
    teeth on T.V.) and he poses there and then rushes at you, it will take a little
    time to get use to actually timing this super to connect. Its his strongest
    super if it connects though as he proceeds to pummel the opponent. If you want
    to combo this super, think of it as the Proton Cannon, except the recovery time
    on this move is very minimal and hard to counter.
    
    Here's how the super actually looks like:
    
    Cross Shadow Blitz Charge, S.Short, S.Roundhouse, S.FWD.Roundhouse, S.Forward,
    S.FWD.Forward, C.Forward, S.Strong, S.FWD.Fierce, S.FWD.Forward
    
    The Cross Shadow Blitz Charge counts as a hit.
    
    
    Final Mission: B(charge 2 sec.)F,B,F+3P
    Think of this motion as Charlie's level 3 Sonic Break in Alpha 2. For some
    reason charge motions are harder to do in crossover games than in Alpha games.
    The total damage that this super does is culmulative. Meaning that the total
    damage will result in the character's defense rating. This super will do the
    most damage against Akuma and Wolverine, against them it can take away half of
    their life, while against Hulk it will probably do only 35% damage on him as to
    compared to 50%, use the chart at the top of this FAQ to determine the total
    damage. You should basically avoid using this super because its slow, and also
    note this: IT IS BLOCKABLE!! It doesn't matter if the opponent is it during
    start up, I know Silver Sage said it was unblockable during start up, but I
    tried this in training mode and at the arcades and it is ABSOLUTELY FALSE!!!
    Its a bit slower than the Shun Goku Satsu with less range. Once it connects he
    will uppercut the opponent for a small portion of damage, then the screen goes
    black as he pummels the opponent for 15 hits which do absolutely no damage,
    then the opponent falls back to the ground with a huge explosion that causes a
    ton of damage while Shadow blows his hair and messes with his watch or
    whatever. Clearly not a good idea to use in a close fight and you should save
    your levels of super.
    
    
                                    Team Super
    
    Shadow: Shadow Justice
    An excellent team super because it does good damage and easily backs up beam
    supers and perfectly with dragon punch supers, mainly the Hyper Stars n'
    Stripes or the Shouryuu Reppa. Just watch the recovery time on this super
    though because it stinks, and it leaves both you and your partner to attack!
    
                                   Team Counter
    
    Shadow: Shadow Shell
    Possibly the best team counter in the game. It comes out quick, has high
    priority, and has alot of range for an anti-air attack. Its semi-invincible
    during start up and will beat out alot of rushing supers like the Crawler
    Assault or Berserker Barrage X. Its rarely blocked, but if it is your in for a
    world of hurt unless of course your opponent doesn't have a super.
    
                                  Variable Assist
    
    Shadow: Shadow Boom
    Its a so-so team attack. He will only do his jab version which lets you get
    closer to the opponent and leaving them to worry about you and the projectile.
    Its good in fireball fights but from across the screen its basically useless
    because of the fact that it is so slow and opponents tend to jump over it
    rather easily.
    
                                   Combos
    
    Combos: 87/100
    Supers: 76/100
    Overall: 80/100
    Shadow plays exactly like Charlie, but he's a Charlie with weaknesses. He does
    however have amazing speed that rivals Spider-Man's! He has quick agility and
    versatility in his attacks and his supers do alot of damage. The only problem
    with his supers are the fact that they have monumental start up time due to
    that chime you here before he performs the super making it a dead give away.
    His ground priority is un-matched able to take out basically any air borne
    opponent and his jumping priority is fairly good. His Shadow Boom has been
    given recovery time that's even worst than the Shatokens making keep away
    useless. He's definitely not a beginner's character but has the power and speed
    to back it up.
    
    
    Special Game Notes: Shadow
    
    -- You will notice that the CPU Shadow has a ground ZigZag magic series, I
    don't know if Capcom intended to do this or not, but its still a little odd.
    
    -- When fighting against Apocalypse Shadow is still referred to as Akuma. This
    happened in the arcade for some reason, and that bug has also caught onto the
    PSX and Saturn versions as well! This only happens if you fight Apocalypse in
    battle mode or at the arcades, he will go through the exact same quotes as
    Akuma, why ya do this Capcom!!!!!!!!!!!!!!!
    
    
    Ground Magic Series: Stronger
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: C.Fierce
    Strikes: none
    Small Launcher: none
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Shadow Justice
    Team Counter: Shadow Shell
    Variable Assist: Shadow Boom
    AC Finisher: Fierce, Roundhouse, Shadowsault Slash
    
    1. C.Strong --> Shadow Boom
       The only way this will work is if you charge ahead of time before you start
    the combo.
    
    
    2. Partner Attack, S.Roundhouse --> Cross Shadow Blitz
       Well, it mainly works with Akuma, I have yet to have this super connect with
    anybody else.
    
    
    3. D.C.Short, C.Roundhouse --> Shadow Break(OTG)
    
    
    4. Partner Attack --> Any Super
    
    
    5. D.S.Short, S.Forward, S.Roundhouse --> Shadow Justice or Team Super
    
    
    6. J.Roundhouse \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    --> AC Finisher
       Basic Shadow combo, master it and you will already be a master at Shadow!
    
    
    7. J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
       Hesitate before you pull off the SJ.Forward, but hesitate for a split
    second, its a little bit like Spider-Man, but don't try to hesitate too long or
    else the opponent will be able to block.
    
    
    8. J.Jab, J.Fierce \/ D.C.Jab, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> Shadowsault Slash, C.Short, S.Strong, C.Fierce /\
    SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse,
    SJ.Roundhouse \/ S.Forward, S.Roundhouse
       Jeez! He can do this combo better than Charlie can! This mainly works on the
    bigger characters like Zangief or Hulk or Blackheart. You might have to skip a
    couple of hits in the air against medium and smaller characters. Like the combo
    above, hesitate before the SJ.Forward on the second part of the combo, after
    the first SJ.Roundhouse, hit the roundhouse button as you are falling down,
    here you should land before your opponent when you land go into a S.Forward
    into a S.Roundhouse. It's difficult but with timing and practice you can pull
    it off! And it does work!
    
    
                                    EX Combos
    
    1. Akuma Partner Attack, S.Roundhouse --> Cross Shadow Blitz --> Shadow Break
    --> Shadow Justice
       In this combo cancel quickly after the first few hits of the Cross Shadow
    Blitz.
    
    
    2. J.Jab, J.Strong \/ S.Short, S.Roundhouse --> Shadow Boom --> Shadow Justice
    --> Team Super
       Like before, charge during the combo, avoid dashing because you will just
    have to charge again and you might want to skip the short against medium and
    smaller characters.
    
                                   __________
                                   Strategies
    
    Akuma: Well its a fairly even fight. Try to avoid jumping in on him because he
    can knock you out of the air with his launcher. Also watch for his Messatsu Gou
    Shouryuu to miss, counter that with either an air combo or a Shadow Break.
    Watch for him to teleport often, if you can predict as to where he will land,
    start your Cross Shadow Blitz and hope that it will connect as he recovers from
    his teleport. Watch for him to jump in alot as well, counter that with your
    crouching fierce into an air combo or use your Shadow Shell.
    
    Apocalypse: Its a fairly decent battle for Shadow. Even though Apocalypse
    thinks your Akuma. In the air jump up to his face and use a jumping iferce into
    a Shadowsault Slash. On the ground use your crouching short, crouching forward,
    crouching roundhouse, Shadow Boom method. Use your Shadow Break whenever you
    have a level of super and you can also use your Shadow Break against his Drill,
    once you have thrown out all of your Shadow Booms, quickly jump out of the
    Drill's way or push block it.
    
    Armored Spider-Man: Tough match. Watch for him to do alot of jumping in, when
    he does jump in use your crouching fierce launcher and into an air combo.
    Counter his missed Maximum Spider with either a Shadow Break or a Shadow
    Justice, don't try to go for his Cross Shadow Blitz unless you start the thing
    real early. If you don't have levels of super counter him with an air combo,
    and if he misses with his Crawler Assault counter with a Shadow Justice or an
    air combo, don't try to go for any of your other supers because he will recover
    too quickly. Play defensively in this battle and wait for him to make mistakes.
    
    Blackheart: This battle is pretty easy. Jump in alot and combo him, also watch
    for him to miss with his Inferno, counter that with either a Shadow Justice or
    an air combo. If he misses with his Armageddon counter with your Shadow Break,
    its a bit risky, why you ask even though you are far away from the rocks?
    Simply because the rocks nullify your Shadow Booms so easily, so you might have
    let the super go to know use. Also if he tries to jump in on you use your
    launcher and launch him into an air combo.
    
    Captain America: Tough fight. Watch for him to jump in, and if he does use your
    crouching fierce into an air combo, also if he misses with his Hyer Stars n'
    Stripes use your Shadow Break to counter. If he misses with his Hyper Charging
    Star use your Shadow Justice to counter. Wait for him to jump at you and launch
    him into the air with your crocuhing fierce and into an air combo, and throw
    your Shadow Booms at a distance.
    
    Chun-Li: Fairly tough fight for Shadow. Use your Shadow Break to counter her
    missed Hazan Tenshou Kyaku or an air combo if you lack levels of super, use
    either your Cross Shadow Blitz, Shadow Break, or Shadow Justice if she misses
    with her Kikousho. Wait for her to jump into you and launch her with your
    crocuhing fierce and into an air combo, watch for her Stomp Kick though, you
    might want to use your short Shadow Shell if you anticipate her using her Stomp
    Kick.
    
    Cyber Akuma: Tough fight for Shadow. You can't do much about his constant Bolt
    Hadoukens or his Zankuu Bolt Hadoukens except try to avoid them by super
    jumping. Also don't bother trying to match projectile with projectile because
    frankly you are going to lose due to the fact that he has slow recovery time
    and he has to charge for it. But use your Shadow Break whenever you have a
    level of super and always ram those buttons to get the extra Shadow Booms out
    cause your going to need them. Also he does alot of teleporting so try to
    predict as to where he will land and use your Cross Shadow Blitz to catch him
    as he comes out of his teleport. Stay in the air by super jumping, gain your
    levels, and use your Shadow Break whenever you have the chance.
    
    Cyclops: Watch for this guy. He can probably completely nullify your Shadow
    Break with his jab Optic Blast, so when you do use your Shadow Break use them
    up close or close enough so that he doesn't have enough time to counter them.
    Jump in on him with your jumping roundhouse and pound him with your air combos.
    Watch for him to use his Mega Optic Blast or his Super Optic Blast, you can't
    do much about them except block them or try to avoid them, also if he does jump
    in use your crouching fierce and knock him back into the air with an air combo.
    
    Dan: Fairly even match, but even the expert Shadow players have lost to him!
    Jump in on him, but not too often and combo him. Also if he jumps in on you use
    your crocuhing fierce and launch him back into the sky and into an air combo.
    Counter all of his missed supers with either a Shadow Justice or Shadow Break.
    Watch for him to taunt often too, counter those taunts with an air combo.
    
    Dark Sakura: Well its a pretty easy fight for Shadow. Watch for her to miss
    with her Shououken, use your Sonic Break or an air combo to counter. Watch for
    her to miss with her Haru Ichiban, use your Shadow Justice of Shadow Break to
    counter. Jump in on her often and combo her, if she tries to jump in on you,
    use your crouching fierce launcher into an air combo.
    
    Dhalsim: Watch for Dhalsim to use his Yoga Inferno, you really can't do much
    about that except try to get out of harm's way. Jump in on him and always
    attack him because you never know when he may pull off a Yoga Strike. Also
    watch for him to play keep away with you often as well, you can't do much about
    that except try jumping over them and countering when you are near him. Watch
    for Dhalsim to teleport often, try to anticipate as to where he is going to
    alnd and combo him or use a super ahead of time.
    
    Hulk: Well watch for him to miss with his Gamma Charge, counter that with
    either your Shadow Justice or an air combo. If he misses with his Gamma Crush
    use your Shadow Break to counter or dash in and air combo him. Avoid jumping in
    on him in this battle and if he jumps in with a jumping roundhouse use a short
    Shadow Shell to counter. Basically in this battle play defensively and counter
    his mistakes.
    
    Ken: Fairly easy fight. Try to avoid jumping in on him because he has alot of
    anti-air attacks with low recovery time to bounce you back. Let him come to you
    and launch him with your crouching fierce and into an air combo. Watch for Ken
    to miss with his Shinryuken and Shouryuu Reppa, counter both of the misses with
    either your Shadow Justice or Shadow Break. Try throwing out you Shadow Booms
    at him from a distance because he can't do anything about it unless his partner
    is Ryu!
    
    M.Bison: Its a pretty easy fight for Shadow. Jump in alot and combo your
    creator and if he misses with his Scissors Kick Nightmare use your Shadow
    Justice to counter the miss or an air combo if you lack levels of super. Watch
    for his Psycho Crusher, wait until it passes through you and counter with a
    Shadow Justice. If he jumps at you use your crouching fierce launcher and into
    an air combo, also if he goes into a Head Press, Somersault Skull Diver
    pattern, use your short Shadow Shell to counter his Somersault Skull Diver
    before he attacks after you have blocked his Head Press.
    
    Mechanized Zangief: Its a pretty easy battle, watch for him to use his grabs
    often. Here if he does go for his Final Atomic Buster, Team Super, or Siberian
    Bear Crusher jump over him and use your Cross Shadow Justice, it may seem odd
    but just use it because it does work on him! Also use your Shadow Break
    whenever you have the chance. Stay in the air often and avoid his jumping
    attacks because regardless if you block his Siberian Splash or not, your in
    serious trouble.
    
    Mephisto: This battle is pretty easy. Jump in alot and combo him, also watch
    for him to miss with his Inferno, counter that with either a Shadow Justice or
    an air combo. If he misses with his Armageddon counter with your Shadow Break,
    its a bit risky, why you ask even though you are far away from the rocks?
    Simply because the rocks nullify your Shadow Booms so easily, so you might have
    let the super go to know use. Also if he tries to jump in on you use your
    launcher and launch him into an air combo.
    
    Norimaro: Well this battle isn't hard! Combo him and jump in on the little guy
    constantly and watch for him to use his supers, counter all of his missed
    supers with either a Shadow Break or a Shadow Justice. If he does jump in on
    you use your crouching fierce and into an air combo and avoid using your Shadow
    Justice unless you are sure it will connect because he can counter with his
    Hyper Strong Miracle Treasure.
    
    Omega Red: This battle is fairly easy, jump in on him and combo him often.
    Watch for him to use his Omega Destroyer quite a bit, there isn't much you can
    do about that except try to escape the chipping damage by super jumping. Also
    if he tries to jump in on you use your crouching fierce into an air combo and
    use your Shadow Break whenever you have the chance.
    
    Ryu: A fairly even match but the odds go to you. Watch for him to throw alot of
    Hadoukens, try to avoid a fireball fight against him and jump over his
    fireballs. Try to avoid jumping in on him too often because he has alot of
    weapons that can counter your attacks. Also watch for him to miss with his Shin
    Shouryuken and Shinkuu Tatsumaki Senpuu Kyaku, counter both of these with your
    Shadow Break. Watch for him to jump in often, use your crouching iferce into an
    air combo if he does.
    
    Sakura: Fairly tough fight. Watch for her to go Shououken crazy, counter them
    with your crouching roundhouse and into an OTG super, but try not to do that
    often otherwise human opponents will roll and counter. Jump in on her often and
    combo her, if she tries to jump in on you use your crouching roundhouse and
    into an air combo, and counter her missed Haru Ichiban with either of your
    supers, and her missed Shinkuu Hadouken with your Shadow Break.
    
    Shadow: Well apparently your double doesn't like your face, so what do you do
    about that? Use your combos and rearrange his! In this battle wait for him to
    come to you and launch him into an air combo and counter his missed Shadow
    Justice with your Shadow Break and watch for alot of Sonic Booms, try to jump
    over them and as you get closer jump over his Shadow Boom and combo him. He
    will also try to dash in, but trip him in advance and OTG him with either your
    Shadow Justice or your Shadow Break.
    
    Shuma Gorath: Well its a pretty easy match. Just watch for his Chaos Dimension,
    do alot of jumping around when he activates it and keep him away using your
    Shadow Break and avoid your other supers when he is in this Chaos Dimension
    mode. Jump in on him alot and combo him, if he tries to jump in on you use your
    crouching fierce and launch him into an air combo. Basically in this battle
    play offensively and watch for his Chaos Dimension!
    
    Spider-Man: Tough match. Watch for him to do alot of jumping in, when he does
    jump in use your crouching fierce launcher and into an air combo. Counter his
    missed Maximum Spider with either a Shadow Break or a Shadow Justice, don't try
    to go for his Cross Shadow Blitz unless you start the thing real early. If you
    don't have levels of super counter him with an air combo, and if he misses with
    his Crawler Assault counter with a Shadow Justice or an air combo, don't try to
    go for any of your other supers because he will recover too quickly. Play
    defensively in this battle and wait for him to make mistakes.
    
    U.S.Agent: Tough fight. Watch for him to jump in, and if he does use your
    crouching fierce into an air combo, also if he misses with his Hyer Stars n'
    Stripes use your Shadow Break to counter. If he misses with his Hyper Charging
    Star use your Shadow Justice to counter. Wait for him to jump at you and launch
    him into the air with your crocuhing fierce and into an air combo, and throw
    your Shadow Booms at a distance.
    
    Wolverine: Watch for him to dash in alot. Use your crouching roundhouse and tag
    him as he tries to dash in for a combo. Avoid too much jump ins and let him
    come to you and launch him into an air combo. If he misses with his Fatal Claw
    combos use your Shadow Shell or Shadow Justice to knock him out of it, but
    beware he might be too high for your Shadow Justice so its just safer to use
    your Shadow Shell. Use your Shadow Break whenever you can, especially after a
    crouching roundhouse, play defensively in this battle and wait for him to make
    mistakes.
    
    Zangief: Well its a fairly tough match for Shadow. Watch for him to use his
    Final atomic Buster or Siberian Bear Crusher, use your Shadow Break or Shadow
    Justice to counter if you are out of his range otherwise your start up delay
    will allow him to grab you. Jump in on him often and combo him, also watch for
    his Siberian Splash, counter that with your short Shadow Shell. USe your Shadow
    Break whenever you have the chance and stay away from his throw range!
    
    
    
    <------------------------------------------------------------------------>
    <------------------------------------------------------------------------>
    
    Shuma Gorath
    A powerful being once banned from Earth summoned to another dimension from the
    gods. He was obcessed with power and did whatever he could to obtain it, he is
    serveral thousand years old and has had encounters with Dr.Strange. Well  I
    don't know much about this guy(he's actually a female in the comics[!]) since I
    never had the Infinity War series it would be nice if someone could help
    though!
    
                                Character Quotes
    
                       "Destruction can be a thing of beauty."
                       "I am the eye of the storm to come!"
                       "I seek eternal power!"
                       "Next time, I will not go so easy on you."
                       "Perish you insignificant little flea!"
                       "Pitiful. Is there no challenge for me?"
                       "The force of my power cannot be equaled!"
                       "Would you like another trip to my dimension?"
    
    
    Mystic Smash: B(charge 2 sec.)F+K
    Its a pretty good counter against missed supers or mistakes and it does good
    damage. The problem with this move now, is that you can't OTG after it any more
    because it bounces the opponent into the air and they fall back to the ground
    and able to block. It does do alot of chipping damage however and the recovery
    time and start up delay are very minimal, but its hard to combo this. You can
    combo this off of his launcher but only the roundhouse version will fully
    connect. You can also do this move in the air, but it can't be used as an AC
    Finisher, or at least I haven't found a way to combo it in the air yet, he arcs
    down while he does this in the air and since his attacks bounces the opponent
    up I'm not sure why Capcom even gave him the ability to do this in the air.
    
    
    Mystic Stare: B(charge 2 sec.)F+P
    This was probably the change I hated most about Shuma Gorath. In Marvel Super
    Heroes once this connected it did the damage right away, but in this game you
    have to wait for an eternity just for the eyes to explode. This move does alot
    of chipping damage and can be used in a keep away game, and also the start up
    delay and recovery time is almost absent. If you do manage to connect the eyes
    will stick on the opponent and you will have to wait about 15-20 seconds until
    they explode, also if you do get hit the eyes go away or if your opponent
    switches out. Primarily use this to chip your opponent.
    
    
    Devitalization: F,DF,D,DB,B+K(close)
    Its an excellent throw move that can catch opponents by surprise. Unlike Hulk's
    special grab this move is unblockable. It does good damage as he picks up his
    opponent and slams down the opponent it counted as a two hit combo in Marvel
    Super Heroes, but it doesn't now since its a throw. Try to avoid doing this
    move from out of range because he will just go in his miss pose unable to
    block.
    
    
    Mystic Drop: D+FK(air)
    Its a quick attack that does good damage and has good prioirty even though some
    launchers can knock him out of it. Its also his AC Finisher and if it is
    blocked it has bad recovery time, but for some reason I find it hard to counter
    the miss.
    
    
    Chaos Drain: F+FK or RK(close)
    Well its actually Shuma gorath's throw. What this will do is drain the energy
    out of his opponent, even gain him life pass his red bar! You shouldn't use
    this too often against a human opponent because you can actually start fist
    fights with this move, and its only a game!! Unless you are an expert in some
    forms of special combat or you are really buff and bigger than the guy next to
    you, then avoid using this move too often. Use it on the CPU whenever you want
    and its also very hard to tech hit out of this move.
    
