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    Red Venom by JChristopher

    Version: 1.1 | Updated: 12/02/99 | Printable Version | Search This Guide

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    (or simply Red Venom)
    MARVEL VS. CAPCOM FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.1
    Dec. 2, 1999
                                                                           
    this faq is copyright 1999-2000 Joseph Christopher
                                                                           
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
    ||     site before sending in any comments, suggestions, and/or corrections.     ||
    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
    ||     posting this faq on any other website requires every last sentence,       ||
    ||     phrase, word, and character contained within this file included and       ||
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    ||     preferable, though not required.                                          ||
    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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    ||     equal to, or greater than a cent's worth in cash, items, or services      ||
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    ||     other hand, by indirectly I mean using a part of or all the contents      ||
    ||     of this faq as a convincing factor for the purchase of another product    ||
    ||     thus directly or again indirectly yielding profit.                        ||
    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
    ||     your own words, without at the very least giving me, Joseph Christopher,  ||
    ||     the author of this faq, full credit for it. If you in any way             ||
    ||     incorporated even a very minute part of the strategies found in this      ||
    ||     faq with your own in your work, then you must at the very least give      ||
    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
    ||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
    ||     legal actions will be taken. If at any point you disagree to this         ||
    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                           
    * Following the tradition started by Mech Zangief, Mephisto, US Agent,
      and the rest of the Marvel vs. Streetfighter secret character cast,
      this version of the Venom doesn't have a solid or even ANY history to
      back him up! Capcom just included him here, period. Maybe just for the
      fun of it, but I really can't tell. The thing is, I don't want Red Venom
      to go on like this, (nameless, I mean) and he simply isn't Carnage so
      I prefer to, sometimes, call him....."Venom's Carnage Mode" (much like
      Ryu and his ability to switch into Akuma or Ken Mode) There are just
      about as many people who think Venom's Carnage Mode is totally cool and
      those who think the opposite. The latter's opinion is always based on
      the fact that Venom's Carnage Mode "takes a jab like some people take
      a Shinkuu Hadouken!" (as stated by Sir "O") BUT, naturally, I wrote this
      faq to concentrate on why he's so cool, namely,
                                                                           
    1. Venom's Carnage Mode is sheer speed (walk forward and he actually dashes)
    2. Venom's Carnage Mode relies on berseker rage (imagine a muscle-bound Wolverine)
    3. Venom's Carnage Mode has great comboability.
    4. Venom's Carnage Mode has all these at once: range, speed, priority,
       and damage.
                                                                           
                                                                           
    * how to access - highlight Chunli and do the code-
                      R,4D,L,4U,2R,2D,2L,2D,2R,4U,2L,U
                                                                           
      or for easier comprehension, follow these instructions after highlighting
      Chunli-
                                                                           
      tap right and continue to make a loop covering the left part of the selection
      screen, tap right twice and continue to make an inverted S figure, tap
      up until you reach the top most row, and then take the shortest path
      to Chunli and tap up.
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Normal Moves
      IV. Supers
       V. Combos
      VI. Vs. Computer
     VII. Vs. Human
    VIII. Ending
      IX. Credits
       X. Revision History
      XI. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    + - at the same time
    P - any punch
    K - any kick
    L - low
    M - medium
    H - high
    / - or
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash       - F,F / B,B (goes in direction you choose)
    super jump - D,U / D,UF / D,UB (goes in direction you choose)
    guard push - LP+MP+HP (while blocking)
    taunt      - press start
    call helper- MP+MK
    tag partner- HP+HK
    tag super  - D,DF,F+HP+HK
    team work  - D,DB,B+HP+HK
                                                                           
    * let me explain a few things about some of the general moves:
                                                                           
    call helper - your helper is the character you choose after you have chosen
                  the two members of your team. He/she basically, when called,
                  just enters the screen, does an attack, and leaves. Fighters
                  available in the character select screen are not available
                  as helpers and vice versa. With choosing a helper, the cursor
                  goes through all the possible selections and you have to
                  hit a button at the exact moment it highlights your desired
                  helper. There is, however, an alternative: (to use any of
                  these helpers, hold start and the corresponding button
                  immediately after choosing your second fighter.)
                                                                           
