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    Apocalypse by b0x0rzkirb0

    Version: 1.00 | Updated: 08/30/05 | Search Guide | Bookmark Guide

    Marvel Super Heroes vs. Street Fighter- Apocalypse FAQ
    By b0x0rzkirb0
    Version 1.00
    Table of Contents
    1. End of the World, My Ass
    2. Special Moves
    3. HC-like Moves
    4. How to Kick Ass (Strategy)
    5. Unleashing the Apocalypse (Vs. Others/Hidden Characters)
    6. Other Crap/Fun Stuff
    7. Thanks
    Marvel Super Heroes vs. Street Fighter is copyright Capcom. Apocalypse is
    copyright Marvel. This FAQ is copyright me. Yay.
    Version 1.00: FAQ START!
    1. End of the World, My Ass
    Apocalypse. The End of the World. Easy-to-kill character who can barely move.
    Lordy lordy, is Apocalypse a hard person to write a FAQ for...
    Apocalypse was the main boss of X-Men vs. Street Fighter. He was quite
    intimidating. However, he also happened to be freakishly, freakishly slow
    and an enormous target. To make up for this, he was able to regenerate his
    life in a steady rate, making you always on the offensive, and often being
    smacked by his more powerful moves. His satellites were also annoying as hell
    and actually required you to murder them.
    In MSHvsSF, Pokky has been reduced to sub-boss level. As such, he has lost one
    of his best assets: life recovery. Now, he has been reduced to a warm-up for
    Cyber Akuma. The shame of it.
    Apocalypse is the most challenging character to master. You can ONLY pick him
    if you're that freakin' sure of yourself, because his cons SERIOUSLY outweigh
    his pros. Even then, you're most likely gonna get your ass handed to ya.
    How to Unlock and Pick
    1. Beat the game on any difficulty without continuing.
    2. Put the cursor on Akuma on the character select screen. Press Select six
    times, holding select on the sixth, and select Akuma. You should get
    You can be Pokky in Battle Mode, Versus, or Training.
    Note that on Stage 7 of Battle Mode, you'll face two hidden characters instead
    of Apocalypse. Apocalypse can never fight another Apocalypse.
    Pros and Cons of the End O' Days
    +Has insane power, more so than Cyber Akuma himself.
    +Can almost kill enemies in one hit with the Hyper Drill. If they block, they
    take insane chip.
    +His 2 HC-like moves require no meter.
    +Satellite Beams attack opponent automatically and do OK damage.
    +Relatively fast dashes.
    +High Defense.
    +Cannot be thrown. =D Not affected by HCs which require a connection to hit,
    like the Final Justice or Shun Goku Satsu.
    -Slow. SLOW SLOW SLOW! Good LORD, he's slow.
    -Massive lag on just about all of his moves.
    -Crap recovery on them, too.
    -Has NO Basic Moves.
    -Massive target.
    -If opponent gets behind him, not much he can do.
    -He CAN'T BLOCK. That's right, he can't block.
    -OCCASIONALLY goes into Hit Stun.
    -Spike Drop is THE worst move in the game.
    -If an opponent attacks a Satellite, HE gets hurt.
    -Can't Combo whatsoever.
    -Falls prey to Beam HCs.
    -Can't have a partner.
    Good lord...
    What he's gained and lost
    +Chipping Damage! He can now chip like crazy.
    +A new Super-Move, Ground Zero Eye Beam.
    -His regeneration...
    -Some of his power and defense.
    -His Satellite Beam blows in comparison to XvSF.
    LP, MP, HP- Light Punch, Medium Punch, Hard Punch
    LK, MK, HK- Light Kick, Medium Kick, Hard Kick
    P, K- Any Punch Button, Any Kick Button
    PPP, KKK- All Punch Buttons, All Kick Buttons
    B, DB, D, DF, F- Back, Down-back, Down, Down-Forward, Forward
    AC- Air Combo
    HC- Hyper Combo
    THC- Team Hyper Combo
    OTG- Off-the-Ground
    XX- Cancel
    Pokky, The Big A, whatever retarded name I cook up- Apocalypse
    QCF- Quarter Circle Forward (D, DF, F)
    RQCF- Reversed Quarter Circle Forward (F, DF, D)
    DP- Dragon Punch Motion (F, D, DF)
    HCF- Half Circle Forward (B, DB, D, DF, F)
    Quick Command List
    Shockwave: RQCF + P
    Spike Drop: QCF, QCF + P
    Stun Cannon: QCF + MK
    Spread Cannon: QCF + MK
    Satellite Beam: Automatic
    Hyper Drill: QCF + HP
    Ground Zero Eye Beam: QCF + HK
    Backdash: B + PPP
    2. Special Moves
    Shockwave (RQCF + P)
    Apocalypse raises his arm up, and SLAMS that mutha down so hard that it causes
    a shockwave to travel towards your unfortunate opponent. The height of the
    Shockwave depends on which punch button you pressed. HP creates the biggest
    One of the main uses of this move is to nullify projectiles. This will nullify
    any and all projectiles. So if someone gets Hadoken-happy, whip this out and
    they'll take some damage. This can also be used as some kind of mockery, if
    the opponent is blocking. Why, you ask?