    
                             Supers
    
    Chaos Split: D,DF,F+2P
    Its semi useful in my opinion, while it does add hits to his ground and super
    jumping combos, it really messes up his jumping attacks because its hard to
    follow up on this. You really won't get double the hits from this move because
    some of your double's attacks misses, and doing his supers are completely
    ineffective because if you do the Mystic smash and Mystic Stare the animation
    of his double takes place but no extra eyes come out and your double will not
    damage the opponent even though he bounced into the opponent with the Mystic
    Smash. This is primarily used to beef up the attacks and hits in his air
    combos. He can be hit out of this super or you can wait about 12 seconds and it
    should go away. Basically think of this super as "Custom Combo" mode Shuma
    Gorath, while the double image can't damage the opponent with special attacks
    and also he can't do quick cancellations.
    
    
    Chaos Dimension: D,DF,F+2P(level 3) then FP/RK/SP/FK
    Powerful, painful, and deadly. That's what describes the damage done right
    there, it doesn't matter who your opponent is once its activated you really
    can't do much about it. I'm glad its a level 3 super now, but its porbably the
    most easiest level 3 super to do and use in the entire history of Capcom
    fighting games! Once activated you will have about 7 seconds to complete the
    super by grabbing your opponent with either medium/hard punch or kick. If your
    opponent is close to you they will be hit by the activation, this move is also
    unblockable! The animation has been improved from the last game and now it
    turns the background in complete black and the only thing you see is your dizzy
    opponent taken to the Chaos Dimension! In Marvel Super Heroes he would exclaim
    "Chaos Dimension!" but I can barely hear it in this game. This is probably
    Shuma Gorath's main weapon that should lead him to victory.
    
    
    Mystic Smash: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2)
    In the arcades, Saturn, and Crossover mode you start the super with the fierce
    and roundhouse, and while in other modes you use the punch and kick of the same
    strength. Well Capcom could have changed the name of this super because it has
    the same name of his other special move! Well regardless this super does an
    amazing amount of damage and it comes out quick, and combos off of anything and
    I mean ANYTHING! This does alot of chipping damage, and I found that it does
    the best damage when its teamed up with the Crawler Assault! This does a rack
    of chipping damage and the recovery time is very minimal, it's Shuma Gorath's
    best super, but why does it have to be a team super Capcom?!!!
    
    
                            Team Super
    
    Shuma Gorath: Mystic Smash
    The super that complements all supers, its best if Shuma Gorath starts this
    super when your partner is Omega Red otherwise the coils will bring the
    opponent away from the eyes. This super has alot of range as eyes pop out and a
    double image of Shuma Gorath appears. Low recovery time and its just as quick
    as the Shouryuu Reppa if Shuma Gorath starts the super!
    
    
                           Team Counter
    
    Shuma Gorath: Mystic Smash
    Please, don't get this confused with this team super! Its a good team counter
    because it has great range and does good damage. The recovery time is fairly
    decent and even if the opponent blocks this counter they will take alot of
    chipping damage!
    
    
                          Variable Assist
    
    Shuma Gorath: Mystic Smash
    Again! It must be Mystic Smash day for Shuma Gorath! Its a fairly decent team
    attack, why? The good part is that even if the opponent blocks they take alot
    of chipping damage and it also knocks the opponent away if it connects. The bad
    part is that you can't follow up on it and the opponent can hit Shuma Gorath
    while he is recovering.
    
    
                            Combos
    
    Combos: 75/100
    Supers: 83/100
    Overall: 78/100
    Shuma Gorath is not that bad of a character. He does have decent priority on
    his jumping roundhouse and he has a very powerful yet effective Chaos Dimension
    super. However that doesn't mean he hasn't been toned down from the last game,
    his combos has been limited and his OTG possibilities are practically all gone!
    Defense is one of his weak points and he has toruble taking out opponents that
    are air borne. He lacks recovery itme on his special attacks which is good and
    once mastered he can be very dominating!
    
    
    Special Game notes: Shuma Gorath
    
    -- There a few things gone from his combos:
           a) No more OTG after his Chaos Dimension
           b) No more OTG after his Mystic Smash(special move!)
           c) Difficulty in getting extra hits after his SJ.UP Fierce
    
    -- Most Shuma Gorath players(like myself) should see no difficulty in adapting
    to his tweaked combos.
    
    -- Shuma gorath can gain crazy super meter if the opponent blocks either his
    Mystic Smash or Mystic Stare, then go crazy with the..."Chaos Dimension!"
    
    
    Ground Magic Series: Punch to Kick
    Jumping Magic Series: Punch to Kick
    Super Jumping Magic Series: ZigZag
    Launcher: S.Roundhouse
    Strikes: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, C.Roundhouse
    Small Launcher: none
    Air Launcher: none
    Knockdowns: none
    Team Super: Mystic Smash
    Team Counter: Mystic Smash
    Variable Assist: Mystic Smash
    AC Finisher: UP.Fierce, Roundhouse, Mystic Drop
    
    1. Partner Attack --> Mystic Smash
    
    
    2. Mystic Stare --> Hope they will Explode
       Easy combo, but difficult to avoid being it, master it, and you are cheap!
    
    
    3. D.S.Jab, S.Short --> Team Super
       Quick, easy, cheap, and effective.
    
    
    4. Partner Attack --> Chaos Dimension
       Preferably Akuma and Cyclops
    
    
    5. J.Roundhouse \/ S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,
       SJ.UP.Fierce
       Basic combo for the walking squid, master it and you will already be a
    master at Shuma Gorath!
    
    
    6. Partner Attack --> Mystic Stare, explode --> Chaos Dimension
    
    
    7. J.Strong, J.Forward \/ S.Strong, C.Forward --> Mystic Smash
    
    
    8. Partner Attack --> Mystic Stare, explode, J.Strong, J.Forward \/ S.Strong,
    S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Jab, SJ.UP.Fierce
       Well its the biggest combo I can pull off, can you do better?
    
                           __________
                           Strategies
    
    Akuma: This battle is pretty tough, but if you can counter his mistakes and
    play defensively you can easily win. Watch for him to miss with his Messatsu
    Gou Shouryuu counter with either a super or an air combo. Watch for alot of Gou
    Hadoukens to be coming your way so make sure you use that roundhouse Mystic
    Smash to go over his projectile and counter.
    
    Apocalypse: Not much of a tough match, your main weapon is to use your team
    super. But in the air use alot of jumping fierces into a jumping roundhouse. On
    the ground use a standing strong into a standing roundhouse and cancel into a
    Mystic Smash. Watch for his Drill and never use your Chaos Dimension.
    
    Armored Spider-Man: Tough battle once again. Watch for him to miss with his
    Maximum Spider counter the miss with either an air combo, team super or Chaos
    Dimension. Jump in on him often with your jumping roundhouse and combo him and
    always be charging for your Mystic Stare just incase he blocks your launcher
    and tries to dash in.
    
    Blackheart: This battle is pretty even throughout the match but the odds tip in
    your favor. Watch for him to miss with his Armageddon, use your team super to
    counter, if you don't have 2 levels of super then there is basically nothing
    you can do about it. Jump in alot with your jumping roundhouse and combo him
    and if he does try to jump in on you launch him into an air combo.
    
    Captain America: Tough match up for Shuma Gorath. Watch for him to jump alot
    use your standing forward into an air combo to counter, watch for him to miss
    with his Hyper Stars n' Stripes or Hyper Charging Star, counter both of them
    with either a team super, Chaos Dimension, or an air combo. Avoid jumping in on
    him because he can launch you as well.
    
    Chun-Li: Watch for her to miss with her supers. Use your supers or standing
    forward into an air combo to counter her jumping attacks and missed supers and
    use your Mystic Stare often especially when she misses with her Kikousho. When
    you do have three levels of super use your Chaos Dimension.
    
    Cyber Akuma: Tough battle. Avoid jumping in on him because of his powerful
    attacks and avoid letting him jump in on you because of also powerful attacks.
    Jump in the air in this battle and gain your levels, your best bet at winning
    in this batte is through the use of the Chaos Dimension, you can use your team
    super if you want, but the Chaos Dimension does more damage.
    
    Cyclops: This battle is pretty tough. Watch for alot of Optic Blasts, use your
    roundhouse Mystic Smash to go over his projectiles and to attack Cyclops. Jump
    in on him often with your jumping roundhouse and combo him and launch him into
    an air combo as he tries to jump in. Its a bit risky using your Chaos Dimension
    here because he can keep you away all day with his Super Optic Blast until your
    Chaos Dimension mode runs out.
    
    Dan: This battle isn't too tough but avoid jumping in on him because of his
    powerful aluncher. Watch for alot of taunts use your Mystic Smash, supers, or
    an air combo to counter. Counter his jumping attacks with your launcher into an
    air combo, and counter his missed supers with your supers or an air combo.
    
    Dark Sakura: Its a fairly easy match and its one of those battles where Shuma
    Gorath can completely rely on combos to win. Jump in on her often with your
    jumping roundhouse and combo her and if she does try to jump in on you launch
    her with your standing forward and into an air combo. And if she misses with
    her Haru Ichiban use your Chaos Dimension, Team super, or an air combo to
    counter her missed super.
    
    Dhalsim: Rather easy fight. Always jump in with your jumping roundhouse and
    combo him and always attack when you are jumping in otherwsie he can go into
    his Yoga Strike and catch you. Watch for alot of teleporting use your team
    super if you can predict where he is going to land otherwise try to counter
    with an air combo. And use your Chaos Dimension whenever you can.
    
    Hulk: Tough match. Watch for alot Gamma Charges, counter them with either a
    super or air combo. Watch for him to miss with his Gamma Crush use your team
    super or an air combo to counter. And jump in often with your jumping
    roundhouse and combo him, but block every once in a while you are jumping in
    because his launcher has serious priority over your jumping attacks and use
    your Chaos Dimension whenever you have a level of super.
    
    Ken: Its a pretty hard fight but the tactics go the same as if you were
    fighting Akuma. Watch for him to jump in alot, use your standing forward
    launcher and into an air combo. Counter his missed supers with either a super
    or an air combo and avoid jumping on him too often because he does have alot of
    weapons to bounce you back.
    
    M.Bison: Easy match for Shuma Gorath. Jump in alot on him and use your jumping
    roundhouse and combo him. If he does try to jump in on you use your standing
    roundhouse and into an air combo. And if he does go for his Head Press into a
    Somersault Skull diver pattern there is very little you can do about it except
    block, you can use your Mystic Smash but the timing is a little hard. And
    counter his missed Scissors Kick Nightmare with a team super, Chaos Dimension
    or an air combo.
    
    Mechanized Zangief: This battle shouldn't be hard. Watch for him to use his
    Final Atomic Buster or Siberian Bear Crusher, get around him and use your
    standing roundhouse if he does so. Also use your Mystic Stare alot, it'll do
    good damage on him and there is nothing he can do about it! And use your Chaos
    Dimension whenever you have three levels of super.
    
    Mephisto: This battle is pretty even throughout the match but the odds tip in
    your favor. Watch for him to miss with his Armageddon, use your team super to
    counter, if you don't have 2 levels of super then there is basically nothing
    you can do about it. Jump in alot with your jumping roundhouse and combo him
    and if he does try to jump in on you launch him into an air combo.
    
    Norimaro: Well this is another rare match that you can go all out offensive in.
    Jump in on him and combo him and when you have 3 levels of super ready use your
    Chaos Dimension. This should be a quick fight and make sure to counter his
    missed supers with either an air combo or a supers.
    
    Omega Red: Tough match. Watch for him to keep you away with his Omega Destroyer
    whenever you try to use your Chaos Dimension. Jump in on him often with your
    jumping roundhouse and combo him. If he tries to jump in on you use your
    standing forward and launch him into an air combo. Try to use your team super
    in this battle instead of your Chaos Dimension because he will most likely use
    his Omega Destroyer to keep you away, then once he uses all of his supers your
    Chaos Dimension mode will be gone!
    
    Ryu: This battle is pretty tough, but a few smart tactics and you should easily
    win. Watch for him to throw out alot of Hadoukens, don't try to counter them
    with your Mystic Smash, but instead use a roundhouse Mystic Smash and it will
    go over his projectile, but be quick about it otherwise he will be able to
    block. Try playing defensively in this battle and launch him whenever he tries
    to jump in and counter his missed supers with your supers or an air combo.
    
    Sakura: Its a fairly easy amtch and its one of those battles where Shuma Gorath
    can completely rely on combos to win. Jump in on her often with your jumping
    roundhouse and combo her and if she does try to jump in on you launch her with
    your standing forward and into an air combo. Counter her missed Shinkuu
    Hadouken with your team super and if she misses with her Haru Ichiban use your
    Chaos Dimension, Team super, or an air combo to counter her missed super.
    
    Shadow: Tough match. Avoid jumping in on him too often because he does have
    alot of weapons to bounce you back. If he does jump in however use your
    standing forward and into an air combo, always charge for your Mystic Smash or
    Mystic Stare, and use your Chaos Dimension whenever it is possible.
    
    Shuma Gorath: Well let's see who has the badder dimension! Jump in on him with
    your jumping roundhouse because it can over power his launcher and use your
    Chaos Dimension whenever you have the chance. If he does try to jump in at you
    use your Mystic Smash, but time it late so that you are close to him when he
    tries to jump in. Watch for his Chaos Dimension though, you can try using your
    Chaos Dimension and try to counter it, but mainly stay away from him.
    
    Spider-Man: Tough battle once again. Watch for him to miss with his Maximum
    Spider counter the miss with either an air combo, team super or Chaos
    Dimension. Jump in on him often with your jumping roundhouse and combo him and
    always be charging for your Mystic Stare just incase he blocks your launcher
    and tries to dash in.
    
    U.S.Agent: Tough match up for Shuma Gorath. Watch for him to jump alot use your
    standing forward into an air combo to counter, watch for him to miss with his
    Hyper Stars n' Stripes or Hyper Charging Star, counter both of them with either
    a team super, Chaos Dimension, or an air combo. Avoid jumping in on him because
    he can launch you as well.
    
    Wolverine: Tough match. Its always important to have a level 2 or level 3 super
    at hand. Watch for Wolverine to miss with his Fatal Claw combo use your Chaos
    Dimension or team super to counter, if you don't have levels of super wait
    until he snaps out of it and immediately launch him into an air combo. If he
    does jump in on you use your standing forward to launch him and into an air
    combo.
    
    Zangief: Fairly tough match. Use your Mystic Smash to counter his jumping
    attacks but start it late. Also jump in on him often and combo, when he does go
    for his Siberian Bear Crusher or Final Atomic Buster, use your team super or
    Chaos Dimension, if you have no levels of super keep away from him! Stay out of
    his throw range and use your Mystic Smash often.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Spider-Man
    With an IQ chart that reaches above a mountain range, a pair of hip and cool
    classes, and a face covered with acne, you say Peter Parker's life was going
    pretty well right? Well actually it was going pretty well, but the problem was
    that he couldn't get any girl in school to go out with him. He one day attended
    a science lecture on nuclear physics during that time an expieriment was being
    conducted at the lecture and a spider came in the middle of a radioactive beam,
    it later then bit Peter Parker. He was startled to find that he was bitten by a
    spider and had collapse, later when he came home he was sticking to walls for
    some unknown reason and he was lifting stuff he could never lift before! Later
    Peter decided to use his powers to earn money wrestling and he didn't want to
    be noticed so he wore a Spider costume. He ended the match quick and decided to
    go home, then a robber ran away from the police, the police asked him to help
    but Peter was too ignorant. Later at that same night he broke into his Uncle
    Ben's house and murdered his Uncle Ben. Peter wanted to get the guy first and
    they say he was chased down to a local abandoned warehouse. Peter immediately
    rushed to the scene in his spider costume, he had found the place surrounded
    full of cops, but Peter had already found the guy, and guess what? It was the
    same guy who the police officer was chasing! Shocked and surprised he decided
    to make an obligation to himself, he would help any person who was in need of
    it and never turn them down. Well most of you have probably seen this story on
    FOX KIDS!!! During his long career he had encounters with many enemies, and
    also 4 Hobgoblins!!!
    
                              Character Quotes
    
                  "And I thought the people in New York were weird!"
                  "Boy! This hero stuff is just never easy!"
                  "I need to refill my web- shooters after that one!"
                  "I'm not a clone! I'm the one and only!"
                  "I'm not paid enough for this!"
                  "J.J. doesn't pay me enough for this!"
                  "You'd never see that much action on a cartoon!"
                  "You're not so tough. I expected better! "
    
    
    Web Ball: D,DF,F+P
    Prime weapon for old Spidey here. Depending on which button you use will
    determine how long the opponent stays in place. The jab and strong versions are
    basically useless if you hope to try and combo the opponent. But the fierce
    version can be used in combos and set up the Maximum Spider! However the fierce
    version has a long start up delay and cannot be comboed except by the help of
    your partner, the jab version comes out quick and can be used for keep away.
    
    
    Spider Sting: F,D,DF+P
    Spidey's powerful anti air attack that can be associated with his launcher!
    Doing the motion once and pressing punch will make Spidey hit once while
    hitting the opponent and pressing punch afterwards initiates the second hit.
    The Jab is the only version you should most likely use. Just watch out as you
    come down cause you can get launched or swept into an OTG super!
    
    
    Web Throw: F,FD,D,DB,B+P
    Jab- Straight Foward
    Strong- Diagonally Up 60 degrees
    Fierce- Straight above his head
    
    Just try not to get predictable about this because anybody can quickly hit you
    with a super. When the opponent is caught he is then swung around and tossed
    into the wall doing good damage. You can rotate the joystick around to get an
    extra swing out of it but you won't increase the damage, besides there's a
    training mode and the damage guage always says 20. This move chips also, but
    only the initial web string that comes out at you.
    
    
    Web Swing: D,DB,B+K
    Well this is Spider-Man's main weapon to be used in air combos. It does alot of
    damage and onlythe roundhouse version can OTG the opponent. This move can also
    be used as an escape move and sorta an air dash like the one in MvC over ground
    based supers, ala Dark Sakura's Shinkuu Hadouken. If the opponent blocks this
    Spider-Man will end up on the other side of the opponent. Don't use this move
    too often though because it has bad recovery time and also has a slight start
    up delay.
    
    
                              Supers
    
    Maximum Spider: D,DF,F+2P
    Powerful damage if it connects. Once connected Spidey will enroute in an atuo 5
    hit juggle combo that sends the opponent flying across the screen. This can
    also be used to chip as well, and it chips good damage ofr one hit! He can also
    aim the Maximum Spider as well incase the opponent tries to super jump out of
    the way. The real problem with this move is the fact that it leaves Spidey open
    to attack for the longest time, even more than Hulk's Gamma Charge if it is
    blocked. It lacks comboability and can only be comboed by two methods:
    
    a) off a Fierce Web Ball
    b) off a partner attack(works best with Akuma)
    
    
    Crawler Assult: D,DF,F+2K
    Well his new super for this game is probably one of the best supers in the
    game. I just wish he can combo it other than OTG, that means he would rival
    Wolverine's Berserker Barrage X! Well this primarily used in OTG combos or
    countering missed attacks and supers. It does alot of damage if it connects and
    does a large amount of chipping damage as well. It has a bit of a start up
    delay making it uncomboable, and the recovery time on this super is bad. Use
    this only on opponents before they die. This move is a little funky, but it
    fits Spider-Man's style(not Peter Parker's!) as he goes into an auto eight hit
    combo that has alot of range, its quick, it travels through projectiles at
    start up, and he exclaims "Showtime!" then proceeds to beat the snot out of the
    opponent, so don't don't show your exuberance and funky side by ramming the
    button like you were in Al Bundy's Dodge, because you will only get eight hits
    out of this! Also one more note, if you OTG this super the last hit will be
    blockable by your opponent! If you are interested, the 8 hit combo goes like
    this:
    
    S.Fierce, S.Strong, S.Fierce, S.Strong, S.Fierce, S.Forward, S.Roundhouse -->
    Maximum Spider Kick
    
    That's exactly what he does in the auto super, if you think its off, then email
    me.
    
    
                               Team Super
    
    Spider-Man: Crawler Assault
    An excellent team super because it has alot of range and it chips pretty good
    damage. While it doesn't do much damage on its own it can back up alot of
    supers rather easily except for the Omega Destroyer because the Omega Destroyer
    lifts the opponent out of Spidey's range. But if you want a quick super that
    can back up probably anything or if you want to chip and opponent to death then
    this is your super.
    
    
                              Team Counter
    
    Spider-Man: Spider Sting(one-hit)
    Just an absolute dominating Team Counter. Its invincible during start up and it
    can counter practically anything because it has so much priority and also
    opponents above him will get knocked out of the air as well. This also has
    quite a bit of range for an anti-air attack team counter as well.
    
    
                              Variable Assist
    
    Spider-Man: Web Swing
    This just does a heck of alot of damage, it also has good range as it will
    reach 3/4 screen's distance and the fact that it can help set up most beam
    supers is just amazing. Well although it might set up most Beam Supers you must
    be rather quick about canceling into them though, and it can also set up the
    Weapon X, but watch for Spider-Man because he will still recover from it and
    the opponent can easily get in a quick hit before Spider-Man leaves.
    
