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    Hulk Double Gamma Crush FAQ by Racewing

    Version: 0.5 | Updated: 10/22/02 | Printable Version | Search Guide | Bookmark Guide

    Hulk Double Gamma Crush FAQ, v. 0.5.
    Copyright Geson "Racewing" Hatchett.
    Not to be read by idiots.
    Can only appear at:
    Gamefaqs (http://www.gamefaqs.com)
    and at my site, Racewing Productions (http://welcome.to/racewing)
    As we've seen in the two-plus years since this game has been released,
    Marvel vs. Capcom 2 increases the comboability of several returning
    characters, often to a fault.  It's now easier than ever to cancel into a
    Hyper Combo from a normal, special or even super move after just one or two
    simple button-pushes.  My friends and I have often joked about how this
    game has degraded into nothing but "tap- tap-super"... it's funny, it holds
    true for a HELL of a lot of situations in that game, but I'm always
    inclined to believe that it still requires a sort of skill, albeit weird
    and warped in nature.
    However, who says you can't take the easy way out once in a while? :)
    We know what you want.  Screw the flashy multi-hit combos... these days,
    you want to be standing at the end, and the other guy not, as quickly as
    And once again, I'm here to tell you how to do this with none other than
    the Incredible Hulk.  Why the Hulk?  Because, play-wise, he's an
    interesting "lower-tier" character and has lots of strange little quirks
    about him that are as of yet untapped.
    So, again, I say: THIS IS NOT A TRADITIONAL COMBO GUIDE.  It is simply here
    to serve as a stepping stone for other combos which you are free to devise
    yourself.  Mix and match these things, and come up with your own playing
    It also assumes that you're somewhat familiar with MvC2, and conventional
    button notation.  However, for simplicity's sake, here's a small key:
    QCF = quarter-circle forward
    QCB = quarter-circle back
    c. = crouching
    s. = standing
    jab, short, fierce, roundhouse, Assist 1 and Assist 2 are used as buttons.
    + = do the two moves at the same time. (i.e. c.short+assist means press
    	short and the assist at the same time.)
    Most other things are explained beforehand.
    (Some of this stuff is copied straight from my Delayed Hyper Combo Guide,
    because I'm lazy. I'd say "sorry", except I'm really not.)
    So. Let's get started with an in-depth analysis of Hulk's most power super
    Technique: The Gamma Crush.
    Gamma Crush: QCB+both punch buttons.
    Hulk leaps up into the air (which sometimes sets up for the rest of this
    super), and comes down with a big moon rock.  TONS of damage.  This super
    and Hulk's Gamma Wave are his two most damaging moves, bar none.  Much like
    the Juggernaut Headcrush or Hyper Viper Beam, this move is quite capable of
    ending a fight much more quickly than anticipated.  However, if it misses
    or it's blocked, Hulk is in a heapload of trouble.  This is where the
    "skill" factor comes in.
    Now, I was going to go into depth and explain the ins and outs of the Gamma
    Crush super, what it does, known strength/weaknesses, etc.  But there are
    three other FAQs at http://www.gamefaqs.com that do it better than I ever
    could. So read them.  This guide also assumes that you know the ins and
    outs of your Gamma Crush, including the fact that it hurts like hell, has
    tremendous lag, and it can be mashed out of when used the tradional way
    There is, however, a way that has been found to
    a) Make sure that the Crush will always connect and be unmashable;
    while at the same time,
    b) do almost double damage and nearly wipe out normal-stamina characters
    completely with just one level of super meter.
    ...*I* didn't find it.  I just said it's been found. *Quiet* already. :)
    This is called the Double Crush (If it's not conventionally called that,
    then I'm calling it that now.  Hush.), and it is your key to pushing Hulk
    up just a few rungs on the old tier-list.  Probably not enough to hang with
    the big boys of zoning (I.E. Sentinel, Cyke, Spiral, STORMaieeeeeeee), but
    still a contender in his own right.
    The Double Crush works like this:
    - You call an assist which puts the opponent in the air and keeps him
    there, setting them up.
    - Hulk does a Gamma Crush, and on the way DOWN (not up, if it hits up, Ye
    Olde Vertical Flying Screen will activate, they will fall to the ground,
    and they can mash out), hits the opponent with his big rock for a bunch of
    - After a set number of hits, the opponent falls back down to the ground
    (it seems to be impossible to roll out of this.  Flying Screen in action
    again, perhaps?) with Hulk pretty much right on top of them.
