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    FAQ/Move List by RIu

    Version: 1.4 | Updated: 07/12/00 | Search Guide | Bookmark Guide

    Marvel vs. Capcom 2: New Age of Heroes FAQ
    For Arcade/Naomi
    v1.4 (July 12, 2000)
    This document Copyright 2000 Robert Iu <robertsmac@aol.com>
    This document is for private and personal use only.  If you make use of 
    something you find here give credit where it is due.  Please do not put this in 
    anything that is to be sold for money or otherwise profit from.
    The Street Fighter series and the Capcom characters are Copyright Capcom Co., 
    Ltd. and Copyright Capcom U.S.A., Inc.  The Marvel characters are Copyright 
    Marvel Characters, Inc.  Strider Hiryu is Copyright Moto Kikaku.  All rights 
    Thanks goes to the people on #capcom, especially DannyCat, Dasrik, Viscant, fLoE 
    along with Shoryuken.com for providing the most current info on the game, 
    MadMan's Cafe (http://mmcafe.syste.ms) for keeping me updated on the game 
    (what's happened as of late though), and Ford City for having this game so 
    The newest version of this FAQ can be found at:
       GameFAQs                         http://www.gamefaqs.com
       Street Fighter Grand Archive     http://www.geocities.com/liquidfists/
       My homepage                      http://members.aol.com/robertsmac/
    Areas online for more info on this game:
       Shoryuken.com     http://www.shoryuken.com
       Fighters.Net      http://www.fighters.net
       alt.games.sf2     newsgroup/Usenet
       #capcom           on IRC's Efnet
    And the sites that suck ass because they take this and/or other FAQs of mine and 
    of other authors without our permission:
         Cheat Code Central     http://www.cheatcc.com/
    Bastard even has the galls to change any mention of 'gamefaqs' to 'cheatcc.'
         Games Domain           http://www.gamesdomain.com/
         Playstation Cheat.Net  http://www.psxcodez.com/
    Basic rip-off sites... what's posted on GameFAQs will be taken and reposted 
    1.4: corrected error about the 4th block of the hidden characters, added more 
    character comments
    1.3: minor update to the 4th block characters' unlocking order and full 
    character select screen positions, changed Kobun's name to the more degrading 
    1.2: updated damage info, added Commando and Juggernaut quirks and various 
    things the some characters, may be one of the last updates as Chris MacDonald 
    has put up his very comprehensive FAQ
    1.1: finished unlocking order (might have two characters switched), added 
    movelist to rest of characters, damage tiers, and updated various stuff
    1.0: big update; added unlocking order, colors, snapbacks, assists, more Jill, 
    Silver Samurai info (big thanks to DannyCat again)
    0.9: some corrections and a note added to DC users
    0.8: found character move lists from Capcom's secret stash!
    0.7: added more Hayato, Anakaris comments, some info on Wolverine-2
    0.6: added some Chun-Li info, US DC date, and more various character comments
    0. Notes
    1. When is it coming out?
    2. Who are the characters in the game?
       A. How are the hidden characters unlocked?
       B. What does those gold boxes around the characters mean?
       C. Hidden/alternate stages
    3. What's changed?
       A. Attack buttons
       B. Assist buttons
          a. Snapback
          b. Duo/Triple Hyper Combo
       C. How do you switch characters?
          a. Delayed Hyper Combos
          b. Crossover Counters
       D. Misc.
          a. Damage Tiers
    4. Characters
       A. New Characters
       B. Old Characters
       C. Abyss
    0. Notes
         This FAQ focuses on the US arcade version of the game. This will not 
    mention anything on the 'D' 'V' and 'N' points thing on getting the hidden 
    stuff. (BTW, check out http://www.gamefaqs.com/mvc2vms.html as CJayC has put up 
    a hacked VMU with all the secrets unlocked; believe me, that's probably the only 
    reasonable way so far.) This FAQ also assumes that you've at least played Marvel 
    vs. Capcom and the other Vs. games. I didn't want to fluff this FAQ too much by 
    adding stuff most people already know.
    1. When is it coming out?
         It's already out in various places across the country starting 3/16/00. 
    Check the arcades in your area. For you importers, the release date for the 
    Japanese Dreamcast was moved up to 3/28/00. The DC US version had a date of 
    5/02/00, but that has since been pushed back to around July. I've also heard 
    that it won't be out until September.
    2. Who are the characters in the game?
         There were thought to be 52 characters in the arcade version of the game 
    and 40 for the Dreamcast version originally. But it seems that all 56 are going 
    to be in there even thought there are 52 boxes. On the Japanese Dreamcast 
    version, more boxes reveal themselves when you unlock past the 40 original ones. 
    This list is for the arcade version:
         Capcom               Marvel
         ------               ------
         Akuma                Cable
         Amingo               Captain America
         Anakaris             Cyclops
         B.B. Hood            Dr.Doom
         Captain Commando     Gambit
         Guile                Hulk
         Hayato               Iceman
         Jin                  Juggernaut
         Morrigan             Magneto
         Ruby Heart           Marrow
         Ryu                  Shuma Gorath
         Sonson               Spider-Man
         Strider Hiryu        Venom
         Zangief              Wolverine
    and 28 need to be unlocked:
              Capcom          Marvel
              ------          ------
    Block 1:  Cammy           Omega Red
              Jill            Psylocke
              Sakura          Rogue
              Tron Bonne      Storm
    Block 2:  Chun-Li         Iron Man
              M.Bison         Silver Samurai
              Megaman         War Machine
              Roll            Wolverine-2
    Block 3:  Charlie         Blackheart
              Dan             Colossus
              Dhalsim         Sabretooth
              Ken             Spiral
    Block 4:  Felicia         Sentinel
              Servbot (Kobun) Thanos
    You can try to make out the hidden characters during the intro for the game, 
    which shows all the characters or their outline if they are still hidden.
         A. How are the hidden characters unlocked?
         The US version is not using the VMU from the Dreamcast at all. I think 
    their reasoning was that people will mess with it in the arcades here or that 
    people won't really bother with it at all. The hidden characters are unlocked by 
    Exp.(experience) points that is shown on the character selection screen and 
    title screen. Each coin/token put into the machine gives you one experience 
    point (this could vary depending on the operator's setting.) Points are also 
    given in what seems like set time intervals (like every 10 hours the game is on 
    or maybe even every day since there is an internal clock, 100 exp is added.) 
    This is so that even a machine in a smaller place will eventually get the 
    characters unlocked. Hitting the service trigger to cheat this system works, 
    sorry about me saying it didn't before. Every 400 exp raises the Lv.(level) by 1 
    and does something.
      Lv.1    400 Exp - Marvel character gets unlocked
      Lv.2    800 Exp - gold box around a random character
      Lv.3   1200 Exp - gold box
      Lv.4   1600 Exp - Capcom character gets unlocked
      Lv.5   2000 Exp - gold box
      Lv.6   2400 Exp - gold box
      Lv.7   2800 Exp - Marvel character get unlocked
      Lv.8   3200 Exp - gold box
      Lv.25 10000 Exp - Block 2 Marvel character gets unlocked
      Lv.49 19600 Exp - Block 3 Marvel character gets unlocked
      Lv.73 29200 Exp - Block 4 Capcom character gets unlocked
      Lv.84 33600 Exp - final gold box
    So basically you get Marvel character, gold box, gold box, Capcom character, 
    gold box, gold box, Marvel character, ect. There seems to be an order to the 
    unlocking of characters. First the characters in block 1 are unlocked 
    (alternating between Marvel and Capcom characters) and then 2 and so on. Block 4 
    starts with a Capcom character instead and they just appear in a previously 
    blank area in the corners. The unlocked characters just become selectable on the 
    selection screen without any notice or message.
    The full select screen will look something like this:
              Felicia - Megaman - M.Bison - Psylocke - Rogue - Thanos
              Jill    - Guile   - Amingo  - Cyclops - Magneto - War Machine
        Ken - T.Bonne - Ryu    - Sonson - Marrow  - Wolvie - SilverSam - Sabretooth
    Charlie - Akuma  - Zangief - Ruby Heart - Cable - Iceman - Gambit - Blackheart
    Dhalsim - Jin     - Anakaris - Hayato - Cap.Amer - Spidey - Juggernaut - Spiral
        Dan - Sakura  - Morrigan - B.B.Hood - Dr.Doom - Venom - Bonerine - Colossus
              Cammy - Strider - Cap.Com - Shuma Gorath - Hulk - Ironman
              Servbot - Roll    - Chun-Li - Omega Red - Storm - Sentinal
         B. What does those gold boxes around the characters mean?
         The gold boxes mean that the character now has two more color that can be 
    chosen (with the Assist buttons.) Whoopee! In other words, the gold boxes are 
    generally useless.
         C. Hidden/alternate stages
         No word on any of the stages that are in the DC version being unlocked in 
    any arcades so far. 
    3. What's changed?
         A lot...
         A. Attacks buttons
         Jab     Fierce    Assist 1 
          _         _         _
         (_)       (_)       (_)
          _         _         _
         (_)       (_)       (_)
        Short  Roundhouse  Assist 2
         The biggest change is the new setup of the buttons. If you don't know yet, 
    the Strong and Forward buttons are gone and are now the Fierce and Roundhouse. 
    In place of Fierce and Roundhouse are the assist button, Assist 1 and Assist 2. 
    Most are guessing the main reason for this change was to conform to the standard 
    Dreamcast controllers, which were horrid for playing MvC. Another reason may be 
    that doing allowed for Capcom to put things into the game like Snapback and 
    assist characters, without having players worry about hitting the wrong two 
    buttons. The change isn't too bad, most players adapted after a few games.
         The Strong and Forward attacks can still be done, usually inside a combo. 
    This is because the Jab and Short also double as Strong and Forward. Strider for 
    example can hit Jab-Short-Jab-Short-Fierce-Roundhouse and the second time the 
    Jab and Short are hit his Strong and Forward from MvC will come out. For a 
    character like Ryu who had a Weak to Strong chain, pressing Jab-Short would 
    result in a Jab-Forward coming out for him, because he can't chain a Short after 
    his Jab. 
         So for most characters, doing the 'full' air combo would now require 
    launching and then hitting Jab-Short-Jab-Short-Finisher.
         Some of those who have launchers that is either Strong or Forward can also 
    do them by holding down-forward on the controller and hitting either Fierce or 
    Roundhouse, depending on what your character has for a launcher. And if your 
    character's old launcher was either a Strong or Forward like Zangief's then you 
    done have to chain into their launcher.
