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Marvel vs. Capcom FAQ/Move List:

VERSION 1.00

-Created, Edited and Compiled by: Psychochronic 
(Brettdude in Gamefaqs) of Shoryuken.com

Another form of Psychochronic Literature!
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Last Update: June 30, 2006
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Notes before reading this document:
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1) This document is NOT a list about tiers, combos, setups 
or advanced tactics. This is a specific move list of every 
character in Marvel vs. Capcom for Arcade, PlayStation
and Sega Dreamcast so don't expect anything answered like 
"Why is this character is top-tier?" and "How to do abilities 
such as infinite combos". If this is not the information you 
are looking for, please close this text now.

2a) This document is protected by US Copyright Law, and 
the Berne Copyright Convention of 1976. This document 
is for private and personal use only--it cannot be reprinted 
in part or inwhole or reproduced in any way or in any form 
(written or otherwise).  It is a free document that cannot be 
used in any sort of commercial transaction, including selling 
it or giving it away as a gift. Although I am...the author in 
the majority of the text, please respect the other authors 
whose work I have included in this guide.

2b) This document cannot be hotlinked to any other forums/
sites other than Gamefaqs and Shoryuken. To kinda repeat 
point #2a, this guide cannot be referenced, altered, or used 
by anybody (including webmasters, publishers and magazine 
staff) without my express written permission. This guide is 
created and is owned by me, Brett "Psychochronic" Navarro 
(aka. "Brettdude" in Gamefaqs) of Shoryuken. Plagarizing is 
a crime and is punishable by law.

3) This document is better read on Notepad with the Font 
set on "Times New Roman" on Regular setting, Size "10" 
and the screen resolution set on 1024x768. Use the Find 
feature (Ctrl + F) to find whatever term you're looking for 
easy mobility. 
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Table of Contents:
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1) Version Changes
2) Legend
    ^Basics
    ^Controls
3) Stage Descriptions
4) Basics
5) Guest Characters
     *Didn't add Shadow and Sentinel, not worth my time to
       add secret characters.
6) Characters
    *Each character having the following:
    ^Personal Information
    ^Biography
    ^Fun Facts
    ^Command Normals
    ^Special Moves
    ^Hyper Combos
    -Ryu
    -Chun-Li
    -Zangief
    -Captain Commando
    -Morrigan
    -Megaman (Rockman)
    -Strider Hiryu
    -Jin
    -Spider-Man
    -Venom
    -Captain America
    -Hulk
    -War Machine
    -Gambit
    -Wolverine
    *Didn't add Shadow Lady, Lilith, Roll, Gold War Machine,
      Orange Hulk and Red Venom...not worth my time adding 
      in secret characters.
7) Console Differentials
8) Contact
9) Credits
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Version Changes:
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1.01 - June 30, 2006:
*NEW SUB-SECTION: Controls

1.00 - June 28, 2006:
Compilated on June 21, 2006 but finished on June 28, 2006.
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Legend:
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Basics:

U = Up
UF = Up-Forward
F = Forward
DF = Down-Forward
D = Down
DB = Down-Back
B = Back
UB = Back
QCF = Quarter-Circle Forward 
QCB = Quarter-Circle Back
HCF = Half-Circle Forward 
HCB = Half-Circle Backward
360 = 360 Degree Motion
720 = 720 Degree Motion
P = Punch
LP = Light Punch "Jab"
MP = Medium Punch "Strong"
FP/HP = Hard Punch "Fierce"
K = Kick
LK = Light Kick "Short"
MK = Medium Kick "Forward"
FK/HK = Hard Kick "Roundhouse"

Controls:

PlayStation Button Mapping:
Square = LP
Triangle = MP
R1 = HP
X = LK
Circle = MK
R2 = HK
L1 = Px3
L2 = Kx3

Dreamcast Button Mapping:
X = LP
Y = MP
L = HP
A = LK
B = MK
R = HK
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Stage Descriptions:
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1) St. Petersburg, Eurasia:
Set in Strider Hiryu's timeline in 2048, set in the night
city with lights around, the Aerial Battleship is seen
on the horizon of the moon.

2) Dr. Wily's Factory:
Set in Megaman's timeline in 20XX, the stage of where
robots and other reploids are being built and trashed
by Dr. Wily as he yells using a megaphones during
the match.

3) Deserted Chateau, Scotland:
Set in Morrigan's timeline of 1678, surrounded by torches 
of fire, zombies and demons as Lord Rapter is playing his 
guitar on stage, demons surround the victor of the match.

4) Avenger Headquarters:
Set in Captain America's timeline in the present, the base
of where him and The Avengers work their strategies to
save the world.

5) New York City:
Set in Spider-Man and Venom's timeline in the present,
fighting on the rooftop behind the sign of The Daily
Bugle in daylight, in the face below the building of
the Fantastic Four.

6) Moon:
Set in War Machine's timeline in the present, the site of 
where his armor built from Stark Enterprises combined
with alien-like technology.

7) Callisto:
Set in Captain Commando's timeline in the distant
future, fought on a planet where the Commando 
team's nemesis, Genocide devises his plans for
world domination.

8) Mountains:
Set in Wolverine's timeline in the present, surrounded
by various mountains above clouds as the time of day
fades to night during the match.

9) Dojo:
Set in Ryu's timeline in the present, various other fighters
are looking at the match. The wall on the right side can be
knocked down which will reveal a bathing-like place
similar to E. Honda's stage.

10) Tower:
Set in Onslaught's timeline in the present and is used as
the Training Stage in the PSX version, characters fight
on the roof of the tower as the city below them is burning
in flames.
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Basics:
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*Dashing: B/Fx2:
A slight dash across the screen for offensive or defensive
purposes. Some characters have an air-dash.

*Super Jump: D then U or Kx3:
A more extended jump with higher verticality.

*Switch Fighters: HP + HK:
This will only work, though, if your secondary fighter still 
has some energy left in their Health Meter. When you switch, 
the secondary character comes flying in from behind you. 
They start at the top of the screen and attack your opponent, 
coming down at them at an angle. Your secondary character 
is vulnerable at this time.  

As soon as your secondary character lands, they'll do a quick 
little "taunt" thingee to sort of "announce" their arrival and 
then prepare to fight. You are also vulnerable at this time, so 
switch wisely. Once this is done, your secondary fighter 
becomes your active fighter,and the previous fighter becomes 
your secondary. 

When one fighter completely loses their Health Meter, they 
are "dead" and your other fighter jumps in, to finish the fight... 
alone. 

*Tech-Throws: F + MP + HP before you get thrown:
Throws are in this game, and I'm pretty sure everybody's got 
one, whether it's a "true" throw, or some kind of hold. You can 
lighten the damage that throws take away by Tech. Hitting out 
of them. 

