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    Storm by The fireboy

    Version: 1.0 | Updated: 03/04/04 | Search Guide | Bookmark Guide

    Marvel Vs Capcom 2: Storm FAQ
    By Heat Clarense (iisolidsnakeil@aol.com)
    Version 1.0 March 10th, 2003
    Alright, once again, with MvC2 coming around again for PS2
    And X-box.  I thought I should make a Faq being Iíve been in
    A few local tournaments at my arcade so I guess I hold enough
    Knowledge to create a FAQ on Storm along with other characters
    I normally play as in this game.  Donít hang it on your site without
    my written consent, and also do not sell this for any profit what so ever
    (What to mail me on)
    I added this because Iíve been getting a swarm of emails as of late
    ďRyu does not suck!Ē ď<Character here> can beat <Character Iíve
    written a FAQ for>Ē For those who email me over this, it will be
    deleted, because in my opinion, Ryu DOES suck and is a huge waste.
    Donít like it? Too bad, donít read what I write then, and yes, Iím
    Aware that any character can beat another, but lets face it, sometimes
    The odds arenít in that characterís favor, some characters like Cable,
    Storm, Magneto, Doom, Sentinel and all the other ĎTop tiersí have
    A higher win ratio over everyone else in the game, so they are more
    Likely to win. And yes, I know everyone plays different in my strategies
    Section, but this is how I see MOST players use these characters, so the
    People who read this will probably have more of a chance of running
    Into someone who plays like this. And to those who actually Email me
    And try to find me to challenge me in this game, yes, I will face you if you
    Live near by and would love to, I love competition. Saying this, please only
    Email me if youíd like to try and face me, see I left something out, or left
    Something out like a combo/infinite or if you have a tip to contribute.
    Also, if you do email me, mention my faq in the subject line or else
    it may be deleted thanks to the huge amount of spam I've been recieving.
    And finally, Thank you!
    1. 	Character information
    2. 	Move legend
    3. 	Move abbreviation
    4. 	Normal moves
    5. 	Special moves
    6. 	Hyper combos
    7. 	Ground combos
    8. 	Air combos
    9. 	Infinites and semi-infinites
    10. 	Strategy and Recommended teams
    11. 	Credits
    12. 	Legal stuff.
    Character information
    Team:                   Marvel
    Name:                   Ororo Munroe
    Date of Birth:          Unknown (To me anyway.)
    Height:                 5í11
    Weight:                 125 pounds
    Eye Color               Blue (Or clear when she controls the elements)
    Hair Color:             White
    First Appearance:       Ultimate X-men #1
    Damage Setting:         106% (Above average, not bad.)
    Reasons why you should play as Storm. (Or reasons not to.)
    Storm is FAST, not as fast as Magneto, but sheís probably second fastest in the
    Storm is one of the BEST character to do rush down, sheís second best behind
    She has an 8-way air dash.
    She holds a lot of air dominance.
    She is VERY deadly.
    She can tri-jump, crossing your opponent up making it much easier to land a hit
    and go into a long combo.
    Sheís ranked as the best character in the game (Currently)
    She can float to the ground by holding up while in air.
    She has a different style of keep away that most call ďRunawayĒ
    Her Hail Storm hyper combo is the safest super in the game is DHCíed into
    thanks to it has NO recovery time at all.
    Sheís a great anti-Cable too.
    Sheís one of the closest person to Ďanti-Strider/Doomí
    She has a lot of range thanks to the lightning on her hands, extending her
    reach a lot.
    Her lightning storm combos can kill a character in two uses sometimes.
    Her horizontal typhoon cannot be canceled after itís sent out meaning it will
    get to the other side of the screen no matter what.
    She is one of the best batteries in the game (Character to raise the meter
    with) She can do at least 14 fierce punches in air.
    Sheís easily the most versatile character in the game.
    Sheís a little hard to learn.
    She canít take hits well.
    Chipping power isnít too much to talk about.
    She canít play actual keep away, only runaway.
    Either her special moves are slow to come out, slow to recover, or both.
    Hailstorm hyper combo can be seen coming a mile away on itís own.
    She could use a few better anti air moves.
    As you can see, Stormís pros outweigh the cons, and when played right.
    Storm has no cons at all until you make a mistake, and a mistake against
    A strong character (Magneto, another Storm, Cable, Sentinel) can mean
    Stormís death.
    Move Legend
    In the arcade (And on your joystick if you own one), the entire layout is not
    like it says.
    In this game if you don't know already, there is no Middle punch or forward
    (Middle kick
    For newbies). To get a middle punch/kick you must throw a jab or L.kick and it
    must connect
    (Blocked or not) and hit it again to get the middle punch/kick. So on your
    joystick the M.kick and Forward are now your fierce punches and kicks, the
    actual fierce are your assists, and believe me
    You'll be using them often against skilled played.
    	 |         L punch       Fierce punch   Assist 1
    	 |         L kick        Roundhouse     Assist 2
    That's the actual layout, get used to it.
    Move abbreviations
    This is the part that most people who've played fighting games will know, so
    you can skip this part
    QCF = Quarter Circle forward, as in down, down/forward, forward.
    QCF = Quarter Circle Backwards, as in down, down/back, backwards.
    HCF = Half circle forward, as in back, back/down, down, down/forward, forward
    HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards
    Dagon Punch motion = Forward, forward/down, down, down/forward
    Reverse Dragon Punch Motion = Back, Back/down, down, down/back
    2P = both punchesÖas inÖ well you should know.
    2K = both kicks.
    OTG = On the Ground, while you knock you opponent to the ground, if they donít
    safety roll, you will be able to use a move such as a ducking low kick to hit
    them still and they will be unable to block and such (With Storm, this can be
    VERY important.)
    Normal moves
    Standing Light punch:  (justÖlight punch.)
    Storm will throw out a quick jab with a bit of lightning on it, not much added
    range by it. Good for a combo starter though.
    Couching light punch (Down + L punch):
    Storm does the same thing, only crouching on the ground, not much to say.
    Jumping light punch. (L punch in air.):
    An air combo filler, and all itís good for, Storm throws her jab out at a
    slightly downward angle.
    Middle punch
    Standing middle punch: (Hit your opponent with L punch and tap L punch again to
    get a middle punch.)
    Stormís cross, just combo filler since you canít use middle punches or kicks
    unless you hit with a jab.
    Crouching middle punch: (Down + L punch twice)
    Storm will bring her fist overhead and then slam it down to her opponent, canít
    say much because we canít use middle punches or kicks freely in this game.
