Date: Sat, 25 Apr 1998 17:31:52 EDT Updated the Captain America FAQ for Marvel vs. Capcom. ------------------------------ Captain America Strategy Guide ------------------------------ E-mail: Daemon23@aol.com- Please mail me to tell me about mistakes or contributions. * This FAQ assumes you know at least a little on the game engine, so if you don't, check out one of the many Faqs out there that deal with it. I know there are a few at Gamefaqs. Sections ======== 1.Inroduction 2.Moves 3.Strategies 4.Combos 5.Versus 6.What To Do When You Lose The Shield 7.Thanks Copyright Info Don't use this guide for any commercial purpose. Always credit people you take info from, like I do. =Last Update 4\25\98= -Found a nice little history for Cap in Captain America #5 -Added a "What To Do When You lose Your Shield" section -Updated the Morrigan and Onslaught strats in the Vs. Section and added Red Venom -The Foreigner sent me some more Onslaught busting stuff, mainly for Venom and Chun-Li. Get down there and check it out! -Added some more Strategies -Added a few combos -Rewrote the Forward kick information -Added info for the Strong Shield Slash =Update 4\1\98= - Corrected about a million spelling & punctuation mistakes - Miguel Raya sent me a list of supers that work on Onslaught that is really worth checking out - K.M. sent me corrections and sent info on the Cartwheel and US Agent - Added to the Moves Strategy and Versus sections - Forgot to include one of Cap's jumpkicks. Oops. ============================================================================ 1. Intro I've liked Captain America for a while, so when I saw him in Marvel Super Heroes, I immediately chose him. He was great in that game! When MSH vs. SF came about, I was kinda disapointed he wasn't as good. Now, in Marvel vs. Capcom, Cap regained speed and now he has more priority! I was very happy he made it into the game! But, in the arcade, I see people using him poorly, and people on the internet writing him off as an "underdog". Captain America is one of the great fighters Capcom has made without overpowering him like they did with Omega Red or Strider! So use him with pride! Cap's history as stated in Captain America #5. Eager to serve his country during World War 2, Steve Rogers was transformed into the physically perfect man by the governments Super Soldier program, becoming the United States' Sentinel of Liberty! Armed with an indestructible shield and the physical prowess of an Olympic athlete, Rogers fought valiantly to uphold the ideals and principals of democracy. At the end of the war, he was accidentally frozen in a block of ice and was perserved for decades until he was discovered and revived by the Avengers. Now a man out of time, he is ever vigilant in his battle to protect the innocent and uphold the beliefs upon which America was founded. Willing to sacrafice his own life for the greater good, Steve Rogers is the physical of truth, justice and honor. He is... Captain America! ============================================================================ 2. Moves =Normal Moves= Jab- Not unlike many other jabs, it is quick and should basically be used to start ground or air combos. Strong- This used to be Cap's all around launcher, but now it is only an air launcher. It has okay priority and can launch most jumpkicks, but remember it does not launch if your opponent is on the ground. This actually helps him in some ways, because now he can work it into a combo! In the air, he puts his fist out. Nothing to write home about. While crouching, Cap will perform a punch that has pretty good priority, so use it to stop other normal attacks. Fierce- An excellent move! It has range! It does great damage! It takes priority over most normal attacks! Use this!! In the air, Cap makes an arc with the shield that covers his entire front! Excellent for air combat! If your opponent gets too close to you in the air and you use this, Cap will perform is air throw! Cool,eh? His crouching version is his ground launcher, so combo it in! (For example: crouching Short into crouching Fierce!) Short- Cap delivers a weak kick. It is a weak air attack, so only use to start combos. Forward- Cap does a high kick, good for stopping jump-ins or bigger characters. If you press Forward again, Cap will do a gut-kick. It is a quick crouching attack, so use it after you block someone's Roundhouse sweep. Roundhouse- He puts his hand on the ground and does a big high kick. Good for stoping jumpins, if the person jumping in is coming down in front of you. The crouching version