Marvel Vs. Capcom 2: New Age of Heroes FAQ

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written by ReCharredSigh

e-mail me at peesigh@hotmail.com
(and title all your messages as "MVC2 Sakura FAQ comments", else i will ignore
 them)

version 1.0  At about 190 KB's worth, this is a pretty long MVC2 Sakura FAQ.

November 7, 2001

Copyright 2001 ReCharredSigh

First of all, lemme sum the legal mumbo jumbo regarding this FAQ in the simplest 
terms, please don't be like those snobby lawyers that twist every word to their
own benefit, it's really degrading of you:

===================================================================================
1. I am not responsible for harm to you due to something in this FAQ, whether it 
was in the computer sense(i.e. your computer crashed while you tried to save this 
FAQ) or in the arcade playing sense(lost/won and got beat up due to some technique 
in this FAQ).

2. This FAQ is free.  Plain and simple.  You can find it free at the websites I
listed.

3. Give me credit if you want to use anything from this FAQ, you don't need to
quote me on everything, just give me credit at the beginning/end of your work, and
I will have no beefs against you.  If you want to post this FAQ on your website,
please e-mail me first asking permission, else I will be pissed off.

4. And lastly, if you don't want to obey the above, please just ignore this FAQ, 
and read some other.

5. What characters Marvel has created, is of their entire copyright.  And what
characters Capcom has created, is of their entire copyright.  I have in no effort
tried to take one of their works as my own.

6. You can find this FAQ at the following sites:
Gamefaqs.com, Fighters.net, http://www.gameadvice.com, http://www.neoseeker.com

If you didn't find it there, chances are it isn't in the latest version.
===================================================================================

With all that aside, keep in mind this is my first and possibly only FAQ I will
write, so some things may look botched.

WHAT TO EXPECT IN THIS FAQ

0.CREDITS
I.INTRO
   A.Storyline of Sakura
   B.Why choose Sakura
   C.What's the reasons to read this FAQ
II.MOVE COMMANDS
   A.General Move Commands
   B.Sakura's Normal Attacks
   C.Sakura's Special Attacks
   D.Sakura's Super Combos
III.ASSISTS
   A.What and how assists help Sakura
   B.Sakura's assists
IV.TRIOS
   A.How to partner Sakura up well
   B.Example teams
V.COMBOS
   A.Intro to Sakura's Combos
   B.Essential Combos
   C.Various Combos
VI.STRATS
   A.General Strategy
     a.Defense
     b.Offense
     c.Mashing
     d.Guard Crush     
   B.Computer Strategy
     a.General Patterns
     b.Abyss' 1st form
     c.Abyss' 2nd form
     d.Abyss' 3rd form
     e.Ending
   C.Arcade Challengers Strategy
     1.Akuma
     2.Amingo
     3.Anakaris
     4.B.B.Hood
     5.Blackheart
     6.Cable
     7.Cammy
     8.Captain America
     9.Captain Commando
    10.Charlie
    11.Chun-Li
    12.Colossus
    13.Cyclops
    14.Dan
    15.Dhalsim
    16.Doctor Doom
    17.Felicia
    18.Gambit
    19.Guile
    20.Hayato
    21.Hulk
    22.Iceman
    23.Iron Man
    24.Jill
    25.Jin
    26.Juggernaut
    27.Ken
    28.Magneto
    29.Marrow
    30.M.Bison
    31.Megaman
    32.Morrigan
    33.Omega Red
    34.Psylocke
    35.Rogue
    36.Roll
    37.Ruby Heart
    38.Ryu
    39.Sabretooth
    40.Sakura
    41.Sentinel
    42.Servbot
    43.Shuma-Gorath
    44.Silver Samurai
    45.Sonson
    46.Spider-Man
    47.Spiral
    48.Storm
    49.Strider-Hiryu
    50.Thanos
    51.Tron Bonne
    52.Venom
    53.War Machine
    54.Wolverine(Metal)
    55.Wolverine(Bone)
    56.Zangief
VII.REVISIONS
VIII.IN CLOSING


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 Capcom (www.capcom.com)
 -For making such a fun 2D fighting game. 

 Shoryuken.com
 -For being such a great site for SFers.  And providing a huge article on avoiding
 and performing Guard Crushes.  And their article on mashing.  As well as their
 forums, where you learn so much more.  If you are serious on learning how to play
 Capcom games better, this is THE site.  Also for some of the forum members who
 told me some things I put down here for Sakura.  Sorry you guys if I didn't
 credit you, I wrote your names down, but lost the info.

 Gamefaqs.com
 -For providing a place to put this FAQ.

 James Chen(www.geocities.com/TimesSquare/Arcade/6645)
 -Providing the awesome combo notation, the awesome XvsSF combo FAQ and the awesome 
 combo movies.  He is America's Capcom Combomaster, no doubt about it!

 Migs Rustia(www.geocities.com/mvcthesite/)
 -For simplifying James Chen's combo notation and creating one of the best Capcom 
 Crossovers sites.  I learned how to play Vs. games through his great sites.

 DJ JellyBean(bellybutton21@hotmail.com)
 -For creating awesome Capcom FAQs.  And I mean EXTENSIVELY LONG ones.  Also learned
 how to play Vs. games through his work.

 JChristopher(sirlordjoseph@icqmail.com)
 -His MASSIVE MVC2 Ryu FAQ, which I must credit the format of this FAQ to.  His
 Advanced Strategies FAQ is also a must read.

 Robert Iu(http://members.aol.com/robertsmac/)
 -I needed his FAQ to help name what assists were in the game, so massive thanks to
 him and his works.

 Chris MacDonald(i.am/kao)
 -Writes massive movelist FAQs, and I had to borrow some stuff from his FAQ
 mainly the assist names to complete mine.

 The KiD(Oodzume@hotmail.com)
 -Had to borrow some of the Sakura combos from his MASSIVE combo FAQ.

 Silent J(silent_j_@hotmail.com)
 -The guy who talks online to me about MVC2 more than anyone else.  He's also
 written a very good Iceman FAQ and given me a ton of cool MVC2 Ryu combos, check
 em out!

 Siege(siege_tf@hotmail.com)
 -Of all things, he gives me a new way to grasp the joystick, check it out!

 Mazroth(mazroth@hotmail.com)
 -This guy wrote THE advanced strategies MVC2 FAQ.  I'm pretty sure some of the
 strats I wrote down here came from his FAQ, if you are serious about improving
 your game, go check out his FAQ.

 dragonkahn(dragonkahn@yahoo.com)
 -The Doom/CapCom trap I got from his Doom FAQ.  Also wrote good Doom and
 Sentinel FAQs.

 Will Moose(XxwillxXmoose@aol.com)
 -For his Infinite/Glitch FAQ, where I found Sakura's infinite.

 Shinji(ikarishinji5@hotmail.com)
 -For his Sakura FAQ, from which I took some combo concepts.

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 ===========
 A.Storyline
 ===========
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Sakura is supposed to be a female japanese high school student.  Unlike most of
 her friends, she doesn't shy away from fighting.  She's basically been looking for
 Ryu ever since she saw him fight.  Sakura has ever been since trying to follow Ryu
 around to learn from him and get him to teach her.  Her techniques however, have
 much work to do, as they don't even look close to what Ryu can do.  For some
 strange reason, Dan wanted some student to teach his "awesome skills," so he
 persuaded Sakura to be taught by him(but she still wants to be taught by Ryu).
 While it isn't confirmed by any Capcom storyline in the vs. series, Sakura followed
 Ryu so much that when Ryu accidently became evil, Sakura followed suit and
 practiced the evil intent, turning herself into Dark Sakura for some time.  (my
 apologies if I don't really know Sakura's storyline that in-depth, she's supposed
 to mainly exist in the alpha storyline, and even then, I'm not too sure what the
 storyline is)

 Anyways, MVC2's storyline is kinda jacked up.  Why Sakura is in it?  Let's just
 say either she followed her idol Ryu all the way to Abyss and either wants to help
 him destroy him, or prove herself by destroying him herself, so that maybe(just
 maybe) Ryu'll finally try to teach her.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ===================
 B.Why Choose Sakura
 ===================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 In MVC2, you should already know who the top-tiers are.  So then, why Sakura?
 Isn't she a weakling?  Actually, heck no!  Just recently, people have really
 discovered how good Sakura is in this game, and she is good enough to be
 considered a really good 2nd tier.  She is definitely the best shoto character in
 this game(if you want to consider Sakura a shoto, she's not a conventional shoto,
 but a shoto nevertheless).  There's just 2 weaknesses that I think hold Sakura
 back from being definite top tier, but once you know how to deal with those
 weaknesses, you will totally kick ass with her.  Playing with her is not hard at
 all, if you know how to deal with her 1-2 weaknesses.

 SPEED-I believe Sakura's slightly above-average in speed.  Not to the point where
 you can swarm over your opponent like Magneto, Cammy, or Strider and basically
 just dash in and button-mash to victory, but considering how she's not that slow,
 having good dashes and pokes, she's good in this area, and if you switch to Dark
 Sakura, you gain some extra speed I believe.  Do beware though, not all of her
 attacks come out lightning quick.
 POWER-Sakura isn't that powerful, but she isn't considered weak either, so I
 believe she has average power.  However, she has excellant combobility, and some of
 her super combos do great damage and thus, learning to combo with Sakura yields very
 painful results.  Her fierce throw is also very powerful when mashed, and if her air
 Shunpuukyaku is done properly in an air combo, it does some pretty high damage.
 Dark Sakura seems to have slightly more power than regular Sakura.
 PRIORITY-Above-average here.  Sakura has the Shouken which has an energy barrier(in
 Dark Sakura you can still do this, you just need to be in the air when you do it)
 that overrides a lot of attacks.  Her J.Short and J.Fierce are also good in
 priority.  Her Shunpuukyaku is also high in priority.  And her Haru Ichiban is
 invincible at startup and has extremely high priority, beating out almost all
 jump-ins that come at you.  And her ground pokes aren't bad either.
 VITALITY-Sakura has average vitality, taking as much as Ryu.  So this isn't that
 good, or bad either.  Some people speculate that Dark Sakura takes slightly more
 damage than normal, so beware of that.
 OFFENSE-When it comes to Sakura's offense, it really depends which type of Sakura
 you're using.  While both Sakuras have really powerful combos, Sakura has below-
 average offense, because she only has decent mobility, and has no really great way
 of getting in close quickly to pressure the opponent.  Dark Sakura however has
 above-average offense, because she has excellant mobility as well as many ways of
 doing damage.  She is fairly great in getting in, whether that be by jumping in,
 dashing in, teleporting in, whatever.  Great at pressuring, and great at doing
 damage.  If you want to play offensive with Sakura, I highly recommend you switch
 to Dark Sakura and use her.
 DEFENSE-Also considering Sakura's defense, it varies depending on which Sakura
 you're using.  Sakura has above-average defense.  She has a Hadoken that can stop
 jump-ins decently, and a Shouken that has high priority, being able to override
 many projectiles up close.  And her Haru Ichiban is an excellant anti-air, plus her
 Shinkuu Hadoken can be used to stop jumpers as well.  Dark Sakura however has
 terrible defense.  She can still use the Haru Ichiban, but she has basically no
 abusable anti-air and her Shouken doesn't have an energy shield on the ground.
 Trying to defend using Dark Sakura with physical attacks is near useless.  However,
 Dark Sakura excels in a defensive type of strategy called runaway, in fact, it is
 so good, it is better than Storm's or even Dhalsim's!  Her teleport has 0 startup
 and recovery time.  There is basically no risk in throwing teleports that are
 linked nonstop one on top of each other, and all the while you can drop an assist
 that does huge block damage and there will be nothing to stop you.  This is
 probably the sole reason why Sakura is considered so highly ranked in this game,
 true she has other great things about her, but it really all revolves around this,
 because it's when the opponent tries to punish your assist or you and misses that
 you stop teleporting and run up to combo them or start your offense.
 RANGE-Again, this will depend on which Sakura you're using.  Sakura doesn't have
 good range at all, because her projectiles are meant for anti-air.  She can lob
 them diagonally downward, but they're still single-hit projectiles, which aren't
 good to abuse at all.  Dark Sakura has above-average range though.  Her Shinkuu
 Hadoken is an instantaneous energy beam that rivals Ryu's, making her extremely
 dangerous on the other side of the screen.
 AIR DOMINANCE-Sakura has the J.Short, J.Fierce, air Shunpuukyaku, and air Shouken
 all to aid her in attacking the opponent high in the air, and all the attacks are
 fairly high in priority.  She's not that bad fighting in the air then, but she
 still doesn't have a beam super combo when she takes to the skies, so try to keep
 your games close to the ground.

 So what are the pros and cons of Sakura?  Well...

 Pros:
 -Good speed
 -Powerful combos
 -BEST runaway game
 -Excellant mobility
 -Good offense
 -Excellant defense
 -Instant beam super combo
 -Mashable throw
 -Good Dash assist
 -Taunt does damage and acts as a strike ;)

 Cons:
 -Transformation costs 3 levels(which makes Sakura more of a meter user, although
 she really doesn't use meter that much outside of that fact)
 -Only regular Sakura has access to an anti-air Hadoken and a Shouken that has an
 energy barrier all the time
 -Only Dark Sakura has access to an instant beam super combo and runaway game
 -Has no effective way of reaching the opponent across screen when both are high
 in the air
 -Teleport might be better if the gliding speed was a bit faster

 So it seems that Sakura has a lot going for her.  Her main weakness would be to
 really kick ass with her, you need to use Dark Sakura, and to do that you need
 to build meter with someone else, then switch her in safely, and then use the
 Transformation to switch to Dark Sakura, and hope that you don't get killed in
 the process.  If you can do that, you can kick total ass with Sakura.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 

 =====================================
 C.What's the reasons to read this FAQ
 =====================================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Why did I bother go to the trouble of writing such a massive FAQ combinining ideas
 from everyone from GameFAQs.com to Shoryuken.com?  To be able to teach or at least
 aid you, the reader in order to master Sakura to a certain degree of kick-@$$ness.
 Once you are done reading this FAQ, you will;

 -Know how to pull off all of Sakura's moves
 -Know how to use assists well to aid Sakura
 -Know how to partner her up well
 -Know how to pull off the essential and kick-@$$ combos that Sakura has.
 -Know how you should beat all opponents(emphasize on the "should" part)

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 =======================
 A.General Move Commands
 =======================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Dash: (Tap for, for)/(Tap both punches)or(Tap back, back)/(Tap back+both punches)
 Notes: Sakura's dash differs in appearance depending on which Sakura you are
 (Sakura runs, Dark Sakura glides dark shoto style), other than that, its fairly
 quick and covers quite some range.  This should be great for starting dash-in
 combos or getting away.  Learn to wavedash, it will help you.

 Super Jump: Tap any direction down, then tap any direction up
 Notes: Another staple general move, learn to use it, if you haven't so far.
 Useful for elusive purposes, and jumping in.

 Push Block: Tap both punches while blocking
 Notes: A must learn to help your defensive game, it helps reduce block damage by
 shoving your opponent to the opposite side of the screen.

 Taunt: Press Start (Hold Light Kick, Press Start for the DC)
 Notes: Sakura snickers, then points at her opponent.  If the opponent touches
 her, they take 1 point of damage, then get knocked across the screen like they
 were hit by a strike.  It's not damaging, but this can be used to stop aggressive
 opponents(no really), it takes skill though, but if you can do it once in a while,
 then go for it!  Nothing like stopping Magneto just because he ran into a
 giggling Sakura. ;)

 Assist 1: Press Assist 1, duh :)
 Notes: Your 1st partner jumps in, does a certain move, taunts and leaves.  They
 take extra damage when acting as an assist, so be careful when you use this.

 Assist 2: Press Assist 2, duh :)
 Notes: Your 2nd partner jumps in, does a certain move, taunts and leaves.  They
 take extra damage when acting as an assist, so be careful when you use this.

 Tech Roll: Motion back, down/back, down+any punch when knocked down
 Notes: When you get hit, you fall to the ground, and quickly roll past your
 opponent to get back up.  You can avoid many OTG combos with this, but beware,
 you don't have "waking priority" when you do this, so any hits you take getting
 up will hit even if you block.  Your initial rolling though is invincible.

 Switch Out: Tap both Light/Heavy buttons
 Notes: Depending on what you pressed, that partner will come out.  The "light"
 switch switches in your 1st partner, heavy for 2nd.  Your partner will come in
 with an attack knocking the opponent high into the air, then taunt.  You can
 combo if the attack hits cleanly.  If it doesn't...pray you don't get punished.

 Snapback: Motion down,down/for,for+Assist 1/2
 Notes: A light effect occurs, then Sakura does her standing roundhouse.  If it
 connects, the opponent gets knocked out, and either his/her 1st/2nd Partner
 comes in.  Assist 1 results in Partner 1 coming in, 2 for 2.  The opponent
 which was knocked out can't return for a few seconds.  If you are up against
 a team which has a terrible point character that is used for their excellant
 assist, combo into the snapback to bring them in and severely jack up their
 team.  Uses 1 hyper meter.

 Team Counter: Motion back, down/back, down+Assist 1/2
 Notes: While blocking an attack, this causes either your 1st partner(if you
 pressed Assist 1) or your 2nd partner(if you pressed Assist 2) to jump in, do
 their Variable Counter special attack, then you switch.  It uses 1 level of hyper
 meter, but it's your best bet to safe switching.  It also counters most attacks.
 
 Variable Combo: Tap both Assist buttons
 Notes: All of your buddies jump in and perform a super combo.  Ouch!  However,
 this is limited based on the number of hyper bars you have in stock, and the
 number of partners you have alive at the moment.  Unlike the past, YOU DON'T
 switch after.

 Wavedash: Tap both punches, then tap down, and repeat.
 Notes: I gotta give props to the Shoryuken.com forums, else I wouldn't have found
 out about this.  Similar to TTT, what you are doing is dashing, then cancelling
 your dash, only to dash again!  It basically if done right helps control your dash
 better and makes it longer!  Since the slide to a halt after your dash is slower
 than the startup, this also makes your dash much faster!  Learn this, this is
 probably more useful than just regular dashing towards your opponent.  Practice
 different timings of when to cancel the dash to make it optimal for your use.

 Last notes:
 You can now cancel special attacks into super combos(known as an EX cancel), and
 performing a super combo for Partner 1 while you are doing your own causes you to
 jump out, and your next Partner to jump in and do his/her super combo(known as a
 DHC)!  Impressive, just realize that each super combo that comes after results in
 25% less damage.

 Don't forget that you can tech hit universal throws by performing a throw of your
 own as you are being grappled.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 =========================
 B.Sakura's Normal Attacks
 =========================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Because of the new configuration of MVC2, to get a middle strength attack to come
 out, press the corresponding light attack as the 2nd hit of a combo.

 Because Sakura is not very large, many of her attacks are very short-ranged, so
 beware of that.  Also, because Sakura tries to imitate Ryu, many of her attacks
 look somewhat like Ryu's.  There is no difference between Sakura and Dark Sakura's
 normal attacks.  MVC2 is a game where you don't need to know every single normal
 attack to win, but a select few should do the job.

                              -----Light Punch-----
 Standing: Sakura does a standing jab.  Low range, but fast.  Used for beginning
 combos and not much anything else, due to the short range, so it's not ideal for
 poking.  You don't need to use this at all, besides the fact that it can be ducked.

 Crouching: Sakura does a crouching jab.  Slightly more useful than the standing
 light punch, because it actually hits low, but otherwise, it's essentially the same
 move in terms of priority, damage, speed, etc.  You don't need to use this at all.

 Jumping: Sakura does a downward chop.  Aside from using this to begin your air
 combo, don't use this at all.

                               ----Medium Punch----
 Standing: Sakura does a straight punch.  A good poke, but it's still confined to
 use inside a combo, so it's only useful as a link off of your standing light punch,
 no need to use this.

 Crouching: Sakura does a crouching straight punch.  Much like the standing medium
 punch, only this time it hits low.  Same uses though.

 Jumping: You will only use this attack inside of air combos, so I don't even need
 to tell you about it.

                               -----Heavy Punch-----
 Standing: Sakura does a 2-handed uppercut.  Despite the look, this is not her
 launcher, although sometimes it seems that if you OTG into this, you'll launch
 the opponent.  Anyways, does some good damage, but has ok range(still not highly
 ranged, but as Sakura, I guess it's ok).  The main importance of this attack
 though is that it stuns the opponent enough for you to combo into a special or
 super combo.  Almost all of Sakura's special attacks or super combos link into
 this, so learn to combo into this if you want to lead into a super combo.

