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    FAQ/Move List by Kao Megura

    Version: 0.2 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    MARVEL SUPER HEROES: WAR OF THE GEMS MINI-FAQ v0.2
    for the Sega Saturn
    by Chris MacDonald
    
     Unpublished work Copyright 1998-2001 Chris MacDonald
    
     This document is protected by US Copyright Law, and the Berne Copyright
     Convention of 1976.  It is for private and personal use only--it cannot
     be reprinted in part or in whole, or reproduced in any way or in any
     form (written or otherwise).  It is a free document that cannot be used
     in any sort of commercial transaction, including selling it or giving
     it away as a gift.  This FAQ cannot be referenced, altered, or used by
     anybody (including webmasters, publishers, and magazine staff) without
     my express written permission.  This FAQ was created and is owned by
     me, Chris MacDonald <kmegura (at) yahoo (dot) com>.  It can be found
     exclusively at (www.GameFAQs.com).  All copyrights and trademarks are
     acknowledged and respected that are not specifically mentioned herein.
    
     I expressly forbid the following publishers/publications from using this
     FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer),
     Future Publishing, Ltd. (publishers of PlayStation Power, Official UK
     PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games,
     and Prima Games.  Remember, plagiarism is a crime and is punishable by
     law.
    
     The Street Fighter and Darkstalker series are (c) Capcom of Japan.
     All Marvel characters are (c) Marvel.
    
    
    =================
    TABLE OF CONTENTS
    =================
    
     BASIC CONTROLS
     CHARACTER MOVE LIST
      - Blackheart
      - Captain America
      - Hulk
      - Iron Man
      - Juggernaut
      - Magneto
      - Psylocke
      - Shuma-Gorath
      - Spider-Man
      - Wolverine
      - Dr. Doom
      - Thanos
      - Anita
     SECRETS AND TRICKS
     COMBO PRIMER
     MISCELLANEOUS
    
    
    =========================================================================
    BASIC CONTROLS
    =========================================================================
    
      ub  u  uf      Jump Up-Back            Jump Up         Jump Up-Forward
        \ | /
     b -- n -- f     Walk Back / Guard       Neutral         Walk Forward
        / | \
      db  d  df      Defensive Crouch        Crouch          Offensive Crouch
    
    
     LP  MP  HP      Light Punch         Medium Punch        Hard Punch     
    
     LK  MK  HK      Light Kick          Medium Kick         Hard Kick      
    
     -----------------------------------------------------------------------
     FAQ ABBREVIATIONS
     -----------------------------------------------------------------------
    
      qcf - d,df,f        hcf - b,db,d,df,f        360 - f,df,d,db,b,ub,u,f
      qcb - d,db,b        hcb - f,df,d,db,b        720 - 360 (x2)
    
      (air)     - the move can be done on the ground or while jumping
      x~x       - all possible ranges are allowed (ub / u / uf for example).
    
     -----------------------------------------------------------------------
     BASIC MOVES
     -----------------------------------------------------------------------
                
     Every character can use the following abilities:
    
     Guard / Air Guard       Hold b / db  (air)
     Dash                    f,f / PPP
     Backstep                b,b / b + PPP
     Super Jump              d,u / KKK / u after a successful Launcher
     Down Kaihi              b,db,d + P / K when reversed
     Ukemi (Nage Meke)       Press any direction but u + MP / MK / HP / HK
                             just as you are thrown  (Tech. Hit)
     Reversal                Tap b / f + tap P / K rapidly when dizzied 
     Infinity Counter        Block, then b,db,d + same P + K  (costs 1 level)
     Infinity Gem Use        qcb + PP
     Taunt                   d,d + L + R
    
     -----------------------------------------------------------------------
     THE INFINITY GEMS
     -----------------------------------------------------------------------
    
     There are six kinds of Infinity Gems.  These are sometimes lying around
     on the ground, or an opponent has them.  If you want to get a gem from
     your opponent, hit him with an attack (only certain attacks will force
     someone to relinquish a gem).  Once they've let go of a gem (or if it
     was on the ground to begin with), you can pick it up by walking over it.
     You can store up to six gems at a time.  
    
     To use a gem, make sure it is highlighed (it will appear larger than
     the other gems).  To select which gem you want to use, press L + R
     to cycle through the ones you have.  Then input qcb + PP to activate a
     gem.  When you do this, the gem flares briefly and anyone nearby is
     damaged slightly and knocked away.  Each Gem has it's own power that
     lasts for a brief while (a timer will replace your gem list to show
     you how much longer the gem's power remains in effect).  Generally,
     getting hit while you have a Gem activated reduces the amount of time
     that it stays active.  The Gem powers are explained below:
    
      Power Gem - Any attack you make does increased damage.
      Time Gem  - You'll move faster and jump higher and longer.
      Space Gem - You get Super Armor for a limited period.
      Mind Gem  - You'll slowly have your Infinity Gauge fill.
      Soul Gem  - You'll slowly recover lost life for your Life Gauge.
      Reality   - You fire projectiles when you press P / K, or taunt.
    
