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    Captain America by JChristopher

    Version: 1.0 | Updated: 12/18/99 | Printable Version | Search This Guide

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    MARVEL VS. CAPCOM FAQ
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.0
    Dec. 18, 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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    ||                                                                               ||
    ||  3) This faq is not to be profited from---directly, indirectly, or in         ||
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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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    ||     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    ||
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    ||     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! ;)               
                                                                           
    * "When Captain America throws his mighty shieeeeld.....all those who chose
      to oppose his shield will yieeeeld!!!!...." You remember that old, old
      jingle featured in Captain America's very cartoon way back in the 80's?
      Well, I hope you didn't(heh), but it does stress one improtant point---
      that nothing can match the priority and range of an aerodynamically
      designed adamantium shield, especially if its wielder is a man with total
      mastery of all forms of hand-to-hand combat, not to mention a dose of
      super soldier serum! Cap is quite a formidable foe by himself, and giving
      him an indestuctible shield just makes him cheap. No, I'm not telling
      you to avoid the shield at all costs, as that would lead to loss of
      concentration and chances of winning. Rather, I advise you to consider
      your shield "negligible" and never make an effort to stay in one state
      (with or without shield) during the game. I'll be talking more about
      that later in this faq, but for now, let's see what Cap's assets are...
                                                                           
      1. Captain America has damage, range, and priority WITH his shield
      2. Captain America has speed, comboability, and maneuverability WITHOUT
         his shield
      3. Captain America has great confusing skills WITH OR WITHOUT his shield!
      4. Captain America can throw his shield in three different directions
                                                                           
                                                                           
    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 - Cap's jabs, like those of the shotos, are one of the few that
            live up to the name; a simple, weak, but quick punch.
                                                                           
       a) standing - he throws a punch that's just as useful as any normal
                     or small sized player's jab in the game. Used to confuse
                     high-blocking opponents to continue blocking high when
                     you decide to do a D+LK-> HP-> air combo.
                                                                           
       b) crouching - well, he just crouches and does basically the same
                      attack as his standing LP, but with the other arm. This
                      time you use the shield to increase the damage of your
                      attack.
                                                                           
       c) jumping - this one, like the standing LP, does not make use of the
                    shield and is therefore just another basic jab. You can
                    use it to start an air combo, but other than that I don't
                    see any reason to do it.
                                                                           
    2. MP - all of these make use of the shield, but only to increase damage
            and range. In reality, Cap just throws basic attacks and his shield
            tags along.
                                                                           
       a) standing - an uppercut that has been toned down since it's first
                     appearance. I never really saw any strength in the looks
                     of this attack, and was surprised to find out it actually
                     was a launcher, but now it isn't, and that's just fine.
                     By the way, it can still launch the opponent if he's
                     ALREADY in mid-air.
                                                                           
       b) crouching - from a kneeling position, Cap folds his nearer arm up
                      a bit and then hits the ground. Good punisher for blocked
                      sweeps but don't expect to hit a low blocking opponent
                      with it cause it's not an overhead.
                                                                           
       c) jumping - well, he just jumps and does basically the same attack
                    as his crouching MP, but with the other arm. This time
                    you make a 135degree arc with you arm instead of the crouching
                    MP's 90.
                                                                           
    3. HP - Cap's HPs are the only ones that actually look very different if
            done without the shield. That simply implies that the HPs rely
            almost entirely on his shield and so he needs a different approach
            if he's not holding one.
                                                                           
       a) standing - half the screen!? Yup, that's the standing HP's range
                     and damage is highly respectable too. It actually knocks
                     the opponent off his feet but if you miss, expect supers
                     on the way. Execution time is also quite long so be careful
                     with this move. Without the shield, Cap has his hands
                     together and swings them toward the opponent's face. Faster
                     and more comboable, but, of course, less range and damage
                     as well.
                                                                           
       b) crouching - this is what every MVC character has---a launcher. From
                      a kneeling position, Cap sends forth a powerful upward
                      swing with both arms together with his shield. Now this
                      is what I call a launcher! He still uses both arms even
                      without the shield, but he doesn't swing them anymore.
                                                                           
       c) jumping - yet another swing for the frisbee master. Again, very high
                    on range, damage and priority. With this move you can hit
                    hard, giving you enough time to follow it up with ANY move---
                    normal, special, or super if you use it as a jump-in combo
                    starter. If an opponent's air-borne, you can also super
                    jump and do it as you propell yourself to give him a knock
                    down surprise. Again, without the shield, Cap has his hands
                    together and swings them toward the opponent's face. Faster
                    and more comboable, but, of course, less range and damage
                    as well.
                                                                           