 Crouching: Sakura leans to the side and does an odd-looking uppercut.  This is
 Sakura's launcher.  It is slow on startup, but does good damage.  It also has
 somewhat poor upward reach, making it not that good in priority.  To hit your
 jumping opponent with it constantly, you need to time the attack early.  The
 best uses of this attack is either to combo into an air combo leading to a
 Shunpuukyaku or some of Sakura's super combos.  Don't use this for anti-air, the
 best way to use this is to combo into it.

 Jumping: Sakura does a 2-handed downward hammer.  Arguably her best jump-in, the
 damage is good, the speed is good, the reach is good too.  Priority is pretty
 good too.  If you're going for the conventional 1-hit jump-in, this is your best
 bet.  This attack is also good for whiffing during super jumps to build meter.

 Throw: Sakura jumps on the opponent's back and proceeds to repeatedly choke them.
 This is her best throw.  The main reason is that this throw can be mashed to
 increase the damage, almost to the point where the damage will reach a super
 combo's worth!  Always go for this throw over the other one.  In addition, the
 air throw fits pretty well into air combos, but most importantly, if they don't
 know how to tech hit or roll, you can OTG them after the air throw!  Obviously,
 whenever you can catch your opponent unaware or blocking or in an air combo with
 this throw, you should go for it, enough said, you should already know how good
 this throw is.

                                -----Light Kick-----
 Standing: Sakura does a knee into the average person's groin(ugh).  Hits low,
 comes out fast, low damage though.  High priority though.  Keep this for comboing
 into the standing heavy punch, otherwise, you don't need to use this at all, it's
 not that good for poking.

 Crouching: Sakura does a crouching semi-long kick.  This is probably her best
 poke, having decent range, high priority and speed, and being fairly easy to
 link into more attacks.  What's more, it is possible to OTG a sweep with this, so
 keep that in mind.  Out of all the light attacks, use this the most.

 Jumping: Sakura does a long ranged straight kick.  Arguably her best air attack
 because the horizontal reach is long and the attack comes out very quickly.
 Great for multi-hit jump-ins, air combos, as well as air encounters.  I'm not too
 sure if you can cross the opponent up with this attack though.

                                 ----Medium Kick----
 Standing: Sakura does a cheerleader-like kick with her frontal leg, launching the
 opponent.  This is Sakura's other launcher.  There is a way to do it outside of a
 combo, but other than that, it should come out faster, and has slightly more
 horizontal range.  But if you're comboing into launchers, the heavy punch launcher
 is better for that slight extra points of damage.  Otherwise, stick with this
 only if you're just beginning(easier to combo off of a standing light kick).
 Combos into pretty much the same stuff as the other launcher, and pretty much
 combos after the same attacks well.

 Crouching: Much like the crouching light kick.  If you are comboing into Dark
 Sakura's Shinkuu Hadoken or are trying to poke the opponent, always follow the
 crouching light kick with this.

 Jumping: Well, you're only going to use this in air combos, but just keep in mind
 that both the Shouken and air Shunpuukyaku combo very well after this attack.

                                 -----Heavy Kick-----
 Standing: Sakura does a long ranged roundhouse kick.  Good damage, very good
 reach, ok startup.  For the most part, this should always follow your crouching
 medium kick, especially if you're Dark Sakura, because then you can work your
 way into either a Hadoken to poke the opponent or a Shinkuu Hadoken.  A very good
 poke, especially when it's following  the crouching light and medium kicks.

 Crouching: Sakura does an inward sweep.  Good damage, good reach, ok startup.
 Always combo into this if you want to use it.  Keep in mind that against people
 who don't know how to roll, you can actually follow up with a crouching light
 kick then continue into another combo.

 Jumping: Sakura does a downward heel kick.  Ok speed, good damage.  If you are
 planning to cross the opponent up, go for this, it has the highest hit detection
 when you cross up compared to the other air attacks, ensuring that you do hit
 them as you fall on the other side.  Otherwise, try to stick with the other air
 attacks.

 Down/For: Sakura does her medium kick launcher.  Slightly more horizontal range
 than her heavy punch launcher and slightly more speed, but slightly less damage,
 you hardly need to use this at all.

 For: Sakura pauses, then lunges downward with a high arcing inward roundhouse
 kick that looks kinda similar to Ken's standing roundhouse.  This is Sakura's
 overhead, because it needs to be blocked high.  Has a slow startup, so you won't
 be using this a lot, but against that turtler, well, feel free to mix it in
 somewhere.

 Throw: Sakura jumps onto the opponent, then jumps off, knocking them down.  Stick
 with the other throw, it's much better.  Only use this throw for variety.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ==========================
 C.Sakura's Special Attacks
 ==========================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 All of Sakura's specials have their uses.  Dark Sakura's differs in a slightly
 different way, so I put them below regular Sakura's.

 ~~~SAKURA'S SPECIAL ATTACKS~~~

 Hadoken AKA Fireball
 --------------------
 Motion down, down/back, back+any punch

 Sakura says "Hadoken" then throws a large blue fireball diagonally upward.  In the
 air she throws them diagonally downward.  The strength of the punch will determine
 how far the projectile goes.
 For the most part, this is Sakura's main anti-air.  It comes out pretty fast and
 does some good damage, so as long as you anticipate your opponent's jump-in and
 that it isn't a cross-up, it is fairly easy beating your opponents off of you using
 this.  It is also easy to combo into this with your S.Fierce.  The air version
 should only be used for AC finishers and for momentary keep-away, but don't abuse
 it.  Sakura's projectile isn't meant for keep-away at all, and because it's only a
 single-hit projectile, abusing it could just get yourself into trouble.

 Shouken AKA Dragon Punch
 ------------------------
 Motion down, down/for, for+any punch

 Sakura says "Shouken" then runs forward with an energy barrier around her, hitting
 about 6 times, knocking the opponent away.  This can be done in the air as well.  If
 it is blocked, Sakura bounces off the opponent.  Strength of punch determines startup
 and recovery, as well as distance travelled.
 This attack is probably Sakura's main defense.  It has great priority and overrides
 a ton of attacks, try to wait until they are right on top of Sakura before letting
 it loose because everytime Sakura goes through a projectile she slows down and loses
 some range.  Great for stopping dashers and poking opponents, as well as people who
 just don't know how to properly use projectiles.  If it is blocked the recovery is
 fairly quick, but still beware, because it is still possible for the opponent to
 retaliate.  But this is also one of Sakura's most combo-friendly attacks because it
 works great in air combos, combos well after a S.Fierce, and most importantly, it
 ex cancels into ALL of her super combos easily.  So you can easily see what
 Sakura's bread-and-butter combos are like.  Use this move, it is Sakura's best
 special attack.  Stick to the light punch version.

 Shunpuukyaku AKA Hurricane Kick
 -------------------------------
 Motion down, down/back, back+any kick

 Sakura jumps and does a hurricane kick.  Unlike the other shotos, her hurricane kick
 goes in an arc, going up, then down, hitting both ways.  Strength of kick determines
 how far she travels and how large is that arc.  If done in the air, Sakura's
 hurricane kick follows her arc of her jump.  In this case, the kick's strength
 determines how long she does the hurricane kick.
 Let's start out with the dynamics of the move first.  The ground version does some
 great damage, comes out well, and Sakura is left fairly safe from counterattack.
 Due to the arc of the attack, it is possible to avoid some attacks while doing it,
 and if you misjudge the arc, you might accidently hop over the opponent, so beware
 of that.  Also combos well.  The air hurricane kick though is the main version that
 is going to be used.  It has fairly high priority, making it great as a jump-in or
 in air-to-air encounter.  The main reason though that you will use this attack is
 the power.  When you air combo into the roundhouse version, done properly you will
 wreck some insanely powerful damage, like all of the other shotos(yes, even Ryu),
 something like 10% life per hit.  And if you decide to use the short version, you
 can actually add to the combo afterward.  So all in all, a very powerful attack
 that plays a large role in air combos and jump-ins, using it properly will help you
 maximize damage on your opponent.

 ~~~DARK SAKURA'S SPECIAL ATTACKS~~~

 Hadoken AKA Fireball
 --------------------
 Motion down, down/for, for+any punch

 Dark Sakura says "Hadoken" then throws a large blue fireball horizontally.  In the
 air she throws them the same way.  The strength of the punch will determine how
 far the projectile goes.
 The main difference between this and Sakura's Hadoken is that this attack goes
 horizontally, making it a poor anti-air.  It still comes out pretty fast and does
 some good damage, making it a good combo ender, where is the main way you will
 use this attack.  It is also easy to combo into this with your S.Roundhouse.  Also
 good for poking if you cancel off of your S.Roundhouse.  A good linker into the
 Shinkuu Hadoken as well.  The air version should be reserved to air combos.  Don't
 try to play keep-away with this attack at all, it is meant to be used in combos
 or blocked combos.

 Shouken AKA Dragon Punch
 ------------------------
 Motion for, down, down/for+any punch

 Dark Sakura says "Shouken" then runs forward, hitting about 6 times, knocking the
 opponent away.  This can be done in the air as well and when it is done, it has an
 energy barrier around it, nullifying projectiles.  If it is blocked, Dark Sakura
 bounces off the opponent.  Strength of punch determines startup and recovery, as
 well as distance travelled.
 This attack is not Sakura's main defense.  Because it doesn't have that shield
 when on the ground, it has poor priority.  When on the ground, stick to using this
 attack in combos.  It still works great in air combos, combos well after a
 S.Fierce, and most importantly, it ex cancels into ALL of her level 1 super combos
 easily.  So you can easily see what Dark Sakura's bread-and-butter combos are
 like.  However, in the air, it has great priority and overrides a ton of attacks,
 try to wait until they are right on top of Dark Sakura before letting it loose
 because everytime Dark Sakura goes through a projectile she slows down and loses
 some range.  Great for stopping dashers and poking opponents, as well as people
 who just don't know how to properly use projectiles.  If it is blocked the recovery
 is fairly quick, but still beware, because it is still possible for the opponent
 to retaliate.  This attack can't be abused as much as Sakura's because the energy
 barrier is only present when the air version is done, however, it still may be
 Dark Sakura's best special attack, so learn to combo into it and out of it on the
 ground, and use it liberally in the air, and you'll never go wrong.  Stick to
 the light punch version.


 Shunpuukyaku AKA Hurricane Kick
 -------------------------------
 Motion down, down/back, back+any kick

 Dark Sakura jumps and does a hurricane kick.  Unlike the other shotos, her
 hurricane kick goes in an arc, going up, then down, hitting both ways.  Strength
 of kick determines how far she travels and how large is that arc.  If done in
 the air, Dark Sakura's hurricane kick follows her arc of her jump.  In this case,
 the kick's strength determines how long she does the hurricane kick.
 Let's start out with the dynamics of the move first.  The ground version does
 some great damage, comes out well, and Dark Sakura is left fairly safe from
 counterattack.  Due to the arc of the attack, it is possible to avoid some
 attacks while doing it, and if you misjudge the arc, you might accidently hop
 over the opponent, so beware of that.  Also combos well.  The air hurricane
 kick though is the main version that is going to be used.  It has fairly high
 priority, making it great as a jump-in or in air-to-air encounter.  The main
 reason though that you will use this attack is the power.  When you air combo
 into the roundhouse version, done properly you will wreck some insanely powerful
 damage, like all of the other shotos(yes, even Ryu), something like 10% life per
 hit.  And if you decide to use the short version, you can actually add to the
 combo afterward.  So all in all, a very powerful attack that plays a large role
 in air combos and jump-ins, using it properly will help you maximize damage on
 your opponent.

 Ashura Warp AKA Teleport
 ------------------------
 Motion for, down, down/for or back, down, down/back+both punches or both kicks

 Dark Sakura does a horse stance, then glides on 1 leg trailed by afterimages,
 then stopping after a while.  The direction of the motion determines which way
 Dark Sakura glides and the punches go further than the kicks.
 Dark Sakura doesn't have the fastest teleport, nor the most versatile teleport,
 but why this is so good is because it has 0 startup and 0 recovery time.  It is
 incredibly safe to throw these out as long as you like, all the while calling
 assists, which ensures you build meter safely while doing block damage with no
 hope of the opponent safely attacking you or your assist.  This sole move is
 the reason why Dark Sakura has the best runaway game.  If they want to try to
 punish you, they'll leave themselves open to getting hit by your powerful combos
 and/or Shinkuu Hadoken.  It is also the reason why Dark Sakura has a fairly good
 offense.  By going offensive, then calling an assist while cancelling a poke
 into a forward teleport, you put yourself in front of the opponent, and your
 assist behind them.  Now you can safely for some time poke into Hadoken to gain
 meter and do slight block damage.  When your assist is done, cancel another poke
 into more teleports until they can be called out again.  You can also during
 all this grab them with your fierce throw and mash.  So obviously, you can see
 how valuable this move is for Dark Sakura.  Make sure you use it as much as you
 can, it is that valuable for defense, for avoiding offense, for initiating
 offense, for escaping super combos.  I will cover more about this in the
 strategies section.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 =======================
 D.Sakura's Super Combos
 =======================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 All of Sakura's super combos do good damage and are fairly easy to combo into.
 The only thing to keep in mind are most of Sakura's super combos are very short
 ranged horizontally speaking, so try to only let them loose when the opponent is
 very close.  Use them wherever you can.  Dark Sakura's are again slightly
 different.  First of all, before I delve into the super combos, I'll start by
 saying how to do the Transformation, because it can be done both as regular Sakura
 and Dark Sakura, and is your method of switching between the two.

 Transformation(requires 3 hyper levels)
 ---------------------------------------
 Motion back, down, down/back+light kick

 Sakura turns her back to the screen dark shoto style.  Her skin darkens and she
 becomes Dark Sakura(or as Dark Sakura, her skin lightens and she becomes Sakura).
 This is your only way of switching to become Dark Sakura or back to Sakura.  Keep
 in mind that which Sakura you're using should determine how you play.  Dark
 Sakura should be teleporting all over the place, looking for openings to begin
 her offense.  Sakura should be kicking it back, waiting for the opponent to try
 to get to her.  Anyways, because this technique costs 3 levels, you can't abuse
 it and need to decide which Sakura you'll use for the match before it even begins
 and then, keep Sakura that way, or you'll waste too much meter.  Good ways of
 switching without getting hit back are either comboing into a sweep, then
 cancelling it into this, or calling a projectile-esque assist, then switching
 just as it touches the opponent.

 Now, onto the super combos...

 ~~~SAKURA'S SUPER COMBOS~~~

 Shinkuu Hadoken
 ---------------
 Motion down, down/back, back+both punches

 Sakura rears back, then throws about 10 of her Hadokens in the the same diagonal
 upward direction.  Mashing may increase the number of fireballs that she throws
 out.
 Think of this attack as your hadoken, only beefed about 10 times more.  It does
 some pretty good damage, and the startup is near instantaneous, making it very
 easy to combo into from a hadoken, a standing fierce, or off of a jab shouken.
 Outside of combos, this attack also works great as a pseudo anti-air, much like
 the regular hadoken, or it can be used to stop annoying people who have the
 ability to take to the top of the screen and throw downward projectiles.  It
 should only used like that.  Never throw this out from full screen, the gap under
 the fireballs is just enough for the opponent to punish you.

 Midare Zakura
 -------------
 Motion down, down/for, for+both punches

 Sakura slowly dashes forward.  If she touches the opponent, she will proceed to
 combo the crap outta them and then end the combo with a Shouken.
 This is Sakura's auto combo.  It does some good damage, and is fairly easy to
 combo into, from your hadoken, standing fierce, or your jab shouken.  The startup
 of this attack however is semi-slow, the dashing speed is semi-slow, and the
 recovery is also semi-slow, making it not that abusable, however, being that it
 is an auto combo, that means that technically it should have high priority, so
 you can use it to beat out your opponent if you time it early enough.  But for
 the most part, stick to using this attack only in combos, you're most likely going
 to connect the super combo from there.

 Haru Ichiban
 ------------
 Motion down, down/back, back+both kicks

 Sakura rears back, then does a completely vertical Shunpuukyaku, finishing off
 with a leg strike knocking them away.
 This attack is Sakura's strongest.  It does some pretty powerful damage, and the
 startup is instant, making it extremely easy to combo into from a jab shouken,
 launcher, standing fierce, and hadoken.  But what may be the best thing about it
 is the priority.  Sakura is invincible to attacks at the startup, and the
 priority is very high, the only way they can actually beat you out is to hit
 Sakura on the top of her head, and that's hard.  The only downsides to this
 attack are the facts that if blocked or whiffed, Sakura spends eternity in the
 air, and this attack has close to no horizontal range.  Keep this attack in
 combos or as an anti-air if you detect the opponent well enough, and you won't go
 wrong.

 ~~~DARK SAKURA'S SUPER COMBOS~~~

 Shinkuu Hadoken
 ---------------
 Motion down, down/for, for+both punches

 Dark Sakura gathers her strength into an electric ball, and then thrusts her
 hands forward and shoots out a huge blue horizontal beam of energy.  Mashing will
 increase the number of hits and damage that the super combo does.
 This is Dark Sakura's best super combo, hands down.  It does a lot of damage, comes
 out instantly, recovers near instantly, reaches across the screen near instantly,
 and on top of all that, is extremely combo friendly.  This attack is pretty much
 as good as Ryu's, the only downside is that it can't be done in the air.  Almost
 all of Dark Sakura's attacks set up this super combo, including the standing
 roundhouse, standing fierce, Hadoken, and Jab Shouken.  Use it to punish attacks
 from full screen as well as your main combo ender if you ever plan on wasting
 meter.  Just don't pull it out of nowhere if you are up close, because then it
 will have poor priority and will get overriden by simple jabs.  What else to say?
 USE THIS!!!!

 Midare Zakura
 -------------
 Motion down, down/for, for+both kicks

 Dark Sakura slowly dashes forward.  If she touches the opponent, she will proceed
 to combo the crap outta them and then end the combo with a Shouken.
 This is Dark Sakura's auto combo.  It does some good damage, and is fairly easy
 to combo into, from your hadoken, standing fierce, or your jab shouken.  The
 startup of this attack however is semi-slow, the dashing speed is semi-slow, and
 the recovery is also semi-slow, making it not that abusable, however, being that
 it is an auto combo, that means that technically it should have high priority,
 so you can use it to beat out your opponent if you time it early enough.  But for
 the most part, stick to using this attack only in combos, you're most likely
 going to connect the super combo from there.

 Haru Ichiban
 ------------
 Motion down, down/back, back+both kicks

 Dark Sakura rears back, then does a completely vertical Shunpuukyaku, finishing
 off with a leg strike knocking them away.
 This attack is very strong.  It does some pretty powerful damage, and the
 startup is instant, making it extremely easy to combo into from a jab shouken,
 launcher, standing fierce, and hadoken.  But what may be the best thing about
 it is the priority.  Dark Sakura is invincible to attacks at the startup, and
 the priority is very high, the only way they can actually beat you out is to
 hit Dark Sakura on the top of her head, and that's hard.  The only downsides
 to this attack are the facts that if blocked or whiffed, Dark Sakura spends
 eternity in the air, and this attack has close to no horizontal range.  Keep
 this attack in combos or as an anti-air if you detect the opponent well enough,
 and you won't go wrong.