      "Super Armor" is explained in Juggernaut's section, in the notes.
    
     In addition to the powers that each gem bestows, there is also an
     added, unique ability that every character can use when they equip
     a certain gem (the bosses and Anita do not have a unique gem power).
     Note that the Mind Gem is rather rare (but it does show up when you
     fight Thanos).  Oh yes, speaking of, any gems you grab are carried
     over from round to round, battle to battle, until your opponent gets
     them or they are used by you.  However, when you fight Thanos, he
     takes any Gems you may have for his own use (and has any other gems
     already in stock that you do not; put simply, he starts with all
     six gems).
    
    
    =========================================================================
    CHARACTER MOVE LIST
    =========================================================================
    
    Characters are listed alphabetically.  Special moves are written first,
    then any special abilites that person has, then their Infinity Combos.
    Listed after an Infinity Combo is a number (x#) letting you know how
    many levels of Infinity Power you can build up with that character.
    
     Aerial Rave Launcher  : What attack can be used to start an S.J. Chain
     Ground Chain          : The chain system used when standing / crouching
     Jumping Chain         : The chain system used when jumping
     Super Jumping Chain   : The chain system used when Super Jumping
     Aerial Knockdown      : What attacks will knock down an opponent during
                             a Jumping / Super Jumping Chain
     Flying Attack         : What attacks cause a foe to fly back when hit
     Ground Throws         : What throws a character possesses.
     Air Throws            : What air throws a character possesses.
     Infinity Counter      : What move this person uses during a I. Counter.
    
    Any important comments concerning that character are written after the
    aforementioned list, not to mention special Infinity Gem powers that
    are unique to each character.  For more information on chains and
    combos, please refer to the Combo Primer.
    
     ------------------------------------------------------------------------
     BLACKHEART
     ------------------------------------------------------------------------
    
     Dark Thunder                   hcf + P
     Inferno                        hcb + P  (then press MP / HP for type)
     Kuuchuu Dash                   Jump, f,f / PPP
     Kuuchuu Backstep               Jump, b,b / b + PPP
     (long dash)                    f,f  (hold f) / b,b  (hold b)
     Armageddon (x1)                qcf + PP
     Heart of Darkness (x1)         qcf + KK
    
     Aerial Rave Launcher  :  Standing MP
     Ground Chain          :  Kick to Punch Chain
     Jumping Chain         :  Kick to Punch Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  MK
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP~HK
     Infinity Counter      :  Dark Thunder  (LP version)
    
      - Blackheart's HP and HK attacks and nullify projectiles.  The HP
        demons will siphon life from an opponent after they hit for a
        few moments, while the HK demons leave a challenger immobile.
        The more demons that hit, the longer either effect is in place.
        You can escape from the HK demons by shaking the controller and
        mashing the buttons, as if you were dizzy.
      - Blackheart's special gem is Reality.  He turns invisible when he
        uses it, although any attack he makes (demons, Dark Thunder,
        Inferno, etc.), can be seen.
    
    
     ------------------------------------------------------------------------
     CAPTAIN AMERICA
     ------------------------------------------------------------------------
    
     Shield Slash                   qcf + P  (air)
     Stars & Stripes                f,d,df + P
     Charging Star                  qcf + K
     Zenten                         hcb + P
     2 Dan Jump                     Press ub~uf (x2)
     (double kick)                  Press MK,MK
     (angled kick)                  Jump, d + HK
     Final Justice (x2)             qcf + PP
    
     Aerial Rave Launcher  :  Standing MP, Crouching HP
     Ground Chain          :  Weak to Strong Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK, d + HK, Shield Slash
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Stars & Stripes
    
      - The Captain can lose his shield if he misses on a Shield Slash
        attempt.  Without it, he cannot absorb projectiles when he does
        a Charging Star, and his Stars & Stripes becomes a 7-hit attack
        instead of a single-hit one.
      - You can use the Zenten to pass through attacks and even your
        opponent.
      - Captain America's Special Gem is Power.  When used, his special
        moves (except for the Zenten), do more damage and hit more times.
    
    
     ------------------------------------------------------------------------
     HULK
     ------------------------------------------------------------------------
    
     Gamma Tornado                  hcb + P
     Gamma Slam                     hcf + P
     Gamma Lift                     d,d + PPP, move / jump and press P / K
     Gamma Charge (Taichi)          Charge b,f + K, then (dir.) + K
     Gamma Charge (Taikuu)          Charge d,u + K, then (dir.) + K
     Gamma Crush (x3)               qcf + PP, move b / f
    
     Aerial Rave Launcher  :  Crouching HP
                              Standing HK  (versus an airborne opponent)
     Ground Chain          :  Weak to Any Chain
     Jumping Chain         :  Weak to Strong Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Gamma Charge (Taichi - cannot redirect)
    
      - The Gamma Tornado can be Tech. Hit out of.
      - Once you hit with the Gamma Charge, you can redirect it upwards
        simply by pressing any Kick, or you can use the controller + a
        Kick button to choose the Hulk's flight path.
      - Hulk's Special Gem is Time.  With it activated, his launchers will
        all hit 4 times.  While this does increase damage, it often makes
        it harder to perform a successful air combo afterwards.
    