    - Hulk does a SECOND crush on them, breaking the rock, for just one giant
    damaging hit, as if the opponent had been hit with a Crush setup on the way
    In essence, you are getting two Gamma Crushes for the price of one.  It
    takes advantage of both of the Gamma Crush's ways of figuring damage:
    - First, MvC2 compensates for the opponent being in the air and doles out
    several small Crush hits which in total add up to 1 Gamma Crush's usual
    damage.  However, since Hulk is still in the air, THE ROCK DOES NOT BREAK
    and is still in use.  In fact, the rock never breaks until it reaches the
    - Second, the game gives you one big Crush damage dealing when it knows the
    rock is going to break.  Again, standard GC damage, only it doesn't know
    that it ALREADY dealt that same damage out when Hulk's rock was smacking
    the other dude around in the air.
    Incredibly cool, yes.
    The only catch is, Hulk always needs an assist to pull it off.  So the
    Double Crush is less of a "come-from-behind" technique than it is a "strike
    fast and destroy all in the first thirty seconds" tecnhique. However,
    comebacks can be achieved provided you still have a Double-Crush compatible
    "Compatible", you say?  Well, yes, Hulk can't use just any assist.  It has
    to be one that keeps your opponent stuck in the air long enough for Hulk to
    land directly on them.
    Some are obviously just for show, however some of them can be useful in a
    match, especially since they can be connected off of a simple crouching
    weak attack.  Hulk's C. Short isn't the fastest thing in the world, but it
    gets the job done.
    The following is the result of many long hard hours of experimentation work
    I did... over a year ago.  All 56 characters are covered.  I'd have
    released this stuff then, but this was around when my lemonwriting bug hit,
    and I forgot all about this file. Ahem.
    All of this was tested on the US Dreamcast version.  The arcade shouldn't
    really be any different.
           Double Gamma Crush: Compatible Assists and Techniques List
    Ken-A: Shoryuken Assist
    (USEFUL!) 1) C. Short+Call Ken, C. Fierce, cancel into Gamma Crush.
    (A good way to pull this off for full damage is to watch the combometer.
    As SOON as it reaches "4", pull off the Crush.)
    (NOTE: This applies to lots of anti-air assists, which makes them valuable
    if you have a good pressure game and can get people into the corner
    quickly.  Technically, the low short isn't realy needed... as long as
    you're close to the corner with the opponent backed up to it (try not to be
    pressed together directly against the edge of the screen for best results--
    maybe take one step back before you let the super loose.  Because even if
    you just get a lucky assist connected, boom. You've got DGC right there.
    For assists from here on out which say "See Ken-A", the above is the
    procedure to follow.)
    Ken-B: Hadoken Assist
    Ken-Y: Hurricane Kick Assist
    Connect with the Assist, and Crush so that Hulk will land directly on top
    of them.  The kick is wonky, so that's all I can say about it at this time.
    Use trial and error here.
    Blackheart-A: Dark Thunder Assist
    Blackheart-B: Inferno Assist
    (USEFUL!) 1) C. Fierce + Call BH, cancel into Gamma Crush. (Damage is less
    than usual, but at least it's still unmashable.)
    Blackheart-Y: Launcher Assist
    1) Stand far away enough so that you do not hit with the Crush's setup.
    Call BH.  As son as you do, Gamma Crush.  Corner only.  See Sentinel-B.
    (NOTE: The above procedure should be referred to for all "Usual/Standard
    Launcher Procedure" notations from here on in.)
    3-Dr. Doom
    Dr. Doom-A: Photon Charge Assist
    Dr. Doom-B: Molecular Shield Assist
    (USEFUL!) 1) C. short+Call Doom, C. Fierce, cancel into Gamma Crush. Damage
    increases the closer you get to the corner, it seems.
    2) Call Doom, Gamma Crush as rocks hit.   (Less reliable than method #1 in
    terms of connecting.)
    Dr. Doom-Y: Big Yellow Beam Assist
    1) Call Doom, Gamma Crush directly after.
    (This is a weird one.  The opponent must be in the coner, and you must be
    far away enough for the Crush's setup not to hit... preferably in the
    middle of the screen (not the arena, the *screen*.)  Doom will juggle long
    enough for the Crush to hit in miidair.  All in all, this is pretty useless
    in an actual match...)
