MMM     MMM         AAA         RRRRRR   VVV          VVV EEEEEEEE LLLL
MMM     MMM        AAAAA        RRRRRRRR  VVV        VVV  EEEEEEEE LLLL
MMMM   MMMM       AAA AAA       RR    RRR  VVV      VVV   EEE      LLLL
MMMMM MMMMM      AAA   AAA      RR    RR    VVVV  VVVV    EEEEEEEE LLLL
MMM MMM MMM     AAAAAAAAAAA     RRRRRRR      VVVVVVVV     EEEEEEEE LLLL
MMM  M  MMM    AAAA     AAAA    RR   RR       VVVVVV      EEE      LLLL
MMM     MMM   AAAA       AAAA   RR    RR       VVVV       EEEEEEEE LLLLLLLLLL
MMM     MMM  AAAA         AAAA  RR     RR       VV        EEEEEEEE LLLLLLLLLL

SSSSS UU   UU PPPPP EEEEE RRRRR   HH  HH EEEEE RRRRR      OOO     EEEEE SSSSS
SS    UU   UU P  PP EE    RR  RR  HH  HH EE    RR  RR    O   O    EE    SS
SS    UU   UU PPPP  EEEE  RRRRR   HHHHHH EEEE  RRRRR    O     O   EEEE  SS
 SSSS UU   UU PP    EEEE  RR RR   HHHHHH EEEE  RR RR   OO     OO  EEEE   SSSS
   SS  UU  UU PP    EE    RR  R   HH  HH EE    RR  R  OOO     OOO EE       SS
SSSSS   UUUUU PP    EEEEEERR   R  HH  HH EEEEEERR   R OOOOOOOOOOO EEEEEESSSSS


- [ www.dingojellybean.com ] -
- [ Version: Last ] -
- [ Date Started: 7/12/99 ] -
- [ AIM: Dingo Jellybean ] -


=============================================================================
-------------------------------- [ Credits ] --------------------------------
=============================================================================

-- Capcom(www.capcom.com)
   For making an excellent game and for their hard work in all of their other
   games.

-- Marvel(www.marvel.com)
   Thanks to them for creating these lovable Marvel characters.

-- Captain Commando(spidey_5@hotmail.com)
   Essentially my God, in terms of writing. He was the one who helped me
   first start writing back in July of 1998. He's been a great friend
   and a great writer.

-- Jeanne Burch(http://www.sigma.net/burch/faq.html#awards)
   For helping me out on the Thanos bio and Maestro's bio.

-- GameFAQs(www.gamefaqs.com)
   To CJay for his hard work and dedication to the popular site.

-- James Chen((jchensor@ucla.edu)
   For his fabulous combo system that we've all come to know. (^_^)

-- Migs Rustia(www.miggy.net/msf)
   For his clarification on the combo system and also his excellent web site,
   I suggest you check it out.

-- Kao Megura(kmegura@yahoo.com)
   Thanks to Chris MacDonald for his the official names of Thanos and
   Dr.Doom's special attacks.

-- Dingo Jellybean(AIM: Dingo Jellybean)
   For typing up this FAQ.

-- Dallas(www.accentral.net)
   For being a great friend for so many years.

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

Okay, so this will be my last update. It's been a while since I've done
anything FAQ-related (over 2 years to be somewhat exact), so I just want to
touch up on this guide that severely needs touching up. I've reformatted the
guide to make it look easier to read, though some of the information itself
has been untouched, so you'll have to forgive my former 14-year old self
writing this guide(because the guide gets corny a bit). I was kind of
unsatisfied with this guide, I mean it had the information down, but there
were also unncessary information that was kind of common sense, so I took it
out. Please, don't bother me with this guide, I've done enough that I can
with it, so I won't add any little combos you might have. I've taken out my
email address because people tend to forget that the information they ask is
in the guide. Please use the find/search function that's present on your
computer (for most of you it's Ctrl+F) and find it. I don't really play games
anymore, but I owe it to the readers that stuck by me all these years to
encourage me to write. So without further ado, this is my guide to one of the
most fun games I've ever played.

(March 8th, 2004): This took a couple of hours to do, but I reformatted the
guide and corrected some information as well as take out a lot of junk, so
expect this guide to be cleaner, faster to load, and more resourceful than
before.

(July 12th, 1999): Finished the guide, it should have all information
possible including some in-depth analysis for each character to go head to
head with any other character.

=============================================================================
------------------------------- [ Copyright ] -------------------------------
=============================================================================

This FAQ is not in any way to be used improperly, improperly defined as;
using for profit, taking credit for this guide as your own, altering the
guide in any way. You are welcomed to use the guide if you do not intend to
do any of the above. Simple as that, I won't get into the legal mumbo jumbo.

Copyright Dingo Jellybean; 1999-2004

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

Game Functions(supers, counters, etc.)
Combo System
Magic Series
Characters
- Blackheart
  - Moves
  - Combos
- Captain America
  - Moves
  - Combos
- Dr.Doom
  - Moves
  - Combos
- Hulk
  - Moves
  - Combos
- Iron Man
  - Moves
  - Combos
- Juggernaut
  - Moves
  - Combos
- Magneto
  - Moves
  - Combos
- *Psylocke
  - Moves
  - Combos
- Shuma Gorath
  - Moves
  - Combos
- *Spider-Man
  - Moves
  - Combos
- *Thanos
  - Moves
  - Combos
- *Wolverine
  - Moves
  - Combos
Miscellaneous
  -- Codes
  -- Disable Gems
Closing Comments

* This indicates a character has an infinite combo.

=============================================================================
----------------------------- [ Game Functions ] ----------------------------
=============================================================================

Here is what the game is based on, you block, dash, and super jump like
normal. Incase you need help on how the game functions then read on,
otherwise you can skip this section.

---------------------------------------
Blocking: UB/B/DB(while being attacked)
---------------------------------------
When you block to can completely avoid and physical damage, only Hulk's
regular attacks will do block damage. You can block in the air and
basically block any other move your opponent tries to throw at you,
besides a throw. When you block special attacks like Captain America's
Shield Slash, you will always incur a little damage. The block damage is
unrecoverable and some moves may even lose you a chunk of life even if
you do block. This is primary for beginners and its once of the most basic
steps in winning battles.

-----------------------------------------------
Throws: F/B+FK/RK/SP/FP(when close to opponent)
-----------------------------------------------
Throws are grabs that are unblockable and do alot of damage, infact throws
will always do the same amount of damage no matter what damage guage
you set it at. Throws can be tech hit out of, which will be explained
below. When you are close to your opponent each character has a special
throw, its up to you to find out what button is required for the
throw. Throws can also be done in the air and every character in the
game has at least one type of throw. Grabs and holds are another type of
throw, they usually involve Wolverine, where he repeatedly slashes at
the opponent's back. In this game you can ram the buttons to get an
extra hit out of it, but that's about it. Ramming the buttons during
these holds and grabs will only make the grab or hold go faster, they
will not make the grab or hold do more damage.

---------------------------------------------
Tech hit: F/B+FK/RK/SP/FP(after being thrown)
---------------------------------------------
A tech hit is what known as a "parry throw." It allows you to either cut
the damage of the throw or completely escape a grab or hold. You must do
the motion immediately after you have been thrown or right after you are
caught in a throw, grab, or hold. If you perform the motion to late, then
you can't tech hit out of a throw, grab, or hold.

-------------------------------------------------
Safety Roll: B,DB,D+P/K(after being knocked down)
-------------------------------------------------
To avoid being attacked any further from OTG combos, complete the
motion to roll. During the roll your character is completely invincible
and can block immediately after the roll. Sometimes when you are knocked
down from a super you can often roll towards your opponent and attack
them, even though their super had already connected. A prime example
is Iron Man's Proton Cannon, Captain America can easily roll and counter
the recovery time of the Proton Cannon, despite the fact that he ate
the entire super. Also you cannot roll from combos or supers that
initiate the flying screen. Meaning that air combos that ends with an
AC Finisher, strikes, or supers like the Berserker Barrage X, you cannot
roll after the moves have connected.

--------------------------------------------------------------
Infinity Counter: B,DB,D+P/K(when blocking an attack)(level 1)
--------------------------------------------------------------
When you are being constantly attacked or near death from a high chipping
super, then your best choice instead of blocking all the way, is to counter.
All counters in the game are invincible throughout the entire move, so when
your near extinction from a Proton Cannon, you can use your counter to
completely escape some block damage. Don't use the counter with every
chance you get though because they do require one level of super.

------------
Dash: F,F/3P
------------
This is like a quicker version of a regular walk. Dashing allows you to come
to your opponent or escape from your opponent more quickly than a standard
walk. The dash also allows your sprites to be deeper into the opponent's
sprites so that more hits can be put in combos. Every character in the game
has a ground-based dash while only a few characters have an air dash. You can
stop in the middle of a dash as well by hitting the opposite direction you
are dashing in.

----------------------------------------------
Super Jumping: D,U/3K/U(after a launcher only)
----------------------------------------------
Super jumping can be seen from the last game, X-Men Child of the Atom. They
allow you perform a jump much higher than a regular jump. Super Jumping is
prime for escaping ground based supers or for use in air combos, infact
nearly 70% of the combos in this FAQ involve super jumping. You only need to
press U after you have launched your opponent to do a super jump. You can do
many special attacks in the air and you can steer yourself away or towards
your opponent during and after the super jump.

------------------------------------
Infinity Combo: Special Motion+2P/2K
------------------------------------
Every character in the game has at least one of these. They are often called
"supers" and they perform massive damage towards your opponent. Some supers
can be done in the air and all supers require a level of super. To use the
Infinity Combo you must have a level of super and perform the required
special motion. Some supers are not as good as others and some supers have
start up delays and recovery times. Its up to you to decide on your best
judgement when to use these supers.

----------------------------------
Taunt: D,D+Select(Saturn: D,D+L+R)
----------------------------------
Taunts in this game have basically no use offensively. They are here just to
tease your opponent, humiliate them, rub your friends face in, or just to
annoy the heck out of your opponent. As you can expect taunts will leave you
open to attack and you cannot cancel from these taunts. Some taunts may even
do damage, but very minute damage. So unless you are far away from your
opponent and they don't have any supers or you are ahead in the life guage
department, then I suggest you stay away from using these, unless of course
you need a good laugh once in a while.

--------------------------
Dizziness: Constant Attack
--------------------------
This only happens when you are bombarded by attacks. You cannot become dizzy
in the air unless your oppnent AC Finishes with a special attack like the
Drill Claw or Web Swing. On the ground dizzies are at its peak, meaing that
probably any attack will cause a dizzy if your opponent is in a near dizzy
mode. The indication of a dizzy is shown by the characters portrait near his
or her Infinity bar. At first the character's portrait is blue and the facial
expression is normal, then after a few hits it turns yellow, after more hits
the facial expression changes and the background color of the portrait
becomes red. When you are hit with a few attacks when your portrait is red
you will then become dizzy and your portrait will remain red and spin wildly.
When you are dizzy you are momentarily stunned, meaing that the opponent can
attack you at will and there is nothing you can do about it. To avoid this
from happening in the future simply avoid attacks for a while and wait until
your character's facial portrait turns back to normal. Also your character's
dizzy condition will remain that way if you block attacks, meaning that if
your character's facial portrait is yellow and you block attacks, your
character's condition will remain that way. Also supers do not cause
dizziness, but its ideal to use them when your opponent is diizy, taken
consideration that you have enough super meter for it.

--------------
Infinity Guage
--------------
This guage is under your vitality guage. This guage slowly and gradually
builds up as you attack. You don't even have to connect with an attack to
build this guage up, some attacks even drain super meter from your opponent.
Once its stored in place you are welcomed to use either an Infinity counter
or an Infinity Combo.

--------------
Vitality Guage
--------------
This guage is shown in a yellow bar located at the top of the screen. It will
gradually decrease as you take damage or block either a special attack or an
Infinity combo. There will be a red bar the drains after you have been hit
behind the yellow bar, its only and indication of how much damage was
incurred. Only Wolverine can refill his guage naturally.

---------------------------
Infinity Gem Use: D,DB,B+3P
---------------------------
When you have a gem perform this motion to activate them, they can only be
used once during the entire battle and your character can carry all 6 gems at
the same time. Each gem has a unique ability which will be described below.

=============================================================================
------------------------------ [ Infinity Gems ] ----------------------------
=============================================================================

In Marvel Super Heroes there are infinity Gems, straight from the comics.
They allow your character to perform special abilities normally not available
to them, but the use is limited. Some gems however give your character a
unique ability that it wouldn't give other characters when used, but that
will be explained in each of the character's section. You can aquire these
gems by attacking your opponent, some moves cause the gem to pop out of your
opponent's hands and they drop onto the ground. Simply walk over the gem to
pick it up, you can even roll towards the gem after a knockdown. Not all
attacks will cause the gem to come out, mainly Infinity Counters, Infinity
Combos, Special Attacks, and some taunts will pop the Gem out of the
character's hands. Also note that when the character activates the gem they
are invincible for a brief second and near by opponents will be knocked to
the other side of the screen for some minute damage.

-------------
Time Gem: Red
-------------
This gem allows your opponent to move faster than normal. This does not
however improve your start up time and recovery time on your special attacks.
the Time Gem only affects your regular attacks, walking speed, and dash.

Ideal Character: Hulk, Shuma Gorath

---------------
Soul Gem: Green
---------------
With this gem activated your character will gain two blocks of unrecoverable
life. During this activation an opponent can still knock some life out of you
mainly with a special attack. If you take block damage from special attacks
the effectiveness will slowly decrease. So its almost worthless to use this
when blocking a Proton Cannon.

Ideal Character: Iron Man(not much use, see Iron Man)

-------------------
Reality Gem: Yellow
-------------------
The Reality gem allows your character to send out projectiles with each
regular attack, these projectiles will even do block damage and they add the
overall damage done to your attack. The use of this is very limited and lasts
very fast.

Ideal Character: Blackheart

--------------
Mind Gem: Blue
--------------
This gem will refill your Infinity guage at a phenominal rate. Its almost
guaranteed to fill at least two bars of Infinity guage. If your Infinity
guage is full I suggest you use a super then activate it.