is his knockdown, and in the air there are two versions. Normally, he will do a his "L" kick and if you press down and roundhouse, he will do come down with one leg extended . This is his best jump-in! If you press forward+roundhouse, Cap will kick straight forward. ______________ =Throws= Cap's strong and fierce throws remain unaltered! He will grab the opponents head, and smash their skull into the pavement! They do great damage (as far as throw go, anyway) and you can use a jab Shield Slash after it! His air throw is also the same, too! He will grab the opponent, punch them in the face and they will go crashing into the ground! Looks extremely painful! You can then proceed with an OTG combo! Cap's forward and roundhouse throws, on the other hand, have been weakened noticeably! Because people can block while falling now, you can't connect with any special moves after it! Now its only practical application is to get someone out of your face if they go on the over offensive! I've also heard this can be used as a launcher, but I have yet to see this happen. ______________ =Special Moves= Shield Slash- D,DF,F any punch Cap chucks his shield at his opponent! A well timed attack can knock the shield away, but thats rare. Cap can recover from this move before the shield comes back to him, so you can block, but try to catch it on its return trip. If you miss, you have to walk over the shield to pick it up. He can throw the shield in 3 directions: Shoulder Level- D,DF,F Strong Punch The one you should use least often. It can be ducked under, and it is easily countered. So if your opponent has a low hitting Special Move (Like another Cap's Jab Shield Slash, War Machine's ducking Shoulder Cannon,) they can fire under your shield and hit your legs. On the plus side, it can destroy fireballs like Morrigan's or Ryu's quite easily. Foot Level- D,DF,F Jab Punch One you should move most often! Try and follow up a sweep with this, because it OTGs nicely. If they are good at rolling, though, keep your shield to yourself, cause you need it. It can actually travel under some moves, and it is the easiest one to hit shorter characters (Megaman, Roll) with. Upward- D,DF,F Fierce Punch This is another move that you should be totally dependant on, but it will hit slow jump ins! Also use it on people in the air who can't see Cap! *In the air, Cap can still throw his shield in 3 directions: Jab will make him throw at a downward angle, Strong he will throw it straight, Fierce he will throw it at an upward angle! Stars n' Stripes- F,D,DF any punch Cap does a dragon punch that does very good damage and goes very high! It is invincible going up if he has his shield, but is completely blockable. If you miss with the fierce version, prepare to die, cause the recovery is sickening! Use the jab version on jump ins, it makes it much harder for them to get you if they block. Only use the fierce version in combos! Charging Star- D,DF,F any kick Use this on fireballers, but make sure you have the shield, cause you need it to kill the fireballs. The button used will determine how far and how fast he charges. Use this only if you are positive it will connect because the recovery is terrible. It is still a great combo move, so try to use it after you connect with a Roundhouse. Cartwheel- F,DF,D,BF,B any punch Cap does a cartwheel. Wow. It is invunerable to normal moves, but not throws! Cheap players and Zangief might play on this, so be careful... The Cartwheel will also go through your opponents! A sneaky tactic with this is to start a combo on your opponent, cancel into the Cartwheel, then do a short combo from the back and cancel into a supermove. They won't expect it, for sure! (Of course, it's also useful for simply moving behind a guy and attacking as well). You may want to mention that the strength of the button used for the Cartwheel determines how far Cap'n America moves. ______________ ****** SUPERS ****** Final Justice- D,DF,F 3 punches Still one of the most visually impressive supers in the game! Cap runs forward and if he connects, delivers a beatdown on his opponent then throws them up into the air and suplexes them! It goes through fireballs, so learn the timing. It also has a pretty good recovery time, so don't think your finished if it is blocked. This can also launch jumpkicks, so if the opponent uses an early jumpkick, use it! Can be comboed off of his roundhouse again! Yay! Hyper Stars n' Stripes- F,D,DF 3 punches Cap does the Shoryuu Reppa! It does less damage than his other 2 supers, and has a bad recovery time, but