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    Shadow Lady by JChristopher

    Version: 1.3 | Updated: 12/12/99 | Printable Version | Search This Guide

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    MARVEL VS. CAPCOM FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.3
    Dec. 12, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                           
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
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    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
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    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                           
    * Shadow Lady is quite deprived of height(and color) advantage in the MVC
      world, but no one should EVER take that as a sure sign of winning if
      they're using someone taller. To compensate for her lack in size, she
      has packed quite a LOT of advantages for her fans to enjoy, namely:
                                                                           
    1. Shadow Lady's supers cross out the Mech Zangief types from those who
       have a possibility to beat you.
    2. Shadow Lady can propell herself THRICE in mid-air, do a triangle jump,
       and finally an air dash to keep her in mid-air for a looong time.
    3. Shadow Lady can be both good confuser as well as a crazy combo maker
    4. Shadow Lady has one of the best chipping abilities that cannot be considered
       cheap since they work only on those who block all day.
                                                                           
                                                                           
    * how to access: highlight Morrigan and do the code-
                     U,2R,4D,2L,4U,2R,2L,2D,2R,2D,2L,2U,2R,2U,2L,5D
                                                                           
      or for easier comprehension, follow these instructions after highlighting
      Morrigan-
                                                                           
      tap up once, circle the selection screen in a clockwise manner, tap
      right twice and go back to your original position, tap down and continue
      to draw a figure eight, then tap down repeatedly until she comes out.
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Special Moves
       V. Supers
      VI. Combos
     VII. Vs. Computer
    VIII. Vs. Human
      IX. Ending
       X. Credits
      XI. Revision History
     XII. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    guard push - LP+MP+HP (while blocking)
    taunt      - press start
    call helper- MP+MK
    tag partner- HP+HK
    tag super  - D,DF,F+HP+HK
    team work  - D,DB,B+HP+HK
                                                                           
    * let me explain a few things about some of the general moves:
                                                                           
    call helper - your helper is the character you choose after you have chosen
                  the two members of your team. He/she basically, when called,
                  just enters the screen, does an attack, and leaves. Fighters
                  available in the character select screen are not available
                  as helpers and vice versa. With choosing a helper, the cursor
                  goes through all the possible selections and you have to
                  hit a button at the exact moment it highlights your desired
                  helper. There is, however, an alternative: (to use any of
                  these helpers, hold start and the corresponding button
                  immediately after choosing your second fighter.)
                                                                           
          Anita      - LP+MP+HP
          Colossus   - LP+MP+MK
          Cyclops    - LP+LK+MP
          Devilot    - MP+HP
          Iceman     - MP+MK
          Jubilee    - LK+MP+HP
          Juggernaut - LP+MK
          K. Arthur  - LP+MP
          Lou        - MP
          Magneto    - LK+HP
          Michelle H.- LP+LK
          Psylocke   - MK
          Pure & Fur - LK
          Rogue      - LP+LK+MP+HP
          Saki       - HP
          Sentinel   - MP+MK+HP
          Shadow     - LP+MK+HP
          Storm      - LP+LK+HP
          Thor       - LK+MP
          Ton-pooh   - LP+HP
          U. Soldier - LP
          US Agent   - MP+HP
                                                                           
    tag partner - your partner will enter the screen, attacking anything in
                  front of him or her, but you probably already know that by
                  now, don't you?
                                                                           
    tag super - common to crossover fans, this move needs at least two levels
                of super charged up. It will allow both fighters to execute
                their respective supers at the same time, the resting one
                being left behind as if they already "tagged"
                                                                           
    team work - ahh, this is new. your partner enters the screen as he would
     super      during a normal tag, but then after that you can control both
                your fighters at the same time! (they'll both respond to your
                controls.) What's more, your super gauge is set to infinite.
                Yeah! This state is timed though, so use it wisely. The length
                of time you stay in this state is determined by the amount
                of super you have charged up when you did it.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) LP - Shadow Lady doesn't throw real jabs, but her LPs can be considered
            identical to any shoto's jab in terms of speed, damage, and
            effectiveness.
                                                                           