Ideal Character: None

----------------------
Power Gem: Red(again?)
----------------------
Well the color of this gem is suppose to be a mix of red and pink, but mostly
red. I don't think its the resolution on my T.V. but I could be wrong.
Anyways this will practically double the strength of your character's
attacks. This will not double the damage of your super or special attacks
though. This will also cause your character's normal attacks to do block
damage and everytime you attack your opponent with an attack the screen will
flash red.

Ideal Character: Captain America, Psylocke, Wolverine, Spider-Man

-----------------
Space Gem: Purple
-----------------
This gem provides your character with super armor, meaning that it will take
a second hit to launch your opponent or a second hit to stun your character.
It will take three hits from jabs and shorts to stun your character. Also you
will incur no block damage and all regular attacks are cut down in half, but
your opponent can disipate your Space Gem more quickly if they continuously
attack you.

Ideal Character: Magneto, Juggernaut

=============================================================================
----------------------------- [ Combo System ] ------------------------------
=============================================================================

Combos in this game are performed by hitting a series of varying attack
buttons that can ultimately wow the crowd and yourself. However, learning
combos takes a bit of time, so if you aren't too familiar with combos in
Marvel Super Heroes, take a look below.

[ Launcher: ] The basic air combo(also known as Aerial Raves in Japan) start
up move. Every character in the game has one except for Apocalyse. If you
have trouble using your launcher properly you will have some serious trouble
getting into your offensive game, unless you are a master at ground combos.
Once you launch your opponent your opponent goes flying up into the air
unable to block for a second or two, at that time is your golden opportunity
to pull off a combo. Launchers are often used as anti-air attacks as well,
but they normally don't have the priority of special move anti-air attacks.

[ Air Launcher: ] Air launchers are very similar to launchers because they
jack the opponent up into the air and it sets up the opponent for an air
combo and also remember that not every character in the game has a air
launcher. However the opponent must be in the air for the air launchers to
fully jack the opponent up, if the opponent is on the ground that means the
opponent will not be launched even though they were hit with an air launcher.
Prime examples include:

Marvel Super Heroes: Hulk's S.Roundhouse
X-Men vs. Street Fighter: Juggernaut's S.Fierce
Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse
Marvel vs. Capcom: Captain America's S.Strong

[ Small Launcher: ] The are launchers that help set up the characters' air
launcher or regular launcher. You must remember that not every character in
the game has a small launcher. With a single attack the opponent is jacked up
just a bit, but not enough to set the opponent up for an air combo though.
Small launchers often are too useless to be used as anti-air attacks, and are
mainly used when the opponent is on the ground. Prime examples include:

Marvel Super Heroes: Psylocke's C.Forward
X-Men vs. Street Fighter: Cyclops' C.Forward
Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward
Marvel vs. Capcom: Zangief's S.Roundhouse

[ Straight Launcher: ] The launchers are often called strikes. They send your
opponent flying across the screen. These intitiate the flying screen, where
the opponent follows the victim's momentum. You sometimes can combo off of
these but rarely, they are used to sometimes keep opponents away. Prime
examples include:

Marvel Super Heroes: Magneto's S.Fierce
X-Men vs. Street Fighter: Juggernaut's S.Roundhouse
Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce
Marvel vs. Capcom: Captain Commando's S.Fierce

[ Air Combo Finisher: ] Also known as AC Finishers. In the air you can't
combo the opponent forever(except for some characters) and you will need to
finish the combo at some point in time, then you would use the AC Finisher.
The basic AC Finisher initiates the Flying Screen, which is usually
incorporated by the character's super jumping Fierce or Roundhouse, even a
super or a special move can be used as an AC Finisher. Your opponent cannot
roll from AC Finishers that causes the flying screen effect, also AC
finishers can include special attacks that don't cause a Flying Screen and
can be rolled from after the attack like Spider-Man's Web Swing.

[ Off The Ground: ] Often referred to as OTG. You can further your combo by
picking up your opponent off the ground, usually with a C.Short and then
launch the opponent and perform another air combo. Most of the times the
opponents can roll before this happens, but tend to forget. A prime example
can be found using Wolverine:

D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG)

The knockdown in this combo is the crouching forward, and the pick up is the
crouching fierce. Even though Wolverine has knocked down his opponent he can
still continue his combo from their.

[ Air Combos(Aerial Raves): ] Every character can pull these off in the game.
They usually start with a laucnher and then the opponent is then pummeled by
the characters continuous attacks. Air combos should always start with Jab,
because it wouldn't be much use if you immediately go to a fierce because
that would just end your combo right there. NOTE: If you did import a Capcom
fighting game they are known as Aerial Raves. So instead of the little
message saying "Air Combo" it says "Aerial Rave."


=============================================================================
------------------------------ [ Magic Series ] -----------------------------
=============================================================================

The whole key to all the characters combos in the game. Without this chain
system combos would be completely obsolete. Here this is where beginners
should start and get a brief knowledge at how this easy system works. Combos
almost 95% of the time start with either a Jab or a Short, then is followed
by a chain sequence into a stronger attack. Some characters can do 5 hits in
the air and some can do three, it all depends on the character you are
fighting, the character you are using, and what magic series the character
possess in a discrete pattern.

[ Stronger: ]

Jab --> Strong --> Fierce

This can be done by almost any character in the game. Also you do not just
have to stick to just using straight punches and straight kicks, you can also
do this:

Short --> Forward --> Fierce

Just as long as the next hit you will execute is stronger than the last hit,
then the combo will fully come out.

[ Punch to Kick: ]

Fierce --> Short

Only one character in the game possess this odd magic series, and that is
Shuma Gorath. Here you can go backwards in terms of strength but you can
never get more than two hits, and you can never go forward like a stronger
magic series. Remember, this is only just one possible combination, you can
go from a Strong --> Short, or a Fierce --> Roundhouse.

[ Kick to Punch: ]

Roundhouse --> Strong

This is very similar to Punch to Kick Magic series, but its reversed. Only
two character in the game has this magic series and that is Blackheart. Here
you can go backwards in terms of strength but you can never go forward like
the stronger series. You can never get more than two hits out of this and
also there are more combinations like Short --> Strong, or Short --> Jab.

[ ZigZag: ]

Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse

The most complex part of the magic series, but after you take sometime you
can perform outrageous combos like the experts. You can most likely collect
five hits out of this magic series. Also you can skip some of the magic
series for example:

Short --> Strong --> Fierce --> Roundhouse

You can also perform a stronger magic series as well because basically a
stronger magic series is in the ZigZag magic series.

[ Weak Start: ]

Short or Jab --> Stronger Attack

Consider this like a weaker version of the stronger magic series. You can
only go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is
it, you cannot get more than two hits out of this and Hulk is the only one
with this magic series in the game.

[ None: ]

Any attack --> Special Move

That is the biggest combo out of this magic series. Any character with this
magic series is primarily at a disadvantage, since the player cannot get more
hits out he can only cancel into a special move just like those two-in-one's
back in the old Street Fighter days.

NOTE: The way this combo system is set up is that after the first hit, any
proceeding attack will effectively be weaker. Say a fierce normally does
about 44 pixels of damage, but after you combo a fierce off a jab it may do
40 pixels of damage. The more hits you chain in, the weaker the proceeding
hits become until they only do one pixel of damage. Though there are
exceptions to this, such that if you combo a Weapon X, the slash will still
do significant damage even after 99 hits.


=============================================================================
--------------------------------- [ Legend ] --------------------------------
=============================================================================

Basically this is James Chen's combo system, but it was refurbished by the
help another genius named Migs Rustia. This combo system is easy to read and
clear and its credited to the both of them.

, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land or will land after a move performed during SJ.
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
FWD. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS
-- [ ] -- These brackets means it's just a character's special move.
---- [ ] ---- These brackets refer to a character's best gem, infinity
              counter, and infinity combo.

                          Other Legend

JP      Stands for Jab Punch
SP      Stands for Strong Punch
FP      Stands for Fierce Punch
SK      Stands for Short Kick
FK      Stands for Forward Kick
RK      Stands for Roundhouse Kick
3P      Stands for pushing all three punch buttons at once
3K      Stands for pushing all three kick buttons at once
(air)   Indicates that move can ONLY be done in the air
(close) Indicates that move must be performed in Throw Range
U       Stands for holding the controller/joystick upwards
D       Stands for holding the controller/joystick downwards
F       Stands for holding the controller/joystick forwards
B       Stands for holding the controller/joystick backwards
UB      Stands for holding the controller/joystick up backwards:back jump
UF      Stands for holding the controller/joystick up forwards:jump towards
DB      Stands for holding the controller/joystick down back:defensive crouch
DF      Stands for holding the controller/joystick down forward:


=============================================================================
------------------------------- [ Characters ] ------------------------------
=============================================================================

------------------------------ [ Blackheart ] -------------------------------


-- [ Inferno: F,DF,D,DB,B+P ] --

Depending on which button you push makes him do either an Ice pillar, Fire
pillar, or a Thunder Pillar that each one of them has their own distance, Jab
is for close range and can be used as an anti-air attack and the fierce
version can be used from a distance. However if Blackheart misses you will be
setting up yourself for a calamity because he just stands there while still
in his Inferno pose, but one thing for sure and that's the fact that this
does alot of damage and must be used early to be used as an anti-air attack.


-- [ Dark Thunder: B,DB,D,DF,F+P ] --

Well not the best move in the game but it does have alot of range and
distance as well. The jab version makes him hit the ground, the strong makes
him go head height, and the fierce version makes him go at a fourty-five
degree angle which can be used as an anti-air attack. The fierce version can
be used as an anti-air attack but it really isn't all that effective and he
must start the move early so that it at least hits the opponent. Also this
can be used to nullify projectiles and still hit the opponent as well and can
be used as a mistake punisher.


-- [ (soul steal: FP ] --

Well this isn't really a special move because it involves his regular
attacks, but it has special features that you would normally see in a special
move. Basically what this does is rapidly drains the opponent's life away. I
mean it drains a ton of life, but it doesn't go to Blackheart though. However
you can never kill your opponent with this move for some odd reason I don't
know and its also hard to connect with despite the fact that it has alot of
range. Mainly because it takes a while for this to come out and when
Blackheart gets hit the little demons go away, but they don't go away if they
have already connected. Also the more demons that are on the opponent the
quicker and more life they drain, and also when its blocked Blackheart gains
alot of super meter. The recovery for this move is bad though.

-- [ (time stopper: RK ) ] --

Well this isn't much of a special move either because it involves his regular
attacks, but like his Soul Steal it does have special attributes though. When
he does this move and if it connects he will first start out with a kick and
then green demons(or depending on which color you select him as) cling onto
the opponent making them literally freeze unable to block. This gives you the
opportunity to do your Judgement Day, your Inferno, or your launcher. I've
tried putting in a Heart of Darkness or a Dark Thunder after this move but
for some reason once you do these moves the little demons just go away and
the opponent is free to block so I guess its just certain moves that you can
do. Also if the opponent blocks these Blackheart will gain an absurd amount
of super meter. Also these little demons have been known to stop projectiles
and yes even the Maximum Spider and Final Justice, and that's pretty special
isn't it?


---- [ Armageddon: D,DF,F+2P ] ----

An excellent super to use overall, mainly because it does a ton of damage and
combos easily off of his launcher. It'll do the most damage when you are in
the corner and does alot of block damage. It takes a while for this super to
start though since due to the fact that it takes time for the rocks to fall
down. The recovery time is excellent since he can recover before the rocks
start falling. However the Weapon X is liable to catch him if he misses with
this super because it lacks horizontal range. But its a 50/50 chance that
will happen, the best supers to counter the miss is the Proton Cannon, Space
Gem, Reality Gem, Power Gem, Kouchou Gakure, and a Heart of Darkness. If
Spider-Man uses his Maximum Spider he will simply bounce off the rocks and
most likely be hit by them too.

---- [ Heart of Darkness: D,DF,F+2K ] ----

Quite possibly the coolest looking super in the game. Its 10 times better
than it is in MSHSF and the damage that it does is phenominal. Its obviously
his strongest super and ramming the buttons adds extra demons for more hits
and more damage. Once it starts a giant blackhole will appear under the
opponent, that's the gateway to his dimension. Then demons fly from the
blackhole and juggle and balance your opponent high into the air then sends
your opponent flying even higher with a blast of black magic. This super goes
on for a long time and its just so cool how he laughs as the demons connect.
The thing I like about this super is that the recovery time is very minimal
and 99% impossible to counter even if blocked and also he floats up there
with you laughing. When this super is blocked a few demons will fly out and
Blackheart will float, but after a short while it'll stop, but its still very
hard to counter. Blackheart can even combo after this. Obviously his best
super to counter mistakes but watch for the start up delay, opponents will
see the blackhole and then quickly jump over it making you waste a super.

---- [ Blackheart: Dark Thunder - Infinity Counter ] ----

An excellent counter to use overall. It does solid damage if it connects and
even if your opponent does manage to block this move will push them back and
away from you. This counter has alot of horizontal range and like all
Infinity counters it's invincible during start up.


---- [ Blackheart: Reality - Best Gem ] ----

I wouldn't call this a good gem at all though. If used it makes Blackheart
turn invisible, but if he attacks its a dead give away as projectiles comes
out at his opponent. Also sometimes its hard to tell where you are and you
might even be eating a super if you are not careful. On the plus side your
opponent doesn't know where you are unless they see your shadow, and that's a
dead give away as well. Also it doesn't last very long and Blackheart will
come out of it rather quickly.


-------------------------------- [ Combos ] ---------------------------------

Special Game notes: Blackheart

-- His crouching/standing fierce/roundhouse can act like projectiles, except
that they can block out supers like the Weapon X, Final Justice, and Maximum
Spider.

-- His J.Strong has a special attribute, it drains your opponent's Infinity
guage.