 Shun Goku Satsu AKA The Raging Demon!
 (requires 3 hyper levels)
 -------------------------------------
 Tap light punch, light punch, for, light kick, heavy punch

 Dark Sakura lifts her leg, then slowly glides forward much like her Ashura Warp.
 If she touches the opponent, she will grab them and maul them 15 times while the
 screen is black, then reappear on top of her fallen opponent with her back to the
 screen.  Sadly, there is no japanese kanji that appears if you K.O. your last
 opponent with this.
 For the most part, this attack is overrated.  It simply is too slow in gliding
 speed to be useful all the time, and if you miss it, you can be sure that
 you're going to get punished.  The priority is also very low, because Dark
 Sakura's glide is too slow.  The damage makes it Dark Sakura's most powerful
 super combo, but even then, Akuma's Raging Demon still does a lot more damage.
 Plus, it is way too hard to combo onto it conventionally.  Now that said, it is
 unblockable.  And this attack can be combo'd off of a hadoken in the corner.
 Plus, landing this attack is pure flash, and is a great way to win over a crowd
 if you plan on doing that with flashy super combos.  You can't abuse this super
 combo, you definitely can't.  However, if you learn to use it wisely up close,
 and only when the opponent is not expecting it, you can wreck havoc.  Keep in
 mind to only go for this super combo if you are winning, because there are much
 better ways of doing damage or winning using Dark Sakura.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


 ***********************************************
 |333333   AAA   SSS   SSS  III  SSS  TTT  SSS |
 |   33   A   A SS  S SS  S  I  SS  S  T  SS  S|
 |  33    AAAAA   SS    SS   I    SS   T    SS |
 |33  33  A   A S  SS S  SS  I  S  SS  T  S  SS|
 | 3333 o A   A  SSS   SSS  III  SSS   T   SSS |
 ***********************************************

 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

 ==================================
 A.What and how assists help Sakura
 ==================================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 It has been seen that no one can play MVC2 to full potential if assists aren't
 augmented well in a game.  This kinda also explains why the best teams in MVC2
 have assists and team dynamics that work well together.  Ok, Sakura basically
 needs 3 different types of assists:

 1)Projectile-esque assist to do block damage as well as control space
 2)AAA that comes out quickly, has high priority and can be used to beat out the
   opponent's rushes.
 3)AAA that stuns the opponent and leaves them open to combos

 Given that you can have only 2 partners with Sakura, you need to decide what you
 need.  For the most part, assist #1 above is a definitely must, because it will
 help keep the opponent in block stun while you change into Dark Sakura, also
 enables you to damage the opponent during your runaway game, and helps you to
 pressure the opponent as well as get in.  From there you have to decide which
 AAA you want to complement your game.  The setup AAA will help you do damage
 quickly, because it will make combo setups much easier.  You can do something
 like get up close, pressure into a standing roundhouse, then call them and
 teleport to the other side, crossing them up and leaving them open for a combo.
 The quick AAA is used for you to knock the opponent off of you and then change
 into Dark Sakura.  They can also be used to keep an opponent from rushing you,
 or to add to the damage of your combos.  In addition, all assists that Sakura
 uses can be used as bait, to get them to try to punish your assist, so you can
 teleport behind them and combo away.

 That said, lets look at some great assists from the top tier and 2nd tier
 characters.  Note that while I'm looking only at those characters, by no means
 am I saying that other characters' assists suck.  For instance, I know Jin's
 AAA is one of the best.  I'm just looking at the better characters' assists,
 because that'll help complement your game better.

 Projectile-esque assists(btw, I didn't put down Cable's Viper Beam because while
 I believe it's one of the best assists in the game, having Cable and Sakura on
 one team doesn't seem right, because both use up meter like no tomorrow)
 --------------------------------------------------------------------------------
 Blackheart: Anti-Air
 Bh's Inferno, while it doesn't do that much block damage, tracks the opponent
 extremely well.  It also keeps an opponent from running away too much, and knocks
 them back down to the ground.  It's a bit slow to come out though, so try to
 cover Blackheart while he's throwing an Inferno.
 Dr. Doom: Anti-Air
 This is THE MVC2 assist in the game.  The Molecular Shield does EVERYTHING.  Huge
 block damage, acts as a shield, stops jump-ins and dash-ins, acts as a projectile
 that is very hard to override, and even launches the opponent if the rocks
 actually hit for an air combo.  Doom also stays very long on the screen and the
 rocks can't be broken until he throws them forward.  Sakura gets her best uses
 of a projectile assist from Doom.  You can use him to damage during runaway, you
 can use him to switch into Dark Sakura(since he'll keep them so long in block
 stun, dash, Doom AAA, Transformation is an easy way to safely switch), and the
 most amazing is that you can use his assist for a special option that no other
 assist can do for Dark Sakura: a pseudo Strider-Doom trap(well, actually you
 could probably do it with other assists, but it works so much better with Doom).
 Get up close via teleport or cross-up jump-in or a jump-in with an air
 Shunpuukyaku, then do a light kick poke and string into a standing roundhouse,
 call Doom, then immediately cancel into a short forward teleport, sandwiching
 the opponent.  Do some blocked chains until Doom throws away the rocks, and
 then teleport back, then forward so by this time Doom can be called again and
 you can repeat the semi-trap to do a lot of block damage, pin them down, and
 build meter quickly.  You can also call him, teleport behind, and then Shinkuu
 Hadoken to push them into the rocks for some powerful block damage.
 Iceman: Projectile
 The Icebeam is quite a useful assist, because it overrides a lot of projectiles,
 covers the other side of the screen very quickly and most importantly, does a
 LOT of block damage, on par with Doom's Molecular Shield.  The only bad part
 about this assist is that the beam stops once it is blocked, in other words,
 if the opponent called an assist then ran forward, if they blocked the assist
 wouldn't take the hit.
 Ironman: Projectile
 The Unibeam also like the Icebeam has quite some ground control, reaches the
 other side of the screen quite quickly and does quite some block damage.  It
 also seems to come out faster and recover faster than the Icebeam.  However,
 why this assist may be considered one of MVC2's finest is because on top of
 those traits, the Unibeam on clean hit stuns the opponent long enough that you
 can tack on a combo afterward and it will combo(hey, if this wasn't true, then
 you wouldn't be able to do an air combo into Unibeam and still continue the
 combo in the corner with Ironman).
 Sentinel: Ground
 One of the best assists in the game too.  Sentinel's Sentinel Drones do a lot
 of block damage and control space on the ground quite well.  Plus, Sentinel
 still has super armor and takes less damage when he's acting like an assist,
 making it harder to stop him from throwing his drones compared to anyone else.
 On top of that, it tracks the opponent, making it quite hard for the opponent
 to dodge it(actually, the projectile speed isn't that fast, but it still gets
 annoying).  In addition, because of the projectile's slow speed, you can
 actually chase after it quite well and use it to runaway or on offense with
 your teleports and blocked strings to pressure the opponent.
 Spiral: Projectile
 Spiral's horizontal circular Dancing Swords does a lot of block damage,
 controls space well, and covers the bottom part of the screen well.  You only
 need to protect Spiral during the slow startup of the assist.
 Storm: Projectile
 Storm has one of the best assists in the game.  While she doesn't do as much
 block damage, and the fact is that Storm's Horizontal Typhoon takes some time
 before she actually throws it(thus, it'd be good to cover Storm), this is the
 most anti-projectile assist in the entire game.  Once Storm throws out her
 Typhoon, it will override ANY projectile in the game, period.  I have even
 thrown this out right before War Machine shot his Proton Cannon, and the
 Typhoon went right through all of War Machine's missiles and hit him, ending
 the super combo prematurely.  I've also beaten out Omega Red's Omega
 Destroyer in much the same way.  And yes, you can override the Spiral/Sent
 projectile traps, rendering them useless.

 Instantaneous AAAs
 ------------------
 Cammy: Anti-Air
 Cammy has an incredibly high priority Anti-Air, the Cannon Spike.  It is
 literally invincible when she is going up until she touches something(the only
 other person who has an invincible AAA is Ken, and while he has a better AAA,
 Cammy is much better on point).  You will be surprised at the attacks and traps
 you can beat out using Cammy.  The only thing you need to do is cover Cammy as
 she's recovering, because she takes a very long time.  She's also very good
 at adding hits to combos.
 Captain Commando: Anti-Air
 This is arguably the best instantaneous Anti-Air assist in the game(Jin's IMO,
 is better in terms of priority and damage).  The Captain Corridor comes out
 instantly, does a lot of damage, has extremely high priority(and can even beat
 out some projectiles), and most importantly, it will instantly hit from the
 ground all the way to the top of the screen, making him extremely good at
 stopping runaway people.  He is also good for adding damage to combos.

 Setup AAAs
 ----------
 Cyclops: Anti-Air
 Cyclops' Gene Splice is quite an amazing assist.  It comes out slightly slow,
 but the priority is high, the horizontal range as an AAA is slightly longer than
 most, the hit stun is long(thus if it is blocked, you can just teleport past the
 opponent, and either they will get crossed up, or Cyclops will be protected),
 and most importantly, because Cyclops hits the opponent so slowly, you can set up
 your Haru Ichiban, regular Sakura's Shinkuu Hadoken, or a damaging air combo.
 Try calling him as you are up close and teleporting past your opponent, crossing
 them up.
 Psylocke: Anti-Air
 Psylocke's Psi Blade is arguably the best setup assist in the game.  It is quite
 vertical and doesn't really go horizontal at all, but the priority is quite good,
 and if you do connect with it, the opponent gets knocked directly upward, then
 falls to the ground unable to block.  When this happens, OTG them off the ground
 with a crouching light kick and then finish it off with the combo of your choice.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ==================
 B.Sakura's assists
 ==================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Sakura has some good assists that can be used to help your team, her Dash assist
 is probably the best assist she's got.

 DASH
 ----
 Assist: Long Shouken
 This probably makes for Sakura's best assist.  Having extremely high priority
 and being able to override many projectiles.  Not only that, but Sakura hits the
 opponent a lot of times, making it easy to set up horizontal super combos using
 this.  Do beware though that if blocked, Sakura will bounce off, and you will need
 to act quickly to keep her from being punished.  Also beware that the range for
 this attack is rather short compared to other attacks that nullify projectiles
 (Captain America, Hulk, Juggernaut, etc).  Just remember to pull this out whenever
 the opponent attempts to dash-in or is up close.  Keep in mind Dark Sakura's
 version is almost useless because there is an absence of that energy barrier,
 so don't abuse her version as much.
 Team Counter: Long Shouken
 This makes for an awesome counter.  Due to the high priority, you can use this
 to counter dash-ins and projectiles up close fairly easy, making this an extremely
 effective way of safely switching Sakura in.  And when it does hit, always cancel
 into one of Sakura's super combos to maximize the damage, or it may be possible to
 cancel into the Transformation for an extremely effective and safe way to get
 Sakura in AND change to Dark Sakura.  This counter isn't as effective as Dark
 Sakura, but at least comboing into super combos using this as a counter still works.
 Variable Combo: Haru Ichiban
 A very good variable combo due to the fact that this attack is very easily combo'd
 into, and does a lot of damage, not to mention start-up time is near instant.  The
 downside is that there aren't many variable combos that go directly vertical.
 However, you shouldn't be relying on variable combos that much to win in MVC2, if
 you are, you are doing something totally wrong.

 PROJECTILE
 ----------
 Assist: Long Hadoken
 A decent assist as Sakura, you can use the diagonal projectile to stop jump-ins if
 you throw it out early enough.  A good way to keep the opponent grounded, but it's
 still a 1-hit projectile, so this assist isn't as useful as you think it is, it's
 much better if Sakura uses it herself, there are much better anti-air assists out
 there.  The projectile assist of Dark Sakura simply sucks though.  1-hit
 projectiles never make truly great assists, especially when they're not beams.
 You shouldn't need to use this at all.
 Team Counter: Long Hadoken
 An ok counter.  Sakura's version is great for stopping jump-ins, and if it does
 hit, you can cancel into the Shinkuu Hadoken.  Dark Sakura's version is somewhat
 ok to use against aggressive dashers, and if you do connect, cancel into the
 Shinkuu Hadoken.
 Variable Combo: Shinkuu Hadoken
 An ok variable combo as Sakura if you plan on stopping jumpers with something.
 However, most effective variable combos either go horizontally or directly vertical,
 and Sakura's doesn't do either here.  However, it can be combo'd, so don't pass
 that up.  Dark's Sakura's version though is extremely great, because it can be used
 to punish mistakes from across screen, as well as combo into it, plus, it
 complements many other variable combos.  BTW, both versions come out instantly,
 just to remind you.  Again though, I stress, don't try to win by Variable Combos.

 EXPANSION
 ---------
 Assist: Long Shunpuukyaku
 An ok assist to use, because it goes almost full screen, takes care of jumpers if
 you time it enough, and hops over many attacks.  Treat this like Captain
 Commando's Mummy Strike.  You can have a decent trap going if you call Sakura
 right before shooting a beam or some type of projectile.
 Team Counter: Long Shunpuukyaku
 Again, an ok counter to use, because Sakura will hop over many attacks, and it
 makes a rather decent counter to use from full screen.  I dunno about using this
 up close though, and as far as I can tell, I believe you can't really cancel into
 any super combos after the attack.  At least it's safe if blocked.
 Variable Combo: Midare Zakura
 A good variable combo, because it holds the opponent down in place and can be
 combo'd into.  Kinda slow though, so watch out for that.  Don't rely on Variable
 Combos, only when you're winning, like I've been saying all before.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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 ********************************
 |  4   TTT RRR  III  OOO   SSS |
 | 44    T  R  R  I  O   O SS  S|
 |4 4    T  RRR   I  O   O   SS |
 |4444   T  R  R  I  O   O S  SS|
 |  4 o  T  R  R III  OOO   SSS |
 ********************************

 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

 ===============================
 A.How to partner Sakura up well
 ===============================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 MVC2 is so far the most team-based vs. series game yet.  With the ability to DHC
 and call assists nearly whenever you can, this leads to team dynamics that much
 more important.  Simply put, even if Sakura is really good in this game, if you
 don't give her the right partners with the right assists, you're going to lose.
 Anyways, the general best way to partner up people in MVC2 goes something like
 this:

 Battery character/User character/Assist character

 Your 1st character starts out to basically build meter.  Usually, they also do
 quite well without using meter.  The 2nd character is the one who does the meter
 burning.  The 3rd character shouldn't get put into play as a point character on
 purpose unless if you are losing or need to heal your 1st or 2nd characters,
 because these guys are used for your main assist.

 Sakura simply put, is always going to be the 2nd character, the meter user, for
 the simple fact that having to change into Dark Sakura to access your teleport
 and Shinkuu Hadoken in the form of a beam takes up 3 levels.  And when you do tag
 Sakura in, do it safely, like off of a DHC, off of a counter, or tag in when
 either your opponent is high in the air or you know Sakura will touch a
 low-damage attack on the way in.  For transforming to Dark Sakura, the best idea
 is to call an assist, and once it touches the opponent, switch.  Other ways
 include cancelling off of some special attack into the Transformation, landing a
 ground chain into the sweep into the Transformation, or DHCing into the
 Transformation(I dunno if this can be done yet).

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ================
 B.Example teams
 ================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 Anyways, here are some example teams using top tier characters to aid Sakura, as
 well as a short summary of how to play each team following each team.  Note that
 if you want to add different characters or such for variety, go ahead, you might
 come up with some new strategy or team not really experienced before with.

 Blackheart: Anti-Air
 Sakura: Dash
 Captain Commando: Anti-Air
 Blackheart starts out on point, and uses his offensive trap to get in, build meter
 quickly, and do some powerful damage.  The basic idea is to super jump, throw some
 roundhouses, come down with a J.Short and work your way into a ground chain ending
 in CapCom's assist, and immediately do an Inferno-->Heart of Darkness chain for a
 simple damaging 45% combo, give or take a few percents of damage.  If the chain
 is blocked, super jump up, rain some roundhouses, air dash, then repeat.  This
 pins the opponent down and builds meter quickly.  In addition, Blackheart can just
 jump back with fierces while calling CapCom or Sakura against characters who can
 only damage the opponent by offense.  You can get Sakura in with a DHC off of a
 Heart of Darkness into the Haru Ichiban, or Shinkuu Hadoken.  When she does get
 in, she has the Bh AAA to aid her in her runaway game as well as lock the opponent
 down, and she has the CapCom AAA for defense.  And both assists can be used to stop
 runaway characters.

 Blackheart: Anti-Air
 Sakura: Dash
 Cyclops: Anti-Air
 This team follows the same dynamics as the Bh/CapCom team, but this time, Blackheart
 has the ability to go for an infinite combo if Cyclops AAA connects.  To do the
 infinite, simply super jump up while the opponent is still hit by the AAA, throw
 a roundhouse, air dash, throw another roundhouse, land and repeat, building meter
 insanely quickly and draining life just as quickly.  For Sakura, she plays pretty
 much the same way only in place of a quick AAA to stop runaway, she can use
 Cyclops AAA to set up combos and during her offensive rushes involving blocked
 attacks into teleports.

 Dr. Doom: Anti-Air
 Sakura: Dash
 Blackheart: Anti-Air
 Doom uses the Bh AAA to aid him in the famous Doom/Bh trap, calling on Sakura if
 they get too close, or just hitting S.Fierce to knock them back out.  Basically,
 just do J.Fierce with Doom until they super jump, then call Blackheart, super jump
 back and toss 2 Photon Shots, rinse and repeat.  Builds meter insanely fast and
 locks the opponent down, besides doing decent block damage.  The meter can then
 be used by Doom in his air combos into Photon Arrays, or point-blank-blocked
 Photon Arrays.  Sakura can switch in off of an air combo into Photon Array with
 a DHC into Haru Ichiban.  She then has Doom AAA to aid her in her runaway AND
 pseudo Strider-Doom trap, and she can use Bh AAA to stop runaway or to track the
 opponent and also during her runaway.

 Dr. Doom: Anti-Air
 Sakura: Dash
 Captain Commando: Anti-Air
 A variation of the above team.  Doom is slightly weaker in that he can't trap the
 opponent as well, but he gets an instant AAA, and so does Sakura.  The principle
 of play for Doom is very close to the original Doom/Bh, except after the opponent
 super jumps your J.Fierces, wait until the opponent is close enough, then call
 CapCom, and then do the Doom/CapCom trap: super jump back, Photon Shot,
 [ SJ.Roundhouse-->air dash up/back(call CapCom)-->Flight, Photon Shotx2 ], repeat
 sequence inside brackets.  Look inside dragonkahn's Doom FAQ for more info on this.
 When Sakura gets in, she follows the same principles, but can now use an instant
 AAA for stopping runaway and defense.  IMO, this is Sakura's best team, she gets
 the best assists going for her, and a good Doom who can build meter very quickly
 for her.  In addition, while variable combos aren't exactly that good to abuse,
 this team's is pretty good, if you have Sakura/Doom/CapCom in that order, because
 Sakura and Doom both knock the opponent high upward, so that they essentially
 launch the opponent for the Captain Sword to do its full maximized damage, not
 to mention it's easy to combo into it, save it for when the opponent is near
 dead though, most variable combos are just for show.

 Dr. Doom: Anti-Air
 Sakura: Dash
 Cyclops: Anti-Air
 Yet another Doom team, but now it's nearly impossible to trap the opponent fully
 down using Doom.  The dynamics of this team though run similar to the Doom/CapCom
 team except for the trapping part, here it's J.Fierce til the opponent super
 jumps, but stay on the ground, wait for them to come near then call out Cyclops,
 super jump back into 2 Photon Shots, then land and repeat.  The main reason why
 I put this team down is that Cyclops has a special combo should he get around to
 being used that he can do with only Doom AAA, which is where the main fun of this
 team comes from:  J.DN.Roundhouse\/C.Short,S.Roundhouse,S.Roundhouse(call Doom
 AAA)-->Super Optic Blast,(wait until Doom's AAA hits the opponent),air Mega Optic
 Blast.  Do the air Mega Optic Blast by using the "Tiger Knee" motion.  Does some
 great damage.  Well, out of all the Doom-based teams, this should be the most fun
 to play, due to the special level 2 Cyclops combo.

 Magneto: Projectile
 Sakura: Dash
 Cyclops/Psylocke: Anti-Air
 If you like the offensive approach to the game, try this team.  Magneto uses
 Sakura to get in, triangle jumps like crazy and then uses the Anti-Air assist
 to set up either air combos that contain multiple Magnetic Tempests, or his
 infinite combo.  You can DHC Sakura in off of a Magnetic Tempest stuck in an air
 combo(Haru Ichiban), or even from a C.Fierce-->Magnetic Shockwave(Midare Zakura).
 Sakura can use Magneto's projectile during runaway, and can go aggressive on the
 opponent, then cancel into a teleport to the other side while calling the AAA to
 set up for a combo.  This team isn't that good in terms of good assists to help
 each other, but it is fairly good at offense.

 Sentinel: Ground
 Sakura: Dash
 Blackheart: Anti-Air
 Sentinel uses Bh AAA to either trap the opponent down with keep-away block damage
 sequences, or to lock the opponent down so he can go into his flight offense,
 which builds meter quickly, locks them down very well, and even does decent block
 damage.  Use Sakura to knock them off of you.  Of course, you should know how to
 burn his meter, using it on the feared S.Fierce-->Rocket Punch-->HSF combo, which
 can be repeated within itself for major damage, normal or blocking.  You can DHC
 Sakura in from a point-blank HSF or his other super combos if close enough to the
 ground.  When Sakura gets in, you have the drones to do block damage, runaway,
 and to aid in getting close for offense.  You can also use the Bh AAA to stop
 runaway, lock the opponent down, or to add variety.

 Sentinel: Ground
 Sakura: Dash
 Captain Commando: Anti-Air
 The variation of the team above.  The team plays pretty much the same way.
 However, Sentinel can't go for the keep-away block damage strat, although he can
 still use CapCom to enhance his flight offense, or knock the opponent out.  You
 can also call him out after you air throw in flight for a massively damaging
 combo.  Stop projectile traps with Sakura, to clear room to do your flight
 offense.  When Sakura gets in, now she has a faster AAA, good for stopping
 runaway, or to use up close and during combos.