    
     ------------------------------------------------------------------------
     IRON MAN
     ------------------------------------------------------------------------
    
     Uni-Beam                       hcf + P  (air)
     Repulsor Blast                 hcb + P
     Smart Bomb                     Press same P + K  (air)
     Kuuchuu Dash                   In air, any direction + PP
     Hikou                          qcb + KK, repeat to end  (air)
     (knee dive)                    Jump, d + MK
     (upward kick)                  Jump, u + HK
     (directed laser)               Jump, u / d + HP
     (missile launch)               d + HP
     Proton Cannon (x2)             qcf + PP
    
     Aerial Rave Launcher  :  Crouching MP, Standing HK
     Ground Chain          :  Weak to Strong Chain
     Jumping Chain         :  Weak to Strong Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  (none!)
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Repulsor Blast
    
      - You can't use the Kuuchuu Dash while flying (during the Hikou).
        Note that you must perform it manually (press in a direction + two
        Punch buttons, instead of assigning a button to x3 Punch).
      - Iron Man's Special Gem is Soul.  Once it's been equipped, all of
        his attacks do added electrical damage, and they drain a bit of
        your opponent's Life Gauge and give some life back to you as well.
    
    
     ------------------------------------------------------------------------
     JUGGERNAUT
     ------------------------------------------------------------------------
    
     Earthquake Punch               f,df,d + P
     Juggernaut Punch               hcf + P
     Juggernaut Body Press          hcf + K  (air)
     Cyttorak Power-Up              f,d,df + PP, then make an attack
     (object lift)                  d,d + PPP when near a foreground object
     (double punch)                 Press LP,LP
     (hammer fists)                 f + HP
     Juggernaut Headcrush (x2)      qcf + PP
    
     Aerial Rave Launcher  :  Crouching HP
                              Standing HP  (versus an airborne opponent)
     Ground Chain          :  None
     Jumping Chain         :  None
     S. Jumping Chain      :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Juggernaut Punch
    
      - After performing the Cyttorak Power-Up, the next single hit that
        Juggernaut makes will do increased damage.
      - Unlike the Hulk, who can rip off and throw parts of the ground
        repeatedly, Juggernaut can only pick up objects in the foreground,
        limiting the number of times he can use his object lift attack.
        After picking up an item, press any P or K to throw it.
      - Juggernaut has Super Armor.  This means that he will not go into
        hit stun the first time he is hit.  Not only does this prevent
        him from being launched unless the launcher is preceeded by another
        attack, but it also allows him to continue through with an attack
        even after he is hit once.  Some special moves (like Spider-Man's
        Web Ball) won't affect Juggernaut unless he's just been hit with
        another attack.
      - Juggernaut's Special Gem is Space.  He gains Hyper Armor with this
        gem in hand, which is like Super Armor but requires that Juggernaut
        be hit twice before he goes into hit stun / can be launched.
    
    
     ------------------------------------------------------------------------
     MAGNETO
     ------------------------------------------------------------------------
    
     E-M Disruptor                  hcf + P  (air)
     Hyper Gravitation              hcb + K  (air)
     Magnetic Blast                 u,uf,f + P   (air)
     Hikou                          qcb + KK, repeat to end  (air)
     Magnetic Shockwave (x3)        qcf + PP
     Magnetic Tempest               qcf + KK  (air)
     
     Aerial Rave Launcher  :  Standing MP or HK  (2nd hit) / Crouching HP
     Ground Chain          :  Weak to Any Chain
     Jumping Chain         :  Hunter Chain
     S. Jumping Chain      :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP~HK
     Infinity Counter      :  E-M Disruptor
    
      - An opponent hit by the Hyper Grav. will be brought close to Magneto
        and will be left open to attack briefly.
      - Magneto's special gem is Space.  Should he activate it, he's
        surrounded by a force field that reduces the damage done and
        prevents some attacks and throws from hitting him.  It won't work
        against all attacks, though (such as Blackheart's demons).
    