*Dual Team Attack: QCF + HP + HK (requires 2 levels):
You can evoke a Hyper Combo, where both of your characters 
(if they're both still alive) come in and blast the opponent with 
their Hyper Combos.

*Dual Combination Attack: QCB + HP + HK (requires 2-3 levels):
If both characters on the team are still alive, they both have
a chance to go in at the same time for a short amount of time.
During that time, the player controls both characters and
has infinity meter until time runs out.

*Guest Character: MP + MK:
Before the match starts, you're given the chance to choose
a Guest Character for a limited amount of times during the
match. Each Guest Character has their own way of attacking
during the match.

*Push Block: Px3 while blocking:
Every character can do a push block when they block while 
they're blocking. Doing this, you'll quickly give your opponent 
a push back so that they're out of range. This can be pretty 
useful when you have a quick character who's really "picking 
on you." 

*Variable Counter: B, D, DB + HP + HK (requires 1 level):
Your teammate (if they're still alive) will come in and help you 
out by smacking your opponent with one of their moves. 
After a Variable Counter, the teammate that helped out will 
be left fighting. 
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Guest Characters:
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*Unknown Soldier:
First appearing in Forgotten Worlds, Unknown Soldier
shoots out a laser with a sphere that shoots out another 
laser below him that can be used 4 times.

*Lou:
First appearing in Chariot, Lou shoots out arrows that can
be used 8 times.

*Arthur:
First appearing in Ghosts 'n Goblins, Arthur throws out
javelin-arrows that can be used 8 times. A Ghosts 'n Goblins
reference here is that when he's hit, his armor is knocked
off and he bounces back in his boxers.

*Saki:
First appearing in Nigiirochou no Kiseki, Saki shoots out
a laser that can be used 7 times.

*Ton Pooh:
First appearing as a boss in Strider in the Aerial Battleship
stage after the Siberian Wilderness, Ton Pooh does a slice
kick wthat can be reached near full-screen which can be
used 9 times.

*Devilot:
First appearing in Cyberbots, Devilot orders an attack from
her bot but explodes in the process that can be used 5 times.

*Anita:
First appearing in Night Warriors as Donovan's unknown
companion, she has psychic powers sh he throws out 
Damphir items forward which can be used 5 times. 

*Pure & Fur:
First appearing in Capcom World 2, Pure summons a rain of 
dice with her magic wand to drop on the opponent which 
can be used 5 times.

*Michelle Heart:
First appearing in Legendary Wings, Michelle shoots out
from a spreading machine-gun to where the opponent is
that can be used 6 times.

*Thor:
First appearing in Marvel Comics, Thor does a Thunder-
strike from his axe that can be used 7 times.

*Cyclops:
First appearing in COTA, Cyclops does an LP version of
his Optic Blast tha tcan be used 7 times.

*Magneto:
First appearing in COTA as the boss, Magneto does his
EM Disruptor that can be used 7 times.

*Storm:
First appearing in COTA, Storm does a Large Tornado
from the ground that can be used 6 times.

*Jubilee:
First appearing in X-Men, Jubilee shoots out fireworks
from the tip of her fingers that can be used 8 times.

*Rogue:
First appearing in XvSF, Rogue does an Airborne Dive 
to the ground and finishes off with Diagonal Rush 
Punches that can be used 6 times.

*Psylocke:
First appearing in COTA, Psylocke does her Psi-Thrust
across the screen that can be used 5 times.

*Juggernaut:
First appearing in COTA as a boss before Magneto, 
Juggernaut does his Juggernaut Head Crush across the
screen that can be used 3 times.

*Iceman:
First appearing in COTA, Iceman raises down a barrage
of ice rocks from above that's similar to Hulk's Gamma 
Quake that can be used 4 times.

*Colossus:
First appearing in COTA, Colossus does a multi-hit
Power Tackle that can be used 5 times.

*U.S. Agent:
First appearing in MSHvSF as a secret character being 
a more stronger, faster version of Captain America, U.S.
Agent does a Charging Star across the screen that can
be used 5 times.
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Characters:
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1) Ryu:

Ryu is a video game character created by Capcom and is 
the protagonist of the majority of the games in the Street 
Fighter series. As the protagonist and default character 
of Street Fighter and Street Fighter II (as well as many 
sequels and spin-offs), Ryu is the archetypical fighting 
game protagonist, and has provided the basis for many 
other fighting game characters.

Birthplace: Japan 
Birthdate: July 21st, 1964 
Height: 175cm 
Weight: 68kg 
Blood type: O 
Three sizes: B110, W81, H85 
Fighting style: Ansatsuken taught by Gouken 
Special skill: Can sleep anywhere, hitchhiking 
Likes: Martial Arts, Mizuyokan (Japanese sweet bean jelly) 
Dislikes: Spiders

Shotokan Switch: HCB + P (1 level required):
A new tactic for the cost of 1 level, Ryu can switch his
movelist to either Ken or Akuma's. Ryu turns back and
the color of his outfit changes. MP turns Red or Yellow
and does Ken's moves and HP turns Dark or Purple and
does Akuma's moves. LP turns back to Ryu.


*RYU Movelist:
Fun Facts:
-Gains a new Hyper Combo, Shin-Shoryuken.

Command Normals:
Thrust Strong: F + MP:
Ryu does a lunging overhead that does two hits.

Hop Kick: F + MK:
Ryu hops forward as he does a spin kick.


Special Moves:
Hadouken: QCF + P (also in air):
Ryu throws a large projectile forwards from his palms.

Shoryuken: F, D, DF + P (also in air):
Ryu leaps up into the air a bit forward as he does a rising
fist.

Tatsumaki Senpuu-Kyaku: QCB + K (also in air):
Ryu spins around with one leg forward as he slightly
goes forward in that position.


Hyper Combos:
Shinkuu-Hadouken: QCF + Px2:
Ryu unleashes a giant projectile wave from his palms.

Shinkuu Tatsumaki Senpuu-Kyaku: QCB + Kx2:
Ryu does an extended version of his Tatsumaki Senpuu-
Kyaku on the same spot.

Shin-Shoryuken: F, D, DF + Px2:
Introduced in MvC, Ryu does an extended version of 
his Shoryuken that does great damage but has extremely 
short range.



*KEN Movelist:
Fun Facts:
-Ryu has Ken's moves from MSHvSF.

Command Normals:
Overhead Kick: F + MK:
Ryu does a vertical split kick on startup that acts as an
overhead.