          Anita      - LP+MP+HP
          Colossus   - LP+MP+MK
          Cyclops    - LP+LK+MP
          Devilot    - MP+HP
          Iceman     - MP+MK
          Jubilee    - LK+MP+HP
          Juggernaut - LP+MK
          K. Arthur  - LP+MP
          Lou        - MP
          Magneto    - LK+HP
          Michelle H.- LP+LK
          Psylocke   - MK
          Pure & Fur - LK
          Rogue      - LP+LK+MP+HP
          Saki       - HP
          Sentinel   - MP+MK+HP
          Shadow     - LP+MK+HP
          Storm      - LP+LK+HP
          Thor       - LK+MP
          Ton-pooh   - LP+HP
          U. Soldier - LP
          US Agent   - MP+HP
                                                                           
    tag partner - your partner will enter the screen, attacking anything in
                  front of him or her, but you probably already know that by
                  now, don't you?
                                                                           
    tag super - common to crossover fans, this move needs at least two levels
                of super charged up. It will allow both fighters to execute
                their respective supers at the same time, the resting one
                being left behind as if they already "tagged"
                                                                           
    team work - ahh, this is new. your partner enters the screen as he would
     super      during a normal tag, but then after that you can control both
                your fighters at the same time! (they'll both respond to your
                controls.) What's more, your super gauge is set to infinite.
                Yeah! This state is timed though, so use it wisely. The length
                of time you stay in this state is determined by the amount
                of super you have charged up when you did it.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      _  _  _____  ____  __  __    __    __
    (_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
     _)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
    (____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1. LP - Venom's Carnage Mode is not one of the normal-sized players in
            the game, so his jab won't be quite the same. This jab reaches
            further, is just a little faster, and combining both properties,
            it becomes superior in priority.
                                                                           
       a) standing - the animation for this is identical to that of his Web
                     Throw(see special moves section) but of course no web
                     comes out. Quite a normal jab if you ask me so this is
                     an exception to what I've said above.
                                                                           
       b) crouching - from a squatting position, he delivers something that's
                      not quite a jab since he actually holds back before doing
                      it and utilizes the full length of his arm (which is quite
                      lenghty) And since it's just about as fast as any other,
                      can be unexpectedly used as a counter for dash-ins, especially
                      those that end in low attacks.
                                                                           
       c) jumping - well, he just jumps and does basically the same attack
                    as his crouching LP. You can use it to start an air combo,
                    but other than that I don't see any reason to do it.
                                                                           
    2. MP - at par with the HP in being Venom's Carnage Mode's most useful
            move, these come with range and pack a moderately large damage
            as well. Combo filler, combo starter, anything that has to do with
            combos! That's the MPs' main uses.
                                                                           
       a) standing - well, he just stands erect and does basically the same
                     attack as his crouching LP. You can use it to fill ground
                     combos, but other than that, and the advantages listed
                     under the crouching LP, I don't see any reason to do it.
                                                                           
       b) crouching - yuck. If you're disgusted by the way his tongue hangs
                      from his mouth all the time, then don't do this move.
                      Most of you probably wouldn't care, and this is a very
                      useful pure-ground combo starter so I really advise
                      using it. Oh, and in this move, he licks(!) his opponent
                      by sticking his tongue out to its full length.
                                                                           
       c) jumping - absolutely identical to his jumping LP and will also come
                    with similar uses---strictly for air combos only.
                                                                           
    3. HP - at par with the HP in being Venom's Carnage Mode's most useful
            move, these come with much variety in the way they should be used
            so I'd better describe them individually, not as a whole.
                                                                           
       a) standing - this is what every MVC character has---a launcher. In
                     this move, Venom's Carnage Mode delivers an uppercut,
                     but not with a closed fist. Instead he claws his opponent
                     so hard they actually rise.
                                                                           
       b) crouching - Venom's whole upper body BECOMES his mouth, complete with
                      razor sharp teeth, and bites the opponent. Definitely
                      High on damage, comes out a little slower but is still
                      considered quick, and reaches, like I said, three-fourths
                      the screen! Nice to exchange hits with.
                                                                           
       c) jumping - well, he just jumps and does basically the same attack
                    as his crouching MP. You can use it to fill an air combo,
                    or counter a close air to air enconter but other than
                    those I don't see more reasons to use it.
                                                                           