 Sentinel: Ground
 Sakura: Dash
 Dr. Doom: Anti-Air
 Another Sentinel team.  This one has no truly great AAA, however, you do the
 most block damage for Sentinel using this team.  The principle runs pretty
 close to the Sentinel/CapCom team, except you can't use Doom to knock them
 back out.  Always call out Doom at point blank and proceed to stomp the opponent
 from your flight(especially if you've cornered the opponent) to lock them down
 and force them to take massive block damage while building meter insanely
 quickly.  When Doom leaves, stomp some more, then cancel out of flight and
 repeat.  Try to get them into the corner when you try this strat to maximize
 the amount of block damage you do.  Also remember that if you have 5 meters to
 burn, calling Doom right as you're doing your C.Fierce-->Rocket Punch-->HSF
 string and repeating, can do a lot of block damage, especially if you've cornered
 the opponent before calling Doom.  If they super jump, call Doom, go into flight
 and fly back, cancel out of flight(or wavedash back), then do C.Fierce-->Drones.
 Sakura gets 2 great block damage assists to use here, but you should concentrate
 on using Doom the most, since he can be used for offensive traps and runaway much
 better than Sentinel.  She can use Sentinel pretty much the same way as Doom though.

 Spiral: Projectile
 Sakura: Dash
 Sentinel: Ground
 A team hell-bent on doing as much block damage while staying out of the
 opponent's reach.  Spiral uses her sword trap with Sentinel to do insane block
 damage, control the ground insanely well, and build meter insanely quickly.
 She can use Sakura if they get too close, then teleport and repeat.  All that
 meter can be used in her insanely damaging air uncombo ending in the
 Metamorphose.  But mainly, she doesn't need to use that meter at all.  When she
 gets 5 levels, she can safely tag Sakura in better than anyone else.  With a
 full set of swords, blow the opponent full screen, then quickly throw 4 swords
 and tag Sakura in, and if they block the tag-in, they'll end up blocking the
 swords until Sakura's taunt is over, or they'll get hit and get stunned long
 enough for Sakura to be able to recover and combo them.  She has 2 great block
 damage assists to work with, each has a varying speed and block damage
 (Spiral's does more, but Sentinel's has high priority due to his super armor
 and travels slower), which gives your runaway quite some variety.

 Strider-Hiryu: Projectile
 Sakura: Dash
 Dr. Doom: Anti-Air
 Most people will think this team won't work because Strider already burns too
 much meter with his Ouroburos in his trap with Doom.  Actually, Viscant said
 you don't need to play Strider that way, Alex Valle just drops Doom and doesn't
 worry about doing the Ouroburos, except against Cable.  And you don't need Doom
 to play that way, Spiral and Sentinel are good assists for hit-and-run Strider.
 Think about it this way; so what if you don't do the trap perfectly?  Getting
 away from Strider temporarily doesn't solve anything.  Anyways, Strider's trap
 looks sorta like this: get up close, drop Doom and teleport above their head
 behind them.  Come down with a J.Fierce and do a 4-hit combo chain cancelled
 into a Mechanical Tiger(or Bird if you want to keep them from jumping and
 they're tall enough).  Wait until Doom gets off the screen, then repeat.  This
 already builds meter way too quickly, and even does good block damage.  Now if
 you want to do even more block damage from there(like double), once Doom leaves,
 do a 4-hit combo chain into the Mechanical Tiger/Bird, then when it touches the
 opponent cancel into Ouroburos, then call Doom, teleport above them, come down
 and do D.S.Jab,S.Short,S.Strong, rinse and repeat the combo chain until the
 meter is near gone, then call Doom and rinse and repeat the whole coming-down-
 with-blocked-chains-into-mechanical-animal-into-Ouroburos-rinse-and-repeat
 sequence.  That's the general idea of the trap, you don't need to always call
 out Doom when you've got Ouroburos activated(if they pushblock, you can just do
 a teleport above their heads to get close again), and you don't need to always
 teleport above their head when Doom is out when you want the Ouroburos to get
 off the screen(sometimes you'll be closer to the end of the screen if you
 don't teleport).  Look under dragonkahn's Doom FAQ, it gives what I consider
 is the best rundown of the Strider-Doom trap.  Anyways, most of the time on
 this team, Strider shouldn't be using the Ouroburos, and should save them for
 Sakura's Transformation.  He can also use Sakura to get people off him so he
 can continue his deadly combination of offense and block damage.  Anyways,
 like Spiral he has a special tag-in feature that he can use to bring Sakura
 in safely.  If your opponent gets hit by your Ouroburos, combo them until about
 1/8th of the meter is left, then tag Sakura in, her tag-in will combo, and you
 can either run up to combo them or switch into Dark Sakura.  When she gets on
 screen, just use Doom's AAA for your runaway, or to do a pseudo Strider-Doom
 trap.

 Storm: Projectile
 Sakura: Dash
 Cyclops/Psylocke: Anti-Air
 This is a variation of the Magneto/AAA team, a much better one because if you
 can stop Magneto's offense, there's not much he can do, whereas if you stop
 Storm's offense, she can runaway.  Anyways, same principles: Storm uses Sakura's
 Dash to clear the way in, then uses her triangle jumps and wavedashes as well as
 the AAA to set up some powerful combos.  Sakura can be brought in off of a DHC
 from a Lightning Storm stuck in an air combo.  When she gets in, she can use
 Storm's projectile to runaway(and it'll stop everything on the screen, giving
 you initiative), or to clear the way in so you can get in close, then pressure,
 call the AAA, and teleport to set up combos.  In addition both characters can
 runaway(Storm's will do almost no damage, but Sakura will get off decently),
 making this team quite versatile.

 Storm: Projectile
 Sakura: Dash
 Dr. Doom: Anti-Air
 This is THE runaway team.  Storm uses her slow falling speed, her lightning
 attack, her air dash, her SJ.Fierce and her Vertical Typhoon as well as Doom's
 AAA to do a simple but effective runaway game; super jump, tap fierce like
 crazy, lighting attack off the screen, hold up and whiff fierces until you touch
 the ground, then call Doom AAA and repeat.  If they try to knock you out of your
 runaway game, simply use your air dash and lightning attacks to bring you out of
 the way to safety.  If they try to get close when you're close to the ground,
 call Sakura.  In addition, Storm can use Doom to clear the way in so she can do
 her powerful air combos.  This already builds way too much meter that you can
 waste on Doom AAA,Horizontal Typhoon-->Hail Storm strings to do massive block
 damage, or do land air combos ending in the Lightning Storm air combos.  When
 Sakura gets in, she can use Storm to override any projectile traps as well as
 do block damage, or to clear the way so that she gets in.  She can also use
 Doom AAA during runaway to do insane block damage, or to do her pseudo
 Strider-Doom offensive trap.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


 ******************************************
 |5555   CCC   OOO  MM MM BBB   OOO   SSS |
 |5     C   C O   O M M M B  B O   O SS  S|
 |555   C     O   O M M M BBB  O   O   SS |
 |  55  C   C O   O M M M B  B O   O S  SS|
 |555 o  CCC   OOO  M M M BBB   OOO   SSS |
 ******************************************

 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

 ==========================
 A.Intro to Sakura's combos
 ==========================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Sakura is a fairly interesting combo character in this game.  She can't dish out
 combos that are the calibur of Sentinel's, Cable's, or Magneto's, but her combos
 are still quite powerful.  Her essential combos are not hard at all to master,
 and do a lot of damage.  To be honest, whether you're a scrub who thinks long
 lengthy combos(that for the most part, are useless) are the way to go, or an
 above-average player who wants short-and-sweet combos, Sakura's got them.  She
 can also add throws and OTGs into her combos if you like fooling around, so don't
 pass that up.

 &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

 Before you dive into the combos section, if you are a newbie, then read this
 little tidbit of information to help you pull off combos right.
 Know how to use all 6 buttons and the joystick well to your advantage.
 Here is the methods I will suggest you hold the joystick to further enhance your
 game, in other words, pick one:

 1)THUMB AND FINGERTIPS
 Very much the same as you would hold an eyedropper.  It gives somewhat firm
 control for the diagonal movements.  Good response for taps in any direction
 using thumb or fingertips.  Recommended technique.
 2)ENGULFING
 The ball on the stick is completely grasped into a fist.  This is not recommended
 though some have found this technique comfortable for the motions.  Usually only
 mashers will grasp the joystick like this, and by doing so also ruins your
 ease of tapping the joystick.
 3)IN-BETWEEN
 The stick is in-between the middle finger and the ring finger with palm facing
 upwards.  Great control over up, down, forward and back motions but lends poor
 control over diagonal taps.  But since Capcom games almost never use diagonal taps
 like Namco, or Sega, I personally prefer this the best.  You might have problems
 with dashing like I do, though.
 4)OVER THE TOP
 This one's submitted from Siege(siege_tf@hotmail.com).  Basically he says:
 "Place your hand palm down over the stick, grasp the controller with only your
  thumb, index, middle, and ring finger.  Using your wrist alone to controll movement.
  It is similar to using your thumb and index finger, however it gives slightly more
  controll and you won't ever have the stick slide out of your grasp, as your fingers
  and thumb should be evenly spaced out.  While holding the stick like this you will
  have to experiment to see how high you want your hand, I do not have my palm
  touching the top of the stick, because I have large hands, someone younger may want
  to though."
 Wow, that's cool, I guess maybe I should try that sometime.
 5)SITUATIONAL
 Use a combination of the three above techniques to suit your needs.  Enough said.

 As for the buttons, here's how I would cover the buttons:

 Light Punch:Index finger
 Light Kick:Index finger(Ground Combo) or Left side of thumb(Air Combo)
 Medium Punch:Index finger
 Medium Kick:Left side of thumb
 Heavy Punch:Middle finger
 Heavy Kick:Middle finger or Left side of thumb(to switch)
 Assist 1:Ring finger
 Assist 2:Ring finger or Left side of thumb(to perform a VC)

 &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
 
 Here's the legend that I will use in my combos.  It's James Chen's combo notation,
 modified slightly by Migs Rustia to make it easier to read.

 , is used to indicate normal move chaining
 --> indicates Special Move cancellation
 /\ indicates that you cancel the current move with a Super Jump
 \/ indicates that you land after the last move and continue on the ground
 S. stands for standing
 C. stands for crouching
 DN. stands for holding down on the controller while attacking during a jump
 UP. stands for holding up on the controller while attacking during a jump
 T. stands for holding towards on the controller (direction you are facing)
 J. stands for jumping
 SJ. stands for Super Jumping
 D. stands for Dashing before performing the move
 AD. stands for Air Dashing 
 F. stands for Flying
 (OTG) means this will hit opponent off the ground
 (FS) means that the move you just did initiated the Flying Screen
 AC - Air Combo
 AC Finisher - A move that will end an air combo by initiating the FS 
 [air] This move can be done on the ground or in the air
 [air only] This move can be done only while jumping]
 P any punch can be used
 Jab the light punch button must be used
 Strong the light punch button must be used again
 Fierce the heavy punch button must be used
 Short the light kick button must be used
 Forward the light kick button must be used again
 Roundhouse the heavy kick button must be used
 2P both punch buttons must be used
 2K both kick buttons must be pushed

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ==================
 B.Essential Combos
 ==================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 These following combos are the ones that you must learn to use with Sakura.  There
 are more powerful combos, or more flashy ones, but either they're too hard to get
 out consistently if you're playing to win, or they're not guarenteed, or waste too
 much meter.  Also, before each combo I tell whether you need to be Dark Sakura or
 Sakura to do the combo.  S.Short,S.Forward can be substituted for C.Short,C.Fierce
 if you like.  In general, you must always use a dash-in to start your combos, even
 if you proceeded them with a jump-in.  And speaking of jump-ins, here's the main
 ones you want to concentrate on:

 Jump-ins:
 J.Fierce--> If you ever plan on just jumping in without crossing the opponent up or
 adding more hits, this should be the one you go for, given its high priority and
 good speed.

 J.Roundhouse--> If you plan on crossing the opponent up when you jump-in, use this,
 the hit detection is good enough to whack them as you're landing on the opposite
 side.

 J.Short--> If you plan on going for multi-hit jump-ins, go for this, it has huge
 range and quite some priority.

 1)-->(as Dark Sakura)
 D.C.Short,C.Forward,S.Roundhouse-->Shinkuu Hadoken
 This is Dark Sakura's bread-and-butter combo.  If you have 1 hyper level that you
 want to use up, this is the combo to use it on.  It does the most damage for you.
 If you want, you can add a Hadoken after the S.Roundhouse.  Always mash after the
 combo to increase the damage.

 2)-->(as either Sakura)
 D.C.Short,C.Fierce/\SJ.Jab-->Air Roundhouse Shunpuukyaku
 This is Sakura's main air combo.  It seems like a simple weak air combo, but
 Sakura's hurricane kick in air combo, like all the other shotos, does ludicrous
 damage, 10% damage per hit.  This is, IMO, the combo you go for if you don't have
 levels to burn on the Shinkuu Hadoken or if you're trying to conserve meter.

 3)-->(as either Sakura)
 D.C.Short,C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward-->Air Short Shunpuukyaku,SJ.Jab
 -->Jab Shouken
 A variation to the Sakura hurricane kick air combo.  This one essential combo still
 does good damage(though maybe not as much), but why you want to do this is either
 for flash(it's rather long for an essential combo), but most importantly, you do
 a lot of hits, so it builds your meter rather quickly for a combo of its likes.
 There's nothing really to be concerned about in this combo, except that the
 hurricane kick must hit twice for you to be able to do the full combo.  If it
 doesn't, try either speeding up your air combo dialing speed, or try to slow it
 down.

 4)-->(as either Sakura)
 D.S.Short,S.Fierce-->Jab Shouken-->Any level 1 super combo
 This is Sakura's other staple ground combo to end in a super combo.  There's
 really nothing much to say about this combo, except that it does good damage, and
 is rather easy to do, since Sakura spends so long whacking the opponent when she
 does the Shouken.  Good for variety, or for those times when you want to combo
 into the Midare Zakura or Haru Ichiban.

 5)-->(as either Sakura, opponent cornered)
 J.Jab,J.Short,J.Fierce,J.Short\/(rejump straight up and repeat)
 Sakura's infinite, which is totally deadly, for the fact that the opponent not
 only takes high damage, but you build meter insanely quickly.  Try to refrain from
 doing this in casual play, you just might be clobbered for it, but if you're
 playing in a tourney, feel free to do it, infinite combos are legal in tourneys.
 Try to time the jumping combo so that you hit as late as possible for each
 attack so you land just as you do the 2nd J.Short.  You can also substitute the
 2nd J.Short for a Air Short Shunpuukyaku.  This combo came off of the Sakura FAQ
 or the Infinite Glitch FAQ.

 6)-->(as either Sakura)
 D.C.Short,C.Forward-->Snapback
 If you ever need to snapback the opponent because you want to mess up their assist
 character or kill a severely weakened character who just lost about 90% of his
 life and is wait to heal back some of that life, this is the combo you do.  When
 they come in, guard crush them, then proceed to combo then heck outta them.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ================
 C.Various Combos
 ================ 
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 These combos are more for experimentation or for show.  They do more damage, are
 flashier, aren't guarenteed, or are harder to pull off, with trickier setups.  Not
 to mention they sometimes use a lot more meter than they should.  There are also
 some bland, been-there-since-the-dawn-of-the-versus-series combos that you can
 look at that are just there for reference.

 1)-->(as Dark Sakura, opponent cornered)
 J.Short,J.Forward\/D.C.Short,C.Forward,C.Roundhouse-->Transformation,C.Short(OTG),
 S.Fierce-->Hadoken-->Shinkuu Hadoken
 This is one of JChensor's combo exhibitions.  You need 4 hyper levels to do this,
 as well as an opponent who doesn't know how to roll, but definitely a powerful
 combo that is extremely flashy.  Too bad it's useless.

 2)-->(as Sakura, opponent cornered)
 J.Short,J.Forward\/D.C.Short,C.Forward,C.Roundhouse-->Transformation,C.Short(OTG),
 S.Roundhouse-->Hadoken-->Shinkuu Hadoken
 Another of JChensor's combo exhibitions, consider it the flip side of the 1st
 combo mentioned.  You again need 4 hyper levels to do this, as well as an opponent
 who doesn't know how to roll, but definitely a powerful combo that is extremely
 flashy.  Too bad it's useless.

 3)-->(as either Sakura, opponent cornered)
 J.Short,J.Forward\/D.C.Short,C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward-->Air Short
 Shunpuukyaku,SJ.Fierce,SJ.Roundhouse\/C.Short(OTG),S.Fierce
 Yet another of JChensor's combo exhibitions.  This combo does rather good damage,
 and builds meter insanely quickly.  A little bit more applicable than the above
 combos, since it doesn't waste a ton of meter, but it's still inapplicable, cause
 the opponent can roll.  A nice combo to try for though if the opponent is
 cornered, since there are a lotta heavy attacks stuck in there for meter
 building.

 4)-->(as Sakura)
 J.Short-->Air Short Shunpuukyaku\/D.C.Short,C.Roundhouse,C.Short(OTG),S.Fierce
 -->Hadoken-->Shinkuu Hadoken
 A combo whose concept comes from Shinji's Sakura FAQ.  Sakura can OTG after her
 sweep, so this combo is possible.

 5)-->(as Dark Sakura)
 J.Short-->Air Short Shunpuukyaku\/D.C.Short,C.Roundhouse,C.Short(OTG),S.Roundhouse
 -->Hadoken-->Shinkuu Hadoken
 The flip side of combo #4, again it comes from Shinji's FAQ, and follows the same
 concept.

 6)-->(as either Sakura)
 J.Short,J.Forward\/D.C.Short,C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward-->Air Short
 Shunpuukyaku,Air Fierce Throw\/D.C.Roundhouse(OTG)-->Midare Zakura
 Another combo whose concept comes from Shinji's FAQ, and it is possible to OTG
 after an air fierce throw, making the combo possible.  According to his FAQ this
 combo does 85% damage, but while I'm not too sure it will do that much damage,
 because it is an uncombo, the throw will reset the damage of the combo, making
 the super combo do near its full damage.  Only possible against scrubs, because
 not only can the combo be tech-hitted, the throw-to-OTG can be rolled from.

 7)-->(as either Sakura)
 J.Short-->Air Short Shunpuukyaku\/D.C.Short,C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward
 -->Air Short Shunpuukyaku,Air Fierce Throw\/D.C.Short,Jab Shouken cancelled into
  level 1 super combo or C.Fierce into air combo
 Follows the same concept as combo #6, you can combo into a launch or into a
 different type of super combo after the air fierce throw.

 8)-->(as either Sakura)
 J.Short-->Air Short Shunpuukyaku\/D.C.Short,C.Roundhouse,C.Short(OTG),C.Fierce
 /\SJ.Jab,SJ.Short,SJ.Forward-->Air Short Shunpuukyaku,Air Fierce Throw\/D.C.Short
 (OTG),C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward-->Air Short Shunpuukyaku,Air Fierce
 Throw\/D.C.Short(OTG),C.Fierce/\SJ.Jab,SJ.Short,SJ.Forward-->Air Short
 Shunpuukyaku,SJ.Jab-->Jab Shouken
 A massive Sakura uncombo, possible because JChensor says up to 2 throws can be
 stuck into a combo, and throws reset the 1-OTG-per-combo rule.  Surely, if you
 actually get the full uncombo onto your opponent, you will destroy them, since
 it's essentially 3 full-damage air combos.  Only possible against scrubs, because
 not only can the combo be tech-hitted, the throw-to-OTG can be rolled from, as
 well as the OTG from the C.Roundhouse.

 9)-->(as Dark Sakura, opponent cornered)
 J.Fierce\/D.C.Short,S.Roundhouse-->Hadoken-->Shun Goku Satsu
 Comboing into the Raging Demon is possible, the concept is to cancel off of a
 hadoken in the corner.  Concept taken from Shinji's Sakura FAQ.

 10)-->(as Dark Sakura)
 D.C.Short,S.Fierce-->Hadoken-->Midare Zakura
 Concept taken from Shinji's Sakura FAQ, cancelling off of the horizontal hadoken
 is one way to combo into the Midare Zakura.

 11)-->(as either Sakura, tall character)
 J.Jab,J.Short\/J.Jab,J.Short\/J.Short-->Air Jab Hadoken
 Also taken from Shinji's Sakura FAQ, you need to jump at the opponent after you
 land.