    Jumping middle punch: (L punch done twice in air.)
    Storm will bring one hand behind her head and with the other swing it out with
    a circular like bolt of lightning within her palm.
    Fierce punch:
    Standing fierce: (Tap fierce)
    Storm will do an open palm thrust with both hands, this move has very, very
    nice range thanks to the lightning that comes from her palms and goes a pretty
    lengthy distance in front of her.
    Crouching fierce punch: (Down + Fierce punch)
    One of Stormís launchers, itís a lightning uppercut, no real added range on his
    attack because she throws her first upwards, but could make a decent anti air
    if you need one and donít have time to call for an assist.
    Jumping fierce punch:
    Think Magnetoís Fierce punch, but this one is lightning attached, their attacks
    are almost exactly the same only I think Magnetoís is a little more downward
    angled, but this is probably Storms best air attack.
    Light kick: (L kick)
    Storm just throws out a little kick towards her opponents shin and knee area.
    (Or there head if itís Kobun) And this move can OTG someone and then be linked
    to her roundhouse and launch them into another combo.
    Crouching light kick: (Down + L kick)
    Storm will slide one leg out at her opponent and strike at their ankles, I
    rarely use this move at her standing light kick is much easier to combo into a
    roundhouse (In my opinion) unless Iím trying to cross up my opponent after a
    Jumping light kick:
    Storm will throw out one leg in front of her like Chun Liís air demon hyper
    combo in the original Marvel Vs Capcom, only this one doesnít do that amazing
    damage, I decent air to air move,  but I personally would prefer her jumping
    fierce or roundhouse unless Iím going for a Lightning Storm combo
    Middle kick (Forward)
    Standing forward kick: (Tap L kick close to the opponent.)
    Storm will throw out her left hand at her opponents waist and then a whirlwind
    will spill from her hand and attack her foe at his legs, you can link this to a
    roundhouse for air comboing.
    Crouching forward kick: (Down + L kick twice.)
    Storm will raise herself on one hand and strike both legs out to sweep her
    opponent, wind coming from her feet, this will make them fall and if your fast
    enough, cancel into the lightning storm, be careful is they roll though.
    Jumping forward kick:
    To put it simply, think of Guileís summersault kick in reverse because this is
    what it is basically, just no projectile from her feet.
    Fierce kicks
    Standing fierce kick: (Tap Fierce kick)
    Storms main launcher, she will do a high roundhouse kick, and gain a large
    tornado around the ground just beyond the kick, this move has nice range and
    probably the most favored way to start an air combo.
    Crouching fierce kick: (Down + Fierce kick)
    Another one of Stormís launcher, itís just like her standing roundhouse but
    crouching, and she doesnít kick as high, nor is the tornado nearly as large as
    it was before, but wider so I think it has a little more range but will knock
    either Storm or her opponent back just a little making it a bit harder to jump
    after them and combo.
    Jumping fierce kick: (Fierce kick in air)
    Storm will do a little back flip in air and leave a trail of wind as her feet
    do around in about 3/4 of a circle, a nice air-to-air attack if theyíre above
    or in front of you.
    Forward or back + Fierce punch (Can be done in air.)
    Wanna charge the meter VERY fast? Use this throw and mash like hell, you can
    fill up around half of the meter with just this throw, put it on the end of air
    combos if you want to get a big meter for Storm or to pass it off to someone
    else, this move does weak damage though, but the meter thing is decently a
    plus! Storm will grab them and do her fierce punch attack, but hold them there
    as she pumps them fill of lightning and then releases them, canít combo out of
    this, but sort or combo into it from an air combo and air dash.
    Forward or back + Fierce kick (Ground only)
    This move sucks to be frank, it doesnít charge the meter as much, and does the
    same amount of damage at her before, basically Strom will hold them and then
    make a tornado at her opponents feet, let them go and they rip into the air,
    you canít jump after them for a combo so donít try it, but if done in the
    corner you can possibly make them land into a throw assist like Zangief or
    Special moves
    Universal moves
    Snap back: QCF + assist 1 or 2
    This move, Storm will do her fierce punch animation, if it connects unblocked
    you will force the active character out of battle and the backup (Assist
    character) into the fray, is you use assist 1, youíll knock the first assist
    into battle (The one right under the active character) into battle, and the
    second being the third character. Doing this move requires 1 level of the Super
    Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2.
    This is a little different; it will bring in a different character, or if Storm
    isnít in, she could come in as a variable counter, but I canít exactly say much
    since I donít use this unless I really need to. But the attack all depends on
    which assist you gave Storm (Or your other character.). This also takes 1 level
    of the Super bar.
    Push blocking or advanced guarding: 2p while still in block stun.
    Push blocking has been in a few fighting games so far now, and if you donít
    know yet, while in block stun if you press both punches and the block will
    become much thicker and push your opponent back, it can save your backside
    sometimes, but can also be a problem, but then again, for some moves youíll
    have to use it to punish moves, with Guard canceling and just to punish other
    moves like the Shoryureepa and Charlieís Summersault justice hyper combo and a
    few other rushing/raising supers (Supers that come to you, or slowly or
    completely upward, or both.) Be careful though for beginners, push blocking too
    many times at once will break your guard and youíll be open to an attack unless
    you guard cancel (Which Iím still learning somewhat.)
    Storm only moves
    Horizontal typhoon: QCF + any kick (Ground or air)
    This is one of the best projectiles in the game in my opinion because it canít
    be canceled, not even by a hyper combo, but itís slow to comb out and recover,
    but itís wide so it can be a little hard to jump over if it isnít timed right,
    basically Storm will throw her hands towards the ground and shout ĎTyphoon!Ē
    and then send a little whirlwind across the ground or air at her opponent, this
    can be used to stop dash ins, hyper combos, projectiles, and getting through
    Doomís rocks and canceling Spiralís swords in the sword dance trap.
    Damage:         4
    Range:          6 (All the way across the screen)
    Useful:         5
    Start up:       4
    Recovery:       3
    Overall, Itís a very good projectile, just make sure itís going to hit, or have
    some propose.
    Will cancel out any other projectile except another typhoon itself.
    Will eat through beams.
    Will eat through hyper combos.
    Does decent chipping.
    Can be canceled into hailstorm or lightning storm.
    Itís slow to come out and recover.
    The typhoon travels a little slow across the screen.