    
    
                                  Combos
    
    Combos: 92/100
    Supers: 88/100
    Overall: 93/100
    Well he plays exactly like armored Spider-Man. There really isn't much
    difference except for the fact that his attacks are much stronger than that of
    Armored Spider-Man's and his supers do alot more damage. He has been
    drastically toned down from the last game though, but still a force to be
    reckoned with in this game.
    
    
    Special Game notes: Spider-Man
    
    -- Spider-Man can actually stick to the walls! Once you jump towards a wall,
    immediately hit the opposite direction and he will stick to the wall. Just be
    careful because its been known to lose fights because Spidey just won't let go!
    To counter this jump off as soon as you stick onto the wall.
    
    
    Ground Magic: Stronger
    Air Magic: Stronger
    Super Jump: Zig Zag
    Strikes: S.Fierce
    Launcher: S.Strong
    Air Launcher: S.Roundhouse
    Small Launcher: C.Foward
    Knockdowns: C.Roundhouse
    Team Super: Crawler Assault
    Team Counter: Spider-Sting(one-hit)
    Variable Assist: Web Swing
    AC Finishers: Fierce, Roundhouse, Web Swing
    
    
    
    1. C.Strong --> Web Swing	
    
    
    2. Fierce Web Ball --> Maximum Spider
    
    
    3. D.C.Short, C.Roundhouse --> Spider Sting(1 hit)(OTG)
    
    
    4. J.Jab, J.Strong \/ S.Strong /\ SJ.Jab, SJ.Foward --> AC Finisher
    
    
    5. S.Strong /\ SJ.Jab, SJ.Short, SJ.Foward --> AC Finisher
    
    
    6. J.Jab, J.Strong \/ D.S.Short, S.Foward, S.Roundhouse --> Jab Web Ball
    
    
    7. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, Strong Spider Sting(one
    hit), S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
            Ouch! This takes alot of timing and skill, but if you master it you'll
    master comeptition because this is a very strong combo!(*Possible*)
    
    
    8. S.Strong, Jab Spider Sting(one-hit), etc.
        Seems possible, but I'm not sure, give this one to Migs.(*possible*)
    
    
    9. J.Jab, J.Strong \/ D.C.Short, C.Roundhouse --> Crawler Assult or Team Super
    (OTG)
    
    
    10. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, S.Roundhouse /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
        Basic combo that Spider-Man players love to use. This is all you need to
    master if you want to become an expert, trust me!
    
    
    11. J.Roundhouse \/ D.Jab, S.Jab, S.Strong --> Character Switch Out
    	Basically when armored Spidey or Spidey is low on life do this combo if you
    don't want to risk eating a super.
    
    
    12. J.Roundhouse \/ C.Roundhouse --> Character switch out(OTG)
    	Same as above and the hit OTGs
    
    
    13. J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Web Swing (OTG)
    
    
    14. J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, S.Strong --> Spider-Sting(2
    hits)
    
    
    15. J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse -->Team
    Super or Crawler Assault
    
    
    16. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, C.Foward,
    S.Roundhouse --> Fierce Spider Sting(one hit), C.Short, S.Strong /\ SJ.JAb,
    SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse
         I'll have to thank Migs for this one.
    
    
    17. Partner Attack --> Web Throw or Crawler Assult or Maximum Spider
         Akuma works best with this because he will stun the opponent long enough
    for you to hit.
    
    
    18. Akuma Partner Attack, C.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Foward, SJ.Fierce, SJ.Roundhouse(OTG)
    
    
    19. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, SJ.Strong,
    Strong Spider Sting(one-hit), C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
         This one is just a variation, for people whose key configurations are
    different.
    
    
                                  EX Combos
    
    1. J.Jab, J.Roundhouse \/ D.S.Jab, C.Forward --> Spider-Sting(one-hit) -->
    Maximum Spider
       Cheap, cheap, cheap! Never do this unless you are bigger than your
    opponent!^_^
    
    
    2. Crawler Assault --> Maximum Spider
       Well this isn't a combo, but more of a tactic. If your opponent sees you
    going for your Crawler Assault they know to expect long recovery time, just
    after the last hit connects cancel and catch your opponent trying to cancel!
    
                                 __________
                                 Strategies
    
    Akuma: Well this really isn't a tough fight for Spider-Man, but Akuma's
    dominating launcher will give Spider-Man some problems and also Akuma can
    counter Spider-Man's supers rather easily. You should always look to counter
    Akuma's Messatsu Gou Shoryuu when he misses, but time it early. Also if you
    can't find a way around Akuma's launcher try dashing in with a C.Short,
    C.Forward, S.Roundhouse /\ Air combo method, it works mainly all the time
    unless of course you get predictable. If Akuma does do his Tenma Gou Zankuu,
    don't wait for him to come down instead pull off a Maximum Spider right in the
    middle of Akuma's super. After your crouching roundhouse don't try to go into
    your Crawler Assault but rather a team super because Akuma can counter your
    Crawler Assault(because it has a tendency to miss with the last hit during OTG
    combos) with a Messatsu Gou Shoryuu.
    
    Apocalypse: Here what you want to do is not rely on your Crawler Assualt or
    Team Super because Apocalypse really isn't a hard opponent for Spider-Man. You
    can basically have Spider-Man constantly attack with a super jumping Jab,
    Short, Strong, Forward, Fierce. Just constantly attack with that and you should
    be fine. Also your Maximum Spider works on him, but for some very little damage
    and for one lousy hit.
    
    Armored Spider-Man: Well your armored double should give you quite a bit or
    trouble. Armored-Spider-Man and Spider-Man players tend to dash in alot with a
    crouching short and continue the combo from there, but you can predict it
    rather easily if it happens to you often, so trip the dashing
    Armored-Spider-Man and immediately go into your team super. Also make a
    constant offensive attack towards Armored-Spider-Man with an attack other than
    the Jab or Short because of the super armor. Armored-Spider-Man can't really
    counter because he doesn't possess much priority when it comes to regular
    attacks. Also look to counter his Maximum Spider with your Maximum Spider or a
    team super.
    
    Blackheart: Not a hard match for Spider-Man. Block his Inferno and pull a
    Maximum Spider because he really tends to use the Inferno quite often. Also
    when you see his Armageddon and your out of his range you can pull a Maximum
    Spider which will go through his rocks sometimes. His size should make it easy
    for you to do your combos and don't bother trying to counter his supers because
    he recovers quickly from all of his supers, and always maintain an offensive
    game because Blackheart really can't defend against your attacks and Blackheart
    really doesn't have much of an offensive game. You can have a defensive play if
    you want but with Blackheart it's not needed.
    
    Captain America: Well one thing for sure, and that is never pull off your
    Maximum Spider out of nowhere because Captain America will counter rather
    easily with a Final Justice which is something you do not want to do. Also
    don't miss with your Maximum Spider either because expert Captain America
    players will counter that rather easily with a Hyper Stars n' Stripes. Try to
    dash in with a crouching short, crouching forward, standing roundhouse /\ Air
    Combo method, that's because Captain America's standing Strong launcher has
    alot of priority over Armored-Spider-Man's jumping attacks. Also when you block
    Captain America's Hyper Charging Star counter it with a Crawler Assault or a
    combo, don't bother with a Maximum Spider because it comes out too slow. Also
    Captain America players tend to jump in with an attack so you might want to
    throw out a strong Web Throw if you like because it catches them often.
    
    Chun-Li: Well she really can't pose much of a threat towards Spider-Man but her
    launcher can really pose problems. You can always have Spider-Man dash in with
    a crouching short, crouching forward, standing roundhouse /\ Air Combo method
    like the one against Captain America. Also push block her Kikousho and use a
    Maximum Spider to counter, and also use your Maximum Spider to counter her
    Hazan Tenshoukyaku if she misses, and use your Crawler Assault or an air combo
    to counter her missed Senretsu Kyaku. Also look for her to dash in quite often
    with a combo that ends with a fierce and cancels into a Senretsu Kyaku.
    
    Cyber Akuma: Well stay in the air and don't try to jump in too often because of
    his Shining Circuit Shoryuken does a ton on Spider-Man. Don't dash in too often
    because you never know when to expect a Gou Punch to make your day. Your best
    bet at winning is to counter his mistakes so Spider-Man will have to make his
    game a defensive one. Look for Cyber Akuma to throw a ton of projectiles at
    you, but you should be able to read and predict his movements so that you can
    use your Maximum Spider to counter his projectiles, also don't look for the
    Crawler Assault to bail you out because it does not do much damage on this guy
    and he can counter it pretty easily. Also your Web Throw can provide some
    assistance because throws do alot of damage against this guy. So basically
    block and counter with a combo, throw or Maximum Spider.
    
    Cyclops: Well this is a pretty hard fight for Spider-Man because Cyclops has
    alot of ground combos. Also never pull a Maximum Spider out at random because
    he can easily counter with a Mega Optic Blast, and make sure you connect with
    the Crawler Assault because he can counter you with the Super Optic Blast. Be
    on the offensive against this guy because he really can't counter anything you
    put out at him because his standing attacks can't really out prioritize against
    Armored-Spider-Man's attacks except for his double roundhouse and Gene Splice.
    Watch for many combos that end with the Cyclone Kick as well because you really
    can't counter them but you can expect them. More importantly try not to counter
    his missed supers with your supers because Spider-Man really isn't quick enough
    to counter his mistakes besides countering with combos.
    
    Dan: Not much of a problem here, always play your offensive game against this
    guy because Dan really can't do much about it. But I must warn you that his
    Kouryuken does quite a bit of damage and also the fact that his launcher can
    rather easily out prioritize much of Spider-Man's attacks. Using your Supers
    and missing with them are actually safe sometimes because Dan's supers really
    can't reach you in time, but don't push your luck though. Also dashing in with
    a couple attacks followed by an air combo is really the key if you don't want
    to face Dan's launcher. Move quickly and perform your best combos to get rid of
    this guy because he really won't pose much of a threat and he is just a waste
    of Armored-Spider-Man's time^_^
    
    Dark Sakura: Well she really can't do much about Spider-Man but she has shown
    signs of victories against him. She will constantly use her Shouken in combos
    much like regular Sakura so capitalize that with combos incase she misses. Also
    her Haru Ichiban is easily countered with Amored-Spider-Man's Maximum Spider.
    Also don't try to pull your Maximum Spider out at random because she will tend
    to counter with either a fierce Shouken or a Shinkuu Hadouken. Also be on the
    offensive because she does rather have some slow attacks, and
    Armored-Spider-Man playing defense is not a good idea because sometimes she can
    come in blocking so incase you do pull off a Spider Sting she will land before
    you and pull off a Shinkuu Hadouken.
    
    Dhalsim: Not much problems here but he can give you quite a tough time.
    Whenever you are jumping in on him watch for two things, his dominating
    launcher and his Yoga Strike. The best way to ocunter these two is to come in
    attacking fast so that he can't use these two properly. Also don't bother using
    your Crawler Assault when Dhalsim has a level of super because he can counter
    with a Yoga Inferno, or even your Maximum Spider for that matter. Watch for his
    long limbs and constant ground and air Yoga fires, and be on the offensive or
    defensive because Dhalsim has no offensive game.
    
    Hulk: Well Hulk can give Spider-Man quite a bit of trouble. Mainly because
    Hulk's strong attacks can make quick work of Spider-Man. Also counter his Gamma
    Crush with a Maximum Spider but start the move early. Also be on the offensive
    with this guy because despite the fact that Hulk has a super armor
    Armored-Spider-Man's attacks are quick enough to bounce the effects of the
    super armor making it seem like he never had a super armor. Also never play
    defense against this guy because Hulk's jumping roundhouse is very dominating
    and can deal some serious damage. Also don't pull out Maximum Spider's at
    random because Hulk will easily counter with a Gamma Wave. So be quick on your
    combos and counter his misses and look for him to use his Gamma Charge quite
    often.
    
    Ken: This guy really won't give Spider-Man problems but he still is a
    formidable opponent. Armored-Spider-Man has alot of trouble trying to start his
    combos from jumping attacks because of Ken's Shinryuken, dominating launcher,
    and his Shoryuken which has little recovery time. What you can do is dash in
    with a crocuhing short, crouching forward, standing roundhouse air combo
    method. Also pulling supers on him really isn't much of a hastle because Ken
    has trouble countering missed Maximum Spiders. Also avoid using your Crawler
    Assault often unless you are sure it will connect because Ken can counter it
    rather easily with his Shoryuu Reppa.
    Also counter his missed Shinryuken with a Maximum Spider and his other two
    supers with an air combo or a Crawler Assault.
    
    M.Bison: Well one thing's for sure against this guy is that he can give
    Spider-Man alot of trouble due to the fact that he keeps jumping around and
    teleporting. Also don't try to pull a Maximum Spider out at random hoping it
    will connect because he will counter with a Psycho Crsuher that does alot of
    damage on Spider-Man. Be on the offensive with Armored-Spider-Man against this
    guy because M.Bison basically doesn't have anything to counter Spider-Man's
    jumping attacks besides with his low priority launcher. Also counter his missed
    Scissors Kick Nightmare with a Crawler Assault or an air combo and look for him
    to use his Psycho Field often to help him set up his Scissors Kick Nightmare.
    
    Mechanized Zangief: Well whenever you see Mech-Zangief use his Siberian Bear
    Crusher(Flying Power Bomb) use your Maximum Spider because it will connect, but
    only when Zangief is in motion. Don't bother pulling out a Crawler Assault on
    him because he will knock you out of it, pull a Final Atomic Buster in the
    middle of your super, or use his team super. Just hit and run with this guy
    your Web Balls won't do much damage against this guy and even if you do connect
    with it it'll most likely take a long time. Use your Web Swing when he does his
    team super or any grab motion to go right through him, then when your on the
    other side just combo him with a standing jab, standing strong, and a standing
    fierce combo until he stops.
    
    Mephisto: Not a hard match for Spider-Man. Block his Inferno and pull a Maximum
    Spider because he really tends to use the Inferno quite often. Also when you
    see his Armageddon and your out of his range you can pull a Maximum Spider
    which will go through his rocks sometimes. His size should make it easy for you
    to do your combos and don't bother trying to counter his supers because he
    recovers quickly from all of supers, and always maintain an offensive game
    because Mephisto really can't defend against your attacks and Mephisto really
    doesn't have much of an offensive game. You can have a defensive play if you
    want but with Blackheart it's not needed.
    
    Norimaro: Despite the fact that Norimaro combos a bit like Spider-Man, he can
    only perform them on bigger characters. Norimaro will have a difficult time
    trying to beat Spider-Man because Spider-Man has so much more range and
    priority than Norimaro. Also try not to pull out a Maximum Spider out at random
    hoping it will connect because Norimaro can counter with his Ultra Variety
    Private Memory or his Hyper Strong Miracle Treasure. Also look for Norimaro to
    come in and sweep you into the Hyper Strong Miracle Treasure. But play either
    an offensive game or a defensive play because either one of them works, and
    counter his missed supers with your Crawler Assault or an air combo.
    
    Omega Red: Well despite Omega Red's dominance against other characters
    Armored-Spider-Man should have very little trouble playing against Omega Red.
    Also it will be pretty hard for Omega Red to do his Omega Destroyer because
    during start up Spider-Man's attacks can quickly knock Omega Red out of it.
    Also never miss with the Maximum Spider because Omega Red will rather easily
    counter your miss with an Omega Destoyer. Also don't roll often incase you get
    knocked down because Omega Red will use his Omega Destroyer and try to cross
    you up just as you recover from the roll.
    
    Ryu: This guy to have to watch out for. Never Web Swing your way into him
    because he can counter rather easily with a Shinkuu Hadouken. That goes the
    same for you using your Maximum Spider because he can also counter that rather
    easily with a Shinkuu Hadouken. Also when Ryu does his Shinkuu Tatsumaki Senpuu
    Kyaku you can still attack Ryu but with a Maximum Spider off course. And always
    roll whenever he knocks you down because he is going to go for his Shinkuu
    Tatsumaki Senpuu Kyaku. Also when jumping in on him he has three weapons that
    can knock you away or into a combo, his dominating launcher, his Shin
    Shoryuken, and his Shoryuken. Try to dash in with a crouching short, crouching
    forward, standing roundhouse, air combo method instead.
    
    Sakura: Well not very hard for Spider-Man because of her slow attacks. Also try
    not to miss with your Maximum Spider because she can counter with her Midare
    Sakura. Also try not to jump in too often because she can counter with a
    Shinkuu Hadouken to your face! But on the other hand she really can't counter
    any of Spider-Man's jumping attacks with her standing attacks. You can play a
    defensive game against her because her offensive attacks don't have much
    priority and the fact that her attacks are rather slow. Also you can play an
    offensive game because she has trouble trying to out prioritize you and look
    for her to miss with her Shinkuu Hadouken so you can counter with a Maximum
    Spider.
    
    Shadow: Well a rather tough battle for Spider-Man here because he has a
    dominating launcher, a high priority anti-air attack, and an anti-air attack
    super. Also Shadow's combos just hurts against Spider-Man and watch for Shadow
    to counter Armored-Spider-Man's missed Maximum Spider with a Cross Shadow
    Blitz. Also when you are knocked down immediately roll because Shadow likes to
    play the OTG combo game. You can dash in with a crouching short, crouching
    forward, standing roundhouse method as well, but try not to jump in on him too
    often but do make attempts to do so. Counter all his missed supers with a
    Crawler Assault or a Maximum Spider mainly against his Shadow Justice.
    
    Shuma Gorath: Well not much trouble against this one-eyed squid. Watch for his
    crouching Roundhouse to counter most of your jumping attacks but your jumping
    roundhouse should be able to out prioritize his crouching roundhouse. Also he
    will often use his Mystic Smash so counter that with a Crawler Assault.
    Basically be on the offensive against this guy and keep pounding him with your
    combos, when you miss with your Maximum Spider you shouldn't have to worry
    unless he has already activated his Chaos Dimension.
    
    Spider-Man: Well this guy can be quite a nuisance but you should never play
    defense against this guy because he wil continuously come in with a series of
    combos. Look for him to miss with his Maximum Spider and counter it with your
    Maximum Spider. Be on the offensive because if you don't have much defense
    skills then neither does he!
    
    U.S.Agent: Well one thing for sure, and that is never pull off your Maximum
    Spider out of nowhere because U.S. Agent will counter rather easily with a
    Final Justice which is something you do not want to do. Also don't miss with
    your Maximum Spider either because expert U.S. Agent players will counter that
    rather easily with a Hyper Stars n' Stripes. Try to dash in with a crouching
    short, crouching forward, standing roundhouse /\ Air Combo method, that's
    because U.S. Agent's standing Strong launcher has alot of priority over
    Spider-Man's jumping attacks. Also when you block Captain America's Hyper
    Charging Star counter it with a Crawler Assault or a combo, don't bother with a
    Maximum Spider because it comes out too slow. Also U.S. Agent's players tend to
    jump in with an attack so you might want to throw out a strong Web Throw if you
    like because it catches them often.
    
    Wolverine: Well despite the fact that he is the cheapest character in the game,
    he is actually rather easily defeated by Spider-Man. Be on the offensive
    against this guy because Wolverine only have average defensive skills. But
    never miss with a Maximum Spider because you will know that you will be eating
    a Weapon X. Watch for Wolverine to miss with his Fatal Claw combo sometimes and
    then counter quickly with a Maximum Spider. Watch out if you miss with a
    Crawler Assault because he can counter that with a Berserker Barrage X. Just be
    on the constant offensive and you should be fine.
    
    Zangief: Well you really won't get much trouble from this guy either.
    Continously pound him with your combos and when he does his Siberian Bear
    Crusher(Flying Power Bomb) or his Final Atomic Buster then quickly go for the
    Crawler Assault when your out of his range. Also he tends to use his Final
    Atomic Buster often as well, and Zangief can counter your missed Crawler
    Assault with a Final Atomic Buster or a Double Final Atomic Buster believe it
    or not, but he has alot of trouble trying to counter your missed Maximum
    Spider. You can play defense against this guy because Zangief really can't out
    prioritize Spider-Man much at all.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    U.S. Agent
    With Steve Rogers calling it quits for his super hero career, what was the U.S.
    government to do? Another volunteer(forgot the name, sorry.) had stepped up to
    take the new Super Soldier Syrum. The syrum was different than the one Steve
    Rogers had taken, it gave him superhuman strength, speed and agility. The only
    problem was that Steve Rogers realized that his job is never done so he would
    remain as captain America. Now that he knew that Steve Rogers was still going
    to be Captain America, he needed a new name for himself, thus calling himself
    U.S. Agent. Over the years he has fought side by side with Captain America also
    during the Bloodties War, where he had to help save Luna(Quicksilver and
    Crystal's daughter) from Cortez. But now he has set his sites on Apocalyse!
    Well basically we all know that this guy is just a simple color change, they
    could've at least gave him new supers, and we all know that U.S. Agent never
    had a star on his shiled!
    
                                  Character Quotes
    
                      "I never fear violence. 'Cause I'm no coward!"
                      "Say your prayers, creep!"
                      "Shut up, you scum! Never call me a fake!"
    
    
    Shield Slash: D,DF,F+P
    Jab-Downward slash, excellent for OTG combos
    Strong-Head height, is best for countering ground fireballs
    Fierce-45 degree angle upwards, so-so anti-air attack
    
    U.S. Agent's prime weapon at its best. This is one of the strongest projectiles
    in the game and it combos very well and can be used to chip away some life.
    Also if he loses his shield like if he moves before he catches it after a
    Shield Slash he must go retrieve it because his offense and strength goes down.
    The recovery time is not bad also.
    