    Spiral-A: Horizontal Sword Cluster Assist
    (USEFUL!) 1) C. Short+Call Spiral, C. Fierce, Gamma Crush. (Outside of
    corner.  For smaller characters, directing the crush *down* can help.)
    Spiral-B: Vertical Sword Cluster Assist
    Spiral-Y: Fierce Punch Assist
    5-Tron Bonne
    Tron Bonne-A: Throw Assist
    (USEFUL!) 1) Call Tron.  As *soon* you press that Assist button, Gamma
    Crush. (Stand just a little ways from the opponent so that the initial hit
    doesn't get them too soon.  Corner only, but *horrendously* useful. ^^
    Also, the heavier the character is, the faster you'll have to be with the
    crush or they'll fall too soon.)
    Tron Bonne-B: Anti-Air assist
    Tron Bonne-Y: Projectile Assist
    Cable-A: Viper Beam Assist
    Cable-B: Psimitar Assist
    (corner only.) c. short, c.forward, call Cable, Gamma Crush.
    Cable-Y: Electrap Aasist
    1) Stand next to opponent.  Call Cable.  As soon as the grenade leaves his
    hand, Gamma Crush.  The timing on this is tricky, but if done right, they
    should sail right into the grenade and get smacked.
    7-War Machine
    War Machine-A: Shoulder Cannon Assist
    War Machine-B: Repulsor Blast Assist
    1) Call War Machine.  As soon as you press the Assist button, Gamma Crush.
    (Timing is tricky, but easier than Iron Man's.  Depending on how close you
    are to the opponent, you may have to direct the crush downward.)
    War Machine-Y: Smart Bomb Assist
    8-Iron Man
    Iron Man-A: Unibeam Assist
    Iron Man-B: Repulsor Blast Assist
    1) Call Iron Man.  AS soon as you hear IM say the word "Repulsor", let
    loose with the Crush.  (The reason for this is that IM's Blast come out
    slower but lasts longer than WM's.  Timing is also extremely tricky.)
    Iron Man-Y: Launcher Assist
    Sentinel-A: Rocket Punch Assist
    Sentinel-B: Launcher Assist
    1) Call Sentinel, Gamma Crush after he hits opponent.  Corner only.  Setup
    must not hit.
    No reliable ones to speak of.  You can juggle, but the opponent can usually
    block after the first hit of he Crush.
    Storm-A: Horizontal Typhoon Assist
    1) (UNRELIABLE) C. Fierce+Call Storm, Gamma Crush  (character size
    influences greatly your chances of connecting with it.)
    Storm-B: Lightning Attack Assist
    1) Call Storm, Gamma Crush after she hits opponent.  Corner only.  Setup
    must not hiit.
    1) C.Short+Call Storm, C. Fierce, Gamma Crush.  Try directing the Crush
    downward if you miss with neutral.
    Amingo-A: Heal Asssist
    Amingo-B: Defense Assist
    Amingo-Y: Onion Dash Assist
    (Man, is *he* useless. :))
    12-Sakura Kasugano                 (...I love you)
    Sakura Kasugano-A: Shou-ouken assist
    1) Call Sakura.  As soon as she makes contact, c. Frierce, cancel into
    Gamma Crush.  (Corner Only.  Does more damage the larger the character is.)
    Sakura Kasugano-B: Hadoken assist
    1) c. fierce, Call Sakura, Gamma Crush (Can only be done with the opponent
    standing about an inch away from the corner.  If they're hugging it, it
    won't work.)
    Sakura Kasugano-Y: Shunpuukyaku assist
    Guile-A: Flash Kick Assist
    (USEFUL!) 1) C. Short+Call Guile, C. Fierce, Gamma Crush.  (Corner only.)
    Guile-B: Sonic Boom Assist
    Guile-Y: Sonic Boom Assist
    Charlie-A: Sonic Boom Assist
    Charlie-B: Flash Kick Assist
    See Guile-A.
    Charlie-Y: Sonic Boom Assist
    (You're useless too! Get outta here. :))
    15-Strider Hiryu
    Strider Hiryu-A: Slash assist
    Strider Hiryu-B: Teleport Kick assist
    1) Call Strider, Gamma Crush (USEFUL!) 2)  c. Fierce, Call Strider, Gamma
    Crush (The setup hit makes sure your opponent stays in one place, and
    Strider hits them about a half second later.  Unless your opponent breaks
    the machine, he ain't mashing out of it.)