Special Moves:
Hadouken: QCF + P (also in air):
Ryu throws a large projectile forwards from his palms.
When doing in the air, Ryu does Ken's version as it
goes down like Akuma's instead of forwards like Ryu's.

Shoryuken: F, D, DF + P (also in air):
Ryu leaps up into the air a bit forward as he does a rising
fist. All versions engulfs his fist in flames like in MSHvSF.

Tatsumaki Senpuu-Kyaku: QCB + K (also in air):
Ryu spins around with one leg forward in a vertical angle
as he slightly goes forward in that position and ends 
with an Overhead Kick after.


Hyper Combos:
Shoryu-Reppa: QCF + Px2:
Ryu does two LP Shoryukens and finishes it off with an
HP Shoryuken as all of them are in flames.

Shinryu-Ken: QCF + Kx2:
Ryu does a Shoryuken from the same spot that has a lot
of verticality.

Shippu-Jinrai-Kyaku: QCB + Kx2:
First introduced in MSHvSF, Ryu does a barrage of kick
normals engulfed in flames then finishes it off with a
Tatsumaki Senpuu-Kyaku.



*AKUMA Movelist:
Fun Facts:
-Ryu has Akuma's moves from MSHvSF.


Command Normals:
Overhead Chop: F + MP:
Akuma does a slow chop that serves as an overhead.

Hop Kick: F + MK:
Akuma hop forward as he does a spin kick.


Special Moves:
Gou-Hadouken: QCF + P:
Ryu throws out a fireball from his palms.

Zankuu-Hadouken: QCF + P (only in air):
Ryu throws a Gou-Hadouken downwards in the air.

Gou-Shoryuken: F, D, DF + P:
Ryu goes forward and does a rising fist attack with his
fist surrounded in a purple-like flame.

Tatsumaki Zankuu-Kyaku: QCB + K (also in air):
Ryu spins around with one leg forward surrounded in
a lightning wave as he spins around forward.

Ashura-Senkuu: F, D, DF + P/Kx3:
Ryu does a teleport dash from far or near parts of the
screen.

Dive Kick: QCF + K (only in air):
Ryu does a diving kick from the air that does multiple
hits.


Hyper Combos:
Massatsu-Gouhadou: QCB + Px2:
Ryu unleashes a giant projectile wave from his palms.

Messatsu-Goushoryu: QCF + Px2:
Ryu does two LP Gou-Shoryukens and finishes it off
with an HP Gou-Shoryuken with all of them surrounded
in purple-like flames.

Tenma-Gou-Zankuu: QCF + Px2 (only in air):
Ryu does an extended version of his Zankuu-Hadouken.

Shun-Goku-Satsu: LPx2: F, LK, HP:
Ryu slightly dashes forward and when it connects, he 
grabs the opponent as the screen goes dark with explosions 
as they drop down to the ground right after.
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2) Chun-Li:

Chun-Li is a video game character created by Capcom. She 
is part of the Street Fighter series of fighting games and is 
considered to be the first female character in a fighting game. 
Introduced in Street Fighter II in the 16-bit era, Chun-Li was 
the only female character in the game and while not as physically 
powerful as the other characters, she was by far the quickest. 
Her most famous attack is the Hyakuretsukyaku (a.k.a. the 
Lightning Leg/Lightning Kick), where she repeatedly kicks 
her opponent from a standing position with incredible speed.

Chun-Li is also one of the first successful and popular female 
video game protagonists. Prior to Street Fighter II being released 
in 1991, most female characters in games existed as objectives 
to be rescued or cast in the roles of other supporting characters, 
such as townspeople, girlfriends, the occasional opponent, or 
simply background decoration; as such, there were very few 
heroines in action-based video games. After the success of 
Street Fighter II and Chun-Li's popularity, female protagonists 
became more and more common. Since then, in games with 
selectable characters, at least one or two of them will be female; 
and there have been a number of games released since that 
have placed a female character in the lead role.

Affiliation: ICPO Special Detective 
Birthplace: China 
Birthdate: March 1st, 1968 
Height: 169cm 
Weight: ?kg (she'll never tell) 
Blood type: A 
Three sizes: B84, W59, H89 
Fighting style: Chinese Martial Arts 
Special skill: Shooting (ranked 6th in an international 
contest) 
Likes: Fruit, American Candy 
Dislikes: Crime, Indecisive People, M. Bison 

Fun Facts:
-Gains a new Hyper Combo, Seichisei Senkuu-Kyaku.
Surprisingly, it's not seen in MvC2.


Command Normals:
Flip Over Kick: DF + HK:
Chun-Li leaps up to the air and lands behind the opponent.

Reishiki Kikoken: F + HP:
Chun-Li unleashes a stalling projectiles which resembles
a mini-version of her Kikou-Shou.


Special Moves:
Hyakuretsu Kyaku: Press K rapidly:
Chun-Li swings her leg rapidly.

Kikoken: HCF + P:
Chun-Li throws a fireball from her palms.

Hazan Shu: HCB + K:
Chun-Li does a flip kick which serves as an overhead
and can advance her rushing or verticality on the move.

Tensho Kyaku: Charge D, U + K:
Chun-Li rises up as he does vertical spin kick in the air.

Hyper Combos:
Kikou-Shou: QCF + Px2:
Chun-Li unleashes a large spherical projectile that
surrounds her.

Senretsu-Kyaku: QCF + Kx2:
Chun-Li moves forward fast as she does a series of
Hyakuretsu Kyaku's and finishes off with a flying kick.

Tensho-Senkuu-Kyaku: QCB + Kx2:
Chun-Li does an extended version of her Tensho Kyaku.

Seichisei Senkuu-Kyaku: QCF + Kx2 (only in air):
Introduced in MvC, Chun-Li does an air-dash and when it
connects, does a strong aerial MK which freezes the screen
as random chinese symbols come up which lands the
opponent to the other side of the screen.
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3) Zangief:

Zangief is a video game character created by Capcom. He 
is part of the Street Fighter series of fighting games.

Zangief is a close-combat character. Because the spinning 
piledriver requires a 360 motion on a joystick, controller, or 
keyboard, he and other characters with similar movesets are 
known as 360 grapplers.

Birthplace: U.S.S.R.
Birthdate: June 1, 1956 
Height: 214cm 
Weight: 121kg 
Blood type: A 
Three sizes: B172, W133, H154 
Fighting style: Professional Wrestling 
Special skill: Drinking vodka in one gulp, enduring the cold 
Likes: Wrestling, Cossack Dancing 
Dislikes: Projectiles, young beautiful women 

Mega Mode: B, D, DB + LK (1 level required):
First introduced in MSHvSF, this transforms Zangief's skin
into iron metal. During this state, Zangief can't block and 
his speed and agility are shot down.