Ground Magic Series: Kick to Punch
Jumping Magic Series: Kick to Punch
Super Jumping Magic Series: ZigZag
Launcher: S.Strong
Air Launcher: none
Strikes: C.Strong
Small Launcher: none
Knockdowns: none
Infinity Counter: Dark Thunder
Best Gem: Reality Gem
Max Infinity Guage: 1
AC Finisher: Forward(yes, that's it)


1. S.Roundhouse --> Inferno
   Just let the demons connect before you cancel


2. S.Roundhouse --> Heart of Darkness or Armageddon
   Quick and easy damage, just let the demons connect then cancel.


3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward


4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward


5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward
   You might want to move in closer after the demons connect, so that both
the forward and strong can be linked.


6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon


7. Inferno --> Heart of Darkness
   Cancel as soon as you can, before they hit the ground.


8. J.Forward \/ S.Forward, S.Strong /\ SJ.JAb, SJ.Short, SJ.Strong --> AC
Finisher
   Basic combo for Blackheart, trust me, if you master this combo Blackheart
can be a very dominating character.


9. J.Roundhouse \/ S.Roundhouse --> Inferno, Heart of Darkness, S.Strong /\
SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
   Quick cancellation is the key here, as soon as you land from the Heart of
Darkness launch your opponent and into an air combo.


10. Inferno, Inferno
    Simple. Cancel immediately for the best effect.


11. Activate Mind gem, Heart of Darkness, Heart of Darkness, S.Strong /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward
    There's really not much to say here except ram the buttons to make the
Heart of Darkness go on longer, that should give you sometime for your Mind
Gem to completely fill up your next guage. Then as you land before your
opponent launch them, and continue from there.

---------------------------- [ Captain America ] ----------------------------


-- [ Shield Slash: D,DF,F+P ] --

Jab-Downward slash, excellent for OTG combos
Strong-Head height, is best for countering ground fireballs
Fierce-45 degree angle upwards, so-so anti-air attack

Captain America's prime weapon at its best. This is one of the strongest
projectiles in the game and it combos very well and can be used to chip away
some life. Also if he loses his shield like if he moves before he catches it
after a Shield Slash he must go retrieve it because his offense and strength
goes down, but he does gain a multi-hit Stars n' Stripes(described below).
The recovery time is not bad also.


-- [ Stars n' Stripes: F,D,DF+P ] --

An excellent anti-air attack that is very powerful and has little recovery
time. It combos off anything that Captain America has and can be used to
punish mistakes, but he still has recovery time from this move, and if it
connects the opponent can fall down and block or attack so its not the safest
move to use. You can also OTG after this super or combo in a Final Justice.
The unique thing about this move is that the strong and fierce version hits
multiple times without his shield, but it seems to look as if it does greater
damage, but it can't OTG afterwards.


-- [ Charging Star: B,DB,D,DF,F+K ] --
Unlike the start up delay in MSHSF here Captain America moves very quickly
with this move as it does good damage and combos very easily. It will absorb
projectiles, but as he absorbs projectiles he will slow down a bit as he
takes the impact of the projectile. Make sure you have Captain America's
Shield when using this move otherwise he can be knocked straight out of this
move with a projectile. Watch for the recovery time because the opponent will
be given ample time to counter.


-- [ Cartwheel: F,DF,D,DB,B+P ] --

An overlooked move that comes quite handy. This is excellent for crossing up
your opponent and Captain America will flip behind his opponent, but Captain
America can be thrown or tripped out of it. This move will go through a few
supers though like the Final Justice and possibly the Maximum Spider, however
supers like the Proton Cannon and Weapon X will catch him. Use this to
confuse, cheese, and annoy the heck out of your opponent. Just watch for the
recovery time on this move because the opponent can easily anticipate it and
counter as you recover.


---- [ Final Justice: D,DF,F+2P - Infinity Combo ] ----

Man, I simply love this super. Its possibly one of the coolest looking supers
in the game. Once your opponent gets caught you just want to mimick Cap's
attacks as he veers off an auto combo then preceeds to launch his opponent
and slam them back down with a powerful suplex. This super just looks too
sweet thanks to the PSX's slowdown(just kidding?)since it makes the auto
super look longer than it has to be. Use this to counter mistakes and missed
attacks, mainly supers. Also this move is invincible during start up and will
pass through pretty much anything. It has insane priority and does a ton of
damage, and yes your opponent will need stitches after this. It also combos
rather easily as well, but not as easily as Wolverine's Berserker Barrage X.
It chips only about 2 pixels of health and when blocked the recovery time is
horrible, make sure you connect with this.


---- [ Captain America: Stars n' Stripes - Infinity Counter ] ----

An excellent counter to use because it does a lot of damage and it has
excellent priority over any attack. Use this in tight situations or near
fatal positions and like all Infinity Counters, they are invincible during
the duration of the move.

---- [ Captain America: Power Gem - Best Gem ] ----

A very powerful gem for Captain America, as if he doesn't need more power.
All his special moves besides his cartweel are now multi-hit attacks that
great amplifies his attack power. But I must warn you, on the PSX it slows
down like crazy. Go all out offensive in this move and think of the block
damage. When you activate this gem use his Stars n' Stripes and he'll do what
it seems like his Hyper Stars n' Stripes from MSHSF and MvC, although its
much uglier looking and slower.

--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Captain America

-- Captain America has a double jump, just hit UB/U/UF after a regular or
super jump

Ground Magic Series: Stronger
Jumping Magic Series: ZigZag
Super Jumping Magic SerieS: ZigZag
Launchers: C.Fierce, S.Strong
Strikes: S.Fierce
Small Launcher: none
Air Launcher: none
Knockdown: C.Roundhouse
Infinity Counter: Stars n' Stripes
Best Gem: Power Gem
Max Infinity Guage: 2
AC Finisher: Fierce, Roundhouse, Shield Slash


1. S.Jab --> Shield Slash


2. S.Short --> Charging Star


3. J.DN.Roundhouse --> Jab Shield Slash


4. C.Roundhouse --> Jab Shield Slash


5. C.Roundhouse, C.Short, S.Fierce(OTG)


6. Forward/Roundhouse Throw, Final Justice
   Here its your part to do a little timing, don't wait until your opponent
has hit the ground but wait until their head is just above the ground, then
pound them with stars.


7. In Corner: J.Jab, J.Short \/ S.Jab, S.Fierce --> Strong Shield Slash


8. In Corner: Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Forward --> AC Finisher
   Its a combo that should be used often, the throw alone does a ton of
damage and afterwards OTG and continue from there.


9. J.Jab, J.Short \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
   Basic air combo for Cap, master it and you'll be considered a decent
player.


10. D.S.Short, S.Forward, S.Roundhouse --> Anything, besides Stars n' Stripes
    Yes you can even throw in a Final Justice if you like.


11. S.Jab --> Jab Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
    SJ.Strong, SJ.Forward --> AC Finisher
    This combo is pretty simple, after the Stars n' Stripes OTG the opponent
and continue on from there.


12. J.Jab, J.Forward, J.Roundhouse \/ D.S.Short, S.Forward, S.Roundhouse -->
Final Justice
    You will have to skip the J.Roundhouse on all other characters besides
Hulk, Juggernaut, and Blackheart.


13. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.fierce --> Strong
Stars n' Stripes, C.Short --> Final Justice(OTG)
    Yes it does work. You will once again have to leave out the roundhouse
against smaller characters, don't go into a standing roundhouse after the
short, and I know you will because its a habit. The odd thing about this
combo is that if you go into a standing roundhouse after the standing short
the Final Justice will OTG. But you will only get 7 hits out of the Final
Justice though.


14. J.Jab, J.DN.Roundhouse \/ C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher


15. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce --> Strong
Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse \/ /\ J.Jab,
J.Short, J.Fierce, J.Roundhouse \/ C.Short, S.Forward, S.Fierce(OTG)
    After the first SJ.Roundhouse, hit roundhouse again, then quickly double
jump and perform the entire combo all over again. When you land jump up
quickly and continue from there and after you've landed OTG the opponent and
continue from there. This combo takes a little practice and a little getting
use to, this works easily on Juggernaut and Hulk, but I have some difficulty
on the smaller characters. 30 total hits.

16. In corner: J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce
--> Strong Stars n' Stripes, C.Short, S.Fierce --> Final Justice
    The initial charge of the Final Justice will connect but the middle hits
where Captain America does an auto combo can be blocked. They all do block
damage, but you cannot block the throw where he tosses you up and slams you.
Its a really oddball combo, try this combo yourself and you'll see what I
mean.

-------------------------------- [ Dr.Doom ] --------------------------------

-- [ Plasma Beam: D,DF,F+P ] --

A powerful beam attack that does alot of damage. I haven't found a way to put
this in ground combos or using it as an AC Finisher. He can also use it in
the air but it comes down at a 45 degree angle. It can be chained off of his
jumping roundhouse and in a keep away battle. At first the beam doesn't look
like it will come out fast, then it smacks the opponent, sorta like Chun-Li's
Kikouken from the crossover series. the recovery time is fairly decent but he
can still be countered if he misses with the move.

-- [ Molecular Shield: F,DF,D,DB,B+K ] --

Dr. Doom exclaims "Molecular Shield" as shards of rocks fly around him. It
doesn't have a start up delay per se, but that's only because it lacks
horizontal range at the beginning. A close opponent will get hit by this move
and the damage that it does is pretty good, but the really cheesy thing about
this move is that it does a ton of block damage, just as much as the Proton
Cannon. So it doesn't matter if the opponent blocks this. But projectiles
have been shown to go through this shield and opponents can easily jump over
and attack Dr.Doom from behind because it nearly takes forever for the rocks
to let loose. You can OTG this or combo after it. You can also use it as an
air defense against jumping opponents but I wouldn't recommend using it since
most attacks can go through the rocks. The recovery time isn't all that good,
but its hard to counter.

-- [ Photon Shot: F,DF,D,DB,B+P ] --

A pretty good move that can be used in a keep away game or as an anti-air
attack, but it must be started early. It does good damage, and even more
damage if up close and it can be put in combos or OTG. The recovery time is
pretty bad, but it will hit opponents behind him incase they jump over it.
the only area where it doesn't cover is the top of his head, any opponent
directly above him can completely avoid the move or they can super jump away
from it. The block damage that it does is insane if used up close and the
start up time is pretty minimal.

-- [ (dive kick: D+SK(air)) ] --

This move is similar to his jumping roundhouse, but you can combo after the
hit connects. This move does good damage and has excellent priority and will
beat out most attacks. If blocked or if you decide not to hit afterwards
Dr.Doom will bounce off the opponent and be free to block.

-- [ (flying): D,DB,B+3K ] --

This enables him to use flight like Magneto or Iron Man. In the air he has an
assortment of moves to use whether it be his Plasma Beam from above or his
Photon Array. Also he cannot block, but he can move freely around. To land
you can either, repaet the motion to land, use a Dive Kick, or Roundhouse
kick.

---- [ Photon Array: D,DF,F+2P ] ----

This super is extremely powerful. It probably does more damage than even the
Power Gem. The block damage that this move does is mind boggling and it has
as much range as his Photon Shot. Once again it doesn't cover the area
directly above him and super jumping opponents can escape any damage done,
while this super does reach both the horizontal sides of him and goes into
the second screen, it'll disperse after a certain height. But it is still a
hard super to escape from and has alot of range. This can be used as an anti-
air attack if used in advance, be used as an AC Finisher, or in an OTG combo.
The recovery time is bad though and any opponent standing next to him will
easily counter, but overall its still an excellent super and can be used for
cheesy victories.

---- [ Dr.Doom: Plasma Beam - Infinity Counter ] ----

An excellent counter because it comes out immensely fast, has tremendous
range, and does a chunk of damage. Use this even in the middle of a Proton
Cannon and blast Iron Man out of it. Like all Infinity counters, they are
invincible during start up and cannot be knocked out of until the character
finishes the attack.


---- [ Dr.Doom: none ] ----

Dr.Doom has no special gem that gives him enhanced abilities, but he is quite
the agile character anyways and his combos are quite monstrous, he doesn't
really need one.


--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Dr.Doom

-- Dr.Doom's jumping roundhouse is a stomp kick that goes at a 60 degree
angle, its very similar to his Dive Kick except he can't combo after it and
it has a bit of a start up delay.

-- Also he is one of the few characters that can't combo after a throw,
so remember that.

-- One more note about his jumping fierce, his jumping fierce makes him
pull out a Plasma Gun and blast the opponent. The only way you can get it
to connect as an AC Finisher is if you are a certain distance away from
the opponent, if you are too close to your opponent the fierce won't connect.

-- His C.Fierce launcher is immensely dominating, it has excellent
horizontal range also and you are more than likely to knock your opponent,
trading hits or having your opponent over power your launcher is very rare,
infact it even knocks out Captain America's J.Fierce and Spider-Man's
J.Roundhouse.


Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
*Flying Magic Series: ZigZag
Launcher: C.Fierce, S.Forward
Knockdowns: C.Roundhouse
**Air Launcher: S.Strong
Small Launcher: none
**Strikes: S.Fierce, S.Strong
Infinity Counter: Plasma Beam
Best gem: none
Max Infinity Level: 4
AC Finisher: Fierce, Roundhouse, Photon Shot, Photon Array

*Well Dr.Doom, Iron Man, and Magneto are the only characters in the game
that can fly, since flying is not super jumping, jumping, or ground based,
I decided to include the Flying MAgic Series as a separate series.

**There is a really odd thing about his standing strong, its an air
launcher and only works when your opponent is in the air, but it doesn't
launch. In fact it strikes the opponent sending them across the screen
like his S.Fierce. I'm not sure what you would call this, probably a Air Strike?


1. C.Roundhouse --> Photon Shot


2. C.Roundhouse --> Photon Array


3. C.Roundhouse --> Molecular Shield


4. J.Roundhouse --> Plasma Beam
   Simple combo, before you bounce off your opponent cancel for best effect.


5. In corner: Molecular Shield, Molecular Shield
   Easy combo, I wouldn't have found this out if the CPU hadn't had done
   this combo on me and he got 40 hits.


6. J.DN.Short, J.Forward \/ C.Short, C.Roundhouse --> Photon Array


7. D.S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
   Basic air combo for Dr.Doom, practice this one often if you're a beginner.


8. J.DN.Short, J.Strong, J.Forward \/ D.C.Jab, C.Short, C.Strong, C.Forward,
C.Roundhouse --> Molecular Shield
   This combo just looks so cool. This combo works well against Hulk and
Juggernaut, but you might have to skip a hit or two against the other
characters.