       a) standing - Shadow Lady opens her hand, palm up, close fingers, and
                     slaps the opponent in the neck or in the chest if he's
                     a little taller like Hulk. Must always come in sets of 
                     three if you are to fully utilize Shadow Lady's poking
                     powers.
                                                                           
       b) crouching - she throws a punch that's just as useful as any normal
                      or small sized player's jab in the game. Used to confuse
                      low-blocking opponents to continue blocking low when
                      you decide to do an a Splits K.
                                                                           
       c) jumping - it's just a mid-air version of her crouching LP and this
                    time her aim is a little diagonally downward. Strictly
                    for starting air combos ONLY.
                                                                           
    2) MP - generally (and unexpectedly) just considered as combo fillers and
            nothing else. It can counter many dashing attacks and therefore should
            be used also in those situations.
                                                                           
       a) standing - remember what Chunli did to launch her first projectile
                     in the SFII series? Well, if you don't, it's a double
                     palm strike to the midsection and that's what Shadow Lady's
                     standing MP in MVC does. And like its predecessor, does
                     a lot of damage. (well, not really)
                                                                           
       b) crouching - it's just a longer reaching but slower yet higher damaging
                      version of the crouching LP and can combo from that
                      move too.
                                                                           
       c) jumping - it's just a longer reaching but slower yet higher damaging
                    version of the jumping LP and can combo from that move
                    too. This time, however, her arm is angled a bit lower
                    than the said move.
                                                                           
    3) HP - tons of uses and therefore is the most important in Shadow Lady's
            array of normal moves. Besides being a good combo ender, also has
            high priority and does some pretty respectable damage.
                                                                           
       a) standing - a long-reaching punch to the head that actually makes
                     you do a step forward first before executing it. It's
                     a good anti-air (but nothing compared to her launcher)
                     that comes out fast and like I just said, has a longer
                     reach.
                                                                           
       b) crouching - it's just a longer reaching but slower and yes, higher
                      damaging version of the crouching MP and can combo from
                      that move and/or from the crouching LP. Recommended
                      for starting a Senretsu Kyaku.
                                                                           
       c) jumping - it's just a longer reaching but slower and yes, higher
                    damaging version of the crouching MP and can combo from
                    that move and/or from the crouching LP. This move is the
                    high priority move I was talking about. You just punch
                    downward, (diagonally forward, not straight down) and
                    hit hard, giving you enough time to follow it up with
                    ANY move---normal, special, or super if you use it as a
                    jump-in combo starter. You can super jump and charge your
                    super bar by repeatedly doing this move as an alternative
                    to the multitude of Lightning Ks you were probably thinking.
                    If an opponent's air-borne, you can also super jump and
                    do it as you propell yourself to give him a knock down
                    surprise.
                                                                           
    4) LK - at some point may be better than the LPs but not always. I'll
            show you why...
                                                                           
       a) standing - she throws a short K that's just as useful as any normal
                     or small sized player's short K in the game. Used to
                     confuse blocking opponents to continue blocking when
                     you decide to throw them.
                                                                           
       b) crouching - ahh...yes, the short kick that used to rule during the
                      SFII series. I think you can do about 5-7 hit combos
                      with this move before but not any more. It's a good
                      combo starter, that's what it is. And it can also be
                      a good confuser.
                                                                           
       c) jumping - a straight horizontal K that's one of the best moves to
                    use in an air to air encounter. (though I'd prefer an
                    HP) May also serve as a jump-in but rather leave that
                    to the H attacks. Its main use is an air combo starter.
                                                                           