    4. LK - at some point may be better than the LPs but not always. I'll
            show you why...
                                                                           
       a) standing - useless, actually. You just deliver a kick to the shin
                     Comes out slower than the standing LP so can't be used
                     as a poker but can still serve as a combo filler.
                                                                           
       b) crouching - same as the shoto's short kick but comes out slower and
                      does a little more damage to compensate. It's a good
                      combo starter, that's what it is. And it can also be
                      a good confuser.
                                                                           
       c) jumping - you deliver a high front kick with your farther leg. Good
                    combo filler, but I'm pretty sure there's nothing more
                    to it.
                                                                           
    5. MK - just like the MPs, a basic combo filler that has its varieties
            but is mainly used to increase the number of hits of your every
            combo.
                                                                           
       a) standing - shows the martial artist in Cap. He inwardly swings his
                     nearer leg, kicking the opponent's face in the process.
                     Hit the MK again to make him deliver an additional mid
                     kick to the stomach before his foot touches the ground.
                     Excellent for combos.
                                                                           
       b) crouching - what looks like a sweep but is not, in this move Cap
                      does a 360degree horizontal turn and hits the opponent's
                      foot his his heel.
                                                                           
       c) jumping - well, you basically do the same attack as your jumping LK,
                    but with the other foot, and this time you kick downwards.
                    Hell, why did I say it's basically the same attack? Well,
                    range and priority are identical, and both feature the
                    other leg folded.
                                                                           
    6. HK - Not much on the priority side, almost the same range as the HPs,
            will do more damage than a shieldless HP but less than otherwise.
                                                                           
       a) standing - you'd be surprised what this baby can do. First, the description---
                     Cap stands on one hand, does a 360degree turn, and sticks
                     out both legs slightly upward and hit (approximately)
                     the opponent's chest. Next, the use---a combo FILLER!
                     That's right, besides power and range, this move CAN be
                     linked to special and super moves alike because of its
                     stun value.
                                                                           
       b) crouching - totally identical to the crouching MK, but of course
                      comes out a little slower yet is more damaging and is
                      a now a geniune sweep.
                                                                           
       c) jumping - he does a horizontal kick that's best for air to air encounters
                    but only when you don't have the shield. Otherwise, use
                    it freely.
                                                                           
       d) up - nothing in this move is different from the previous one except
               for the fact that the other leg is now pointing donwards and
               straightened out instead of folded beneath the kicking one.
                                                                           
       e) down (mid-air) - looks awkward, but still shows how much Cap knows
                           when it comes to hand-to-hand combat. In this move,
                           he uses the heel of his farther leg to kick towards
                           and standing opponent's face.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ___  ____  ____   ___  ____    __    __
    (_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    With the Shield:
                                                                           
    1) Shield Slash - D,DF,F+P
                                                                           
            Of course, what else? This is what Cap is known for! Adding a blue
       aura makes the shield look cooler, but I'd rather have it the old way.
       The strength of the P used determines which direction the shield will
       go. All of them look mighty cool, but the HP looks the coolest, and makes
       Cap look like the show-off the Cyclops is! I don't think this move is
       cheap since it comes out slow and besides being a combo ender, can only
       be used to anticipate...jumps! Yep, when you're mid-air, use the LP
       version to anticipate a normal jump and the MP version for a super jump.
       On the ground, use the HP version to anticipate either jump!
                                                                           
