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    Gambit by Goge

    Version: 1.0 | Updated: 02/10/99 | Printable Version | Search Guide | Bookmark Guide

    GAMBIT FAQ v. 1.0 by Goge
    Latest Update: 2/10/99
    Email: ghambitt@hotmail.com
    I know this FAQ is coming in pretty late but I think you will find some 
    combos and strategies that you have not seen before in here.Oh yeah, 
    this for Marvel Vs. Capcom, not X-Men vs SF.
    First of all I want to state that this is a FAQ for people who know how 
    to play the game to begin with. In other words I'm not going to be 
    spending much time explaining basic MvC gameplay. There is no table of 
    contents because I don't see much point in them, just scroll down 'til 
    you find what you're looking for. Also I'm using the familiar format 
    notation which I will explain below:
    D. = Dashing
    S. = Standing
    C. = Crouching
    J. = Jumping
    SJ. = Super Jumping
    D.S. = Dashing Standing
    D.C. = Dashing Crouching
    A.D. = Air Dash
    DN. = While holding Down on the joystick
    UP. = While holding Up on the joystick
    (example: D.C.Short means Dashing Crouching Short. You ought to know 
    this by now people. Also, I don't know who invented this system so I 
    can't really give credit where it is certainly due.) 
    (note: the numbers are an estamation of how I see the stats. Scale is 
    from 1 to 10 with 10 being the highest and (duh) 1 being the lowest.)
    	-Power: How much damage a characters normal moves and supers         
    		  (hyper combos) do.
    	-Speed: How well the character moves, how fast their moves come 	
    	  out, and how much recovery delay their moves have.
    	-Range: How far the character's normal moves reach.
    	-Priority: Who's move will win out in head to head attacking.
    	-Throw Priority: The range of the throw and if it will beat out 	
    		     other throws/moves.
    	-Combos: How long and painful of combos can the character put 	 
    	-Supers: How powerful, fast, and generally useful the character's 
    	         supers are.
    	-Comboability of Supers: How easily can the characters supers be 	
    Power: 7
    	Gambit deals pretty good damage in all of his regular moves and 
    	his supers are fairly powerful also.
    Speed: 7.5
    	Like his power, Gambit's speed is pretty good, but not amazing. 
    	One nice thing is that Gambit recovers quickly from many of 
    	his moves and can suprise his opponents with quickness that they 
    	aren't expecting.
    Range: 7.5
    	Gambit has good Range. His J.Fierce, Jab Cajun Slash, and 
    	C.Roundhouse are all useful for attacking your opponents while 
    	still remaining safe.
    Priority: 7
    	Gambit's starting to look pretty well rounded isn't he? His 
    	J.Fierce has very nice priority as does 	his launcher (C.Fierce) 
    	and all versions of the Cajun Slash.
    Throw Priority: 3
    	I have to give Gambit a crappy score on this simply because his 
    	air throw priority just SUCKS. Some of you probably haven't even 
    	seen Gambit's air throw it is so bad. His ground throw priority 
    	is decent though.
    Combos: 8
    	Gambit has some mean combos, they're powerful as well as stylish. 
    	His supers don't combo very well but that's an entirely different 
    Supers: 5
    	Gambit's supers do pretty good damage but the Royal Flush has too 
    	much recovery delay. The Cajun Explosion is a pretty effective 
    	beam killer and you should chip with this one as well, however 
    	you can see it coming from a mile away.
    Comboability of Supers: 4
    	I'm giving Gambit a bad score on this because you have to be very 
    	fast to get the Royal Flush to combo cleanly off of the 
    	C.Roundhouse. Also it's possible to roll from that. Other than 
    	that you can just combo the Cajun explosion off of Collosus (or a 
    	helper like him), and almost everyone can combo a super off of a 
    Kinetic Card: QCF+Any Punch
    	The punch button used determines startup and recovery delay, the 
    	amount of damage, and how long the victim will stay on the ground 
    	afterwards. The Jab one is the most useful. Can be used in the 
    	air as a keep away tactic.
    Trick Card: QCB+Any Punch
    	Like the Kinectic Card but Gambit throws the card at a 45 degree 
    	angle instead, as if for anti-air defense, but use his launcher 
    	instead for jump-ins because this move has bad startup and 
    	recovery delay. If it lands try to follow up with a C.Short, 
    	C.Fierce -> Air Combo.
    Cajun Slash: Dragon Punch(F, D, DF)+Any Punch
    	The Jab and Strong version are more useful that the fierce. 
    	Gambit basically whacks his opponent with the staff a few times 
    	depending upon what button is used. You can end ground combos 
    	with the Jab and Fierce versions. More on this move later.
    Cajun Strike: Hold DN, then UP+Any Button:
    	Gambit bounces off the walls and hits his opponent from above. 
    	This move is useless. Use it to make your opponent laugh at you.
    Royal Flush: QCF+2P
    	Gambit pumps his opponent full of 37 cards, doing nice damage. 
    	Combos off of his C.Roundhouse, the Kinetic Card, and his Fierce 
    Cajun Explosion: QCF+2K or QCB+2K
    	Gambit jumps to whichever wall you indicated using a QCF or QCB 
    	and throws out a 45 degree magnetic shockwave. I like to use 
    	collosus with the QCB one. Does good chipping, is safe and hard 
    	to avoid.
    This is what makes Gambit a worthwhile character so I won't waste any 
    time getting to them.
      1:	D.S.Jab, S.Short, S.Strong, S.Forward  --> Fierce Cajun Slash
    	  Try to make sure that you're right up against your opponent for 
    	  this one, a basic ground combo.