    
     ------------------------------------------------------------------------
     PSYLOCKE
     ------------------------------------------------------------------------
    
     Psi-Blade                      qcf + P  (air)
     Psi-Spin                       qcf + K  (air)
     Ninjitsu                       hcb + P / K  (air)
     Psi-Drill                      Dir. + P / K during Ninjitsu
     Sankaku Tobi                   Jump against a wall, press f
     3 Dan Jump                     Press ub~uf (x3)
     Moonsault Kick                 Jump, u + HK
     (flip kick)                    f + MK
     (leap kick)                    b + HK
     (kick and slide)               f + HK, hold f
     (leap kick and slide)          b + HK, hold f
     Psi-Thrust (x3)                qcf + PP, dir., then dir. + P / K
     Psi-Maelstrom                  qcf + KK, tap P / K rapidly
     Kochou Gakure                  qcb + KK  (air)
    
     Aerial Rave Launcher  :  Crouching HP
     Ground Chain          :  Hunter Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  HP, Taunt
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Psi-Spin
    
      - You can follow up a Psi-Spin with a stronger version simply by
        pressing the next button of a higher strength.  So, (qcf + LK, then
        MK, then HK) gets you all three hits, whereas (qcf + LK, HK) or
        (qcf + MK, HK) will get you two hits.
      - When you use the Ninjitsu, LP / LK / HP / HK takes you to the
        corners of the screen, while MP and MK leaves you in the same
        position on the ground or in the air.
      - Psylocke's Special Gem is Power.  If she uses it, two copies of her
        appear on either side of her.  While she herself must still be hit
        to do damage, her doubles' attacks can hit and do damage, allowing
        her to attack from a safe distance.
    
    
     ------------------------------------------------------------------------
     SHUMA-GORATH
     ------------------------------------------------------------------------
    
     Mystic Stare                   Charge b,f + P
     Mystic Smash                   Charge b,f + K  (air)
     Devitalization                 hcb + K
     Sekika                         Jump, d + MK
     (upward blast)                 Jump, u + HP
     Chaos Dimension (x1)           qcf + PP, then MP / MK / HP / HK
    
     Aerial Rave Launcher  :  Standing MK
     Ground Chain          :  Punch to Kick Chain
     Jumping Chain         :  Punch to Kick Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK, d + MK, u + HP
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP~HK
     Infinity Counter      :  Mystic Smash
    
      - Shuma can combo the Devitalization if it's done after a standing
        LP, LK chain.  Note that this is a glitch in the game (albeit a
        very useful one), and the hit counter will register the entire
        combo as zero hits.
      - After performing the Chaos Dimension, Shuma will glow.  During this
        time, all his normal attacks (MP through HK only) result in him
        going into a "touch" pose rather than making a normal attack, even
        if he's crouching or jumping.  If he grabs someone with his "touch",
        he'll do the rest of the Chaos Dimension attack on them.  If he's
        unable to hit them within a certain period, this move ends.  Shuma
        cannot use special moves or command attacks during the Chaos
        Dimension, either.  However, it's worth noting that he can hit an
        enemy during the startup animation of the attack, although he won't
        throw them if he hits (but you can move close to your enemy by
        jumping towards them after hitting them and try for an easy "touch"
        attempt).
      - Shuma's Special Gem is Time.  All of his normal attacks will petrify
        an enemy if they hit, although this effect is very brief.  Hitting
        a petrified enemy then unpetrifies him or her.  A cheap tactic is to
        petrify your opponent, then get close and hit with a standing HK.
        If all six hits are made, your opponent is left petrifed, meaning
        that you can repeat this until your Gem Power runs out for a bunch
        of free hits.
    
    
     ------------------------------------------------------------------------
     SPIDER-MAN
     ------------------------------------------------------------------------
    
     Web Toss                       qcf + P  (air)
     Web Throw                      hcb + P
     Spider Sting                   f,d,df + P,P
     Web Swing                      qcb + K  (air)
     Sankaku Tobi                   Jump against a wall, press f
     Maximum Spider (x3)            qcf + PP, direct d / u  (air)
    
     Aerial Rave Launcher  :  Standing MP
                              Standing HK  (versus an airborne opponent)
     Ground Chain          :  Weak to Strong Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Spider Sting (one hit only)
    
      - An opponent hit by the Web Ball is stunned briefly.  This duration
        increases during the MP or HP Web Ball.
      - Spidey's Web Ball and Web Throw won't work against a person with
        Super Armor, however, if they are hit and then quickly attacked
        with either move, they will be unable to move / thrown.
      - Spider-Man's Special Gem is Power.  A double of him appears opposite
        him (on your his opponent's other side).  This double is off-screen
        if Spider-Man is far away, but gets closer if Spidey gets close to
        his enemy.  All attacks that Spidey makes are mimicked by the double,
        making this move useful for doing added damage in combos.
    
    
     ------------------------------------------------------------------------
     WOLVERINE
     ------------------------------------------------------------------------
    
     Berserker Barrage              qcf + P, tap P rapidly
     Tornado Claw                   f,d,df + P, tap P rapidly
     Drill Claw                     (any dir.) + same P + K  (air)
     Sankaku Tobi                   Jump against a wall, press f
     (diving kick)                  Jump, d + MK
     (double claw)                  Press MP,MP
     (repeated claw)                Jump, tap MP repeatedly
     (knee kick)                    Press MK, if MK hits, press MK again
     (sliding claw)                 df + HP
     Berserker Barrage X (x3)       qcf + PP
     Weapon X                       f,d,df + PP
    
     Aerial Rave Launcher  :  Standing HK
     Ground Chain          :  Hunter Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP, Crouching HK
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Berserker Barrage
    
      - Every few seconds, Wolverine will gain back a tiny amount of
        normally unrecoverable life if he has beend damaged.
      - Wolverine's Special Gem is Time.  He is followed by afterimages
        when the gem is used, and all of his attacks hit four times as
        much as they would normally.
    