    2) Chraging Star - D,DF,F+K
                                                                           
            Another move that Cap is known for, this one features him running
       for the opponent and ramming him/her with his shield which he uses to
       cover his entire upper body. White aura makes it look cooler, but then
       again as with the Shield Slash, I'd rather have it the old way. Theoretically
       would give more damage with the shield equipped, but surprisingly does
       NOT...I repeat, does NOT do more damage whatsoever with or without the
       shield, and I just don't get it, why?
                                                                           
    3) Stars and Stripes - F,D,DF+P
                                                                           
            It's this move that Cap is not known for, but its what makes him
       closer and closer to being a shoto. He again uses his shield to ram
       the opponent, but this time it's a Shoryuken type move. Does more damage
       when the shield is equipped, and makes me wonder all the more why the
       Charging Star doesn't.
                                                                           
    4) Cartwheel - F,DF,D,DB,B+P
                                                                           
            Need I explain this move? Maybe not, but I have to say something
       about its uses---they're only limited by your imagination! Use this
       move much, as it is what makes Cap one of the better confusers in the
       game. I don't think the strength of the P used makes any difference
       but even if it does, it's negligible.
                                                                           
                                                                           
    Without the shield:
                                                                           
    1) Shield Slash - D,DF,F+P
                                                                           
            Of course, what else? This is what Cap is known for! Adding a blue
       aura makes the shield look cooler, but I'd rather have it the old way.
       The strength of the P used determines which direction the shield will
       go. All of them look mighty cool, but the HP looks the coolest, and makes
       Cap look like the show-off the Cyclops is! I don't think this move is
       cheap since it comes out slow and besides being a combo ender, can only
       be used to anticipate...jumps! Yep, when you're mid-air, use the LP
       version to anticipate a normal jump and the MP version for a super jump.
       On the ground, use the HP version to anticipate either jump!...Wait,
       are you actually reading this? It's under the without a shield section,
       so how the hell could this move be possible? (gotcha! hehe)
                                                                           
    2) Chraging Star - D,DF,F+K
                                                                           
            Another move that Cap is known for, this one features him running
       for the opponent and ramming him/her with his nearer arm that is, in
       turn, supported by the farther one. White aura that makes him look cooler,
       is still there, and I still don't approve of it. As I've mentioned
       above, theoretically would give more damage with the shield equipped,
       but surprisingly does NOT...I repeat, does NOT do more damage whatsoever
       with or without the shield, and I just don't get it, why?
                                                                           
    3) Stars and Stripes - F,D,DF+P
                                                                           
            It's this move that Cap is not known for, but its what makes him
       closer and closer to being a shoto. He again uses his farther arm supported
       by his nearer one to ram the opponent, but this time it's a Shoryuken
       type move. Does more damage when the shield is equipped, and makes me
       wonder all the more why the Charging Star doesn't.
                                                                           
    4) Cartwheel - F,DF,D,DB,B+P
                                                                           
            Need I explain this move? Maybe not, but I have to say something
       about its uses---they're only limited by your imagination! Use this
       move much, as it is what makes Cap one of the better confusers in the
       game. I don't think the strength of the P used makes any difference
       but even if it does, it's negligible. (did I just say that same paragraph
       a while ago?)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ___  __  __  ____  ____  ____  ___
    ( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
     \  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
      \/  ()  (___/(______)(__)  (____)(_)\_)(___/
                                                                           
                                                                           
    1) Final Justice - D,DF,F+2P
                                                                           
            Cap puts the shield on his back, poses, and then rushes for the
       opponent and rams him, knocking him out cold and way up in mid-air.
       the super soldier then goes behind the opponent, waits for him to drop
       back to the ground, then does seven hit combo. For a finale, he hurls
       the opponent once again in mid-air, catches him, and then slams him
       to the ground, triggering a big explosion. The mid-air catch registers
       as a hit, yet it doesn't deal any damage at all, which is pretty dumb.
       Anyway, few people know that this super can actually be comboed from
       something besides a helper, so refer to my combos section for that.
       By the way, if you do this during a team work super, the other player
       combo do an off the ground combo afterwards.
                                                                           