      2:	D.C.Short, C.Fierce ^ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward -> 
    	  Gambit's basic air combo. I use the SJ.Roundhouse to end it 	  
    because it seems to connect more often than the SJ.Fierce. If 	  
    you're really humping you're opponent you can throw in a 	  C.Strong 
    or C.Forward after the D.C.Short.
      3:	D.C.Short, C.Forward, C.Roundhouse --> Strong Cajun Slash
    	  Another combo where, if you're really, really close to your 	  
    opponent you can throw in another hit. In this case it's a 	  C.Strong 
    after the D.C.Short. I don't like this combo much 	  because it can 
    be rolled from and there are better combos.
      4:	D.C.Short, C.Forward, C.Roundhouse --> Royal Flush
    	  Similar to the above combo but obviously much more damaging. I 	  
    don't like this one much either because it's hard to pull off 	  and 
    can be rolled from.
      5:	D.S.Short, S.Roundhouse, Jab Kinetic card -> Strong Cajun Slash 
    	or Royal Flush
    	  Similar to the above two combos but more stylish and a little 	  
    more ify.
      6:	J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse, Jab Kinetic 
    	Card, D.C.Short, C.Fierce, SJ.Jab, SJ.Short, SJ.Strong, 
    	SJ.Forward --> Jab Kinetic Card(Blocked)
    	  This is the big one. If all hits connect it will really rip 	  
    your opponents lifebar apart. Of course, you don't have to use 	  the 
    jump in but it will really add some damage if you get it to 	  
    connect. Likewise you can use the J.Fierce, J.Roundhouse jump 	  in 
    on any of the other combos as well and they should still 	  work. The 
    Jab Kinetic Card is just to add a little chipping and 	  if your 
    opponent isn't blocking it will connect for even more 	  damage.
      7:	Kinetic Card --> D.S.Jab, S.Short, S.Jab, S.Short, S.Jab, 
    	S.Short, etc.
    	  Gambit's infinite. I've never had all that much success with it 
    	  so I can't really verify it myself but it appears as though you 
    	  can just keep juggling them in this fashion.
      8:	In corner: J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse, Jab 
    	Kinetic Card --> D.S.Jab, S.Short, S.Jab, S.Short, S.Jab, 
    	S.Short, etc.
    	  The only practical way to combo Gambit's infinite that I've 	  
    found. But again, it's pretty tough to keep them juggled with 	  it 
    so I wouldn't bother with this one.
      9:	In corner: Fierce Throw, D.C.Short, C.Fierce ^ SJ.Jab, SJ.Short, 
    	SJ.Strong, SJ.Forward -> SJ.Roundhouse
    	  If you can't seem to get the SJ.Roundhouse to connect then 	  
    finish with a Jab Kinetic card for some small chipping damage.
    10:	Fierce Throw --> Royal Flush
    	  Be quick about canceling into the Royal Flush and don't expect 	  
    to get all 37 hits.
    This is just a little section where I tell you about some techniques I 
    use to bulldog and a few other things. I don't really want to tell you 
    how you should play the game so I'll leave out the second by second 
    strategy for each match.
    1:	Try starting out with a Strong Cajun Slash a short distance from 
    	you're opponent. 	Hopefully they'll block it. If it hits them and 
    	they are knocked down just start doing it again right before they 
    	get up. Remember we want them to block it.
    	If they block it they will most likely try to counter strike and 
    	this is where they get suprised by Gambit's speed. AS SOON AS THE 
    	MOVE ENDS dash in with D.S.Short, S.Strong, S.Forward. At this 
    	point they are probably getting hit so end it with a JAB Cajun 
    	Slash. This will allow you to start the Strong Cajun Slash again 
    	as they are getting up, which they will surely block since they 
    	can see it coming.
    	Now, if they have BLOCKED your D.S.Short, S.Strong, S.Forward, 
    	end it with a STRONG Cajun Slash. Now we are right back where we 
    	started, dash in with the D.S.Short, S.Strong, S.Forward again 
    	and if it hits, end with the Jab Cajun Slash and if it is blocked 
    	end it with Strong Cajun Slash. Keep doing this until they figure 
    	it out.
    	I hope that follows. The easiest way for your opponent to get out 
    	of this is simply to push block you at any point. However we are 
    	hoping your opponent is a moron and will either keep blocking 
    	while you slowly chip away at his life bar, or he keeps trying to
    	counter after he blocks the Strong Cajun Slash. You DO risk being 
    	countered but it is very unlikey and depends in part upon how 
    	fast YOU are. You should be able to at least trade hits with even 
    	Wolverine though with the D.S.Short. Characters like Venom, Capt 
    	America, Hulk, etc. will stand absolutely no chance against your 
    	D.S.Short unless you are slow as hell with your dashing. 
    2. 	After you end Combo #6 (the big one) with the airborn Jab Kinetic 
    	Card, which should definately be blocked, you're opponent will l
    	and before you. You should come down with a J.Fierce, (J.Fierce, 
    	J.Roundhouse won't work for some reason) \/ D.S.Short, S.Strong, 
    	S.Forward --> appropriate Cajun Slash depending upon whether or 
    	not you've landed any hits yet. Then just continue with 
    	bulldogging strategy #1 shown above. If they've got the 
    	bulldogging BS figured out (which any respectable opponent
    	should), then just come down with a J. Fierce and Dash in with 
    	the combo of your choice.
    3.	Any move that leaves you open, like the C.Roundhouse or even the
    	C.Fierce, cancel with a Jab Kinetic Card. If your pretty sure 
    	that they're going to try and jump in on you OVER the Kinetic 
    	Card then try a Trick Card. If it hits, Launch 'em and Air Combo 
    	to make them think twice about jumping over Kinetic Cards in the