    If done on Cable all heís gotta do is jump up about half screen and do the
    hyper viper and Stormís toast.
    Vertical Typhoon: HCB + any kick (Ground or air.)
    This move is useless on the most part unless done in runaway, thatís the only
    time this move should be done, Storm will raise her hands up and shout out
    ďTyphoon!Ē and then bring up a large windy column to the peek of a super jump,
    this move is slow, easy to see coming and can actually be WALKED away from if
    you keep moving itíll miss.
    Damage:         7
    Range:          4
    Useful:         4
    Start up:       2
    Recovery:       3
    Can be used to hang in the air longer.
    Can be used in runaway to add frustration.
    Does nice chipping
    Can be canceled into the Hailstorm for big damage if it actually connects.
    Easy to see coming.
    Do it on the ground and your dead.
    Can be walked away from.
    Overall: I use this move on Strider when I run away from the Strider Doom Trap,
    unless Strider has an anti air like Black Heart or CapCom.
    Lightning attack: Fierce punch + Light kick (Ground or air)
    This plays a big part in both combos, and running away, Storm will say
    ďLightning attack!Ē and then fly forward, you can hold a direction button and
    make her go in any direction, but pressing just fierce and light kick will make
    her go forward by default, This attack can be done three times in a row, but
    must be pressed again before it stops completely, the third time you do this
    the move will no longer be hyper-cancelable so make sure to cancel it on the
    first, or second one.
    Damage:          6
    Range:           8
    Useful:          8
    Start up:        8
    Recovery:        6
    Nice addition for combos.
    Can be used in running away to stay in the air even longer!
    Very fast.
    Can be used up to three times at once.
    Used on itís own can get you killed thanks to the recovery time of this move
    Takes a little getting used to if you play on an actual controller.
    Overall, Itís a very, very good move for combos and runaway, just make sure you
    donít use it on itís own, you could be in for trouble if you do.
    Lightning Sphere: QCB + any punch (Air only.)
    This move sucks, I NEVER use this move, itís a waste, Storm will throw out a
    small sphere of lightning, weak punch will throw it at a slightly downward
    angle and fierce on the same horizontal range as Storm.
    Damage:         4
    Range:          2
    Useful:         1
    Start up:       5
    Recovery:       3
    Ö.I dunno, I donít use this move.
    Comes out slow.
    Recovers even slower.
    Canít be comboed.
    Easy to dodge.
    Youíll be punished easily by this move.
    OverallÖDonít use this move, please.
    Flight: QCB + 2K (Ground or air.)
    Stormís flight is a little bad, but could be worse, she flies pretty quick, but
    to start it she has to hop into the air and spin around once slowly before she
    actually begins to fly, I donít use flight with Storm much as I see no real
    need for it.
    Damage:         N/A
    Range:          N/A
    Useful:         3
    Start up:       3
    Recovery:       6 (Canít block until you touch the ground unless youíre in
    unfly mode.)
    Can help invasion a little bit.
    She flies around decently quick.
    Canít block until you touch the ground, unless in unfly mode.
    Canít block during flight.
    Storm doesnít fly fast enough to evade the big attacks
    OverallÖIím not sure of itís uses as I donít use flight much.
    Hyper combos
    These moves require 1 level of the super meter all the time. Stormís Hyper
    combos cause chipping damage, and are very fast and good.
    Lightning Storm: HCF + 2P(Ground or air.)
    Ah, this is a GREAT combo, it does nice chipping, can be comboed fairly easily,
    can be DHCíed perfectly, Storm will Spin around quickly and yell ďLightning
    Storm!Ē and an entire stormful of lightning bolts will fill the entire screen,
    this can be comboed after Stormís forward (middle) kick, or comboed at the end
    of a Lightning attack.
    Damage:         7
    Range:          8
    Useful:         8
    Start up:       6
    Recovery:       4
    Very comboable.
    Comes out pretty quick
    One of the best supers in the game.
    Storm twirls at the end and itís still in the hyper combo space, so it can be
    DHCíed after the entire actual attack.
    Can be seen coming on itís own.
    A little hard to combo for amateurs.
    If blocked that spin after the attack part is going to get you in big trouble.
    Overall: I use this move every time I get an air combo and Storm has a meter.
    Hail Storm: QCB + 2P (Ground only.)
    Storm will take her sweet time raising from the ground and to the edge of the
    screen behind her, and then do her combo, raining pieces of ice on her
    opponent, this combo is almost in escapable unless you are directly under Storm
    since thatís the only place the hail doesnít hit, this move has literally NO
    recovery time what so ever so it is the safest Hyper combo to DHC to in the
    entire game!
    Damage:         6
    Range:          9
    Useful:         8
    Start up:       4
    Recovery:       10
    The safest hyper combo in the entire game.
    Can be DHCíed blocked or connecting and will do big damage or decent chipping
    Has no recovery time what so ever.
    Can actually block, air dash, attack after the attack while sheís still in air.
    Can only be comboed by a vertical or horizontal typhoon unless DHCíed
    If done on point Storm will probably get picked off on the way up to start the
    hyper combo.
    Overall:  I use this move as a DHC only, but this move is excellent never the
    Ground combos
    Ahí, Storm is a big time combo freak, something like Wolverine or Strider,
    Magneto and Cammy, Sheís faster then them all except one, Magneto, not just in
    dash but attacking speed as well, plus she has nice range from the lightning
    and wind attachments of her attacks, not to mention with an air dash, she can
    make her air combos last longer, and tri jump, making it much, much easier to
    start a combo. But for the newbies, lets get this thing started
    S = Standing
    C = Crouching
    J = jumping
    SJ = Super jumping
    L. Punch = Light punch
    L. Kick = Light/short kick
    M. punch = Medium punch
    M. kick = Middle/forward kick
    F. punch = Fierce punch
    F. Kick = Fierce/Roundhouse kick.
    XX = Cancel into.
    /\ = Super jump
    \/ = Land.
    A.D. = Air dash
    Everything else as in special moves Iíll tell you, and tell you if you need a
    certain button.
    But lets start breaking combos down so you understand better.
    C. L. punch, C. L. kick, C. M. punch xx Lightning attack (Forward) xx Lightning
    This is only one of Stormís combos, itís a real simple one too, hereís how we
    break it down; First, dash in if you like and hit with a crouching light punch,
    then tap light kick, then tap light punch again, since you already did a light
    punch in this chain, youíll get a middle punch, then as soon at it hits, press
    Light kick + Fierce punch with out a direction on the joystick/controller (Or
    hold forward.) To get lightning attack forward, as soon as it makes contact do
    a Half Circle Forward motion and press both punches to get the Lightning Storm
    combo! Understand? I hope so. Now lets get to it!