    5) MK - just like the MPs, a basic combo filler that has its varieties
            but is mainly used to increase the number of hits of your every
            combo.
                                                                           
       a) standing - it's just a longer reaching but slower yet higher damaging
                     version of the standing LK and can combo from that move
                     too. This time, however, her leg is angled a bit higher
                     than the said move.
                                                                           
       b) crouching - a long-reaching low kick that should be used mainly to
                      add to the number of hits of your ground combos but
                      can also be considered as a counter for dash-in moves
                      and combos.
                                                                           
       c) jumping - a straight horizontal K---slower yet more damaging than
                    the jumping LK---that's one of the best moves to use in
                    an air to air encounter. (though I'd prefer an HP) May
                    also serve as a jump-in but rather leave that to the H
                    attacks. Its main use is an air combo filler.
                                                                           
       d) down (mid-air) - her famous stomp kick that, since already has the
                           ability to be comboed into other normal moves,
                           has gained respect in the crossover world.
                                                                           
    6) HK - being a combo ender (not to mention a launcher) is the only use
            I can think for this move so far. Not much on the priority side,
            but reaches further while just as damaging as the HPs.
                                                                           
       a) standing - this is what every MVC character has---a launcher. From
                     a kneeling position, Shadow Lady turns her back, reveals
                     her butt for a split second, and then kicks almost vertically
                     upward so hard your opponent is launched. Also very high
                     on priority.
                                                                           
       b) down-forward - this should be a special move, but I'll include it here
                         for completeness' sake. In this move, Shadow Lady
                         jumps, flips forward in mid-air, and lands a little
                         bit behind your opponent, sticking out her knee to
                         the back of his neck. Not to be used much because
                         of its lame execution and recovery time.
                                                                           
       c) crouching - from a kneeling position, Shadow Lady swings out both
                      her legs with much force to hit both the opponent's shin
                      and hips(in Hulk's case hits only the shin) and knock
                      him down.
                                                                           
       d) jumping - I never really found any good use for this move, which
                    by the way is a double axe K (farther leg first then nearer)
                    but at least in MVC it's a good combo ender, though I'd
                    still prefer a special, a throw, or a super.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1) Lightning K - K (rapidly)
                                                                           
            Chipping off decent damage is what this move does best. Also
       a good combo ender mainly because of the ease with which you can link
       it from almost ANY move and secondarily because it gives the most number
       of hits.
                                                                           
    2) Splits K - F,DF,D,DB,B+K
                                                                           
            One of the many reasons people should think thrice before throwing
       a fireball. The LK version can also be used as an instrument for confusing
       those who block all day. A good strategy would be to hit him with a
       double D+LK/D+MK and connect with this move. It won't register as a
       combo, you're guaranteed at least one hit if you don't do it often.
       Added note: the lower the K strength used, the higher the jump before
       striking while the higher the K strength used, the farther the move
       will go.
                                                                           
    3) Electric Shock - F,D,DF+P
                                                                           
            Don't think Shoryuken with this move simply because of the directional
       motion with which you execute it. This is a very different move and
       is not any better than the shoto's version. Not high in priority at
       all and hard to connect because of its very limited range so use it
       for defense against dashers and nothing else.
                                                                           
    4) Drill - D,DF,F+P
                                                                           
            Reaches across the screen, I think, and chips so well while keeping
       you on the safe side during recovery that you should ALWAYS use this
       move as a combo ender either when your combo is blocked or when you
       end up too far for a launcher.
                                                                           
    5) Rainbow Missiles - D,DF,F+K
                                                                           
            One of the many reasons people should think thrice before even
       trying to jump. Practice making this move second nature whenever an
       opponent jumps for any reason at all. It's homing, so you're guaranteed
       at least a nice chip.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Big Bang Laser - D,DF,F+2P
    
            Shadow Lady summons all her chi and pours it all out on her opponent
       in the form of a beam of pure energy. It does a minimum of 20+ hits
       (as far as I've seen) and that can be increased to 30+ if you mash the
       buttons while she's at it (that I'm not sure of). You can also do this
       in mid-air. See anyone who can't move for the moment? DO IT NOW!!!
                                                                           