 12)-->(as either Sakura)
 D.S.Short,S.Fierce-->Shunpuukyaku
 Just a ground combo into the hurricane kick.  Nothing special to note.

 13)-->(as either Sakura)
 J.Fierce\/D.C.Short,C.Fierce/\SJ.Jab,SJ.Short,SJ.Strong,SJ.Forward-->AC Finisher
 Possible AC finishers:
 SJ.Fierce
 SJ.Roundhouse
 Air Hadoken
 Air Shouken
 Air Shunpuukyaku
 Air Fierce Throw
 The ol' classical 4-hit air combo.  Nothing much to say here.

 14)-->(as either Sakura)
 J.Short,J.Forward\/D.S.Jab-->Taunt
 Combo taken off of the KiD's Combo FAQ.  Pretty funny combo, it works best against
 tall characters.

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


 ***************************************
 | 666    SSS  TTT RRR   AAA  TTT  SSS |
 |6      SS  S  T  R  R A   A  T  SS  S|
 |6666     SS   T  RRR  AAAAA  T    SS |
 |6   6  S  SS  T  R  R A   A  T  S  SS|
 | 666 o  SSS   T  R  R A   A  T   SSS |
 ***************************************

 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

 ==================
 A.General Strategy
 ==================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Well, here is where I actually give a rundown of how to play as Sakura.  Here's
 some general tips before I start.

 If you even plan on taking on the top tiers, you MUST use Dark Sakura.  If you
 aren't Dark Sakura, they'll be able to trap you down like crazy.  Sakura has
 better defense than Dark Sakura, but she can't run to escape projectile traps.
 Nor does she have the ability to throw long range super combos.  Now, if you were
 playing against 3rd tier or below, it may be ok to use Sakura, but it's much
 easier to use Dark Sakura.

 In general, Sakura plays better on defense, but has terrible offense.  Dark Sakura
 plays worse on defense when it comes to counterattacking the opponent, but can
 escape traps better than Sakura.  Dark Sakura also has better offense.  Both
 combo about the same in terms of damage.  Thus, given those facts, choose wisely
 which Sakura you want to use before each game, because you should only
 Transform once per game, any more will waste too much meter.

 Learn ways of tagging Sakura in without leaving her vulnerable to a powerful
 combo.  Here's some general ways:
 -DHC her in off of a connected super combo
 -Team Counter her in
 -Tag her in so she touches some low damage attack(Spiral's swords for instance) so
  she isn't left vulnerable to her long taunt
 -Tag her in when the opponent is high in the air in a super jump
 -Tag her in when the opponent is dead and just before their partner jumps in

 And if you are going to change into Dark Sakura, learn some general ways of
 changing without getting hurt(badly).  Here's some:
 -DHC into it from another connected super combo(assuming you can do it)
 -Team Counter her in, then cancel off of the Shouken(you chose the Dash Assist,
  right?)
 -Combo into the Shouken, then cancel into the Transformation
 -Combo into the sweep, then cancel into the Transformation
 -Do the Transformation so you get hit by some low damage projectile
 -Call your projectile-esque assist, then change right as the opponent enters block
  stun
 -Transform when the opponent is high in the air in a super jump
 -Transform just before the partner comes in because the point character died

 Keep your matches as close to the ground as you can.  While Sakura can attack the
 opponent up high in the air, she has no beam in the air or fast long range attacks,
 so keep that mind, she really does a lot better when the opponent is close to the
 ground.

 While Sakura shouldn't start out on point at the beginning of the round, know
 what you should do at the beginning of the round.  Here's some common things:
 -Get up close to the opponent before the round even starts.  Everyone does this,
  and you should too, if you haven't already, it makes yourself much more
  unpredictable.
 -Call an assist, while blocking.  This is a good one I do, and a lot of people
  fall for it, usually I go for an AAA, which knocks them back, setting up
  initiative.
 -Push block.  Gets the aggressive people off of you, giving you initiative.
  Now call your assist and get in there or back and do what you usually do with
  your 1st character.
 -Poke low.  'Nuff said, if you connect, you can combo, just beware of assists.

 If you defeat all of your opponents' characters, you can press start during the
 score tallying, and you'll regain control of your character, then continue to
 beat up the opponent as you wish, or make your own "win pose."  Also, if you're
 Sakura, you can hold down the various attack buttons to cause her to do various
 win poses.  Go look up other FAQs if you want to know what she does when various
 buttons are held down.

 Well, that's about it, enjoy!  I use Migs-Rustia-modified James Chen combo
 notation for the flowcharts, so if you don't know what the symbols are like, go to
 the Combos section to see what they mean.

 ***********
 *a.Defense*
 ***********
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 Defense for Sakura depends on which Sakura you are at the moment.  In general,
 both Sakuras play defensively quite well.  Sakura does a better job at counter-
 attacking the opponent, Dark Sakura does a better job at running away.  Thus,
 here is what you can do, and I split the section for each Sakura.

 Sakura
 ------
 1)--> SJ.Fierce
 For Sakura, this may be her best option for air-to-air encounters(for this case,
 also remember to hold forward when the opponent nears, so that if you accidently
 air throw them, you'll do it, and get a chance to OTG them), or running away.
 If your opponent has no effective method of bringing you back to the ground,
 then just stall and build meter by repeatedly going for this in the air.  If
 they try to super jump after you, you might get lucky and beat whatever they try
 in the air and thus knock them back to the ground.

 2)--> SJ.Short
 An option to the SJ.Fierce, only this has much longer horizontal range, and seems
 to come out faster.  It doesn't do as much damage or build as much meter though.
 Use in pretty much the same way as the SJ.Fierce, only remember that if you do
 connect it on the opponent, link into the SJ.Strong-->Shouken combo.

 3)--> Air Shunpuukyaku
 Yet another air-to-air option.  Has quite some priority, and if you do get lucky
 and hit the opponent twice or something like that, you may be able to combo them
 afterward.

 4)--> C.Short
 Use against dashers, you may not get that much success because it is such a
 short-ranged attack.  However, it is very fast and has quite some priority, and
 if you do connect it, you can combo them.

 5)--> S.Roundhouse
 Use against dashers, this attack has quite some range(for Sakura anyhow).  A good
 move to push them back or put some space between you and them.  Do anticipate
 though, it is a heavy attack.

 6)--> Jab Shouken
 Sakura's best option against dashers, air-to-air encounters and up-close projectile
 lobbers.  High priority, and you can stuff quite a lot of attacks.  If blocked,
 Sakura is pretty safe, but still beware that you may be able to be countered.  If
 it connects on the ground, cancel into any super combo.

 7)--> Fierce Hadoken
 Sakura's best option against jumpers, and to some extent, air projectile lobbers
 or people trying to runaway.  You need to time it well though, it flies at a
 weird angle, so it's worthless against cross-ups.  Throw this out as early as you
 can to ensure you beat them out.  Of course, if it connects on the ground, cancel
 into the Shinkuu Hadoken.  You can use this in the air if they have no effective
 way to bring you down, if all you want to do is stall.

 8)--> Shinkuu Hadoken
 Your Hadoken, beefed up a lot in damage and priority.  Same principle used, to
 stop jumpers and runaway people, as well as projectile lobbers.  Again, beware
 of the angle of the sucker.

 9)--> Haru Ichiban
 Your most powerful option against jumpers, and arguably your best option, because
 it is invincible at startup, whips out instantly, and has high priority.  However,
 you can't abuse it, because if you miss, Sakura will be lighted up.  Only use it
 when you are totally confident.

 10)--> Taunt
 It can, to a certain extent, stop jump-ins and dash-ins.  Don't abuse it though,
 throw it in for fun.

 11)--> Assist
 Most of the time though, you will rely on your assists to bail you out of trouble,
 and defense is no different.  Call out your assist whenever you need them to be
 on the screen to either knock the opponent back or do block damage, or set up
 combos, etc.  I'll assume you're using smarts when you do this, so I don't have
 to turn this strat into a huge section.

 Dark Sakura
 -----------
 1)--> SJ.Fierce
 For Dark Sakura, this may be her best option for air-to-air encounters(for this
 case, also remember to hold forward when the opponent nears, so that if you
 accidently air throw them, you'll do it, and get a chance to OTG them).  In
 addition, if your opponent has no effective method of bringing you back to the
 ground, then just stall and build meter by repeatedly going for this in the air.
 If they try to super jump after you, you might get lucky and beat whatever they
 try in the air and thus knock them back to the ground.

 2)--> SJ.Short
 An option to the SJ.Fierce, only this has much longer horizontal range, and seems
 to come out faster.  It doesn't do as much damage or build as much meter though.
 Use in pretty much the same way as the SJ.Fierce, only remember that if you do
 connect it on the opponent, link into the SJ.Strong-->Shouken combo.

 3)--> Air Shunpuukyaku
 Yet another air-to-air option.  Has quite some priority, and if you do get lucky
 and hit the opponent twice or something like that, you may be able to combo them
 afterward.

 4)--> C.Short
 Use against dashers, you may not get that much success because it is such a
 short-ranged attack.  However, it is very fast and has quite some priority, and
 if you do connect it, you can combo them.

 5)--> S.Roundhouse
 Use against dashers, this attack has quite some range(for Dark Sakura anyhow).  A
 good move to push them back or put some space between you and them.  Do anticipate
 though, it is a heavy attack.

 6)--> Air Jab Shouken
 Dark Sakura's best option against air-to-air encounters and up-close projectile
 lobbers.  High priority, and you can stuff quite a lot of attacks.  If blocked,
 Dark Sakura is pretty safe, but still beware that you may be able to be countered.
 You may be able to do this attack from the ground if you do up/for, down, down/for+
 light punch, but I'm still not too sure, if you could, then you could use it to
 beat out dash-ins and pokes.

 7)--> Fierce Hadoken
 Dark Sakura's best option against dashers(since you can't use it for anti-air).  
 It still takes some practice though, you need to throw it as early as you can, to
 ensure that they touch the projectile before they touch you.  Of course, if it
 connects, cancel into the Shinkuu Hadoken.  If you a ways from your opponent in the
 air, you can also use this to touch them.

 8)--> Shinkuu Hadoken
 Use your beam super combo whenever your opponent is left vulnerable from a long
 lag attack, or their assist is left vulnerable.  Use it from pretty much anywhere
 on the screen, just not point blank range.  The attack whips out pretty quickly,
 so always be ready to punish any long lag attacks with this.

 9)--> Haru Ichiban
 Your most powerful option against jumpers, and arguably your best option, because
 it is invincible at startup, whips out instantly, and has high priority.  However,
 you can't abuse it, because if you miss, Dark Sakura will be lighted up.  Only use
 it when you are totally confident.

 10)--> Taunt
 It can, to a certain extent, stop jump-ins and dash-ins.  Don't abuse it though,
 throw it in for fun.

 11)--> Assist
 Most of the time though, you will rely on your assists to bail you out of trouble,
 and defense is no different.  Call out your assist whenever you need them to be
 on the screen to either knock the opponent back or do block damage, or set up
 combos, etc.  I'll assume you're using smarts when you do this, so I don't have
 to turn this strat into a huge section.

 12)--> Ashura Warp
 This is what separates Dark Sakura from Sakura.  If you use this well, you can
 basically be considered invincible.  The general idea of using this for defense
 is teleport whenever you feel danger.  Don't worry about being countered when you
 come out, because there is no recovery time when you come out.  If you want,
 you can teleport right as you get out of one teleport, and do it over and over,
 and thus runaway for about the majority of the game.  If your 1st character had
 already gained a significant lead in damage on your opponents, then you could
 just runaway for the game and thus win by time over.  Runaway Sakuras are
 much more dangerous and threatening than runaway Storms or runaway Dhalsims.
 The teleport is so good, you can actually teleport into an AHVB, then teleport
 right out.  In addition, if you want, you can call your assists in between each
 teleport.  You can also teleport behind your opponent before you call your assist,
 putting them directly out of danger for the most part.  There's more things you
 can do, like sit still til the opponent tries to hit you, then teleport.  Or whiff
 normal attacks, and then cancel into the teleport when the opponent tries to hit
 you.  Or call an assist and immediately teleport, they may think they can hit you
 and the assist as you come out of the teleport, so just teleport again while
 they're firing at air and let them have it.  The possibilities are endless, and
 during all this time, you build meter quite quickly.  Just come up with your own
 strategies for using the teleport to your advantage.  Just a word of advice,
 never short teleport backward, if you do, you might accidently screw up and do
 the transformation which would not be good.

 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 ***********
 *b.Offense*
 ***********
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 Sakura's offense is very much dependent on which Sakura you are using.  Both
 can combo well, but Dark Sakura has a much better offense than Sakura.  Thus,
 you should if you want to play offensive, use Dark Sakura.

 Sakura
 ------
 1)--> J.Fierce
 This is your best jump-in if you want to go for the single, in-front jump-in,
 and when you do, always hold forward, so that if you can accidently air throw,
 you can try for an OTG.  Also try calling an assist while you're doing it.

 2)--> J.Roundhouse
 Use this if you're trying to cross the opponent up with a single-hit jump-in,
 otherwise, the uses are about the same with the J.Fierce.

 3)--> J.Short
 If you want multi-hit jump-ins from the front, use this, the J.Short has
 quite some range and speed, making it great for jump-ins.

 4)--> Air Shunpuukyaku
 Yet another option for jumping in due to the high priority and the fact
 that you can combo afterward.

 5)--> Wavedash
 Wavedashing enables you to get in quickly from the other side of the screen.
 While you are going for the wavedash, remember that you can call assists to
 help make it easier to get in.  Try wavedashing to land a poke, then next
 time, wavedash to throw, and then maybe some other time, wavedash to do a
 jump-in.  Also useful for getting yourself back out.

 6)--> C.Short
 Your main fast poke, used to pressure the opponent, and is a great lead from
 a wavedash.  Be sure to chain into a standing roundhouse if it touches the
 opponent at all.  If the C.Short connects, you can go for the combo of your
 choice.

 7)--> S.Roundhouse
 Another good poke to keep in mind, especially if you aren't on top of the
 opponent, it's good to just use to touch the opponent, then cancel into
 something else(like a shouken).

 8)--> Fierce Throw
 If you can get this attack to connect on your opponent, do it, then mash like
 crazy.  It does a lot of damage for Sakura, so go for it when you get the
 chance.  Good after a poke, jump-in or after a blocked assist, or if they're
 just blocking.

 9)--> Jab Shouken
 A good pressure tactic, since if it connects, you can combo, and it has very
 little lag if blocked(though you still might want to beware), and has good
 priority.  Use for one of Sakura's main pokes whenever you are up-close, or
 as a counter-poke.

 10)--> Assist
 Never should you play MVC2 without calling assists all the time, and this
 applies to Sakura too.  Call an assist out whenever you want to get in,
 while you're doing jump-ins or dash-ins, etc, etc.  Then run around them
 while the assist is touching them in an attempt to cross them up.  There's
 way too many possibilities, so just figure out what you can do.

 Dark Sakura
 -----------
 1)--> J.Fierce
 This is your best jump-in if you want to go for the single, in-front jump-in,
 and when you do, always hold forward, so that if you can accidently air throw,
 you can try for an OTG.  Also try calling an assist while you're doing it.

 2)--> J.Roundhouse
 Use this if you're trying to cross the opponent up with a single-hit jump-in,
 otherwise, the uses are about the same with the J.Fierce.

 3)--> J.Short
 If you want multi-hit jump-ins from the front, use this, the J.Short has
 quite some range and speed, making it great for jump-ins.

 4)--> Air Shunpuukyaku
 Yet another option for jumping in due to the high priority and the fact
 that you can combo afterward.

 5)--> Wavedash
 Wavedashing enables you to get in quickly from the other side of the screen.
 While you are going for the wavedash, remember that you can call assists to
 help make it easier to get in.  Try wavedashing to land a poke, then next
 time, wavedash to throw, and then maybe some other time, wavedash to do a
 jump-in.  Also useful for getting yourself back out.

 6)--> C.Short
 Your main fast poke, used to pressure the opponent, and is a great lead from
 a wavedash.  Be sure to chain into a standing roundhouse if it touches the
 opponent at all.  If the C.Short connects, you can go for the combo of your
 choice.

 7)--> S.Roundhouse
 Another good poke to keep in mind, especially if you aren't on top of the
 opponent, it's good to just use to touch the opponent, then cancel into
 something else(like a teleport or hadoken).

 8)--> Fierce Throw
 If you can get this attack to connect on your opponent, do it, then mash like
 crazy.  It does a lot of damage for Dark Sakura, so go for it when you get the
 chance.  Good after a poke, jump-in or after a blocked assist, or if they're
 just blocking.

 9)--> Jab Shouken
 Not as good as Sakura's because the priority is poor, but you still have the
 relatively short lag time after getting it blocked, and if it does connect,
 you can combo into a super combo.

 10)--> Hadoken
 Good for poking for Dark Sakura, you can either follow your S.Roundhouse with
 this, or just throw this out near close range.  Also keep in mind that if it
 does connect, you can combo into the Shinkuu Hadoken.

 11--> Shinkuu Hadoken
 Useful for punishing mistakes(which almost always come when the opponent tries
 to punish your assist or you when you come outta a teleport), as well as doing
 block damage(although the block damage is rather poor).  Try calling an assist,
 teleporting past the opponent, then throwing one of these for block damage.
 Most of the time though, you should be saving that meter so you can blow it out
 on combos.

 12)--> Assist
 Never should you play MVC2 without calling assists all the time, and this
 applies to Dark Sakura too.  Call an assist out whenever you want to get in,
 while you're doing jump-ins or dash-ins, teleports, etc.  Then run around them
 while the assist is touching them in an attempt to cross them up.  There's
 way too many possibilities, so just figure out what you can do.  One of the main
 ones is to call an assist just before you cancel your S.Roundhouse poke(from a
 C.Short-->C.Forward) into a short teleport past your opponent in an attempt to
 cross them up.

 13)--> Ashura Warp
 Well, I had to get to it sometime.  The teleport offensively still plays a large
 part of Dark Sakura's game.  The main idea is to get in the opponent's face,
 poke some, then call an assist and teleport past the opponent, thus covering the
 opponent from all sides.  Once you do this, you usually have a prime oppurtunity
 to throw them(mash, mash!), or try for a jump-in into some pokes, or just do some
 pokes.  Another idea is just to call an assist and wait for the opponent to try
 to punish it, if they do, teleport past them then combo them.  And you can try
 getting up close, poking some, calling an assist, then teleporting, so they get
 crossed up just as the assist is touching them.  Possibilities are endless, just
 remember to use Dark Sakura's teleport offensively, remember to teleport past
 them, call assists before teleporting, and to cancel pokes into teleports.

 14)--> Shun Goku Satsu
 NOT to be abused, but yes, you can use this offensively, the key is to get the
 opponent up close and blocking something, then once they come out of block stun,
 grab them.  Mixing it in with your Ashura Warp will give people headaches.

 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 ***********
 *c.Mashing*
 ***********
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 Oh, laugh if you want.  But the truth is, mashing, or the art of getting as many
 "inputs" from the joystick and the buttons into the machine remains an essential
 part of offense and defense(no, I never really spazzed with Wolverine).  When
 you use Sakura, keep in mind both her fierce throw and Shinkuu Hadoken can both
 be mashed to increase the damage they do.  If you mash extremely quickly you
 can get some really insane damage to result(especially seen with her fierce
 throw), so remember whenever you get those attacks to connect, pound on the
 buttons.

 But defensively, mashing shows its beauty the most.  It speeds up recovery from
 dizzies, holds, super combos that initiate the "Pseudo Flying Screen," and
 capture type attacks!  Here are a list of what you can avoid by mashing!

 Attacks that capture the opponent and can be broken out of prematurely:

 Magneto's Hyper Grav
 Spiderman's Web Ball
 Thanos' Death Sphere
 Blackheart's Demons
 Cable's Electrotrap
 Ruby Heart's Fierce Chain

 Attacks that cause the Pseudo Flying Screen and can be mashed to stand up faster:

 Captain Commando's Captain Storm
 Hulk's Gamma Crush
 Shuma Gorath's Chaos Dimension
 Anakaris' Pharoah Magic

 Holds that can be mashed, if not tech-hitted, to reduce the damage:

 Spiral's fierce grab
 Captain Commando's roundhouse grab
 Ken's roundhouse grab
 Shuma Gorath's roundhouse grab
 Wolverine(metal and bone), both fierce & roundhouse grabs
 Felicia's fierce grab
 Jin's roundhouse grab
 Evil Sakura's fierce grab
 Omega Red's coil

 Throws that can be mashed to break out of prematurely:

 Magneto's fierce throw
 Iceman's fierce throw
 Venom's fierce throw

 So how should you mash?  There are many ways, but what the way I suggest is a way
 that allows the most inputs while doing the least amount of damage TO THE JOYSTICK
 because hey, if you don't own a Dreamcast, you're gonna be playing at the same
 machine.  Wouldn't be nice if you tried to block and found out the joystick was
 stuck.