9. Molecular Shield, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC
Finsiher(OTG)
   Not that hard to do, just OTG as soon as you recover.


10. In corner: Photon Array, C.Short, S.Forward /\ SJ.Jab, SJ.Short,
SJ.Forward --> Photon Array
   This combo isn't hard, just make sure you have at least two levels of
super.


11. J.DN.Short, J.Strong, J.Forward \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward, SJ.Fierce
    The SJ.Strong and SJ.Forward don't go together well, you'll need to slow
down while performing the attacks in the air so that both the Strong and
Forward connect and you will need to be just out of the reach of your attacks
for the fierce to connect.


12. FL.Jab, FL.Short, FL.Forward, FL.Fierce --> Photon Array
    Its a little cheap, but not over the edge cheap like Thanos.


13. In corner: Photon Array, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward, SJ.Fierce --> Photon Array, SJ.DN.Short, SJ.Fierce -->
Photon Array \/ C.Short, S.Forward --> Photon Array(OTG)
    Its a pretty powerful combo and chances are your opponent won't survive
this if they had been damaged earlier. Since the Plasma Gun(SJ.Fierce) stuns
the opponent they'll drop and quickly be unable to block, make sure you
cancel quickly after the first few hits of the Plasma Gun. Read number 11 if
you can't get the SJ.Strong and SJ.Forward into the same combo. Also this
violates the "One OTG per combo law" as well.

--------------------------------- [ Hulk ] ----------------------------------


-- [ Gamma Lift: D,D+3P, then P or K ] --

Basically this move is like his Gamma Slam, it allows him to pick off a chunk
of ground then throw it at the opponent. Depending on which button you use it
will make him throw the chunk in three different directions like a Shield
Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards
but you cannot block and you can be hit out of it rather easily. When you are
close to the opponent it will knock them down without Hulk picking up a piece
of Earth, but you can OTG afterwards. The damage that it does is pretty good
and chips a few pixels, but other than that avoid using this useless and
crappy move.

-- [ Gamma Slam: B,DB,D,DF,F+P ] --

Well this isn't his ground wave from MSHSF and MvC, its more like the one
above. It does good damage, but I don't see much use for this either. It will
also knock the opponent down if up close and can be OTGed afterwards. The
recovery time is very minimal, so if you do miss there's very little chance
of being countered. Also you most definitely will not win many(if any)
fireball fights with this move.

-- [ Gamma Tornado: F,DF,D,DB,B+P ] -

A very powerful move has Hulk grabs the opponent's head and tosses them to
the other side of the screen. It does alot of damage(actually does the same
amount of damage as a regular throw) and can be put in combos. The recovery
time is very bad and opponents will be able to counter it with basically
anything. It can be tech hit out of and can be blocked.

-- [ Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional) ] --

Well you can charge for this move in any ground position besides going
forward and you can aim another Gamma Charge simply by pressing kick or steer
in another direction holding the directional pad plus kick. It does a ton of
damage if it connects and can easily be put in combos, it comes out very
quickly and can counter alot of attacks and even jump in attacks. The problem
lies in recovery time, regardless where yous steer this thing, if the
opponent blocks it, you can basically kiss your victory good-bye if your
opponent has a super.

---- [ Gamma Crush: D,DF,F+2P ] ----

An immensely powerful super that does incredible damage. Basically Hulk will
do a very fast Gamma Charge going upwards and then come down with a giant
comet that comes crashing down on the opponent. The block damage that this
thing does is phenominal both on the way up and on the way down. It has high
priority and nothing will beat it out, and can even go through projectiles at
start up. If you miss with the first part you can aim the rock so that it
will hit the opponent has you come down simply by using your directional pad.
Just watch for the recovery time because you can get countered by a Maximum
Spider or even a Proton Cannon. Note that if he misses with the first hit the
second hit will do basically double the damage.

---- [ Hulk: Gamma Charge(horizontal) - Infinity Counter ] ----

An excellent counter to use, mainly because its quick and does alot of
damage. You can even counter missed jabs with this move. Like all Infinity
Counters its invincible during the duration of this move and has excellent
priority.

---- [ Hulk: Time Gem ] ----

With this gem Hulk's speed is nearly doubled. His attacks will go into a
multi-hit attack similar to Wolverine and they will do increased damage. This
will serverely effect his combo abilities, and when your in the corner you
can constantly hit a standing fierce for a ton of damage.


-------------------------------- [  Combos ] --------------------------------

Special Game Notes: Hulk

-- Hulk's regular attacks do block damage. This will sway some battles in
Hulk's favor because you can keep pecking your opponent with jabs and drain
their life. You can't defeat an opponent while blocking an attack, but its
very advantageous for Hulk.

-- Hulk's forward dash goes through opponents. This will allow him to go
through most regular attacks and some special moves, possibly through the
start up of the Proton Cannon.


Ground Magic Series: Weak Start
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Launcher: C.Fierce(2nd hit)
Air Launcher: S.Roundhouse
Small Launcher: none
Strikes: S.Fierce
Knockdowns: none
Infinity Counter: Gamma Charge(horizontal)
Best gem: Time Gem
Max Infinity Guage: 3
AC Finisher: Fierce, Roundhouse


1. Gamma Charge, Gamma Charge
   Simple and powerful combo, just make sure your opponent doesn't block.


2. S.Jab, S.Fierce
   Quick and painful and it keeps you in a safe distance. Even if blocked
your opponent will suffer block damage.


3. S.Jab --> Gamma Crush
   Very easy combo, but its also cheap, so watch out.


4. D.S.Jab, S.Strong --> Gamma Tornado


5. In corner: Time Gem Activation, S.Fierce, S.Fierce, S.Fierce
   Powerful combo, don't expect your opponent to live long after this one.


6. J.Roundhouse \/ S.Jab, S.Strong --> Gamma Charge, Gamma Charge


7. J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Crush


8. J.Short, J.Forward \/ S.Short, S.Forward --> Gamma Charge, Gamma Charge
   One of my all time favorites, this is basically the combo you should
master, then you would already be an expert at Hulk.


9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
   Basic air combo with Hulk, you will have to skip the SJ.Forward against
smaller characters.


10. Strong/Fierce throw, C.Short, S.Roundhouse /\ SJ.JAb, SJ.Short,
SJ.Forward --> AC Finisher(OTG)
    Another variation to the combo above and once again skip the forward
against smaller characters.


11. J.Roundhouse \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Short,
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
    Basically with this combo is to charge ahead of time and aim the Gamma
Charge upwards, then OTG and continue from there. The SJ.Strong and
SJ.Forward will have to be taken out against smaller characters.

12. J.Short, J.Forward \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Fierce
--> Gamma Crush(OTG)
    Watch for this combo because the 2nd hit of the Gamma Crush is blockable.


13. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
C.Short --> Gamma Charge, Gamma Charge(OTG)
    Basically OTG the opponent and charge ahead of time.


14. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge,
C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce,
SJ.Roundhouse \/ S.Jab, S.Fierce(OTG)
    With this combo its pretty much the same as the few above, OTG and
against smaller characters skip either the SJ.Strong or SJ.Forward, or even
both. After the fierce immediately hit the roundhouse button as soon as you
recover, then the opponent will be balanced, the polish off the combo with a
standing jab into a standing fierce. Biggest Hulk combo I can do.


15. Gamma Crush(2nd-hit), C.Short, S.Roundhouse --> Gamma Crush(OTG)
    The key to this combo is to miss with the first hit intentionally, its
usually hard to perform this combo, except when Iron Man misses with his
Proton Cannon or Psylocke misses with her Psi-Maelstorm, after the second hit
OTG afterwards and continue from there.

=============================================================================
------------------------------- [ Iron Man ] --------------------------------
=============================================================================

-- [ Unibeam: B,DB,D,DF,F+P ] --

An excellent projectile attack, while its one of the weaker projectiles in
the game, it still does good damage and alot of block damage. It has a bit of
a start up delay and cannot be comboed on the ground unless with the help of
his missle shot. It can be used as an AC Finisher and also to stop dashing
opponents, however the recovery time is a little bad and he can be countered
and also the projectile acts like a projectile in the Alpha series, meaning
that the farther youa re from your opponent the less hits and damage that it
will do.

-- [ Repulsor Blast: F,DF,D,DB,B+P ] --

An excellent defense move that does alot of damage and can be juggled for
more hits resulting in more damage. It can even OTG the opponent or stop
oncoming attacks, but the only problem with it is that it has horrible
recovery time, infact even worst than the Gamma Charge. Even if you knock the
opponent down with this move they still have a chance to retaliate. This move
can be put in combos and to stop jumping in opponents.

-- [ Smart Bombs: P+K(same strength) ] --

Depending on which strength of buttons you use the farther the bombs will
drop. This move can be used as a jump in attack(or at least coupled with a
jump-in attack) as he drops two bombs that spreads out. This move has
excellent horizontal range and can also be used in the air. It does good
damage and can also be used to stop dashing opponents. The recovery time is
very minimal and the start up delay is minimal as well.

-- [ (flight): D,DB,B+3K ] --

Well don't worry about the name, this basically lets Iron Man fly around the
room, but you can only fly around the screen where you can see your opponent
(you'll see what I mean). During this flight he cannot block but can move
pretty fast in the air and you can also play a pecking game by dropping out
those smart bombs. To land simply repeat the motion or use your Rocket Dive.

-- [ (knee dive): D+FK(air) ] --

This move is Iron Man's main jump in attack, it does good damage, and has
somewhat high priority but I've seen some launchers knock him out of it. It
can be used after his smart bombs. If Iron Man misses or decides not to
attack afterwards he will bounce off the opponent and be free to block after
a short while.

-- [ (missle shot: D+FP ] --

Well despite this move being extremely slow it can be used to set up his
Proton Cannon. He won't win many projectile battles with this move, but it
can add to his arsenal and can throw a Uni-Beam directly after it. The
recovery time is very bad and that goes the same for his start up delay.

---- [ Proton Cannon: D,DF,F+2P - Infinity Combo ] ----

A giant cannon forms up on the back of Iron Man's suit as it blasts out a
giant thick beam that does incredible damage. It can take away half your life
and the block damage that it does is simply insane. Even if blocked a block
of unrecoverable life will be taken away from your opponent. If the opponent
is hit with the cannon during start up they will be knocked into the beam
The few problems with this move is that it has alot of start up delay
(probably the most in the game) and massive recovery time, even allowing a
slow super such as a Maximum Spider or another Proton Cannon to connect. At
average you'll only get 29 hits, and no you cannot ram the buttons to get any
more hits. This move also OTGs, well only on Juggernaut's clumsy self.

---- [ Iron Man: Repulsor Blast - Infinity Counter ] ----

An excellent Infinity counter since due to the fact that it has excellent
range, both horizontal and vertical and it does alot of damage and will
counter anything. Like all Infinity Counters, its invincible during start up
so feel free to use it, but just make sure you have a level of super for it.

---- [ Iron Man: Soul Gem - Best Gem ] ----

The unique thing about this gem is that not only does it recover life to
Tony, but also all his attacks have an electrical attribute which lets him
drain his opponent's life guage and absorb it as his own. You can end up
gaining twice as much as normal, so it's suggested that you pretty much go
all out.

-------------------------------- [ Combos ] ---------------------------------

Special Game Notes: Iron Man

-- Iron Man has an air dash. The awkward thing about it is that it requires a
special motion. Its F,F+2P, and no you cannot use the 3P button.


Ground Magic Series: Stronger
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Flying Magic Series: ZigZag
Launcher: C.Strong, S.Roundhouse
Strikes: S.Fierce, C.Roundhouse
Air Launcher: none
Small Launcher: none
Knockdowns: C.Forward
Infinity Counter: Repulsor Blast
Best Gem: Soul Gem
Max Infinity Guage: 2
AC Finisher: DN.Fierce, Roundhouse, Uni-Beam


1. C.Fierce --> Uni-Beam


2. C.Fierce --> Proton Cannon
   Sucker Strategy. Be a full screen's distance away and blast your missle,
wait until it reaches half screen distance then cancel, if you cancel too
early the missle will disappear.


3. C.Forward, C.Roundhouse
   Mainly wait for your opponent to drop until they are flat on the ground.


4. C.Forward --> Proton Cannon(OTG)
   This only works on Juggernaut since he's such a big klutz, have fun.


5. C.Forward, C.Fierce --> Uni-Beam(OTG)
   This doesn't work on all characters though, only on the bigger characters.


6. D.S.Jab, S.Forward --> Repulsor Blast


7. Fierce Throw, C.Short --> Repulsor Blast
   Simple Combo, just OTG the opponent after the throw.


8. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ C.Short, C.Forward, C.Fierce -->
Repulsor Blast
   The missle may not connect against smaller characters though.


9. J.DN.Forward, J.DN.Fierce \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward,
SJ.DN.Fierce
   Basic air combo for Iron Man, master this and you'll already be a master
   at Iron Man.


10. Smart Bombs, Initiate NTU-150 Flight, FL.Jab, FL.Forward, FL.DN.Fierce
--> Unibeam


11. D.C.Short, C.Forward, C.Forward, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Roundhouse(OTG)
    After you knock your opponent down quickly hit that forward button to
OTG, then continue from there.


12. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ D.C.Short, C.Forward, C.Short,
C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce --> Uni-
Beam

------------------------------ [ Juggernaut ] -------------------------------

-- [ Juggernaut Punch: B,DB,D,DF,F+P ] --

A very powerful attack that does alot of damage and it can be used as a
powerful counter attack and it has alot of range. It can be comboed and
thanks to Juggernaut's super armor, its rather hard to knock him out of it.
Just make sure this move connects, why? Simply because the recovery time is
rediculous and opponent has loads of time to counter. Avoid using this move
unless against a missed attack like a Proton Cannon, Pis-Thrust, or Maximum
Spider.

-- [ Earthquake: F,DF,D+P ] --

An excellent move to use overall, you can probably call this his projectile.
This move does excellent damage and a ton of block damage and best of all if
blocked it pushes your opponent away leaving them in a difficult position to
counter. Use this after the opponent has blocked your launcher or after you
have knocked down your opponent. The recovery time is bad, but its not nearly
as bad as his other moves.