    
     ------------------------------------------------------------------------
     DR. DOOM
     ------------------------------------------------------------------------
    
     Plasma Beam                    qcf + P  (air)
     Photon Shot                    hcb + P  (air)
     Molecular Shield               hcb + K
     Hikou                          qcb + KK, repeat to end  (air)
     (laser gun)                    Jump, press HP
     (knee dive)                    Jump, d + HK
     Photon Array (x4)              qcf + PP  (air)
    
     Aerial Rave Launcher  :  Standing MK  (2nd hit), Crouching HP
     Ground Chain          :  Weak to Strong Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Plasma Beam
    
      - The Molecular Shield can hit both while Dr. Doom is summoning
        rocks and while they are moving forward.
      - There are no Gems that give Dr. Doom a special ability.
    
    
     ------------------------------------------------------------------------
     THANOS
     ------------------------------------------------------------------------
    
     Titanic Rush                   hcf + P  (air)
     Death Sphere                   qcf + K
     (shoulder dive)                Jump, d + HP
     Gauntlet Reality (x4)          b,d,db + LP
     Gauntlet Space                 b,d,db + MP
     Gauntlet Power                 b,d,db + HP
     Gauntlet Time                  b,d,db + LK
     Gauntlet Soul                  b,d,db + MK
     Gauntlet Mind                  b,d,db + HK
    
     Aerial Rave Launcher  :  Crouching MP
     Ground Chain          :  Hunter Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Flying Attack         :  Standing HP
     Ground Throws         :  b / f + MP~HK
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Titanic Rush
    
      - Someone hit by the Death Sphere is stunned momentarily.
      - Thanos has six Infinity Specials which he can use regardless
        if he has the corresponding gem or not.
      - There are no Gems that give Thanos a special ability.
    
                                         
     ------------------------------------------------------------------------
     ANITA
     ------------------------------------------------------------------------
    
     Killshred (Hanasu)             Press same P + K
     Killshred (Modosu)             Press same P + K after Hanasu  (air)
     Gouki Shoukan                  f,d,df + P  (air)
     Lin-Lin Shoukan                b,d,db + P, tap P rapidly  (air)
     Yon Dan Jump Gadekiru          Press ub~uf (x4)
     Love For You (x3)              qcf + PP
    
     Aerial Rave Launcher  :  Crouching HP
     Ground Chain          :  Hunter Chain
     Jumping Chain         :  Hunter Chain
     Super Jumping Chain   :  Hunter Chain
     Aerial Knockdown      :  HP, HK
     Ground Throws         :  b / f + MP / HP
     Air Throws            :  b / f + MP / HP
     Infinity Counter      :  Gouki Shoukan
    
      - Using the Killshred move makes Anita bury her sword in the ground.
        All of her attacks become a hand poke, although they still have the
        same properties (crouching HP still launches, etc.)  Using the move
        again causes Killshred to fly across the screen, hitting for damage
        before it rejoins Anita.
      - Anita can use either Shoukan move repeatedly in the air.  These
        moves are lame parodies of Donovan's Efreet Sword and Lightning
        Sword attacks.  However, note that she has to have Kilshred with
        her in order to use them (this also means that without Kilshred,
        she can't Infinity counter).  Gouki may be more recognizable as
        Akuma from the SF series, while Lin-Lin is the sister of Lei-Lei
        (Hsien-Ko in the US), from DarkStalkers 2.
      - The Love For You Infinity Special hits 98 times.  Someone who
        is hit with it from up close will usually die, unless they have
        full life (in which case, they're left with almost nothing).
      - There are no Gems that give Anita a special ability.
    
    
    =========================================================================
    SECRETS AND TRICKS
    =========================================================================
    
     -----------------------------------------------------------------------
     PLAY AS DR. DOOM
     -----------------------------------------------------------------------
    
     Beat the game once on any difficulty setting.  Then, from the Player
     Select screen, press d,d and press HP, hold it and press MP, hold that
     too and press LP.  This needs to be done fairly quickly.  If you did
     it right, Doom's face will appear.  You cannot use this code with the
     Shortcut turned on, but if you save the game after using this code,
     you can choose Doom automatically with the Shortcut option on.
    
    
     -----------------------------------------------------------------------
     PLAY AS THANOS
     -----------------------------------------------------------------------
    
     Once Dr. Doom is playable, go into the Player Select screen.  Press u,u
     and then press LK, hold it and press MK, hold that too and press HK.
     This needs to be done fairly quickly.  If you did it right, Thanos'
     face will appear.  You cannot use this code with the Shortcut turned
     on, but if you save the game after using this code, you can choose
     Thanos automatically with the Shortcut option on.
    