    Strider Hiryu-Y: Bird assist
    1) C. short+Call Strider, c. Fierce, cancel into Gamma Crush (only works
    near corner)
    Akuma-A: Hadoken Assist
    Akuma-B: Shoryuken Assist
    See Ken-A.
    Akuma-Y: Hurricane Kick Assist
    See Ken-Y.
    Servbot-A: Servbot Rush Assist
    1) Stand next to opponent, call Servbot, Gamma Crush.
    Servbot-B: Flame Assist
    Servbot-Y: Long Flame Assist
    Roll-A: Roll Buster Assist
    1) See Servbot-A.
    Roll-B: Flowerbomb Assist
    Roll-Y: Flowerbomb Assist
    Spider-Man-A: Web Swing Assist
    Spider-Man-B: Web Swing Assist
    Spider-Man-Y: Spider-Sting Assist
    1) See Venom-A.
    Venom-A: Venom Fang Assist
    1) Stand half-screen away from opponent.  Call Venom.  Gamma Crush after
    opponent is launched.  (Corner only.)
    Venom-B: Venom Rush Assist
    1) Call Venom.  Once he appears from the side, Gamma Crush. (This one is
    odd.  When Venom appears, Hulk will *not* hit with the setup shot, allowing
    Venom to juggle.  Also, the joystick must be held in the direction *toward*
    you opponent, or this will not work.)
    Venom-Y: Launcher Assist
    Hayato-A: Slash Assist
    1) Stand a little aways from opponent. Call Hayato, and Crush.  Hulk should
    land on them After Hayato does his second slash. (outside of corner only.)
    Hayato-B: Uppercut Slash Assist
    1) (USEFUL!) (more reliable) c. short+call Hayato, c. fierce, Gamma Crush
    2) (more damage) c.fierce+call Hayato, Gamma Crush.  (hold the stick toward
    the opponent to make sure Hulk goes that extra inch.)
    Hayato-Y: Slash Assist
    Jin-A: Jin Tornado Assist
    1) Stand next to opponent, call Jin, Gamma Crush (only works outside of
    Jin-B: Saotome Dynamite Assist
    1) (USEFUL!) (corner only) c. short+call Jin, c. fierce, Gamma Crush
    Jin-Y: Launcher Assist
    1) See other Launcher Assist procedures.
    Cammy-A: Cannon Spike Assist
    1) (USEFUL!) (corner only) c. short, c. forward+call Cammy, Gamma Crush.
    Cammy-B: Cannon Drill Assist
    1) See Cammy-A, only do it faster.
    (USEFUL!) 1) c. short, c. fierce+call Cammy, Gamma Crush. (Hulk will only
    crush them once if done outside of the corner, but it's still unmashable.
    If the opponent is in the corner, Hulk will crush them twice.)
    Anakaris-A: Snake Assist
    Anakaris-B: Throw Assist
    1) (USEFUL!) Call Anakaris.  As *soon* as you see the hands catch the
    opponent, Gamma Crush.  It will automatically home in where Anak throws
    them out.  Works anywhere on the screen, which is a plus.
    Anakaris-Y: Coffin Drop Assist
    1) (USEFUL!) (DHC) Perform Rogue's super while the opponent is in the
    corner, and DHC to the Gamma Crush at the end of the move.  The opponent
    will be Double Crushed.
    Rogue-A: Upward Punches Assist
    Rogue-B: Rushing Punches Assist
    Rogue-Y: Power Drain Assist
    None.  It's *possible*, as this is a throw assist, but it's TOO unreliable
    to risk it.
    Gambit-A: Kinetic Card Assist
    Gambit-B: Jab Cajun Slash Assist
    Gambit-Y: Launcher Assist
    Follow previous Launcher procedures.
    Zangief-A: Lariat Assist
    (USEFUL!) 1) c. short+Call Zangief, c. fierce, Gamma Crush.  Hold Down on
    the stick or the opponent will be crushed only once.  Can be done anywhere
    on screen.
    Zangief-B: Bear Grab Assist
    1) Call Zangief.  Once he grabs(listen for the "clamp" sound), Crush.
    Corner Only.
    28-Captain Commando
    Captain Commando-A: Captain Fire Assist
    Captain Commando-B: Cap. Corridor Assist
    1) (corner only) c. short, c. forward+call Capcom, Gamma Crush.