    Because the move has got HUGE start-up. This move is telegraphed RIDICULOUSLY,
    as people who've faced Pokky before will know he's going for this move when
    his fist is raised. They'll most likely take the oppurtunity to super-jump
    behind you and bombard you with crap. Therefore, don't become too predictable
    with this move. You'll regret it.
    Spike Drop (QCF, QCF + P)
    Apocalypse turns his fist into a spiked ball, raises it above his head like
    the Shockwave, and slams it down on his opponent. The reason I listed this as
    a QCF, QCF motion is because it's pretty damn hard to do it in a DP motion.
    I've only done it ONCE. You try it and see.
    Not that you'd WANT to, anyways. This move is shit. I wouldn't doubt it if
    Capcom made this move to show others what a move SHOULD NOT be. The reason?
    Well, first of all, it's got insane, insane start-up. A baby could dodge this
    thing. Second, the move does crap damage, the least of Pokky's attacks, less
    then the Satellite Beams. Third, since he slams the fist down where he raised
    it, the move has got CRAPPY range. Your opponent pretty much has to walk into
    it. And that ain't gonna happen.
    Well, there's ONE good thing. A-man's fist is invincible while this move is
    being used. Unfortunately, his head isn't, so expect to have your brains to
    be splattered everywhere the moment you use this.
    Bottom line: Don't use this move. It sucks.
    Stun Cannon (QCF + MK)
    This is one of Apocalypse's better moves, provided your opponent can't dodge
    for crap. What happens is A-man opens his shoulder cannons and two targeting
    reticules come out. If they reach the opponent, then 16(!) blasts come out of
    Pokky's shoulder cannons and fry the hell out of the opponent for some good
    damage. It also chips well, and brings up the dizzy meter pretty quickly.
    This move does go behind you, but only to a limited extent. You'll still be
    free to have your ass handed to you afterwards. This is pretty much is only
    command move that goes behind him as well.
    In short, this is the better shoulder cannon move of Apocalypse. If you want
    to throw out a hell of a lot of projectiles, then this move is definitely for
    you. The only problem is it's slow-ish start-up. It takes a while for the
    cannons to open, and even longer for the targeting system to target the enemy.
    So if your opponent gets hit by all 16 shots, he or she is a tard.
    Spread Cannon (QCF + MK)
    Before you go WTFBBQ, let me explain about the motion. It seems that when you
    want to use the Stun Cannon, sometimes this happens instead. It may just be a
    similar motion, but damn, I haven't figured it out yet. Anyways, it seems that
    this comes out less often than Stun Cannon. Wtf. Anyways, what happens is
    Pokky opens his shoulder cannons and shoots two big balls(WAHAHAHAHAHAHA).
    After they inch out a little, they'll both split into 8 smaller projectiles
    and go across the screen while spreading out.
    Compared to the Stun Cannon, this move blows. The spread motion ensures that
    only a few of the bullets will hit, for some piddly damage. That is, unless
    your opponent happens to jump into a ball right before it explodes, making
    all 8 shots hit him. Not to say that that'll actually happen.
    This move's main use is to get the enemy the hell away from you. The bullets
    will cover the screen and push the enemy back, ensuring that their approach
    tactics will be PWNED. Although, since it's so tough to do this WHEN YOU WANT,
    don't count on this move to bail you out.
    Satellite Beam (Happens Automatically)
    See those dorky little satellites that are floating all around Apocalypse's
    huge-ass body? On occasion, these satellites will fire a very fast laser that
    hits the opponent for some nice damage.
    This move is good, but never, EVER come to rely on it. The reason is that you
    can't control it, so if you have to rely on some pure-chance thing that you
    can't control, you're already screwed. Treat this as a bonus. A very GOOD
    bonus. This thing has the potential to catch an opponent COMPLETELY off-guard,
    and it most likely will, a couple of times. It also can add damage to your
    attacks, if you're in the middle of one.
    Unfortunately, your opponent can attack the satellites, and you will take
    damage, so if your opponent decides to be stupid and attack those satellites,
    don't count on any beams anytime soon. Use Stun/Spread Cannon to get them the
    hell away from your damn satellites.
    3. HC-like Moves
    Crappy title. These moves don't require meter and don't have the HC flash,
    but they are so damn powerful, they can be considered A-meister's HCs. If
    you land one of these, you'll blow the shit out of your unfortunate opponent.
    Unfortunately, they leave you so wide open you might as well paint a target on
    your ass.