    
     -----------------------------------------------------------------------
     PLAY AS ANITA
     -----------------------------------------------------------------------
    
     Anita is usable in the Japanese version of the game by first making Dr.
     Doom and Thanos available, then entering u,f,d,b,uf,d,b,u + LP, then
     hold that + MP, then hold that + HP.  However, she was disabled from
     the US version (and was actually removed from the game's code in the
     PlayStation version)!
    
     However, you can still select her using a Game Shark code, providing
     that you have a Game Shark or Pro Action Replay.  Because you have to
     be able to turn the code on and off, you also need a Comms Link
     hooked up to your PC and Game Shark.  I _do not_ know where you can
     get all the required equipment myself and neither does the guy who
     made this code so _don't ask_!  Thanks goes to Charles Mac Donald for
     whipping up this code:
    
       Master Code:     16040000 - FFFF
       Character Code:  060CB4E0 - 000C
    
     You must use Shortcut Mode.  Turn the code on so that the cursor is
     highlighting where Anita's name would be, then turn it off and press
     any button to select her.   Note that Anita has no boss text in the
     fight against Thanos, nor does she have an ending, if you use her in
     Arcade Mode.
    
     Those of you who want to know what Anita is like, well, think of Roll
     from MvC with the combo potential of Striderine-Man (in joke from
     alt.games.sf2).  In other words, she has fanastic comboing ability, and
     since her attacks come out quickly, they're easy to connect.  Her
     special moves are really sort of worthless for anything aside from
     being cheap or as aerial rave enders.  For instance, you can simply
     jump up when your opponent jumps and do the Lin-Lin Shoukan against your
     enemy repeatedly, killing them before they even reach the ground.  Her
     Infinity Special is too powerful to have any strategic use; just start
     it up and wait for the next round to start ^^;  Definitely the
     strongest Capcom character ever, but also the most boring.
    
     The extremely limited and gimpy animation doesn't help either--for
     instance, her "Gouki Shoukan" move has Akuma from SSF2T appear in his
     win pose and vanish (it's one frame of animation), while Kilshred
     swings upward, colored red as if to simulate being on fire.  Anita
     herself was ported from NightWarriors with no noticable additions (no
     taunt, either), and Kilshred was redrawn a bit smaller to be
     proportionate to her size.
    
     Ah, yes, and don't try to Chaos Dimension her or the game crashes ;)
    
     
     -----------------------------------------------------------------------
     NO GEMS IN A VS. BATTLE
     -----------------------------------------------------------------------
    
     If you don't want to have any gems in a two player battle, simply have
     both players hold the L and R shoulder buttons on their controllers
     after selecting their characters.
    
    
     -----------------------------------------------------------------------
     BEAT UP YOUR OPPONENT
     -----------------------------------------------------------------------
    
     After you defeat any opponent on the final round (aside from Thanos),
     press the L and R shoulder buttons together.  You can now move around
     and use normal attacks to hit your enemy.  BTW, if there are some gems
     lying around after you win, doing this trick, then quickly walking
     over them will add them to your collection and give you the added gem
     bonus to your score.  But if you don't do it quickly, then grabbing
     the gem won't add to your score or stay in your inventory.
    
    
     -----------------------------------------------------------------------
     CHOOSE AN ALTERNATE COLOR
     -----------------------------------------------------------------------
    
     To pick the second player color scheme for your character, highlight
     them and press d,d (if you're on the bottom of the screen), or u,u (if
     you're on the top).  Hold the second press for a few seconds and then
     press any button.  This doesn't work if you have the Shortcut mode
     turned on.
    
    
     -----------------------------------------------------------------------
     1-MEG / 3-MEG RAM CART MODE
     -----------------------------------------------------------------------
    
     If you have a ram cart plugged into your Saturn (they're not available
     domestically, as far as I know), you'll get an option to turn on the
     1-meg or 3-meg ram cart in the Options menu.  In Japan, this game was
     sold with an optional 3-meg cart that could be used to improve the
     game's graphics, speed, etc.  This cart was never released in the US.
     If you use either cart with this game, it'll crash sometimes, however,
     I find that if you save the "3 Meg" Option as ON in the Options Menu,
     the game should play okay (I don't actually know if the cart is being
     used though).
    
    
    =========================================================================
    COMBO PRIMER
    =========================================================================
    
    This section is my attempt to explain how combos work in this game, as
    the Marvel series' combo method is pretty complex and extensive.
    
    -------------------------------------------------------------------------
    BASIC COMBO THEORY
    -------------------------------------------------------------------------
    
    Although this game is full of massive chain combos, launchers, aerial
    raves, and all that other junk, the basic stuff still applies and is
    important.  Here's a quick run-down of what you can do:
    
     A combo is any series of attacks which are unblockable after the
     fist hit connects.  A basic combo usually falls into one of the
     four examples listed below.
    