    4. LK - nothing his LKs can do that his LPs can't do better so I won't
            be including strategies on this but I'll describe them...
                                                                           
       a) standing - everybody's short, forward kick, very common, very
                     useless
                                                                           
       b) crouching - everybody's crouching short, forward kick, very common,
                      very useless (yup, the kick still looks the same even
                      if he's crouching)
                                                                           
       c) jumping - your basic combo filler, but nothing else. Looks much like
                    the other LKs, so won't be packing much use with it either
                                                                           
    5. MK - looks the coolest, but is the most awkward to use. I recommend
            their use only as a combo filler or a super meter charger.
                                                                           
       a) standing - absolutely identical to his jumping LP and will also come
                     with similar uses---strictly for ground combo filling
                     only.
                                                                           
       b) crouching - again, a whole lotta little sharp beaked shapes morph
                      from Venom's own skin this time in his back area and
                      hit the opponent all at once. May be linked from a crouching
                      MP and to a Death Bite but nothing more than that.
                                                                           
       c) jumping - Venom turns to YOU, compresses himself, and out comes a
                    multitude of "spike" skins that hit the opponent wherever
                    he is, that is, within a very short radius. Only for filling
                    air combos.
                                                                           
    6. HK - the multi-hitting ones. Makes use of multi-fanged mouths that take
            shape from his legs. These fanged mouths sort of jumps from Venom's
            body, hits the opponent, and goes back.
                                                                           
       a) standing - a whole lotta little sharp beaked shapes morph from Venom's
                     own skin in his leg area and hit the opponent almost
                     all at once. Gives two hits, may be linked to any special
                     and to the Death Bite, but nothing more than that.
                                                                           
       b) crouching - this is an execption. Hits only once but the method by
                      which Venom attacks in this move is very similar to the
                      one he used in his other HKs---the fanged mouths!
                                                                           
       c) jumping - well, he just jumps and does basically the same attack
                    as his crouching HP. Just as high on damage, as quick
                    on execution time, but a little less on the reach factor.
                    Use it occasionally and always link, if you're aligned
                    horizontally with the opponent, to a Venom Fang.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    1. Lunge Bite - D,DF,F+P
                                                                           
            If you thought his crouching HP, in which half his body becomes
       a mouth, was cool, you'll think this is wacky. In this move Venom's
       Carnage Mode stands up, and does the same thing as his crouching HP,
       but does it up to NINE times(!), depending on which P you used and how
       good are you at mashing buttons. That's as far as I can get, I'm not
       sure if you can do more bites with this move. Use it to surprise, and
       to scare! ooooh...
                                                                           
    2. Dive Bite - UB/U/UF,D,DF,F+P
                                                                           
            Looking at its code, you'd think it's just an air version of his
       Lunge Bite, but it's far from that. It's a lot weaker, covers a lot less
       range, comes out slower and only useful as an air combo ender. In this
       move, a whole lotta little sharp beaked shapes morph from Venom's own
       skin this time in his back area and hit the opponent all at once. Oh,
       and he dives almost vertically downwads while in this move.
                                                                           
    3. Venom Bite - D,DF,F+K
                                                                           
            Dammit, more bites! Doesn't he know anything else to do? Anyway,
       if the Lunge Bite copied while greatly improving his crouching HP, this
       one does the same with his jumping HK. This time he does it up to SIX
       times(!), depending on which K you used and how good are you at mashing
       buttons. That's as far as I can get, I'm not sure if you can do more
       bites with this move. Use it to surprise, and to scare! ooooh...(just
       like the Lunge Bite...)
                                                                           