is easily comboed. Remember to use this after you block someone's sweep! This is also his Primary Team Super attack! An excellent one because you can combo this into the Team Super! Groovy! Hyper Charging Star- D,DF,F 3 kicks Cap charges forward with a huge amount of energy covering his shield! It can take a Shinkuu Hadoken or other beam supers! But right after taking the beam, the Hyper Charging Star will end, but Cap will come out unscathed! It will also pass right through Hulk's Gamma Wave super, and hit him! The startup time is terrible but it does marvelous block-damage, and the recovery time is great! The super I use the most! It is also the Team Super he does if he is off the screen! Try to pick someone who can combo right into their team super, and while the primary character is hitting your opponent with their super, Cap will come crashing in with this! ============================================================================ 3. Strategies -You might want to pick up the shield when you loose it! Without the shield, Captain America's range and damage is weakened considerably. Use the cartwheel to get to it, and if they throw, try to double jump past them! If the shield is off the screen for about a minute, it will automatically drop from the top of the screen for easy catching. -Don't play the complete offensive! Use him as a mix of defense/offense. The Hyper Stars and Stripes is a great counter attack, so always keep it in consideration as a counter. As always, Cap's fierces and roundhouses have priority on the ground and in the air! Use them and because almost no one can stop these! -The double jump is very important! Use it often to confuse opponents, and to escape from certain moves and\or characters! It also gives Cap the edge in air battles. -Always use a jab Shield Slash when you opponent is on the ground! It will hit him right off the ground. If they're close, you can always run up and do an OTG combo into the Shield Slash. -The 2 on 1 mode makes it easier for Cap to connect with his Hyper Charging Star or Final Justice! Lets just say Ryu is your partner. Position it so Cap is on one side of your opponent and Ryu on the other. Use Ryu's Crouching Roundhouse and if you knock them down, cancel into the Super Hurricane Kick(D,DB,B 3 Kicks) Since Cap is on the other side, the motion will be reversed and he will use his Hyper Charging Star! Excellent damage, although its kinda cheap... -If you have US Agent as your helper character (you know, the Captain America clone), his team attack is a Charging Star that will also reflect projectiles. You can always use US Agent to snuff a thrown fireball, allowing your character to run forward and combo. -On smaller characters, you might want to skip Forward while doing your air combos. Sometimes it whiffs. -Sometimes when you sweep the opponent when they're close and you try to follow up with Shield Slash, it will pass through. This is especially true in Spiderman's and Megaman's case. For maximum safety, only use the Shield Slash when you sweep someone from Cap's knee up, or in a combo. -Try to remedy Cap's slow walking speed by dashing and Cartwheeling! -Cap needs his combos! They all do a load of damage and he really isn't very hard to combo with! Use them often. -The best Helpers are the ones that hit multiple times and doesn't move the opponent back too far, like Psylocke's. While they are hitting, you can dash up and do a combo, or use the dreaded Hyper Charging Star! Juggernaut, Agent, Cyclops, Magneto, and Thor are also very good. -If Thor is your partner, use him. Your opponent should duck to avoid the laser he shoots. While they are ducking, hit them with a jump-in attack, cuz you can't low-block an air attack! ============================================================================ 4. Combos 4. Combos Captain America basically uses the same combos he always used, but are faster here because he regained some speed. So if you knew Cap's old combos, they all work here. -Cap's Combo Info- Mini Launcher: None Air Launcher: S.Strong Ground Magic Series: Stronger Air Magic Series: ZigZag Super Jumping Magic Series: Hunte AC Finishers: Fierce, Roundhouse, Jab Shield Slash -=Easy Combos=- Jab, Forward(2 hits,) Fierce D.Short, Forward(2 hits,) Roundhouse, Charging Star D.Jab, Strong, Fierce, strong Shield Slash Jab, Strong, fierce Stars n' Stripes C.Short, C.Forward, Hyper Stars and Stripes -=Harder combos=- J.Fierce, J.down+roundhouse, C.Short, c.Roundhouse, jab Shield Slash Jumping Fierce, down+roundhouse, land, dash in and press