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 Unpublished work Copyright 1998-2001 Chris MacDonald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