    4. Web Throw - F,DF,D,DB,B+P
                                                                           
            Shows that Venom's Carnage Mode still has some Spidey moves left,
       but also shows he has more than double the checkered bug's strength.
       Hits higher because of his height, but otherwise comes out the same,
       with the angle of the shot also depending on the P used (the stronger P,
       the higher angle) However, if it connects, Venom's Carnage Mode won't
       rely on circular (centripetal and centrifugal) force, but rather on
       his own weight-lifting strength! In other words, he doesn't whirl the
       opponent round his head like Spidey does, but instead slams the opponent
       on one side, pulls and slams him again on the other, repeats, and repeats
       again for a number of times depending on the buttons you mashed. A good
       strategy would be to air combo your opponent in a corner, end it with
       an HK only, and pull off this move as he tries to fall and do a jump-in
       on you.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Venom Web - D,DF,F+2P
                                                                           
            This is what a true human spider should be doing, not some off-the-
       screen flying kicks. Venom's Carnage Mode jumps forward a little, prepares
       to do what looks like a jumping MK, but then flashes and out comes a
       screenfull of...WEB! Anyone open at that moment, unless he's at the
       peak of a super jump, will fall prey to this great super move. THE best
       super to use in a team work super because it allows your partner to
       pour out his/her own super while Venom's at it. Other useful reasons
       to do this move would be to finish what a helper started, punish a missed
       super, and trick a raging super-jumper.
                                                                           
    2) Death Bite - D,DF,F+2K
                                                                           
            First, there was the crouching HK, then there was the Venom Bite.
       Now, this? Capcom has really overused the animation for Venom's Carnage
       Mode's crouching HK cause, as you can see, it has both a special and
       a super version! *Sigh*,...at least it's a good ground combo ender,
       specifically after a crouching HK, and it also is a good chipper, compared
       to the Venom Web, which does ZERO chip. Use it mainly to counter
       slow ground attacks.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    Universal Jump-in: HK - yes, that's all you should do to start a jump-in
                            combo. You may want to do a LK-> HK combo to
                            start a jump-in but, can the LK really hit the
                            opponent before he does something else?
                                                                           
    * a jump-in you MAY add while a dash-in you MUST add to any of these combos:
                                                                           
    1. LP-> LK-> MP-> MK-> Lunge Bite
    2. D+LP-> D+LK-> D+MP-> D+MK-> D+HP-> Lunge Bite
    3. LP-> LK-> MP-> MK-> HP-> UF-> LP-> LK-> MP-> MK-> HK-> Dive Bite
    4. LP-> LK-> MP-> MK-> Death Bite
    5. D+LP-> D+LK-> D+MP-> D+MK-> D+HK-> Death Bite
    6. (in corner) Wenom Web-> D+LP-> D+MP-> D+MK-> D+HP-> D+MP-> D+HP->
       Venom Bite
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    Well, pull off all the combos I just taught you! If you block all day,
    computer opponents will most likely do a dumb attack that'd leave them
    open for a combo that ends in a super! If, however, they walk forward
    for no reason, they're planning to throw you so do what you want to counter
    that! Simple enough?
                                                                           
    Oh, yeah, how to beat Onslaught:
    First, cool-looking form: all you have to do is block low and lick his...
                              well, let's just say reapetedly do a D+MP
                              whenever he's finished doing a special move.
                              You can also try diving for him via Venom Fang.
                                                                           
    Second, cheap@$$ form: jump and HK his face until you're all charged up
                           for a super then Death Bite his face and make his
                           neck crack! Block right after your every move to
                           avoid his eye beams.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     \  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
      \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    *Well, there won't be any universal rules for fighting against humans cause
     no two humans think identically. There are, however, general rules that
     could apply to at most 80% of your encounters with human challengers.
                                                                           
    1. Use Anita as a helper - You may replace her, but make sure the
                               replacement pretty much does the same thing---
                               throw a lot of semi-homing stuff at the opponent!
                               As she comes in, do a Lunge Bite to chip without
                               the risk of getting more damage than you dealt
                                                                           