    (Opponent in corner) C. L. kick, S. M. punch, S. Fierce punch xx Lightning
    Attack (Forward) xx Lightning Storm = 18 hits (Usually) This combo is some what
    useful, you can do some quick damage this way, and once your in it they canít
    roll like some combos, though Iíd personally stick with an air combo over just
    about any ground combo.
    Vertical Typhoon (Pause for half a second for it to actually start) xx Hail
    Storm = ?? hits. I know what youíre thinkingÖĒIf the vertical typhoon is so
    hard to catch people with, why do this?Ē Well Iíll tell you, I use this on
    turtlers only because theyíre usually dumb, so they wonít think quick enough to
    zap you while starting this move, only after it actually begins to happen, and
    after that you can be out of reach, and even if they do hit you, the Typhoon
    should still hit them.
    This is it for ground combos, because I know no real ground combos, only ground
    into air combos, and thatís what I use with Storm (And most other characters.)
    Air combos
    Alright, hereís where Storm is at her best, in the air, Storm is goddess of the
    elements, plus Lightning, wind and hail all come from the sky so it makes
    sense, any case, the combos wonít be too much, but believe me, the little
    amount of combos arenít her only ones, but the ones I (And many other players
    from what Iíve heard and seen) find most useful, but lets start from the
    easiest to out way up, shall we?
    But lets start with the simple and work our way up.
    C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch,
    SJ. M. kick, SJ. F. punch or kick = 7 hits, this sort of combo almost all
    characters have in the game, but you can do so much better then thisÖ
    C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch,
    SJ. M. kick, (Pause for split second to let them start falling) Air dash
    down/forward, Fierce punch throw. = 6 hits + throw, Want to build a meter fast?
    This comboís for you, because Stormís punches already build the meter around
    20% of the meter, and the throw can build around 50%, meaning you got almost
    3/4 of the meter in one combo, use this combo if you wanna build your meter
    quick with an actual combo.
    C. L. kick, S. M. kick, S. F. kick, /\ SJ. L. punch, SJ. L. kick, SJ. M. punch,
    SJ. M. kick xx Lightning attack, (Up/forward) xx Lightning Storm = ?? hits,
    This air combo is the very essence of Storm, it does the most damage out of any
    of her combos, if you want to use Storm effectively, you must learn this combo,
    and the many, many ways to land a hit and link into this combo, this combo can
    take anywhere from 40% of your opponents life, all the way to 60 or even 70%,
    anytime you get an air combo going with a meter, do this combo.
    Alright, this is it for combos, if you have any to contribute, please let me
    Infinites and semis
    Storms semi-infinites, Iím not sure of, Iíll figure out some soon. But who
    wants semi-infinites when you got actual infinites?
    Storms infinites are a little hard to learn because all of them require knowing
    how to tri jump.
    Tri-jump down/forward, Light kick, roundhouse, land, Tri-jump down/forward,
    light kick, roundhouse, repeat over and over.
    Tri jump down/forward, roundhouse, repeat.
    (On Sentinel only.) Normal jump, light kick, middle kick, fierce, roundhouse,
    land, repeat.
    This is it for this, Iíll add more as I figure it out.
    Tips and tricks
    Storm is considered the best character in the game currently, and for good
    reason, she can do Rush down almost as good as Magneto, Super jump, throw out
    multiple fierce punches, air dash when she gets slow, throw more fierce
    punches, then lightning attack up three times and then come to the ground
    slowly, and most of all, holding up makes her slow her decent, and she makes
    that annoying ďHaw!!Ē doing it the entire time making her a GREAT battery,
    Storm can play some keep away, super jump up and do the vertical typhoon a few
    times, adding frustration, maybe causing them a mistake, doing a little
    chipping and everything, she has the best super to DHC from, and into
    (Lightning storm to DHC from, and Hail into) She probably holds more dominance
    then any female in the game, only Iron man beats her out in my opinion.
    Her only real problem is her damage setting, and the fast she holds no really
    good anti air attack, but that can be made up by having an anti air assist like
    Cammy or the like. She also canít chip too well, but with Storm, you shouldnít
    have to worry about chipping, only getting a hit in and then getting them into
    an air combo and then into a lightning storm.
    Another good trick with Storm (And Magneto) is the Tri jump, this is when you
    do a normal jump, or super jump, though Super jump is better because you move
    faster, but before the screen gets the chance to scroll upwards with you,
    cancel it by air dashing down/forward, and then attack, you can get up to 3
    attacks, then land, then actually hit them some more before launching them, the
    reason Tri-jumping plays a big part of Stormís game is because if you do a
    barrage or high attacks, then land and use a low attack, you have a greater
    chance at hitting them. And you can also move to the other side, crossing them
    up, and if you successfully cross your opponent up, you WILL get a hit in,
    without a doubt.
    Strategy and Recommended teams
    This is just part to help you figure out against characters you might be having
    trouble with, just hold down CTRL + F and enter the name of the character
    youíre having trouble with. (And if you put Ryu in here, like with my Cable
    Faq, I pity you still.)
    ------Vs characters-----
    Magneto - Ah, one of the ultimate battles in this game, whoís better in Rush
    down? Magneto, heís faster, in dashing and attacking speed and has about 6
    infinites he can hit you with, so this fight can be hard if youíre caught in
    one of them, Magnetoís tempest combos can KILL Storm if heís able to continue
    after the first tempest and get another one in, so what do you do against the
    biggest combo freak in the game? The same thing, or play run away, call assist,
    super jump, call a vertical typhoon to keep them grounded best you can,
    basically you want to turtle, because in rush down it goes like this, first one
    to get a tempest or Lightning storm combo will do about..60% damage, or 100%
    for Magneto, because Magneto can continue his tempest combo unlike Storm can
    after a Lightning storm combo.
    Storm -Iíve ALWAYS hated Mirror matches, Always, because you have the same
    weaknesses as strengths, and for Storm, there arenít too many weaknessí when
    theyíre played correctly, like Iíve always said, this goes down on assists, and
    on who makes a mistake first, because you both take damage bad, so a lightning
    storm combo will more then likely take out about 1/3 of their life. I canít
    give a real strategy here, because you have to know Storm to do this, and if
    youíre reading this, you should get a good feel of Storm already.