 Here's how I would do it:
 With your right palm, cover ALL 6 attack buttons.  With your left hand, grasp
 the joystick rather loosely in a fist.  Now slide your right palm back and forth
 really quickly, like you were spazzing your hand.  With your left hand, roll
 the joystick from left, to up, to right, to up, to left, repeatedly, really fast.

 This is probably your best way to do it because you avoid accidently pulling off
 a DHC when you don't want to, and you end up pressing the most buttons.
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 ***************
 *d.Guard Crush*
 ***************
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 Some of you don't know what the heck this is.  Well, a special case.  It involves
 performing an attack that gets rid of your opponent's block, leaving any followups
 that you perform after unblockable!  I can't explain it too well, so I'll just
 quote Derek Daniels, Dan Thompson and John Choi from their Shoryuken.com article
 on Guard Crushes.

 "When you do a super jump, you are allowed to do a multiple number of ‘actions’
 such as special, super, and to go in and out of blockstun. But when you do a
 normal jump, you are allowed to do only one ‘action’ per normal jump, with an
 ‘action’ being defined as one of the following: Chain Combo,Blocking,Special
 Move,Super Move

 Once your action ends, you can’t do anything else for the rest of the normal jump,
 with two exceptions. First of all, Double/Triple jumping, flying, and airdashing
 do not apply to this. You can jump, whiff a move, and fall unable to do the
 remainder of things, and still be able to Double Jump or airdash out of the way of
 your opponent’s attack. The second exception is special/super moves; regardless of
 what else you’ve done in the jump, as long as you haven’t done a special/super yet
 , you can do one of them (and only one). This explains why there is no special
 into super canceling on normal jumps in MVC2. 

 There are 3 situations in which your character is considered to be in a Normal
 Jump, as opposed to a Super Jump. The first and most obvious is when you simply do
 a normal jump. The second is when you ‘fall in’ from the side of the screen – this
 happens when your previous character either died, and you are coming in as the new
 point man, or the previous character was hit with a snapback, which would result
 in a new point man coming in as well. Note that a normal switch in does not result
 in your character coming in blocking, they come in attacking. The last situation
 in which you are considered in a normal jump stems from when you have a character
 that can fly. If you start flying, you are in a normal jump. This is demonstrated
 by the fact that you can throw assists, and if you activate flying command again
 so that you can block in the air, you fall down in a normal jump situation. 

 The most important thing to recognize from the above is that you can only do an
 action once, and one of the actions listed is block. That’s right- once you have
 blocked once during a normal jump, you cannot block again until you land. Of
 course, if something hits multiple times (such as Ryu’s super fireball, or a
 blocked air chain) – you can block all the hits of the attack. If the opponent is
 able to attack you after the first blockstun has ended, however, you are not able
 to block that next attack. 

 So, to properly Guard Break someone, you want to have the opponent airblock a move
 during their normal jump situation, wait a split second until they come out of
 blockstun, and then attack them before they touch the ground and can block again.
 You want to try and make the opponent block a move at the peak of their jump to
 maximize the time between the point where their guard "breaks" and when they touch
 the ground. You can do this with any attack in the game. This includes physical
 attacks, projectiles, and even assists! For instance, you can call Commando’s anti
 air assist with good timing so that he connects with the opponent at the peak of
 their jump then proceed and nail them after their guard breaks.

 So far, we’ve explained that there are 3 situations in which a normal jump occurs
 –normal jumping, falling in and de-activation of flying. Falling in is by far the
 easiest and best opportunity to take advantage of Guard Break, but lets discuss
 normal jumps also. You have to be careful attempting Guard Breaks on normal
 jumpers, because they can call assists at any point during the jump, but of course
 not during blockstun. So what CAN happen is that you do a jumping Jab on the
 opponent, which they block, then you land first and try to launch, but during that
 pause inbetween blocking the Jab and being launched, the opponent can call an
 assist and hit you before your attack hits. Note however that this is extremely
 hard to time, and you must also have the right assist for all this to work. 

 Another thing to note is that when a character does a normal jump, such as away
 from or towards the opponent, they go up to a fixed height, then usually flip
 before they start their downward descent. If you force the opponent to block
 before they reach the apex of their jump, they’ll drop down towards the ground
 from that height immediately, practically eliminating your chance to break their
 guard."

 Yipes.  So does Sakura have a guard crush?  Yep.  Here's some ways.
 -Cyclops/Captain Commando anti-air assist(early),C.Fierce into air combo
 -J.Jab(peak),assist,proceed into combo
 -Air Short Shunpuukyaku(peak), C.Fierce into air combo

 As for avoiding Guard Crushes, ANYBODY can pull em off now, considering that there
 is a article about this on Shoryuken.com right now.  Sakura has 1 of 2 ways to
 counter them;
 -Take the hit, assuming that the followup attack can't hit if you do this
 -Push Block the air attack(only if the proceeding attack can't hit from far away)

 Watch out for these Guard Crushes:

 All: Cyclops/Commando anti air assist,launcher
      J.Jab,assist
 Cable: J.Fierce,Air Hyper Viper Beam(This is the best guard crush in the game,
                                      nothing Sakura can do will prevent Cable from
                                      getting Sakura hit by the AHVB, save for the
                                      Cable player messing up the timing, so just
                                      pray that he does, and just normal block, it
                                      is much harder for Cable to guard crush you
                                      if you normal block, compared to taking the
                                      the hit or pushblocking)
        J.Backward Jab(peak),Air Hyper Viper Beam
        Electrap,Air Hyper Viper Beam
 C.Commando: (corner)Commando Strike(Genity),S.Jab,S.Strong,S.Roundhouse
 Cyclops: (corner)J.Roundhouse,Gene Splice-->Super Optic Blast
 Dr. Doom: (corner)J.Jab(peak),Air Photon Array
           (corner)J.Jab(peak),D.T.Roundhouse
           (corner)Flight,J.Fierce(lowest point),Air Photon Array
 Iron Man: J.UP.Roundhouse\/J.Jab,J.Strong,J.Forward,J.UP.Fierce
 Jill: (corner)Bird,C.Fierce
 Juggernaut: (corner)J.Roundhouse(peak),J.Headcrush
 Ken: J.Hurricane Kick\/S.Jab,S.Strong-->ShinRyuKen
 Magneto: SJ.Jab,AD.D.T.Short,S.Short,C.Fierce
 Mega Man: (corner)J.Fierce,S.Roundhouse
 Sentinel: Drones(upward),S.Roundhouse
 Spiral: Dancing Sword,C.Roundhouse
 Storm: (corner)SJ.Jab(peak),AD.Strong-->Lightning Attack-->Lighting Storm
 Strider Hiryu: (corner)Bird,S.Jab,C.Fierce
 Ruby Heart: J.Jab,Flan Mer
 Venom: J.Roundhouse\/D.T.Fierce
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ===================
 B.Computer Strategy
 ===================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Abyss remains the easiest Vs. Series Boss(Apocalypse really doesn't count).  Ok,
 generally, the computer does one of four things;

 ********************
 *a.General Patterns*
 ********************
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 TOTAL OFFENSE MODE: Will keep dashing into you, relaunching until an air combo
 oppurtunity presents itself, then will proceed with the air combo, and repeat.
 Counter: Push Block, dash in, and proceed with your combos.  Or you can call your
 AAA, and if it's Cyclops or Psylocke, have fun comboing them.  Or just runaway.

 TOTAL SPECIAL ATTACKS MODE: Will keep performing special attacks, such as the
 projectiles(VERY evident with Omega Red).
 Counter: Use your Shinkuu Hadoken, or call your projectile assist, then jump
 in.  Or just runaway.

 TOTAL HYPER COMBO MODE: Will save hyper meter, not using it until there is one
 man standing, then basically standing in place, not doing anything, and countering
 all your attacks with Super Combos.
 Counter: Super Jump behind them, taunt, and then do your Shinkuu Hadoken.  Or
 call your projectile assist, then proceed to get in their face and pressure
 them.

 TRIANGLE JUMP MODE: Repeatedly does the triangle jump or variants(very evident
 with Thanos, Rogue, Magneto, or Storm).  Stays relatively offensive and just
 does their variants of this.
 Counter: Push block, call AAA, runaway all work.

 Oh, and two more things: The computer is a complete sucker for projectiles.  80%
 of the Hadokens you throw at the computer will be taken in, or blocked.  And
 another thing: Have fun!  The computer is meant for you to practice your combos,
 or your strats!  Just remember to keep an eye out for the assists while jumping
 or dashing in, the computer has a lousy tendency of calling them out when you
 don't want them to come out!  If you are a beginner, and really can't consistently
 beat the computer, choose a good projectile assist, then just runaway using
 Dark Sakura for an easy win.

 You fight about 6 trios of computer characters, and then you fight...
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 *******************
 *b.Abyss' 1st form*
 *******************
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 Abyss must be the most pushovered boss ever created.  Although he has hyper armor,
 his attacks can be seen coming EASILY.  His first form is reminiscent of Onslaught
 in his 1st form.

 Abyss'll form together much like the way Sentinel used to form himself in X-COTA.

 Just do a D.C.Jab,C.Strong after every attack he does and then block, or push
 block.  Also, you can super jump to rain down your hadokens.  If you want to use
 Dark Sakura(hopefully your 1st character went first and built up as much meter as
 possible), use the Transformation after blocking the Abyss Headcrush to safely
 switch to Dark Sakura, then just call your assist and teleport past Abyss instead
 of super jumping to rain hadokens.  If you want to burn some meter, use it on the
 Shinkuu Hadoken whenever he tries to attack your assist.  You can super jump his
 imitation of a hyper grav, his trident, and his Big Bang Laser Super Combo.
 Otherwise, just take the block damage from his Abyss Headcrush and the Acid Rain
 Super Combo.

 Not too hard; the key is to not lose your patience.  Use this form to gain your
 hyper meter to MAX level.

 After killing Abyss, he'll drop to the ground slowly.  The pedestals in the
 background topple while Abyss remains lying down.  The background changes into
 a greenish cloudy area and Abyss sinks into the now oozy green ground, and
 resurfaces, now looking almost the size of Ryu, and this time looking like a
 greenish ooze of a person.
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 *******************
 *c.Abyss' 2nd form*
 *******************
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 It's insanely easy to beat Abyss here.  If you are Sakura, then just super jump
 throwing hadokens(you might want to tap fierce before you throw them to gain even
 more meter).  Once you touch the ground, call your assist and repeat.  Block
 whatever he does(except the bubbles).  Now, to switch to Dark Sakura, you should
 do it just as he is shooting his flamethrower or melting into the ground.  To beat
 him using Dark Sakura, just call your assist and teleport behind him, then poke
 until your assist goes off-screen, then repeat.  Don't block the bubbles, they are
 unblockable.  If you want to end the match early, or you have some meter to burn,
 use it on the Shinkuu Hadoken.  Because of the hyper armor trait, Abyss will take
 almost twice the damage from your Shinkuu Hadoken.

 Simply WAAAY too easy.  Leave yourself with about 2-3 hyper levels before you
 fight round 3.

 Abyss then disappears into the ground again, the background changes to a red color
 and then Abyss resurfaces, this time looking like a huge Red Venom on all fours.
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 *******************
 *d.Abyss' 3rd form*
 *******************
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 An imitation of Onslaught's 2nd form, but he doesn't interrupt your attacks with
 a beam.  He'll try to chip you using numerous ground and air flames.  Keep in
 mind that you can smack that obscure black ball floating in the air and still hit
 him.  Again, a piece of cake.

 You should have 4 levels of hyper meter ready to go, so just use them all doing
 Shinkuu Hadokens to his face.  Then just block after each Shinkuu Hadoken until
 he reappears.  If you are planning to play as Dark Sakura, change right before you
 think he's gonna resurface.  You use the same strategies as Sakura, using your
 Shinkuu Hadoken, but instead of blocking, teleport like mad until he reappears.

 You should see Sakura standing in the middle, with her 1st and 2nd partners to the
 right and left of him, with that strange ball you saw fighting Abyss swirling
 above you.  It will expand, and the screen brightens...
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 **********
 *e.Ending*
 **********
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

 You get a Thank-You message and a scroll of the credits.  Has Capcom underfunded
 their endings??!?  Maybe it's just the memory of the arcade machines, so I can't
 blame them.
 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 =============================
 C.Arcade Challengers Strategy
 =============================
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Granted, in MVC2, despite the large number of characters, most top tier characters
 are played in a very specific way, and for the most part, they work against 90% of
 the other people.  Thus, I will still give elaborate rundowns of each character,
 but mainly one only the top tier and 2nd tier people.  This is mainly cause this
 time around, I'm assuming your opponent is playing in a semi-intelligent way, and
 not doing scrubby things like S.Fiercex4-->Viper Beam.  If I believe I don't need
 to elaborate too much on a character because they are lower than 2nd tier level,
 I will start out their strategy with "Not at least 2nd tier or above."  Just
 a tiny reminder, Dark Sakura's main strategy is either to runaway while calling
 assists, or pressure with pokes cancelled into forward teleports while calling
 assists to put on pressure, then throwing or comboing.  And of course, you
 detect an opening, combo or hit em with a Shinkuu Hadoken.  Just putting these
 here so I don't have to say it over and over in the strats.

 *********
 *1.Akuma*
 *********
 Not at least 2nd tier or above.  The fact that he takes such poor damage really
 works against him.  He really shouldn't be too much of a threat against your
 Sakura, but the main thing to beware of is his air combo, he can end it with
 a damaging hurricane kick-->Tenma Gou Zankyu combo, making him have the strongest
 guarenteed air combo of all the shotos.  Also beware his Expansion assist, cause
 if it connects, expect to be combo'd.

 **********
 *2.Amingo*
 **********
 Not at least 2nd tier or above.  The only thing to beware of are his Blessing
 of the Sun super combo(which might have the potential to beat you out of your
 cross-ups insanely easily), as well as maybe his air combos.

 ************
 *3.Anakaris*
 ************
 Not at least 2nd tier or above.  However, he comes very, very close.  He is
 very unpredictable, being able to grab opponents from all the way across the
 screen, and some of his combos and super combos hurt.  Beware of those.  However,
 he is so slow, and takes damage so terribly, it shouldn't be hard to win against
 him once you get how to keep him down.

 ************
 *4.B.B.Hood*
 ************
 Not at least 2nd tier or above.  The only thing to really beware is that she
 has a double jump and her Cruel Hunting is an incredibly good super combo, because
 it deals so much block damage and normal damage.

 **************
 *5.Blackheart*
 **************
 This guy is border-line between the 2nd tiers and 1st tiers.  Some still consider
 him a top tier, but on the other hand, it's over time becoming harder and harder
 for players to stop Magneto(which is what Blackheart does best) from rushing in.
 Anyways, what works for him is his ability to build meter quickly while covering
 the screen in air fierces and air roundhouses, while calling assists.  In addition,
 he can chip with his Inferno-->HOD chain, which does quite a lot of block damage,
 and even more normal damage.  Plus, with the right AAAs, he can actually go
 offensive, and work his way from a SJ.Short or J.Short into a combo'd Inferno-->HOD,
 or even worse, his infinite combo, which involves him tossing his SJ.Roundhouses
 over and over, spaced apart only by air dashes.  His main weaknesses are that he
 is so huge, his dash isn't very effective, and that he on top of being insanely
 slow, is so easy to trap down as well as go offensive on.  Get Sakura in safely
 by trying to get yourself to switch when he throws a SJ.Roundhouse, then prepare
 to mash like crazy.  Change into Dark Sakura when you see him take to the air
 to throw a SJ.Roundhouse.  It's gonna be tough both times because if you don't
 do it right, you could eat a HOD super combo, or worse, an infinite, so be careful.
 When you do manage to do it well, then just remember to pressure Blackheart like
 crazy, you should know how, so I'll leave it up to you from there.  Just beware
 of his AAA, it will track you so well, although it's slow.

 *********
 *6.Cable*
 *********
 The guy who is considered the best beam-based character in the game, having very
 useful J.Fierces, Grenades, Air Viper Beams, and of course the AHVB.  On top of
 being able to trap the opponent decently, what he's got is the ability to push the
 opponent back far enough that it will be hard to get in.  He has the best guard
 break in the game, and the best super combo in the game.  If you are open for even
 1 frame, he can nail you with enough AHVBs linked together to destroy about 75%
 life from you(or kill your assist character).  His main weaknesses are his slow
 speed, and his inability to defend against aggressive opponents well on his own
 (thus you will usually encounter some sort of AAA on Cable's team, like Cyclops(the
 worst), Cammy, or CapCom).  Try to switch when he is high in the air in a super jump
 throwing a grenade or when he's on the ground shooting a viper beam.  Try changing by
 getting up in his face when you change while calling an assist, so his AHVB will miss
 since it's so close, and that since he's in block stun, he can't call his assist.
 It should be relatively easy for Dark Sakura to handle Cable if you manage to get
 past all that, because Cable wants to AHVB Sakura or your assist, but as long as you
 are on the ground, and whiff nothing bigger than cancellable normal attacks, you can
 just cancel them into teleports whenever you sense that super combo is coming at you.
 Other than that, just pressure Cable like crazy, and as long as you do it safely, he
 can't really beat you.  As an assist, beware of his AAA or Projectile, both are
 very good assists, reaching across the screen well, and having pretty little startup
 or recovery.

 *********
 *7.Cammy*
 *********
 Although she is a 2nd tier, too many people overrate her.  She can't stop people
 who take to the air and stay there forever, and she has no range, besides not that
 good of a defense, and her power and stamina are both pretty low.  That said, her
 AAA stops almost anything, she is arguably the fastest character in the game(her
 dash goes as far as Magneto's and is almost as fast), has a double jump, throws
 that set up combos, and a very powerful air combo that ends in the Killer Bee
 Assault, besides being able to OTG off of it and continue the combo again.  Switch
 in when either she's high in the air or if you can hit something safe.  Keep her
 back while you transform, by calling an assist, then dashing back and Transforming.
 Then keep her trapped down with pressure.  Cammy is good at pressure, but sucks
 so much at defending as point.  You should know what to do.  Just one last thing,
 always try to roll if you are thrown or super combo'd, or you may be OTG'd for
 more madness.

 *******************
 *8.Captain America*
 *******************
 Not at least 2nd tier or above.  He was considered one of the best characters
 in the game in the early times of the game, but not anymore.  He is still versatile,
 packs some power, has good stamina, good mobility and good super combos.  However,
 he is rather slow, and large, it is rather easy to beat him, just swarm all over
 him or runaway.  Just beware his Dash assist, it can stop a couple of projectiles
 and does quite some damage.

 ********************
 *9.Captain Commando*
 ********************
 A 2nd tier, mainly for his good combobility into his super combos, his mashable
 throw, his decent keepaway game, and his AAA, which is arguably the best defensive
 AAA.  However, it is rather easy to trap this guy down, and he doesn't have anything
 really groundbreaking in rushdown or keepaway.  All you need to know is try to
 switch/Transform so you get hit by his Captain Fire or when he's high in the air.
 The only thing to really beware as you're pressuring him is that he is vulnerable
 after nearly anything you block, and save for his Captain Corridor or J.Fierce into
 his super combos, his mashable throw(be sure to mash hard) and his ability to OTG
 after the Captain Storm(mash to avoid the followups), he is really no threat.

 ************
 *10.Charlie*
 ************
 Not at least 2nd tier or above.  The only thing going for him is his air combo
 involving multiple air throws(but that's so easily tech-hitted) as well as his
 insane corner combos involving multiple Somersault Justices.  His Sonic Break and
 Sonic Boom, while ok for pressure are both so easily overriden.  Overall, not hard
 to deal with, it's so easy to pressure him or keep him away.

 ************
 *11.Chun-Li*
 ************
 Not at least 2nd tier or above.  She was toned down so massively from the last
 game(in reality, even if she wasn't, she still wouldn't be top tier in this game,
 cause she still wouldn't be able to rush down like Magneto, which sucks, she was
 on the team I used the most in MVC1), that she is arguably one of the worst
 characters in the game.  Only her air mobility, the block damage on her Kikoshou
 and her triple-jump air combos keep her from being completely worthless.  However,
 she deals so little damage now and has so little priority, it's not even funny.
 It should not be hard to defeat Chun-Li at all.