    2) Hyper Charging Star - D,DF,F+2K
                                                                           
            THE move that stuffs them all! Cap's whole upper body is virtually
       invulnerable while doing in this super. Once started, this move can
       unexpectedly reach the opponent in such a short time, and no projectile
       ever thrown can stop the super soldier from executing the ram of rams.
       Again, as with the normal version, does NOT deal any more damage with
       or without the shield.
                                                                           
    3) Hyper Stars and Stripes - F,D,DF+2P
                                                                           
             It's composed of three Stars and Stripes, all made to look cooler
       with a white aura, and the last one inflicting the most damage. Best
       comboed from a dash-in D+LK-> D+MK which, in turn, is very easy to connect
       if you have well confused your opponent with different ways of attacking.
       Again, but unlike the normal version, does NOT deal any more damage with
       or without the shield.
                                                                           
                                                                           
    * I still wish he had a Hyper Shield Slash super, and it'd work much like
      Spiderman's Maximum Spider---cool don't you think? After all, that's
      what he does best in the comic world.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  _____  __  __  ____  _____  ___
    ( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    Universal Jump-in: HP - yes, that's all you should do to start a jump-in
                            combo. You may want to do a LK-> MK-> 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:
    * the K combos may be done with or without the shield, but those that
      involve HPs will work in only one state.
                                                                           
    With the shield:
                                                                           
    1. D+LP-> D+MP-> D+HP-> U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> HP
    2. D+LK-> D+MK-> D+HK-> Shield Slash
    3. (in corner) LP-> MP-> HP-> Hyper Stars and Stripes
    4. (in corner) LP-> MP-> HP-> Hyper Charging Star-> (dash-in) D+LK-> D+HP->
       U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> HP
    5. (in corner) D+MP-> HP-> Shield Slash
    6. (in corner) D+MP-> HP-> Final Justice
    
    Without the shield:
                                                                           
    1. D+LK-> D+HP-> U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> D+HK
    2. LP-> MP-> HP-> Chraging Star
    3. MP-> HP-> Hyper Charging Star
    4. LK-> HP-> Stars and Stripes
    5. LP-> MP-> HP-> Hyper Stars and Stripes
    6. (in corner) MP-> HP-> Hyper Charging Star-> (dash-in) D+LK-> D+HP->
       U-> LP-> LP-> LP-> U-> LP-> LK-> MP-> MK-> D+HK
    7. LP-> HP-> Final Justice
    8. LK-> HP-> Final Justice
                                                                           
    With or without the shield:
                                                                           
    1. LK-> MK-> HK-> Charging Star
    2. MK-> HK-> Hyper Charging Star
    3. D+LK-> D+MK-> Stars and Stripes
    4. D+LK-> D+MK-> D+HK-> Hyper Stars and Stripes
    5. HK-> Final Justice
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_      \  / \__ \
      \/  (____)(____)()    \/  (___/()
                 ___  _____  __  __  ____  __  __  ____  ____  ____
                / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
               ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    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 release
                              a multitude of crouching MPs whenever he's
                              finished doing a special move.
                                                                           
    Second, cheap@$$ form: jump and HP his face until you're all charged up
                           for a super then Hyper Stars and Stripes or Hyper
                           Charging Star 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 US Agent as a helper - Of course, who else? You may replace him,
                                  but make sure the replacement pretty much
                                  does the same thing---RAM the opponent! You
                                  can always do a Final Justice for major damage
                                  afterwards.
                                                                           
    2. Play a mix-up game - Cap CAN combo and hope that his opponent opens
                            up somewhere during his moves because he can link
                            both high and low attacks. Still, it's better to
                            use these confusing strategies:
                                                                           