    Sentinel - Sentinel will be raped by Storm unless he has an assist like Captain
    commando, but you on the other hand, can be killed by his stomp rush down,
    believe me, itís what makes him so great, because ALL of Sentinelís moves will
    do chip damage and heíll probably call out Captain Commando to cover him as he
    cancels flight and comes to the ground unless he had unfly mode, his
    semi-infinite also hurts like hell, and itís so easy to be caught in, all he
    needs is one rocket punch to connect and can put your life from 100% down to
    60% or lower depending how many bars of the meter he has, and for a big guy, he
    has some nasty combos, but heís a big target which works against him, Iíd try
    that Sentinel only infinite combo, Iíve found that since most players play
    Sentinel so aggressive, itís not much of a problem to catch him in it, and
    remember, he has super armor meaning it takes two hits, instead of one to bring
    him into block stun.
    Cable - A good Cable is a real problem to everyone, thanks to that Hyper Viper
    beam in air being so fast, one mistake can reward you with a dead Storm, but
    Storm does rush down and Cable is far from rush down prone, meaning if you keep
    on him, you have a good chance at killing him, but if he finds a way to keep
    you away from him, you may as well step away from the controller or joystick,
    because you donít do any real damage from afar, because Stormís moves have lag
    or recovery, and even if you get a horizontil typhoon, heíll just jump half way
    up, out of itís reach and hyper viper, hyper viper, and hyper viper and Storm
    will be finished, but, everyone knows that Cable is always in dire need of a
    strong AA like Cyclops, so if he doesnít have one, this match is EXTREMELY
    Strider Hiryuu - Here how it works, if your going against Strider AND Doom, you
    have a HUGE problem, because no one can handle Strider and Doom together, they
    are the dynamic duo of this game, but there are a few good things, you have run
    away, meaning if you can get him to use up all his meter, Striderís game is
    weakened a lot, Strider needs a meter for his ouroborus, but heís still a bit
    threat, getting caught in the Strider/Doom trap is like being caught in an
    infinite, nothing you can do until they screw up, but good thing here, the
    Strider/Doom trap isnít that concrete so thereís a lot of opening here, but if
    youíre going against an expert Strider/Doom player like ClockW0rk (Mad love to
    you man.) Youíre in BIG trouble because it seems these guys have mastered the
    Strider/Doom trap and know how to keep it together really well, but Strider
    canít take hits too well, so a lightning storm combo and one other big combo
    will wipe Strider to the floor.
    Dr. Doom - Ah, the past best character in the game, in my opinion he has what
    you donít, a STRONG keep away game, you have rush down and a little keep away,
    he has big keep away skills and a bit of rush down, whoíll win? Over all Iíd
    say Storm will, but Doomís fierce beam gun can keep you grounded, as can a few
    photon shots, but get close and heíll be finished quickly, but getting to him
    can be a little hard, but no where near impossible, Just look for an opening
    and use Stormís speed to get there as fast as possible, then combo, if your
    close there is nothing Doom can do but try to get away from you.
    Spiral - This match can be a little tough, because Spiralís teleport, and even
    guard canceling wonít work too well if she uses her sword trap, but in any
    case, youíre horizontal typhoon can help, since it canít be canceled, if you
    can get it out itíll protect your dash in because itís like a beam, itíll
    cancel everything in itís path, but if you get to her, she can just teleport
    away, best thing I can say to do, super jump out and try to get to them, if she
    teleports away, just zap to the other side of the screen, thatís probably where
    sheís appearing, and even if she isnít, she has lag at the end of her teleport,
    so you can probably still get back to her even if you make a mistake on where
    she appears at, and remember to run away if she uses her Metamorphosis hyper
    combo, and if she has ground assist type, watch for her metamorphosis A1+A2
    hyper combo, it does WILD chipping (Does around 70% chipping of the ACTUAL
    moveís damage.)
    Black Heart - Blackheart is sort of useless on point, but you can expect this,
    a super jump to be taken out by an inferno, and a lot, I mean A LOT of those
    damned Roundhouse demons during jumps, but other then that, itís no hard, just
    rush him down, thereís nothing he can do, heís too big to miss, if he dashes,
    just attack low, then launch, lightning storm combo, DHC into a strong hyper
    combo, and call it a day.
    Cyclops - Ah, Cyclops is earning a good name as a cheap keep away player, and
    has one of the best anti air assists in the game, and on point he can optic
    blast, use his optic bullets and everything to  keep you away, and then use his
    Mega Optic Blast to chip (It does around 10% chipping if you didnít know.) The
    easiest way to get to a keep away player is to look for an opening, super jump,
    wave dash, anything that will get you there, sometimes you can tri jump your
    way there even as youíll probably jump over each little optic bullets or blast.
    (Since Iíve seen most players crouch down and fire their optic blasts), but
    because with the tri-jumping one, since you can run into a Gene Splice canceled
    into a super optic blast for decent damage.
    Cammy - Ah, Iíve always loved Cammy, sheís so beautiful, and deadly at the same
    time, and this is probably one of her best games so far, Sheís got her deadly
    KBA combo, be sure not to get caught in it, Storm has an advantage, she can get
    a hit easier, and with both of their damage setting, a KBA combo, and Lightning
    Storm combo will do BIG damage, so itís really who gets their combo first, but
    my moneyís on Storm, since she has a bigger chance at getting a hit in and then
    into an air combo and lightning storm.
    Guile - Guile is hands down, my favorite SF character, he has it all, good
    damage to hit ratio, strong anti air, a VERY good projectile, one of the most
    devastating air specials in the game, this match isnít too hard through, if
    Guile wasnít a charge character, Iíd say heíd be top tier, expect any air combo
    to end with either the Crossfire assault, or an air backbreaker.  And always
    roll from his sweeps because heís most likely going to cancel into his
    summersault justice hyper combo.
    Charlie - Charlie is a lot alike, and very different from Guile, heís a little
    stronger I believe, which is probably why heís so slow, but next the less, heís
    still a good character, he has all the aspects of Guile, but doesnít have the
    air special, and the crossfire blitz can not be comboed from what I know of,
    but he also has the air backbreaker for the end of an air combo, but Charlie
    does better on the ground then air, this is where you have him, if you have a
    hard time fighting him on the ground, take him in the air, you will win,
    Charlie doesnít hold a candle to Storm in air.