    2. Follow Venom's(or in this case, Carnage's) well-known personality
                                                                           
            As you might have already known, Venom as well as his "son" Carnage
       is well-equated with the word, "savagery" Whether you saw them on TV
       or read about them in the comic world, their the aggressive, come-what-may
       type. And that's just how you should play Venom's Carnage Mode in MVC.
       He takes so much more damage than usual therefore should not block
       but instead counter every attack delivered by an opponent. Combo a
       lot, throw a little, Lunge Bite a lot, Venom Bite a little, and never
       worry of being supered if you miss cause there's just no other way
       than to re-attack when the previous ones are blocked. To sum up, DON'T
       PLAN, ACT!
                                                                           
    3. Don't abuse his MP/HP throw
                                                                           
            If you chose Venom mainly because of his mighty throw, then you're
       just about as desperate as a cheap@$$ Strider user! Almost ANYONE
       nowadays can easily win whenever they abuse the potential in this cheap
       throw. Not only does it have one of the highest ranks in terms of priority,
       it also does some nice damage and stuns the opponent long enough for
       you to hit him with a standing LP and continue with a ground to air
       combo. You can always use the MK/HK, and if you really want to use
       the stunning version, do at least only when necessary. (e.g. you
       "sense" a throw coming your way but it's too late to do anyhing else)
                                                                           
    4. Know which super to use
                                                                           
            Venom only has two supers(whereas most have three or more) and
       the least you could do is know their differences in terms of use.
       The Venom Web is easier to connect when the opponent is wide open
       so use it only when you think you have confused the opponent on what
       you'll do next. The Death Bite, on the other hand, is best used as
       part of a combo simply because you can't do that with the Venom Web.
       Once you hit the opponent on the ground, follow-up with a D+HK which
       is the best normal move from which a Death Bite should come from.
       People who have less life generally deserve a Death Bite more than
       a Venom Web because the latter does ZERO chip damage. Finally, if
       you're doing a team work super, The Venom Web is the only super you
       should use(unless your opponent has very little life left) because
       it allows your teammate to do HIS super while Venom's busy comboing
       the opponent!
                                                                           
    5. Abuse your high-hitting(and damaging) Jumping HK
                                                                           
            Whenever you just don't know what to do, or whenever every attack
       of yours ends up being countered, pull yourself together while buying
       time using a ton of HKs while repeatedly super jumping. Not only will
       your supers get charged up in no time, you'll also be quite sure it'll
       take some time before he could think of a way to stop you, and by that
       time you've already thought of a way to stop HIM!
                                                                           
    6. Character-specific strategies:
                                                                           
    Captain America - if there's anyone who could counter your air HKing strategy,
                      it's him. His jumping HP does a lot more damage, reaches
                      further, and all that without having to sacrifice
                      execution time. Don't be the first one to super jump,
                      as he would most likely meet you in the air with the
                      accursed HP. Stay on the ground, dash forward and back
                      and lure him to miss a standing HP cause that's when
                      you spread out your Venom Web. Use a confuser's throwing
                      strategy(only to counter HIS throw attempts), guard
                      push his supers, and retaliate with a Death Bite
                                                                           
    Captain Commando - ahh...this captain must be dealt with in a rather
                       opposite manner than the first one. With this captain,
                       ALWAYS super jump and air block to avoid getting hit
                       by the heavily damaging Captain Corridor or the Captain
                       Sword super. Being able to block these would mean a
                       free Venom Web for you. DON'T use a confuser's game
                       with this captain because he'll just Captain Corridor
                       you out of it.
                                                                           
    Chunli - two problems: avoiding her launcher when you're air-borne and
             avoiding her low combo to Lightning K super when you're on dry
             land. Two solutions: never be the first to super jump and if
             you ever will, hit the HK button rapidly during the whole air
             trip. Second, dash to low combo to special and make use of my
             comboing strategies, but with extra care. Missing would prove
             fatal...
                                                                           
    Gambit - just avoid his cheappy infinite (which would probably work exceptionally
             well on you) and you'll be fine. That's the only thing he can
             do to beat you so if you've mastered the art of avoiding it,
             and everything he can do set you up for it, (like a launcher,
             a ramming helper, or a throw in the corner) then you'll be fine.
             He can be a good confuser but has his options limited to low attacks
             and throws so show-off YOUR confusing skills and win! (well,
             actually your confusing skills will also have the same limits
             as his but your throws will have higher priority) He may use
             a rain of Kinetic Cards as a chip away strategy but that can
             easily be countered: Just dash right below him, and what else
             but Venom Web!
                                                                           