     -----------------------------------------------------------------------
     Attack -> Special Move
     -----------------------------------------------------------------------
    
     Also known as a two-in-one.  You simply perform an attack during
     the input for a special move (or Infinity Combo), and the two will
     occur rapidly upon execution.  (i.e.  down + LK, down-forward,
     forward + Punch would make Spider-Man combo a crouching kick into
     his Web Ball).
    
     -----------------------------------------------------------------------
     Jumping Attack -> Standing / Crouching Attack -> Special Move
     -----------------------------------------------------------------------
    
     Jumping attacks can preceed a two-in-one in order to do added
     damage.
    
    
     -----------------------------------------------------------------------
     Attack -(link)-> Attack -> Special Move
     -----------------------------------------------------------------------
    
     In any type of chain combo, the animation of one normal attack is
     cancelled by the animation of another.  A link is when two normal
     attacks can combo without having their animation cancel.  Usually,
     this is limited to quick attacks, like LP and LK.  It's useful for
     preceeding a chain combo (Wolverine can dash in and hit with his
     standing LP attack several times, then cancel normally into a
     combo or chain combo).
    
    
     -----------------------------------------------------------------------
     Dashing, then attacking
     -----------------------------------------------------------------------
                              
     When you dash, you move forward (hehe)!  Press any Punch or Kick while
     dashing (this even applies to crouching Punches or Kicks), and you'll
     still move forward a bit as your initial attack comes out.  This means
     that you'll be closer to your opponent by the time you hit than you
     would be if you walked up and attacked him / her, and since you're
     closer, any attack that you follow up with also has a greater chance
     of hitting due to the decreased proximity between you and your foe.
    
    
     -----------------------------------------------------------------------
     Flying Attacks
     -----------------------------------------------------------------------
    
     Flying Attacks are somewhat useful, but they can also put a kink in
     your ground combos.  When you hit someone with a Punch or Kick that
     also has the Flying Attack effect, your opponent will fly across the
     screen for a fair distance.  This can be handy if you want to get your
     opponent away from you, but it can be annoying if you're performing
     a ground chain, and in the middle of it, send your foe flying before
     you can finish.
    
    
     -----------------------------------------------------------------------
     Oiuchi / Off The Ground  (OTG)
     -----------------------------------------------------------------------
    
     The idea behind this is simple: in certain cases, if you knock your
     opponent to the ground and they don't roll away, you can hit them with
     any attack that is low to the ground (most crouching attacks, etc.)
     Doing so will bounce them up, and you can hit them again while their
     airborne and continue to combo them.  This doesn't work all the time,
     and you have to attack your enemy quickly or they will get up.  Some
     characters can really play cheap with this--Shuma can use his Chaos
     Dimension on someone and they'll remain on the ground afterwards (and
     in this case, they can't roll away).  He can then hit them with an
     attack while falling down from the end of the C. Dimension, or once
     he stands up.
    
    -------------------------------------------------------------------------
    TYPES OF CHAIN SYSTEMS
    -------------------------------------------------------------------------
    
     -----------------------------------------------------------------------
     Hunter Chain*
     -----------------------------------------------------------------------
    
     This is the generic chaining system taken from DarkStalkers.  Two rules
     apply to it, and they are: a weak attack can be followed by a strong
     one, and the button progression must go from Punch to Kick in regards
     to the same set of buttons.
    
     This means that you can do this:  LP -> LK -> MP -> MK -> HP -> HK.
     Or, you can skip buttons and do:  LK -> MK -> HP -> HK.
     Or even:                          MP -> HP -> HK.
    
     However, you can't do a combo that violates the rules, such as:
    
     MK -> MP  (violates 'Punch to Kick using same set of buttons' rule)
     HP -> LP  (violates 'Weak to Strong progression' rule)
    
     * It's actually called 'the chain combo', but since that terminology
       is a little confusing, I'll use the commonly-accepted 'Hunter Chain'
       term which is referring to DarkStalkers / Vampire Hunter.
    
    
     -----------------------------------------------------------------------
     Weak to Strong Chain
     -----------------------------------------------------------------------
    
     This combo system functions on one premise of the Chain Combo, but not
     the other.  You have to go from a weak attack to a stronger attack,
     but you cannot go from Punch to Kick in the same set of buttons.
    
     This means that  LP -> MP -> HP  or  LK -> MP -> HK  will work.
    
     However, LP -> MP -> MK will not because you're going from a Punch to
     a Kick in the same set of buttons (in this case, MP and MK).
    
    
     -----------------------------------------------------------------------
     Weak to Any Chain
     -----------------------------------------------------------------------
    
     The most limited of combo systems, this one states that you can go from
     any of the weakest attacks (Light Punch or Light Kick) into any other,
     stronger, attack.  This means that LP -> HK  or  LK -> MK are both
     usable, but LP -> LK is not, nor is MP -> HP.  This also means that
     unless a Punch or Kick hits more than once naturally, the best you can
     do is a two-hit combo.
    