    2) Galaxy Missile - D,DF,F+2K
                                                                           
            As the Rainbow Missile can chip well, so can its super version. Use
       this move mainly as a combo ender though it WON't combo. Utilizing its
       chipping prowess whenever the opponent's in a corner is also acceptable.
       Not the best super to finish what a ramming helper started but at least
       it's the easiest to execute when you're a mile away from a jumping
       opponent
                                                                           
    3) Final Mission - Hold B...F,B,F+2K
       (must be charged at level 3)
                                                                           
            WOW! Definitely one of the coolest moves in town! I said cool
       because, in case you haven't seen it yet, it's a move wherein Shadow
       Lady kicks the opponent once (with a launcher), the whole scene comes
       to a pause, like Akuma's Shun Goku Satsu, a multitude of hits reveal
       themselves on the screen, and when everything's back to normal your
       opponent finds his life bar cut to half---yeah! On the down side, besides
       eating up ALL three super bars, it's very hard to connect with this
       super even on average players. Don't use this super even if your opponent
       is wide open because there's always that chance you might miss so if I
       were you, I'd do a team work super and make him/her pay for his/her
       mistake.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    * nope. I won't be giving out any infinites (though you'd probably know
      them all by now) BUT I'll be using those infinites' basic principles
      in some of my combos.
                                                                           
    Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                            combo. You may want to do a LK-> MK-> HK combo
                            to start a jump-in but, can the LK really hit
                            the opponent before he does something else?
                                                                           
    * a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                           
    1. D+LK-> D+MK-> D+HP-> Drill
    2. LP-> LK-> MP-> MK-> Drill
    3. LP-> LK-> MP-> MK-> Lightning K
    4. LP-> LK-> HK-> UF-> LP-> LK-> MP-> D+MK-> LP-> LK-> MP-> MK-> Lightning K
                                                                           
    * sigh...no combos that end in supers, sorry.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    Well, pull off all the combos I just taught you! If you block all day,
    computer opponents will most likely do a dumb attack that'd leave them
    open for a combo that ends in a super! If, however, they walk forward
    for no reason, they're planning to throw you so do what you want to counter
    that! Simple enough?
                                                                           
    Oh, yeah, how to beat Onslaught:
    First, cool-looking form: all you have to do is block low and release
                              a multitude of crouching HPs whenever he's
                              finished doing a special move.
                                                                           
    Second, cheap@$$ form: jump and HP his face until you're all charged up
                           for a super then Big Bang Laser his face and make his
                           neck crack! Block right after your every move to
                           avoid his eye beams.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    *Well, there won't be any universal rules for fighting against humans cause
     no two humans think identically. There are, however, general rules that
     could apply to at most 80% of your encounters with human challengers.
                                                                           
    1. Use Colossus as a helper - You may replace him, but make sure the
                                  replacement pretty much does the same thing---
                                  RAM the opponent! You can always do a Big
                                  Bang Laser for major damage afterwards.
                                                                           
    2. Play a mix-up game - Shadow Lady can't just combo and hope that her
                            opponent opens up somewhere during her moves because
                            she can only do short range combos and they don't
                            even confuse that much. Here's what you can do:
                                                                           
        Dash-> D+LK, after that,...
                                                                           
        a) F+HK - only if he doesn't block. Launches him in mid-air. Continue
                  with an air combo of your choice
                                                                           
        b) D+MK - may be done even if he blocks or doesn't block. Added combo
                  filler.
                                                                           
        b.1) D+HP-> Drill - may be done even if he blocks or doesn't block.
                            Added combo ender.
                                                                           
        b.2) Splits K - an overhead to confuse your opponents while blocking
                        low
                                                                           
        b.3) throw - used to confuse opponents who block all day. Not to be
                     used much as it can be considered cheap if you win almost
                     entirely by it.
                                                                           
        b.4) Dash-> D+LK - only if blocked. Repeat mix-up game.
                                                                           
        c) Splits K - remove the D+MK part to further confuse. It's an overhead
                      done to confuse your opponents while blocking low.
                                                                           