    
    Stars n' Stripes: F,D,DF+P
    An excellent anti-air attack that is very powerful and has little recovery
    time. It combos off anything that U.S. Agent has and can be used to punish
    mistakes, but he still has recovery time from this move, and if it connects the
    opponent can fall down and block or attack so its not the safest move to use.
    
    
    Charging Star: D,DF,F+K
    Although it has a start up delay it can be comboed, this also eats fireballs
    and can do alot of damage, but the recovery time is very poor on this move as
    any smart opponent can counter it with practically anything. Use this often on
    fireball trigger happy opponents, also if U.S. Agent does this move without his
    shield he will not eat fireballs but U.S. Agent will be knocked out of his
    Charging Star.
    
    
    Cartwheel: F,DF,D,DB,B+P
    An overlooked move that comes quite handy. This is excellent for crossing up
    your opponent and U.S. Agent will flip behind his opponent, but U.S. Agent can
    be thrown or tripped out of it, but this move does go through the Final Justice
    and Shinkuu Hadouken and most supers. Use this to confuse, cheese, and annoy
    the heck out of your opponent.
    
    
                                   Supers
    
    Final Justice: D,DF,F+2P
    Boy I love this super! Its alot harder to combo but it still combos. What U.S.
    Agent will do is charge at his opponent yelling "Final Justice!" and then jacks
    the opponent up in the air, starts to combo his opponent to a crisp and just
    slam the heck out of his opponent, this is strongest super and is the prime
    mistake punisher, it has a bit of a start up delay and also it has recovery
    time at the end but for some odd reason its near impossible to counter! I've
    tried so often but yet no dice. Also this chips as well probably 1 or two
    pixels of recoverable block damage. Also if you are interested, the combo looks
    like this:
    
    Final Justice Charge, S.Strong, S.Forward, S.Forward, S.Short, J.Short
    J.Strong, Throw into air, Catch Opponent, Power Suplex
    
    All of these count as a hit.
    
    
    Hyper Stars n Stripes: F,D,DF+2P
    A Shoryuu Reppa type of move that does alot of damage and combos off any one of
    U.S. Agent's standing or crouching attacks. This is also an excellent chipper
    as U.S. Agent yells "Stars n' Stripes!" because it cannot be push blocked and
    can counter mistakes rather quickly as this is U.S. Agent's fastest super and
    also has good range. But if he misses he will fall unable to block, but it is
    invincible during start up.
    
    
    Hyper Charging Star: D,DF,F+2K
    An excellent mistake counter that deals out painful damage and is his best
    chipper and push blocking does nothing. As U.S. Agent yells "Charging Star!"
    and dashes through beam supers and plows over projectiles, but if U.S. Agent
    loses his shield he will be eating beam supers and fireball supers himself.
    Also a Final Justice will knock U.S. Agent out of this move incase he plays
    against another Captain America or U.S. Agent. This is an excellent mistake
    punisher but if U.S. Agent misses he will be left unable to block and will be
    countered by smart opponents.
    
    
                           Team Super
    
    U.S. Agent: Hyper Charging Star, Hyper Stars n' Stripes
    When U.S. Agent is out of the screen he does his Hyper Charging Star and when
    he starts the team super he does his Hyper Stars n' Stripes making it very
    comboable. Both supers chip extremely well and can back up most supers but both
    supers have alot of recovery time afterwards.
    
    
                         Team Counter
    
    U.S. Agent: Stars n' Stripes
    An excellent counter because it has good range and will hit the opponent above
    him and also deals out major damage. But if the opponent blocks the counter he
    will be easily countered.
    
    
                          Team Attack
    
    U.S. Agent: Charging Star
    An all around excellent team attack because it eats projectiles and sets up
    practically any super, but watch out if he misses cause the opponent will try
    to attack him so you must pull out a super to punish that mistake!
    
    
                              Combos
    
    Combos: 87/100
    Supers: 88/100
    Overall: 85/100
    Well U.S. Agent plays exactly like Captain America. Although alot of people say
    he has greater speed it appears that apparently he does not. I mean he has the
    same recovery time and start up delay on everything. Basically nothing
    different from Captain America and also note that his costume and shield his
    completely different from Captain America in the comics, why didn't Capcom do
    something about this?!!!!
    
    
    Special Game Notes: U.S. Agent
    
    -- When U.S. Agent loses his shield he loses alot of priority and the strength
    of his standing fierce is cut in half. Also combos work better when he has his
    shield but they still work without shield except they are about a third of the
    strength and some hits are more difficult to connect.
    
    -- Also for his air super jumping ZigZag series you must hit the buttons slow
    if you want the SJ.Strong to come out otherwise you'll end up with four hits in
    the air instead of the usual 5 hits, becuase if you hit the buttons to fast the
    SJ.Strong will never come out.
    
    -- U.S. Agent's S.Forward can go into a two hit combo, which is essentail for
    gound combos.
    
    -- U.S. Agent has a double jump as well. Hit u/uf/ub after your super jump or
    regular jump.
    
    -- U.S. Agent's Shield Slash can be knocked away with simple attacks, just as
    long as you can time them right.
    
    
    Ground Magic Series: ZigZag
    Air Magic Series: Stronger
    Super Jump Magic Series: ZigZag
    Knockdowns: C.Roundhouse
    Launchers: C.Fierce, S.Strong
    Strikes: S.Fierce
    Air Launcher: none
    Small Launher: none
    AC Finisher: Fierce, Roundhouse, Shield Slash
    
    
    1. J.Roundhouse --> Shield Slash
    
    
    2. C.Roundhouse --> Jab Shield Slash
    
    
    3. J.Fierce \/ C.Strong, C.Fierce /\ SJ.Fierce
         Believe it or not this is U.S. Agent's strongest combo! It deals just as
    much damage as his Hyper charging Star! And its so easy to do!
    
    
    4. J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.Fierce
    
    
    5. D.S.Jab, S.Short, S.Strong --> Stars n' Stripes
    
    
    6. D.C.Short, C.Forward --> Charging Star
    
    
    7. J.Fierce \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce
         An excellent ground combo that keeps your opponent away.
    
    
    8. In corner: S.Fierce --> Final Justice
         This is the easiest way to combo the Final Justice as you must cancel
    quickly.
    
    
    9. D.S.Roundhouse --> Final Justice
         This one is harder to pull off though but it still works.
    
    
    10. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward --> Hyper Stars
    n' Stripes
    
    
    11. D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars n' Stripes(OTG)
    
    
    12. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\
    SJ.Jab, SJ.Jab, SJ.Jab, SJ.Fierce
          Yeah, this combo is a little odd since it involves eight jabs but it
    looks pretty neat in my opinion(if you care)!
    
    
    13. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\
    SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.DN.Roundhouse
          Double jump after the three jabs, and if your in the corner the
    SJ.DN.Roundhouse will connect, this combo also works without his shield.
    
    
    14. In corner: J.Jab, J.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
    C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong, SJ.Forward,
    SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
          This is the biggest combo that U.S. Agent can pull off in this game but
    deals only 39 damage in training mode. After the three jabs double jump(this is
    the most important factor in the combo) and continue from there, don't hit down
    while using your super jumping roundhouse or else you'll mess up the combo,
    after you land go into a C.Short into a S.Fierce. It hard to connect the
    SJ.Fierce after the SJ.Forward sometimes but there was somewhere where you had
    to pause but I forgot where, sorry. You will have to skip the J.DN.Roundhouse
    on all other characters besides Hulk, and Blackheart, and you will have to skip
    the extra jab against players that are as small as the Shatokens and smaller.
    
    
    15. In corner: J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward -->
    Hyper Stars n' Stripes --> Hyper Stars n' Stripes --> Hyper Stars n' Stripes,
    C.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong,
    SJ.Forward, SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
          This combo did 111 damage in training mode as U.S. Agent deals out a 44
    hit combo!! This is U.S. Agent's killer combo that spells "Touch of Death."
    Once again double jump after the three jabs and continue on. Make sure that you
    cancel into the next Hyper Stars n' Stripes before the opponent touches the
    floor, otherwise you'll knock around the opponent around and then the opponent
    will be able to block.
    
                            __________
                            Strategies
    
    
    Akuma: Here this battle really isn't easy for U.S. Agent but he can win.
    Counter Akuma's missed Messatsu Gou Shoryuu with your Final justice or an air
    combo. Look for him to use his projectiles alot and jump in at him with your
    jumping fierce. Also when Akuma goes for his Shun Goku Satsu and you are pretty
    far away from him, quickly pull out your Final Justice, or a standing Fierce.
    Basically go offensive on this guy because he is a pain when he tries to run
    away with his teleport.
    
    Apocalypse: Not much difficulty here. Go behind his arm and do a S.Jab,
    S.Forward, S.Forward, S.Fierce, S.Roundhouse combo. They combo scale won't
    count these as combos, but he can't block anyways. Or you can go up to his face
    and do a jumping jab into a jumping fierce. Use your hyper charging Star Often,
    and U.S. Agent can also attack Apocalypse with his Hyper Charging Star while
    Apocalypse is still in the middle of his Drill!
    
    Armored Spider-Man: Well don't jump in with Jabs or shorts, rather jump in with
    strongs, forwards, fierce, or roundhouse. Counter his Maximum Spider with your
    Final Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep
    jumping in on him because he has poor defensive skills against your offensive
    skills and never let him back you into a corner. Also you can cartwheel out of
    his Maximum Spider or Crawler Assault but your timing must be down to the bone.
    
    Blackheart: Well not a difficult fight. When Blackheart uses his Armageddon and
    misses use your Hyper Charging Star to plow through his rocks. Also make sure
    you don't use your Charging Star too often unless you are sure it will connect
    because he can counter it rather easily with his Judgement Day. Be on the
    offensive against this guy but make it quick before his standing strong comes
    out. And also if he tries to come in at you with his jumping forward counter
    that with your jab Stars n' Stripes.
    
    Captain America: Well your counterpart can pose problems. Don't try to attack
    him with your jumping fierce because he will knock you out of it pretty early.
    You can also let him come to you and knock him out of the air with either your
    jab Stars n' Stripes or your standing strong. Make quick work of this guy
    because he has been known to come back and retaliate. Also counter his missed
    Charging Star or Hyper Charging Star with your Hyper Charging Star.
    
    Chun-Li: Well she really can't pose much of a threat because you have more
    priority than she does. Watch for her to miss with her Kikousho and counter
    with a Final Justice. When she misses with her Hazan Tenshoukyaku counter with
    a Hyper charging Star or a Final justice, or an air combo. Watch for her
    standing roundhouse to knock you out of the air, so you may want to let her
    come to you and launcher her with your standing strong.
    
    Cyber Akuma: Well this is a tough fight for U.S. Agent, but it can be won. He
    will throw projectiles at you quite often. Also he will teleprt alot as well,
    but if you can predict his teleport use your Final Justice or launch him into
    an air combo. Stay in the air at all costs because his combos can really make
    quick work of this American. Use your Hyper Charging Star often as well to
    counter his High Mega Gou Beam or his regular projectiles, but make sure you
    start it before he actually starts his projectiles. And counter his missed
    Scramble Gou Punch with your Final Justice.
    
    Cyclops: This is not a hard fight for U.S. Agent. Jump in on him constantly
    because he really can't cdo much about your jumping attacks and watch out for
    his Mega Optic Blast, counter it, and only counter it with a Hyper Stars n'
    Stripes. You can let Cyclops come to you because Cyclops' jumping attacks have
    very little priority. He will use his Optic Blast and Cyclone kicks to his
    advantage, but counter his Cyclone Kick with a jab Stars n' Stripes or a Hyper
    Stars n' Stripes, and try to use your standing fierce to counter his Optic
    Blast.
    
    Dan: Well not a tough fight either, but Dan has shown alot of potiential.
    Constantly jump in on him and combo the cheese out of him. Use your Final
    Justice to counter all of his missed supers and watch for him to come in and
    attack you. You can wait for him to come in and attack you and then launch him
    and combo him. But whatever you do, its a sure fire victory.
    
    Dark Sakura: Well this battle isn't hard. Watch for her Shinkuu Hadouken, when
    you see it immediately jump up and counter the Shinkuu Hadouken with an air jab
    Shield Slash. Jump in on her often and combo her because she doesn't even have
    an anti-air attack except for her slow crouching fierce. Also look for her to
    use her Shouken often and miss with it, counter that with a Final Justice or an
    air combo. You can let her come to you because your attacks can over power her
    jumping attacks, but this fight should be quick and easy.
    
    Dhalsim: Well no concerns here. Whenever he does do his Yoga Inferno, let him
    pull you in while you are blocking, and when he stops pull a Final Justice or
    an air combo. Watch for him to often miss with his Yoga Strike, then pull a
    Final Justice or an air combo as well. Whenever you do try to jump in on him
    make sure you are constantly attacking him because he will go for that Yoga
    Strike. He will pull several Yoga Fires as well, but if you can predict it,
    Final Justice right through it. So basically in this battle...Final Justice.
    
    Hulk: Well this guy can give U.S. Agent alot of problems but he is most likely
    to win against this guy. Watch for Hulk to miss with his crouching fierce,
    Gamma Charge, Gamma Crush, and his crouching roundhouse. These are all easily
    countered by any super you wish to use. Always jump in on him with a jumping
    down roundhouse or a jumping fierce so you can knock away his super armor.
    
    Ken: This battle isn't hard for the good ol' U.S. Agent. You can constantly
    jump in with attacks and keep comboing this guy. Watch for Ken to use his
    Shoryuu Reppa in combos rather quite often, but be sure to block if he does and
    counter with any super. Also his Shinryuken will sometimes miss and if he does
    counter that with any super. You can wait for him to come to you if you like
    because your attacks can easily over power his jumping attacks. Basically
    counter his mistakes with supers or air combos, or just be on the offensive.
    
    M.Bison: Not a hard battle for U.S. Agent. Constantly jump in on this guy and
    combo him until he's mince meat. Watch for his Scissors Kick Nightmare, so
    counter that with a Hyper Stars n' Stripes. Counter his Psycho Crusher with a
    Final Justice, but let the Psycho Crusher pass through you first. You can let
    him come to you as well, because his attacks have low priority.
    
    Mechanized Zangief: A rather easy battle for U.S. Agent. Surprisingly his
    Shield slash does alot of damage against this guy and also his regular attacks
    and especially the standing and jumping fierce. Just stay out of this guy's
    reach and go behind him when he is trying to grab you can combo him with a
    S.Jab, S.Forward, S.Forward, S.Fierce combo until he is out of his grab motion.
    Also when he does his Siberian Blizzard hit him with a standing fierce on the
    way down and avoid using supers because that will leave you open to one of his
    supers.
    
    Mephisto: Well not a difficult fight. When Mephisto uses his Armageddon and
    misses use your Hyper Charging Star to plow through his rocks. Also make sure
    you don't use your Charging Star too often unless you are sure it will connect
    because he can counter it rather easily with his Judgement Day. Be on the
    offensive against this guy but make it quick before his standing strong comes
    out. And also if he tries to come in at you with his jumping forward counter
    that with your jab Stars n' Stripes.
    
    Norimaro: Well in this battle you can just pound the living goofiness out of
    this guy. This battle is very easy for U.S. Agent. Just come in and attack him
    at will like he doesn't even exist because frankly this guy is a waste of U.S.
    Agent's time. Counter all his mistakes with your supers or an air combo and you
    can let him come in on you if you want because you can then launch him and
    combo him because of his low priority attacks.
    
    Omega Red: Well this battle isn't very hard. Keep having U.S. Agent constantly
    jump in and combo this guy because Omega Red has alot of trouble countering his
    jumping attacks. Also Omega Red can win the battle if U.S. Agent plays defense
    because his jumping jab has alot of priority over some of U.S. Agent's attacks
    and never miss with your supers besides the Final Justice be cause he can
    counter with an Omega Destroyer.
    
    Ryu: This battle is a little tough for U.S. Agent, or even this can be a fair
    fight. Watch for Ryu to OTG his Shinkuu Tatsumkai Senpuu Kyaku, so roll, and
    counter it with your Final Justice just before it ends. Also when he does his
    Shinkuu Hadouken jump up and counter it with an air jab Shield slash. You
    should play a defensive game against this guy because Ryu has so many weapons
    to counter U.S. Agent's attacks. HAve U.S. Agent play a defensive game and
    counter Ryu's low priority attacks with U.S. Agent's launcher.
    
    Sakura: Not a tough battle for U.S. Agent. Her slow attacks makes it impossible
    for U.S. Agent not to win. Constantly jump at her and attack and combo. Watch
    for her to use her Shouken in alot of combos so block those and counter with
    either a super or an air combo. You can let her jump in and attack you but it
    really doesn't matter, just make a constant effort to make this victory a short
    one.
    
    Shadow: Well this battle right here can give U.S. Agent quite a bit of trouble.
    Shadow has alot of attacks to counter U.S. Agent in the air. One of his
    weaknesses is the lack of priority when he jumps in with attacks. U.S. Agent is
    almost guaranteed to win when Shadow makes constant jump in attacks. Also look
    for Shadow to constantly OTG you with his supers, so roll and counter with your
    supers or air combos. Make Shadow come to you and constantly punish his
    mistakes, primarily his Shadow Justice.
    
    Shuma Gorath: Well once again this is not a hard fight for U.S. Agent. Have
    U.S. Agent constantly jump in and attack Shuma Gorath or you can wait for Shuma
    Gorath to come to you and attack. Watch for Shuma Gorath to use his Chaos
    Dimension, at that time he will try to catch you in his Chaos Dimension, but
    this is rather a gamble, you can pull a Final Justice to catch him off guard,
    but if he sees it coming he can catch you so becareful.
    
    Spider-Man: Well constantly jump in on and attack because Spider-Man really
    can't counter your jumping attacks.Counter his Maximum Spider with your Final
    Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep jumping
    in on him because he has poor defensive skills against your offensive skills
    and never let him back you into a corner. Also you can cartwheel out of his
    Maximum Spider or Crawler Assault but your timing must be down to the bone.
    
    U.S.Agent: Well your double can pose problems. Don't try to attack him with
    your jumping fierce because he will knock you out of it pretty early. You can
    also let him come to you and knock him out of the air with either your jab
    Stars n' Stripes or your standing strong. Make quick work of this guy because
    he has been known to come back and retaliate. Also counter his missed Charging
    Star or Hyper Charging Star with your Hyper Charging Star.
    
    Wolverine: This battle is a little tough for U.S. Agent. Watch for Wolverine to
    miss with his Fatal Claw combos and use a Final Justice to counter it. Also he
    will go on a Drill Claw frenzy and you should counter that with your supers or
    air combos. Don't try to jump in on him to often because his launcher will out
    prioritize your jumping attacks. Use your Hyper Stars n' Stripes to counter his
    missed Berserker Barrage X, and let him come to you because Wolverine really
    can't do much about your launchers.
    
    Zangief: Well this battle is pretty easy. Whenever you see Zangief go for a
    grab counter it with a Final justice or a super. You can play offensive on this
    guy and continuously pound and combo him. Just stay away from him because he
    will try to use his grabs quite often, you can play defense as well and just
    launch him with your launcher and just combo him.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Wolverine
    With a past unknown to many and himself. His history reveals little about his
    origin but it does reveal that his adamantium bones and claws were not natural.
    His only real power is superhuman senes and an unbelievable healing factor that
    makes him immune to viruses, bacteriaphages, diseases, poisonous gases, and
    even physical injury. His adamantium bones were inbeded into his skeleton and
    he was also given retractable claws, both by the Canadian government. Akuma,
    the raging Shatoken himself offered to tell Wolverine about his past but he had
    to fight him for it, Wolverine reluctantly agreed and he narrowly defeated a
    weakened Akuma.
    
                                 Character Quotes
    
                   "Humanity ain't all it's cracked up to be, bub!"
                   "I ain't no runt! But I'll slice ya' into one!"
                   "My healin' factor ain't necessary for this!"
                   "Scratch two losers..."
                   "That's all you got? You're just a rookie!"
                   "They may be bone, but they're still the best!"
                   "Ya gotta beat the best to be the best!"
                   "You're lucky I didn't go berserk."
    
    
    Berserker Barrage X: D,DF,F+P, then P(rapidly)
    This is Wolverine's prime move, use this often and its also very easy to combo.
    Depending on which button is used allows him to add extra hits with his claws,
    if you don't press a punch button after the motion then no matter what button
    you use, he will always hit twice. This move also does alot of chipping damage
    and alot of normal damage as well. He is however susceptible to projectiles,
    beam supers, and knockdowns while do this move and the stronger the punch
    button used determines the recovery time.
    
    
    Tornado Claw: F,D,DF+P, then P(rapidly)
    His basic anti-air attack, it does alot of damage and can chip pretty well too.
    Use this often in combos and against air borne opponents. This will combo
    easily and you should watch for the recovery time of this move because it is
    quite bad and you will most likely be eating a combo or a super if you miss.
    
    
    Drill Claw: Hold direction+SK+SP
    This move is a little awkward but has alot of versatility because in the air he
    can aim it in all eight directions, and when he is on the ground he can aim
    them in four directions. This move does alot of damage and can be put in combos
    real easily and is often used as a surprise move. Watch for the recovery time
    on this move though.
    