-- [ Juggernaut Splash: B,DB,D,DF,F+K ] --

Well this is no longer a regular attack like it was in the previous X-COTA
game. This move is an excellent attack if used properly and can also be used
as an AC Finisher. This move is his anti-crouch counter and will do a ton of
damage if it connects. The only problem with this move is that the recovery
time is horrible. Even Spider-Man can counter with a Maximum Spider or Iron
Man can counter with a Proton Cannon. Its sort of a dead give away when
Juggernaut launches himself in the air awkwardly so use at your own
discretion.

-- [ Power-Up: F,D,DF+2P, then P or K ] --

Well this move can be used as many times as Juggernaut wishes. He'll go into
a short pose and exclaim "Power-Up." and then starts flashing red. Here's
where he gets one crack at his opponent to deal some serious damage, if he
misses with this move that mean the effects go away, if he connects it also
goes away. But then again he can do this as much as he wants, try not to pull
this off to often otherwise your opponent will counter while Juggernaut is in
his pose.

-- [ (lift): D,D+3P(over object) ] --

This is basically a pretty useless move. There are only certain objects he
can lift up like the horses on the carousel in Hulk's stage. This move does
good damage, but the start up delay is horrible since its a dead give away
when he picks up the object. The recovery time is almost non-existant.

-- [ (forward fist: F+FP ] --

Well this move is his launcher and you can follow up while you are in the
corner otherwise cancel immediately into his Juggernaut Body Splash. It has a
ton of range, even more than Hulk's standing fierce. The recovery time is
bad, but you can cancel into a Juggernaut Earthquake to avoid retaliation.

---- [ Juggernaut Headcrush: D,DF,F+2P - Infinity Combo ] --

This move does immense damage and combos just as easily as the Berserker
Barrage X and can be used to counter missed supers or even jabs. It doesn't
do much block damage and the recovery time is horrible. What you can do is
OTG with this super and cancel into another one, though the it's best that
you catch someone in the air with the first Headcrush, that sends the
opponent flying into the air and giving you a ton of time to use a 2nd
headcrush before they touch the ground, giving your opponent no chance to
roll. And with his super armor its sure to counter any attack as he absorbs
projectiles and even low attacks.

---- [ Juggernaut: Juggernaut Punch - Infinity counter ] ----

An excellent counter mainly because it has alot of range and does alot of
damage. Use this when you are blocking a Proton Cannon or mainly any attack,
it counters anything. Like all Infinity Counters it's invincible during start
up.

---- [ Juggernaut: Space Gem - Best Gem ] ----

What this gem will do is increase his super armor making him an
unstoppable force to be reckoned with. He will absorb any attack and take
absolutely no damage, even the Proton Cannon can't even stop him. Think of
him as Mech-Juggernaut like Mech Zangief except for the fact that he takes
absolutely no damage from his opponent's attacks. He can still be thrown, but
still take no damage, basically go all out offensive in this mode. Though
there are some supers that can still affect him.

--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Juggernaut

-- Juggernaut has a Super Armor. Meaning that he can absorb any first hits
(with a couple of exceptions) and not become stunned. However the second hit
will stun Juggernaut(unless its a jab or short, otherwise he can block after
the first two jabs or first two shorts, or one of each) and therefor
Juggernaut will feel the full effects of the attacks. Special moves like Web
Ball will not work unless it was canceled after being previously hit.

-- Juggernuat's Super Armor will not work in the air nor when he is dizzy.

-- Also Juggernaut's super armor will not work against Infinity Combos,
Infinity Counters and some special attacks like a Web Swing or Gamma Charge.


Ground Magic Series: Weak Start
Jumping Magic Series: Weak Start
Super Jumping Magic Series: ZigZag
Launchers: C.Fierce, S.FWD.Fierce
*Air Launhcer: S.Fierce, S.Roundhouse, C.Roundhouse
Strikes: none
Small Launcher: none
Knockdowns: C.Forward
Infinity Counter: Juggernaut Punch
Best Gem: Space Gem
Max Infinity Level: 2
AC Finisher: Fierce, Roundhouse, Juggernaut Body Splash

*The S.Fierce is the normal air launcher but the other two are a little
awkward. Its like Dr.Doom's S.Strong, you can't super jump after the air
launhcer but yet it strikes them across the screen, so technically its not an
air launcher and more like a strike or is it both? I would call it an Air
Strike.


1. S.Jab --> Juggernaut Headcrush


2. S.Strong --> Juggernaut Earthquake


3. C.Forward --> Juggernaut Headcrush(OTG)


4. C.Forward --> Juggernaut Earthquake(OTG)


5. S.FWD.Fierce --> Roundhouse Juggernaut Body Splash


6. Fierce/Strong throw, C.Short, S.FWD.Fierce --> Roundhouse Juggernuat Body
Splash


7. Juggernaut Head Crush, D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short,
   SJ.Forward --> AC Finisher
   Nothing hard here, after the Juggernaut Headcrush quickly dash and
continue from there.


8. J.Fierce \/ S.Jab, S.FWD.Fierce --> Fierce Juggernaut Punch


9. J.Fierce \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
   Basic Juggernaut Air combo, master this and you'll already be a master at
Juggernaut.


10. D.C.Short, C.Forward --> Juggernaut Headcrush, Juggernaut Headcrush(OTG)
    Nothing to worry about here, just quickly cancel as soon as you recover.


12. C.Forward --> Juggernaut Headcrush, D.C.Short, S.Fierce /\ SJ.Jab,
    SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
    Basically the same as above just incase you don't have a second level of
super.


13. In corner: D.C.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
    --> Juggernaut Body Splash
    Well the only way I found the Juggernaut Body Splash to be used as an AC
Finisher is to stay in the corner and use either a Short or Forward version
of the Body Splash, the roundhouse version just takes too long. When your
opponent is knocked up a little by the forward quickly cancel and voila,
you've got it.

14. J.Short, J.Forward \/ D.C.Short, C.Forward --> Juggernaut Headcrush,
D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce \/
C.Short, S.FWD.Fierce
    Not much to say here, just make sure you dash towards your opponent after
the Headcrush, then after the SJ.Fierce you'll land before the opponent and
be able to get a few more hits out.

-------------------------------- [ Magneto ] --------------------------------

-- [ Hyper Gravs: F,DF,D,DB,B+K ] --

Well this move is no longer unblockable like it was in X-COTA, but it is
still a very effective move to use. Once it connects it will bring the
opponent closer to you and therefor let you combo the opponent. You can
super jump or dash or whatever and your opponent will still follow you,
sorta like a magnet. However the recovery time stinks and is easily
countered and also it has very bad start up delay making it un-comboable.
The stronger the kick button the farther distance that it goes.

-- [ Repulse Disruptor: B,DB,D,DF,F+P ] --

This move is similar to Dr.Doom's Plasma Beam as it does alot of damage and
has a bit of a start up delay. However unlike the Plasma Beam this can be
used as an AC Finisher. This move has alot of range and can be used in an
effective keep-away pattern. Definitely treat this like you would Dr.Doom's
Plasma Beam.

-- [ Magnetic Blast: U,UF,F+P(air) ] --

Well depsite the awkward motion this is a pretty effective move to use. Its a
diagonal projectile going downwards, very similar to Akuma's Zankuu Gou
Hadouken. This move has little recovery time and little start up delay and
can be used as an AC Finisher. This is probably a better alternative in a
keep-away battle than the Repulse Disruptor.

-- [ (flight): D,DB,B+3K ] --

Exactly like Dr.Doom or Iron Man's flight capabilities, this allows Magneto
to fly and he can no longer block during the duration of this move like he
could in X-COTA. This allows him to move in any direction in the air he wants
and also this can be used in an effective Keep away game throwing out E-M
Disruptors, Hyper Gravitation, or Magnetic Blasts from the air and also using
his MAgnetic Tempest. Just remember that he can't block in during the
duration of this move.


---- [ Magnetic Shockwave: D,DF,F+2P - Infinity Combo ] ----

This is an excellent move overall and has been toned down from the last game,
X-COTA. It still does excellent damage and can OTG or be comboed off of his
launcher it does good block damage as pillars of Shockwaves rush towards the
opponent. Its hard to counter(unless the opponent is in the corner) since due
to the fact that there's no push blocking in this game the opponent will be
carried along the Magnetic Shockwaves regardless if they are blocking or not.
Treat this like you would Hulk's Gamma Wave in other games.

---- [ Magnetic Tempest: D,DF,F+2K - Infinity Combo ] ----

Well this is no longer just shards of cheap metal that flies at you like it
was in X-COTA. The damage has been toned down and no longer does 60% of your
life. The damage that this thing does isn't very much, but it has an easier
time comboing in than the Magnetic Shockwave. It does decent block damage and
will follow your opponent making it extremely hard to avoid. The recovery
time on this move is very minimal and its immensely hard to counter and this
move has little start up time, but it can only be comboed during an OTG or an
air combo.

---- [ Magneto: Shockwave ] ----

This is a pretty good counter since due to the fact that it has a ton of
vertical range and good horizontal range. It will catch opponents up close
and will sunff out basically any attack. Like all Infinity Counters, its
invincible during start up.

---- [ Magneto: Space Gem - Best Gem ] ----

Very similar to his Magnetic Force Field in X-COTA. It will protect him
from any attack besides Blackheart's standing/jumping/crouching
Fierce/Roundhouse demons. Basically go all out offensive(and notice the
extreme slow-down on the PSX.) as nothing will damage you, but watch for
opponents to constantly peck away at your Force Field therefor limiting its
time.


-------------------------------- [  Combos ] --------------------------------

Special Game Notes: Magneto

-- Magneto's Fierce Throw will temporarily stun the opponent, allowing you to
pull off any attack you want. But the throw is easier to escape from than his
Hyper Gravitation.

-- Magneto cannot throw once his opponent is caught by the Hyper Gravitation.

-- Magneto's dash will have him go across the full length of the screen, it's
   one of the faster dashes in the game.

Ground Magic Series: Weak Start
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Flying Magic Series: ZigZag
Launchers: S.Roundhouse(2nd-hit), S.Strong, C.Fierce
Strikes: S.Fierce, C.Strong
Small Launcher: none
Air Launchers: none
Knockdowns: C.Roundhouse
Infinity Counter: E-M Shockwave
Best Gem: Space Gem
Max Infinity Guage: 3
AC Finisher: Fierce, Roundhouse, E-M Disruptor, Magnetic Blast, Magnetic Tempest


1. C.Fierce --> Magnetic Shockwave


2. C.Fierce --> Magnetic Tempest


3. C.Roundhouse --> Magnetic Tempest/ Magnetic Shockwave(OTG)


4. Fierce Throw, Hyper Gravitation, S.Jab, S.Fierce


5. J.Fierce --> Magnetic Blast


6. J.Roundhouse --> E-M Disruptor


7. D.C.Short, C.Fierce /\ SJ.Jab --> Magnetic Tempest
   This is what I call the "Mozzerella Effect" because its basically cheap.


8. D.C.Short, C.Roundhouse, C.Short, C.Fierce --> Magnetic Shockwave/Magnetic
Tempest(OTG)


9. J.Jab, J.Short \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward -->
AC Finisher
   Basic air combo for Magneto, master it and you will already master
   Magneto.


10. Fierce Throw, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
Finisher
   Another short variation of the combo above.


11. Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short, C.Fierce /\
SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher


12. In Corner: J.Jab, J.Fierce \/ D.S.Short, S.Fierce --> Magnetic Tempest


13. J.Jab, J.Short, J.Fierce \/ D.S.Short, S.Roundhouse(1st hit) --> Repulse
Disruptor


14. D.C.Short, C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher


15. J.Jab, J.Short, J.Strong, J.Forward \/ D.C.Short, C.Roundhouse, C.Short,
C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
(OTG)
    This combo consists only of chain combos, to get all 6 hits out of the
air hesitate for a short while after the Jab, then continue on from there.
Also you may have to skip the a few jumping attacks against smaller
characters.


16. In corner: Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short,
C.Fierce /\ SJ.Jab --> Magnetic Tempest, SJ.Jab --> Magnetic Tempest(OTG)
    Nothing much here, after the launcher cancel as soon as possible,
otherwise the opponent won't bounce as high from the Magnetic Tempest,
afterwards the opponent will fall back unable to block, quickly hit the
opponent with a Jab and cancel. Also the Hyper Gravitation is only optional.
See, nothing to worry about.

-------------------------------- [ Psylocke ] -------------------------------

-- [ Psi-Blast: D,DF,F+P ] --

Think of this move like Captain America's Shield Slash or Blackheart's
Dark Thunder:

Jab-- Diagonally downwards
Strong-- Head height
Fierce-- Diagonally upwards

The projectile can be used in an effective keep-away game, but this is
possibly the slowest projectile in the game and opponents can easily jump
over it. If it does connect it does alot of damage, the jab can OTG, and the
fierce version can be used as an anti-air attack if it is timed early. Small
recovery time and start up delay goes with this move.

-- [ Psi-Blade: D,DF,F+K, then stronger K ] --

In X-COTA she was a pretty much sappy defensive player, having alot of
trouble against jump in attacks. So what did Capcom do to remedy this
problem? They gave her a new anti-air attack. While this move has good
priority over jump in attacks, it doesn't do as much damage as other anti-air
attacks, but it still does good damage. This move has good horizontal range
and can be easily put in combos. Once you start this move with a kick that's
weaker than the RK you can go into a another version of the Psi-Blade simply
by pressing K for example:

D,DF,F+SK, then FK, then RK

This would make her go into her stronger Psi-Blade without repeating the
motion unlike Fei Long's Rekka Ken where you would have to repeat the motion
3 times.

-- [ Ninjitsu: F,DF,D,DB,B+P ] --

Well think of your standard 6-button arcade to tell you where she will
teleport, if you can't then read this:

Jab-- Top left corner(mirror images)
Strong-- Top Middle(no mirror images)
Fierce-- Top Right corner(mirror images)
Short-- Bottom left corner(mirror images)
Forward-- Bottom Middle(no mirror images)
Roundhouse-- Bottom right corner(mirror images)

This her basic teleport. The Strong and Forward version will leave no mirror
images, making her easy to spot and to attack. There is very little start up
delay, and just a small amount of recovery time on this move, but she can't
be countered, but to help remedy this problem you can use a Psi-Drill after
your teleport.