        d) walk forward - make him guess what you'll be doing next and if
                          you predict right, either:
                                                                           
        d.1) throw - remove the D+MK part to further confuse. It's used to
                     confuse opponents who block all day. Not to be used much
                     as it can be considered cheap if you win almost entirely
                     by it.
                                                                           
        d.2) D+LK - start the whole strategy all over again for those who
                    are already keen observers and can retaliate when they
                    see a throw coming. Adding this to your options would
                    give 'em a sure fire headache.
                                                                           
        e) summon Colossus/any rammer - only when guard pushed because your
                                        opponent will usually dash afterwards.
                                        Connect with a Kikoshou for major
                                        damage.
                                                                           
    3. Abuse the priority of your Jumping HP
                                                                           
            Whenever you just don't know what to do, or whenever every attack
       of yours ends up being countered, pull yourself together while buying
       time using a ton of HPs while repeatedly super jumping. Not only will
       your supers get charged up in no time, you'll also be quite sure it'll
       take some time before he could think of a way to stop you, and by that
       time you've already thought of a way to stop HIM!
                                                                           
    4. Do not loosen your @$$hole too much
                                                                           
            No thanks to you, Mr. Lafaurie Jr., I had to add this section.
       (joke only, man) Anyway, although this guy gave me a teenee weenee
        bit of credit, he still stated at the beginning of his faq the inability
        of the "other faq writers" (including me) to use the Rainbow Missiles
        to its full potential. I can't speak for faq writers other than myself,
        but I have to say I KNOW how to and CAN use those butt bombs the way
        you do, Mr. Lafaurie Jr., it's just that I HAVE CHOSEN NOT TO. You
        seem to use them as the computer does, and, no offense, but in my
        opinion it's even cheaper than Akuma's double Zankuu Hadouken in SFA3.
        Nope, it is not my goal to win effortlessly, but to have fun in trying
        out your opponent's skills and adapting to them as you see fit. I
        use those farts sparingly, and only to prevent jump-ins, not to close
        in and finish off an opponent whatever he may be doing. Mind games
        are my specialty, not trappy chipping, or cheappy trapping.
                                                                           
    5. Know which super to use
                                                                           
            Well, you can pretty much guess which super should be used for
       which situation---Big Bang Laser for ground-bound opponents and the
       Galaxy Missile for air-borne ones. Master the art of making these
       moves second nature whenever an opponent opens himself up. Knowing
       all these by heart would lead the path to victory.
                                                                           
    6. Character-specific strategies:
                                                                           
    Captain America - if there's anyone who could match your air HP priority,
                      it's him. His jumping HP does a lot more damage, reaches
                      further, and all that without having to sacrifice
                      execution time. Don't be the first one to super jump,
                      as he would most likely meet you in the air with the
                      accursed HP. Stay on the ground, dash forward and back
                      and lure him to miss a standing HP cause that's when
                      you pour out your Senretsu Kyaku. Use a confuser's
                      strategy, guard push his supers, and retaliate with
                      any of yours!
                                                                           
    Captain Commando - ahh...this captain must be dealt with in a rather
                       opposite manner than the first one. With this captain,
                       ALWAYS super jump and air block to avoid getting hit
                       by the heavily damaging Captain Corridor or the Captain
                       Sword super. Being able to block these would mean a
                       free Big Bang Laser for you. DON'T use a confuser's
                       game with this captain because he'll just Captain Corridor
                       you out of it.
                                                                           
    Chunli - two problems: avoiding her launcher when you're air-borne and
             avoiding her low combo to Lightning K super when you're on dry
             land. Two solutions: never be the first to super jump and if
             you ever will, hit the HP button rapidly during the whole air
             trip. Second, dash to low combo to special and make use of my
             confuser strategy, but with extra care. Missing would prove fatal...
                                                                           