crouching short, crouching fierce, super jump, SJ Jab, Short, Strong, Forward, Fierce. Dash in and press Short, Roundhouse, Final Justice! J.Fierce, J.Down+Roundhouse, C.Short, C.Forward, Hyper Stars and Stripes Have the opponent in the corner: Fierce Throw, C.Short, C.Fierce, /\, SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, Jab Shield Slash ============================================================================ 5. Versus VS. Ryu Ryu mode- Most likely he'll fireballing up a storm. Use the Charging Star or Final Justice to punish those fireballs! If he misses a DP, hit him with a super, if you don't have power, use the Stars n' Stripes. In the air Cap will dominate so you really don't have to worry up there. You really don't have to fear being launched as much because he can't air combo his Shinkuu Hadoken anymore. Just make sure to jump in with a fierce or down+roundhouse when you attempt a jump in combo. Ken mode- The same as in Ryu mode, punish the missed DPs and fireballs. If he uses the Ken Super Hurricane Kick, block and do the Hyper Stars and Stripes. Never sweep him outside of a combo, cuz he can use a Shoryuu Reppa. Most Ryu players try to fake out a dash with a Dragon Punch, so don't try to blindly attack a dashing Ryu. Don't use the Hyper Charging Star or Final Justice unless you are possitive it will connect, because he can use that ShoryuuReppa Evil Ryu- Probably the Ryu who will give you the most trouble. As is Ken mode, never sweep him when he has a super charged, in fear of his Shoryuu Reppa. You shouln't let this guy launch you, because he can still air combo his super. In this mode Ryu's defense is crap, so keep close and never let any pressure off. He can still use his Raging Demon, so hit him out of it when you see it. It is unblockable, so don't try. If he tries to pull it off while you are close, keep ramming short kick and hope knock him out of it. VS. Captain Commando(CapCom) He's a pretty powerful newcomer, so take him seriously. Never jump at him attacking, because he can use his Captain Corridor or Captain Sword. It reaches the top of thee screen, so make sure you're blocking whenever your directly over his head. Try and fake him out with your dash by quickly dashing then holding back! Wait for him to attack then counter! He has special moves where he calls out certain members of his team, so use your helper characters to fend them off! Juggernaut and Thor work nicely for this purpose! The Hyper Charging Star works fine, even if he blocks it. Be careful of his launcher, because he can combo the Captain Sword in, and that does WAY too much damage. VS. Hulk There are 2 types of Hulk players, people who sit there and use the Standing Fierce, and people who know how to use him. The S. Fiercers are easy, merely use a Stars n' Stripes or a super. People who know how to use him can be VERY tough. Don't try and trade hits because he is stronger, and lay off the Hyper Charging Stars for damage cause he can S. Fierce you right after he blocks it. Try and use his bigness as an advantage, because he is the tallest and widest character in the game, so you can use huge combos on him and it is easier to hit than most characters. The Gamma Charge has terrible recovery, so hit him when you block it! The Hyper Charging Star goes through the Gamma Wave super. Jumping in is OK, just make sure he doesn't have super power, and you jump in with fierce or roundhouse. Use only stronger attacks on him, so start with strong or forward to start ground combos. VS. Chun Li Don't get lauched because she can use her new super on you as an AC finisher. Ugh. Jump in on her with fierce and follow up with a combo to sap her energy. If you see her fireball, Charging Star or Final Justice through it. Use the Hyper Stars and Stripes if you block her Thousand Burst Kick, and the Hyper Charging Star works fine for block damage. Her Kikosho still has a bad recovery time, so if you have a super, Final Justice her. If not, Charging Star time! Always make sure that you guard low, cuz her C.Forward comes out almost immediatly and has pretty good range. VS. Gambit He is the only one in the game whose jumping fierce can compete with Cap's! Use your double jump to get the edge when you are both in the air and on the ground hit him with your fierce. That dang staff if a very versatile tool, so never underestimate it. His jab Cajun Staff moves incredibly quick, and does good damage, so Gambit is someone you want to play on the defensive against! Most of his moves do have recovery so take advantage with your