    
    Head Stomp: D+RK(air)
    Taken straight from X-COTA the move is back! Well in Marvel vs. Capcom you can
    combo this in so easily, but you really can't do much with this attack though.
    Once it connects regardless if the opponent blocks or not Wolverine will just
    bounce away, I like his other Dive Stomp better back in X-Men vs. Street
    Fighter and Marvel Super Heroes where he could easily combo it in. Well not
    much regarding this move except that it has high priority over most launchers.
    
    
                                  Supers
    
    Berserker Barrage X: D,DF,F+2P
    An excellent super to use overall, it does good damage, has good range, and its
    very easy to combo. You can use this super to counter missed supers or dragon
    punches or to chip away life because it chips away alot of it. It doesn't have
    much priority however and a simple foot sweep will knock him out of it, but
    this super can OTG. Just watch for the recovery time on this as he ends it with
    his standing fierce.
    
    
    Fatal Claw: F,D,DF+2K
    Ouch! Painful damage if it connects. On the ground it comes out just as quick
    as his Berserker Barrage X and combos off of anything he has. Its basically a
    giant X-Shaped energy mark that Wolverine creates. It can also be used as an
    anti-air attack and also off of his launcher. The recovery time is
    semi-bearable as it can be countered with beam supers as he comes down. He can
    also use this in the air, but YOU CANNOT AIR COMBO this super, I just don't
    know how many times people are going to fall for this. I tried and tried and
    failed. Try to avoid missing with this super because the opponent can simply
    use a super to counter the miss because he will stay in the air until he
    finishes the super.
    
    
    Weapon X: F,D,DF+2P
    Its Wolverine's strongest super and its one of the most effective auto supers
    in the game. Its does a ton of damage and is mainly used to counter missed
    supers and dragon punches. You can only combo this off of a partner attack and
    the recovery time is minimal, The unique thing about this super is that it has
    high priority and it travels through projectiles except for Beam supers. So use
    this on Ryu or Shadow and teach them a lesson or two or twelve!
    Here's how the combo actually looks like if you are interested:
    
    S.Jab, S.Jab, S.Strong, S.Strong, S.Forward, J.Jab, J.Short, J.Strong,
    J.Strong, J.Forward, J.Fierce --> Weapon X Slash
    
    
    Berserker Charge: D,DB,B+2P
    Well, they need at least one cheap character in the game right? Besides its fun
    if they have a cheap character. This is similar to the Power Gem in Marvel
    Super Heroes except there are no extra hits. Wolverine becomes faster and the
    recovery time on all of his moves are shortened. Infinites are too easy in this
    mode and after about 12 seconds it wears off. But you can gain an absurd amount
    of super if you super jump and continously hit strong^_^
    
    
                              Team Super
    
    Wolverine: Berserker Barrage X
    An excellent team super overall, mainly because of its speed and range. It
    chips alot of damage and can complement beam supers and most dragon punch
    supers. The recovery time is bad and both you and your partner are susceptible
    to be eating a super!!
    
    
                             Team Counter
    
    Wolverine: Berserker Barrage
    Its a fairly decent team super, its lacks alot of priority and damage and you
    can't get more than 2 hits out of it, but the computer always seems to get 8
    hits out of this. It can even knock Wolverine out of his Berserker Barrage X,
    use this mainly against normal attacks.
    
    
                            Variable Assist
    
    Wolverine: Berserker Barrage
    Like his team counter, its decent to use because it comes out fast, but it
    lacks range and damage. If I were you you should avoid using this team attack.
    
                               Combos
    
    Combos: 94/100
    Supers: 95/100
    Overall: 96/100
    I'm not sure if you can call Wolverine a weakened version from MSH. Although
    his infinite is now gone he has two new supers to help him out. His Berserker
    Barrage X does more damage and chipping damage than ever before and it even
    comes out quicker and has more range. As if that wasn't enough his Fatal Claw
    is lethal in combos and if you want more combo possibilities than he already
    has use the Berserker Charge! He has very little weaknesses and his combos are
    insane as they ever were. His opponent that gives him the most trouble has got
    to be Mech Zangief, I mean everything Wolverine throws at this guy can't effect
    him! Overall he is definitely a beginner's character and in the hands of a
    master he is just phenominal!
    
    
    Special Game Notes: Wolverine
    
    -- Wolverine can bounce of the walls, jump towards a wall and hit the opposite
    direction.
    
    -- Wolverine's standing jab, strong, and forward can go into two hit combos.
    
    
    Ground Magic Series: ZigZag
    Jumping Magic Series: Stronger
    Super Jumping Magic Series: ZigZag
    Launcher: S.Roundhouse
    Strike: S.Fierce
    Small Launcher: C.Strong
    Air Launcher: none
    Knockdowns: C.DF.Fierce
    Team Super: Berserker Barrage X
    Team Counter: Berserker Barrage
    Variable Assist: Berserker Barrage X
    AC Finisher: Fierce Roundhouse, Drill Claw
    
    
    1. S.Jab --> Berserker Barrage X
    
    
    2. S.Short --> Fatal Claw
    
    
    3. Partner Attack --> Any super
       Akuma is primarily the easiest to help set up.
    
    
    4. D.S.Short, S.Forward, S.Roundhouse --> Fatal Claw
       It will combo off of his launcher, just cancel quickly.
    
    
    5. J.Jab, J.Roundhouse \/ C.Jab, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
       Basic combo with Wolverine, master it and you still won't be a master at
    him!
    
    
    6. J.Jab, J.Strong \/ D.S.Jab, SJ.Short, S.Forward, C.Fierce --> Berserker
    Barrage or Berserker Barrage X, or Team Super
    
    
    7. J.Jab, J.Strong, J.Strong \/ D.S.Jab, S.Short, C.Forward, C.DF.Fierce -->
    Berserker Barrage or Berserker Barrage X, or Team Super
    
    
    8. D.S.Jab, S.Short, C.Forward, C.Fierce, C.Roundhouse --> Fatal Claw
       Master this and you'll be mopping the floor with your opponent.
    
    
    9. J.Jab, J.Strong, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Forward,
    S.Forward, C.Fierce, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    --> AC Finisher
       You might have to skip a few hits against smaller characters.
    
    
                            Berserker Charge Combos
    
    NOTE: All of these combos require you to be in Berserker Charge Mode, otherwise
    they won't work.
    
    
    1. C.Fierce, C.Fierce, etc.
       Yes its his infinite in this mode, you should be able to dizzy them.
    
    
    2. D.S.Jab, S.Short, S.Jab, S.Short, S.Jab, S.Short, etc.
       Another infinite, make sure you hold forward during this combo at all times.
    
    
    3. J.Jab, J.Strong, J.Strong, J.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
    S.Strong, S.Strong, S.Forward, S.Forward, C.Fierce --> Berserker Barrage or
    Berserker Barrage X, or Fatal claw or Team Super
    
    
    4. J.Jab, J.Strong, J.Strong, J.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
    S.Strong, S.Strong, S.Forward, S.Forward, C.Fierce, S.Roundhouse /\ SJ.JAb,
    SJ.Short, SJ.Strong, SJ.Strong, SJ.Strong, SJ.Strong, SJ.Strong, SJ.Strong  
    --> Drill Claw
    Well Wolverine dials the cheap number with his Master Blaster(pun intended) 22
    hit combo! You might have to skip some of the staning hits against smaller
    characters, but this is still a lethal combo, in the air just go berserk with
    your strongs and just as you see the opponent fall use your Drill Claw!
    
    
                               EX Combos
    
    1. Berserker Barrage --> Berserker Barrage X
    
    
    2. C.DF.Fierce --> Berserker Barrage X --> Weapon X Berserker Barrage X(OTG)
       You can only EX combo the Weapon X after you have OTGed with the Berserker
    Barrage X.
    
    
    3. Activate Berserker Charge, J.Jab, J.Strong, J.Strong, S.Roundhouse \/
    D.S.Jab, S.JAb, S.Short, S.Strong, S.Strong, S.Forward, S.Forward, C.DF.Fierce
    --> Berserker Barrage X --> Weapon X --> Fatal Claw
       The best time to use the Fatal Claw is immediately right after the Weapon X
    Slash has connected.
    
                              __________
                              Strategies
    
    Akuma: Not much of a tough match. Jump in on him often and combo him to death,
    maybe that will let him spill his guts. Also watch for his launcher and counter
    his missed Messatsu Gou Shouryuu with your Berserker Barrage X or an air combo.
    
    Apocalypse: Not much of a fight. Jump up to his face and use a jumping jab,
    jumping strong, jumping fierce, Drill Claw combo. Use your Fatal Claw to his
    face and when you are on the ground just throw out constant Berserker Barrages
    until you have enough levels of super for either a Berserker Barrage X or a
    Team super.
    
    Armored Spider-Man: Real tough opponent, possibly your toughest opponent in the
    game. Jump in on him and combo him often until he's pulp. Counter his missed
    Crawler Assault with either a Berserker Barrage X, Team Super, or an air combo.
    Launch him whenever he tries for a combo and counter his missed Maximum Spider
    with either an air combo or a Wepaon X.
    
    Blackheart: Easy match. Jump in on him often and combo him, watch for him to
    miss with alot of Infernos counter that with your Berserker Barrage X or Weapon
    X. If he misses with his Armageddon there is a 50/50 chance that you will
    connect with your Weapon X, you might want to take that chance because you
    should be able to win this battle anyways.
    
    Captain America: Fairly tough match. Jump in on him and combo him often.
    Counter his missed Hyper Charging Star and missed Hyper Stars n' Stripes with
    your Berserker Barrage X or an air combo. Launch him whenever he tries to jump
    in.
    
    Chun-Li: Fairly easy match. Counter her missed Kikousho with a Weapon X, or if
    you got caught in the bubble use your Berserker Barrage X, Team Super, or an
    air combo. Avoid jumping in on her too often and wait for her to come to you
    and launch her into an air combo.
    
    Cyber Akuma: Very tough match. Avoid jumping in on him and avoid letting him
    jump in on you. Super Jump often and use your strongs in the air to give you a
    quick level gain. then when you have a level of super blast him with your
    Weapon X, because since he throws out so many projectiles you'll go right
    through them. It'll do alot of damage against him and if you can predict his
    teleport use a Weapon X or combo him.
    
    Cyclops: Pretty easy match against your X-Leader. Watch for him to play keep
    away often, jump at him alot and just combo him, there is very little he can do
    about it. And launch him into an air combo if he tries to jump in on you. Watch
    for his Optic Blast and he will throw out them consecutively and since there so
    fast its near impossible for Wolverine to pull off a Weapon X, so in this
    battle combo and you should be fine.
    
    Dan: Combo, combo, combo! Use your Weapon X whenever he tries to taunt or
    misses with a super. Launch him whenever he tries to jump in on you and combo
    him. Make a relentless persuit at him offensively and this should be an
    extremely quick battle.
    
    Dark Sakura: Not much competition here. Jump in on her often and combo the crap
    out of her. Counter her missed supers with either a Berserker Barrage X or a
    Weapon X. Launch her if she tries to jump in and into an air combo, but overall
    pretty easy battle for Wolverine.
    
    Dhalsim: Not even a fair fight for Dhalsim. Jump in alot and combo him often
    and always jump in with an attack because Wolverine players have been prone to
    lose to his Yoga Strike. Launch him into an air combo if he jumps in and watch
    for his teleport if you can predict where he will alnd use a super.
    
    Hulk: Fairly tough match. Watch for alot of missed Gamma Charges, counter them
    with either an air combo or use a Berserker Barrage X. Counter his missed Gamma
    Crush with either a Weapon X or a Berkser Barrage X, if you don't have a lvel
    of super quickly dash and air combo him.
    
    Ken: Avoid jumping in on him too often because he has alot of weapons that can
    make this battle turn in his favor. Instead counter his missed supers and wait
    for him to come to you and launch him into an air combo. Play defensively in
    this battle and it can go very quickly.
    
    M.Bison: Easy amtch for Wolverine. Jump in on him often and combo him. Counter
    his missed Scissors Kick Nightmare with either an air combo, Berserker Barrage
    X, or Team super. Wait for him to go pass you if he uses his Psycho Crusher and
    counter with either a Berserker Barrage, Berserker Barrage X, or a Weapon X.
    Launch him into an air combo if he tries to jump in on you.
    
    Mechanized Zangief: Incredibly tough battle for Wolverine. His mechanized state
    makes it near impossible to combo this guy. Avoid jump ins, and avoid letting
    him jump in at you. Stay in the air and use your Fatal Claw whenever you have
    the chance and go around him and combo him if he tries to go for his special
    grabs and throws.
    
    Mephisto: Easy match. Jump in on him often and combo him, watch for him to miss
    with alot of Infernos counter that with your Berserker Barrage X or Weapon X.
    If he misses with his Armageddon there is a 50/50 chance that you will connect
    with your Weapon X, you might want to take that chance because you should be
    able to win this battle anyways.
    
    Norimaro: Easy match, jump in on him often and combo him. When he does jump in
    launch him into an air combo and counter his missed supers with either a super
    or an air combo. Don't bother playing defense cause its just too easy! Watch
    for alot of mistakes coming from this guy and counter them.
    
    Omega Red: Fairly tough battle. Jump in alot and combo him often. Watch for
    alot of jump ins, use your standing roundhouse and launch him into an air
    combo. Watch for him to use his Omega Destroyer often, there is very little you
    can do about that except super jump and at least avoid chipping damage.
    
    Ryu: Tied with Spider-Man and Armored-Spider-Man as one fo the toughest fights
    for Wolverine. Avoid jumping in on him too often because he can easily combo
    you into his Shinkuu Hadouken. Wait for him to miss with his Shin Shouryuken
    and counter with either a super or an air combo. Launch him if he tries to jump
    in, basically in this battle play defensively, use your Weapon X if he throws
    out too many Hadoukens, and counter his missed supers.
    
    Sakura: Not much competition here. Jump in on her often and combo the crap out
    of her. Counter her missed supers with either a Berserker Barrage X or a Weapon
    X. Launch her if she tries to jump in and into an air combo, but overall pretty
    easy battle for Wolverine.
    
    Shadow: Avoid too much jump ins on this guy because of his launcher. Let him
    come to you and launch him with your standing roundhouse into an air combo.
    Counter his missed Shadow Justice with either a Berserker Barrage X or an air
    combo. Play defensively in this battle and counter his mistakes.
    
    Shuma Gorath: Not too much of a tough battle. Jump in on him often and combo
    him, launch him if hetries to jump in on you. Watch for his Chaos Dimension,
    there is very little you can do about that except try to super jump and avoid
    him.
    
    Spider-Man: Real tough opponent, possibly your toughest opponent in the game.
    Jump in on him and combo him often until he's pulp. Counter his missed Crawler
    Assault with either a Berserker Barrage X, Team Super, or an air combo. Launch
    him whenever he tries for a combo and counter his missed Maximum Spider with
    either an air combo or a Wepaon X.
    
    U.S.Agent: Fairly tough match. Jump in on him and combo him often. Counter his
    missed Hyper Charging Star and missed Hyper Stars n' Stripes with your
    Berserker Barrage X or an air combo. Launch him whenever he tries to jump in.
    
    Wolverine: Tough opponent since he is you basically. Avoid jumping in on him
    and launch him into an air combo if he tries to jump in. Counter his missed
    Berserker Barrage X with your Berserker Barrage X, and counter his missed Fatal
    Claw with your Fatal Claw. Play defensively in this battle and counter his
    mistakes.
    
    Zangief: Pretty tough match for Wolverine. Jump in on him often and combo him.
    Use your Weapon X whenever he goes for a Final Atomic buster or Siberian Bear
    Crusher. Use your Tornado Claw to counter his Siberian Splash and use your
    Berserker Barrage X whenever you can.
    
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
    
    Zangief
    Zangief, although he may appear to be destructive he is actually a good nature
    person with a great sense of humor. He loves to get himself into fist fights
    and he is the proud symbol of Mother Russia. He is commonly referred to as the
    Red Cyclone by his fellow people. He was a former wrestler and loves to get his
    opponent into his terrifying Pile Driver. He left the wrestling business
    because he feels that there was lack of competition. He would do anything for
    his country and usually on his spare time he would wrestle bears for fun.
    However he feels his Pile Driver lacks something, anybody would fall to his
    Pile Driver, but it doesn't even meet his standards. Then one day a huge
    Cyclone hits Russia as Zangief tries to hurry out of its way he is taken in by
    the Cyclone and dropped back into the earth with a giant thud. He laughs and
    has found the one thing is Pile Driver was missing. He does not feel he could
    go back to the ring though because opponents would be too easy, Zangief wanted
    to do something that would make his country proud and also worthy of a
    challenge. Then luck apparently stopped by his doorstep, the president of
    Mother Russia had told Zangief of an awesome power that would plague mother
    Russia if it was not stopped. Zangief really wants to go home and spend time
    with his family, but he has a duty to do, and that duty is to take down the
    awesome power of Apocalypse!
    
                                   Character Quotes
    
                   "Are you feeling dizzy? Want another ride? Ha ha!"
                   "Cross me again and I will crush you."
                   "For the love of mother... Russia?"
                   "I am the strongest in the world!"
                   "I love to get pain, but I love to give more!"
                   "I will break you into tiny little pieces."
                   "No one can compare to me. Not even a mayor!"
                   "Ouch... That hurt! Do it again! Ha, ha!"
    
    
    Spinning Clothesline: 3P
    A powerful attack that can be used as an anti-air attack, as long as it is
    timed early. This move cannot be put in air combos and also it comboes on the
    ground real easily. The priority of this move is pretty good and will strike
    the opponent and can also be used to stop most dashing in players. Zangief
    should use this often because it knocks opponents out of supers so easily and
    painfully. Also the recovery is very minimal.
    
    
    Spinning Larait: 3K
    Well the manual called both of the moves a Double Lariat, but back in the old
    Street Fighter 2 days, the manual would call it different. Well this move is
    probably a better advantage over his Spinning Clothesline because it comes out
    quicker and the recover is very minimal just like the one above and it combos
    easily and painfully. The real advantage to this move is that Zangief is
    invinicble low during the start up of this move, so Zangief will completely
    move right pass any low attacks! This move has less priority though and its not
    as successful as catching jumping in opponents.
    
    
    Banishing Flat: F,D,DF+P
    Well this move has limited range, but it nullifies projectiles and can still
    hit the opponent in stun animation. This move can be comboed and it does alot
    of damage if it connects, the start up delay is noticeable but minimal and the
    recovery time is next to nothing. Just don't use this from a distance and be
    close to your opponent while performing this move. It doesn't serve all that
    well as an anti-air attack, but it serves well as an anti-dash attack though.
    
    
    Aerial Russian Slam: F,D,DF+K
    Ouch! An unblockable anti-air attack from the Red Cyclone himself?
    Unbelievable. Well as you can tell from the expression, this move hurts. It
    does just as much damage as the strongest Dragon Punch in the game, yes you got
    it, the Kouryuken! I really haven't found a way to combo this though and I
    think it probably is impossible! Well if you connect with this move you won't
    be sorry, the recovery time is probably better than the Shouryuekn! Personally
    this is my favorite anti-air attack because its both unblockable and very
    painful! The problem with ths move is that he is knocked out of it rather
    easily, treat it like you would a Yoga Strike.
    
    
    Siberian Bear Crusher: B,DB,D,DF,F+K(afar)
    Well remember back in the Street Fighter days, this was what they would call
    it? I don't know why Capcom made so many name adjustments these past years.
    What Zangief will do is run and grab his opponent, well not run more actually a
    walk. Its slow but very powerful and does probably just as much damage as a
    Gamma Charge if not more! Don't use this too often because opponents will just
    tend to jump over it and counter from behind. But you should use this when an
    opponent rolls, because they will roll right into your arms!
    
    
    Siberian Suplex: B,DB,D,DF,F+K(close)
    Man, does this move hurt! I mean it just completely eliminates opponents. When
    done up close Zangief will deliver a double bounce suplex that does major,
    major, major damage! Use this too counter missed supers or missed Dragon
    Punches alike. Just make sure Zangief is close to the opponent otherwise a
    Siberian Bear Crusher will come out instead.
    
    
    Spinning Pile Driver: 270 Degree Motion+P
    If you thought the Siberian Suplex was powerful, wait till you get a load of
    this special move. Like all of Mech Zangief's special grabs it is unblockable.
    The real problem with this move is that it can be TECH HIT out of and that's
    what pisses me off! It shouldn't be so escapable, but I guess Capcom made it
    this way because by the damage that it does. It does just as much damage as a
    Shouryuu Reppa or Messatsu Gou Shouryuu! Yes you heard right, super damage
    without a super! The scary part about this move is the fact that Mech Zangief
    can use this as a painful air combo finisher!
    
    
    Siberian Splash: D+FP(air)
    A very useful move that you should always jump in with because it has alot of
    priority and does alot of damage. This looks like his regular jumping fierce
    but it works better than his jumping fierce because it allows him to set up his
    special grabs and throws! This can also be used as an AC Finisher as it can
    snuff out basically any normal attack and most launchers.
    
    
    Diving Knee Drop: D+FK(air)
    Well this is what I would call it. This move gets Zangief closer to his
    opponent and is actually the first hit in a two in one Spinning Pile Driver!
    Well the computer says its two hits, well it'll be explained in the combo
    section. If you have trouble grabbing your opponents with the Siberian Splash
    because it leaves him too far out, then I would suggest you use this move. This
    does good damage on its own has has decent priority.
    