Fun Facts:
-Mega Mode and Double Final Atomic Buster were first
introduced in MSHvSF.


Command Normals:
Dashing Grab: Fx2:
Zangief's dash as he dashes forward slightly in a grappling
position.

Elbow Drop: F + MP (in air, D + MP):
Zangief does an elbow drop which can act as an overhead.

Headbutt: U + MP/HP (super jump only):
Zangief does a headbutt  which can only be done in a
super jump.

Body Press: D + HP (only in air):
Zangief lands down to the ground body first as a surrounding-
type rushing attack.


Special Moves:
Lariat: P/Kx3:
Zangief spins around in a clothesline position.

Spinning Pile Driver: 360 + P:
Zangief grabs the opponent as he launches him into the
air in a pile driver position as he spins them around with
an explosion upon impact to the ground.

Rising Powerbomb: HCF + K:
Zangief walks forward in a grappling postition and when
it connects, he grabs the opponent and jumps forward
while landing them in a Powerbomb position.

Double Suplex: HCF + K (close only):
Zangief does two German Suplexes one after the other
with the last one having incredible air time.

Rising Aerial Slam: F, D, DF + K:
Zangief rises up into the air in a grabbing position and
when it connects, he simply throws the opponent down
to the ground.

Vodka Fire: QCF + P (Mega Mode only):
Zangief does a blue version of what resembles Dhalsim's
Yoga Flame from MSHvSF.


Hyper Combos:
Final Atomic Buster: 360 + Px2:
Zangief does a Double Suplex, followed by a Spinning
Pile Driver and ends it off with an elevated version of 
the Spinning Pile Driver as he launches the opponent
up with great elevation.

Ultra Final Atomic Buster: 360 + Kx2 (Level 3 only):
Zangief does an extended version of his Final Atomic
Buster but the grab range is incredibly crap as it must
be done close only.

Siberian Blizzard: 360 + Kx2 (Mega Mode only):
Zangief does an extended version of his Lariat which 
does multiple hits as it goes vertically.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
4) Captain Commando:

Captain Commando is a video game character, and the former 
mascot of the video game company Capcom, his name being 
derived from that of his company (Captain Commando). He is 
a blonde superhero wearing a visor and a white-and-blue 
costume with a large star on his chest, and appeared in instruction 
manuals for Capcom games during their earliest days of game 
production in the mid-1980s, thanking the player for purchasing 
the game. He was eventually given a beat 'em up of his own in 
1991 (simply named Captain Commando); however, the game 
did not catch on with avid arcade players and Captain Commando 
was replaced as Capcom's mascot after characters from more 
popular games, such as the Mega Man and Street Fighter II 
series, came into vogue.

Fun Facts:
-Captain Corridor is his special attack in the Captain Commando
game.
-Any form of Captain Strike is his team members doing their
special attack in the Captain Commando game.
-A couple of Captain Commando's win quote's are he references
Vulgus, Capcom's first game made in 1984 and thanking the
player for playing the game, an obvious reference of him in
early Capcom instruction maunals thanking the player for
purchasing the game.


Command Normals:
None.


Special Moves:
Captain Fire: QCF + P (also in air):
Captain Commando shoots out a quick flaming attack from 
his fist.

Captain Corridor: QCB + P:
Captain Commando slams his fist to the ground as it does
a large and fast lightning attack which surrounds Captain 
Commando also.

Captain Kick: QCB + K:
Captain Commando leaps forward as he does a thrusting
kick attack with his foot in flames.

Captain Strike: QCF + K:
Captain Commando summons a member of his team to 
attack. LK version summons Ninja Commando, who does 
a sword slash for above in front of Captain Commando. 
MK version summons Mummy Commando, who does a 
spinning blade attack from one side to the screen to the 
other from above. HK version summons Baby Commado,
who does a slow-moving missile attack in front of Captain 
Commando.


Hyper Combos:
Captain Sword: QCF + Px2:
Captain Commando assembles his team as they all stand
together and do a laser attack starting from above which
moves down as it resembles a sword.

Captain Storm: QCF + Kx2:
Captain Commando rushes forward with an uppercut and if 
it connects, the rest of his team attacks while the opponent
is in the air and Captain Commando ends it using a Captain
Corridor. The team poses after that.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
5) Morrigan:

Morrigan Aensland is a video game character from Capcom's 
Darkstalkers fighting game series. Her birth year is 1678. She 
is a succubus.

Morrigan is very vain, and lives for little more than the excite-
ment of battle. Although her endings in the games as well as 
various media show that Morrigan slowly takes up more of her 
responsibility seriously. She appears as a beautiful woman with 
long, light green hair, and bat-like wings on her back and the 
sides of her head. Morrigan can reshape these wings into spikes 
and blades when attacking her enemies, as well as using them 
to shield herself from enemy attacks. Her wings can also separate 
from her and form into a cloud of bats. She uses a variety of 
magical attacks as well.

Although Demitri would seem to fill the spot, it is often 
suggested and implied that Morrigan is the main character 
of the Darkstalkers series, due to her importance in the overall 
story as well as her many appearances outside of her game 
series. She may even be considered the protagonist or some-
thing of an anti-hero, since despite her demonic appearance 
and nature, she is not evil. She is merely what she is, a 
succubus.

Fun Facts:
-Possibly continuing from Morrigan's ending from DS3 where
Morrigan and Lilith combine their bodies into one.
-Has a win pose that's only available in the Japanese version
where Morrigan is dressed in a black leathered outfit as Lilith
is hanging from a rope after victory. Can be seen in MvC2.


Command Normals:
Wing Arc: DF + HP:
Morrigan does a spinning attack with her wings on
crouching position.

Flip Kick: F + HK:
Morrigan does a slow forward flip kick.

Shell Kick: D + MK (only in air):
Morrigan does a drill attack with her feet acting as a
drill.

Drill Kick: D + HK (only in air):
Morrigan does a drill attack with her sharp feet from 
the air that goes straight down similar to her follow-
up attack from DS3.


Special Moves:
Soul Fist: QCF + P (also in air):
Morrigan throws out a shining projectile attack that's 
similar to her ES version in DS3 but only does one hit.

Shadow Blade: F, D, DF + P (also in air):
Morrigan does a rising blade attack that's similar to her
ES version in DS3 and also does multiple hits.

Vector Drain: HCB + P (close only):
Morrigan's command grab as he brings the opponent up
then does a spinning slam with the opponent down to
the ground.


Hyper Combos:
Soul Eraser: QCF + Px2:
Morrigan unleashes a cannon that shoots out a somewhat
medium projectile wave with another two cannons rotating 
up and down as it does two medium waves.