    
     -----------------------------------------------------------------------
     Punch to Kick (or Kick to Punch) Chain
     -----------------------------------------------------------------------
    
     This type of chain combo is probably the most simple one to explain.
     You can interrupt any Punch attack with any Kick attack.  If your
     character uses Kick to Punch instead, they can interrupt any Kick with
     any Punch.  So you can use LK -> HP, HK -> HP, MK -> LK, and so on.
    
    
     -----------------------------------------------------------------------
     None
     -----------------------------------------------------------------------
    
     Some characters simply can't combo a normal move into another one.  :(
    
    
    -------------------------------------------------------------------------
    STARTING AND FINISHING AN AERIAL RAVE
    -------------------------------------------------------------------------
    
    Perform a combo while in the air (during a jump or super jump) and it's
    called an 'aerial rave'.  Okay...whatever--it's still an air combo.
    However, there are some notable differences between the 'aerial rave'
    and a ground combo:
    
     -----------------------------------------------------------------------
     Launchers
     -----------------------------------------------------------------------
    
     All characters have an attack that, when it hits, will knock an enemy
     high into the air.  This can be used to 'force' a Super Jumping Chain,
     rather than having two characters Super Jump and meet in the air.  If
     the 'launcher' attack hits, you have a small amount of time in which
     to press Up (or Up-Back, or Up-Forward), and you will Super Jump as
     well (as opposed to tapping Down, Up or pressing KKK).  You can then
     steer yourself towards your opponent and hit them with an attack or
     chain combo, because your opponent cannot block until after he begins
     falling.
    
    
     -----------------------------------------------------------------------
     Aerial Rave Knockdowns
     -----------------------------------------------------------------------
    
     Certain attacks, when used during an aerial rave, will cause your
     opponent to quickly fall to the ground, and the screen will scroll
     after him or her.  Doing this almost always prevents you from
     continuing the combo in the air (although there are some exceptions,
     see below).  Note that in most cases, the knockdown move will not
     cause the screen to scroll unless it was preceeded by another move
     aside from the launcher.
    
     For example, with Blackheart, Launcher -> MK would make his enemy
     fly to the ground, off-screen.
    
     Launcher -> LP -> MK would have the screen follow his opponent as
     he smashes into the ground.  Blackheart will come onto the screen a
     moment later.
    
     So what's the importance?  Well, if the screen doesn't scroll, you
     can still perform moves after the aerial rave has technically ended.
     If it does scroll, then you can't move and will dash on screen a
     moment later, regardless of your location in the air at the time
     that the screen began scrolling.  Note that some attacks will also
     cause the screen to scroll (Wolverine's Berserker Barrage is one of
     them, if you get all the hits in).
    
     Keep in mind that you can bend the rules a bit when it comes to ending
     an aerial rave.  For example, if you finish a jumping or super jumping
     chain without ending it with a knockdown attack, it's possible to hit
     again with another attack (even with the same button), while you fall.
     In some situations, you can even do this if you did connect with a
     knockdown blow (for instance, in the corner with Capt. America, you can
     knockdown with his HP, but press HK and it will still connect as his
     enemy plummets to the ground).
    
    
    =========================================================================
    MISCELLANEOUS
    =========================================================================
    
    -------------------------------------------------------------------------
    TRANSLATIONS
    -------------------------------------------------------------------------
    
     BLACKHEART
       Kuuchuu Dash                         Mid-Air Dash
    
     CAPTAIN AMERICA
       Zenten                               Forward Revolve
       2 Dan Jump                           Two Level Jump
    
     HULK
       Gamma Charge (Taichi)                Gamma Charge (Anti-Ground)
       Gamma Charge (Taikuu)                Gamma Charge (Anti-Air
    
     IRON MAN / DR. DOOM
       Hikou                                Aviation
    
     PSYLOCKE
       Ninjitsu                             Secret Technique
       Sankaku Tobi                         Triangle Jump
       3 Dan Jump                           Three Level Jump
       Kochou Gakure                        Foreigner's Butterfly Conceal
    
     SHUMA-GORATH
       Sekika                               Petrification
    
     ANITA
       Killshred (Hanasu)                   Killshred (Releae)
       Killshred (Modosu)                   Killshred (Return)
       Gouki Shoukan                        Gouki Summon
       Lin-Lin Shoukan                      Lin-Lin Summon
       Yon Dan Jump Gadekiru                Four Level Jump Ability
    
    
    -------------------------------------------------------------------------
    REVISION HISTORY
    -------------------------------------------------------------------------
    
     v0.1 - Initial writing.
     v0.2 - Official names for Thanos' and Dr. Doom's moves added, thanks to
            Capcom of Japan and Cyril Caniot <ccaniot@etudiant.univ-mlv.fr>.
    
     Unpublished work Copyright 1998-2001 Chris MacDonald
    

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