         B. Assist Buttons
         Remember how in Marvel vs. Street Fighter you can call your partner to 
    assist you with Strong + Forward? Well, that's what the main use of the Assist 
    buttons are for. As you all should know by now, there are 3 characters on your 
    team. After picking each of your character, you are given a choice of 3 assist 
    types. Some of these are pretty obvious (Projectile type, Anti-Air type, Dash 
    type, Heal type, ect.) Others such as Variety type, Expansion type and Balance 
    type, are less descriptive in what they are (Expansion is 'movement' in the 
    Japanese import.) After you pick them, you cannot change them until you lose and 
    choose your team again. With the Assist buttons you call your first character 
    under the main life bar out with Assist 1 and the bottom character with Assist 
    2. This can be used at almost any time you can do a special move except while 
    you are Super Jumping. This mean you can do it while sitting back charging with 
    Guile, while you are in the middle of a chain combo, anytime you can buffer into 
    something, right as you are jumping at or over an opponent, ect. After using an 
    Assist, you have to wait for the 'Assist OK' over the assist character you had 
    just used to go away before calling another assist or switching out with that 
    character. I don't think you can ever have all three characters on screen at the 
    same time except during a Triple Hyper Combo. Using your assists characters is 
    one of the key thing you most likely will have to be good at to be good at this 
    game. Be careful though, your assist character seems to take extra damage when 
    hit, but all done to them is red (aka recoverable) damage. But they cannot be 
    thrown (or autocomboed?) I know Jill's Tyrant super fails after the initial hit, 
    but Maximum Spider worked. There is a limit of one assist during a combo.
              a. Snapback
              QCF + Assist 1 or 2 will do your character's Snapback attack. You will 
    have a light effect coming from you as you do a normal move. This uses up one 
    super level and is a blockable attack that if connects will force your 
    opponent's current character out and force in another character, depending on 
    which Assist button you used (Assist 1 to force his middle character in, Assist 
    2 to force his bottom character in.) The character forced out is also unusable 
    for the opponent until the red 'X' over the life bar has gone away. Some 
    characters can combo these in. These may also becoming important as we learn 
    more about the game and may become one of the main ways to stop people from 
    overusing their assist characters.
              b. Duo/Triple Hyper Combo
              Pressing both Assist 1 and Assist 2 may do either a super, duo super, 
    or triple super. It will make use of as many characters and super meter as it 
    can. If you have only 1 character left and 5 levels of meter you get a regular 
    super since there are no more characters left to do more, if you have all three 
    characters but only 1 level of super meter you still get a regular super because 
    you don't have enough meter to do more. If you have 2 characters and 2 or more 
    levels you'll get a Duo Super using 2 level of meter up. Having 3 characters and 
    3 or more levels will allow you to do a Triple Super using 3 levels up. Doing 
    these DO NOT switch your character out like it did in the previous versus games. 
    These generally do not do enough damage to warrant the use of 3 levels, as you 
    do not switch your character out. Also, the supers you do depend on which assist 
    type you picked for your characters. Doing these does get rid of your partners 
    red life since they do not really switch in.
         C. How do you switch characters?
         Hitting Jab + Short will tag out your character and tag in you middle 
    character. Hitting Fierce + Roundhouse will tag in your bottom character. 
    Tagging in has been made fairer now. Where in MvC a blocked tag in usually meant 
    eating a super and hitting with your tag in only resulted in a little damage 
    done. Now if you hit with your opponent with a tag in, they get popped up 
    allowing you to combo them. They can roll out once they hit the ground so it's 
    best to hit them before then (duh.)
         To switch the starting character before a match, hold either Assist 1 to 
    switch with your middle character or Assist 2 to switch with the bottom 
    character when the screen showing you and your opponent's characters in a 
    hexagon right before the match.
              a. Delayed Hyper Combo (DHC)
              I put this under here because this is probably the best way for you to 
    tag in characters in this game. To do this, while you are doing a super (it can 
    be anytime from when you start it until the background changes back to normal.) 
    Let's say you have Ryu, Morrigan, and Captain Commando (in that order). Ryu does 
    his super fireball, anytime during it you can do QCF+PP to have Morrigan jump in 
    and do her Soul Eraser or QCF+KK to have her do her Darkness Illusion. There are 
    a few things to consider here, first off, you most likely would want to wait as 
    long as possible before canceling to get the most out of Ryu's super. Then 
    depending on how far the opponent is from you the Darkness Illusion may or may 
    not connect. But you may want the Darkness Illusion over the Soul Eraser because 
    you can cancel into CapCom's Captain Sword while she has them up there or maybe 
    you want to do a Captain Storm after a Soul Eraser (Note: I'm not sure if these 
    would actually connect, this is just a scenario I made up.) Some of these DHC's 
    do insane damage (I know Guile-Captain America-Gambit has one that does 70-80% 
    and 99% on Akuma and Strider.) These will most likely replace the duo team 
    beating from MvC as the cheapest way to do damage. You can only do up to 3 super 
    this way and Level 3 supers are included (this is probably why 5 levels of super 
    is the max.) The last character doing this stays in and this will make the 
    characters you use lose their red life as they do switch in, even to just do one 
    super and switch back out.
              b. Crossover Counters (b, db, d + Assist 1 or 2)
              Another relatively safe way to switch your character. Works the same 
    as previous, while blocking an attack do the motion (the assist button you use 
    determines who comes out, Assist 1 for your middle character and Assist 2 for 
    your bottom character) and you character will tag out and your partner will come 
    and do an attack. The assist type you pick determines what the character does 
    for their counter. And yes, these can be super cancelled into supers.
         D. Misc.
         Super canceling from the PSX EX games are now doable. Just do a special 
    move and before the character recovers do that character's super. Push blocking 
    is now done with the 2 Punch buttons along with the various dashes. There is no 
    Easy Mode to pick from anymore (or at least the default settings don't have it.) 
    Throws are harder to do off someone's jump-in attack. The announcer is very 
    reminiscent of the Alpha 3 announcer. The music for the game is jazzy, elevator 
    music sounding. The backgrounds are awesome, too bad it only make the characters 
    look so much worse in comparison. You play 7 stages against the computer before 
    reaching Abyss. There is only one universal ending for all characters. There are 
    also no win quotes or pose points. The computer will use the hidden characters 
    once they are unlocked, but not before.
              a. Damage Tiers (thanks to CJayC DannyCat, and D. Bingham Brown)
    Most Damage taken to least:
    137: Akuma, Servbot, Roll, Wolverine-2
    125: Anakaris, Spider-Man, Strider, Wolverine
    118: Marrow, Morrigan, Sonson
    112: Cammy, Dan, Dhalsim, Felicia, Iceman, Psylocke, Shuma Gorath
    106: B.B.Hood, Chun-Li, Hayato, Jill, Ken, Magneto, Megaman, Sabretooth, Spiral, 
    100: Amingo, Cable, Captain Commando, Charlie, Cyclops, Gambit, Guile, Iron Man, 
    Jin, M.Bison, Ruby Heart, Ryu, Sakura, Venom, War Machine
    93: Captain America, Dr.Doom, Omega Red, Rogue, Silver Samurai, Thanos, T.Bonne
    87: Blackheart, Juggernaut, Hulk, Zangief
    81: Colossus
    75: Sentinal
    4. Characters
       QCF: quarter circle forward
       QCB: quarter circle back
       DP: dragon punch motion
       RDP: reverse dragon punch motion
       HCF: half circle forward
       HCB: half circle back
       Hunter aka zigzag
       Weak to Strong aka Stronger
       OTG: Off the ground
         A. New characters
            a. Amingo
               Daiti no Kodomo (Child of Ground) (grab): QCB + K
               Daiti no Kodomo (Child of Ground) (attack): QCF + K
               Midori no Kanki (Joy of Green): QCB + P
               Kaze no Sakeb (Scream of Wind): QCF + P (air)
               Shokubutsu no Okite (Law of Vegetation): QCB + PP
               Taiyou no Megumi (Sun's Blessing): QCF + KK
               A-Heal Type: Life Up vegetable, slow / Taiyou no Megumi
               B-Enhance Type: Defense Up (Defense: 50% damage) / Taiyou no Megumi
               C-Balance Type: Midori no Kanki / Taiyou no Megumi
            Launcher: C.Strong and C.Forward
            Snapback: S.Fierce
            Ground Chain: Weak to Strong
            Air Chain:
            Super Jump Chain: Hunter
            Colors (Hat/Pants):
               Jab: Blue/Yellow      Fierce: Red/Blue       A1: Purple/Yellow
               Short: Purple/Brown   Roundhouse: Blue/Red   A2: Red/Yellow
         His beanstalk super connects after his launchers. His maraca super seems 
    useless for now as it does little damage, is blockable and is kind of slow. He 
    drops a plant on the ground and it goes across the screen. Supposedly if mashed 
    right, it does a lot of damage (no confirmation on this yet.) His normals are 
    good as they have good range and hit multiple times.
            b. Anakaris
               Coffin Fall: d, d + P or K (air)
               Cobra Blow: b, f + P (air)
               Mummy Drop: QCF + P (air)
               Royal Curse: QCF + K in air
               Pharaoh Magic: Roundhouse, Jab, d, Short, Fierce
               Pharaoh Coffin Fall: d, d + PP
               Pharaoh Illusion: Jab, Jab, f, Short, Fierce
               Pharaoh Cobra Blow: b, f + PP
               A-Ground Type: Cobra Blow / Pharaoh Cobra Blow
               B-Throw Type: Mummy Drop / Pharaoh Illusion
               C-Variety Type: Coffin Fall / Pharaoh Coffin Fall
            Launcher: C.Fierce
            Snapback: S.Fierce
               Jab: Yellow/Blue   Fierce: Green            A1: Brown
               Short: Pink/Red    Roundhouse: Red/Yellow   A2: Monochrome
         Still have not gotten the hang of this guy. His Pharaoh Coffin Fall seems 
    useless. His Pharaoh Cobra Blow is nice as it does really good damage if you 
    know how to use it. Timing the button presses is key to getting the most of out 
    this super. The four attack buttons control the four heights in which the cobras 
    come out and you can only have two coming out at the same time, so try sending 
    them out so some are retracting. His Pharaoh Illusion causes him to go into the 
    background and you control his hands by using the attack buttons. Jab make the 
    left hand hit sideways, Fierce makes the right hand hit sideways, Short makes 
    the left hand hit downward and Roundhouse makes the right hand hit downward. You 
    can still be hit in the head while in this super. Weird character when compared 
    to the rest of the cast. Royal Curse turns everybody into the same thing; a 
    small, very defenseless straw doll. Potential traps there.