    Hulk - Block, block, block! Eventually he'll grow impatient and hit you.
           Then attack, attack, attack! He'll be wide open after just about
           ANYTHING he does so it's time to dash-in, throw him, and proceed
           with air combos which will also work on him fine. Just remember
           to hit him at least once and at most four times before launching
           otherwise he won't budge.. Hulk is big, yet he'd easily be able
           to block your Venom Web so use Death Bites instead. Don't use the
           Lunge Bite on a standing Hulk cause more often than not you'll
           get punished by a Gamma Charge.
                                                                           
    Jin - obviously cannot even dream of having Hulk's reach, but would definitely
          be faster. Other than that, Jin would have all of Hulk's advantages
          and disadvantages as well. He'll pack power with his attacks, especially
          if he's all yellow! That doesn't give him much of an upperhand,
          though, as his attacks have a lame recovery time and could easily
          be punished by an aerial combo. Just use the same strategies you
          would on a Hulk user and watch out for that hurricane super whenever
          you jump!
                                                                           
    Megaman - two words: Keep Away. Yep, that's the NES freak's cheapy strategy!
              Let him use his X buster all he wants, while you constantly super
              jump and HK all the way. There'll be four kinds of Megaman
              users, and only two will you find challenging. The first one
              just hammers away with a stream of X busters that's easy to
              jump over and punish with a combo. The second one will always
              charge up his X buster and use it as part of an air combo. Just
              dash back and forth to confuse him into giving up that hold
              then welcome his fireball with a mid-air Venom Fang. The third
              Megaman user would be using a rammer as a helper, slide kick
              you, and hope that you'll retaliate with a combo as he summons
              his helper afterwards. He'll surely get hit, but you'll be punished
              by his helper as well, giving him enough time for a Hyper Megaman
              super. Just don't counter the slide kick and wait for him to
              run out of helpers, THEN attack! The fourth, most challenging
              one would be a Megaman that X busters low, then X busters high,
              then low, then high, then you lose your sanity---WRONG!! Fight
              on! Block his low X busters and dash forward when he does the
              high one. Eventually you'd be near him. Time to use your confusing
              skills. If he manages to escape, which would only be possible
              via super jump, catch him off guard with an MP or HP Web Throw
              (not LP cause it aims horizontally) By the way, don't worry
              bout his supers, just block and do either super of yours afterwards.
                                                                           
    Morrigan - will fight like you do, being a good confuser and all that.
               She will, however, have her options limited to low attacks
               and throws so show-off YOUR confusing throw skills and win!
               (well, actually your confusing skills will also have the same
               limits as hers but your throws will have higher priority)
               If she does something you won't, namely raining you with air
               fireballs, Dash in and punish her with your Venom Web or
               catch her off guard with an HP Web Throw if you don't have
               the extra charged super bar.
                                                                           
    Ryu - If he's using strategies found in my Ryu faq, then may the best
          confuser win! If he's not, you're in for a cheapy fireball game.
          Again, you'd be needing your invaluable jumping HK to chrage up
          your super, Lunge Bites to counter his ground fireballs and dash-in
          to Venom Web his air fireballs wherever he may be! (except at the
          peaks of high jumps, of course)
                                                                           
    Spiderman - Even his Maximum Spider has a high chance of getting countered
                by a Venom Web in progress so abuse that fact to your advantage.
                Master the art of rolling and you'll be avoiding his Crawler
                Assaults forever! His Ultimate Web Throw will be his only
                super that could counter all of yours but you can easily
                detect that. If he uses an air combo that knocks you down
                and falls right behind you as you get up, Venom Bite him!
                                                                           