    Gambit - just avoid his cheappy infinite and you'll be fine. That's the
             only thing he can do to beat you so if you've mastered the art
             of avoiding it, and everything he can do set you up for it,
             (like a launcher, a ramming helper, or a throw in the corner)
             then you'll be fine. He can be a good confuser but has his options
             limited to low attacks and throws so show-off YOUR confusing
             skills and win! He may use a rain of Kinetic Cards as a chip
             away strategy but that can easily be countered: Just dash right
             below him, and what else but Galaxy Missile!
                                                                           
    Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
           Then attack, attack, attack! He'll be wide open after just about
           ANYTHING he does so it's time to combo a dashing D+LK-> D+MK->
           D+HP-> Drill. Air combos will also work on him fine, just remember
           to hit him once before launching otherwise he won't budge. Hulk
           is big, but remember that all your supers make bigger look dumber
           rather than stronger.
                                                                           
    Jin - obviously cannot even dream of having Hulk's reach, but would definitely
          be faster. Other than that, Jin would have all of Hulk's advantages
          and disadvantages as well. He'll pack power with his attacks, especially
          if he's all yellow! That doesn't give him much of an upperhand,
          though, as his attacks have a lame recovery time and could easily
          be punished by an aerial combo. Just use the same strategies you
          would on a Hulk user and watch out for that hurricane super whenever
          you jump!
                                                                           
    Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
              Let him use his X buster all he wants, while you constantly super
              jump and HP all the way. There'll be four kinds of Megaman
              users, and only two will you find challenging. The first one
              just hammers away with a stream of X busters that's easy to
              jump over and punish with a combo. The second one will always
              charge up his X buster and use it as part of an air combo. Just
              dash back and forth to confuse him into giving up that hold
              then welcome his fireball with a Splits K. The third Megaman
              user would be using a rammer as a helper, slide kick you, and
              hope that you'll retaliate with a combo as he summons his helper
              afterwards. He'll surely get hit, but you'll be punished by his
              helper as well, giving him enough time for a Hyper Megaman super.
              Just don't counter the slide kick and wait for him to run out
              of helpers, THEN attack! The fourth, most challenging one would
              be a Megaman that X busters low, then X busters high, then low,
              then high, then you lose your sanity---WRONG!! Fight on! Block
              his low X busters and dash forward when he does the high one.
              Eventually you'd be near him. Time to use your confusing skills.
              If he manages to escape, which would only be possible via super
              jump, wait for him on the ground then launch with the all powerful
              standing HK! By the way, don't worry bout his supers, just block
              and Big Bang Laser afterwards.
                                                                           
    Morrigan - will fight like you do, being a good confuser and all that.
               She will, however, have her options limited to low attacks
               and throws so show-off YOUR confusing skills and win! If she
               does something you won't, namely raining you with air fireballs,
               Dash in and punish her with your Galaxy Missile or launch her
               if you don't have the extra charged super bar.
                                                                           
    Ryu - If he's using strategies found in my Ryu faq, then may the best
          confuser win! If he's not, you're in for a cheapy fireball game.
          Again, you'd be needing your invaluable jumping HP to chrage up
          your super and Big Bang Laser his fireball wherever he may be.
                                                                           
    Spiderman - Even his Maximum Spider has a high chance of getting countered
                by a Big Bang Laser in progress so abuse that fact to your
                advantage. Master the art of rolling and you'll be avoiding
                his Crawler Assaults forever! Even his Ultimate Web Throw
                would not be able to counter a Big Bang Laser and you can easily
                detect that. If he uses an air combo that knocks you down and
                falls right behind you as you get up, just hit the HK and launch
                him!
                                                                           
    Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                    you to STAY in the corner when pitted against this teleport
                    master. That way he wouldn't be able to use an Ouroboros-
                    and-teleport-behind-you strategy. But with you in the
                    corner, he'll try two things: combo you like crazy, wherein
                    the guard push feature would prove most useful, and chip
                    away some nice damage with his robo dog, which you should
                    super jump to avoid and charge up your super meter. Use
                    your helper whenever he jumps for you then Big Bang Laser
                    afterwards. If he doesn't have a single super charged
                    up yet, hell, forget all I've just said about him and
                    engage in a confuser's game instead.
                                                                           