 *************
 *12.Colossus*
 *************
 A good 2nd tier in this game.  Mainly because of his power, his stamina, his
 Power Tackle, which can nullify projectiles, his Hyper Armor, but most importantly,
 his combobility.  He can OTG after a spinning grab, but what's most deadly about
 this guy is his bread-and-butter air combo, which involves his Power Tackle-->Dive
 Bomb super combo, which takes massive life, around 70%.  However, this guy has
 no range, is rather slow, and quite huge.  Another thing, when he does change into
 Hyper Armored Colossus, immediately Shinkuu Hadoken him while he's taunting.  You
 should know how to beat him.

 ************
 *13.Cyclops*
 ************
 The most underrated top tier.  Cyclops really has no weaknesses, the only top tiers
 who really give him a problem are Strider and Cable(he will lose more than he wins
 to Magneto every time he gets close, but that's Magneto for you).  He has an
 infinite, powerful ground combos ending in his super combos, a double jump, builds
 meter quickly and can stall well, excellant keepaway, is the best at stopping
 runaway, good block damage from his Mega Optic Blast super combo, and on top of
 that, his AAA, which if it connects, allows the opponent so many ways to punish you
 for rushing them down(Blackheart infinite combo, Cable's 3xAHVB, Storm/Magneto/
 Doom's powerful air combos, etc, etc).  However, he seems to have some problems
 defending against aggressive people, and he's not that fast, so just remember to
 take advantage of those weaknesses, and you should be fine.  Lock him down to the
 ground and pressure him like crazy.

 ********
 *14.Dan*
 ********
 Not at least 2nd tier or above.  In fact, he's one of the worst characters in the
 game.  That said, he's not completely worthless, he has very powerful corner combos,
 and even some infinites if I'm right.  You shouldn't have a problem against him,
 because he's so slow, has no range, and low stamina.  Don't get me wrong, he's a
 blast to play, but only scrubs will play him with the intent of trying to seriously
 win with him.  However, he is excellant for kicking Spiderman and Wolverine's butts,
 so if you see someone still using Spiderman and Wolverine like they're the best
 characters in the game, don't hesitate to give 'em a piece of Dan.

 ************
 *15.Dhalsim*
 ************
 Surprisingly, a very good 2nd tier in this game.  He can runaway literally forever
 and stay at the top of the screen as long as he wants, keep people from jumping,
 keep people away, pressure from across screen, and on top of that, he can triangle
 jump as well as Storm and has a mashable throw.  The main things that hold him
 back are that he does very little damage and low stamina, his speed is somewhat
 slow, and he's terrible at defense.  Just get Sakura in safely by touching one of
 his long limbs.  Same thing with changing into Dark Sakura.  The way to beat him
 is to keep him on the ground(you don't want him to runaway, Sakura alone does not
 have many tools to stop Dhalsim's runaway, although if you have CapCom AAA, you
 just might have a chance), and pressure him, so he can't pressure you from across
 screen or in your face.  If you can do that, the game should be in your favor.

 ****************
 *16.Doctor Doom*
 ****************
 A top tier, and it shouldn't be hard to see why.  I consider him one of the cooler
 top tiers, because on top of looking cool, he requires a lot more practice to get
 good at than the other top tiers, and is definitely not for the button masher or
 the scrub who pulls out the same move over and over.  He has arguably the best
 keepaway game which builds meter quickly(his J.Fierce and Air Photon Shots), the
 ability to do great block damage(Molecular Shield, Air Photon Shot, Air Photon
 Array), the ability to rushdown with his triangle jump and wavedash, damaging air
 combos, corner uncombos and his corner infinite, has high stamina and deals a lot
 of damage, the best assist in the game because of its huge versatility and massive
 block damage, and on top of that, his C.Jab, C.Fierce, and S.Fierce all have such
 high priority, making him great on defense.  The only real weaknesses I see with
 Doom are that he is rather huge and slow at times, and that he can't be abused.
 Ok, first of all, you want to get in so you get hit by the Photon SHOT, and try to
 change so you get hit by that too, it's probably the safest way to change and get
 in with Sakura.  It gets tough though after you've done that, cause Doom can stay
 in the skies and rain down crud as much as he likes, and if you try to wavedash past
 all that, if he was in the corner, he could come down and go offensive to land
 his infinite combo.  Instead, teleport to avoid his photons, and try to get up high
 in the air so you 2 are level.  Then pull out the Jab Shouken, he'll probably pull
 out the SJ.Fierce, so you'll beat him out and send him back down.  Watch out for
 his rushdown, which you should be able to avoid via runaway.  Try to plant him
 down onto the ground, then try to get in past his J.Fierce with your teleports,
 then try your offensive teleport tactics so even if he beats you out with his
 ground fierces and/or crouching jab, your assist might hit him out.  Overall, you
 must play offensive on him and keep him down on the ground, using his huge size
 to your advantage.  Keep him on the same level as you, and keep him as close as
 possible, that's the way to beating him.  A tough match.

 ************
 *17.Felicia*
 ************
 Felicia is a 2nd tier, due to her speed, combobility(Please Help Me can combo
 after itself in the corner, taking out 100% damage), but most importantly, for
 her ability to stop the Strider-Doom trap and variant "sandwich" traps much like
 it.  Try to get in so you aren't up close to Felicia, where she can use her
 combobility to rape you.  Try to change from across screen too.  Felicia actually
 doesn't have that much strengths to really worry about when you play against her,
 only that you watch out for your assist because while she can't rape it like
 Sentinel or Cable, she can do it safely because the Hyper Sand Splash and Sand
 Splash cover both sides of her.  You shouldn't have much trouble, just use
 smarts.

 ***********
 *18.Gambit*
 ***********
 Not at least 2nd tier or above.  He can combo like crazy,(OTGs, corner combos,
 throw combos) can keepaway decently, can safely do block damage(Cajun Explosion),
 has an excellant assist(Projectile, which stuns the opponent so long).  However,
 he's just too large that even though he's decent in mobility, he gets trapped
 too easily.  His staff shouldn't worry you, cause you'll be trapping him down
 or running away, so it wouldn't be able to touch you well.

 **********
 *19.Guile*
 **********
 Not at least 2nd tier or above.  I don't even understand why some people can
 still consider him top tier even now, are they out of their mind?  He can
 combo very well(beware corner combos and throws stuck in air combos), his flash
 kick goes all the way to the top of the screen.  But that's about it, Guile's
 really just a good character to learn how to combo with, his sonic boom's
 pathetic for pressure(since you'll usually be using multi-hit projectiles from
 your assist for pressure), and he doesn't have anything really good for offense
 or defense.  Have fun destroying those who still think that Guile is the best.
 Either of your strats will work against him, but preferably start with the
 offense to really inflict damage on him.

 ***********
 *20.Hayato*
 ***********
 Not at least 2nd tier or above.  In fact, he may be one of the worst.  Sure,
 he can combo like crazy, but that's about it.  Nothing good for reach across
 the screen, he can't rush down that well, and he can't keep away.  The only
 thing to really beware of is his combos once again.

 *********
 *21.Hulk*
 *********
 Not at least 2nd tier or above.  He's got super armor, has great strength and
 vitality, and can nullify projectiles.  However, Hulk seems to be an up-close
 type of character, and he is slow and huge.  He doesn't really have anything
 good for getting in close, and he doesn't have anything really good for
 staying away.  Just beware of his super armor when you're comboing him, and
 he shouldn't be a problem.

 ***********
 *22.Iceman*
 ***********
 Another 2nd tier, one of the really good ones.  Iceman has a lot of weaknesses,
 but at the same time, a lot of strengths.  First and foremost, he takes no
 block damage from "energy" attacks(so beams wouldn't hurt him, but rocks and
 swords will).  2nd of all, he is a pretty fast bastard having good mobility and
 dashes.  He also possesses an insanely good keepaway game(Icebeam does a ton
 of block damage and can be fired diagonally downward, his Avalanche can keep
 people from jumping), a really powerful air combo ending in the Arctic Attack,
 and a throw that will freeze the opponent, setting up free combos.  However,
 he takes and deals such little damage(outside of combos), has such poor
 variety, and poor defense.  Try to get hit by the Avalanche or the Icebeam to
 safely switch Sakura in or change.  To beat this guy, all you need to know is to
 get up close as possible, then pressure him like crazy.

 *************
 *23.Iron Man*
 *************
 Another 2nd tier.  He's often too overrated, because although he possesses the
 easiest to set up and perform infinite combo, he's in top tier terms not very
 fast(average at best).  That said, he can also go offensive with his triangle
 jumps, can play keepaway with Smart Bombs and Unibeams, his Proton Cannon is
 insanely easy to combo and does horrendous damage, and his Projectile assist
 is insanely good, if it connects, the opponent is stunned for so long.  The best
 way to beat Iron Man is to get Sakura in by getting hit by the Smart Bombs or
 the Unibeam, and change her by the same way(you definitely don't want to get
 launched, as that will mean you lose Sakura).  If you plan on attacking Iron Man,
 you need to keep him on the ground first.  If not, then just runaway.

 *********
 *24.Jill*
 *********
 Not at least 2nd tier or above.  While she can combo extremely well, has good
 speed, and to an extent, keep the opponent away with her Resident Evil assists
 and maybe hopefully set them up for combos with the zombies, as well as use
 her explosives to keep the opponent at bay, she takes such little damage and
 dies very quickly.  She also can't rush down that well or stay away that well.
 You shouldn't have a problem with Jill.

 ********
 *25.Jin*
 ********
 Not at least 2nd tier or above.  He does a lot of damage, has an incredibly
 awesome AAA and anti-air, one of the best projectile super combos in the game(
 Blodia Vulcan), and has a lot of priority on each attack.  However, he's too
 slow, and simply not that good.  It shouldn't be hard to defeat him.  Just
 overwhelm him with your speed or stay as far away as you want.

 ***************
 *26.Juggernaut*
 ***************
 Not at least 2nd tier or above.  He has the Juggernaut Headcrush, which is
 definitely one of the best super combos in the game in almost everything, does
 a lot of damage, takes very little, can glitch to totally jack up his power, and
 has an incredibly good Dash assist, on top of having super armor.  But he's
 just too slow and huge.  It is way too easy to swarm over this guy, and he
 shouldn't be a hard match at all, because he is total combo or Shinkuu
 Hadoken bait.  You should know how to lure him to doing his terrible recovery
 attacks, then punishing him, so I won't elaborate.  Just one suggestion, try
 the infinite on him, since Juggernaut's so huge, it should be relatively easy
 to get it out on him.

 ********
 *27.Ken*
 ********
 Not at least 2nd tier or above.  But supposedly, he's the best of the
 conventional shotos in this game(IMO Ryu would be if his glitched hurricane
 kick air combo was guarenteed).  Anyways, he has an insanely powerful air
 combo, fast speed, an incredibly useful AAA and anti-air, and is a total
 combo maniac, especially in the corner.  But Ken is so devoid of range, and
 can't keepaway or rush down that effectively.  Stay on the other side of
 the screen and safely chip his life, and you'll win with relatively no problem.

 ************
 *28.Magneto*
 ************
 With the fastest/longest ground and multi-directional air dash, the ability to
 stick in 3+ damaging Magnetic Tempests in a single air combo, an incredibly
 useful J.Roundhouse to cross the opponent up, an infinite combo, the ability to
 build meter like crazy and throws that set up combos, it is not hard to see
 why Magneto is a top tier, and amongst them, the best offensive character.  The
 things you want to capitalize on are the fact that Magneto is totally offense
 based, and has nearly no range, which means he has to stay in the opponent's
 face if he wants to succeed in a game at all.  It is going to be hard as heck
 to switch Sakura in and change to Dark Sakura without getting slaughtered(since
 Magneto would rather not use projectiles anyways except, you guessed it, in
 combos).  One suggestion would be to try to get yourself to carefully hit
 Magneto as he's going up for a triangle jump, or probably team counter Sakura
 in.  Once in, cover her with an assist as you change.  It is actually not hard
 handling Magneto with Dark Sakura, the key is to go totally defensive and
 stay away as much as possible, calling assists whenever you can.  If you feel
 good, you can try to put Magneto on defense, since he has trouble against
 aggressive people(since so many people are used to playing Magneto in an
 offensive manner anyways), and then try to throw him.  Last words, learn to mash
 out of the Hyper Grav-->Magnetic Tempest chain, and that is to mash like crazy
 when you hear the word "Magnetic," then block when you hear "Tempest," and you
 should escape.  Always try not to let yourself be left open to the throws(the
 kick throw is unrollable, and the punch throw is mashable).  You should know how
 to beat Magneto, if you play Dark Sakura right, Magneto will only touch the
 air.  The only problem would be getting Sakura in safely to Dark Sakura.

 ***********
 *29.Marrow*
 ***********
 Not at least 2nd tier or above.  Were people even good at using her in the
 beginning of the game(or did anyone use her at all)?  Supposedly she can play
 keepaway or offensive, but she has nothing for damaging combos, and only a
 double jump.  She shouldn't be hard to beat at all, in fact, almost no one
 plays her.

 ************
 *30.M.Bison*
 ************
 Not at least 2nd tier or above.  Supposedly can do a lot of damage, and can
 keepaway to some extent as well as zone some.  However, he's just too slow,
 too huge, and has nothing for really good offense or keepaway strategies.
 Not too hard to beat.

 ************
 *31.Megaman*
 ************
 A 2nd tier, for the simple reason that he can fill up the screen with no-block
 damage Mega Busters, Tornado Holds, and Leaf Shields.  And if the player
 actually knows his combo-bilities, Megaman is also very good at comboing,
 able to do a lot of damage especially if his Mega Buster starts getting
 charged for an insanely long period of time.  However, he's not that fast,
 nor that strong, and most of his attacks leave him open one way or another.
 Go aggressive on him, and keep him from throwing projectiles all over the
 place with your assist and your teleport.

 *************
 *32.Morrigan*
 *************
 A 2nd tier, because of her excellant mobility, her speed and her combos.
 However, she's really weak, which is her main weakness.  Also, she can't
 play keepaway that well, and requires quite some finger dexterity to actually
 do around 60% damage from a combo.  You shouldn't have a problem at all.

 **************
 *33.Omega Red*
 **************
 A very strong 2nd tier.  He has quite some versatility, from being able
 to attack from long range in the air or ground(while draining the opponent's
 life/hyper meter and adding it to his own), being able to move himself around
 very well, charging his hyper meter insanely quickly, does a lot of damage
 and takes very little.  That said, he is slow, huge, and his super combos
 can't be combo'd into.  Just remember he can't grab your assist.  Stay on top
 of him and don't give him the chance to punish your assist with his Omega
 Destroyer, and you should be fine.

 *************
 *34.Psylocke*
 *************
 A 2nd tier character, mainly because of her AAA, which sets up all the combos
 in the world that you would like to connect(which immediately makes her a
 favorite for Magneto and Storm players).  She has a triple jump, a teleport,
 and good speed, besides able to do combos pretty well.  However, she can't
 keepaway that well, and while she can confuse the opponent very well, she
 doesn't anything that is really powerful in her combos.  Not to mention she
 has little vitality.  You should know how to beat her.

 **********
 *35.Rogue*
 **********
 A 2nd tier character.  She has a triangle jump variant, using her dive kick,
 the ability to throw opponents with a semi-long range throw(and can use
 this as an assist), the ability to absorb the opponents' abilities(in Sakura's
 case, she gets the highest vitality, and in Dark Sakura's case, she becomes
 very powerful).  In addition, she is quite powerful, and actually has good
 stamina.  The main weakness that she has is that she can't keepaway that well,
 and that her dive kick strategy, as confusing as it is, is not very variable,
 compared to the triangle jump.  Just stay away and keep her from throwing
 you, and safely do block damage with your assists.

 *********
 *36.Roll*
 *********
 Not at least 2nd tier or above.  In fact, arguably the worst character in
 the game.  The only thing going for her is her double jump(yes! ;D), otherwise,
 she does such little damage and is tied with Akuma for lifebar.  She shouldn't
 be hard to beat.  Do what you want, it's Roll(as much as I hated to say that,
 I had to, it's the truth).

 ***************
 *37.Ruby Heart*
 ***************
 2nd tier.  One of the main things going for Ruby Heart is her AAA, which stops
 Spiral's sword barrages.  Other than that, she can be quite confusing, with
 the ability to combo decently and use her Human Projectile(I don't know the
 name, sorry, I'm too lazy to look it up) much like Storm's Lightning Attacks.
 I really don't know her strengths, but other than that, she's not that hard
 to beat because she's pretty tall, and can't really keepaway or go offensive,
 so it's fairly easy to beat her.

 ********
 *38.Ryu*
 ********
 Not at least 2nd tier or above.  He was considered as the best character for
 a little while when the game came out, but now, not anymore.  Anyways, he has
 very good super combos, both for long screen retaliation and up-close overriding,
 the ability to confuse well, and good combobility(beware when he's stuck in the
 corner), but he has no reliable glitched hurricane kick air combo(he actually
 has one, but it's not guarenteed, like I said).  Plus, he doesn't have good
 keepaway(though he has it the best compared to the other conventional shotos),
 and his offense lacks good mobility.  Either of your Dark Sakura strats will
 work against him.

 ***************
 *39.Sabretooth*
 ***************
 Not at least 2nd tier or above.  His Projectile assist when combined w/Spiral's
 swords will lock the opponent down til he dies, and his Expansion assist can
 set up a lot of attacks.  Furthermore, he can do quite some powerful combos,
 and if he is hit early out of his Hyper Armed Birdle, he will recover very
 quickly.  However, he's just too huge, and lacks very good mobility.  It's
 easy to keep him down, and he's too much an up-close character, so it's extremely
 easy to beat him.

 ***********
 *40.Sakura*
 ***********
 Well, you're going up against yourself, which definitely isn't fun, since this
 will just be a match of who out-teleports the other, and whose 1st character
 damaged the other more.  In intelligent matches here, it will stem so much more
 on who is better at using their 1st character, so practice hard.  Now, if you're
 lucky, they'll try to actually hit you, so that's where the fun begins.  In this
 case, it will be who can offensively trap the other better.  Just remember, you
 should't try to Shinkuu Hadoken her assist, because she can just teleport through
 your beam and punish you(this should also be a hint as to how to handle her).
 Try to land your throws, you may not get a very good oppurtunity to combo here,
 so you might as well get what you can.  Other than that, practice, practice,
 practice, execution is so much more the key here to winning.

 *************
 *41.Sentinel*
 *************
 Before I begin, I'd like to say Sentinel is more of an "it," not a he, but I'm
 so used to calling Sentinel a "he," so if you like being correct like that, I'm
 sorry.  Anyways...
 Sentinel is arguably the best character in the game(IMO, Storm is slightly
 better), he really can do it all, he can do block damage(even with his normal
 attacks), he can build meter quickly, he can keepaway, he has super armor,
 he does a TON of damage(whether that's doing his insanely powerful air combos
 or uncombos, or his insanely powerful multiple HSF combo, which is also an
 excellant assist killer), takes the least, has an excellant assist, he has
 excellant defense, and surprisingly, he is insanely fast in his flight, which
 contributes to his offense with his stomps, and his J.Fierce has high priority.
 He is not slow at all.  The only weaknesses he really has are his lack of an
 anti-air(which is easily taken care of by Bh AAA, Cammy AAA or CapCom AAA), and
 the fact that he is the tallest character in the game.  Switch Sakura in when
 you know you're gonna get hit by the drones.  And try to do the same with the
 transformation.  Or try to get him high in the air when you do it.  Anyways,
 If he tries to HSF your assist, teleport behind him and let him eat a combo.
 His keepaway traps shouldn't be a problem for you.  As for his offense, try
 to stay out of corners, and have a good AAA to bring him back down to the ground.
 The way to win against the mutant killer is put him on the defensive, and
 trap him like crazy.  It should be his biggest weakness, so try to keep him
 between your assist and you.  In addition, always go for the infinite combo,
 you're not going to get a lot of breaks against this guy, so make sure he
 eats the damage whenever he can.

 ************
 *42.Servbot*
 ************
 Not at least 2nd tier or above.  Surprisingly, maybe not the worst character,
 but he's still not very good.  He is the smallest character, relatively fast(he's
 definitely not slow), and can heal himself, but the main strength that he has
 is that he has an incredibly chip-damaging super combo in his Gamma assist
 Lunch Rush.  The weird thing is, if you allow yourself to get hit by it, it
 does a lot less damage.  Anyways, other than that, he does basically no damage,
 and takes so much in, it's not hard beating Servbot at all.  Just go aggressive
 on him and he'll be dead in no time.  And don't forget to pick up those crystals
 he leaves behind after you K.O. him.