            c. B.B. Hood
               Smiling Missile: Charge b, f + P or K
               Happy Missile: Charge d, u + P or K
               Shy Strike: QCB + P
               Cheer of Fire: DP + P (air)
               Cruel Hunting: QCF + PP
               Beautiful Memory: HCF + KK
               Apple For You: HCB + KK
               A-Projectile Type: Smiling Missile / Cruel Hunting
               B-Anti-Air Type: Cheer of Fire / Cruel Hunting
               C-Variety Type: Shy Strike / Cruel Hunting
            Launcher: S.Forward
            Snapback: f, f + Fierce
            Ground Chain: Hunter
            Air Chain: 
            Super Jump Chain: Hunter
               Jab: Red      Fierce: Purple      A1: Dk. Blue
               Short: Blue   Roundhouse: White   A2: Black
         She can double jump. Her Cruel Hunting does massive block damage if you can 
    hit with the top portion of it. Fierce is good for jumping in on and her 
    Roundhouse attacks are landmines that have good range and knocks the opponent 
    away. Jab, and Short Smiling Missile makes for very good pressure. Not sure if 
    she's better as a keep away character or offensive character.
            d. Cable
               Viper Beam: QCF + P (air)
               Psimitar: DP + P
               Electro Trap: QCB + K (air)
               Psy Charge: HCB + P
               Crack Down: QCF + K
               Hyper Viper: QCF + PP (air)
               Time Flip: QCF + KK (can hit opponent while clone attacks)
               A-Projectile Type: Viper Beam / Hyper Viper
               B-Anti-Air Type: Psimitar / Hyper Viper
               C-Variety Type: Electro Trap / Hyper Viper
            Launcher: S.Strong
            Snapback: S.Roundhouse
            Ground Chain: Weak to Strong
            Air Chain: 
            Super Jump Chain: Hunter
               Jab: Blue       Fierce: Lt. Green   A1: Dk. Green
               Short: Purple   Roundhouse: Olive   A2: Dk. Blue
         Primary a keep away character thanks to the long recovery after his 
    projectile attacks. His Fierce make him shoot his gun, which can be canceled 
    into Viper Beam, which if hits can be super canceled into his Hyper Viper for 
    insane damage. The air version of his Hyper Viper is much better than the ground 
    version as there is almost no start-up and recovery (see DHCable combo on 
    www.shoryuken.com.) Probably the fastest super in the game if done right.
            e. Felicia
               Delta Kick: DP + K (air)
               Rolling Buckler: QCF + P, P or K
               Sand Splash: QCF + K
               Cat Spike: DP + P
               Dancing Flash: QCF + PP
               Please Help Me: QCB + KK
               Hyper Sand Splash: QCF + KK
               A-Expansion Type: Delta Kick / Hyper Sand Splash
               B-Ground Type: Sand Splash / Hyper Sand Splash
               C-Variety Type: Cat Spike / Hyper Sand Splash
            Launcher: S.Roundhouse
            Snapback: C.Forward
            Ground Chain:
            Air Chain: 
            Super Jump Chain: Hunter
            Colors (Hair/Fur):
               Jab: Blue/White    Fierce: Black/Orange     A1: Grey/White
               Short: Red/White   Roundhouse: White/Pink   A2: Red/Black
         Generally a pixie and a decent one. Hyper Sand Splash makes for a very good 
    assist killer. Please Help Me can combo after itself in the corner.
            f. Guile
               Sonic Boom: Charge b, f + P
               Somersault Kick: Charge d, u + K (Air d, u + K)
               Sonic Hurricane: QCF + PP
               Somersault Strike: QCB + KK
               Crossfire Blitz: Air, QCF + KK
               A-Anti-Air Type: Somersault Kick / Somersault Strike
               B-Projectile Type: Sonic Boom / Sonic Hurricane
               C-Balance Type: Sonic Boom / Sonic Hurricane
            Launcher: C.Fierce
            Snapback: f + Fierce
            Ground Chain: Weak to Strong
            Jumping Chain: Weak to Strong
            Super Jump Chain: Hunter
               Jab: Olive Green   Fierce: Grey        A1: Olive Green w/tan
               Short: Purple      Roundhouse: Brown   A2: Purple w/tan
         All of Guile's super can be comboed into. On the ground you can chain 
    anything into S.Fierce or S.Roundhouse into either super, preferably Sonic 
    Hurricane. For his air combo he can connect with all 6 hits or can go into his 
    air super. I use to do it after a Jab-Short-Strong-Forward chain, but it being 
    blocked 25% of the time and he being open afterwards I just try do finish the 
    chain which does almost the same damage and leads to an OTG in the corner. He 
    can OTG after his Roundhouse air throw. His Somersault Kick, if blocked usually 
    knocks the opponent too far away for them to hit him before he recovers. By far 
    one of the better and very balanced character in the game so far.
            g. Hayato
               Siden: QCF + P
               Guren: DP + P (air)
               Plasma Combo: b + Jab, Jab, Jab or Fierce, Jab
                           : b + Jab, Jab, Jab or Fierce, Roundhouse , Jab, Jab
                           : b + Fierce, Jab, Fierce, Short or Fierce, Fierce
               Shirotora Hou: b, f + PP
               Dive Pierce: air d + Roundhouse
               Rasetsu Slash: QCF + KK
               Crescent Moon: QCF + PP
               Plasma Field: QCB + KK (air)
               B.Hayato (Level 3): Jab, Fierce, b, Short, Roundhouse
               A-Expansion Type: Siden / Crescent Moon
               B-Anti-Air Type: Guren / Rasetsu Slash
               C-Balance Type: Siden / Rasetsu Slash
            Launcher: C.Fierce
            Snapback: S.Roundhouse (2nd hit)
            Ground Chain: Weak to Strong
            Air Chain:
            Super Jump Chain: Hunter
               Jab: White/Grey     Fierce: White/Red         A1: Red
               Short: White/Blue   Roundhouse: White/Brown   A2: Black
         Think Strider mixed with Ryu. Not too great as his moves have enough 
    recovery time for opponent to counter. Decent reach, thanks to his sword. Plasma 
    Field makes him turns bluish for a limited time and it gives him the ability to 
    use supers without using meter when the bubble hits the opponent. This can be 
    comboed in after his air combo-Guren. He can even do his Level 3 with less than 
    3 levels while it is in effect.
            h. Jill
               Kinsetsu Sentou A (Close Combat A): QCF + P (air) (Fierce version can 
    be held)
               Grenade Launcher: DP + P (can be held)
               Kinkyuu Kaihi A (Emergency Evasion A): QCB + K (Short for zombie that 
    holds opponent, Roundhouse for exploding zombie)
               Kinkyuu Kaihi B (Emergency Evasion B): QCF + Short (dog)
               Kinkyuu Kaihi C (Emergency Evasion C): QCF + Roundhouse (bird)
               Ousen Shageki (Return Fire): HCB + P (Beretta counter-attack)
               Kinsetsu Sentou A+ (Close Combat A+): QCF + PP (air)
               Code: T-002: QCB + KK
               Rocket Launcher: QCF + KK
               A-Heal Type: Life Up herb, fast / Rocket Launcher
               B-Dash Type: Close Combat A / Close Combat A+
               C-Projectile Type: Grenade Launcher / Rocket Launcher
            Launcher: C.Fierce
            Snapback: S.Roundhouse
            Ground Chain: Weak to Strong
            Air Chain: Weak to Strong
            Super Jump Chain: Hunter
               Jab: Blue     Fierce: Orange/Yellow    A1: Brown/Grey
               Short: Pink   Roundhouse: Blue-Green   A2: Grey
         Mostly a pixie character though you can kind of set up a Captain Commando-
    like keep away game with her 'helpers.' She can combo into her charging super 
    very easily on the ground and in the air after most moves. She has no limit on 
    how many 'helper' attackers are on screen, so if you want she can have the dog, 
    bird, a zombie, and an assist character onscreen at the same time. Her Grenade 
    Launcher isn't much of a projectile and is more so anti-air. Her Rocket Launcher 
    works kind of like Proton Cannon where if it hits as she brings it out, it'll 
    connect fully, otherwise it is very avoidable (she even falls back afterwards 
    like Chun-Li does in Pocket Fighter.) Her Tyrant super is insanely hard to hit 
    with as you have to have the opponent the right distance from you, on or very 
    close to the ground and not blocking. Right afterwards, you can do her Rocket 
    Launcher to hit Tyrant into the opponent for a little more damage. Her zombies 
    along with her animal attacks can be hit down, in fact you, your animal, and 
    your assist character can knock your zombie over and it'll stay on the ground 
    for a bit grabbing the opponent if they get near just like they do in the 
    ResEvil series. Her zombies come in from behind you and keep moving forward 
    really slowly. She can OTG after her Roundhouse either into Close Combat A or 
    Short-C.Fierce-AC. Her Fierce Close Combat A can be charged much like Megaman's 
    Mega Buster. Not really worth it as she loses her launcher and gets more 
    recovery after the move. Holding down the button after the Grenade Launcher 
    increases the range of it.