-- [ Psi-Drill: Hold Direction+P(immediately after teleport) ] --

She can only use this move after her Ninjitsu teleport. Its a quick attack
that does good damage. Use this to avoid being attacked as you recover from
your teleport, but if she misses there is a possibility to counter.

-- [ (flip kick): F+FK ] --

Okay so I made the name up, but I hated calling it just a flip kick. Well
this kick has its advantages, but I don't see much or any disadvantages. This
attack will go over low attacks, but its no overhead counter(nor are their
any overhead counters in this game, besides Juggernaut's Body splash). It
comes out pretty quick and has excellent recovery time making it near
impossible for it to counter.

-- [ (crossover rolling roundhouse): F+RK,F ] --

This move is a little awkward as she kicks the opponent with her regular
standing roundhouse and then slides behind the opponent. This is similar to
Spider-Man's Web Swing except for the fact that its less risky. this won't
knock the opponent down though, but its a good opportunity to cross your
opponent up.

-- [ (rolling roundhouse: F+RK ] --

Like the one above except she doesn't cross the opponent up, its basically
the same kick doing the same damage. This can be used in combos and used to
set up some supers possibly.


-- [ (delayed rolling roundhouse): B+RK ] --

This move is more of a confusion tactic than anything else. She will hop back
and then prepare for a kick and launch the kick towards your opponent. It
does good damage and cannot be comboed. Avoid using this while your in corner
traps otherwise you'll only make the situation worst.


-- [ (crossover rolling roundhouse #2): B+RK,F ] --

Like the move above except she can cross the opponent up with this move. It
still does good damage and should be used as a surprise or confusion attack
and nothing else.


-- [ Moonsault Kick: U+RK(air) ] --

Thanks to Kao Megura for the official name of this move. This move is also
her launcher believe it or not and it does good damage and hits up to two
times. This single attack is vital for Psylocke to tack on any more hits in a
combo. Use this whenever your in the air as it has excellent air priority.

---- [ Psi-Thrust: D,DF,F+2P, Hold Direction+P or K - Infinity combo ] ----

It has the same properties like it did in X-COTA, but this time she has
serious recovery time as she will bounce off the opponent unable to block,
unlike in the previous game where she would immediately block after the
super. This move does good damage and chips pretty well. She can go into a
second Psi-Thrust like the previous game just by hitting another direction
plus punch or kick to get more hits and more damage out. She can OTG after
the first one, but not after the second one. She can also use this move in
the air and aim it in any of the 8 directions like Wolverine's Drill Claw,
but as far as I've seen, you can't use it as an AC Finisher. The start up
delay on this move makes it completely uncomboable, except during OTG or off
of her launcher.

---- [ Maelstorm: D,DF,F+2K - Infinity Combo ] ----

Treat this like you would Ryu's Shin Shoryuken in the crossover series, it
has alot of priority and it does good damage. This can be used up close to an
opponent and also in a combo or off of her launcher. This can also be used as
an anti-air attack, but the recovery time is horrendous. If she misses, she
will eventually go three screens up and be unable to block, so make sure it
connects. Also be wary that it has extremely little horizontal range.

---- [ Kochou Gakure: D,DB,B+2K - Infinity Combo ] ----

This super has alot of range and does excellent damage, as numerous groups of
"Psyhic Butterflies" sworm around her creating alot of block damage towards
your opponent. This can be used as an AC Finisher and also as an air defense.
This move is similar to the Photon Array covering a ton of ground and very
difficult to avoid any damage at all, except it doesn't do as much damage as
the Photon Array. The start up time is very minimal and the recovery time is
minimal as well. Use this super for a cheesy victory.

---- [ Psylocke: Psi-Blade - Infinity Counter ] ----

Well this move is rather risky, it has good vertical range, but lacks alot of
horizontal range. Making this move a risk against counter a Proton Cannon or
another Gakure Kouchou. If the opponent blocks this move that means they can
easily counter back. Although like every other Infinity Counter, this move
will beat out any other attack in the game because its invincible during
start up.

---- [ Psylocke: Power Gem - Best Gem ] ----

Like her Ninjitsu Split from X-COTA except there will only be 2 extra images
instead of four that will appear at either side. Her images are invincible
and they can do damage while Psylocke herself must still be attacked as
normal if the opponent wishes to cause any damage. You can play a keep away
game in this mode and even perform a full air combo without having the real
Psylocke being near the opponent.

--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Psylocke

-- Psylocke has a triple jump, just hit U/UB/UF after a normal or triple
jump, and repeat for the third jump. If she double jumps after the super jump
that means you will have to wait awhile before she can execute the third
jump.

-- Psylocke can jump off the walls, jump towards a wall and hit the opposite
direction.

-- Also a small note, during the combos section I do not need to remind you
about the Psi-Blade right. Since due to the fact that if you connect with a
Short Psi-Blade you can just cancel into a stronger one. So all combos
involving a Psi-Blade will go like this --> Psi-Blade(x3)
I don't see a disadvantage to using the "Triple Psi-Blade" at all(that's what
John Culbert calls it).


Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
*Launchers: C.Fierce, J.UP.Roundhouse(2nd hit)
Small Launchers: C.Forward
Air Launcher: none
Strikes: none
Knockdowns: C.Roundhouse
Infinity Counter: Psi-Blade
Best Gem: Power Gem
Max Infinity Guage: 3
AC Finishers: Fierce, Roundhouse, Psi-Blast, Psi-Blade, Kochou Gakure

*Believe it or not her J.UP.Roundhouse is her launcher. Its a little awkward
and you can even super jump after it and still combo the opponent.


1. C.Roundhouse --> Jab Psi-Blast


2. C.Roundhouse --> Psi-Thrust(OTG)


3. J.Roundhouse --> Jab Psi-Blast


4. D.S.Short, S.Forward --> Psi-Blade(x3)


5. D.S.Jab, S.Short, S.Forward, S.Fierce
   This is a safe combo, it will strike the opponent and away from Psylocke
so that you can have time to set up for any other attacks.


6. D.S.Jab, S.Short, S.Strong, S.Forward --> Psi-Blade(x3)


7. J.Fierce \/ C.Forward, C.Fierce --> Psi-Thrust/Psi-Maelstorm


8. Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
   I don't know why people have difficulty with the SJ.Strong, it connects
just fine with me, but the reason why the SJ.Strong won't connect is that
people cancel into the SJ.Forward too quickly, you must perform the ZigZag
series slowly like Captain America.


9. J.Jab, J.Forward \/ D.S.Jab, S.Short, S.Strong, C.Roundhouse -->
   Psi-Thrust(OTG)


10. J.Jab, J.Fierce \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher
    Basic Air combo for Psylocke, master this and your on your way to
mastering her fighting style.


11. D.C.Strong, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> Kochou Gakure


12. Psi-Thrust(1st half), C.Short, C.Fierce --> Psi Thrust(OTG)
    Pretty basic here, nothing much except avoid using the 2nd Psi Thrust the
first time, otherwise you'll mess up the combo. Also note that you can
replace the Psi-Thrust with a Psi-Maelstorm if you like.


13. Psi-Thrust(1st half), C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
    SJ.Forward --> AC Finisher


14. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Forward, C.Fierce -->
Forward Psi-Blade(x2)
    This combo is pretty linear, the Short version of the Psi-Blade won't
reach the opponent, but the forward version will.


15. Kochou Gakure, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> Kochou Gakure


16. In corner: D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse(2 hits) \/ /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse, etc.
    Unbelievable. How cheap can you get? This is her infinite and there's no
escape once you get it to connect. Basically double jump and perform a
SJ.UP.Roundhouse, then the triple jump with another SJ.UP.Roundhouse.
Afterwards you'll land long before your opponent, IMMEDIATELY super jump(I
can't stress that enough, that's the main key in pulling this off). If your
super jump was late the opponent will be close to the ground and therefor
your Infinite is messed up. The only thing you need to repeat is this:
SJ.Jab, SJ.Short, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse /\ SJ.UP.Roundhouse,
etc.

Its really easier than it looks, the moment you land super jump IMMEDIATELY
and continue from there.


17. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward,
C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\
SJ.UP.Roundhouse \/ /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.UP.Roundhouse /\
SJ.UP.Roundhouse \/ /\ J.Jab, J.Short, J.UP.Roundhouse \/ S.Fierce
    This combo is pretty much self-explanatory. After the first
SJ.UP.Roundhouse super jump and perform the Moonsault Kick again, then you'll
land before your opponent. Super jump again and continue the combo and double
jump afterwards with a SJ.UP.Roundhouse. Here you will only need to jump to
attack not super jump since the opponent will be close to the ground, after
the SJ.UP.Roundhouse they'll be barely hitting the floor and you'll still
land before them, hit a S.Fierce to tack on the last hit if you want. Its
similar to her infinite but the timing is much more bearable.

----------------------------- [ Shuma Gorath ] ------------------------------

-- [ Mystic Stare: B(charge 2 sec.)F+P ] --

This projectile does good damage and has excellent range. It has fairly good
speed and hits up to 6 times, blocking or not. In my opinion I mainly use
this move to chip my opponent to death, it just chips so much block damage,
its incredible, just like Iron Man's Uni-Beam. You can combo this move in for
alot of hits, or you can use it to play keep away.

-- [ Mystic Smash: B(charge 2 sec.)F+K ] --

An excellent move to use all the way through, it not only does good damage
but you can OTG after it as well. Depending on which button he uses will
determine the height and arc of the Mystic Smash, this can also be used as an
anti-air attack but you'll often find yourself trading hits with the
opponent's jumping attack instead. You can put this move in combos and also
it chips alot of block damage as well.

-- [ Devitilization: F,DF,D,DB,B+K(close) ] --

This move is Shuma Gorath's special grab, it does alot of damage as you can
expect and even be put in combos. This grab hits twice as Shuma Gorath picks
the opponent up and slams them onto the ground then proceeds to tack on an
extra hit. As far as I can tell you can't tech hit out of this, and the move
does have good range for a throw, but like Zangief's Spinning Pile Driver in
the other games, if Shuma Gorath performs this while away from his grab
range, that means he will go into his miss pose and be open to attack.

-- [ (stone drop): D+FK(air) ] --

Well I wouldn't actually call this a good move to use since due to the fact
that he has very horrible recovery time after the move. Its basically
petrifying himself then drops on the opponent at quick speeds. Its also his
AC Finisher and it does good damage and has good priority, but I've seen alot
of launchers take him out of this move. While this petrifies himself it does
not petrify the opponent, well not unless of course you have the Time Gem.

-- [ (drain): F+FK/RK(close) ] --

Well this isn't exactly a special move, but it has special properties so I'll
consider it a special move. You must perform this move at throw range, while
it does alot of damage on its own, it takes away the Vitality of your
opponent. Thus adding it to your guage, its a really annoying move that all
Shuma Gorath players must use. You can drain as much life away from your
opponent as you want until you reach a full guage. You cane easily turn the
tides in your favor with this move and it can also be used as an AC Finisher.

---- [ Chaos Dimension: D,DF,F+2P, SP/FP/FK/RK(close) - Infinity Combo ] ----

With the Chaos Dimension you can easily win practically any battle. It does a
TON of damage and you can even OTG afterwards as well. Once activated Shuma
Gorath will glow and for about 10 seconds you can grab your opponent into the
"Chaos Dimension." The first half of the damage comes from the vortex Shuma
Gorath creates then the opponent drops back to the floor hard. Only his jabs
and shorts will not be effected by the Chaos Dimension, all of his other
moves will result in him going into a grab pose, jumping or crouching or
standing. If you are lose to the opponent they will be hit by the activation
of this move that pops them up, but for me I have trouble following up with a
grab after that. Both the start up and the duration of the Chaos Dimension
are both unblockable. Use this whenever you can.

---- [ Shuma Gorath: Mystic Smash - Infinity Counter ] ----

This move overall is an excellent counter, mainly because it does excellent
damage and even if the opponent does manage to block, they will suffer alot
of block damage as well. This has good horizontal range and can be used to
counter practically any jumping attack and even the Gamma Crush. Like all
Infinity Counters its invincible during start up and through the duration of
this move making it safe to use.

---- [ Shuma Gorath: Time Gem - Best Gem ] ----

This gem will allow him to petrify his opponent with every hit he connects
with. If you hit the opponent again while they are petrified that means they
will become un-pretrified. This is very useful in putting alot of infinites
against your opponent, and you basically can go all out offensive in this
mode.

--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Shuma Gorath

-- While Shuma Gorath's back dash lets him avoid attacks(similar to Vega's
Backflip in the Alpha series) he can still be attacked by most supers,
especially the the Weapon X.


Ground Magic Series: Punch to Kick
Jumping Magic Series: Punch to Kick
Super Jumping Magic Series: ZigZag
Launcher: S.Forward
Strikes: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, C.Roundhouse
Air Launcher: none
Small Launcher: none
Knockdowns: none
Infinity Counter: Mystic Smash
Best Gem: Time Gem
Max Infinity Guage: 1
*AC Finisher: UP.Fierce, Roundhouse, DN.Forward

*If you want the Roundhouse AC Finisher that means you'll have to use it
after the SJ.Strong or earlier in a combo, otherwise it won't connect, that
goes the same for his SJ.DN.Forward.


1. C.Strong --> Mystic Stare


2. C.Forward --> Forward Mystic Smash


3. D.S.Jab, S.Short --> Devitilization
   This combo works very similar to Zangief's J.DN.Forward --> Siberian Bear
Crusher combo in the old Street Fighter days. Why? Well even if blocked the
Devitilization will catch them. Really cheesy.


4. C.Roundhouse --> Roundhouse Mystic Smash


5. J.Roundhouse \/ S.Strong, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.UP.Fierce
   This is the basic air combo with Shuma Gorath, master it and you'll
already be a master at him.


6. Mystic Smash, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.UP.Fierce(OTG)
   You might have to dash in towards your opponent if he's too far way from
you, and yes a C.Short can go into a S.Forward as long as it is OTGed.