fierce, or Hyper Stars and Stripes! He has an excellent launcher, so he either breaks through or you trade hits, so keep jump-ins to a minimum. Be careful when directly above him, because when he uses the Royal Flush, he throws his staff in the air and it could whack you into the cards!! And never let him sweep you, he can follow up with the Royal Flush. If he jumps at you with a fierce, or one of his bounce off the walls moves, use a jab Stars n' Stripes . It's a hard fight, but be patient and wait for him to screw up! VS. Megaman I got a little bit on him now! Make sure to stay close to him, Cap will simply rule in close! If he slides at you, use the Hyper Stars n' Stripes! Try and tempt him into fireballing at you(this shouldn't be too hard) then do either of 3 things: 1) Jump over the first fireball(if he shoots 2 double jump) and strike him with down+roundhouse into a combo. 2) Avoid everthing and try to make him go offensive on you. Cap has utter domination of those stubby little limbs of his! You can aggrivate most players by using Cap's taunt! And always taunt when ypu knock Mega over! 3) Try and quickly pull off a Final Justice! VS. War Machine He is actually a lot better than I originally thought he was. Don't jump at War Machine attacking, cause he can do his repulsor blast. Instead jump in blocking. Block the repulsor blast, land and hit him with a quick combo. Never jump at him when he has a super because the Proton Cannon will hit out of the air if timed correctly! If he manages to hit you with this, you can roll after it. When he rears back to do the Shoulder Cannon, , double jump over it and whack him from above! If he does a Proton Cannon, block it, then dash in when he's done and do and a combo, or use the Final Justice! He is strong and can combo pretty well, but you can use your fierce to keep him away. VS. Strider A little on the overpowered side, but I like him anyway. Your shield can take priority over his sword , so get in close attacking, but try not to miss, cause if you do, he can hit you with one of his massive combos. If he uses his Legion super, try and super jump, when you see the birds, double jump. You won't dodge them all but you'll come close! Just block the rest. If he uses his Uroburos just block or keep the heck away from him! Try not to let his speed overwhelm you, instead try and overwhelm him by not letting of any pressure from the air or the ground. Alot of Strider players like to end their air combos with a throw, so if he has you in an air combo, keep slamming strong and fierce to tech hit! VS. Spiderman You can jump in attacking, but chances are he won't be in any particular spot very long. When he jumps in on you, hit him with a jab Stars and Stripes, or try and launch him. The Hyper Charging Star still works for block damage and if you block his Crawler Assualt, hit him with a Hyper Stars and Stripes, if he attacks with with a Maximum Spider, counter with a Final Justice! VS Zangief Zangief isn't nearly as tough as he used to be, but still pretty damn tough! Just make sure to aim for his head when you jump in on his lariat because his arms are invincible. Try and keep away from him because his SPD range has been increased, so use your shield to kill from a distance. On his Mega Zangief form, hit him with your shield the double jump away when he gets to close. He can interrupt you supers with a SPD or FAB, so don't use them! VS. Jin He shouldn't give you too much trouble because not many know how to use him. Just block and smash him in the recovery time of his moves. One thing you should watch out for is his Blodia Punch super. So if he has super power and starts advancing, double jump or cartwheel away! VS. Wolverine Try and block his normal attacks when he dashes at you, although your feet should be guarded cause most Wolvie players like to slide. Build your super meter by jumping up and using your SJ strong a couple of times, and wait for him to slide or do a fierce Beserker Barrage then counter with a Hyper Stars and Stripes. You must now keep your guard up at long range because now he is equipped with the Beserker Claw, whitch instantly travels across the screen. Try to fend him off until he makes a mistake. VS. Morrigan Cancel her fireball out using you strong Shield Slash. Her Dragon Punch move has priority, so block coming in. Hit her with fierce whenever you can and try to keep her in the air, because Cap will dominate there. When you see she is right on top of you, just block in case she does a Shell Drop(or whatever it's called.) When you