    Iron man - AlrightÖI said it before, Iíll say it again, this guy hold more air
    dominance then ANYONE, he can hit you just about no matter where you are.
    (Directional button + fierce punch, if youíre above or below him he can use up
    + fierce kick, or just fierce kick.) He also has an EXTREMELY easy infinite
    combo to get caught in, if he has Doom or Psylocke, expect to get hit into it
    if your careless, and donít try to mash, itíll do nothing, only way I can see
    here is rush him down as fast as possible, and as carefully as possible,
    because you could end up running into his infinite, or a Repulser blaster, then
    canceled into a Photon cannon for BIG damage.
    BB Hood - BB Hoodís cool, she can be somewhat a problem, she can chip like hell
    with her cruel hunting hyper combo, but it comes out slow enough you should be
    able to super jump away, and as for her guns in normal attack, theyíre range is
    PITIFUL! But watch for her Hyper apple for you Hyper combo, even if blocked
    sheíll let loose of four hyper apples, so keep blocking, or push block the
    first hit so they should miss.
    Omega Red - The Omega oneÖCAN BE A REAL PAIN! He can rival Cable is keep away
    with his coils by either grabbing you and throwing you away, or just keeping
    you in block stun since they recover pretty quick, he has a nice air hyper
    combo too, so watch out because since itís a hyper combo, it can out prioritize
    a lot, but itís hard to be comboed, plus his Omega Destroyer has a lot of
    recovery, so you should be able to get to him if he uses it and you block, and
    even if you are hit, constantly to the roll motion, because thereís a chance
    that if youíre on the other side of the screen and on the ground, you will hit
    the ground and be able to roll, and to the other side, and with that much
    recovery time and when youíre that close, you should have no problem at all to
    get a lightning storm combo on him.
    Wolverine (Adamantium) - Wolvieís faster then you in attacking speed, and as
    fast as your dash, what did you expect from him? Heís a combo freak without any
    projectiles, he needs to be pure aggression, but thereís a few things to know
    here, if youíre hit by ANY move, chances are a good wolverine player will find
    a way to combo a berserker barrage X or even Fatal claw, so watch for this, but
    you can just run away, or you can go toe to toe with him, and you have a good
    chance at winning, since youíre both pixies, you both focus on Rush down, only
    your lightning storm combos will do more damage, but never the less, Wolverine
    is a big threat to your lifebar unless itís a scrub wolvie, an expert one will,
    I repeat. He WILL give you a run for your money!
    Wolverine (Bone claws) - Thisíll be short and sweet, treat him like the above
    Wolvie, just this oneís just a little faster and has a little more range
    because his claws are longer, and heís also even more button masher friendly,
    but heís missing two supers so that can cut down on some of his game, but
    beware, he still has Berserker Barrage X.
    Sakura - Sakura is no problem for Storm, sheís a Ryu wanna be, any Ryu wanna be
    canít be tough (Except Cyclops.) But in any case, just rush her down, Sakura
    canít handle a rush down from anyone as good as Cammy, so you will have no
    problem with her, watch for Tri jumping too much though, she could do her
    upward fireball hyper combo, but if you block it, you should fall out of it,
    then just..do what you like with her. (My favorite is vertical typhoon xx Hail
    Sabretooth - This guy was a very good character back in X-men VS SF, but now
    heís been reduced, a lot, but never the less, he can be a threat, but heís VERY
    predictable, heís pretty quick too, also feel free to tri jump on him, but
    donít to it over and over, because you can end up jumping into that little hop
    step of his hyper combo.
    Shuma-Gorath - One thing you gotta worry on this and the only thing you have to
    worry on is this, his chaos dimension, when he does his, I always run away and
    stay away because if he hits you, blocked or not youíre hit, and with the
    damage that thing gives out, you donít wanna get hit by it, Storm canít take
    that too well because of her stamina, but other then that, not too much to
    worry about, also, Iíve seen a lot of Shumi (My name for him.) tend to him in a
    lot so why not justÖlightning attack xx Lightning Storm to teach them for
    jumping in?
    Spider-man - This guy was the KING of air combos in the original, but not
    Magneto, Storm and Iron man took his spot, but there are a few things I forgot,
    Spidey CAN link his Maximum spider in a combo, but only when he does a fierce
    web ball, his fierce punch in air can beat out a lot of things, including a lot
    of Storms moves, but no worries, since if you use roundhouse in air, you should
    beat, or at least trade hits with him, and on ground, you got him, just stay on
    the ground and you have him, because Spidey works better in air, and since
    Storm can play in both air and ground effectively, youíll have him in your
    pocket as long as you play your cards right.
    Venom - This guy is a complete expert character; he has to be in this game to
    rival any top tiers, or semi-top tiers, so only experts with him will play as
    him, so donít get your hopes up in finding a expert Venom player, because with
    actual top tiers around, who wants the other characters really? But in the rare
    chance you do find one (Thereís only one at my Arcade) be prepared for the
    fight of your life, they usually pair themselves up with Sabre tooths
    projectile to hold you after they do the Death bite because theyíll do the
    death bite and after the flying screen it wonít get the chance to happen
    because Birdyís gunshots will keep juggling you giving Venom enough time to get
    back on screen, Do another death bite to you!
    Ryu - If you have a problem with Ryu, hit X on your browser, because you suck,
    plain and simple.
    Ken - This guy, unlike Ryu, is useful. He has the best anti air assist in the
    game in my opinion being heís completely invincible during it, but itís not as
    useful as sayÖCaptain commandoís, but in any case, Ken has one hell of a Glitch
    for his assist as a hurricane kick, it takes out around 1/10 of your life each
    HIT, overall; just make sure you donít go jumping in, dashing in is probably
    move safe, just make sure you donít go running into his little short fireball,
    because itíll probably be canceled into either his kick hyper combo, or a
    Shoryureppa for big damage on you.
    Akuma - Akuma is a pretty decent character, his stamina sucks, but so does
    Stormís, also, make sure you roll anytime he does the hurricane kick, because
    he can cancel into the Tenma Gou Zankuu for nice damage, and he has a lot of
    air dominance when he does the hurricane kick during a jump.
    Warmachine - Plain and simple, handle him like you would a faster Iron man,
    just donít get caught in his infinite.
    Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just
    doesnít have what it takes to top Storm, Storm has the lightning Storm, speed,
    and combos, and Morrigan is like a more combo-friendly Ryu, and Ryu sucks soÖso
    does she.