Silhouette Blade: F, D, DF + Px2:
Morrigan does a down-back HP with Lilith coming up from 
the ground doing one Shadow Blade after another.

Darkness Illusion: QCF + Kx2 (also in air):
Morrigan dashes forward a bit acting as a command throw
and when it connects, another Morrigan appears behind
the opponent and copies every attack for a short amount
of time.

Eternal Slumber: LP, MK, B, MP, HK (Level 3 only):
Morrigan shoots out a heart and when it connects, a pink
curtain covers the screen with only the shadows of Morrigan
and Lilith attack (or seduce?) the opponent.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
6) Megaman (Rockman):

Mega Man (alternatively spelled "Megaman") is a video 
game character and the star of the main Mega Man series 
created by Capcom. He was designed by Keiji Inafune. In 
Japan, he is known as Rockman. Due to his popularity, 
Mega Man is Capcom's official mascot. He has appeared 
on the NES, SNES, Game Boy, Nintendo 64, Gamecube, Sega 
Genesis, Game Gear, PlayStation, PlayStation 2, PlayStation 
Portable and XBOX platforms, as well as in arcades.

Fun Facts:
-Every time Megaman wins the battle, the quote music is
tuned to the theme whenever he defeats a boss in the
Megaman games.
-A reference from Megaman is that when death, Megaman's 
body fades out into thin circles after death.
-Even though his D + HK (Slide) isn't a Command Normal,
it was first introduced in Megaman III.


Command Normals:
Mega Buster: hold HP (also in air):
First introduced in Megaman III, Megaman can now charge 
his shot so it can make multiple hits. It can be charged for a 
unspecific but long amount of time.


Special Moves:
Mega Upper: F, D, DF + P:
Megaman here can do a rising fist that's similar to Ryu's
Shoryuken. First time I saw this in a Megaman game
was probably Megaman X2.

Weapon Change: QCF + K:
Eddie appears from above and gives Megaman an item
stored in a circular sphere. Default is Tornado Hold which
is first introduced in Megaman 8 after beating Tengu Man.
LK brings Rock Ball which is first introduced in Megaman
8 from Dr. Light in Wily Island. MK brings Tornado Hold
and HK brings Leaf Shield which is first introduced in
Megaman II after beating Wood Man. 

Weapon Use: QCF + P:
Megaman uses his weapon from the ability he gets during
Weapon Change. Default is Tornado Hold which was 
introduced in Megaman 8 as he shoots a stationary tornado 
on the ground at a distance. Leaf Shield enables him to be 
immune on one attack but doing the motion again shoots 
out the leaves slowly doing multiple hits. Rock Ball enables 
for him to kick the ball as it bounces a few times from the 
wall.


Hyper Combos:
Hyper Megaman: QCF + Px2 (also in air):
Known in the Japanese version as Hyper Rockman, Mega-
man combines with Rush, Navi and Eddie for Megaman as 
he transforms into a larger, more armored and weaponed 
Megaman as it shoots out lasers and fireballs like crazy.

Rush Drill: QCF + Kx2:
Megaman combines with Rush which enables Megaman
to drive a drill vehicle for a short amount of time. During
the process, Megaman can move back and forth and 
pressing a button makes him rush forward.

Beat Plane: HCB + Px2 (also in air):
Megaman combines with Navi which enables Megaman
to drive a shooting plane for a short amount of time. During
the process, Megaman can fly around in any direction as
pressing P shoots fireballs from Navi's mouth and pressing
K drops missiles.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
7) Strider Hiryu:

Strider Hiryu is a fictional video game character in the Capcom 
series Strider. He has made cameo appearances in several games, 
most notably the crossover games Marvel vs. Capcom and 
Namco x Capcom. Although the character is often referred to 
simply as Strider, it is important to note that within the series' 
canon, this is merely a title. The Striders are an organization 
of high-tech covert operatives who are very similar to futuristic 
ninja.

Fun Facts:
-Any form of his MP is similar to his initial slash in Strider.
-Ghram was only used for a limited amount of time and hits in
Strider.
-Formation A and Ouroboros were only used until Strider was 
hit in Strider. Ironically, you can't have both at the same time.
-Ouroboros is the name of the boss in St. Petersburg, Eurasia.
-This is the Strider drawing used for the game Strider 2 which
was released shortly after.
-A reference from Strider is that when death, Strider's body
fades out into thin waves after death.


Command Normals:
Sliding Kick: DF + HK:
Strider does a mini-flip into a sliding kick during his crouch
position.


Special Moves:
Formation A: QCF + K:
Strider summons his leopard to run towards the opponent
that can act as a ground projectile.

Formation B: Charge B, F + P then Charge B, F + P:
Strider summons a satellite to be around him. Once you do
the motion the second time, Strider summons the satellite
to launch out as a projectile.

Formation C: Charge B, F + K:
Strider commands his eagle to drop a bomb to the ground.
K strength varies on where the bomb will be dropped.

Ame No Murakumo: QCF + P:
Strider rushes forward as he does a standing HK right after.

Excalibur: QCF + P/K (only in air):
Strider does a dash in the air that does multiple hits. The
strength of the button varies on the angle of the dash.
P rushes up and K rushes down.

Ghram: F, D, DF + P/K (also in air; P version only):
Strider does an extended version of his MP as it can reach
near full-screen. P version aims standing and can be used
on the air and K aims crouching only.

Vagula: QCF + K:
Strider teleports to the middle of the screen as four other
illusion Strider's do a diving kick at the same time.

Wall Cling: QCB + P:
Strider jumps back to the wall behind him as he can climb
and slash from there. Pressing K does a diving kick from
there too.

Teleport: B, D, DB + P/K:
Strider teleports from various parts of the screen.


Hyper Combos:
Ouroboros: QCF + Px2:
Strider summons two satellites that surround him for
a short amout of time and everytime he attacks, the 
satellites throw out sharp circular rings until time is
over. 

Ragnarok: F, D, DF + Px2:
Strider runs forward with a command grab and once it 
connects, four other Striders doing two Excalibur's and 
finishes it off witha Formation A.

Legion: QCF + Kx2:
Strider does a modified extended version of his Formation
A as a barrage of leopards and eagles rush in covering
the screen.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
8) Jin:

Jin Saotome is a Capcom character from the mecha fighting 
game Cyberbots: Fullmetal Madness.

Fun Facts:
-Before Jin dies (being the last character on the team), he'll
stand still and glow, which will enable Super Armor until
victory or death.


Command Normals:
Tornado Kick: D + HK (only in air):
Jin will spin downwards from the air as he does a drilling
attack that's similar to Dhalsim's command Drill's.