            i. Marrow
               Boneerang: QCF + P (air)
               Towering Spine: DP + P
               Ricochet Slash: QCB + K
               Ride & Slash: HCB+P (air)
               Stinger Bones: QCF + PP
               Bone Buster: QCB + PP (air)
               A-Projectile Type: Boneerang / Bone Buster
               B-Anti-Air Type: Towering Spine / Bone Buster
               C-Expansion Type: Ricochet Slash / Stinger Bones
            Launcher: C.Fierce
            Snapback: S.Fierce
            Ground Chain: Hunter
            Air Chain:
            Super Jump Chain: Hunter
               Jab: Green    Fierce: Lavender        A1: Grey
               Short: Blue   Roundhouse: Lt. Green   A2: Purple
         A pixie character. Has a double jump. Her Boneerang stays in place for a 
    bit and allows her to zone. Not that great as she doesn't really have anything 
            j. Ruby Heart
               Schwarzalle: QCF + P, direction + P, direction + P (air)
               Sublimation: QCF + K
               Fantome: QCB + K
               (Anchor): HCB + P
               (Hyper Schwarzalle): QCF + PP (air)
               Barutoneeru: QCF + KK
               Miru Fantome: QCB + KK
               Tooru Do Maji: Roundhouse, Jab, d, Short, Fierce
               A-Anti-Air Type: Sublimation / Barutoneeru
               B-Capture Type: Fierce Anchor / Miru Fantome
               C-Enhance Type: Power Up (Offense 125%) / Hyper Schwarzalle
            Launcher: C.Fierce
            Snapback: S.Fierce
            Colors (Hair/Suit):
               Jab: Blonde/Blue   Fierce: Pink/Brown       A1: Blonde/Green
               Short: Grey/Blue   Roundhouse: Grey/Olive   A2: Red/Dk. Purple
         Her Schwarzalle and Hyper Schwarzalle can be redirected with a direction + 
    P (up to 2 times for regular and I think 5 times for super.) Try to control it 
    so you land safely. Fantome's ghost will suck away your opponent's super energy 
    if it touches them. Her Tooru Do Maji is when she drops a barrel on you. It 
    seems to be 'timing' super where you have to hit the right buttons at the right 
    time to get the max damage out of it.
            k. Servbot
               Kobun Fire: QCF + P (air) (can be held)
               Call for Help (Rush!): QCB + Jab
               Call for Help (Seize!): QCB + Fierce
               Call for Help (Air!): QCB + K
               Robot Attack: QCF + K
               Lunch Rush: QCF + PP
               King Kobun: QCF + KK
               A-Projectile Type: Call For Help (Rush!) / Lunch Rush
               B-Anti-Air Type: Kobun Fire (up) / King Kobun
               C-Balance Type: Kobun Fire (forward) / Kobun 'Legion'
            Launcher: S.Roundhouse
            Snapback: C.Roundhouse
               Jab: Blue      Fierce: Pink             A1: Red
               Short: Black   Roundhouse: Blue-green   A2: Purple
         Wow, and you thought Roll was small. It is not as small as it looks as some 
    moves that looks like it should miss, don't on it. Almost no range what-so-ever 
    on most attacks and even worst, he does almost no damage on his attacks. What 
    Servbot does for his Lunch Rush depends on what his assist is. A Type gives you 
    the regular Lunch Rush, B Type gives you the stepwise drop of Servbots and C 
    Type gives you the Servbot Legion which does very good chipping damage, more 
    than it would do if it had hit. Really you can only run and build meter/recover 
    your other characters with him.
            l. Sonson
               Fuusetuzan (Wind-slash Beheading): Tap P (air)
               Sienbu (Child Monkey Dance): QCF + P (air)
               Seitenrengeki: DP + P (air)
               Wall Run: RDP + K (P to jump off, K to kick)
               (blockable throw): HCB + P
               Creep Advance: HCF + K
               Tenchi Tsuukan (Pass Through Heaven and Earth): QCF + PP (air)
               Saruou (Monkey King): QCB + PP (Jab to punch low, Fierce to punch 
    high, K to spit fire)
               POW: QCF + KK
               A-Heal Type: Life Up fruit / Saruou
               B-Projectile Type: Sienbu / Saruou
               C-Anti-Air Type: Seitenrengeki / Tenchi Tsuukan
            Launcher: C.Roundhouse
            Snapback: S.Fierce
               Jab: Red        Fierce: Green      A1: Pink
               Short: Yellow   Roundhouse: Blue   A2: Purple
         Money King super can do a lot of block damage with her fire breath. The 
    stick super will hit the opponent with the stick on the way up. POW, well, it 
    can be use against jump-ins but is risky otherwise very hard to connect and does 
    too little damage.
            m. Tron Bonne
               Command Shot: QCF + P
               Bonne Strike: QCF + K (air)
               Kobun Launcher: DP + P
               Lunch Rush: QCF + PP
               King Kobun: QCB + PP
               A-Throw Type: Fierce throw / Lunch Rush
               B-Anti-Air Type: S.Forward / King Kobun
               C-Projectile Type: C.Strong / King Kobun
            Launcher: C.Fierce
            Snapback: S.Fierce
               Jab: Green    Fierce: Purple      A1: Grey
               Short: Pink   Roundhouse: Olive   A2: Lt. Pink
         Her Command Shot is slow in coming out and if it hits, holds the opponent 
    in place for a bit. Lunch Rush works kind of like Command Shot where she shoots 
    the opponent to lock them in place for the rush. If you have her Throw Type 
    assist, do it by doing a team super (Assist 1 + Assist 2) instead of QCF + PP, 
    because the serve bots will come out even if you don't hit the opponent with the 
    gun. A lot of her normals are like Jin's where they seem like special moves.
         B. Old characters
            a. Akuma
               (fireball): QCF + P (air)
               (dragon punch): DP + P
               (hurricane kick): QCB + K (air)
               (dive kick): In air QCF + K
               (super fireball): QCB + PP (air)
               (super dragon punch): QCF + PP
               (super hurricane kick): QCF + KK
               Shun Goku Satsu (Level 3): Jab, Jab, f, Short, Fierce
               A-Projectile Type: fireball / super fireball
               B-Anti-Air Type: dragon punch / super dragon punch
               C-Expansion Type: hurricane kick / super hurricane kick
            Launcher: C.Fierce
            Snapback: f + Fierce
               Jab: Red/Black      Fierce: Red/White        A1: Blonde/Purple
               Short: White/Grey   Roundhouse: Orange/Red   A2: White
         But can play a good keep away game. Could have been of the better character 
    as he has easy to do damaging combos (C.Short-C.Forward-Roundhouse hurricane 
    kick-super air fireball) and can run. Too bad he takes so much damage. He has 
    his hurricane kick super from the SF3 series (QCF + KK) but is useless.
            b. Blackheart
               Dark Thunder: HCF + P
               Inferno: HCB + P
               Armageddon: QCF + PP
               Judgment Day: QCB + PP (air)
               Heart of Darkness: QCF + KK
               A-Ground Type: Dark Thunder / Judgment Day
               B-Anti-Air Type: Inferno / Heart of Darkness
               C-Launcher Type: S.Strong / Armageddon
            Launcher: S.Strong
            Snapback: C.Strong
               Jab: Blue         Fierce: Black          A1: Purple
               Short: Lt. Blue   Roundhouse: Dk. Blue   A2: Dk. Purple
         Move list is unchanged from MvSF. He loses his Strong and Forward attacks 
    at will which were apparently some of his best moves. Inferno assist is very 
    good, a slower version of Captain Corridor that tracks the opponent. Surprising 
    one of the better characters in the game with his jumping roundhouses able to 
    keep most characters under pressure.
            c. Cammy
               Cannon Drill: QCF + K (air)
               Cannon Spike: DP + K
               Cannon Strike: In air QCB + K
               Cannon Revenge: HCB + P
               Hooligan Combination: QCB + K
               Spin Knuckle: QCF + P 
               Spin Drive Smasher: QCF + KK
               Killer Bee Assault: QCB + PP (air)
               Reverse Shaft Breaker: QCB + KK
               A-Anti-Air Type: Cannon Spike / Spin Drive Smasher
               B-Dash Type: Cannon Drill / Spin Drive Smasher
               C-Expansion Type: Spin Knuckle / Killer Bee Assault
            Launcher: C.Fierce, S.Roundhouse
            Snapback: S.Fierce
               Jab: Lt. Blue   Fierce: Dk. Blue   A1: Magenta
               Short: Green    Roundhouse: Pink   A2: Black suited,
                                                  deep tanned Cammy...
         She can air combo into her Killer Bee Assault (now QCB + PP) after a Cannon 
    Spike and continue with an OTG. Has a double jump. Very fast dash.
            d. Captain America
               Shield Slash: QCF + P (air)
               Stars & Stripes: DP + P
               Charging Star: QCF + K
               Cartwheel: HCB + P
               Final Justice: QCF + PP
               Hyper Charging Stars: QCF + KK
               Hyper Stars & Stripes: DP + PP
               A-Projectile Type: Jab Shield Slash / Hyper Charging Star
               B-Anti-Air Type: Stars & Stripes / Hyper Stars & Stripes
               C-Dash Type: Charging Star / Hyper Charging Star
            Launcher: C.Fierce, S.Strong
            Snapback: S.Roundhouse
               Jab: Blue      Fierce: Shiny Lt. Blue   A1: Shiny Dk. Blue
               Short: Green   Roundhouse: Shiny Grey   A2: Dk. Blue
         Pretty much can be played the same as his MvC counterpart except for losing 
    the S.Strong as anti-air. No ground level Shield Slash, Jab version goes strait 
    ahead. His Jabx3 -> double jump air combo is still there; just that you have to 
    time the Jabs now or else his Strong comes out. Still has Short-Forward-Hyper 
    Stars and Stripes. His Dash Type assist is great for countering beam traps.
            e. Captain Commando
               Captain Fire: QCF + P
               Captain Corridor: QCB + P
               Captain Kick: QCB + K
               Commando Strike (Sho): QCF + Short
               Commando Strike (Genity): QCF + Roundhouse
               Commando Strike (Hoover): QCF + Short + Fierce
               Captain Sword: QCF + PP
               Captain Storm: QCF + KK
               A-Ground Type: Captain Fire / Captain Sword
               B-Anti-Air Type: Captain Corridor / Captain Sword
               C-Expansion Type: Captain Kick / Captain Sword
            Launcher: C.Strong, S.Roundhouse
            Snapback: S.Fierce
               Jab: Blue    Fierce: Lt. Green   A1: Black
               Short: Red   Roundhouse: Gold    A2: Pink
         Seems to play the same but it looks like he is easier to get in on now that 
    you can abuse assist characters. S.Roundhouse into Captain Sword still works 
    along with Captain Storm into Captain Sword. Comboing into the Captain Storm 
    after a C.Fierce is much easier. The Captain Corridor assist is hella good. He 
    still has the Kick Throw glitch from MvC, only it is now also doable on a human 
            f. Charlie
               Sonic Boom: Charge b, f + P
               Somersault Kick: Charge d, u + K
               Moon-sault Slash: In air u, uf, f + K
               Crossfire Blitz: QCF + KK
               Sonic Break: QCF + PP
               Somersault Justice: QCB + KK
               A-Projectile Type: Sonic Boom / Sonic Break
               B-Anti-Air Type: Somersault Shell / Somersault Justice
               C-Balance Type: Sonic Boom / Sonic Break
            Launcher: C.Fierce
            Snapback: f + Fierce
            Colors (Vest/Pants):
               Jab: Yellow/Blue   Fierce: White/Blue        A1: Green/Tan
               Short: Red/Grey    Roundhouse: Yellow/Grey   A2: Red
         Suckier Guile? Air combo doesn't seem to hit as well as Guile's.