    Tron Bonne - Iíve yet to meet a good Tron player, but I do know her projectile
    assist is flat out lethal in power! She has a nice set of wacky hyper combos
    and normal moves, but her hyper combos can be seen from miles away, so no
    problems, I promise ya with that, but she DOES have some lethal special moves,
    and with Stormís stamina, she can be wiped out quickly if youíre caught in too
    many of Tronís combos.
    Silver Samurai - This guy, you will probably never see, because he uses more of
    the meter then Cable does, and doesnít get even 1/10 of what Cable gets out of
    it, so Iím unaware of a strategy for him, but you chances of facing him are
    slim as hell already.
    Iceman - This guy seems to be NO problem for Storm, just rush him down, only
    thing he can do is try to jump away, use his launcher to knock you away, but if
    you can dodge his icebeams over and over, you will have no problem with him
    because all he has is chipping. (And a lot of power in it.)
    M.Bison/Vega - This guyís underrated, but at the same time, not much better
    then how people say, he has little combos, and a pretty confusing teleport, but
    never the less, heíd no problem for Storm, if he teleports, just  jump up half
    way and do a horizontal typhoon, you should hit him or heíll block it, probably
    giving you enough time to get in there, his psycho fieldís easy to see, but if
    you get trapped in it, it does some very, very nice chipping damage, along with
    hold you there long enough for Bison to sometimes throw out another one.
    Megaman - Ah, itís that blue boy! He can be somewhat of a problem if you play
    someone who isnít a buster cap abusing fool, watch for tri-jumping over and
    over, you can end up tri jumping into a hyper Megaman and be in trouble, since
    he has a few invincibility frames in the beginning, other then that aspect,
    this shouldnít be too hard of a fight.
    Anakaris - Anakaris is a semi-top tier, like Cammy and Iron man, meaning he is
    a threat, but his defense sucks, but lets face it, then youíre that confusing
    thatís a defense all itís own, make sure you keep him from doing his odd sort
    of rush down and make damn sure you donít get caught by his hyper combos,
    because they hurt like hell, other then that, just do your best to stuff his
    jump ins, his jump is VERY slow, but his attacks in air are very, very
    Gambit - One thing to learn, rollÖEVERYTIME, ALL the time! Heís the OTG king,
    enough said, you do NOT want to eat a Royal Flush, that move hurts, and OTGís
    are the only way to combo it (Aside from assists), thatís about all you gotta
    watch out for, and the Cajun slash is a hard move to counter.
    Captain Commando - Captain Commando has a nice ground game, lethal anti air,
    nice projectile and a handful of assists, he has three by himself and his
    actual partners, so overall, Captain commando can give a HELL of a keep away
    game if done properly, beware of a captain corridor, because it WILL be
    canceled into Captain sword for big damage, plus the flying screen effect
    meaning he can actually repeat it twice, so how do you counter the flying
    screen? Mash your buttons like trying to escape a magnetic tempest or Cableís
    electrap grenade, itíll make your character get up faster, other then that, Iím
    not sure on what else Captain Commando has up his sleeve.
    Captain America - This guy is versatile, not as versatile as Storm but, few
    are. In any case this guy has nice power, mixed with priority and speed, his
    charging star will eat through anything aside from a super, and typhoon, other
    then that, Captain America has some nice moves, when he has his shield heís a
    little on the slow side, but without it heís much fast, but loses his only
    projectile, and some priority, with it he has his projectile, power and
    priority, but loses that speed aspect to him, so with or without his shield, he
    can run with the best of them, make sure you donít try and take out his hyper
    charging star by yourself, use an invincible anti air assist, but not Cammy
    because she tends to bounce off of Captainís body and will just end up hurt,
    Iíd personally recommend Psylocke or Cyclops.
    Hayato - Hayato, He has a look of someone who can beat you down! But when you
    fight him, youíll see heís a little less then that, he has a NICE anti air, but
    itís bad at the same time because Hayato has to dash forward before doing it,
    so itís not THAT great on point, he has a slow hyper combo (The multiple sword
    slashing one.) A Magnetic Shockwave look alike thatís not as powerful, and a
    hyper combo that if it connects will allow him to do unlimited Plasma combos
    (Plasma combo are the button combinations he presses with back that make him
    glow for the duration of the attack)
    Jill Valentine - Ah, my favorite girl in this game, sheís so beautiful, I
    personally have an obsession with the girls of Resident Evil, and this is
    Jillís first fighting game, and she could be a little better, but when played
    right, she can be a threat to your health, she can be played two ways, rush
    down and keep away, rush down is using her speed to stay in your face, and keep
    away if to knock you away by using her crows, zombies, dogs and grenade
    launcher, both ways work effectively when done right, but on Storm, itís hard
    enough to do anything on her, but no worries, just rush her down, her moves are
    slow to come out, about the ONLY thing to worry on is her rocket launcher hyper
    combo because it will knock you back like the Hyper Megaman, and it comes out
    pretty quick too, and even blocked, it chips pretty good.
    Servbot/Kobun - Youíre chances of fighting him are slim, but never the less,
    heís a PAIN, heís so small, itís impossible to hit him with a Tri jump or
    infinite, the lightning storm combo is a little harder to do, but not
    impossible, just rush up to him and launch him, he has little priority,
    extremely weak attacking power and defense, so one lightning storm combo and
    oneÖsix hit combo maybe will finish him.
    Dan - DAN!!!! ::Gasp:: THE MAN!!  Dan rules all, he may not be the best
    character, but look at him!! You canít help but laugh over his funny antics,
    but over all, Dan is a nice character actually, I mean, he has no projectile,
    but he has that pride killer! (Goudo-ken), why do I call this the pride killer?
    Look at it! If you get hit by THAT, you gotta feel bad, but he has a nice anti
    air and nice anti-dash in, the Koryuken and whatever the other move was (I
    donít remember it.), and if he throws out a autograph, you got a combo, but
    heyÖwho doesnít want an autograph from Dan!? Also, that autograph move has some
    EXTREME priority on it! When he shows it to you, Iíve heard of people knocking
    Captain America, Ken and Cammy out of their HYPER COMBOS for when he shows the
    Jin - Jinís a problem, in the right hands at least, good for you, most donít
    know how to use Jin, and heís a charge character, so that means his moves have
    to be good, he can beat you in priority and power, no doubt, I mean heís earned
    the nick named Mini Hulk! He deserves that name too, heís like a comboable
    Hulk, his Bloodia Vulcan hyper combo will more then likely hit you if you super
    jump (I dunno why, might be a glitch) and Bloodia Vulcan also guard breaks if
    you normal jump, so itís best to just stand there and not try to avoid chipping
    as thereís a good chance youíll end up taking even higher damage, also, if he
    does his drill kicks, and of them, just block and then launch since they have
    some hefty recovery time.