    Captain Commando-Y
    Thanos-A: Bubble Assist
    (USEFUL!) 1) c. short, c.fierce+call Thanos, Gamma Crush.  (The bubble
    traps them on the ground, so it's not a double Crush.  Also, it may be
    possible to mash out of the bubble--can anyone verify this?)
    Thanos-B: Charge Assist
    (USEFUL!) 1) c. short, c.forward+call Thanos, Gamma Crush.  (corner only)
    Thanos-Y: Launcher Assist
    Follow usual Launcher procedure.
    30-Silver Samurai
    Silver Samurai-A: Multi-Slash Assist
    Silver Samurai-B: Shuriken Assist
    Silver Samurai-Y: Launcher Assist
    Follow usual Launcher procedure.
    31-Ruby Heart
    Ruby Heart-A: Anti-Air Assist
    1) c. jab, c. strong+call Ruby, Gamma Crush.  Can be done anywhere on
    Ruby Heart-B: Capture Assist
    Ruby Heart-Y: Power-Up Assist
    SonSon-A: Heal Assist
    SonSon-B: Projectile Assist
    SonSon-Y: Anti-Air Assist
    1) (corner only) c. short, c.fierce+call SonSon, Gamma Crush.
    Sabretooth-A: Berserker Claw Assist
    1) c. jab|call Sabretooth, c. strong, Gamma Crush.
    Sabretooth-B: Projectile Assist
    1) (100% combo) c. short, c.forward+call Sabretooth, Gamma Charge, cancel
    into Gamma Crush.  (Much like the Spiral version in the video that started
    it all...)
    Standard launcher procedure.
    34-Omega Red
    Omega Red-A: Throw Assist
    1) Call Omega Red, Gamma Crush.  However, unless the opponent is thrown
    into the corner, Hulk will only smash them once.
    Omega Red-B: Omega Slice Assist
    1) (corner only) c.short+call Omega Red, c. forward, Gamma Crush.
    Omega Red-Y: Ground Assist
    Chun-Li-A: Kikoken Assist
    Chun-Li-B: Anti-Air Assist
    1) c.short+call Chun, c. forward, Gamma Crush
    Chun-Li-Y: Flipkick Assist
    36-Jill Valentine
    Jill-A: Heal Assist
    Jill-A: Dash Assist
    Jill-A: Rocket assist
    1) c.short+call Jill, c. Fierce, Gamma Crush (only crushes once)
    Colossus-A: Shoulder Slam Assist
    Colossus-B: Air Shoulder Slam Aasist
    1) (Corner only) c.short+call Colossus, c.forward, Gamma Crush
    Colossus-Y: Launcher Assist
    Standard Launcher procedure.
    Magneto-A: EM Disruptor Assist
    Magneto-B: Hyper Grav Assist
    1) Any weak move+call Magneto, c.fierce, Gamma Crush (only crushes once)
    Standard Launcher procedure.
    Morrigan-A: Anti-Air Assist
    1) (corner only) c.short, c.forward+call Morrigan, Gamma Crush.
    Morrigan-B: Soul Fist Assist
    1) c.fierce+call Morrigan, Gamma Crush
    Morrigan-Y: Soul Fist Assist
    1) See Morrigan-B.
    Bison-A: Projectile Assist
    Bison-B: Psycho Fiend Assist
    1) Call Bison.  When the ball touches the opponent, c.short, launcher,
    Gamma Crush.  The explosion wil juggle them.
    Bison-Y: Scissor Knee Assist
    41-Captain America
    Captain America-A: Shield Throw Assist
    Captain America-B: Stars & Stripes Assist
    Captain America-Y: Charging Star Assist
    1) See Cammy-A/B.
    Dhalsim-A: Yoga Fire Assist
    Dhalsim-B: Yoga Flame Assist
    1) (USEFUL!) C. fierce+call Dhalsim, Gamma crush.  (You can tack on a weak
    hit to combo before doing this if you wish.)
    Dhalsim-Y: Upward Yoga Flame Assist
    1) Same as Dhalsim-B, except you have to hold down on the stick to get the
    second Crush.