    
                                      Supers
    
    Final Atomic Buster: 270 Degree Motion+2P
    Well if you wanted a quick and impressive way to finish off your opponent, then
    this would be it! It has the same amount of range as his Siberian Bear Crusher
    and the same priority. This is the perfect counter against missed supers and
    also when an opponent has just switched in. First Zangief does a Siberian
    Suplex, then a Jab Spinning Pile Driver, followed by a Super Spinning Pile
    Driver! Now that's damage, well how much damage does it do you ask? It does
    more damage than the level 3 Shun Goku Satsu or maybe more damage than the
    level 3 Chaos Dimension, I'll tell you that! Also spin the joystick or joypad
    in continous 270 degree motions, and the more and faster you spin it the redder
    Zangief gets and the more damage that it does! The damage is just a tad bit
    more but it works with all his other slams. What I mean is, you can get more
    damage out of his other slams in this super by rolling the joypad or joystick,
    even though he doesn't trun red, he still does alot of damage. So don't be
    surprised if he takes away half your opponent's life!
    
    
    Russian Lariat: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2)
    Well in the arcades, crossover mode, and the Saturn its the usual motion of
    fierball into a fierce and roundhouse at the same time, while in versus,
    battle, and training mode its easier to perform with using the punch and kick
    at the same time. Zangief must be the partner, or resting if you wish for him
    to do this super. Once he starts out with this super he does a super version of
    his Spinning Lariat. This super is an excellent back-up with practically any
    super besides the Omega Destroyer, Berserker Barrage X, Crawler Assault and
    most Dragon Punch supers. This super does alot of damage and chipping damage
    and has mean priority against most attacks, the only problem with this move is
    that ducking opponents completely avoid damage from it, I just wish Capcom
    would do something about that, but again if it connects major damage.
    
    
    Double Final Atomic Buster: D,DF,F+FP+RK(D,DF,F+P+K same strength)
    Well the name saids it all. A ton of damage if it connects and I do mean a TON.
    Its not much stronger, probably not even one bit, than the Final Atomic Buster.
    The real benfit with this is that it comes out real quick and its easier to
    perform. Its still probably the strongest team super you can perform, just make
    sure you are close to your opponent for this to connect, otherwise Zangief will
    just stand there in his missed pose leaving himself vulnerable to attack. The
    bonus part of this super is that mainly 90% of this super's damage is
    unrecoverable! Also I found that in training mode that you cannot get more
    damage from this super if your partner is a power character, besides Norimaro
    does just as much damage as Hulk if he was Mech Zangief's partner.
    
    
                                 Team Super
    
    Zangief: Double Final Atomic Buster/Russian Lariat
    If Zangief starts the team super that means he will use the Double Final
    Atomic, if his partner starts the team super he will perform the Russian
    Larait. Either way don't expect your opponent to be winning if it connects. The
    Double Final Atomic Buster does half your life instantly but it lacks range,
    the Russian Lariat does alot of damage and chips a ton and has alot of
    horizontal range. Use your best judgement as to when to use these supers.
    
    
                                Team Counter
    
    Zangief: Siberian Bear Crusher
    Possibly the strongest team counter. Zangief will perform his Siberian Bear
    Crusher, this actually moves a bit slower than his normal Siberian Bear
    Crusher, and Zangief is liable to take a hit before he can be knocked out of
    it, powerful if it connects though.
    
    
                               Variable Assist
    
    Zangief: Spinning Clothesline
    Well, opponents can duck from this attack making it pointless to use against
    small and ducking opponents. If it does connect it will do major damage and
    fling the opponent across the screen. It can also be used as an anti-air attack
    but must be started early.
    
    
                                  Combos
    
    Combos: 50/100
    Supers: 72/100
    Overall: 68/100
    Zangief plays exactly like Mech Zangief except for the fact that he no super
    armor whatsoever, and he can't out prioritize other attacks as easily as Mech
    Zangief can. He is at a disadvantage when fighting against other opponents and
    Mech-Zangief is a much better choice despite the fact that Zangief can block.
    However that's the good news, he doesn't have to absorb everything and will
    have a much easier time defeating Omega Red. It takes alot of time to master
    Zangief but master him and the rewards will be very rewarding!!!!
    
    
    Special Game Notes: Zangief
    
    -- Zangief's dash is a grab, its slow and if he connects with it you can hit
    the punch or kick button to make him do a throw or bite. If you do nothing
    Zangief will do nothing and let the opponent go free as the wind, and allowing
    them to counter.
    
    Ground Magic Series: None
    Jumping Magic Series: None
    Super Jumping Magic Series: Stronger
    Launcher: C.Strong, Strong Throw
    Small Launcher: S.Roundhouse
    Strikes: none
    Air Launcher: none
    Knockdowns: C.Roundhouse
    Team Super: Double Final Atomic Buster/Russian Lariat
    Team Counter: Siberian Bear Crusher
    Variable Assist: Spinning Clothesline
    AC Finisher: Fierce, Roundhouse, Spinning Pile Driver
    
    
    1. J.DN.Forward --> Spinning Pile Driver
       The computer even thinks this is a combo, as the combo message saying "2
    HITS" comes up. Just start the motion of the Spinning Pile Driver immediately
    after you have wnet into the Diving Knee Press. Use this even if they block
    because this should be his prime combo.
    
    
    2. S.Strong --> Spinning Pile Driver
       Another easy variation, it even says "2 HITS" as well! Cancel quickly.
    
    
    3. C.Fierce --> Banishing Flat
    
    
    4. J.Spinning Lariat \/ Spinning Lariat
       Simple two hit combo. Easy damage and safe to do.
    
    
    5. J.DN.Fierce \/ C.Strong /\ SJ.Jab, SJ.Forward --> Spinning Pile Driver
       The strongest non-super linked combo in the game. It does more damage than a
    Final Justice or Weapon X!
    
    
    6. S.DN.Forward \/ S.Roundhouse --> Siberian Bear Crusher or other grab
       Simple, its best if you use a Team Super, because the Team Super grabs them
    the instant they fall!
    
    
    7. J.DN.Forward \/ C.Strong /\ SJ.Short, SJ.Strong --> Spinning Lariat,
    SJ.Short, SJ.Strong --> Spinning Lariat, etc.
       Can this possibly his infinite? It worked in X-Men vs. Street Fighter, the
    arcade version, but I have trouble connecting with this one. I'm not sure if
    Capcom took it out or not.
    
    
    8. J.DN.Fierce \/ C.Strong /\ SJ.Jab, SJ.Strong --> Spinning Lariat, S.Strong
    --> Spinning Pile Driver
       Painful, simply painful. This is the biggest Zangief combo that I can
    perform, but can anyone else prove me wrong?
    
    
                                EX Combos
    
    1. J.DN.Forward \/ C.Fierce --> Banishing Flat --> Final Atomic Buster or Team
    Super
    
                                    __________
                                    Strategies
    
    Akuma: Well this fight is one of the easier battles for Zangief. Counter his
    missed Messatsu Gou Shouryuu with your Team Super, Siberian Bear Crusher, Final
    Atomic Buster, or an air combo. Do alot of jumping in because Akuma has no
    priority against your attacks. Use your supers against his misses often because
    he will fall in an instant! Counter his jumping attacks with either your
    crouching strong into an air combo or a Spinning Clothesline.
    
    Apocalypse: Not much of a tough fight. Jump up continuously to his face and use
    a jumping roundhouse into the Spinning Lariat. On the ground use either a
    crouching fierce or a crouching roundhouse. Just basically be on the offensive
    in this battle, your attacks do alot of damage against him and this battle
    shouldn't take too long.
    
    Armored Spider-Man: Tough match, look for him to play keep away. There isn't
    much you can do about his missed Maximum Spider, except try to get in range and
    trip him with your roundhouse. If he misses with his Crawler Assault use your
    Final Atomic Buster or Siberian Bear Crusher to counter. Jump in alot on him
    with your Siberian Splash and use your Spinning Pile Driver whenever he blocks.
    Try using your Siberian Splash to help you set up alot of grabs and throws.
    
    Blackheart: Well this is one of the easier matches. Watch for him to play keep
    away often, and make relentless persuits after him with your Siberian Splash or
    Diving Knee Drop into either of your Special grabs. Your special grabs and
    throws can make quick and short work of Blackheart.
    
    Captain America: Not too tough of a battle, watch for his standing fierce and
    Shield Slashes, jump in on him often and use your special grabs. Your Siberian
    Splash or Diving Knee Drop on him often, and there is little he can do about
    it. Counter his missed supers with either a Final Atomic Buster or Siberian
    Bear Crusher, also jump in on him often and combo him as well, a few quick
    grabs and this fight should be over with in a hurry.
    
    Chun-Li: Not that much of a tough match. Counter her missed Senretsu Kyaku with
    either an air combo, Running Bear Grab, Final Atomic Buster, Spinning Pile
    Driver, or Team Super. That goes the same for her missed Hazan Tenshou Kyaku.
    Jump in often and combo her with your Siberian Splash, you'll hopefully at
    least trade hits with her launcher, you'll end up dealing more damage anyways.
    This tactic is the same for every character with Zangief, just counter and be
    on the constant offensive and don't let your opponent out of your sites.
    
    Cyber Akuma: Fairly tough match, just don't eat any of his supers though.
    Immediately when the battle starts jump in at him iwht your jumping roundhouse
    followed by a crouching roundhouse, surprisingly this does major damage on him
    and keep on doing this until he finally realizes to block or do something else.
    Jump in on him often with your Siberian Splash and into your psecial grabs and
    throws, he doesn't tech hit out of your Spinning Pile Driver much and it does a
    ton of damage on him.
    
    Cyclops: Stay away from pretty boy here because he will constantly blast you
    with his Optic Blast. Also constantly jump in, because there is very little you
    can do about his Mega Optic Blast and Super Optic Blast, except block. Keep him
    within your throw range and combo him often, throws do a number on him and this
    fight should be a quick one.
    
    Dan: Not much of a fight at all. Constantly jump in on him and use your special
    grabs, watch for Dan's throws though, they do a ton of damage and he can make
    this fight a short one. Try to avoid using your Siberian Bear Crusher because
    he can easily jump around and use his Shinkuu Gadouken. Jump in on him often
    and combo him or use your special grabs.
    
    Dark Sakura: Not much of a tough fight, use your special grabs to counter her
    Shououken and jump in on her relentlessly. Don't expect her to be winning much
    after you have connected with a few grabs and throws. This fight isn't hard,
    make sure you jump in alot and avoid playing defense.
    
    Dhalsim: Watch for his Yoga Strike, I can't strees that enough. Jump in on him
    often and use your special grabs and throws. Watch for him to teleport often,
    you really can't do much about that except use your Spinning Lariat and hope
    that he teleports into it.
    
    Hulk: Tough battle, watch for his Gamma Tornado, he likes to use it often,
    block it and counter with your Spinning Pile Driver. Watch for him to use his
    Gamma Charge quite often. Counter that with your special grabs. Do alot of
    jumping in in this battle because you can ill afford to take damage from him
    because most of the damage that he does is unrecoverable anyways.
    
    Ken: Watch for his Shinryuken, he is completely invincible during this move and
    nothing will break through it. Wait for him to recover and use your Final
    Atomic Buster to teach him never to stay in the air again! Jump in on him often
    and use your special grabs, that's basically all Zangief has to do to win.
    
    M.Bison: Well this battle is fairly tough, watch for his Psycho Crusher though,
    you can't do much about it except block. When he misses with his Scissors Kick
    Nightmare use your Special Grabs to counter or your super. Jump in on him often
    and combo him and use your special grabs to knock him out of this battle.
    
    Mechanized Zangief: Well your metal counterpart will really give you a tough
    time, just as long as you can grab in first before he tries and grabs you.
    Watch for him to use his Final Atomic Buster, in this battle whoever starts the
    grab second will win, so if he were to pull off a Final Atomic Buster, then you
    should pull off a Final Atomic Buster and it will grab him! Keep using your
    grabs and finish this battle quickly.
    
    Mephisto: Well this is one of the easier matches. Watch for him to play keep
    away often, and make relentless persuits after him with your Siberian Splash or
    Diving Knee Press into either of your Special grabs. Your special grabs and
    throws can make quick and short work of Mephisto.
    
    Norimaro: Not a tough fight at all. Just watch for his Hyper Strong Miracle
    Treasure. It will do alot of damage against you and also don't let this guy
    throw you because he tends to do it often. Jump in on him often and pound away
    until you have broken his glasses.
    
    Omega Red: This battle is fiarly hard. Jump in on him alot with your Siberian
    Splash and cancel into your special grabs. Watch for him to use his Omega
    Destroyer, you can't do much about it except block. Also don't let him jump in
    on you and watch for him to use his coils to drain you, and you are susceptable
    to it because you don't have a super armor that can block it.
    
    Ryu: Watch for his Shinkuu Hadouken, there isn't much you can do about that
    except stay in the air and pound on him with your Siberian Splash into special
    grabs and throws. Use your special grabs or supers to counter his missed Shin
    Shoryuken, in this battle he will keep you away often. If you jump in on him
    too often he will start to counter with a Shouryuken, if he does play
    defensively and wait for him to make a mistake.
    
    Sakura: Not much of a tough fight, counter her Shououken with your Siberian
    Bear Crusher or Final atomic buster. Jump in on her constantly with your
    Siberian Splash or Diving Knee Drop and into your special grabs and throws.
    Watch for her to throw a shinkuu Hadouken as you are jumping in.
    
    Shadow: Watch for this guy to throw alot of Shadow Booms. Jump over them and
    pound him with your Siberian Splash into special grabs or supers. Counter his
    Shadow Justice with your Final atomic Buster and continously make a relentless
    persuit and pound him in, don't stop at any moment, continue to do that and
    this fight should be a short one.
    
    Shuma Gorath: One thing to worry about..."Chaos Dimension!!" Painful damage if
    it connects and it do as much damage as the Omega Destroyer against you. There
    really isn't much Zangief can do about this except continuously use your
    Spinning Lariat and keep him away. Watch for his Mystic Smash and Mystic Stare,
    he will use those two often in this battle. Constantly jump in on him and use
    your special grabs before he reaches level 3.
    
    Spider-Man: Tough match, look for him to play keep away. There isn't much you
    can do about his missed Maximum Spider, except try to get in range and trip him
    with your roundhouse. If he misses with his Crawler Assault use your Final
    Atomic Buster or Siberian Bear Crusher to counter. Jump in alot on him with
    your Siberian Splash and use your Spinning Pile Driver whenever he blocks. Try
    using your Siberian Splash to help you set up alot of grabs and throws.
    
    U.S.Agent: Not too tough of a battle, watch for his standing fierce and Shield
    Slashes, jump in on him often and use your special grabs. Your Siberian Splash
    or Diving Knee Press on him often, and there is little he can do about it.
    Counter his missed supers with either a Final Atomic Buster or Siberian Bear
    Crusher, also jump in on him often and combo him as well, a few quick grabs and
    this fight should be over with in a hurry.
    
    Wolverine: Easy, easy fight. Jump in on him constantly and use your special
    grabs. If he misses with a Fatal Claw use your Siberian Blizzard to bring him
    down. If he goes for a Berserker Barrage X block it and wait for it to finish,
    then counter with either your Siberian Bear Crusher or your Final Atomic
    Buster.
    
    Zangief: Well your double should can give you a hard time. Don't let him get
    the drop on you though because you can always expect a special grab to be
    comboed. Jump in on him often and use your special grabs, throws, and supers to
    make this fight a quick one.
    
    <--------------------------------------------------------------------------->
    <--------------------------------------------------------------------------->
    
                            -+-+-+-+-+-+-+-
                            +Miscellaneous+
                            -+-+-+-+-+-+-+-
    
    Basically in this area are the codes to the game. Now onto the the other stuff
    in the game! Also the Easy and beginner Mode commands can be found at Kao
    Megura's excellent FAQ or in your Manual labeled as 1, 2, 3, or 4.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                          Hidden Characters
    
    Arcade:
    
    ____________
    Mech Zangief
    -- Highlight Blackheart
    -- Hold left for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: Znagief gains a Siberian Blast(D,DF,F+P) and a Siberian Blizzard(270
    Degree Motion+2K) and he cannot be stunned and also he cannot block.
    
    ___________
    Dark Sakura
    -- Highlight Hulk
    -- Hold right for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: She gains the Ashura Senkuu(F,D,DF or B,D,DB+3K or 3P) and the Shun
    Goku Satsu(JP,JP,F,SK,RK). Also her Haru Ichiban and Midare Zakura are 50%
    stronger.
    
    __________________
    Armored Spider-Man
    -- Highlight Ryu
    -- Move up and hold up for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: Spider-Man now has a weak super armor, jabs and shorts don't effect
    him until the 2nd hit and also medium/hard punch and kicks affect him as
    normal.
    
    ________
    Mephisto
    -- Highlight Omega Red
    -- Hold down for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: Exactly the same as Blackheart, even though his attacks do fire damage
    they don't seem to do more damage. Its basically here if you want two
    Blackheart's on the same team.
    
    __________
    U.S. Agent
    -- Highlight Bison
    -- Hold up for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: Although many people say he is faster, relatively he is not. I have
    used him several times and he appears to have the same speed as Cap. Basically
    he's just here if you want two Captain America's on the same team.
    
    ______
    Shadow
    -- Highlight Dhalsim
    -- Hold up for 5 sec.
    -- Press Jab+Fierce or Short+Roundhouse
    
    Comment: Supers have been drastically slowed down, and it comes with the
    sparkling sound effect. New blockable level 3 super Final Mission(B[charge 2
    sec.]F,B,F+3P. He is faster than charlie though.
    
    __________________________
    Switch Character Formation
    -- During vs screen hold 3P or 3K
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                           Saturn Import Version
    
                            _________________
                            Hidden Characters
    
    ______
    Shadow
    -- Highlight Dhalsim
    -- Hold Start+P or K
    
    ___________
    Dark Sakura
    -- Highlight Hulk
    -- Hold Start+P or K
    
    __________________
    Armored Spider-Man
    -- Highlight Spider-Man
    -- Hold Start+P or K
    
    ____________
    Mech Zangief
    -- Highlight Blackheart
    -- Hold Start+P or K
    
    ________
    Mephisto
    -- Highlight Omega Red
    -- Hold start+P or K
    
    __________
    U.S. Agent
    -- Highlight Vega
    -- Hold Start+P or K
                                _______________________
                                Fight Hidden Characters
    
    -- Start battle Mode
    -- Finish opponent off with 5, 6, or 7 Team Supers
    -- Do not continue
    -- On 6th Stage you should be able to fight a hidden character
                                     _____________
                                     Extra Options
    
    -- Beat Arcade Mode
    -- Highlight Options screen and new options will appear
                                   __________________
                                   Extra Options Plus
    
    -- Beat Arcade Mode without continuing and finish opponents off with at least 3
    supers or Team supers
    
                                   _______________
                                   Mech-Gouki Mode
    
    -- Beat Arcade and Survival Mode with regular characters, no hidden.
    -- Highlight Survival Mode
    -- Hit L or R button
    -- Mech Gouki Mode will appear, then press start
    
                                    __________________
                                    Play as Mech Gouki
    
    -- Obtain Extra Options
    -- Beat Mech-Gouki Mode
    -- Highlight same character
    -- Go to Battle or Versus Mode
    -- Highlight Gouki, and hold start
    -- Select Gouki, and hold start
    -- Select Gouki again
    -- Cyber Gouki shall replace both Gouki's
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                         Playstation Version
                           _________________
                           Hidden Characters
    
    ______
    Shadow
    -- Highlight Dhalsim
    -- Hold Start+P or K
    
    ___________
    Dark Sakura
    -- Highlight Hulk
    -- Hold Start+P or K
    
    __________________
    Armored Spider-Man
    -- Highlight Spider-Man
    -- Hold Start+P or K
    
    ____________
    Mech Zangief
    -- Highlight Blackheart
    -- Hold Start+P or K
    
    ________
    Mephisto
    -- Highlight Omega Red
    -- Hold start+P or K
    
    __________
    U.S. Agent
    -- Highlight Vega
    -- Hold Start+P or K
    
    ___________
    Cyber Akuma
    -- Beat game on any difficulty
    -- Go to Battle, Versus, or Arcade Mode
    -- Highlight Akuma
    -- Hit select 5 times then press P or K
    
    __________
    Apocalypse
    -- Beat game on any difficulty
    -- Go to Battle, Versus, or Arcade Mode
    -- Highlight Akuma
    -- Hit select 6 times then press P or K
    
                                 _______________
                                 EX Options Menu
    
    -- On mode selection screen highlight Options
    -- Hit R1, X, Circle, Triangle, Triangle
    
                                 _____________________
                                 Switch Partner around
    
    -- Go to Battle or Versus Mode
    -- At vs screen hit 3P or 3K
    
                                __________________________
                                Enable Gallery and endings
    
    -- Beat Game with all the characters, excluding secret characters
    -- They should be in the gallery, and make sure to save!
    