 *****************
 *43.Shuma-Gorath*
 *****************
 Not at least 2nd tier or above.  He can pixie, has a mashable throw that gives
 him life back, an insanely powerful Chaos Dimension that not only can be combo'd
 into, but enables him to OTG after, is very quick, and his dash can even go
 under some projectiles.  However, he does such little damage, and has such a
 low lifebar.  Now, it shouldn't be hard to avoid his Chaos Dimension, because
 he can't combo it like Spiral can with her Metamorphose.  In addition, if you
 do get hit by it, mash like crazy, or you'll get hit by an OTG.  His Mystic
 Stare is unblockable(the explosion part) but if you hit him before then, it
 shouldn't be a problem.  As long as you don't let yourself sit too still, you
 shouldn't get thrown or combo'd.  He can't really play keepaway or go offensive
 too well, so either of your strats will work.

 *******************
 *44.Silver Samurai*
 *******************
 2nd tier, for the simple reason that this guy chips a TON of life.  On top
 of high power and high stamina, this guy's Shuriken and Hyper Shuriken both
 do a TON of block damage, and the Shuriken can be guided up and down, and BTW,
 these attacks will do block damage on Iceman.  In addition, his Lightning Super
 Combo covers all areas a chips well too.  He can also use his Power enhancements
 to make himself more faster or stronger or have high stamina, but they all
 affect his other traits in a negative fashion.  In general, the guy's main
 weakness is that he is definitely NOT a battery character, he is just too
 dependant on meter whenever he plays.  To beat him, take the fight to him
 and pressure him.

 ***********
 *45.Sonson*
 ***********
 Not at least 2nd tier or above.  I heard some people have begun tinkering
 with her AAA(still not too sure what's so good about it), and that she has
 a double jump, and can somewhat trap, but she's just not that good, because
 she really can't rushdown that well or keepaway that well.  Not a hard match.

 ***************
 *46.Spider-Man*
 ***************
 Not at least 2nd tier or above.  In fact, arguably one of the worst characters
 in the game.  Nothing spells SCRUB more than using Spider-man or Wolverine
 in this game.  Anyways, he's fast and combos well, but he does so little
 damage, takes so much, can't combo into his super combos reliably, has ok
 mobility, has almost no range, and can't rushdown that well, plus his defense
 sucks like crap.  There's not much to know to beat Spider-man in this game,
 if you want, you can just sit back and runaway because he won't be able to
 touch you at all.  Or you can take advantage of his weak defense and pressure
 him like crazy, your choice.

 ***********
 *47.Spiral*
 ***********
 There is simply no counter character threat to Spiral, some people do things
 better against her, but she really has no opponent who completely owns
 her.  She can cover the ground as well as the sky with a barrage of heavily
 chipping swords which not only do insane block damage and trap the opponent
 well, but it builds meter insanely quickly, wastes time, and makes the
 opponent have no way of running in.  She also has a mashable throw and an
 insanely powerful Metamorphose which is easily combo'd into(or should I say,
 uncombo'd).  Her S.Fierce is also insanely good for locking the opponent
 down.  In addition, she has the most versatile teleport in the entire game,
 she can teleport out of pretty much all traps(except for maybe the DHC to
 Storm's Hail Storm).  Spiral's weakness mainly stems on her slow speed,
 her inability to go offensive and her inability to defend well(which is
 why she'd rather teleport).  Well, get Sakura in by getting her hit by
 the swords, then switch by getting hit by the swords.  Then, the game
 sorta IMO becomes a standstill.  Spiral can't hurt Sakura, and Sakura
 can't hurt Spiral.  So it becomes a matter of who anticipates the
 teleport better.  You have the advantage of being invincible, at the cost
 of having a slower teleport.  I would say, try to put the pressure on Spiral.
 Try to sandwich her between you and your assist, and then go for a throw.
 Do not try to Shinkuu Hadoken her assist, as that's just playing the way
 Cable would against Spiral and that means you will whiff, she will teleport
 and you will get uncombo'd for real pain.  This is also a key as how to
 handle her if she tries to beat up your assist.  A tough match, a really
 tough one.  The good part is that your 1st character should have already
 partially handled Spiral, since she usually goes first on a team, so that
 works in favor of you.

 **********
 *48.Storm*
 **********
 Behold, the best character in the game.  Storm is hands-down the best
 character in the game, or tied with Sentinel sharing that spot.  She can
 runaway to build meter quickly or chip life safely, she can also chip life
 safely with her Horizontal Typhoon-->Hail Storm, the Hail Storm itself makes
 the game's best DHC ender because it covers the entire screen and leaves
 Storm entirely safe afterward besides doing insane block damage and normal
 damage, she has an insanely good projectile assist that overrides EVERYTHING,
 making it the ultimate projectile trap stopper, she also has a very fast
 triangle jump and wavedash that sets up her powerful air combos ending in
 the Lightning Storm(and if she has Sentinel/Cammy or Sentinel/CapCom, she
 can take out 100% life in a simple level 2 DHC combo).  On top of that, she
 even has excellant defense and can deal with people who go aggressive on her
 jumping or dashing with her fierces(all which have insane priority, speed and
 reach).  She also has the game's best SJ cancel which enables her to punish
 ANY assist safely, and her fierce throw if connected builds insane meter for
 her, besides all the other things she can do to insanely build meter quickly.
 She really has no weaknesses and is insanely versatile, arguably the most
 versatile character, her only weakness might be taking slightly more than the
 average character, and even then, it's not that noticable.  To switch Sakura
 in safely, you have to pray that Storm is trying to runaway, when she does,
 immediately tag Sakura in(you don't want to do it when she's close to the
 ground, she can rape you with a powerful air combo, do her Horizontal Typhoon
 into Hail Storm, or wavedash over to rush you down), getting hit by a Vertical
 Typhoon shouldn't bother you.  Try to do the same when you try to switch to
 Dark Sakura.  After that, you need to prevent her from rushing you down, and
 try to prevent her from running away.  So in other words, this game is all
 about massive pressure against Storm, keeping her down and on the ground, 
 and having you just pressure her like crazy.  An insanely tough match, I can't
 tell you everything you need to do, but heck, Storm is the game's best
 character, so I wouldn't be surprised if you had it the hardest against her.
 Just don't forget your throws.

 ******************
 *49.Strider-Hiryu*
 ******************
 Strider is known for his infamous Strider-Doom trap.  Basically, it's in the
 most simple terms, he is trying to go 100% offensive on you with blocked
 ground chains and teleports while calling Doom and using his Ouroburos to do
 insane block damage like about 20% damage, and if done near perfectly, the
 trap has almost no escape.  Strider is also insanely good at building meter
 and staying in the air(well, not as long as Storm, but with a teleport, wall
 cling, wall jump, and double jump, he could spend quite some time in the air
 before he gets onto the ground, plus, he can call block damage assists while
 doing those to damage the opponent safely).  He is also insanely fast, and
 even has quite some priority on some of his attacks.  On top of that, he can
 safely switch in his next teammate if the Ouroburos connect.  He is the top
 tier who has the most to gain and the most to lose, because of his biggest
 weaknesses, it's his lifebar, he takes about 125% of what Cyclops would take.
 And if I'm correct, he has defense equal to that of Magneto, which is not
 that much.  To beat him, you need to first get Sakura in so that you get hit
 by one of his projectiles, but not by him(getting hit by Ouroburos=combo from
 him, switch hit to Doom, air combo to Photon Array, then DHC back to Strider).
 Then make sure you keep him off of you with a carefully timed assist then
 switch to Dark Sakura.  Once you do that, he can't really damage you with
 his trap if you don't let him.  To beat him, you must put pressure on him
 with your assists and aggressive teleports.  Keep HIM down, and don't let
 him get to you.  This game is all about who puts their offensive trap on
 the other and who(much like the Spiral fight) anticipates the teleport
 better, and yes you have the advantage of being invincible during your teleport,
 but he has a faster teleport.  Again, a tough fight, but Strider is a top
 tier after all.

 ***********
 *50.Thanos*
 ***********
 Not at least 2nd tier or above.  That said, Thanos can somewhat do a
 variant of the triangle jump, he has a semi-infinite, and he can cause some
 pretty powerful combos.  However, he is extremely huge, somewhat slow, and
 many of his attacks leave him open if blocked.  Either of your strats will
 work against the big guy.  He was never really good, even in MSH, he was
 just cheesy.

 ***************
 *51.Tron Bonne*
 ***************
 Not at least 2nd tier or above.  However she takes damage well, and does
 a lot of it.  I heard one of the main assets of Tron is her Projectile
 assist, which is tricky to block and does a TON of damage, as well as
 cover both sides, however, it is relatively short ranged.  Tron also is
 somewhat slow.  I don't think it's that hard to beat Tron, either of your
 strats work well against her.

 **********
 *52.Venom*
 **********
 Not at least 2nd tier or above.  He has power, takes damage well, has
 a good Expansion assist, is somewhat anti-projectile and very defensive,
 and has a great dash and a throw that leaves the opponent vulnerable to
 combos.  However, he is somewhat slow, and a weakness he gained was that
 now his air combos aren't that much consistent or have the potential to
 do as much damage as they did in MvC(he could do a semi-infinite with
 his air combo there, resulting in about 50% damage for one combo).  Sucks,
 cause he is pretty cool.  Anyways, he shouldn't be too hard to beat.  Plus,
 he's somewhat big, so that too works in your favor.

 ****************
 *53.War Machine*
 ****************
 A 2nd tier.  He's basically Iron Man, only slower, and missiles instead of
 energy beams.  His combobility is also slightly toned down, and his Repulsor
 Blast is slightly worse.  However, he does have the War Destroyer, which is
 much better for him, cause it starts up much faster and recovers much faster,
 besides doing good block damage.  The only advantage I can think of that
 he has that Iron Man doesn't have is the addition of another super combo
 and the fact that he can actually do block damage on Iceman.  In all other
 cases Iron Man is better.  Anyways, he pretty much plays just like Iron Man
 and has almost all his weaknesses and strengths, so just look under Iron
 Man's strats.

 *********************
 *54.Wolverine(Metal)*
 *********************
 Not at least 2nd tier or above.  In fact, one of the worst.  Only scrubs will
 keep using him.  He's fast, and combos well, but he's toned down so much, no
 more damaging combos, no more high priority, he does such little damage, and
 takes as much as Strider.  In addition, he has no range, and his defense sucks.
 It's not hard to beat this guy at all, and you can even play old school style
 against him cause he's so pitiful.

 ********************
 *55.Wolverine(Bone)*
 ********************
 Not at least 2nd tier or above.  And again, one of the worst.  He's still fast,
 and combos well, and does slightly more damage than the other Wolverine, but
 he's still insanely weak in stamina(actually, worse), he loses 2 of his super
 combos, he still has no really damaging combos, no high priority, and does such
 little damage.  And yes, he too has no range.  He is slightly better though,
 because his Variety Assist enables him to actually hit low(his assist is the
 only low-hitting assist I know of so far), and so combined with maybe a person
 with a sick triangle jump(Magneto or Storm), you can get one heck of an
 offensive opponent.  Otherwise, on point he shouldn't be hard to beat down
 at all, and he has no defense too.

 ************
 *56.Zangief*
 ************
 Not at least 2nd tier or above.  He is the best grappler, takes and deals damage
 extremely well, and also has the ability to go hyper armored all the way.
 However, in a game where assists can't be thrown, and people are throwing
 projectiles all over the place, or running away, it's not easy to get in and
 throw.  He's not tough to beat at all, just runaway like crazy and drop assists
 all over the place.  Don't even take the chance of trying to poke him, he may
 be able to override your pokes.  And if he changes into Mega Zangief, just give
 him a Shinkuu Hadoken when he taunts and whenever he is across screen.  Not
 tough at all to beat.

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 |777777  RRR   EEE  V     V III  SSS  III  OOO   N  N  SSS |
 |   77   R  R  E    V     V  I  SS  S  I  O   O  NN N SS  S|
 |   7    RRR   EEE   V   V   I    SS   I  O   O  N NN  SSS |
 |  7     R  R  E      V V    I  S  SS  I  O   O  N  N S  SS|
 | 7    o R  R  EEE     V    III  SSS  III  OOO   N  N  SSS |
 ************************************************************
 
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\

 Version 0.1 October 29, 2001
 Started writing this thing, after I accidently deleted the entire FAQ before I
 even posted it up on the web(man, that's gotta suck, especially after I've
 written about 226 KB's worth).

 Version 0.2 October 30, 2001
 Added more, finishing the super combos.

 Verstion 0.3 October 31, 2001
 Added more, like the teams and assists.

 Version 0.4 November 1, 2001
 Added more team dynamics.

 Version 0.5 November 2, 2001
 Reformatted the entire FAQ.

 Version 0.6 November 3, 2001
 Added combos.

 Version 0.7 November 4, 2001
 Added defense strategies.

 Version 0.8 November 5, 2001
 Added offense and other various strategies.

 Version 0.9 November 6, 2001
 Added general strats.  Started on the character specific strategies.

 Version 1.0 November 7, 2001
 Finished the character specific strategies.

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 | 8   8   I  NN N   C   C L   O   O SS  S  I  NN N G    |
 |  888    I  N NN   C     L   O   O   SS   I  N NN G  GG|
 | 8   8   I  N  N   C   C L   O   O S  SS  I  N  N G   G|
 |  888 o III N  N    CCC  LLL  OOO   SSS  III N  N  GGG |
 *********************************************************

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 Well, it's been quite some time since I wrote a MVC2 FAQ, the other one which I
 wrote for Ryu got pretty outdated in strategies, although the combos in there
 still rock.  I guess it was fun writing the FAQ, even though right now MVC2 is
 semi-old, it is still a fun game, and I still find myself playing it, because it
 is very entertaining.  Don't get me wrong, the classical 2D footsie game type of
 SF is still very fun, and 3D fighting games such as TTT, T4 and VF4 are all
 very fun in their own ways, but the vs. series is also in its own class, because
 it plays at a much different style.

 To those who think that Sakura is overrated, and that I'm sad to immediately just
 jump on the Sakura bandwagon.
 -Y'kno what?  Maybe, I'll admit that Sakura is slightly overrated and that maybe
 her teleport game isn't as good as it's cracked up to be.  However, I did not
 come out and immediately say that Sakura was THE top tier, and had no weaknesses,
 etc, etc.  I did say she was a really good 2nd tier, because of a few glaring
 weaknesses, blah, blah, blah.  So, don't think I am a japanese biter(the Japs
 were the ones to say that Sakura was top tier).

 To those who think MVC2 is a cheap game.
 -What do you define as cheap?  Is it getting the most results out with the least
 bit of effort?  Then, yeah, MVC2 is cheap.  However, most people use the word
 cheap in a condemning way, and to that, I will say for the most people these
 people are scrubs who insist that Guile(or Spiderman or Wolverine, or blah, blah,
 etc) is the best character, use Dan in order to win and refuse to learn how the
 game is really played and to think their way around the problem.  The only thing
 that is really cheap in MVC2 would be the Gambit runaway glitch and the glitches
 that freeze an opponent.  These are cheap because once you do them, they are
 guarenteed.  As much as the AHVB or the HSF combos seem cheap, they are not
 guarenteed, and still require to be combo'd in order to get the monster damage
 that they can do(and Magneto's combos are definitely not cheap, because you can
 mash to avoid the Magnetic Tempest when it's combo'd).  Plus, they have their
 ways of being avoided(you have to super jump over Cable and Sentinel, you don't
 rush at them, you dimwits).  At the arcade I play at, Cable players still can't
 get the 3xAHVB out consistently and still can't guard crush consistently with
 him, so that should say something.  And yeah, infinites aren't cheap, because as
 much as they do monstrous damage, they aren't 100% because the opponent usually
 gets dizzied after a while, and yes, the player still has to work for that
 infinite combo's damage(and it's not like all the infinite combos are universal
 to every character making it insanely easy to do, unlike VF2's senbon punch).
 Don't use the word cheap when you don't even know how to think and deal with the
 game.  If we actually followed this principle, then we'd all be using Zangief,
 because he isn't "cheap."  Now how boring would tourneys get now?

 Am I going to write another MVC2 FAQ?
 -I dunno, I still like the game, but I don't really find the reason and will
 to write another character-specific FAQ for MVC2, because for the most part,
 the ones I might have done them on already have great FAQs online(Cable, Doom,
 Sentinel).  I might do one for Storm, but Storm FAQs are a dozen.  Maybe
 Dhalsim and/or Blackheart, but I haven't really fooled around with them.  I do
 though occasionally give Silent J who writes the Iceman FAQ some advice, so you
 may find something gets updated in it here and then because I gave him something
 to chew on.

 Are you curious about which teams I have been or will be using?  Well, I put some
 down below, as well as some comments on them.  I basically play 2 types of teams,
 Cable-based and non-Cable-based.  I'm not going to give that much of a rundown for
 each team, for the most part, there should be FAQs online that already detail how
 to play the teams(Mazroth's is a great one).  I have three of each type I have or
 will be using soon.

  1)Projectile Storm/Ground Sentinel/Anti-Air Captain Commando
   I like this team.  This is a deviation of Justin Wong's team, giving you a
   much stronger Sentinel.  The team is so balanced in its ability to attack(Storm
   triangle jumps to land powerful air combos/build meter and Sentinel goes into
   flight to pressure with stomps to keep initiative of the match, besides doing
   decent block damage and building meter fast, or dashes to land his powerful
   HSF and air combos) and defend(Storm runs away to build meter/chip or stops
   opponents with her fierces, Sentinel just flies away or keeps away with his
   C.Fierce-->Drones, or uses his super armor with his C.Roundhouse and his
   J.Fierce), and the assists to the 2 main point characters just complement them
   very well(Storm can use Sentinel to chip on runaway or clear the way to offense,
   and can use CapCom to bring a runaway opponent down or keep initiative of the
   match, Sentinel can use Storm to help runaway or keepaway, and can use CapCom
   to enhance the damage on his air combos or aid in his flight offense, as well
   as provide him with all the anti-air he'll need).  The team is really versatile
   and very, very powerful, and I plan on using this team the next time I hit the
   arcade.  There are a lot of strengths about this team, the main one is the
   special DHC combo Storm can do with Sentinel using CapCom as an assist which
   takes off 100% life and involves only 2 levels of meter.  The only weakness
   would be that if Storm and Sentinel die, you have to use CapCom, who isn't
   that good of a point character.

  2)Anti-Air Dr. Doom/Dash Sakura/Anti-Air Captain Commando(maybe Cyclops)
   The Sakura team that I want to use sometime soon.  Look in the teams section
   for the physics of the team.  Like I said before, I believe this is the best
   way to partner up Sakura.  You can put Cyclops in place of CapCom if you want
   that fun-to-use level 2 combo.

  3)Projectile Strider-Hiryu/Anti-Air Dr. Doom/Anti-Air Captain Commando
   The famous Strider-Doom team.  Enough said, if want to play as Strider-Doom,
   this is the team(Bh AAA is good for a 3rd, but comes out too slow, and Sentinel
   Ground is good, but it won't keep the opponent from running away).  It's
   pretty fun, because you go aggressive like crazy, and take out tons of damage
   from block damage.

  4)Projectile Spiral/Anti-Air Cable/Ground Sentinel
   Currently, this is my best Cable-based team(or tied with the Storm/Cable/Cyclops
   team in my ability to use them well).  There is no real character that
   can completely dominate Spiral.  This team is very well designed in dynamics.
   Spiral doesn't use meter at all and builds it insanely quickly, and Cable uses
   it all.  And if Spiral and Cable die, Sentinel is a good backup character.
   The only downside is that there's no Cyclops AAA for Cable.

  5)Anti-Air Dr. Doom/Anti-Air Cable/Anti-Air Blackheart
   Doom is such an awesome top tier, most of the time that I usually try to
   use Doom as a main point character will be on this team.  He is so versatile,
   and he is so good on defense for building meter and stuff, he seems to be
   able to do it all.  He also aids Cable very well.

  6)Projectile Storm/Projectile Cable/Anti-Air Cyclops
   This is a very good team to use, which has very good team dynamics.  Both
   point characters can put both assists available to them to good use.  Storm
   is an incredible character.  What's more, you can use Cyclops on this team!
   Oh boy!

 To those of you who want to e-mail me.
 -I need feedback, plain and simple!  Please do that!  Anything's helpful, from
 criticisms(if you're polite about it) to tips, I'll accept it!  And of course,
 bring on the combos!  If you contribute a combo, I'll either put it in the
 contributed combos section, or if it's really good, I'll put it in the other
 sections, and give you credit, no matter where I put it!

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 "I tried so hard and got so far, but in the end, it doesn't even matter, I had to
  fall to lose it all, but in the end, it doesn't even matter."  -Linkin Park