            g. Chun-Li
               Kikouken: QCF + P
               Tenshou Kyaku: DP + K
               Hyakuretsu Kyaku: Tap K (air)
               Hyenshuu: HCB + K
               Kikoushou: QCF + PP
               Senretsu Kyaku: QCF + KK
               Hazantenshou Kyaku: DP + KK
               A-Projectile Type: Kikouken / Kikoshou
               B-Anti-Air Type: Tenshou Kyaku / Hazan Tenshou Kyaku
               C-Expansion Type: Hyenshuu/ Senretsu Kyaku
            Launcher: S.Roundhouse
            Snapback: f + Fierce
               Jab: Blue     Fierce: Green     A1: Purple
               Short: Pink   Roundhouse: Red   A2: Black
         Old df + Roundhouse is now db + Roundhouse. Her head stomp is jump d + 
    Roundhouse. This sucks, as you have to think about what you are doing before 
    sticking out a low Roundhouse. You can no longer chain a Fierce or Roundhouse 
    after her head stomp. Her air super from MvC seems to be gone now. Fierce no 
    longer combos into her Senretsu Kyaku. All in all sucks now that she doesn't 
    have much for damaging combos. With assists she might have something. Just call 
    out assist while airborn with her as she can triple jump, air dash and head 
            h. Colossus
               Giant Swing: QCF + P (air)
               Power Tackle: QCF + K (air)
               Super Dive: QCF + PP (air)
               Super Armor: QCB + PP
               A-Dash Type: Short Power Tackle / Super Dive
               B-Anti-Air Type: Roundhouse Power Tackle / Super Dive
               C-Launcher Type: S.Roundhouse /Super Dive
            Launcher: S.Roundhouse
            Snapback: S.Fierce
               Jab: Red        Fierce: Dk. Red       A1: Salmon
               Short: Yellow   Roundhouse: Lt. Red   A2: Magenta
         Horridly animated, but insanely powerful. You can use Super Armor as a 
    stalling tactic. Super Dive is useless outside of a few combos.
            i. Cyclops
               Optic Blast: QCF + P (air)
               Gene Splice: DP + P
               Cyclone Kick : QCB + K
               Optic Sweep: f, df, d + P
               Rapid Punches: Charge b,f + P, tap P or K
               Running Neckbreaker Drop: Charge b,f + K
               Mega Optic Blast: QCF + PP (air)
               Super Optic Blast: QCB + PP
               A-Projectile Type: Jab Optic Blast / Mega Optic Blast
               B-Anti-Air Type: Gene Splice / Mega Optic Blast
               C-Expansion Type: Cyclone Kick / Mega Optic Blast
            Launcher: S.Strong
            Snapback: S.Roundhouse
               Jab: Blue     Fierce: Faded Blue     A1: White
               Short: Grey   Roundhouse: All Grey   A2: Grey with glowy
                                                        green trim...
         He's much improved over his MvSF counterpart; Mega Optic Blast does great 
    block damage again and can be done in air now with him slowly falling during it. 
    Supposedly another good character because of his keep away game with assists and 
    his J.Roundhouse. Iceman kills him, as Iceman takes no block damage from most of 
    his attacks.
            j. Dan
               Gadoken: QCF + P
               Koryuken: DP + P
               Dankuu Kyaku: QCB + K (air)
               Premium Sign: QCF + K
               (rolling taunt) QCF or QCB + Start
               Shinkuu Gadouken: QCF + PP
               Kouryuu Rekka: QCF + KK
               Hisshou Buraiken: QCB + KK
               Chouhatsu Densetsu: QCF, QCF + START
               Otoko Michi: Fierce, Short, b, Jab, Jab
               A-Projectile Type: Gadoken / Shinkuu Gadoken
               B-Anti-Air Type: Koryuken / Koryurekka
               C-Variety Type: Premium Sign / Hisshou Burai Ken
            Launcher: C.Fierce
            Snapback: S.Roundhouse
               Jab: Pink       Fierce: Purple          A1: Yellow
               Short: Orange   Roundhouse: Lt. Green   A2: Lt. Blue
         Can do Gale Kick in air now. His Level 3 super, Otoko Michi, now does very 
    good damage.
            k. Dhalsim
               Yoga Fire: QCF + P (air)
               Yoga Blast: HCB + K
               Yoga Flame: HCB + P
               Yoga Teleport: RDP or DP + PP or KK (air)
               Levitate: QCB + KK (air)
               Yoga Inferno: QCF + PP (air)
               Yoga Strike: QCF + KK
               A-Projectile Type: Yoga Fire / Yoga Inferno
               B-Ground Type: Yoga Flame / Yoga Inferno
               C-Anti-Air Type: Yoga Blast / Yoga Inferno
            Launcher: S.Strong
            Snapback: S.Roundhouse (close)
            Colors (Skin/Clothes):
               Jab: Brown/Yellow     Fierce: Brown/Blue   A1: Dk. Brown/Blue-green
               Short: White/Purple   Roundhouse: Lavender/Yellow   A2: Grey/Pink
         He can now chain his weak attacks to a strong attack. I guess this makes up 
    for him losing his pokes with Strong and Forward.
            l. Dr. Doom
               Plasma Beam: QCF + P (air)
               Photon Shot: HCB + P (air)
               Molecular Shield: HCB + K
               Flying: QCB + KK (air)
               Photon Array: HCB + PP (air)
               Electric Cage: QCF + PP
               Sphere Flame: QCF + KK
               A-Variety Type: Photon Shot / Photon Array
               B-Anti-Air Type: Molecular Shield / Sphere Flame
               C-Projectile Type: Plasma Beam / Electric Cage
            Launcher: C.Fierce, S.Forward
            Snapback: S.Strong
               Jab: Blue-green    Fierce: Dk. Green   A1: Dk. Blue
               Short: Lt. Green   Roundhouse: Brown   A2: Lighter Green 
         His Sphere Flame combos after his launcher. His Electric Cage looks sort of 
    like Chun-Li's super puffball only it moves forward as a small fireball and then 
    gets bigger when it hits. His Molecular Shield is one of the best assist in the 
    game. In fact he is one of the best character in the game. Super jumping Photon 
    Shot is just too good if used right.
            m. Gambit
               Kinetic Card: QCF + P (air)
               Trick Card: QCB + P
               Cajun Slash: DP + P (Short+ Fierce for old Fierce version)
               Cajun Strike: Charge d, u + K
               Cajun Escape: Charge d, u + P, b or f then P
               Royal Flush: QCF + PP
               Cajun Explosion: QCB or QCF + KK
               A-Projectile Type: Kinetic Card / Royal Flush
               B-Expansion Type: Jab Cajun Slash / Royal Flush
               C-Launcher Type: C.Fierce / Royal Flush
            Launcher: C.Fierce
            Snapback: S.Fierce
               Jab: Tan      Fierce: Brown           A1: Purple
               Short: Grey   Roundhouse: Grey with   A2: Cyan
                                         purple hair
         Plays pretty much the same, without his infinite of course. Might be more 
    recovery on his Jab Cajun Slash.
            n. Hulk
               Gamma Tornado: HCB + P
               Gamma Slam: QCF + P
               Gamma Charge: Charge b, f + K
               Anti-Air Gamma Charge: Charge d, u + K
               Gamma Wave: QCF + PP
               Gamma Crush: QCB + PP
               Gamma Quake: QCF + KK
               A-Ground Type: Jab Gamma Slam / Gamma Wave
               B-Dash Type: Gamma Charge / Gamma Crush
               C-Anti-Air Type: Anti-Air Gamma Charge / Gamma Quake
            Launcher: C.Fierce
            Snapback: S.Fierce
            Colors (Skin/Shorts):
               Jab: Green/Red     Fierce: Green/Blue             A1: Lt. Grey/Blue
               Short: Grey/Blue   Roundhouse: Lt. Green/Orange   A2: Green/Purple
         His C.Fierce launcher is better and his Gamma Charge has also improved. 
    Comparable to how he was in MSF. Gamma Crush hurts really bad now if it hits 
            o. Iceman
               Ice Beam: QCF + P (air)
               Ice Avalanche: QCF + K (air)
               Ice Fist: QCB + P
               Arctic Attack: QCF + PP (air)
               A-Projectile Type: Ice Beam / Artic Attack
               B-Variety Type: Ice Avalanche / Artic Attack
               C-Balance Type: Ice Beam / Artic Attack
            Launcher: C.Roundhouse
            Snapback: S.Fierce
               Jab: Bluish          Fierce: Dk. Bluish    A1: Greenish
               Short: Also Bluish   Roundhouse: Pinkish   A2: Also Greenish
         No block damage from most 'energy' projectile attacks along with a few 
    other moves, another insane keep away game (starting to see pattern here?), and 
    a fast dash is making him one of the best characters so far. He only seems to 
    have one super, Arctic Attack (QCF + PP) but it can be easily combo off his air 
    combo or S.Fierce. Ice Beam is a very good assist as it nullifies any of you 
    opponent's and their assist's projectiles. Ice Fist causes your punches to do 
    more damage and block damage if blocked. Breaks after it hits or is blocked 
    three times.