    Psylocke-A: Anti-Air Assist
    Psylocke-B: Projectile Assist
    Psylocke-Y: "Balance" Projectile Aasist
    (Cute, but still useless. :\)
    Iceman-A: Icebeam Assist
    Iceman-B: Avalanche Assist
    1) c. fierce+call Iceman, Gamma Crush
    Iceman-Y: "Balance" Icebeam Assist
    Marrow-A: Bonemerang Assist
    1) (USEFUL!) C. Fierce+call Marrow, Gamma Crush.  (weak punch can be tacked
    on before this with little trouble, but weak kick may present problems with
    some smaller characters.)
    Marrow-B: Anti-Air Assist
    1) C.jab+call Marrow, c. strong, Gamma Crush.  (Usually only crushes once.
    (*Can* crush twice, but requires lightning fast reflexes in pulling off the
    Marrow-Y: Expansion Assist
    Ryu-A: Shoryuken Assist
    See Ken-A.
    Ryu-B: Hadoken Assist
    Ryu-Y: Hurricane Kick Assist
    See Ken-Y.
    47-Baby Bonnie Hood
    BB Hood-A: Projectile Assist
    1) c. fierce+call BB, Gamma Crush.  A weak attack can be tacked on
    beforehand.  (Crushes only once unless opponent lands in corner.)
    BB Hood-B: Upward Flame Assist
    BB Hood-Y: Basket Swing Assist
    Cyclops-A: Optic Blast Assist
    Cyclops-B: Anti Air Assist
    1) (corner only) c. jab, c. strong+call cyclops, Gamma Crush.  This can be
    done outside the corner too, but the damage is piddly and useless.
    Cyclops-Y: Cyclone Kick Assist
    49-Bone Wolverine
    Bone Wolverine-A: Slash Assist
    Bone Wolverine-B: Launcher Assist
    Bone Wolverine-Y: Slide Assist
    50-Adamantium Wolverine
    Adamantium Wolverine-A: Berserker Barrrage Assist
    1) (corner only) c.short, c.forward+call Wolverine, Gamma Crush.
    Adamantium Wolverine-B: Tornado Claw Assist
    Adamantium Wolverine-Y: Drill Claw Assist
    Juggernaut-A: Earthquake Assist
    Juggernaut-B: Juggernaut Punch Assist
    Juggernaut-Y: Splash Assist
    Dan-A: Gadoken Assist
    Dan-B: Koryuken Assist
    See Ken-A.
    Dan-Y: Autograph Assist
    ... (cries)
    53-Shuma Gorath
    Shuma Gorath-A: Mystic Stare Assist
    Shuma Gorath-B: Mystic Smash Assist
    1) (USEFUL!) c. short, c.forward+call Shuma, Gamma Crush.  (The punch
            versions can be used as well.  Works best outside of corner.)
    Shuma Gorath-Y: Mystic Stare Assist
    Megaman-A: Projectile Assist
    Megaman-B: Mega Upper Assist
    See Ken-A.
    Megaman-Y: "Expansion" Projectile Assist
    Felicia-A: "Expansion" Assist
    1) Same as Cyclops-B, (with same out-of-corner rules), but kicks can be
    used as well.
    Felicia-B: Scratch Assist
    Felicia-Y: (whatever that thing is.)
    And there you have it.
    This concluedes the guide for now. I've heard of Delayed Hyper Combos that
    give Hulk the Double Crush property as well, so I'll look into these next.
    Got something not featured here?  Hit me up at (ghatch@panix.com) and be
    civil about it.  New tricks will be credited to their contributors.
    Special Thanks:
    - My Dreamcast for keeping me sane.
    - Capcom for creating both this game, Roll, and Sakura Kasugano.
    - Whoever did that video of Hulk doing the Double Crush with the Spiral
    knives assist.  Without that vid and the inspiration it gave, this FAQ
    wouldn't exist.
    Shameless Plug: Some of the best videogame fanfiction around can be found
    at Racewing Productions (http://welcome.to/racewing). Really.  I wouldn't
    kid you about this.
    Legal Stuff:
    All characters featured in this guide are copyrighted by their respective
    companies--in this case, Marvel Comics Co. and Capcom Co. Ltd.
    This guide is copyright Racewing (Geson Hatchett), 2002.  This may be
    distributed in any form you wish, but never sold.  The material herein may
    not be used for any profit-gaining resource (i.e. a magazine), and my only
    be featured on the sites listed at the top of this document.  Ignorance is
    not an excuse. Or something.
    Bye bye, everybody!