        Dash-> D+LK, after that,...
                                                                           
        a) D+HP - only if he doesn't block. Launches him in mid-air.
                                                                           
        a.1) do the corresponding combo depending on whether you got the shield
             or not.
                                                                           
        a.2) Cartwheel-> D+HP - will confuse him into blocking the wrong way
                                when he falls back to the ground
                                                                           
        a.2.1) Cartwheel-> D+HP - will again confuse him into blocking the
                                  wrong way when he falls back to the ground
                                                                           
        a.2.2) D+HP - will confuse him into blocking the wrong way when
                      he falls back to the ground in case he's already got
                      the hang of your strategy.
                                                                           
        a.2.3) do the corresponding combo depending on whether you got the shield
               or not.
                                                                           
        a.3) Stars and Stripes
                                                                           
        b) D+MK - may be done even if he blocks or doesn't block. Added combo
                  filler.
                                                                           
        b.1) D+HK-> Hyper Stars and Stripes - only if he doesn't block or when
                                              he blocks in corner.
                                                                           
        b.2) throw - used to confuse opponents who block all day. Not to be
                     used much as it can be considered cheap if you win almost
                     entirely by it.
                                                                           
        b.3) Dash-> D+LK - only if blocked. Repeat mix-up game.
                                                                           
        c) walk forward - make him guess what you'll be doing next and if
                          you predict right, either:
                                                                           
        c.1) throw - remove the D+MK part to further confuse. It's used to
                     confuse opponents who block all day. Not to be used much
                     as it can be considered cheap if you win almost entirely
                     by it.
                                                                           
        c.2) D+LK - start the whole strategy all over again for those who
                    are already keen observers and can retaliate when they
                    see a throw coming. Adding this to your options would
                    give 'em a sure fire headache.
                                                                           
        d) summon US Agent/any rammer - only when guard pushed because your
                                        opponent will usually dash afterwards.
                                        Connect with a Final Justice for
                                        major damage.
                                                                           
    3. Abuse the priority of your Jumping HP
                                                                           
            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 HPs 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!
                                                                           
    4. Know which super to use
                                                                           
            Don't always rely on the Final Justice to retaliate on the mistakes
       of an opponent. It's slow execution time can make you regret doing it
       because most likely the opponent can still save his own hide by blocking.
       Use the Final Justice only if your opponent did a super that's so far
       from you and have 1% chance of ever landing a hit, sometimes it's even
       better to use the Hyper Charging Star. The Final Justice is also applicable
       in times when you have super jumped from the opponent's beam super and
       landed behind him/her. Otherwise, on situations that enabled you to
       block a super or better yet a tag move, use the Hyper Stars and Stripes
       which definitely comes out faster. This super is also applicable whenever
       you detect a dashing super come your way.
                                                                           
    5. Character-specific strategies:
                                                                           
    Captain America - if there's anyone who could match your air HP priority,
                      it's him(obviously). Don't be the first one to super
                      jump, as he would most likely meet you in the air with
                      your own HP. Stay on the ground, dash forward and back
                      and lure him to miss a standing HP cause that's when
                      you pour out your Final Justice. Use a confuser's strategy
                      and counter his dashing supers with a Hyper Stars and
                      Stripes to the face!
                                                                           
    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 Final Justice 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 HP button rapidly during the whole air
             trip. Second, use your dash to low combo to Hyper Stars and Stripes
             to match Chunli's, and so we're back to a fair match. It's just
             a matter of "sleight of wrist" now...
                                                                           
    Gambit - just avoid his cheappy infinite 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! He may use a rain of Kinetic Cards as a chip
             away strategy but that can easily be countered: Just dash right
             below him, super jump, and meet him in mid-air with an HP.
                                                                           
    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 combo a dashing D+LK-> D+MK->
           Hyper Stars and Stripes. Air combos will also work on him fine,
           just remember to hit him once before launching otherwise he won't
           budge. Hulk is big, but remember that all your supers('cept the
           Final Justice) make bigger look dumber rather than stronger.
                                                                           
    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 a ground combo to Hyper Stars and Stripes. 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. No, that's not how to beat him, I told
              you never to use Cap's shield that way! That's the NES freak's
              cheapy strategy! Let him use his X buster all he wants, while
              you constantly super jump and HP 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 dash back to Hyper Charging
              Star! 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, wait for
              him on the ground and then juggle with my D+HP strategy! By
              the way, don't worry bout his supers, just block, dash and do
              any 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 skills and win! If she
               does something you won't, namely raining you with air fireballs,
               Dash in and bury your hand in her...uh...midsection with a
               Hyper Stars and Stripes or make use of my D+HP strategy 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 HP to chrage up
          your super and Hyper Charging Star his fireball wherever he may be.
                                                                           