block a Shell Drop, quickly pull of the Final Justice for some quick damage. Her Soul Eraser can be confusing, so when she has super power keep an eye on her head. Bats will start flying about and that's how you know it's coming. Vs. Venom Venom is a tough cookie! Unlike most large characters, Venom does not have to use a furious offensive, he can stay in one spot and cream you from there. He has a fierce punch that coves almost the half of the screen, comes out fast and recovers fast! He won't move too much, but you do the opposite! Try and dodge his attacks and counter! Move constantly and never stop long enough to get you with any of his long range moves. Jumping in with fierce and executing painful combos is the only way to take down this monstrous behemoth. Vs. Gold War Machine He has the same kind of super armour as Mega Zangief, so combos, your supers, and the almighty fierce can all be absorbed. You want to keep your distance from him, because of that armour. If he uses his Proton Cannon, try to get to the other side of him! You can hit him with about 2 Hyper Charging Stars because he will absorb it and keep firing the cannon! Or you can do what I do and just throw his @$$! Vs. Red Venom Don't let him near you! He combos like Strider on steroids! If he tries to dash in and start a combo, use a jab Stars n' Stripes on the dash. He takes hits worse than Akuma, so it only takes about three combos to totally devastate him. Jump in with Fierce if your feeling brave, his Launcher has great priority and you don't wany him to Air Combo you! Vs Onslaught! Onslaught is one of Capcom's toughest boss characters! He is big, strong, has infinite super power and he has a powerful hit-buffer! His first form was made to target scrubs, turtlers, or people stupid enough to think they can switch against him! His second form is kind of like Apocalypse, but he guards his head and can move around, very quickly! Here are some things to do while fighting him: First Form- Onslaught might seem intimidating when you first see him, but don't worry, he's not unstoppable. Because of his hit buffer, don't use special moves(except the cartwheel) or he will absorb the hit, then hit you with one of his supers! The Final Justice is ineffective on him and don't use the Hyper Stars and Stripes. The Hyper Charging Star is okay, because it is one of the few moves I've seen that make him reel! Beware his HyperGravs, they are unblockable and will leave you completely at his mercy if he gets you with these! Double Jump over them! When you see that he is trying to beat you into a corner, cartwheel through him! What he likes to do lock you in a corner and use his Magnetic Tempest, which does more chip damage than the Hyper Charging Star!! He will then expect a switch and if you do, he will use his Mega Optic Blast on your partner! To beat him, you want to either jump in with fierce then double jump away before he can do anything, or try and cartwheel through him and hit him from the back when he is doing a move! Second Form- He retains the unblockable HyperGravs, and avoiding them should be your first priority! When he uses his drill, get out of its way! It does almost 50% block damage! He also has an eye beam that moves incredibly fast and does tons of damage! He will usually move out of the screen before doing this, so when you see him step out prepare to super jump! You can't do any big combos to his head like you could to Apocalypse, because he will create an energy column beneath you that will send you flying! To beat him, just jump at his head with fierce, then jump away blocking! Onslaught likes to hide in a corner with his hand out of the screen, so move to the other side until he finally moves to about the center(of the screen.) Now you have room to work your magic! Build up momentum by dashing, super jumping at his head, pressing Fierce as you sail through, land on the other side. Make sure you have a fair amount of room in front to get a decent dash going, and leave enough room alloted so you have a place to safely land. Repeat until he dies(or moves out of the screen and comes in with his Drill. The Hyper Charging Star will block his Drill, but you have to start WHILE Onslaught is out of the screen, or you will be hit at startup. Pretty hard to do but since Onslaught Drills so much you'll have plenty o' practice. ============================================================================= 6. What To Do When You Lose the Shield Most people seem to think Cap is completely worthless without his shield to guard his behind! This