Saotome Fire: Taunt then P rapidly:
Jin does his taunt as he rapidly turns red and shoots out
fire from his body.


Special Moves:
Saotome Typhoon: Charge B, F + P:
Jin spins around going across the screen in a Typhoon
motion.

Saotome Dynamite: Charge D, U + P:
Jin's armor explodes out on where he stands for a quick
amount of time.

Saotome Crush: HCB + K:
Jin dashes forward in a command grab as he grabs the
opponent and if it connects, drags the opponent to all
four corners of the screen.


Hyper Combos:
Blodia Punch: QCF + Px2:
Jin commands his Blodia as he does a standing HP with
his Blodia doing a punch that engulfs the opponent in
flames.

Blodia Vulcan: QCB + Px2:
Jin goes into his Blodia as he shoots the opponent that
covers full-screen with its machine guns for a very short 
amount of time.

Great Cyclone: QCF + Kx2:
Known in the Japanese version as Saotome Cyclone, Jin 
does an extended version of his Saotome Typhoon but 
has short range.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
9) Spider-Man:

Spider-Man (Peter Benjamin Parker), is a fictional superhero 
in the Marvel Comics Universe, created by writer Stan Lee 
and artist Steve Ditko. First appearing in Amazing Fantasy 
#15 (Aug. 1962), he has become one of the world's most 
popular, enduring and recognized superheroes.

Spider-Man's early stories broke ground by attempting to 
relate to readers with a teenaged character who is not a 
sidekick but a hero himself, and who balances his personal 
struggles with his heroic exploits. Through the years, Spider-
Man has appeared in many media, including several animated 
and live action television series, syndicated newspaper comic 
strips, and two very successful big-screen films, with a third 
set to debut in 2007.

Marvel has published many series featuring the character, 
the first and flagship title being The Amazing Spider-Man. 
Peter Parker grows from a shy high school student to a 
troubled college student to a married professional.

Real Name: Peter Parker
Mutant Powers: Ability to stick to solid surfaces, super-
strength, precognitive "spider-sense", night vision, enhanced 
speed, reflexes and agility, both synthesized and organic 
ability to produce spider-webbing.

Fun Facts:
-Gains a new Hyper Combo, Ultimate Web Throw.


Command Normals:
None.


Special Moves:
Web Ball: QCF + P (also in air):
Spider-Man shoots out a large webbing from his wrists 
and when it connects, it captures the opponent in a large 
web for a very short amount of time.

Web Swing: QCB + K (only in air):
Spider-Man arcs forward as he does a swinging kick while
holding on to a web.

Spider Sting: F, D, DF + P then P (if it hits):
Spider-Man does a rising punch similar to his standing MP
and ends with a standing HP in the air if the first part of the
attack hits.

Web Throw: HCB + P:
Spider-Man throws out a web from his wrist and when it 
connects, he twirls the opponent like a lasso then swings
them to the other side of the screen. P strength varies upon
how up the web will shoot.


Hyper Combos:
Maximum Spider: QCF + Px2:
Spider-Man jumps to the nearest wall and does a fast
punch to the opponent. Once it connects, it chains out
to other rushing attacks as Spider-Man bounces from
wall to wall.

Crawler Assualt: QCF + Kx2:
Spider-Man rushes down with a barrage normals on the
ground.

Ultimate Web Throw: QCB + Px2:
Introduced in MvC, Spider-Man jumps back as he shoots
out a large web-trap. Once it connects, Spider-Man does
a few flips while catching the opponent and does an
overhead throw after.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
10) Venom:

Venom is a Marvel Comics anti-hero, an enemy of Spider-
Man. He first appeared in The Amazing Spider-Man #298 
(March 1988).

Venom arose from a 1980s-era storyline in which Spider-
Man utilized a black, extraterrestrial ďsymbioteĒ as a costume. 
The symbiote began exerting a negative influence on the hero 
and he rid himself of it. Later, the symbiote bonded with Eddie 
Brock who was a reporter for the Daily Globe-- though in some 
versions he was, like Spider-Manís alter ego Peter Parker, a 
photojournalist for The Daily Bugle and was jealous of Parkerís 
success. Embroiled by their hatred of Spider-Man and Peter 
Parker, Brock and the symbiote bonded into a crazed creature 
called Venom.

Venom became one of the most popular and emulated comic 
book characters since the 1990s. He replaced the Green Goblin 
and Dr. Octopus as Spider-Manís most commercially viable, 
if not greatest, foe. He also starred in a several mini-series, 
which cast him as a reluctant hero and appeared frequently 
in the eraís Spider-Man animated series and video games.

Marvel has twice replaced Eddie Brock in the role, first with 
a new character and secondly with Mac Gargan, the former 
Scorpion. However, the Eddie Brock Venom has returned to 
comics and will make his film debut in 2007ís Spider-Man 3.

Real Name: Eddie Brock
Mutant Powers: A human host linked to an alien symbiote 
whose previous link with Spider-Man created the equivalents 
of his abilities. In addition, the being can produce its webbing, 
change its appearance and cannot be detected by Spider-Man's 
spider-sense.

Fun Facts:
-Any of Venom's quotes refer to him protecting the innocent
but one of his quotes has one where he'll get revenge on
Spider-Man.


Command Normals:
None.


Special Moves:
Venom Fang: QCF + P (also in air):
Venom's symbiote hops forward in a low arc as a big blob 
face. P strength varies upon the distance of the jump.

Venom Rush: QCF + K:
Venom summons the symbiote to attack from far parts of the
screen using his standing HK. K strength varies upon how
far the symbiote attacks.

Web Throw: HCB + P:
Venom throws out a web from his wrist and when it connects,
he slams the opponent twice on the ground then swings
them to the other side of the screen. P strength varies upon
how up the web will shoot.


Hyper Combos:
Venom Web: QCF + Px2:
Venom jumps to the middle of the screen and shoots out a 
large web that cataches full-screen. Once it connects, Venom
rushes down with a barrage of normals and ends it with a
Venom Fang.

Death Bite: QCF + Kx2:
Venom does an extended version of his Venom Rush which
can land the opponent to the other side of the screen.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
11) Captain America:

Captain America, the alter ego of Steve Rogers (in some 
accounts Steven Grant Rogers), is a fictional superhero in 
the Marvel Comics Universe. Created by Joe Simon and 
Jack Kirby, he first appears in Timely Comics' Captain 
America Comics #1 (March 1941).

Real Name: Steve Rogers
Notable Powers: Artificially enhanced physiology at the 
maximum human level; martial arts and hand-to-hand combat 
training; master tactician and field commander; indestructible 
shield.

Fun Facts:
-Surprisingly in the PSX and Arcade versions, he has his 
own ending whereas the DC version, he shares his ending 
with Hulk.