            p. Iron Man
               Unibeam: QCF + P (air)
               Repulsor Blast: HCB + P
               Smart Bomb: Short + Fierce (air)
               Flight: QCB + KK
               Kneedive: In air d + Roundhouse
               Proton Cannon: QCF + PP
               A-Projectile Type: Unibeam / Proton Cannon
               B-Anti-Air Type: Repulsor Blast / Proton Cannon
               C-Launcher Type: S.Roundhouse / Proton Cannon
            Launcher: S.Roundhouse
            Snapback: S.Fierce
               Jab: Red/Yellow      Fierce: Red/Orange         A1: Red/White
               Short: Blue/Yellow   Roundhouse: Red/Lavender   A2: Orange/Lt. Green
         Use him over War Machine as his Repulsor Blast and Proton Cannon is much 
    better. He cannot chain after the knee dive. Unibeam comes out fast and has good 
            q. Jin Saotome
               Saotome Typhoon: Charge b, f + P
               Saotome Crush: HCB + K
               Saotome Dynamite: Charge d, u + P
               Blodia Punch: QCF + PP
               Blodia Vulcan: QCB + PP
               Saotome Cyclone: QCF + KK
               A-Expansion Type: Saotome Typhoon / Saotome Cyclone
               B-Anti-Air Type: Saotome Dynamite / Blodia Punch
               C-Launcher Type: S.Strong / Blodia Punch
            Launcher: S.Strong
            Snapback: C.Fierce
               Jab: White          Fierce: Red/Black         A1: Pink/White
               Short: Black/Gold   Roundhouse: Green/White   A2: Blue/Yellow
         He is better because his air Roundhouse drill attack hit more times making 
    them safer. He can combo into his Saotome Cyclone after his launcher. C.Strong-
    Blodia Punch is still there but is harder to connect. I like his Saotome Typhoon 
    assist, a lot.
            r. Juggernaut
               Earthquake Punch: f, df, d + P
               Juggernaut Punch: HCF + P
               Juggernaut Body Press: HCF + K (air)
               Cytorak Power-Up: DP + PP (offense 150%, one hit)
               Juggernaut Headcrush: QCF + PP
               A-Ground Type: Earthquake Punch / Headcrush
               B-Dash Type: Juggernaut Punch / Headcrush
               C-Variety Type: Body Splash / Headcrush
            Launcher: C.Fierce
            Snapback: f + Fierce
               Jab: Brown    Fierce: Lavender    A1: Orange
               Short: Grey   Roundhouse: Green   A2: Red
         Headcrush comes out fast and does great damage. Almost anything bigger than 
    a Jab or Short blocked, mean a Headcrush. If you can, mash it for the 8 hits. 
    It's hard to do but the damage is well worth it. There's is a glitch involving 
    his Power-Up where if you switch out while still in it, he will keep it for the 
    rest of the round or until he Power-up's again and uses it normally. Pretty 
    nasty bug.
            s. Ken
               (fireball): QCF + P (air)
               (dragon punch): DP + P (air)
               (hurricane kick): QCB + K (air)
               (forward roll): QCB + P
               Shouryureppa: QCF + PP
               Shinryuken: QCF + KK
               Shippuujinrai Kyaku: QCB + KK
               A-Anti-Air Type: dragon punch / Shinryuken
               B-Projectile Type: fireball / Shoryuu Reppa
               C-Expansion Type: hurricane kick / Shoryuu Reppa
            Launcher: C.Fierce
            Snapback: S.Roundhouse
               Jab: Red        Fierce: White        A1: Purple w/tan
               Short: Yellow   Roundhouse: Purple   A2: Green
         A hurricane kick in an air combo does insane damage if it fully connects. 
    Really all he has other than the dragon punch assist.
            t. M.Bison
               Psycho Shot: HCF + P
               Double Knee Press: HCF + K (air)
               Psycho Field: HCB + P
               Warp: DP + P or K
               Head Press: Charge d, u + K
               Somersault Skull Dive: Charge d, u + P or P after Head Press
               Psycho Crusher: QCF + PP (air)
               Psycho Explosion: HCB + PP
               Knee Press Nightmare: QCF + KK
               A-Projectile Type: Psycho Shot / Psycho Crusher
               B-Variety Type: Psycho Field / Psycho Crusher
               C-Expansion Type: Scissor Kick / Knee Press Nightmare
            Launcher: C.Fierce
            Snapback: S.Roundhouse
               Jab: Red      Fierce: Dk. Red     A1: Dk. Grey
               Short: Blue   Roundhouse: White   A2: Black/Gold
         Gains a new super, Psycho Explosion (HCB + PP) which is an enhanced version 
    of his Psycho Field.
            u. Magneto
               E.M. Disruptor: HCF + P (air)
               Magnetic Blast: In air u, uf, f + P
               Hyper Gravitation: HCB + K (air)
               Magnetic Force Field: HCF + K
               Flight: QCB + KK
               Magnetic Shockwave: QCF + PP
               Magnetic Tempest: QCF + KK (air)
               A-Projectile Type: E.M. Disruptor / Magnetic Shockwave
               B-Capture Type: Hyper Gravitation / Magnetic Tempest
               C-Launcher Type: C.Fierce / Magnetic Tempest
            Launcher: C.Fierce
            Snapback: S.Fierce
               Jab: Red/Lt. Purple   Fierce: Purple           A1: Red/Dk. Purple
               Short: Blue           Roundhouse: Dk. Purple   A2: Red/Black
         His dash is fast, probably the fastest in the game. His Force Field move is 
    a counterattack like Cammy's and Jill's. It you hit him, he'll do a one hit 
    Magnetic Shockwave. Insane combos with Hyper Grab -> Tempest.
            v. Megaman
               Mega Buster: Fierce (can be held) (air)
               Mega Upper: DP + P (air)
               Item Attack: QCF + P
               Item Change (Rock Ball): QCF + K
               Item Change (Tornado Hold): DP + K
               Item Change (Leaf Shield): QCB + K
               Hyper Megaman: QCF + PP (air)
               Rush Drill: QCF + KK
               Beat Plane: QCB + PP (air)
               A-Projectile Type: Mega Buster / Hyper Megaman
               B-Anti-Air Type: Mega Upper / Hyper Megaman
               C-Balance Type: Mega Buster / Hyper Megaman
            Launcher: S.Roundhouse
            Snapback: S.Roundhouse
               Jab: Blue    Fierce: Green      A1: Grey
               Short: Red   Roundhouse: Gold   A2: Red/Yellow
         There seems to be more start-up on his supers. Still can play a mean game 
    of keep away with Mega Busters, Rockballs, and assist.
            w. Morrigan
               Soul Fist: QCF + P (air)
               Shadow Blade: DP + P (air)
               Vector Drain: HCB + P
               Shell Kick: In air QCB + K
               Soul Eraser: QCF + PP
               Silhouette Blade: DP + PP
               Darkness Illusion: QCF + KK (air)
               A-Anti-Air Type: Shadow Blade / Silhouette Blade
               B-Projectile Type: Soul Fist / Soul Eraser
               C-Balance Type: Shadow Blade / Silhouette Blade
            Launcher: C.Fierce
            Snapback: S.Fierce
            Colors (Hair):
               Jab: Grey       Fierce: Pink            A1: Pink/Red wings
               Short: Blonde   Roundhouse: Lt. Green   A2: Blonde/Red wings
         She seems to have lost her Eternal Slumber from MvC. ABout the same, good 
    combos, good mobility, just too bad she does jack for damage.
            x. Omega Red
               Carbonadium Coil: QCF + P or PP (air) and in air QCF + K or KK
                  Then P - Energy Drain
                       K - Death Factor
                       Joystick + K - Throw
                       b + P or K - Return
                       d + P - Slam
                       d + P, d + P - Double Slam
               Omega Strike: QCF + K or KK, then d + K to Cancel or b + K to Return
               Omega Destroyer: QCB + PP
               Omega Smasher: In air QCB + PP
               A-Throw Type: Jab Carbonadium Coil / Omega Destroyer
               B-Anti-Air Type: Roundhouse Omega Strike / Omega Destroyer
               C-Ground Type: db + Roundhouse / Omega Destroyer
            Launcher: S.Strong
            Snapback: S.Fierce
            Colors (Hairs/Clothes):
               Jab: Blonde/Red       Fierce: Lt.Blonde/Lt.Red   A1: Dk.Blonde/Dk.Red
               Short: White/Purple   Roundhouse: White/Pink     A2: Blonde/Tan
         Energy Drain still gives you back more life than you have in red, but it is 
    really little. His supers have been changed in their motion to QCB + PP for 
    both. QCF + PP gives you the coil that goes upward. The same applies for his 
    kick attack; QCF + KK goes upward. One of the better characters in the game. Can 
    charge the super meter fast with canceled Omega Strikes and Roundhouses.
            y. Psylocke
               Psi Blast: QCF + P (air)
               Psi Blade: QCF + K, can be repeated (air)
               Ninjutsu: HCB + P or K (air)
               Kochou Gakure: QCB + KK (air)
               Psi Maelstorm: QCF + KK
               Psi Thrust: QCF + PP, then direction + P (air)
               A-Anti-Air Type: Roundhouse Psi Blade / Psi Maelstrom
               B-Projectile Type: Jab Psi Blast / Kochou Gakure
               C-Balance Type: Jab Psi Blast / Psi Thrust
            Launcher: C.Fierce
            Snapback: S.Fierce
               Jab: Blue      Fierce: Pink             A1: Lt. Blue w/tan
               Short: Black   Roundhouse: Dk. Purple   A2: Dk. Blue w/tan
         From those who used her in MSH, they say she is a lot faster. Dash in with 
    her C.Short. That move has insane range and priority. She can do the full Hunter 
    series into her C.Fierce launcher on almost everybody. Then super cancel her Psi 
    Blade into her Kochou Gakure to finish her air combos. Her Ninjitsu Teleport 
    only goes to 4 places on the screen now.
            z. Rogue
               Repeating Punch: QCF + P (air)
               Rising Repeating Punch: DP + P
               Power Dive Punch: DP + K
               Power Drain: QCB + K (air)
               Good Night Sugar: QCF + PP
               A-Anti-Air Type: Rising Repeating Punch / Hyper Rushing Punches
               B-Rush Type: Repeating Punch / Hyper Rushing Punches
               C-Throw Type: Power Drain / Hyper Rushing Punches
            Launcher: S.Roundhouse, C.Fierce
            Snapback: S.Roundhouse
            Colors (Jacket/Suit):
               Jab: Green/Grey       Fierce: Grey              A1: Blue/Yellow
               Short: Green/Yellow   Roundhouse: Grey/Yellow   A2: Lt. Green/Yellow
         No longer does the opponent's move when she absorbs their powers. She now 
    gets enhancements, such as Power Up (Offense 125%) from Juggernaut and Hulk, or 
    Speed Up from Wolverine. Supposedly annoying when she has Speed enhancement. She 
    also has Meter Up, Life Up, and Defense Up (Defense 50% damage). She has a semi-
    infinite while she has Speed-up. As I found out the hard way, she can be down 
    right nasty when played right (SJ -> Divekick (air d + Roundhouse.)