7. Chaos Dimension, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.UP.Fierce(OTG)
   Its as simple as that, quickly go into a crouching short and continue from
there.


8. J.Strong, J.Forward \/ D.S.Strong, S.Short --> Devitilization


9. J.Strong, J.Forward \/ S.Forward /\ SJ.Jab, SJ.Forward, SJ.Forward -->
Chaos Drain
   This was the first combo I had ever pulled off with Shuma Gorath, it gains
Shuma Gorath alot of life as well. Have fun.


10. In corner: J.Strong, J.Forward \/ S.Strong, S.Forward /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Jab, SJ.UP.Fierce \/ C.Strong, S.Roundhouse(OTG)
    This is the 2nd biggest combo I can do with Shuma Gorath, basically after
the first SJ.UP.Fierce you will start to fall down slowly, and thanks to his
ability to drift in the air he will have another chance to tack on another
combo. Once the opponent is just barely under you quickly complete the combo
and you can even throw in an extra jab aftet the SJ.Forward. Don't use the
jab after the first SJ.Forward though, since that would mess up the combo.
then once again you'll land before the opponent, giving you a chance to OTG
them, then continue from there. I got 19 hits from this. Also one more note,
when you super jump after his launcher jump straight up, don't jump UF
otherwise he will end on the other side of the opponent after the first
combo.

11. In corner: J.Strong, J.Forward \/ S.Jab, S.Forward /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Mystic Smash \/ C.Jab(OTG), S.Forward /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward, SJ.Up.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Up.Fierce \/ (jump up) /\ J.Jab, J.Forward
    This combo is difficult to pull off because it requires a lot of
    practice. The key is connecting with the Mystic Smash, and you will
    either have to use the Roundhouse, Forward, or Short version depending
    on the character. After you connect, you can OTG the opponent. Now as
    you OTG the opponent and perform the zigzag combo in the air, the UP
    Fierce will shoot the opponent up, they will fall faster than you.
    Now here is the key to the 2nd part of the combo, you will have to do
    the zigzag combo again as the opponent is right in front of you. After
    that, just jump up for 2 more hits. 27 hits total. I have the combo
    video to show you if you like.

------------------------------- [ Spider-Man ] ------------------------------

-- [ Web ball: D,DF,F+P ] --

This isn't a very good projectile for many reasons. First its got a little
lag time and recovery time, second its weak, and third you won't suceed in
playing keep away with it. What it does it keeps the enemy in place so you
can pull off a combo, its also best that you use Fierce cause its the only
one that will allow you to start combos. Use the Jab alot because its the
most safest because of its start-up and recovery lag. When done in the air
its really useful because it'll push Spidey back a little and it'll come down
at a 60 degree angle. It's basically a useless chipper, but still chips for
one measely pixel.

-- [ Spider Sting F,D,DF+P, then P(Optional) ] --

Well often expert Spidey Players don't use it often. It's very versatile
because you can use it like a set-up launcher and you can choose if you want
it to hit once or twice if you hit the punch button again. This is also a
nice keep away move and its quite strong too. Often opponents will come after
you if you miss because they forget that this thing hits twice so you'll end
up hitting them as you come down.

-- [ Web Swing D,DB,B+K ] --

A great move, it has a start up delay but still comboable and has alot of
priority and is a very powerful kick. Spidey can use this in the air to get
out of nasty situations and can easily combo it. If Spidey connects on a
blocking enemy he will land on the other side of the opponent to a relative
safety except quick counters or supers. Also this can be used sorta like an
air dash, use this to escape ground based supers like a Proton Cannon, and it
even OTGs.

-- [ Web Throw: F,DF,D,DB,B+P ] --

The Web Throw goes like this:

Jab-goes straight across the screen
Strong- 60 degrees upward
Fierce- Right above your head

Well This is an extremely strong throw that will chip but if the web is out
of his hands and you get hit by the web you'll take minor damage and Spidey
won't throw you. This can be used as an air counter and Spidey is left safe
if the opponent is blocking, if you miss and they jump in for a combo, your
gone. Don't use this against other Spidey Players because they can knock you
out in the middle of it with a Maximum Spider.

---- [ Maximum Spider: D,DF,F+2P (air) - Infinity Combo ] ----

Its not the best super but it does quite a bit of damage. This super cannot
be comboed however even if your back is to the wall. Basically Spidey will
bounce off the wall with a fast kick and juggle the opponent for five hits
that does heavy damage. The problem is is that its too easily seen and has
huge start-up and recovery delay. Even Iron Man can counter with the Proton
Cannon. But there are advantages, Spidey can control the movement by
pointing the direction he wishes to go by using the directional pad and can
be done in the air. This super does chip but barely. You can counter:

Iron Man's Proton Cannon
Spider-Man's Maximum Spider
Hulk's Gamma Crush
Psylocke's Kochou Gakure
Psylocke's Psionic Maelstrom

That's about it. There is one thing you must look out for and that is is that
sometimes it'll only connect twice instead of the full five. This super is
unpredictable and can connect once or twice or trice and you still won't get
the other two hits. This super will go through basically anything, I mean
Magnetic Shockwave or even through the beam of a Proton Cannon. It has very
high priority probably even more than a Gamma Crush. Just watch for the
recovery time though cause it stinks.

---- [ Spider-Man: Spider Sting(one hit) - Infinity Counter ] ----

This is an excellent counter overall, and it has more horizontal range than
it appears as well and its an excellent counter against jump in attacks as
well. It does good damage and if the first hit misses, the second hit will
automatically hit as well, but this counter does not hit twice. But like all
Infinity Counters it's invincible throughout the duration of this move making
it safe to counter, except countering a Proton Cannon from afar.

---- [ Spider-Man: Power Gem - Best Gem ] ----

An excellent gem and you should basically go all out offensive with this gem.
Once activated Peter Parker will have a double image appear on the opposite
side of the opponent allowing you to do double the hits and basically double
the damage. Basically go all out on this mode and nothing will stop you.


-------------------------------- [  Combos ] --------------------------------

Special Game Notes: Spider-Man

-- Spider-Man can stick to the walls, jump towards a wall and quickly hit the
   opposite direction.


Ground Magic Series: Stronger
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Launchers: S.Strong
Air Launcher: S.Roundhouse
Small Launcher: C.Forward
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Infinity Counter: Spider Sting
Best Gem: Power Gem
Max Infinity Guage: 3
AC Finisher: Fierce, Roundhouse, Web Swing, Web Ball


1. C.Roundhouse --> Roundhouse Web Swing(OTG)


2. Fierce Web Ball --> Maximum Spider
   Its best that you use the Web Ball in the air, that way you can
immediately go into a Maximum Spider when you land instead of having to
recover while on the ground.


3. J.Roundhouse \/ D.S.Jab, S.Forward --> Jab Web Ball


4. D.S.Short, S.Roundhouse --> Jab web Throw


5. Fierce Throw in corner, C.Short, S.Strong --> Fierce web Throw
   Seems possible, I've only got it to connect against Hulk though.


6. J.Roundhouse \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
   Basic Spider-Man combo, master it and you'll already be a master at
Spider-Man.


7. J.Jab, J.Short, J.Strong \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
   Basically here its just more hits coming in.


8. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Strong -->
Fierce Spider Sting(two-hit)
   This combo is pretty basic, and its just to fun to do.


9. S.Strong --> Jab Spider-Sting, C.Short, S.roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher(OTG)
   Basically this involves a little OTGing, after that continue from there.

10. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Roundhouse
--> Strong Spider Sting, S.Roundhouse --> Strong Spider-Sting, etc.
    Boy would you believe this is his infinite? I've got a total of 10 hits
with this. You have to be very quick with this otherwise your opponent will
fall. For me I found that it works best against smaller characters, but your
opponent is likely to get dizzy during the infinite, practice the timing to
get it down infinitely. This works best in the corner.

11. S.Strong, Jab Spider-Sting, repeat.
    This is just a variation of his infinite, except it's easier to pull off
    since your opponent does not need to be in the corner.

11. J.Jab, J.Short, J.Strong \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab, SJ.Short \/ S.Strong
/\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
    This combo doesn't require much, after the Web Swing come down and hit
Jab and go into a short, then you should land, throw a standing strong and
continue from there.

12. J.Jab, J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Jab, C.Forward,
S.Roundhouse --> Strong Spider Sting, S.Strong --> Fierce Spider Sting,
S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab,
SJ.Short \/ S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> Jab Web Ball, SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce
    This is 100% guaranteed to work. I've only gotten this to work once, but
if you've done it once your bound to do it again right? Well this combo is
pretty complex and takes alot of practice for this 30 hit Master Blaster of
Disaster Rock n' Roll oozy douzy combo. The second Spider-Sting in this combo
is EXTREMELY crucial, you can always skip that since its optional. After that
go into the air magic series and end with a Web Swing as you start to fall
hit a SJ.Jab into a SJ.Short, then continue from there. In the air after the
forward IMMEDIATELY cancel into the Jab Web Ball(this part of the combo was
used from James Chen's Jab Web Ball combo) then continue from there.

-------------------------------- [ Thanos ] ---------------------------------

-- [ Titan Crush: B,DB,D,DF,F+P ] --

A very powerful move, that even does more damage than Hulk's Gamma Charge.
Its easily comboed and no it doesn't quite suffice to the recovery time like
the Gamma Charge, but it still has horrible recovery time. Its used in
similar fashion but he can't go into two of them in a row. This can be used
in combos and also as a deadly AC Finisher. This is an excellent counter
against any missed attack and does almost as much damage as some supers.

-- [ Death Sphere: D,DF,F+K ] --

This move is very similar to Spider Man's Fierce Web Ball except for the fact
that it has even more start up delay than the Fierce Web Ball and more
recovery time. However it will hold the opponent still unable to block for a
time even longer than a Fierce Web Ball. While you can't do any Infinity
Combos while the opponent is stuck you can combo your opponent while they are
stun. The opponent can shake out of this move like they would a Web Ball
though, but you have to be literally an idiot if you were to be caught by
this move.

-- [ (dash drop: D+RK(air)) ] --

An excellent move to use overall, mainly because it has alot of priority and
can be put in combos or used as an AC Finisher. The recovery time on this
move is very minimal and Thanos can immediately follow up after this move, it
comes down fast, probably at the same speed as Akuma's Tenma Kujin Kyaku. Use
this to start off your combos often.

-- [ (fire wave): D+RK ] --

Well since alot of Thanos's regular attacks are special attacks, I thought I
could descibe them a little. This is similar to Magneto's Magnetic Shockwave
except for the fact that it doesn't have the vertical height nor is it as
damaging. This move will still do good damage and can OTG, it can be used as
a projectile and it moves pretty fast. This move builds up Thanos' infinity
guage extremely fast, but only if you connect (regardless if the opponent is
blocking).

-- [ (rock wave): D+FP ] --

This move is similar to Hulk's Gamma Wave from future games, except for the
fact that the opponent can still be in the corner and still be inflicted with
normal damage. This move does alot of damage and there's also one special
note that I'll happen to mention serveral times, if the opponent blocks this
move or if they get hit by it, that means that Thanos will gain about one
full level of Infinity Guage. That's another reason why not to block against
Thanos. The recovery time isn't all that bad, and it can be OTGed.


Note: Thanos does not need the proper gem to perform the proper Infinity
Combo, as long as he has a level of Infinity Guage he can perform and
Infinity Combo that he wishes.

---- [ Reality Gem: B,D,DB+JP - Infinity Combo ] ----

Well Thanos carries a load of Infinity Combos, even more than his special
attacks. This Infinity Combo will do major damage and its similar to the one
found on MSH:WOTG(SNES). It can be used in OTG combos and does alot of block
damage, possibly just as much as the Proton Cannon. The recovery time is
pretty bad, but its hard to counter since the opponent will get pushed back
by the wall. This move has excellent range and can be used often.

---- [ Time Gem: B,D,DB+SK - Infinity Combo ] ----

Well this gem is a little awkward. The strangest part is that it is
blockable, as a red pillar of light comes towards your opponent and if it
connects the opponent's time will be slowed down drastically. As far as I can
tell you can't OTG this or even combo it in. This infinity combo is often
overlooked, once it connects the opponent will feel like there controlling
the Juggernaut, even if they are Spider-Man or Wolverine. Its even worst for
Juggernaut, and Juggernaut can barely move. It completely throws off the
timing of their combos, thus making it easier for you to connect and even
some of their moves have tacked on significantly more recovery time, thus
allowing you to counter more easily. Its best if you use this against dash in
attackers mianly Wolverine or Spider-Man.

---- [ Space Gem: B,D,DB+SP - Infinity Combo ] ----

A very painful Infinity combo, it does massive damage and the hits easily
rack up over 40+ This can be OTGed and does incredible block damage, even
more than the Reality gem. This Infinity Combo goes on very long as a portal
opens up in front of Thanos and a ton of rocks becomed vortexed in another
portal, the second part will follow the opponent if they are in front of
Thanos and proceed to drop the rest of the rocks. The recovery time is pretty
bad and if the opponent manages to get around Thanos during the duration of
this Infinity Combo that means they literally have almost an eternity to
counter, that's because the first part of the Infinity Combo will only begin
directly in front of Thanos. you can also use this as an anti-air attack as
well.

---- [ Soul Gem: B,D,DB+FK - Infinity Combo ] ----

This Infinity combo his like the super version of the Chaos Drain. This
allows Thanos to gain back alot of life and taken out of his opponent(this
also varies depending on how your damage guage is set). It has pretty good
range and will automatically track the opponent within range. It can be
comboed and the advantage can be put in your side heavily. The recovery time
is decent but still liable to counter attacks. Also this will drain your
opponent's Infinity Guage but it drains very little.

---- [ Power Gem: B,D,DB+FP - Infinity Combo ] ----

An immensely power Infinity Combo that does even more damage than his Space
Gem. This can be OTGed and can be put in combos easily. Even if it doesn't
connect any opponent hanging on the wall(mianly Spider-Man) will probably get
caught because this super climbs walls. Basically its a giant orange(?.) and
its about double the size of Thanos and 50% larger than Juggernaut. The first
two hits will do pretty good damage but the final hit will put out a
tremendous pounding on your opponent. This Infinity Combo will also do a load
of block damage just as much as the Proton Cannon if not more. It comes out
fairly fast, but is easily super jumped over.