Command Normals:
Aerial Kick: U + HK (only in air):
Captain America does a kick that's similar to his standing MK.

Heel Kick: D + HK (only in air):
Captain America does a heel kick in the air.


Special Moves:
Shield Slash: QCF + P (also in air):
Captain America throws his shield forward with the
shield going back to him whether it hits the opponent
or not. LP version aims downwards, MP version aims
straight and HP version aims upwards and those
being applicable in the air.

Stars & Stripes: F, D, DF + P:
Captain America does a rising attack with his shield in 
front of his hands.

Charging Star: QCF + K:
Captain America does a rushing attack which can slow 
him down if he tries go pass through certain attacks or 
projectiles.

Cartwheel: HCB + P:
Captain America does a cartwheel does makes him
invulnerable to most attacks for the timeframe of the
animation.


Hyper Combos:
Final Justice: QCF + Px2:
Captain America does a Charging Star which acts as a
command grab and when it connects, does a barrage 
of normals and ends it with a slam thrown from above.

Hyper Stars & Stripes: F, D, DF + Px2:
Cptain America does an extended version of his Stars &
Stripes as he does two LP versions and ends it with an
HP version.

Hyper Charging Star: QCF + Kx2:
Captain America does an extended version of his Charging
Star.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
12) Hulk:

The Incredible Hulk is a fictional character in the Marvel 
Comics universe. Created by Stan Lee and Jack Kirby, the 
Hulk first appeared in Incredible Hulk # 1 in May 1962. His 
true identity is that of nuclear physicist Dr. Bruce Banner 
(later called "Robert Bruce Banner" as a way of explaining 
an error in Fantastic Four (Vol. 1) # 25Ė26 which mistakenly 
referred to him as "Bob Banner" throughout.) The Hulk, 
(or, more correctly, the Savage Hulk) is one of the most 
recognizable and iconic superheroes, or, more accurately, 
anti-heroes, of Marvel Comics.

Real Name: Bruce Banner
Mutant Powers: Vast Superhuman strength, stamina and 
durability. Regenerative healing factor. Ability to see and 
communicate with astral bodies. Radiation absorption. 
Transformation. Resistance (but not immunity) to mind 
control.

Fun Facts:
-Gains a new Hyper Combo, Gamma Quake.


Command Normals:
None.


Special Moves:
Ground Smash: QCF + P:
First Introduced in MSHvSF, Hulk does a crouching HP
which rises the ground in from of him a bit.

Gamma Tornado: HCB + P:
Hulk's command grab as he grabs the opponents head
and swings the around with them thrown to the other
side of the screen.

Gamma Charge: Charge B, F or D, U + K:
Hulk does a charging attack which can be followed up by
another one but only using the horizontal version of it.


Hyper Combos:
Gamma Wave: QCF + Px2:
Hulk does an extended version of Ground Smash which
can land the opponent to the other side of the screen.

Gamma Crush: QCB + Px2:
Hulk does a vertical Gamma Charge at the start and comes
down from above with a giant rock which engulfs the 
opponent in flames.

Gamma Quake: QCF + Kx2:
Introduced in MvC, Hulk punches the ground as a barrage
of rocks come from the top of the screen.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
13) War Machine:

War Machine is a superhero in the Marvel Universe. War 
Machine's abilities came from an advanced suit of armor, 
designed using technology from Stark Industries and later 
from an alien-built suit. He is well-known as the accomplice 
of Iron Man.

Real Name: James Rhodes
Notable Powers: None. Abilities derive from the powered 
armor he wears.

Fun Facts:
-Plays exactly like Iron Man from MSH except can shoot
down as his beam as it doesn't shoot neutral and has a 
second Hyper Combo, War Destroyer.
-Tuned a bit in MvC2 as he throws missiles instead of
lasers in his Shoulder Cannon and Proton Cannon.


Command Normals:
Knee Dive: D + LK (only in air):
War Machine does a diving knee in the air.


Special Moves:
Shoulder Cannon: QCF + P/K (also in air; P version only):
Unlike Iron Man's Unibeam laser in MSH which can target 
both ground and crouching, War Machine can shoot his 
lasers as P targets standing and can be used in the air 
and K targets crouching only.

Repulsor Blast: HCB + P:
War Machine unleashes a projectile his palms as it aims
upwards and when it hits, the opponent is drawn closer 
to War Machine.

Smart Bomb: MP + LK (also in air):
War Machine unleashes two bombs from his shoulders.
Holding a direction enables on how far the bombs will
be shot.

Flight: QCB + Kx3 (also in air):
This command allows War Machine to use his jetpacks 
and has the ability to fly around the screen.


Hyper Combos:
Proton Cannon: QCF + Px2:
War Machine summons in a giant cannon which shoots
out a laser which nearly takes out near full-screen.

War Destroyer: QCF + Kx2:
War Machine summons in a jetpack-like weapon which 
aims a barrage of missiles up then targets down to the 
opponent.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
14) Gambit:

Gambit (Remy LeBeau) is a Marvel Comics superhero, a 
member of the X-Men. Created by writer Chris Claremont 
and artist Jim Lee, he first appeared in Uncanny X-Men 
#266 (August 1990).

A mutant, Gambit possesses the ability to charge objects, 
usually his trademark playing cards, with kinetic energy, 
causing them to explode. He is also skilled in breaking and 
entering, hand-to-hand combat and use of a Bo staff.

A mysterious and charismatic former professional thief, few 
X-Men trusted Gambit when he first joined the group, a source 
of stress between him and his longtime love interest Rogue. 
This was exacerbated when his connections to villain Mister 
Sinister were revealed, although some accept that Gambit 
honestly seeks redemption.

Gambit was one of the most popular X-Men of the 1990s, 
securing a place in the eraís X-Men animated series and 
video games. He also starred in two solo series, one lasting 
from 1998 through 2001 and the other 2004 though 2005.

Real name: Remy LeBeau 
Mutant Powers: Transmute air into poisonous gas. Formerly 
converting the potential energy of any object into explosive 
kinetic energy by touching it. Hypnotic charm causes others 
to trust him.

Fun Facts:
-Gains a new Hyper Combo, Cajun Explosion.


Command Normals:
None...


Special Moves:
Kinetic Card: QCF + P (also in air):
Gambit deals a hand of cards and throws it forward to the
opponent. In the air, Gambit throws it downwards.

Trick Card: QCB + P:
Same description as Kinetic Card except Gambit throws
the cards at an upwards angle.

Cajun Slash: F, D, DF + P:
Gambit uses his staff and unleashes a swipe. LP version
is a quick swipe, MP version is a hop then underhand
attacks for three hits and the HP version is an up-and-
down three hit combo.