    Venom - Just super jump and HP all the way and as you land, choose from
            two landing sites: as far away from him as possible to be able
            to continue super jumping and charging up your meter, or a little
            behind him so your HP could out prioritize ANYTHING he whips up
            and give you an opportunity to do a D+LK-> D+MK-> D+HP-> Drill
            combo whether he blocks it or not. If he's able to block all of
            it, engage in a confuser's game but beware, he may not have an
            overhead but his throw allows him to combo you afterwards so get
            ready for that.
                                                                           
    War Machine - Just block his ground combos, D+LK to combo his throw attemps,
                  and do a dash in to Galaxy Missile if he abuses his mid-air
                  smart bombs. If he's dumb enough not to include his War Destroyer
                  super in a combo, dash to Big Bang Laser him one moment after
                  all his missiles are launched from his armor. I guarantee
                  you the missiles will drop where you WERE before you dashed
                  but you have to time it right, though. The Proton Cannon,
                  if not done as an ender to a helper attack, would be easily
                  detected and therefore super jumped from and punished with
                  what else but a Big Bang Laser. If your opponent doesn't
                  make flaws like this, then you better stick to your good
                  'ol jumping HP to do the trick.
                                                                           
    Wolverine - until recently have I thought that Wolvie users (including
                me, once) were just plain good at it but now I know Wolvie
                was just too advantaged to be defeated by a mere above average
                player. I hate to be called cheap, so now I have stopped
                using Wolverine, and started taking him as a challenge to
                defeat with my Chunli. There'll be two things any "challenging"
                Wolvie user would do: stomp you like crazy until you open
                up for a combo to super, or dash in like crazy also until
                you open up for a combo to super! With the first strategy
                you'll again have to utilize the priority that's in your HP.
                You can also opt to surprise him with a ramming helper as
                he stomps you to get a clear opportunity for a Big Bang Laser.
                For the second strategy, you'll have to assess yourself. If
                you think you can pretty much predict what he's doing, then
                combo him if he tries to throw and use the guard push otherwise.
                If he doesn't give up and still dashes in like crazy, smile
                and surprise him with a risky but rewarding Big Bang Laser
                to turn his healing factor off for good!
                                                                           
    Zangief - Just charge up the way I've been telling you since the beginning
              of this section and guard push all his attacks so that he couldn't
              link them to a grapple or worse, SUPER grapple! He'll be using
              blocks much, so you'll just have to play a risky confuser's game
              with him. Remember that in a confuser's game, you'll have to
              succeed over him in a LOT of times before you can be at an advantage.
              One successful confuser from him and you're back to where you
              started, a draw. Whenever you're charged up and can't land a
              combo, just chip away with your Galaxy Missiles along with its
              normal version.
                                                                           
                                                                           
    6. Strategies on secret characters:
                                                                           
    Golden War Machine - Just block his ground combos, super jump from his
                         throw attemps, and do a sudden dash in to Galaxy
                         Missile if he abuses his mid-air smart bombs. If he's
                         dumb enough not to include his War Destroyer super
                         in a combo, dash and Big Bang Laser him one moment
                         after all his missiles are launched from his armor.
                         I guarantee you the missiles will drop where you WERE 
                         before you dashed but you have to time it right, though.
                         The Proton Cannon, if not done as an ender to a helper
                         attack, would be easily detected and therefore super
                         jumped from and punished with what else but a Big 
                         Bang Laser. If your opponent doesn't make flaws like
                         this, then you better stick to your good 'ol jumping
                         HP to do the trick.
                                                                           
    Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                             dealt with a confuser's strategy. This time she
                             can't use a rain of fireballs to annoy you because
                             she'll only have short range ones but still beware
                             her confusing skills and counter as you see fit.
                                                                           