    Strider Hiryu - I don't believe I'm hearing myself say this, but I advise
                    you to STAY in the corner when pitted against this teleport
                    master. That way he wouldn't be able to use an Ouroboros-
                    and-teleport-behind-you strategy. But with you in the
                    corner, he'll try two things: combo you like crazy, wherein
                    the guard push feature would prove most useful, and chip
                    away some nice damage with his robo dog, which you should
                    super jump to avoid and charge up your super meter. Use
                    your helper whenever he jumps for you then launch him
                    and air combo to Dive Bite. If he doesn't have a single
                    super charged up yet, hell, forget all I've just said
                    about him and engage in a confuser's throwing game instead.
                                                                           
    Venom - Just super jump and HK all the way and as you land, choose from
            two landing sites: as far away from him as possible to be able
            to continue super jumping and charging up your meter, or a little
            behind him so your HK could out prioritize he whips up and give
            you an opportunity to do a ground-> Death Bite combo whether
            he blocks it or not. If he's able to block all of it, engage in
            a confuser's throwing game but beware, he may not have an overhead
            but his throw allows him to combo you afterwards so get ready
            for that.
                                                                           
    War Machine - Just block his ground combos, D+LP to combo his throw attemps,
                  and do a dash in to Venom Web if he abuses his mid-air
                  smart bombs. If he's dumb enough not to include his War
                  Destroyer super in a combo, dash to Death Bite him one moment
                  after all his missiles are launched from his armor. I guarantee
                  you the missiles will drop where you WERE before you dashed
                  but you have to time it right, though. The Proton Cannon,
                  if not done as an ender to a helper attack, would be easily
                  detected and therefore super jumped from and punished with
                  what else but a Venom Web. If your opponent doesn't make
                  flaws like this, then you better stick to your good 'ol
                  jumping HK to mid-air Venom Fangs to do the trick.
                                                                           
    Wolverine - until recently have I thought that Wolvie users (including
                me, once) were just plain good at it but now I know Wolvie
                was just too advantaged to be defeated by a mere above average
                player. I hate to be called cheap, so now I have stopped
                using Wolverine, and started taking him as a challenge to
                defeat with my players. There'll be two things any "challenging"
                Wolvie user would do: stomp you like crazy until you open
                up for a combo to super, or dash in like crazy also until
                you open up for a combo to super! With the first strategy
                you'll again have to utilize your Venom Web and your helper
                and mix them up so you wouldn't get too predictable. For the
                second strategy, you'll have to assess yourself. If you think
                you can pretty much predict what he's doing, then combo him
                if he tries to throw and use the guard push otherwise. If
                he doesn't give up and still dashes in like crazy, smile
                and surprise him with a risky but rewarding D+HK to Death Bite
                turn his healing factor off for good!
                                                                           
    Zangief - Just charge up the way I've been telling you since the beginning
              of this section and guard push all his attacks so that he couldn't
              link them to a grapple or worse, SUPER grapple! He'll be using
              blocks much, so you'll just have to play a risky confuser's game
              with him. Remember that in a confuser's throwing game, you'll
              have to be extra careful since his throws are part of the few
              that can out prioritize yours! Whenever you're charged up and
              can't land a combo, just chip away with my helper to Lunge Bite
              strategy.
                                                                           
                                                                           
    6. Strategies on secret characters:
                                                                           
    Golden War Machine - Just block his ground combos, super jump from his
                         throw attemps, and do a sudden dash in to jump up
                         and air throw if he abuses his mid-air smart bombs.
                         If he's dumb enough not to include his War Destroyer super
                         in a combo, dash and give him a Death Bite one moment
                         after all his missiles are launched from his armor.
                         I guarantee you the missiles will drop where you WERE 
                         before you dashed but you have to time it right, though.
                         The Proton Cannon, if not done as an ender to a helper
                         attack, would be easily detected and therefore super
                         jumped from and punished with what else but a Death
                         Bite. If your opponent doesn't make flaws like
                         this, then you better stick to your good 'ol jumping
                         HKs to do the trick.
                                                                           
    Morrigan's Lilith Mode - as with her "older" counterpart, she'll be best
                             dealt with a confuser's strategy. This time she
                             can't use a rain of fireballs to annoy you because
                             she'll only have short range ones but still beware
                             her confusing skills and counter as you see fit.
                                                                           