Cajun Strike: Charge D, U + P/K (hold U):
Gambit hops to the wall and does an attack. K does a
diving kick and P does a staff swipe.


Hyper Combos:
Royal Flush: QCF + Px2:
Gambit throws his staff in the air as he throws a near-full
deck of cards to the opponent.

Cajun Explosion: QCF/B + Kx2:
Introduced in MvC, Gambit hops to a wall and does an 
extended version of an aerial Kinetic Card which does a 
series of waves after.
------------------------------------------------------------------------------


------------------------------------------------------------------------------
15) Wolverine:

Wolverine, born James Howlett and often simply called 
Logan, is a Marvel Comics superhero, a member of the X-
Men. He first fully appeared in Incredible Hulk #181 
(October 1974)

He has since become one of Marvelís most popular and 
marketed characters. His willingness to use deadly force, 
efforts to come to terms with his questionable past and 
angst-filled inner conflicts have become standard for comic 
book anti-heroes. He also may be the most recognizable 
superhero introduced in the Modern Age.

A mutant, Wolverine possesses animal-keen senses and 
reflexes and a healing factor that allows him to recover from 
virtually any wound at a rapid rate. The supersoldier program 
Weapon X bonded the unbreakable metal alloy adamantium 
to his skeleton, giving his six 12-inch claws that protrude from 
the backs of his hands the same adamatium. He is also master 
of hand-to-hand combat.

Wolverine joined the X-Men as part of a new roster, introduced 
in Giant-Sized X-Men #1 (May 1975). The X-Men became a 
sales sensation and Wolverine became the most popular and 
iconic member of the group and has been featured in his own 
solo series since 1988. He has also been a central character in 
every X-Men animated series and video game and films series, 
where he is played by Hugh Jackman.

Wolverine was created by writer Len Wein and artist John 
Romita Sr. with some influence by Incredible Hulk illustrator 
Herb Trimpe, although Uncanny X-Men writer Chris Claremont 
and artist/co-writer John Byrne did much to develop him into 
the character he is today. Frank Miller, artist and co-writer of 
the first Wolverine mini-series, established some important 
nuances, such as the catch phrase, "I'm the best there is at 
what I do, and what I do best isn't very nice."

Real Name: Logan (born James Howlett) 
Mutant Powers: Regenerative healing factor, retarded aging, 
retractable claws, adamantium-laced skeleton and claws, 
superhumanly acute senses and heightened strength, 
stamina, agility and reaction time.

Berserker Rage: QCB + Px2 (1 Level required):
Introduced in MvC at the cost of a level, this enables
Woverine to speed up his attacks and movement for
a short amount of time. 


Fun Facts:
-Wolverine (when out on the match to heal his vital) has 
a faster healing process compared to everyone else.


Command Normals:
Heel Kick: D + MK (only in air):
Wolverine does a diving kick from the air that has a
little bit of empty angle on it.


Special Moves:
Drill Claw: Any direction with LP + MK or LK + MP 
(also in air):
Wolverine leaps in whichever direction as he targets
his claws to the opponent.

Tornado Claw: F, D, DF + P:
Wolverine leaps forward up into the air as he spins
his arms around like a tornado.

Berserker Barrage: QCF + P:
Introduced as a Special Move in MSH, Wolverine 
rushes a bit forward as he swipes his way in the 
process.

Berserker Slash: HCB + P:
Introduced in MSHvSF, Wolverine rushes forward
fast as he does a standing HP right after.


Hyper Combos:
Berserker Barrage X: QCF + Px2:
Wolverine does an extended version of his Berserker
Barrage.

Weapon X: F, D, DF + Px2:
Wolverine unleashes his claws as he rushes to the 
opponent. If it connects, he unleashes a barrage of 
normals while going up into the air and finishes off 
with a rushing claw attack.

Fatal Claw: QCF + Kx2 (also in air):
Introduced in MSHvSF, Wolverine does a modified
rushing claw attack similar to his end attack in his
Weapon X. As Wolverine does the animation, a 
claw-like projecitle in the form of an X surrounds 
him.
------------------------------------------------------------------------------


Console Differentials:
------------------------------------------------------------------------------
Obviously, to maintain the perfect arcade experience, 
play the Sega Dreamcast version, why?

PlayStation: 
Unlike Dreamcast, PlayStation has a lot of errors due to its 
low capabilities suce as missing animation frames in here. 
PlayStation's battles are ALL 1-on-1 under the classic round 
system in SF with the option to choose your partner for 
Hyper Combo attacks or a Guest Character which can be 
used infinity times. There is also a Dynamic Mode to which 
a character will do an Aerial Rave, the screen will zoom in. 
Nothing fancy, but it has something Dreamcast doesn't. 
Also in any match first introduces the Hyper Cancel, to
which players can cancel their Special Move and instantly
do a Hyper Combo for there, increasing in damage and hits.
Also only in PlayStation is Gallery Mode which has all the
Endings, Character Illustrations and Guest Character 
animations. Another thing is also Cross Fever to which 
is like a mirror match for PlayStation. An example here is: 
Morrigan/Megaman vs. Megaman/Morrigan. Due to its 
low capabilities such as loading time and memory usage, 
it can only produce those type of matches.


Dreamcast:
The arcade perfect version right here with the standard
2-on-2 VS. rules. Sure there is no Gallery Mode but the 
Cross Fever mode enables for 4 players (2 per team) to
fight in battle. Another thing is Survival Mode in case
just to see how long you'll last. A much better than the
PlayStation version as it's 2-on-2, all animation frames
are perfectly intact and extremely less load times.
------------------------------------------------------------------------------


Contact:
------------------------------------------------------------------------------
Contact me! Here are the following e-mails and internet 
forums you can find me at:

E-Mails:
MSN Messenger/Hotmail: b_unit905@hotmail.com
Yahoo!: psychochronic2004@yahoo.ca

Internet Forums:
Gamefaqs.com: brettdude
Shoryuken.com: psychochronic

MIRC (channels on EFnet):
#Capcom (The main channel for Shoryuken.com)
#Gamecombos (The main channel for Gamecombos.com)
#Srkgd (The General Discussion part of Shoryuken.com) 
#Srklive (The XBOX Live part of Shoryuken.com)

My Fighting Game Site:
www.geocities.com/psychochronic2004



Credits:
------------------------------------------------------------------------------
Props to those who made this guide possible:

Me on paying homage to game which spawned a later
one (Marvel vs. Capcom 2) to make it one of the greatest,
fun, competitive and hype fighting games of all time.



Copyright (c) Brett Navarro 2005-2007