    Felicia - Ooo, my favorite kitty girl, she has more sex appeal then Morrigan,
    and in this case, MUCH more deadly, sheíll break your dash with a sand splash,
    and then cancel that into the sand splash hyper combo for big damage, but she
    has no real good anti air, So tri jumping on her is pretty safe from what I
    know, unless sheís packing a quick anti air, and now a days, an anti air assist
    is a must for almost every team, so youíll probably be up again eitherÖCaptain
    Commando, Psylocke or Cyclops, in any case, youíre tri jump should be faster
    and fast enough to beat her to the punch, so Iíd go with that.
    Thanos - Thanos has a bubble infinite that can be a pain to escape unless you
    can mash like hell, and everyone should learn mashing now, since you can mash
    from Magnetoís tempest combos (And EVERYONE knows how deadly they are!) He also
    has some powerful Hyper combos, but overall, heís a big target, meaning heís
    slow, and he is, so no worries, just run up, combo him, and donít run into any
    gauntlet hyper combos or that bubble infinite.
    Amingo - Judging on what I read, this guy sucks, only way he can win is by
    chipping away at his dashing bulb move, and thereís lag after that move, push
    block half way through this move, and then wait until he ends it right in front
    of you and then feel free to do as you please with him.
    Sonson - Sonson, just watch for her anti air staff swing, and no problem, her
    ape transformation she gains hyper armor, so watch out for that, jump over her
    and then just punch and kick at her repeatedly over and over to slow down her
    timer because youíll actually do more damage and thereís nothing she can do.
    Zangief - This guy can be a pain since of course, this guy is the best grappler
    in the game, hereís a tip, DONíT GET IN THE CORNER WITH HIM! You got a Final
    Atomic buster coming! And if he does hit you with one, ROLL! If you donít roll,
    he can repeat it, be careful of dashing or tri jumping too much, since if he
    goes into his evil mode, he gains hyper armor, And that means youíll end up
    running into a Final Atomic busterÖ
    Hulk - Hulk was good, but lets face it, in this game, he sucks, but heís still
    a threat, watch out for his Gamma Crush if you try a tri-jump over and over,
    expect one, and mash the buttons like hell, Iíve heard if you mash like crazy
    after the initial knock down of a Gamma crush if you mash fast enough you can
    get up and still block it. But Iím not entirely sure. Nothing can stop the
    Gamma Wave, so just jump over it,  the Gamma Avalanche isnít much trouble
    because Hulk players rarely use it.
    ------Recommended teams-----
    Here Iíll list the teams with Storm I see as the best, in this game Iím not
    sure if you noticed but to make it through a lot of fights you NEED assists to
    cover you, and the like.  So lets get finished with this end of the FAQ. =D
    Storm (Projectile), Magneto (Capture or Projectile), Psylocke (Anti air) = Are
    you aggressive? Well this team is for you, this team is flat out aggression in
    itís purest form, Magneto and Storm are best pixies in the game, and Psylockeís
    anti air can project you against jumpers, and set up for combos by doing either
    a standing light kick or crouching light kick, followed by their launcher, plus
    if forced to, Psylocke isnít too bad on point as she can battery by super
    jumping, throwing some fierce punches, double jump, throw some more, triple
    jump, and throw some more, and she has some nice combos too.
    Storm (Projectile), Sentinel (Ground), Captain Commando (Anti air) = This is a
    strong team, because people rank Sentinel, AND Storm as best character in the
    game. Plus they both have bad anti air moves themselves, so Captain commando
    makes up for that, if you donít know about Sentinel and CapCom, please pass on
    this team or learn them quickly.
    Storm (Projectile), Cammy (Anti air), Psylocke (Anti Air) = This team some
    people prefer to the above, because Psylocke can actually start combos for
    Cammy too, just get her to connect and do it the same as Magneto, C. L.kick, C.
    Fierce launcher, just itís a little harder but is do able, so now you got a
    free KBA combo, and Storm and Psylocke work just as well as Magneto and
    Psylocke so theyíre typical together.
    Storm (Projectile), Strider (Variable), Doom (Anti air) = This team is VERY
    strong when played right, Storm is a strong character on her own, plus a great
    battery if needed, making Strider able to come in with level 5 meter, and who
    can play against a stronger Strider/Doom team with level 5 meter at full life?
    Even a master Storm player would be afraid!
    This is it for my teams, Thereís no doubt Storm can be deadly without assists
    in some cases, but never the less, these are the teams I see most people tend
    to use.
    Myself - For making this!
    Gamefaqs.com - For hosting this.
    Antrez - My friend, and probably second best (Now you are. Haha!) MvC player
    that I hang out with normally, youíre great to spar against man.
    Mechie - Mechí You put up a nice challenge sometimes, so youíre good for my
    experimental teams, plus youíre also nice human target to get down a lot of my
    main combos.
    William - You, you are the sorriest Marvel Vs Capcom player Iíve EVER seen!!
    But you were around to get beaten and allow me to use my combos against you and
    just flat out destroy you and learn some of my mistakes, because if you can
    punish me for some moves, then I KNOW itís a mistake.
    Josh - Josh, you go against me the most, well, I make you do it, but itís fun
    to go against you, because you have such a hard time getting around just ONE of
    my characters most of the time, you were another great sparring partner.
    Capcom - For making such a great fighting game that attracts so many players.
    Here's the ways to contact me.
    Email: iisolidsnakeil@aol.com
    Email#2: Boost_Jump@Yahoo.com
    AIM: iisolidsnakeil OR Capoeira Pride
    MSN instant messenger: bboy_Heat@MSN.com
    Also, some people have been emailing me on how to get MvC2 match videos.
    Before anyone emails me again, IM me on one of my AIM SNs and tell me.
    I'll let you connect to my server and DL all the videos I have (And I got a
    lot.) Lol.
    Legal Stuff
    All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted
    to uhmÖthat guy who heís licensed to (I forgot his name, terribly sorry) but
    this guide I guess is copyrighted to me I guess...but in any case, you know
    what I mean, all characters copy righted to me, but I wrote thisÖyeah, and if
    you actually read thisÖsomethingís wrongÖ

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