                               ________________
                               Play as Norimaro
                  Gameshark Code (Version 2.33 or higher only)
    To allow player one to select Norimaro enter:            80070B9E 0022
    To allow player one's partner to be Norimaro enter:      8007135E 0022
    To allow player two to select Norimaro enter:            80070F5E 0022
    To allow player two's partner to be Norimaro enter:      80071716 0022
    
    
    -- When you win with Norimaro in Crossover Mode a glitch will appear in the
    game. Sometimes the other opponent that was suppose to be Norimaro will be
    replaced with Dan. And when your in battle you can only see the opponent's
    shadow and the opponent cannot move and you cannot do any harm towards the
    invisible opponent, the only way to clear this up is to let the timer run,
    press start on the opposite controller, or just quit the game and start the
    mode over again.
    -- This happens in Battle mode also for some reason, mainly when the CPU
    character is Dan, you'll notice the glitch when Dan is in funky new colors
    while wearing some black sunglasses or whatever. Also if you hit Dan with
    Norimaro when Dan is in these funk colors the game will freeze.
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                            Easy and Beginner Commands
    Basically if you are a beginner all you have to do is press a simple button to
    execute a special move. Note that not all moves can be done with simple
    commands, some of them still must have them done manually.
    
    Akuma:
    
    Gou Hadouken: SP
    Gou shouryuken: FP
    Tatsumaki Zankuu Kyaku: FK
    Ashura Senkuu: RK
    Tenma Kujinkyaku: RK(air)
    Messatsu Gou Hado: SP+FP
    Messatsu Gou Shouryuu: FK+RK
    
    Apocalypse:
    
    Shockwave: SP
    Spread Cannon: FK
    The Drill: FP
    Ground Zero Eye Beam: RK
    
    
    Armored Spider-Man:
    
    Web Ball: SP
    Spider Sting: FP
    Web Swing: FK
    Web Throw: RK
    Maximum Spider: SP+FP
    Crawler Assault: FK+RK
    
    
    Blackheart:
    
    Dark Thunder: SP
    Inferno: FP
    Armageddon: SP+FP
    Judgement Day: FK+RK
    
    
    Captain America:
    
    Shield Slash: SP
    Stars n' Stripes: FP
    Charging Star: FK or RK
    Final Justice: SP+FP
    Hyper Charging Star: FK+RK
    
    
    Chun-Li:
    
    Kikouken: SP
    Tenshou Kyaku: FP
    Hyaku Retsu Kyaku: FK
    Senensyu: RK
    Kikousho: SP+FP
    Senretsu Kyaku: FK+RK
    
    
    Cyber Akuma:
    
    Bolt Hadouken: SP
    Shining Circuit Shouryuken: FP
    Thunder Shock Zankuu Kyaku: FK
    Lighting Senkuu: RK
    Diving Rocket Kujin Kyaku: RK(air)
    High Mega Gou Beam: SP+FP
    Scramble Gou Punch: FK+RK
    
    
    Cyclops:
    
    Optic Blast: SP
    Gene Splice: FP
    Cyclone Kick: FK
    Running Stun Drop: RK
    Mega Optic Blast: SP+FP
    Super Optic blast: FK+RK
    
    
    Dan
    
    Gadouken: SP
    Kouryuken: FP
    Dankuu Kyaku: FK
    Premium Sign: RK
    Shinkuu Gadouken: SP+FP
    Hisshou Buraiken: FK+RK
    
    
    Dark Sakura
    
    Shououken: SP
    Hadouken: FP
    Shunpuu Kyaku: FK
    Ashura Senkuu: RK
    Midare Zakura: SP+FP
    Shinkuu Hadouken: FK+RK
    
    
    Dhalsim
    
    Yoga Fire: SP
    Yoga Flame: FP
    Yoga Blast: FK
    Yoga Teleport: RK
    Yoga Inferno: SP+FP
    Yoga Strike: FK+RK
    
    
    Hulk
    
    Gamma Tornado: SP
    Gamma Slam: FP
    Gamma Charge: FK
    Gamma Charge(anti-air): RK
    Gamma Wave: SP+FP
    Gamma Crush: FK+RK
    
    
    Ken
    
    Hadouken: SP
    Shouryuken: FP
    Tatsumaki Senpuu Kyaku: FK or RK
    Shouryuu Reppa: SP+FP
    Shinryuken: FK+RK
    
    
    M.Bison
    
    Psycho Shot: SP
    Psycho Field: FP
    Double Knee Press: FK
    Head Press: RK
    Psycho Crusher: SP+FP
    Scissors Kick Nightmare: FK+RK
    
    
    Mechanized Zangief
    
    Spinning Pile Driver: SP
    Spinning Clothesline: FP
    Siberian Bear Crusher(Flying Power Bomb): FK
    Banishing Flat: RK
    Final Atomic Buster: SP+FP
    Siberian Blizzard: FK+RK
    
    
    Mephisto
    
    Dark Thunder: SP
    Inferno: FP
    Armageddon: SP+FP
    Judgement Day: FK+RK
    
    
    Norimaro
    
    Tourist's Treasure: SP
    Personal Victory Jump: FP
    Fierce Hand Current: FK or RK
    Hyper Strong Miracle Treasure: SP+FP
    Ultra Variety Private Memory: FK+RK
    
    
    Omega Red
    
    Carbonadium Coil: SP or FP
    Omega Strike: FK or RK
    Omega Destroyer: SP+FP
    Carbnadium Smash: FK+RK
    
    
    Ryu
    
    Hadouken: SP
    Shouryuken: FP
    Tatsumaki Senpuu Kyaku: FK or RK
    Shinkuu Hadouken: SP+FP
    Shinkuu Tatsumaki Senpuu Kyaku: FK+RK
    
    
    Sakura
    
    Shououken: SP
    Hadouken: FP
    Shunpuu Kyaku: FK
    Midare Zakura: SP+FP
    Shinkuu Hadouken: FK+RK
    
    
    Shadow
    
    Shadow Boom: SP or FP
    Shadow Shell: FK or RK
    Shadowsault Slash: FK or RK(air)
    Shadow Break: SP+FP
    Shadow Justice: FK+RK
    
    
    Shuma Gorath
    
    Mystic Stare: SP or FP
    Mystic Smash: FK
    Devitalization: RK
    Chaos Dimension: SP+FP(level 3)
    Chaos Split: FK+RK
    
    
    Spider-Man
    
    Web Ball: SP
    Spider Sting: FP
    Web Swing: FK
    Web Throw: RK
    Maximum Spider: SP+FP
    Crawler Assault: FK+RK
    
    
    U.S.Agent
    
    Shield Slash: SP
    Stars n' Stripes: FP
    Charging Star: FK or RK
    Final Justice: SP+FP
    Hyper Charging Star: FK+RK
    
    
    Wolverine
    
    Berserker Barrage: SP
    Tornado Claw: FP
    Berserker Barrage X: SP+FP
    Fatal Claw: FK+RK
    
    
    Zangief
    
    Spinning Pile Driver: SP
    Spinning Clothesline: FP
    Siberian Bear Crusher(Flying Power Bomb): FK
    Banishing Flat: RK
    Final Atomic Buster: SP+FP
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                        Team Super Finish names
    Well that's basically what the title says, if you are interested read ahead and
    in the long list includes all the names of team supers. Enjoy!^_^
    
    Akuma                                  Name
    
    Akuma:                                 Messatsu Gou Hado
    Armored Spider-Man:                    Messatsu Assault
    Blackheart:                            Messatsu Armageddon
    Captain America:                       Messatsu Star
    Chun-Li:                               Messatsu Kikuosho
    Cyclops:                               Messatsu Optic blast
    Dan:                                   Messatsu Gadouken
    Dark Sakura:                           Messatsu Hadouken
    Dhalsim:                               Messatsu Inferno
    Hulk:                                  Messatsu Wave
    Ken:                                   Messatsu Shouryuu-Reppa
    M.Bison:                               Messatsu Nightmare
    Mechanized Zangief:                    Messatsu Lariat
    Mephisto:                              Messatsu Armageddon
    Norimaro:                              Messatsu Miracle Treasure
    Omega Red:                             Messatsu Destroyer
    Ryu:                                   Messatsu Hadouken
    Sakura:                                Messatsu Hadouken
    Shadow:                                Messatsu Justice
    Shuma Gorath:                          Messatsu Smash
    Spider-Man:                            Messatsu Assault
    U.S.Agent:                             Messatsu Star
    Wolverine:                             Messatsu Barrage X
    Zangief:                               Messatsu Lariat
    
    
    
    Armored Spider-Man
    
    Akuma:                                 Crawler Gou Hado
    Armored Spider-Man:                    Crawler Assault
    Blackheart:                            Crawler Armageddon
    Captain America:                       Crawler Star
    Chun-Li:                               Crawler Kikousho
    Cyclops:                               Crawler Optic Blast
    Dan:                                   Crawler Gadouken
    Dark Sakura:                           Crawler Hadouken
    Dhalsim:                               Crawler Inferno
    Hulk:                                  Crawler Wave
    Ken:                                   Crawler Shouryuu-Reppa
    M.Bison:                               Crawler Nightmare
    Mechanized Zangief:                    Crawler Lariat
    Mephisto:                              Crawler Armageddon
    Norimaro:                              Crawler Miracle Treasure
    Omega Red:                             Crawler Destroyer
    Ryu:                                   Crawler Hadouken
    Sakura:                                Crawler Hadouken
    Shadow:                                Crawler Justice
    Shuma Gorath:                          Crawler Smash
    Spider-Man:                            Crawler Assault
    U.S.Agent:                             Crawler Star
    Wolverine:                             Crawler Barrage X
    Zangief:                               Crawler Lariat
    
    
    
    Blackheart
    
    Akuma:                                 Armageddon Gou Hado
    Armored Spider-Man:                    Armageddon Assault
    Blackheart:                            Armageddon Armageddon
    Captain America:                       Armageddon Star
    Chun-Li:                               Armageddon Kikousho
    Cyclops:                               Armageddon Optic Blast
    Dan:                                   Armageddon Gadouken
    Dark Sakura:                           Armageddon Hadouken
    Dhalsim:                               Armageddon Inferno
    Hulk:                                  Armageddon Wave
    Ken:                                   Armageddon Shouryuu-Reppa
    M.Bison:                               Armageddon Nightmare
    Mechanized Zangief:                    Armageddon Lariat
    Mephisto:                              Armageddon Armageddon
    Norimaro:                              Armageddon Miracle Treasure
    Omega Red:                             Armageddon Destroyer
    Ryu:                                   Armageddon Hadouken
    Sakura:                                Armageddon Hadouken
    Shadow:                                Armageddon Justice
    Shuma Gorath:                          Armageddon Smash
    Spider-Man:                            Armageddon Assault
    U.S.Agent:                             Armageddon Star
    Wolverine:                             Armageddon Barrage X
    Zangief:                               Armageddon Lariat
    
    
    
    Captain America
    
    Akuma:                                 Star Gou Hado
    Armored Spider-Man:                    Star Assault
    Blackheart:                            Star Armageddon
    Captain America:                       Star Star
    Chun-Li:                               Star Kikousho
    Cyclops:                               Star Optic Blast
    Dan:                                   Star Gadouken
    Dark Sakura:                           Star Hadouken
    Dhalsim:                               Star Inferno
    Hulk:                                  Star Wave
    Ken:                                   Star Shouryuu-Reppa
    M.Bison:                               Star Nightmare
    Mechanized Zangief:                    Star Lariat
    Mephisto:                              Star Armageddon
    Norimaro:                              Star Miracle Treasure
    Omega Red:                             Star Destroyer
    Ryu:                                   Star Hadouken
    Sakura:                                Star Hadouken
    Shadow:                                Star Justice
    Shuma Gorath:                          Star Smash
    Spider-Man:                            Star Assault
    U.S.Agent:                             Star Star
    Wolverine:                             Star Barrage X
    Zangief:                               Star Lariat
    
    
    
    Chun-Li
    
    Akuma:                                 Kikou Gou Hado
    Armored Spider-Man:                    Kikou Assault
    Blackheart:                            Kikou Armageddon
    Captain America:                       Kikou Star
    Chun-Li:                               Kikou Kikousho
    Cyclops:                               Kikou Optic Blast
    Dan:                                   Kikou Gadouken
    Dark Sakura:                           Kikou Hadouken
    Dhalsim:                               Kikou Inferno
    Hulk:                                  Kikou Wave
    Ken:                                   Kikou Shouryuu-Reppa
    M.Bison:                               Kikou Nightmare
    Mechanized Zangief:                    Kikou Lariat
    Mephisto:                              Kikou Armageddon
    Norimaro:                              Kikou Miracle Treasure
    Omega Red:                             Kikou Destroyer
    Ryu:                                   Kikou Hadouken
    Sakura:                                Kikou Hadouken
    Shadow:                                Kikou Justice
    Shuma Gorath:                          Kikou Smash
    Spider-Man:                            Kikou Assault
    U.S.Agent:                             Kikou Star
    Wolverine:                             Kikou Barrage X
    Zangief:                               Kikou Lariat
    
    
    
    Cyclops
    
    Akuma:                                 Mega Optic Gou Hado
    Armored Spider-Man:                    Mega Optic Assault
    Blackheart:                            Mega Optic Armageddon
    Captain America:                       Mega Optic Star
    Chun-Li:                               Mega Optic Kikousho
    Cyclops:                               Mega Optic Optic Blast
    Dan:                                   Mega Optic Gadouken
    Dark Sakura:                           Mega Optic Hadouken
    Dhalsim:                               Mega Optic Inferno
    Hulk:                                  Mega Optic Wave
    Ken:                                   Mega Optic Shouryuu-Reppa
    M.Bison:                               Mega Optic Nightmare
    Mechanized Zangief:                    Mega Optic Lariat
    Mephisto:                              Mega Optic Armageddon
    Norimaro:                              Mega Optic Miracle Treasure
    Omega Red:                             Mega Optic Destroyer
    Ryu:                                   Mega Optic Hadouken
    Sakura:                                Mega Optic Hadouken
    Shadow:                                Mega Optic Justice
    Shuma Gorath:                          Mega Optic Smash
    Spider-Man:                            Mega Optic Assault
    U.S.Agent:                             Mega Optic Star
    Wolverine:                             Mega Optic Barrage X
    Zangief:                               Mega Optic Lariat
    
    
    
    Dan
    
    Akuma:                                 Shinkuu Gou Hado
    Armored Spider-Man:                    Shinkuu Assault
    Blackheart:                            Shinkuu Armageddon
    Captain America:                       Shinkuu Star
    Chun-Li:                               Shinkuu Kikousho
    Cyclops:                               Shinkuu Optic Blast
    Dan:                                   Shinkuu Gadouken
    Dark Sakura:                           Shinkuu Hadouken
    Dhalsim:                               Shinkuu Inferno
    Hulk:                                  Shinkuu Wave
    Ken:                                   Shinkuu Shouryuu-Reppa
    M.Bison:                               Shinkuu Nightmare
    Mechanized Zangief:                    Shinkuu Lariat
    Mephisto:                              Shinkuu Armageddon
    Norimaro:                              Shinkuu Miracle Treasure
    Omega Red:                             Shinkuu Destroyer
    Ryu:                                   Shinkuu Hadouken
    Sakura:                                Shinkuu Hadouken
    Shadow:                                Shinkuu Justice
    Shuma Gorath:                          Shinkuu Smash
    Spider-Man:                            Shinkuu Assault
    U.S.Agent:                             Shinkuu Star
    Wolverine:                             Shinkuu Barrage X
    Zangief:                               Shinkuu Lariat
    
    
    
    Dark Sakura
    
    Akuma:                                 Shinkuu Gou Hado
    Armored Spider-Man:                    Shinkuu Assault
    Blackheart:                            Shinkuu Armageddon
    Captain America:                       Shinkuu Star
    Chun-Li:                               Shinkuu Kikousho
    Cyclops:                               Shinkuu Optic Blast
    Dan:                                   Shinkuu Gadouken
    Dark Sakura:                           Shinkuu Hadouken
    Dhalsim:                               Shinkuu Inferno
    Hulk:                                  Shinkuu Wave
    Ken:                                   Shinkuu Shouryuu-Reppa
    M.Bison:                               Shinkuu Nightmare
    Mechanized Zangief:                    Shinkuu Lariat
    Mephisto:                              Shinkuu Armageddon
    Norimaro:                              Shinkuu Miracle Treasure
    Omega Red:                             Shinkuu Destroyer
    Ryu:                                   Shinkuu Hadouken
    Sakura:                                Shinkuu Hadouken
    Shadow:                                Shinkuu Justice
    Shuma Gorath:                          Shinkuu Smash
    Spider-Man:                            Shinkuu Assault
    U.S.Agent:                             Shinkuu Star
    Wolverine:                             Shinkuu Barrage X
    Zangief:                               Shinkuu Lariat
    
    
    
    Dhalsim
    
    Akuma:                                 Yoga Gou Hado
    Armored Spider-Man:                    Yoga Assault
    Blackheart:                            Yoga Armageddon
    Captain America:                       Yoga Star
    Chun-Li:                               Yoga Kikousho
    Cyclops:                               Yoga Optic Blast
    Dan:                                   Yoga Gadouken
    Dark Sakura:                           Yoga Hadouken
    Dhalsim:                               Yoga Inferno
    Hulk:                                  Yoga Wave
    Ken:                                   Yoga Shouryuu-Reppa
    M.Bison:                               Yoga Nightmare
    Mechanized Zangief:                    Yoga Lariat
    Mephisto:                              Yoga Armageddon
    Norimaro:                              Yoga Miracle Treasure
    Omega Red:                             Yoga Destroyer
    Ryu:                                   Yoga Hadouken
    Sakura:                                Yoga Hadouken
    Shadow:                                Yoga Justice
    Shuma Gorath:                          Yoga Smash
    Spider-Man:                            Yoga Assault
    U.S.Agent:                             Yoga Star
    Wolverine:                             Yoga Barrage X
    Zangief:                               Yoga Lariat
    
    
    
    Hulk
    
    Akuma:                                 Gamma Gou Hado
    Armored Spider-Man:                    Gamma Assault
    Blackheart:                            Gamma Armageddon
    Captain America:                       Gamma Star
    Chun-Li:                               Gamma Kikousho
    Cyclops:                               Gamma Optic Blast
    Dan:                                   Gamma Gadouken
    Dark Sakura:                           Gamma Hadouken
    Dhalsim:                               Gamma Inferno
    Hulk:                                  Gamma Wave
    Ken:                                   Gamma Shouryuu-Reppa
    M.Bison:                               Gamma Nightmare
    Mechanized Zangief:                    Gamma Lariat
    Mephisto:                              Gamma Armageddon
    Norimaro:                              Gamma Miracle Treasure
    Omega Red:                             Gamma Destroyer
    Ryu:                                   Gamma Hadouken
    Sakura:                                Gamma Hadouken
    Shadow:                                Gamma Justice
    Shuma Gorath:                          Gamma Smash
    Spider-Man:                            Gamma Assault
    U.S.Agent:                             Gamma Star
    Wolverine:                             Gamma Barrage X
    Zangief:                               Gamma Lariat
    
    
    
    Ken
    
    Akuma:                                 Shouryuu Gou Hado
    Armored Spider-Man:                    Shouryuu Assault
    Blackheart:                            Shouryuu Armageddon
    Captain America:                       Shouryuu Star
    Chun-Li:                               Shouryuu Kikousho
    Cyclops:                               Shouryuu Optic Blast
    Dan:                                   Shouryuu Gadouken
    Dark Sakura:                           Shouryuu Hadouken
    Dhalsim:                               Shouryuu Inferno
    Hulk:                                  Shouryuu Wave
    Ken:                                   Shouryuu Shouryuu-Reppa
    M.Bison:                               Shouryuu Nightmare
    Mechanized Zangief:                    Shouryuu Lariat
    Mephisto:                              Shouryuu Armageddon
    Norimaro:                              Shouryuu Miracle Treasure
    Omega Red:                             Shouryuu Destroyer
    Ryu:                                   Double Shinkuu Hadouken
    Sakura:                                Shouryuu Hadouken
    Shadow:                                Shouryuu Justice
    Shuma Gorath:                          Shouryuu Smash
    Spider-Man:                            Shouryuu Assault
    U.S.Agent:                             Shouryuu Star
    Wolverine:                             Shoruyuu Barrage X
    Zangief:                               Shouryuu Lariat
    
    
    
    M.Bison
    
    Akuma:                                 Scissors Kick Gou Hado
    Armored Spider-Man:                    Scissors Kick Assault
    Blackheart:                            Scissors Kick Armageddon
    Captain America:                       Scissors Kick Star
    Chun-Li:                               Scissors Kick Kikousho
    Cyclops:                               Scissors Kick Optic Blast
    Dan:                                   Scissors Kick Gadouken
    Dark Sakura:                           Scissors Kick Hadouken
    Dhalsim:                               Scissors Kick Inferno
    Hulk:                                  Scissors Kick Wave
    Ken:                                   Scissors Kick Shouryuu-Reppa
    M.Bison:                               Scissors Kick Nightmare
    Mechanized Zangief:                    Scissors Kick Lariat
    Mephisto:                              Scissors Kick Armageddon
    Norimaro:                              Scissors Kick Miracle Treasure
    Omega Red:                             Scissors Kick Destroyer
    Ryu:                                   Scissors Kick Hadouken
    Sakura:                                Scissors Kick Hadouken
    Shadow:                                Scissors Kick Justice
    Shuma Gorath:                          Scissors Kick Smash
    Spider-Man:                            Scissors Kick Assault
    U.S.Agent:                             Scissors Kick Star
    Wolverine:                             Scissors Kick Barrage X
    Zangief:                               Scissors Kick Lariat
    
    
    