    Spiderman - Even his Maximum Spider has a high chance of getting countered
                by a Hyper Charging Star 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 a Hyper Charging Star 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, use my D+HP
                strategies to make him savor the taste of either a red glove
                or an adamantium shield!
                                                                           
    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 Shinkuu Hadouken
                    afterwards. 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 game instead.
                                                                           
    Venom - Just super jump and HP 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 HP could out prioritize ANYTHING he whips up
            and give you an opportunity to do a D+LK-> D+MK-> Hyper Stars and
            Stripes combo whether he blocks it or not. If he's able to block
            all of it, engage in a confuser's 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+LK to combo his throw attemps,
                  and do a dash in to jump and HP 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 Final Justice 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 Final Justice. If your opponent doesn't make
                  flaws like this, then you better stick to your good 'ol jumping
                  HP 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 the priority that's in your HP.
                You can also opt to surprise him with a ramming helper as
                he stomps you to get a clear opportunity for a Final Justice.
                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 Hyper Stars and Stripes to 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 game, you'll have to
              succeed over him in a LOT of times before you can be at an advantage.
              One successful confuser from him and you're back to where you
              started, a draw. Whenever you're charged up and can't land a
              combo, just chip away with your Hyper Charging Star along with
              its normal version.
                                                                           
                                                                           
    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 and
                         HP 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 Final Justice 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 Hyper
                         Charging Star. If your opponent doesn't make flaws
                         like this, then you better stick to your good 'ol
                         jumping HP 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 combo a dashing
                  D+LK-> D+MK-> Hyper Stars and Stripes. You'll be needing
                  this combo much to chip away some nice damage in case it
                  turns out your opponent is a lot more patient than you are.
                  Orange Hulk is big, but remember that all your supers(again,
                  'cept the Final Justice) make bigger look dumber rather than
                  stronger..
                                                                           
    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 Final Justice 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,
                  it's Final Justice time! Anticipate her missle super and
                  again use your Final Justice(with perfect timing) to counter.
                  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. Don't try a confuser's
                           game for him cause he's already confused!(heh)
                           Seriously though, his tremendous speed just gives
                           him the ability to jab his way out of any confusing
                           strategy you may have in mind. Let him combo you
                           like crazy, (while you block, of course), abuse
                           your guard push, and make him feel he's just another
                           big sucker for the Hyper Charging Star.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _  _  ____   ____  _  _   ___
    (_  _)( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     _)(_  )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (____)(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    The whole Capcom cast is standing in front of Capt. America to bid farewell
    Cap delivers another one of those "inspiring" speeches, saying that even
    if Onslaught was dominantly evil, a part of him, the real Charles Xavier
    called upon the heroes of the Capcom world to aid this dimension in stopping
    this ever-growing menace. But now that all's well again, it's time for
    Ryu and the rest of the gang to go back where they came from, and they
    all vanish.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  ____  ____  ____   ____  ____  ___
    ( \/ )     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    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
                                                                           
    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!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                     _   _  ____  ___  ____  _____  ____  _  _
                    ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                     ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                    (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
            none yet. suggestions, anyone?
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                 _    _  _____  ____  ____   ___
                ( \/\/ )(  _  )(  _ \(  _ \ / __)
                 )    (  )(_)(  )   / )(_) )\__ \
                (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Captain America
    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.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    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:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  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.            ||
    ||                                                                               ||
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    ||     in exchange for part of or all the contents of this faq. On the           ||
    ||     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        ||
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    ||     me partial credit for it.                                                 ||
    ||                                                                               ||
    ||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
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    ||     or any of the above statements, delete this faq immediately and discard   ||
    ||     any help it has done for you.                                             ||
    ||                                                                               ||
    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~