    Orange Hulk - Block, block, block! Eventually he'll grow impatient and
                  hit you. Then attack, attack, attack! He'll be wide open after
                  just about ANYTHING he does so it's time to dash-in, deliver
                  an HP, and proceed with air combos which will also work
                  on him fine. Orange Hulk is big, yet he'd easily be able
                  to block your Venom Web so use Death Bites instead. Don't
                  use the Lunge Bite on a standing Hulk cause more often than
                  not you'll get punished by a Gamma Charge.
                                                                           
    Roll - She's so cute, I wouldn't dare land a jab on her face, but, sadly,
           MVC is survival of the fittest and Roll, as many would say, is
           not "fit". I'd choose her over Megaman anytime but I must admit
           I find the always-give-you-a-stupid-look boy much harder to defeat.
           Refer to my Megaman strategies for dealing with her and adjust
           them according to these added notes: One, Roll's X buster CAN chip
           some block damage but it would need a down to forward motion so
           it'll come out slow. Two, you can low block against her Hyper Roll
           and you wouldn't get a bruise. And three, all her other supers
           are easy to block and retaliate with your Venom Web afterwards.
                                                                           
    Shadow Lady - Chunli minus the ability to combo a super but plus the
                  ability to chip away with her butt missiles. Keep an eye
                  out for your life bar cause these farts can cut it down
                  to half without even you noticing. Don't super jump, as
                  that would mean a free chip from those accursed butt bombs.
                  If she's stupid enough to do it while you're on the ground,
                  and up close then it's throwing time! The missiles won't
                  connect if you time your throw right. She'll also be using
                  a ramming helper to easily connect with her Big Bang Laser
                  so you'll have to predict when she'll use it. Knowing all
                  these, engage in a confuser's game and she'll definitely
                  short-circuit.
                                                                           
    Venom's Carnage Mode - I really am not very observant on who takes more
                           damage than who but I definitely noticed the Carnage
                           Mode's belief in the quote, "The best defense is
                           a strong offense." (did I say it right?) Anyway,
                           Carnage Mode concentrates on speed and power, but
                           gives up stamina in return. You're the only one
                           who could try a confuser's game for him cause you're
                           both already confused!(heh) Seriously though, may
                           the most berserk Red Venom win and make him feel
                           he(and not you) is just another big sucker for
                           the Death Bite!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    NONE! Just a "Congratulations!" remark and that's supposed to be enough
    to keep you inspired to play him next time!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Jim Chamberlin (jjchamber4@aol.com) for info on the whats and hows of ASCII
                                        arts
                                                                           
    Benzi Robledo (benzi@iconn.com.ph) for the helper codes
                                                                           
    Tim Youn (krazeekorean@hotmail.com) for the backbone principles of Venom's
                                        Carnage Mode's infinite combo
                                                                           
    Gamefaqs.com for paying attention to this faq
    Capcom and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.1 - added Venom's Carnage Mode's infinite combo
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Venom's Carnage
    Mode I left out or if you just want to comment on my work. Thank you.
    If ever I revise this faq and add something you feel came from one of
    your emails to me, email me again and remind me bout it so I can give
    you credit. Thanks again.
                                                                           
    Venom's Carnage Mode's infinite combo (I don't approve of this, but
    I'll include it due to persistent requests by a lot of people)
                                                                           
    (in corner) HP Throw-> LP-> LK-> MP-> MK-> HP-> U-> 
    LP-> LK-> MP-> MK-> HP-> (land) D+LP-> D+MP-> D+MK-> D+HP->
    D+MP-> D+HP  [repeat until (><) ]
                                                                           
    * the mid-air LP and LK must be done slowly while the MP,MK, and HP must
      be done very quickly
    * the infinite part must be done in a similar but faster way to the beat
      of your heart (you know, 1,2...1,2...1,2...)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
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    ||                                                                               ||
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    ||                                                                               ||
    ||  4) You will not use even a single phrase, sentence, or concept found         ||
    ||     anywhere in this faq on your own work, even if you expressed it in        ||
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    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~