    Mechanized Zangief
    
    Akuma:                                 Double Final Atomic Buster
    Armored Spider-Man:                    Double Final Atomic Buster
    Blackheart:                            Double Final Atomic Buster
    Captain America:                       Double Final Atomic Buster
    Chun-Li:                               Double Final Atomic Buster
    Cyclops:                               Double Final Atomic Buster
    Dan:                                   Double Final Atomic Buster
    Dark Sakura:                           Double Final Atomic Buster
    Dhalsim:                               Double Final Atomic Buster
    Hulk:                                  Double Final Atomic Buster
    Ken:                                   Double Final Atomic Buster
    M.Bison:                               Double Final Atomic Buster
    Mechanized Zangief:                    Double Final Atomic Buster
    Mephisto:                              Double Final Atomic Buster
    Norimaro:                              Double Final Atomic Buster
    Omega Red:                             Double Final Atomic Buster
    Ryu:                                   Double Final Atomic Buster
    Sakura:                                Double Final Atomic Buster
    Shadow:                                Double Final Atomic Buster
    Shuma Gorath:                          Double Final Atomic Buster
    Spider-Man:                            Double Final Atomic Buster
    U.S.Agent:                             Double Final Atomic Buster
    Wolverine:                             Double Final Atomic Buster
    Zangief:                               Double Final Atomic Buster
    
    
    
    Mephisto
    
    Akuma:                                 Armageddon Gou Hado
    Armored Spider-Man:                    Armageddon Assault
    Blackheart:                            Armageddon Armageddon
    Captain America:                       Armageddon Star
    Chun-Li:                               Armageddon Kikousho
    Cyclops:                               Armageddon Optic Blast
    Dan:                                   Armageddon Gadouken
    Dark Sakura:                           Armageddon Hadouken
    Dhalsim:                               Armageddon Inferno
    Hulk:                                  Armageddon Wave
    Ken:                                   Armageddon Shouryuu-Reppa
    M.Bison:                               Armageddon Nightmare
    Mechanized Zangief:                    Armageddon Lariat
    Mephisto:                              Armageddon Armageddon
    Norimaro:                              Armageddon Miracle Treasure
    Omega Red:                             Armageddon Destroyer
    Ryu:                                   Armageddon Hadouken
    Sakura:                                Armageddon Hadouken
    Shadow:                                Armageddon Justice
    Shuma Gorath:                          Armageddon Smash
    Spider-Man:                            Armageddon Assault
    U.S.Agent:                             Armageddon Star
    Wolverine:                             Armageddon Barrage X
    Zangief:                               Armageddon Lariat
    
    
    
    Norimaro
    
    Akuma:                                 Hyper Strong Gou Hado
    Armored Spider-Man:                    Hyper Strong Assault
    Blackheart:                            Hyper Strong Armageddon
    Captain America:                       Hyper Strong Star
    Chun-Li:                               Hyper Strong Kikousho
    Cyclops:                               Hyper Strong Optic Blast
    Dan:                                   Hyper Strong Gadouken
    Dark Sakura:                           Hyper Strong Hadouken
    Dhalsim:                               Hyper Strong Inferno
    Hulk:                                  Hyper Strong Wave
    Ken:                                   Hyper Strong Shouryuu-Reppa
    M.Bison:                               Hyper Strong Nightmare
    Mechanized Zangief:                    Hyper Strong Lariat
    Mephisto:                              Hyper Strong Armageddon
    Norimaro:                              Hyper Strong Miracle Treasure
    Omega Red:                             Hyper Strong Destroyer
    Ryu:                                   Hyper Strong Hadouken
    Sakura:                                Hyper Strong Hadouken
    Shadow:                                Hyper Strong Justice
    Shuma Gorath:                          Hyper Strong Smash
    Spider-Man:                            Hyper Strong Assault
    U.S.Agent:                             Hyper Strong Star
    Wolverine:                             Hyper Strong Barrage X
    Zangief:                               Hyper Strong Lariat
    
    
    
    Omega Red
    
    Akuma:                                 Omega Gou Hado
    Armored Spider-Man:                    Omega Assault
    Blackheart:                            Omega Armageddon
    Captain America:                       Omega Star
    Chun-Li:                               Omega Kikousho
    Cyclops:                               Omega Optic Blast
    Dan:                                   Omega Gadouken
    Dark Sakura:                           Omega Hadouken
    Dhalsim:                               Omega Inferno
    Hulk:                                  Omega Wave
    Ken:                                   Omega Shouryuu-Reppa
    M.Bison:                               Omega Nightmare
    Mechanized Zangief:                    Omega Lariat
    Mephisto:                              Omega Armageddon
    Norimaro:                              Omega Miracle Treasure
    Omega Red:                             Omega Destroyer
    Ryu:                                   Omega Hadouken
    Sakura:                                Omega Hadouken
    Shadow:                                Omega Justice
    Shuma Gorath:                          Omega Smash
    Spider-Man:                            Omega Assault
    U.S.Agent:                             Omega Star
    Wolverine:                             Omega Barrage X
    Zangief:                               Omega Lariat
    
    
    
    Ryu
    
    Akuma:                                 Shinkuu Gou Hado
    Armored Spider-Man:                    Shinkuu Assault
    Blackheart:                            Shinkuu Armageddon
    Captain America:                       Shinkuu Star
    Chun-Li:                               Shinkuu Kikousho
    Cyclops:                               Shinkuu Optic Blast
    Dan:                                   Shinkuu Gadouken
    Dark Sakura:                           Shinkuu Hadouken
    Dhalsim:                               Shinkuu Inferno
    Hulk:                                  Shinkuu Wave
    Ken:                                   Shinkuu Shouryuu-Reppa
    M.Bison:                               Shinkuu Nightmare
    Mechanized Zangief:                    Shinkuu Lariat
    Mephisto:                              Shinkuu Armageddon
    Norimaro:                              Shinkuu Miracle Treasure
    Omega Red:                             Shinkuu Destroyer
    Ryu:                                   Shinkuu Hadouken
    Sakura:                                Shinkuu Hadouken
    Shadow:                                Shinkuu Justice
    Shuma Gorath:                          Shinkuu Smash
    Spider-Man:                            Shinkuu Assault
    U.S.Agent:                             Shinkuu Star
    Wolverine:                             Shinkuu Barrage X
    Zangief:                               Shinkuu Lariat
    
    
    
    Sakura
    
    Akuma:                                 Shinkuu Gou Hado
    Armored Spider-Man:                    Shinkuu Assault
    Blackheart:                            Shinkuu Armageddon
    Captain America:                       Shinkuu Star
    Chun-Li:                               Shinkuu Kikousho
    Cyclops:                               Shinkuu Optic Blast
    Dan:                                   Shinkuu Gadouken
    Dark Sakura:                           Shinkuu Hadouken
    Dhalsim:                               Shinkuu Inferno
    Hulk:                                  Shinkuu Wave
    Ken:                                   Double Shinkuu Hadouken
    M.Bison:                               Shinkuu Nightmare
    Mechanized Zangief:                    Shinkuu Lariat
    Mephisto:                              Shinkuu Armageddon
    Norimaro:                              Shinkuu Miracle Treasure
    Omega Red:                             Shinkuu Destroyer
    Ryu:                                   Shinkuu Hadouken
    Sakura:                                Shinkuu Hadouken
    Shadow:                                Shinkuu Justice
    Shuma Gorath:                          Shinkuu Smash
    Spider-Man:                            Shinkuu Assault
    U.S.Agent:                             Shinkuu Star
    Wolverine:                             Shinkuu Barrage X
    Zangief:                               Shinkuu Lariat
    
    
    
    Shadow
    
    Akuma:                                 Shadow Gou Hado
    Armored Spider-Man:                    Shadow Assault
    Blackheart:                            Shadow Armageddon
    Captain America:                       Shadow Star
    Chun-Li:                               Shadow Kikousho
    Cyclops:                               Shadow Optic Blast
    Dan:                                   Shadow Gadouken
    Dark Sakura:                           Shadow Hadouken
    Dhalsim:                               Shadow Inferno
    Hulk:                                  Shadow Wave
    Ken:                                   Shadow Shouryuu-Reppa
    M.Bison:                               Shadow Nightmare
    Mechanized Zangief:                    Shadow Lariat
    Mephisto:                              Shadow Armageddon
    Norimaro:                              Shadow Miracle Treasure
    Omega Red:                             Shadow Assault
    Ryu:                                   Shadow Hadouken
    Sakura:                                Shadow Hadouken
    Shadow:                                Shadow Justice
    Shuma Gorath:                          Shadow Smash
    Spider-Man:                            Shadow Assault
    U.S.Agent:                             Shadow Star
    Wolverine:                             Shadow Barrage X
    Zangief:                               Shadow Lariat
    
    
    
    Shuma Gorath
    
    Akuma:                                 Mystic Gou Hado
    Armored Spider-Man:                    Mystic Assault
    Blackheart:                            Mystic Armageddon
    Captain America:                       Mystic Star
    Chun-Li:                               Mystic Kikousho
    Cyclops:                               Mystic Optic Blast
    Dan:                                   Mystic Gadouken
    Dark Sakura:                           Mystic Hadouken
    Dhalsim:                               Mystic Inferno
    Hulk:                                  Mystic Wave
    Ken:                                   Mystic Shouryuu-Reppa
    M.Bison:                               Mystic Nightmare
    Mechanized Zangief:                    Mystic Lariat
    Mephisto:                              Mystic Armageddon
    Norimaro:                              Mystic Miracle Treasure
    Omega Red:                             Mystic Destroyer
    Ryu:                                   Mystic Hadouken
    Sakura:                                Mystic Hadouken
    Shadow:                                Mystic Justice
    Shuma Gorath:                          Mystic Smash
    Spider-Man:                            Mystic Assault
    U.S.Agent:                             Mystic Star
    Wolverine:                             Mystic Barrage X
    Zangief:                               Mystic Lariat
    
    
    
    Spider-Man
    
    Akuma:                                 Crawler Gou Hado
    Armored Spider-Man:                    Crawler Assault
    Blackheart:                            Crawler Armageddon
    Captain America:                       Crawler Star
    Chun-Li:                               Crawler Kikousho
    Cyclops:                               Crawler Optic Blast
    Dan:                                   Crawler Gadouken
    Dark Sakura:                           Crawler Hadouken
    Dhalsim:                               Crawler Inferno
    Hulk:                                  Crawler Wave
    Ken:                                   Crawler Shouryuu-Reppa
    M.Bison:                               Crawler Nightmare
    Mechanized Zangief:                    Crawler Lariat
    Mephisto:                              Crawler Armageddon
    Norimaro:                              Crawler Miracle Treasure
    Omega Red:                             Crawler Destroyer
    Ryu:                                   Crawler Hadouken
    Sakura:                                Crawler Hadouken
    Shadow:                                Crawler Justice
    Shuma Gorath:                          Crawler Smash
    Spider-Man:                            Crawler Assault
    U.S.Agent:                             Crawler Star
    Wolverine:                             Crawler Barrage X
    Zangief:                               Crawler Lariat
    
    
    
    U.S.Agent
    
    Akuma:                                 Star Gou Hado
    Armored Spider-Man:                    Star Assault
    Blackheart:                            Star Armageddon
    Captain America:                       Star Star
    Chun-Li:                               Star Kikousho
    Cyclops:                               Star Optic Blast
    Dan:                                   Star Gadouken
    Dark Sakura:                           Star Hadouken
    Dhalsim:                               Star Inferno
    Hulk:                                  Star Wave
    Ken:                                   Star Shouryuu-Reppa
    M.Bison:                               Star Nightmare
    Mechanized Zangief:                    Star Lariat
    Mephisto:                              Star Armageddon
    Norimaro:                              Star Miracle Treasure
    Omega Red:                             Star Destroyer
    Ryu:                                   Star Hadouken
    Sakura:                                Star Hadouken
    Shadow:                                Star Justice
    Shuma Gorath:                          Star Smash
    Spider-Man:                            Star Assault
    U.S.Agent:                             Star Star
    Wolverine:                             Star Barrage X
    Zangief:                               Star Lariat
    
    
    
    Wolverine
    
    Akuma:                                 Berserker Gou Hado
    Armored Spider-Man:                    Berserker Assault
    Blackheart:                            Berserker Armageddon
    Captain America:                       Berserker Star
    Chun-Li:                               Berserker Kikousho
    Cyclops:                               Berserker Optic Blast
    Dan:                                   Berserker Gadouken
    Dark Sakura:                           Berserker Hadouken
    Dhalsim:                               Berserker Inferno
    Hulk:                                  Berserker Wave
    Ken:                                   Berserker Shouryuu-Reppa
    M.Bison:                               Berserker Nightmare
    Mechanized Zangief:                    Berserker Lariat
    Mephisto:                              Berserker Armageddon
    Norimaro:                              Berserker Miracle Treasure
    Omega Red:                             Berserker Destroyer
    Ryu:                                   Berserker Hadouken
    Sakura:                                Berserker Hadouken
    Shadow:                                Berserker Justice
    Shuma Gorath:                          Berserker Smash
    Spider-Man:                            Berserker Assault
    U.S.Agent:                             Berserker Star
    Wolverine:                             Berserker Barrage X
    Zangief:                               Berserker Lariat
    
    
    
    Zangief
    
    Akuma:                                 Double Final Atomic Buster
    Armored Spider-Man:                    Double Final Atomic Buster
    Blackheart:                            Double Final Atomic Buster
    Captain America:                       Double Final Atomic Buster
    Chun-Li:                               Double Final Atomic Buster
    Cyclops:                               Double Final Atomic Buster
    Dan:                                   Double Final Atomic Buster
    Dark Sakura:                           Double Final Atomic Buster
    Dhalsim:                               Double Final Atomic Buster
    Hulk:                                  Double Final Atomic Buster
    Ken:                                   Double Final Atomic Buster
    M.Bison:                               Double Final Atomic Buster
    Mechanized Zangief:                    Double Final Atomic Buster
    Mephisto:                              Double Final Atomic Buster
    Norimaro:                              Double Final Atomic Buster
    Omega Red:                             Double Final Atomic Buster
    Ryu:                                   Double Final Atomic Buster
    Sakura:                                Double Final Atomic Buster
    Shadow:                                Double Final Atomic Buster
    Shuma Gorath:                          Double Final Atomic Buster
    Spider-Man:                            Double Final Atomic Buster
    U.S.Agent:                             Double Final Atomic Buster
    Wolverine:                             Double Final Atomic Buster
    Zangief:                               Double Final Atomic Buster
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                   How do those supers really look like?
    Well basically we all know that auto supers are mainly repeats of frames that
    goes real fast, but how do they actually look like?
    
    ___
    Dan: Hisshou Buraiken       Hits: 10
    
    S.Jab, S.Strong, S.Forward(one hit), S.Fierce, S.Forward(two hits), C.Fierce,
    C.Forward, S.Roundhouse --> Fierce Kouryuken
    
    _______________
    Captain America: Final Justice       Hits: 10
    
    Final Justice Charge, S.Strong, S.Forward, S.Forward, S.Short, J.Short
    J.Strong, Throw into air, Catch Opponent, Power Suplex
    
    ___
    Ken: Shippu Jinra Kyaku       Hits: 14
    
    S.Forward(one-hit), S.Forward(two-hits), S.Roundhouse, S.Forward(two-hits),
    S.Roundhouse, --> Shien Tatsumaki Senpuu Kyaku
    
    _________
    Omega Red: Carbnadium Smash    Hits: 12
    
    Carnadium Smash Start Up, J.Jab, J.Jab, J.Short, J.Strong, J.Forward,
    J.Roundhouse, J.Fierce --> Carbonadium Coil Slam
    
    ______
    Sakura: Midare Zakura      Hits: 16
    
    Midare Zakura Charge, S.Forward, S.Strong, S.Jab, S.Short, S.Forward, S.Short
    --> Short Shunpuu Kyaku, S.Roundhouse --> Shououken
    
    ______
    Shadow: Cross Shadow Blitz    Hits: 10
    
    Cross Shadow Blitz Charge, S.Short, S.Roundhouse, S.FWD.Roundhouse, S.Forward,
    S.FWD.Forward, C.Forward, S.Strong, S.FWD.Fierce, S.FWD.Forward
    
    _________
    Wolverine: Weapon X     Hits: 12
    
    S.Jab, S.Jab, S.Strong, S.Strong, S.Forward, J.Jab, J.Short, J.Strong,
    J.Strong, J.Forward, J.Fierce --> Weapon X Slash
    
    __________
    Spider-Man: Crawler Assault   Hits: 8
    
    S.Fierce, S.Strong, S.Fierce, S.Strong, S.Fierce, S.Forward, S.Roundhouse -->
    Maximum Spider Kick
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
                               Gameshark Codes
    Well here's the infinite Berserker Mode code, and it was founded by me and my
    brother and I'm watching you cmgsccc.com! Don't plagerize it without my consent
    otherwise you can and will be punished!
    
    ---------------------------------------------               ---------------
    Infinite Berserker Charge/Chaos Dimension P1:               80070E92  0256
    Infinite Berserker Charge/Chaos Dimension P2:               80071252  0256
    ---------------------------------------------               ---------------
    
    Basically with this code once you activate it you can have either a unlimited
    amount of Berserker Charge for Wolverine, meaning more cheap combos and
    infinites galore. When you are Shuma Gorath once you activate the Chaos
    Dimension mode, you will remain that way for the rest of the battle! And if you
    have seen the damage done by the Chaos Dimension, then you'll realize that it
    can really iritate an opponent! With these codes on nothing can stop you! Also
    certain bugs come with this code, but I'm not sure if you want to call them
    bugs besides the Maximum spider glitch:
    
    a) Captain America's Hyper Charging Star does 25 hits!!!!
    b) Captain America's Stars n' Stripes is twice as powerful hitting 4 times!
    c) The Maximum Spider will freeze the game
    d) The Kikousho hits up to 60+ times!!!
    e) Sometimes projectiles will not harm you, meaning that projectiles will hit
       you, but you won't get stunned or even suffer and block damage, its like
       the projectile wasn't even there, this mainly works with Captain America.
    
    -----------------------------------------------------------------------------
    
    -----------------------------                              --------------
    Infinite Chaos Split Mode P1:                              80071252  0451
    Infinite Chaos Split Mode P2:                              8007125C  0451
    -----------------------------                              --------------
    
    I don't think there were any glitches involved with this code though. Basically
    when you are Shuma Gorath once you activate this code you will be given an
    unlimited amount of Chaos Split Mode, the only problem with this code is that I
    haven't found a away to keep this code permanent, meaning that you can be hit
    out of this mode. Some glitches may occur:
    
    a) Cyclops' air Optic Blast does just as much damage as his Mega Optic Blast!
    b) The same occurance with the Chun-Li Kikousho super might occur
    
    -----------------------------------------------------------------------------
    
    Well that's it, I hope you have fun with these codes, and please, if you have
    any respect for your opponent, then I would suggest you don't use the Infinite
    Berserer/Chaos Dimension mode!
    
    -----------------------------------------------------------------------------
    
    
    *****************************************************************************
    *********************************Credits*************************************
    *****************************************************************************
    *                                                                           *
    * +-+ Capcom {www.capcom.com}                                               *
    *     For making an excellent translation to the PSX and Saturn as well as  *
    *     the excellent arcade blockbuster! Keep up the fantastic job ^_^       *
    *                                                                           *
    * +-+ GameFAQs.com {www.gamefaqs.com}                                       *
    *     For posting up this FAQ, and for his hard work at the website ^_^     *
    *                                                                           *
    * +-+ Jeanne Burch {http://www.sigma.net/burch/faq.html#awards}             *
    *     She is a brillaint editor of many numerous comicbook sites and has    *
    *     helped me with the Mephisto and Blackheart bios. Thanks alot, and we  *
    *     do need more women comic fans out there like you Jeanne! ^_^          *
    *                                                                           *
    * +-+ Robert Iu(RobertsMac@aol.com)                                         *
    *     For his hard work on the quotes, check his FAQ out now! (^_^)         *
    *                                                                           *
    * +-+ Rolento {www.gpow.com}                                                *
    *     For the arcade codes and Norimaro Gameshark Codes                     *
    *                                                                           *
    * +-+ MechGouki8(MechGouki8@aol.com)                                        *
    *     For correcting me on my Akuma story and offering to help on the       *
    *     character quotes. (^_^)                                               *
    *                                                                           *
    * +-+ James Chen {jchensor@ucla.edu}                                        *
    *     For creating the complex yet simplistic combo system.                 *
    *                                                                           *
    * +-+ Migs Rustia {www.miggy.net/msf}                                       *
    *     For his help in my MVC FAQ, and my inspiration! And for clarification *
    *     of James Chen's combo system and his brilliant web site!              *
    *                                                                           *
    * +-+ John Culbert {tigeraid@geocities.com}                                 *
    *     Brilliant FAQ. My 2nd Inspiration. Please cut out the foul language!  *
    *                                                                           *
    * +-+ Captain Commando {spidey_5@hotmail.com}                               *
    *     For the Carbnadium Smasher Combo, and help in previous FAQs           *
    *                                                                           *
    * +-+ Edward Cheson Sy {cheson_sy@hotmail.com}                              *
    *     For giving me some pointers in the Norimaro section.                  *
    *                                                                           *
    * +-+ Dingo Jellybean {bellybutton21@hotmail.com}                           *
    *     For typing up this FAQ                                                *
    *                                                                           *
    *****************************************************************************
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    Time of completion: 81 hours 02 minutes
    
    Dingo Jellybean (C) 1999
    

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