           aa. Roll
               Roll Buster: QCF + P (air)
               Flower Bouquet: DP + P (air)
               Item Attack: QCB + P
               Item Change (Rock Ball): QCF + K
               Item Change (Tornado Hold): DP + K
               Item Change (Leaf Shield): QCB + K
               Hyper Roll: QCF + PP (air)
               Rush Drill: QCF + KK
               Beat Plane: QCB + PP
               A-Projectile Type: Roll Buster / Hyper Roll
               B-Variety Type: Flower Bouquet / Hyper Roll
               C-Balance Type: Flower Bouquet / Hyper Roll
            Launcher: S.Roundhouse
            Snapback: S.Roundhouse
               Jab: Red      Fierce: Pink        A1: Blue
               Short: Grey   Roundhouse: White   A2: Purple
         Same as Megaman for Item Change. Flower Bouquet is DP + P. Has double jump 
    now. Still sucks pretty badly.
           bb. Ryu
               (fireball): QCF + P (air)
               (dragon punch): DP + P
               (hurricane kick): QCB + K (air)
               Shinkuu Hadouken: QCF + PP (air)
               Shinkuu Tatsumaki Senpuukyaku: QCB + KK
               Shin-Shouryuken (Level 3): DP + PP
               A-Anti-Air Type: dragon punch / Shinkuu Hadouken
               B-Projectile Type: fireball / Shinkuu Hadouken
               C-Expansion Type: hurricane kick / Shinkuu Tatsumaki Senpuukyaku
            Launcher: C.Fierce
            Snapback: f + Fierce
               Jab: White      Fierce: Lt. Tan          A1: Lt. Grey
               Short: Purple   Roundhouse: Blue-green   A2: Dk. Grey
         No more mode switching now that Akuma and Ken are in the game. He is a bit 
    faster. Still has his Fierce into super fireball. Air comboing into the super 
    fireball is also easier to do. His Snapback is his overhead, slow but has to be 
    blocked high.
           cc. Sabretooth
               Berserker Claw: QCF + P
               Wild Fang: HCB + P
               Armed Birdie: HCB + K
               Berserker Claw X: QCF + PP
               Hyper Armed Birdie: HCB + KK
               Weapon X Dash: DP + PP
               A-Expansion Type: Berserker Claw / Berserker Claw X
               B-Projectile Type: Armed Birdie / Hyper Armed Birdie
               C-Launcher Type: C.Fierce /Hyper Armed Birdie
            Launcher: C.Fierce
            Snapback: S.Strong
               Jab: Red/Yellow     Fierce: Black/Yellow       A1: Brown/Lt. Yellow
               Short: Pink/White   Roundhouse: Green/Orange   A2: Black/Orange
           dd. Sakura
               Shououken: QCF + P (air)
               Hadouken: QCB + P (air)
               Shunpuu Kyaku: QCB + K (air)
               Midare Zakura: QCF + PP
               Shinkuu Hadouken: QCB + PP
               Haru Ichiban: QCB + KK
               Sunburn Sakura Transformation (Level 3): RDP + Short
            As Sunburn Sakura
                  Shououken: DP + P (air)
                  Hadouken: QCF + P (air)
                  Shunpuu Kyaku: QCB + K (air)
                  Midare Zakura: QCF + KK
                  Shinkuu Hadouken: QCF + PP
                  Haru Ichiban: QCB + KK
                  Normal Sakura Transformation (Level 3): RDP + Short
                  Spring Jail Shooting (Level 3): Jab, Jab, f, Short, Fierce
               A-Dash Type: Shououken / Haru Ichiban
               B-Projectile Type: Hadouken / Shinkuu Hadouken
               C-Expansion Type: Shunpuu Kyaku / Midare Zakura
            Launcher: C.Fierce
            Snapback: S.Roundhouse
            Colors (Gloves/Skirt):
               Jab: Red/Blue        Fierce: White/Lt. Blue   A1: Yellow/Blue
               Short: Purple/Grey   Roundhouse: White/Red    A2: Brown
         Why they made her transformation 3 Levels still bothers me. She really 
    doesn't have much in either form to make her stand out.
           ee. Sentinel
               Rocket Punch Low: QCF + Jab (air)
               Rocket Punch Strait: QCF + Fierce (air)
               Rocket Punch Diagonal: DP + P (air)
               Sentinel Force: QCF + K
               Flight: QCB + KK
               Plasma Storm: QCF + PP
               Hard Drive: In air QCF + PP
               Hyper Sentinel Force: QCF + KK
               A-Projectile Type: Rocket Punch / Hyper Sentinel Force
               B-Launcher Type: S.Roundhouse / Hyper Sentinel Force
               C-Ground Type: Sentinel Force / Hyper Sentinel Force
            Launcher: S.Roundhouse
            Snapback: S.Roundhouse
               Jab: Blue/Purple         Fierce: Purple/Blue   A1: Red/Purple
               Short: Lt. Purple/Grey   Roundhouse: Black     A2: Dk. Blue/Grey
         Has super armor. He also seems to have some pretty sick combos in the 
    corner with Fierce Rocket Punches and Hyper Sentinel Forces. Can play a game of 
    trading hits as he takes the least damage (normally) and does the most. One of 
    the top characters in the game. He can dominate the ground very easier and his 
    speed while in Flight is insanely fast.
           ff. Shuma Gorath
               Mystic Stare: Charge b, f + P
               Mystic Smash: Charge b, f + K
               Devitilization: HCB + K
               Chaos Dimension (Level 3): QCF + PP, then Fierce or Roundhouse
               Hyper Mystic Smash: QCF + KK
               A-Projectile Type: Mystic Stare / Hyper Mystic Smash
               B-Expansion Type: Mystic Smash / Hyper Mystic Smash
               C-Balance Type: Mystic Stare / Hyper Mystic Smash
            Launcher: S.Forward
            Snapback: S.Fierce
               Jab: Green      Fierce: Orange      A1: Grey
               Short: Purple   Roundhouse: Black   A2: Greenish White
         His life absorb throw only recovers up to what he has in red energy after 
    that it recovers him really slowly. Chaos Dimension hurts a lot and you can OTG 
           gg. Silver Samurai
               Shuriken: QCF + P, then u or d (air)
               Repeating Slash: Tap P (f, f to run forward)
               Triple Shuriken: QCF + PP (air with Sword Power-up Thunder)
               Thunder Sword: QCF + KK
               Sword Power-up (Lightning): QCB + P (O: 0.5x, D: 1.25x)
               Sword Power-up (Ice): QCB + Short (O: 0.5x, D: 0.5x)
               Sword Power-up (Flame): QCB + Roundhouse (O: 1.25x, D: 1.75x)
               A-Ground Type: Repeating Slash / Hyper Repeating Slash
               B-Projectile Type: Shuriken / Triple Shuriken
               C-Launcher Type: C.Fierce / RaiMeiKen
            Launcher: C.Fierce
            Snapback: S.Forward
               Jab: Blue-grey     Fierce: Silver    A1: Black
               Short: Dull Grey   Roundhouse: Tan   A2: Lt. Grey
         The Shuriken and Triple Shuriken chips for good damage. Lightning gives him 
    more speed and allows him to do the Triple Shuriken in the air. Fire gives him 
    more power and QCF + KK will do a rising fire column. Ice gives him armor and 
    QCF + KK will do a ground ice super which has to be blocked low and freezes the 
    opponent allowing you to hit afterwards. His Sword Modes affect the damage does 
    and he takes as indicated by 'O' for offense and 'D' for defense.
           hh. Spider-Man
               Web Ball: QCF + P (air)
               Web Swing: QCB + K (air)
               Spider Sting: DP + P
               Web Throw: HCB + P
               Maximum Spider: QCF + PP (air)
               Crawler Assault: QCF + KK
               Ultimate Web Throw: QCB + PP
               A-Capture Type: Web Ball / Crawler Assault
               B-Expansion Type: Web Swing / Crawler Assault
               C-Anti-Air Type: Spider Sting / Crawler Assault
            Launcher: S.Strong, S.Roundhouse
            Snapback: S.Fierce
               Jab: Orange/Lt. Blue   Fierce: Red/Blue          A1: Lt. Red/Purple
               Short: Orange/Black    Roundhouse: Green/Black   A2: Orange/Dk. Blue
         Seems to play the same. Air combo still does good damage and he doesn't 
    have to worry about Zangief now.
           ii. Spiral
               Dancing Swords: HCB + P (air)
                  Sword Toss (Forward): QCF + Jab (air)
                  Sword Toss (Up): QCF + Fierce (air)
                  Sword Toss (Circle):QCF + Short (air)
                  Sword Toss (6-Way): QCF + Roundhouse (air)
               6-Hand Grapple: DP + P (air)
               Metamorphosis (Level 3): QCB + PP, then P (air)
               Stampede Swords: QCF + PP
               Speed Dance: QCF + KK
               Power Dance: QCB + KK (Offense 125%)
               A-Projectile Type: Jab Sword Toss / Stampede Swords
               B-Variety Type: Fierce Sword Toss / Stampede Swords
               C-Ground Type: S.Fierce / Metamorphosis
            Launcher: C.Roundhouse
            Snapback: C.Fierce
               Jab: Lt. Blue   Fierce: Lt. Green    A1: Grey
               Short: Blue     Roundhouse: Purple   A2: Dk. Blue
         Metamorphosis will cause Spiral to morph into each of the Marvel characters 
    and do a hit each with them. Does great damage. Her Assist 1 + Assist 2 Gamma 
    Type Metamophosis does great block damage.