couldn't be farther from the truth! His range is diminished and he isn't as strong, but all his great kicks remain the same, and since most people will blindly try and smash a shieldless Cap, any Cap player with a little experience can put them in their place quickly! Here are some strats: -Jump alot! Cap's J.Roundhouse is almost as good as his J.Fierce! Also remember that he has different versions of it, so he has a Roundhouse for almost any purpose! -Block alot! You can't Charging Star or Final Justice through fireballs without your shield, so you must block anything you can't avoid. -Cap has to rely on a good Helper character to save his butt when the going gets tough, use 'em. (Example: You are fighting Ryu. You both have very little energy. In typical Ryu style, he throws a fireball, hoping you'll get hit. Luckily for you, US Agent is your Helper! He jumps out, destroyes Ryu's fireball, then kills Ryu!) Learning when to use Helpers is an integral part of a shieldless Cap's defense. -You want the shield back, but there standing on it? This is why the Cartwheel was invented! Just Cartwheel through the person, (Cap grabs the shield on contact) stop on the other side and cross them up! -Captain America's S.Forward is pretty good at stopping in-your-face people (like Wolvie) so use it alot. -For his Fierce, he will do a double fisted swing, pretty good damage, but the range is quite bad. Use your S.Roundhouse if you want to fight from mid-range and save your S.Fierce for a close fistfight or combos. -Use his Strong exclusively in combos! Without his shield it can launch almost nothing! ----------------------------------------------------------------------------- Bonus Section! Because fighting Onslaught is so dang tough, The Foreigner (firstname.lastname@example.org) me a list of things that work best against him: WarMachine: On 2nd form get under head use War Destroyer (good damage) CapCom: Supers won't do crap damage on 2nd form Chun Li: If you want to win the easy way use Chunli get three levels in the first fight and as soon as you see onslaught do 3 nonstop "bubble" Kikosho supers in a row(be careful as this will protect you from anything that Onslaught tries don't do it if he leaves the screen as he will drill you (the bubble stops him but the Drill will hit you at the end, eye lasers(bounce off he can catch you with a sentinel bomber squad afterwards Jin: Same as CapCom Morrigan: Soul Eraser works pretty good on both forms Strider: Never tried Legion pretty sure Uroboros is all you need for protection and aggressive combat Zangief: Yeah right!!!!! Would be cool to see him dbl. final atomic buster him though Captain America: On second form Charging Star vs. the drill hand you will be safe and inflict damage not sure about Stars and Stripes Gambit: Royal Flush is pretty good and Cajun explosion if you need to get behind him Hulk: Same as CapCom or Jin think gamma quake does more damage than the other two though Spider: Crawler Assault is the only one that could possibly work Venom: Death bite will work well unless you are to close to him Ryu: Hadoken blast(Shinkuu Hadoken) works wonders especially on head of second form hurricane kick super did work on Apocalypse not sure about onslaught. chain a crouch fierce into a shin shoryuken with ryu to take off a lot of damage (not sure this works on 2nd form).stay in ryu mode as you lose the least amount of life Ken mode: Shinryuken should work wonders on 2nd form other two look doubtful Akuma mode: Stay with Ryu if you want to use shin hadoken I'm thinking that the fireball aerial super should do some good damage Basically no auto combos(Ragnarok, Final Justice) or throw combos will work on him ============================================================================= 7.Thanks Thank Ed Ma for his Marvel vs. Capcom strategy guide! It was loaded with info and you really should check it out! Thank Migs Rustia cause his page was oozing with info before my arcade even got the game! His page is at http://www.geocities.com/Area51/Vault/5027/index.html Thank K.M. for corrections, and alot of info about the cartwheel, OTG combos and U.S Agent(not to mention his excellent Dan Faq for MSHVSSF!) His page is at http://kao.home.ml.org Thank Miguel Raya for the list of supers that work on Onslaught. ForignerMigel for all that stuff on Onslaught! Thank LucasArts for their Monkey Island series, which kept me in good humour while writing this. Of course thank Capcom for creating the game, and Marvel for creating Captain America and all the other Super Heroes!