    Orange Hulk - Block, block, block! Eventually he'll grow impatient and
                  hit you. Then attack, attack, attack! He'll be wide open after
                  just about ANYTHING he does so it's time to combo a dashing
                  D+LK-> D+MK-> D+HP-> Drill. You'll be needing this combo
                  much to chip away some nice damage in case it turns out
                  your opponent is a lot more patient than you are. Orange
                  Hulk is big, but remember that all your supers make bigger
                  look dumber rather than stronger.
                                                                           
    Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
           MVC is survival of the fittest and Roll, as many would say, is
           not "fit". I'd choose her over Megaman anytime but I must admit
           I find the always-give-you-a-stupid-look boy much harder to defeat.
           Refer to my Megaman strategies for dealing with her and adjust
           them according to these added notes: One, Roll's X buster CAN chip
           some block damage but it would need a down to forward motion so
           it'll come out slow. Two, you can low block against her Hyper Roll
           and you wouldn't get a bruise. And three, all her other supers
           are easy to block and Big Bang Laser afterwards.
                                                                           
    Shadow Lady - Chunli minus the ability to combo a super but plus the
                  ability to chip away with her butt missiles. Keep an eye
                  out for your life bar cause these farts can cut it down
                  to half without even you noticing. Don't super jump, as
                  that would mean a free chip from those accursed butt bombs.
                  If she's stupid enough to do it while you're on the ground,
                  and up close then it's Big Bang Laser time! Anticipate her
                  missle super and again use your Big Bang Laser to counter.
                  She'll also be using a ramming helper to easily connect
                  with her Big Bang Laser so you'll have to predict when
                  she'll use it. Knowing all these, engage in a confuser's
                  game and she'll definitely short-circuit.
                                                                           
    Venom's Carnage Mode - I really am not very observant on who takes more
                           damage than who but I definitely noticed the Carnage
                           Mode's belief in the quote, "The best defense is
                           a strong offense." (did I say it right?) Anyway,
                           Carnage Mode concentrates on speed and power, but
                           gives up stamina in return. Don't try a confuser's
                           game for him cause he's already confused!(heh)
                           Seriously though, his tremendous speed just gives
                           him the ability to jab his way out of any confusing
                           strategy you may have in mind. Let him combo you
                           like crazy, (while you block, of course), abuse
                           your guard push, and make him feel he's just another
                           big sucker for the Big Bang Laser.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    Bison beats the crap out of Jin, and as he lay unconscious, Shadow along
    with Shodow Lady appears. They blamed themselves for being to late and
    concluded that only cybernation can save Jin now. After a few sparks,
    We see Jin all black like the two Shadows and with a drill for an arm---
    cool! He says, "Am...I...alive?"
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                        arts
                                                                           
    Benzi Robledo (benzi@iconn.com.ph) for the helper codes
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.3 - added some vs. human strategies
    v1.2 - added some combos
    v1.1 - fixed some errors
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Shadow Lady I left
    out or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    Shadow Lady's infinite combo (I don't approve of this, but I'll include
    it due to persistent requests by a lot of people)
                                                                           
    (air dash) D+MK-> HP-> (land) LP-> LK-> HK-> UF->
    LP-> LK-> MP-> D+MK-> [repeat until (><) ]
                                                                           
    * the infinite part (all four mid-air moves) must be done very quickly
    * it would help to just hold DF after the first mid-air LP connects
    * do not alter the infinite part in any way. Some of it, mostly likely
      the LP or the LK, will not always connect but still you need to press
      them to ensure perfect timing.
    * add a Lightning K to the MP-> D+MK part once the opponent's life is
      less than one-eight for a flashy finish!
                                                                           
    There's another shadow lady infinite out there, but I don't know how it's
    done. I just saw some cheap@$$ nut try to do it to me (good thing he
    couldn't perfect it, or I would have lost one character immediately)
    Email me if you have any info on this so I'd stop getting tons of mails
    requesting for Shadow Lady's infinites, ok?
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
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    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
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    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||     preferable, though not required.                                          ||
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    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~