---- [ Mind Gem: B,D,DB+RK - Infinity Combo ] ----

Once activated your opponent's motions will be reversed including special
moves and infinity combos. Except for the jumping and crouching commands, if
your opponent moves forward they will block, if they try to block they will
move forward. Also super motions like D,DF,F+2P will have to be performed by
D,DB,B+2P. Its really difficult for human opponents to get adapted to, think
of this sorta like the poison mushroom found in Earthbound. However its
basically useless against CPU opponents. If done on Thanos' stage his
stage will change completely into another dimension.

Also note that this Infinity combo is unblockable and will effect the
opponent everytime its activated and will last for about 10 seconds as your
opponent glows.

---- [ Thanos: Titan Crush - Infinity Counter ] ----

An overall excellent and powerful counter attack that has alot of range and
will counter basically anything. Its also useful against jumping attacks if
the opponent is close to you. And like all Infinity counters, its invincible
during start up and during the duration of the counter.

---- [ Thanos: none - Best Gem ] ----

Like Dr.Doom Thanos has no special infinity gem, but its not like he needs
one anyways. He's already cosmically cheap as it is.


-------------------------------- [ Combos ] ---------------------------------

-- Thanos' C.Fierce, blocked or not blocked, will gain Thanos almost a level
of Infinity Combo.

-- Thanos' S.Strong will double hit, but it can be canceled out of either by
a regular attack or a special attack.

-- Thanos' front dash can be made longer, after you dash hold F on your
controller and he will continue to run for a long period of time, or of
course you decide to let go. Its pretty useful in the long stages like
Captain America's or Juggernaut's when the opponent keeps jumping or dashing
back.


Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Launchers: C.Strong
Air Launchers: none
Small Launcher: none
Strikes: S.Fierce
Knockdown: C.Forward
Infinity Counter: Titanic Rush
Best Gem: none
Max Infinity Guage: 4
AC Finisher: Fierce, Roundhouse, DN.Roundhouse, Titanic Rush


1. C.Strong --> Soul Gem
   Cheap but effective.


2. C.Forward --> Space Gem
   This one is very risky since after the first part the opponent can roll to
safety, but in the corner this is pretty much safe even if the opponent can
block the second part.


3. D.S.Jab, S.Strong --> Titanic Rush


4. D.S.Forward --> Titanic Rush, S.Jab --> Titanic Rush(OTG)


5. J.DN.Roundhouse \/ C.Jab, C.Short, C.Forward, C.Fierce/C.Roundhouse(OTG)
   For the C.Roundhouse to connect wait until the opponent hits flat on the
ground.


6. D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse(1st hit) --> Titan
   Crush


7. J.DN.Roundhouse \/ C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
   Basic air combo for Thanos, master this and your on your way.


8. Titanic Rush, C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Fierce \/ S.Jab, S.Strong, S.Fierce(OTG)
   Nothing to say much here except that you will land before the opponent
does, then continue from there.


9. In corner: D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul
Gem, D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul Gem,
D.C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
Finisher(OTG)
   Well trust me, Thanos can do this even though it violates the "One OTG per
combo law"

10. J.DN.Roundhouse \/ S.Jab, S.Short, S.Forward --> Reality Gem, D.C.Strong
/\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
    You can choose to OTG here if you want, but youc an juggle them and then
follow up with an air combo instead.


11. J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, C.Forward --> Power Gem
(OTG)
    You can only get three hits jumping in on Blackheart, the other
characters you will have to use two hits jumping in instead.


12. Fierce Throw, C.Short, C.Strong --> Soul Gem, C.Short, C.Strong /\
SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG)
    Once again he violates the OTG law, but I'm only here to help.


13. In Corner: J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong(2
hits), C.Forward, D.S.Jab, S.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> Titanic Rush, SJ.Short, SJ.Fierce(OTG)
    Well this is the biggest combo Thanos can do without being cheap
basically in this combo you OTG after the C.Forward and continue from there.
In the air go into a Titanic Rush, you'll recover and have time for more hits
and your opponent will be behind Thanos, go into a SJ.Short to a SJ.Fierce.

14. In Corner: S.Roundhouse(2 hits) --> Death Sphere, D.S.Roundhouse(2 hits)
    --> Death Sphere, D.S.Roundhouse(2 hits) --> Death Sphere, etc.
    Cheap. Yet its unbelievable how cheap you can get, and Mistress Death
won't stop him. This infinite is as easy as it gets. Most likely your
opponent will be dizzy after about 20 hits, but that's okay, you can do it
all over again. Basically you must cancel pretty quick after the second hit,
if you cancel after the first hit, it won't connect. This is even cheaper
than Ryu's Infinite.

------------------------------- [ Wolverine ] -------------------------------

-- [ Berserker Barrage: D,DF,F+P, then P(rapidly) ] --

This has been a very effective move throughout the Marvel series and it still
is. This move will do alot of damage and depending on which strength of
button you use will determine how many hits you get afterwards. It has good
recovery time and extremely hard to counter, that is if you don't use the
Fierce version after rapidly hitting that punch button. This move will do
alot of block damage and even if the opponent does block it will gain his
Infinity Guage pretty quickly. This can be used in combos or OTG. Only the
fierce version can be OTGed afterwards.

-- [ Tornado Claw: F,D,DF+P ] --

An excellent anti-air attack that does alot of damage and is just as easily
comboed as his Berserker Barrage. The recovery time is pretty decent for an
anti-air attack. This move has good horizontal range and chips good damage,
the jab version should be used the most since it has the least amount of
recovery time and its pretty hard to counter.

-- [ Drill Claw: Hold Direction+P+K(same strength) ] --

An excellent move to use overall, mainly because it does alot of damage and
can be used as an AC Finisher. Watch if Wolverine misses with his move though
because he will sorta coil back and be left open to attack. This move comes
out very quickly and can easily be put in combos like his other moves. It can
also be used as a surprise attack and Wolverine can use this in the air in
any 8 directions.

-- [ (heel stomp): D+FK(air) ] --

This is an excellent move to use overall, mainly because it comes out quick
and it does good damage and has good priority. This can be used in air combos
or use to set up ground combos, if Wolverine misses he will bounce off of the
opponent and be able to block. A prime weapon he should use often.

---- [ Berserker Barrage X: D,DF,F+2P - Infinity Combo ] ----

A very lethal super mainly because it comes out so fast and does alot of
damage. It comboes just as easily as his other special attacks and has good
range and should be used to counter missed supers or even missed Jabs. It
does decent block damage and hits 12 times and can be OTGed after if in the
corner. You should mainly use this in combos rather than to wait and counter.
The recovery time is pretty bad and he can be countered. The priority of this
move at start up is pretty high, but during the latter part he can be knocked
out of it and he is still vulnerable to projectiles.

---- [ Weapon X: F,D,DF+2P - Infinity Combo ] ----

An immensely painful super that does a TON of damage, even more so than the
Final Justice. It ranks up there with being one of the most powerful supers
in the game as Wolverine engages in an auto 12 hit combo that ends with a
Weapon X slash. This is visually impressive and like the Final Justice you
just want to mimick the motions to insult your opponent even more. But being
an auto super it will only work if if connects and Wolverine will stop if the
opponent blocks leaving him open to attack. It moves extremely quick and will
go full screen's distance, not only that it has high priority and will go
through any projectile, it even catches Blackheart out of his Armageddon. It
has a bit of a start up delay and cannot be comboed, unless if you OTG with
this move, but for one measely hit though. This is the prime counter against
missed attacks and supers.

---- [ Wolverine: Drill Claw - Infinity Counter ] ----

An excellent counter to use overall, mainly because it has excellent
horizontal range and can counter jump in attacks. It comes out quick and
often hard to block isnce it is a counter, like all Infinity counters this
move is invincible during the duration of this move coutering any attacks.

---- [ Wolverine: Power Gem - Best Gem ] ----

A powerful gem that gives Wolverine all the advantages, treat this like you
would Rose's Soul Illusion from the Alpha series. Go all out because your
speed is boosted and all your attacks will do multiple hits with mirror
images trailing behind him. However its basic use is for ground combos, its
pretty much hard to start an air combo after his ground combos with this gem
activated. Basically go all out offensively in this mode.


--------------------------------- [ Combos ] --------------------------------

Special Game Notes: Wolverine

-- Wolverine can jump off walls, once you jump towards a wall hit the
opposite direction.

-- Everytime Wolverine becomes damaged his healing factor comes in to work,
it will cut basically any attack down by 50% making it appear that he has
more vitality then shown.

-- Wolverine's S.Forward can and only double hit when he is close to the
opponent, that is if you hit the forward button twice.


Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Launchers: S.Roundhouse
Small Launchers: C.Strong
Air Launchers: none
Strikes: S.Fierce, C.Roundhouse
Knockdowns: DF.Fierce, C.Forward
Infinity Counter: Drill Claw
Best Gem: Power Gem
Max Infinity Guage: 3
AC Finishers: Fierce, Roundhouse, Drill Claw


1. S.Jab --> Berserker Barrage


2. C.Forward --> Berserker Barrage X


3. D.S.Jab, S.Strong --> Drill Claw


4. J.DN.Forward --> Drill Claw
   Simple, just aim the Drill Claw towards your opponent as soon as the
forward connects.


5. J.DN.Forward, J.Fierce \/ S.Strong --> Berserker Barrage X


6. D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Fierce Tornado Claw


7. In Corner: D.S.Jab, S.Short --> Berserker Barrage X, S.Short, S.Forward,
S.Forward --> S.Fierce(OTG)


8. In Corner: D.S.Jab, S.Short, S.Forward, C.Fierce --> Fierce Berserker
Barrage, C.Short, S.Strong, S.Fierce(OTG)
   Basically here make sure you use the fierce version and all of the 8 hits
comes out of the Berserker Barrage, then OTG afterwards.


9. J.DN.Forward, J.Roundhouse \/ D.S.Jab, S.Short, S.Forward, C.Fierce -->
Berserker Barrage X
   The classic combo that works so well, master it and you'll be whopping
competition.


10. J.DN.Forward, J.Fierce \/ C.Jab, C.Strong, S.Roundhouse /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
    Basic Air combo with Wolverine, master it and you're on your way.


11. In Corner: S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.DN.Forward,
SJ.Fierce SJ.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.DN.Forward, SJ.Fierce, SJ.Roundhouse, etc.
    There really isn't much to this combo. In the air pause a little bit
before the SJ.DN.Forward, then hit a SJ.Fierce into a SJ.Roundhouse. Here
you'll land before the opponent and then as you land immedaitely launch them
into an air combo. Each time you repeat this combo you will need to hesistate
a little longer before the SJ.DN.Forward until you no longer need to
hesistate as long. Basically you must hesistate before each SJ.DN.Forward,
and has usual you'll land before the opponent, then launch and repeat. Timing
and practice is the key here folks.

12. In Corner: J.DN.Forward, J.Fierce \/ D.S.Jab, S.Forward, S.Forward,
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.Jab, SJ.Short,
SJ.Fierce
    This combo is a little awkward, but effective. In the air after the two
SJ.Strong's hesistate and continue from there. If you throw out another
SJ.Strong(it becomes a habit sometimes) the combo completely messes up so
practice and get the timing down and get it right.

13. J.DN.Forward, J.Fierce, J.Roundhouse \/ D.S.Jab, S.Jab, S.Short,
S.Strong, S.Strong, C.Forward, D.S.Short, S.Forward, S.Forward, S.Roundhouse
/\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.DN.Forward, SJ.Fierce,
SJ.Roundhouse --> Drill Claw(OTG)
    Ouch. 3 AC Finishers in one combo, that's amazing. This 21 hitter
involves that you OTG after the C.Forward, you will recover quick enough to
dash and attack at the same time. In the air skip a strong against smaller
characters and hesistate before pulling off the SJ.DN.Forward, then continue
from there.

=============================================================================
----------------------------- [ Codes/Secrets ] -----------------------------
=============================================================================

Dr.Doom
-- Beat game on any difficulty
-- At character selection screen(with Short Cut off) go to Spider-Man
-- Hold Select, move down to Captain America, then hit Down again and hold it
-- Now very quickly press Short, Forward, Roundhouse in less than a second
-- Dr.Doom's face should replace Captain America's

Note: You must be extremely quick while executing the Short, Forward
Roundhouse, don't hit the 3K button. They must be executed in that order in a
smooth motion otherwise the code won't work.

Thanos
-- Beat Game on any difficulty
-- At character select screen(with Short Cut off) go to Captain America
-- Hold Select, move up to Spider-Man, then hit up again and hold it
-- Now very quickly press Fierce, Strong, Jab in less than a second
-- Thanos' face should replace Spider-Man's

Note: You must be extremely quick while executing the Fierce, Strong, Jab,
don't hit the 3P button. They must be executed in that order in a smooth
motion otherwise the code won't work.


NOTE: Once you have the code activated you can exit during the middle of your
battle and save it to a memory card. Then go to the options screen with the
Shortcut on, this way Thanos and Dr.Doom will be selectable without inputting
the code again. If you use the Shortcut off you will have to repeat the code
again, but the Shortcut On trick still works.

------------------------------ [ Disable Gems ] -----------------------------

At versus mode pick any two characters, then at the battle screen hold select
on either controller a message will appear "No gems?" then on the opposite
controller hold select and the "No gems" message will be displayed throughout
the battle.

NOTE: If the opposite player does not comply that means you cannot turn off
the gems, and this trick will not work in Battle Mode because simply the
computer won't reply and the gems have something to do with the storyline
itself anyways.

---------------------------- [ Closing Comments ] ---------------------------

Well, there you have it. Like I said, I won't update this guide just for one
combo, no matter how good it is. It was a chore updating this guide as it is
but for the most part, I think this guide will better suit everyone's needs.
So thanks for reading and good luck gaming.

- [ EOF ] -

Time of Completion: 22 hours, 34 minutes

Dingo Jellybean (C) 1999 - 2004