           jj. Storm
               Whirlwind: QCF + K (air)
               Double Typhoon: HCB + K (air)
               Lightning Attack: Short + Fierce (air)
               Lightning Sphere: In air QCB + P
               Flight: QCB + KK
               Lightning Storm: HCF + PP (air)
               Hail Storm: QCB + PP
              A-Projectile Type: Whirlwind / Lightning Storm
              B-Expansion Type: Lightning Attack / Lightning Storm
              C-Variety Type: Double Typhoon / Hail Storm
            Launcher: C.Fierce, C.Roundhouse
            Snapback: S.Fierce
               Jab: Grey     Fierce: Pink       A1: Purple-Grey
               Short: Gold   Roundhouse: Cyan   A2: Purple
         Easier to use than she was in XSF. Hail Storm is very nice in hurting 
    assist characters while staying safe. Her S.Roundhouse has great range and 
    priority. You can use her Lightning Attack to fly around the screen. Whirlwind 
    eats up many things including Doom's rocks. One of the best character in the 
           kk. Strider Hiryu
               Ame no Murakumo: QCF + P
               Excalibur: In air QCF + P or K
               Gram: DP + P or K (air with P)
               Vajra: QCB + K
               Formation A: QCF + K (Short for tiger, Roundhouse for bird)
               Formation B: Charge b, f + P, repeat to fire
               Formation C: Charge b, f + K
               Warp: RDP + P or K
               Heki Hari Tsuki: QCB + P
                      u or d to move
                      P to slash
                      K to dive kick off
                      d + K to kick downwards
                      f to release
                      b, f to change sides
               Ragnarok: DP + PP
               Legion: QCF + KK
               Ouroborus: QCF + PP
               A-Ground Type: Ame no Murakumo / Legion
               B-Variety Type: Vajra / Legion
               C-Projectile Type: Roundhouse Formation A / Legion
            Launcher: C.Fierce
            Snapback: S.Roundhouse
               Jab: Lavender/Red   Fierce: Green/Orange       A1: Grey/White
               Short: Tan/Red      Roundhouse: Brown/Orange   A2: Red/White
         Ohh, let's see... now that the Strong and Forward buttons are gone, he can 
    no longer poke with those. His S.Fierce and S.Roundhouse now knocks the enemy up 
    a bit and away so his Gram no longer connects afterwards. His Ouroboros does not 
    last as long and you cannot do a super while in it, except maybe DHC during the 
    start-up, which is mostly a waste. He has a lot more recovery after Legion. One 
    can now easily Super Jump over the whole thing and land behind him with time to 
    hit him. A lot of people say that his assists all suck, but someone here manage 
    to do well with his teleport kick assist, just make sure you keep his ass 
    covered afterwards cause he take damage like Akuma. He can now attack on the way 
    after he does his punch Warps. He's good in this game even after all that 
    they've took away from him; he just has to be played differently than MvC.
           ll. Thanos
               Titan Crush: QCF + P (air)
               Death Sphere: QCF + K
               Gauntlet Power: QCF + PP (rolling ball)
               Gauntlet Reality: QCB + PP (two slabs of rock)
               Gauntlet Space: QCF + KK (rock shower)
               Gauntlet Soul: QCB + KK (health drain)
               A-Capture Type: Death Sphere / Gauntlet Power
               B-Dash Type: Titan Crush / Gauntlet Reality
               C-Launcher Type: C.Fierce / Gauntlet Space
            Launcher: C.Fierce
            Snapback: S.Roundhouse
               Jab: Lt. Blue/Orange   Fierce: Lt. Blue/Peach   A1: Purple/Orange
               Short: Blue/Yellow     Roundhouse: Blue/Red     A2: Purple/Red
           mm. Venom
               Venom Fang: QCF + P
               Web Throw: HCB + P
               Venom Rush: QCF + K
               Venom Web: QCF + PP
               Death Bite: QCF + KK
               A-Expansion Type: Venom Fang / Death Bite
               B-Variety Type: Venom Rush / Death Bite
               C-Launcher Type: S.Strong / Death Bite
            Launcher: S.Strong
            Snapback: S.Fierce
               Jab: Blue         Fierce: Orange   A1: Purple
               Short: Dk. Blue   RH: Green        A2: Grey
         Seems to be better as his Venom Fang seems to do more damage. His Alpha 
    assist is mad cheasy, just make sure to cover him when he taunts after he does 
    it. His air combo is harder to do for some reason, I don't know what I'm doing 
    wrong. He is supposedly easier to play now. Can combo Venom Bite after 
           nn. War Machine
               Shoulder Cannon: QCF + P or K (in air P)
               Repulsor Blast: HCB + P
               Smart Bomb: Short + Fierce (air)
               Flight: QCB + KK
               Proton Cannon: QCF + PP
               War Destroyer: QCF + KK
               A-Projectile Type: Shoulder Cannon / Proton Cannon
               B-Anti-Air Type: Repulsor Blast / War Destroyer
               C-Variety Type: Smart Bomb / War Destroyer
            Launcher: S.Roundhouse
            Snapback: S.Fierce
               Jab: Grey/White     Fierce: Green/White          A1: Blue/Tan
               Short: Blue/White   Roundhouse: Dk. Blue/White   A2: Dk. Grey/White
         He has the moves of GWM from MvC (missiles instead of beams.) Much faster 
    on this projectile attacks. No more canceling Fierce or Roundhouse after the 
    knee dive.
           oo. Wolverine
               Berserker Barrage: QCF + P
               Berserker Slash: QCB + P
               Tornado Claw: DP + P
               Drill Claw: Short + Fierce (air)
               Berserker Barrage X: QCF + PP
               Weapon X: DP + PP
               Fatal Claw: QCF + KK
               Berserker Rage: QCF + KK
               A-Expansion Type: Berserker Barrage - Berserker Barrage X
               B-Anti-Air Type: Tornado Claw / Fatal Claw
               C-Dash Type: Drill Claw / Fatal Claw
            Launcher: S.Roundhouse
            Snapback: S.Fierce
            Colors (Gloves & Boots):
               Jab: Blue    Fierce: Purple         A1: Green
               Short: Tan   Roundhouse: Lt. Blue   A2: Dk. Purple
         Ouch, he has lost a lot. He is slower, his Drill Claw is slower, it is much 
    harder to combo into his supers (Jab-Short-Strong-BBX seems to be it for now), 
    his dive kick no longer cancels into Roundhouse nor another divekick. He can 
    still pressure, but the rewards are not as high anymore and with assist 
    characters the risks are greater.
           pp. Wolverine-2 (aka LAW, Bonerine)
               Berserker Barrage: QCF + P
               Tornado Claw: DP + P (air)
               Drill Claw: Short + Fierce (air)
               Berserker Barrage X: QCF + PP
               Weapon X: DP + PP
               A-Ground Type: S.Fierce
               B-Launcher Type: S.Roundhouse
               C-Variety Type: df + Fierce
            Launcher: S.Roundhouse
            Snapback: S.Fierce
            Colors(Gloves & Boots):
               Jab: Blue    Fierce: Brown       A1: Dk. Purple
               Short: Tan   Roundhouse: Black   A2: Dk. Brown
         He loses some moves (Fatal Claw, Berserker Claw, and Berserker Rage) and 
    gains the ability to do Tornado Claw in air. He has better range on his Jab 
    thanks to his longer claws, C.Forward does not knock down and his dive kick is 
    XvSF style. If you like flashier combos, go with this Wolverine.
           qq. Zangief
               Double Lariat: PP (air)
               Lariat: KK (air)
               Banishing Flat: DP+ P
               Aerial Russian Slam: DP + K
               Screw Pile Driver: 270 + P (air)
               Flying Power Bomb: HCF + K
               Final Atomic Buster: 270 + PP
               Ultra Final Atomic Buster (Level 3): 270 + KK
               Iron Body Transformation: RDP + Short
            As Iron Body Zangief:
                  Double Lariat: PP (air)
                  Lariat: KK (air)
                  Aerial Russian Slam: DP + K
                  Screw Pile Driver: 270 + P (air)
                  Flying Power Bomb: HCF + K
                  Vodka Fire: QCF + P
                  Final Atomic Buster: 270 + PP
                  Siberian Blizzard: 270 + KK
                  Normal Body Transformation: RDP + Short
               A-Ground Type: Lariat / Hyper Lariat
               B-Throw Type: Running Bear Grab / Hyper Lariat
               C-Air Throw Type: Aerial Russian Slam / Hyper Lariat
            Launchers: C.Strong, QCB + Jab
            Snapback: S.Fierce
               Jab: Red      Fierce: Pink        A1: White w/black skin
               Short: Blue   Roundhouse: Black   A2: Yellow w/black skin
         He no longer has his Triple Option. If you don't know what that is then you 
    shouldn't be using him in the first place. His old Strong throw is now a command 
    motion (QCB + Jab.) But missing it means getting his Elbow Drop. His Screw Pile 
    Driver does a lot more damage, about 20-30%, but with a game full of unlimited 
    helpers that cannot be thrown, he is gonna have a hard time getting in to do it. 
    When he is in his Iron Body mode, he is much quicker now versus older games. And 
    his Hyper Lariat that he does during team supers is doable. Just press both 
    Assist buttons when you only have 1 level of super meter or when he is the last 
    C. Abyss
         From what I can remember people saying, he is one of the sons of Apocalypse 
    and appeared during the War of the Gems saga. This may be wrong as he apparently 
    doesn't look anything like that Abyss and may in fact be a Capcom creation for 
    this game. Abyss comes in 3 forms and each has hyper armor. His first form is 
    kind of like Onslaught's first form but much slower and telegraphs his attacks. 
    He has moves like Onslaught (the charge, the beam) and a hail storm-like attack. 
    After he is defeated, he melts into a small green thing which mostly uses 
    projectile attacks and unblockable bubbles that trap you and will catch you off 
    guard once in a while as you attack him. His third form is kind of like a huge 
    Venom as he does his Venom Fang and creepy as he is the stage and will keep 
    going offscreen. The black ball floating around is hittable. This form is easy 
    if you have a super that hit for a lot (like beams) and can connect with it.
    Many thanks to DannyCat for all the translations he has done and info he has 
    Jeff "CJayC" Veasey for his Marvel Vs. Capcom 2 FAQ for some move names, damage 
    info and for that great VMU hack.
    Chris MacDonald aka Kao Mengura for all his various FAQs (including his MvC2 
    one) in which I took names and info from and as the inspiration of how I did the 
    Jeffery's Japanese<->English Dictionary Server <http://linear.mv.com/cgi-bin/j-
    The people who post on <http://www2k.biglobe.ne.jp/~s-
    Capcom <http://www2.capcom.co.jp/mvsc2/top.html>
    Senio "Akuma" Rotondi and his Darkstalkers 3 FAQ
    Rich Joseph and his X-MEN: Children of the Atom FAQ
    Johnny Foodmaster and his Jill FAQ
    Francis Yuen
    Brent Werling
    D. Bingham Brown
    Dan Thampson
    Crono, the downstairs neighbor whose ass I beat (ohh, kinky)
    SKL for knowing what 'watering dirt' is all about
    Wake "demons hurt too, y' know" J
    If you have any questions, comments or something to add send it to 
    And remember, it's not the size of the gun that matters; it's how fast you can 
    whip it out.

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