    Hyper Drill (QCF + HP)
    Pok transforms his arm into a drill, rears back to the other side of the
    screen, and then just DRILLS THE HELL out of anything in his path. If you
    connect this move when your opponent isn't in the corner, you've pretty much
    This move has ridiculous, ridiculous power. If it connects, you'll do about
    30 or so hits when you're approaching the corner, and when you reach it, about
    another 50. The damage totals to usually 9/10 of a lifebar or so. It also does
    ridiculous chip if your opponent blocks it; however, it can be push-blocked,
    so be weary.
    With all it's glory, this move has some serious drawbacks. For one, it has
    some long-ass start-up. It takes A-man quite a damn long time to go all the
    way to the back of the screen. The Drill move itself doesn't move very fast,
    so if your opponent doesn't Super Jump over it in the 3-6 seconds of start-up
    and approach, kindly punch him in the face. Unless, of course, your opponent
    was doing something that left him wide-open, like Dan's Hisshou Burai-ken or
    Spidey's Crawler Assault. Try to back-dash out of the way of HCs like the
    mentioned and start drilling their asses.
    Ground-Zero Eye Beam (QCF + HK)
    Pok's second ass-kicking move. Pok rears back like before (without drill,
    instead his eyes begin to glow) and immediately dashes forward pretty damn
    fast with some super lasers of doom coming out of his eyes. This one is a
    little less powerful than the drill, does a lot less chip damage, but is
    much faster.
    This is basically just an alternative to the drill, since it accomplishes the
    same purpose. The only difference is the faster speed and lack of disgusting
    chip. Use it like the Drill, when the enemy is wide open.
    Expect the enemy to Super Jump over this and smack the crap out of you if you
    throw it out of nowhere.
    4. How to Kick Ass (Strategy)
    1. First off, remember that you're playing as Apocalypse. Therefore, you lose
    all rights to get cocky and underestimate an opponent. Even beginners have an
    easy time toppling him, and experts can readily hand his ass to him. Soooo,
    if you know how to use A-man correctly, you'll be able to wallop some ass and
    earn people some respect for him.
    2. Use the HCs, and use them well. By using them well, I mean don't be a
    dumbass and spam them. Use them when the enemy is open for attack, so that
    you can put the hurt on their ass. If you spam them, you'll become prey for
    Super Jumps.
    3. Don't let the enemy get behind you. If they do, they're gonna have a huge
    advantage. Apocalypse is too much of a retard to equip himself with any real
    anti-backstab moves, so if they get behind you, use Drills or Eyebeams or
    backdashes, whatever you can to stop them from looking at your ass.
    4. Protect your satellites. Aside from being useful with their lasers, they
    also serve to make you an even bigger target. If an enemy tries to go after
    your satellites like the cheapass they are, use your shoulder cannons to blast
    their face off.
    5. Don't use the Spike Drop. You're an idiot if you use the Spike Drop.
    6. Try your best to get to the back corner and bombard the enemy with shoulder
    cannons, Shockwave, and the like. This way they won't get behind you, so you
    can lay the smackdown on them when they do something dumb.
    7. Remember that you don't have a partner. Therefore, you've got no assist to
    bail you out or push away the enemy. No Team HCs either. So get used to flying
    What the hell? This giant piece of crap doesn't have any combos AT ALL. Your
    best bet is to keep them the hell away from you while looking for a chance to
    blast or drill the hell out of 'em.
    5. Unleashing the Apocalypse (Vs. Others/Hidden Characters)
    I'll divide opponents into a difficulty section. Here ya go.
    1: Easy as hell. Even if your opponent has mastered this character, Apocalypse
    will be ready to hand his ass to him with ease...hopefully.
    2: Not quite as easy but still not a marathon. This character has some flaws
    but also has a few tricks.
    3: Average fight. This character will not be easy but will not be godly.
    4: You CANNOT make a mistake. This character will be tough as hell to beat,
    and a mistake(such as picking Apocalypse) will cost you the match.
    5: Face it. You're gonna get your ass handed to you. The only way you can win
    is if the opponent is COMPLETELY stupid.
    The order:
    -Captain America
    -Omega Red
    -Almost any use of the word "Drill" can be replaced with "Eye Beam" if you so
    1. Ryu
    Rating: 4
    Expect Hadokens and way too many of them. Expect them to be thrown at your
    big, stupid head. Use HP Shockwaves to negate the Hadokens and smack the crap
    out of him. The Shinkuu Hadokens are pretty much you-can't-do-jack-about-it,
    so just take it like a man and drill his ass. Shoryukens can be dealt with
    with shoulder cannons or Ground-Zero Eye Beams. Otherwise, try your best not
    to be cooked and smash his ass.
    2. Ken
    Rating: 4
    Your ass is gonna be on fire in a few seconds if you don't backdash to the
    corner right away. Ken is fast as hell and will be on you with Dragon Punches
    and Hurricane Kicks as soon as he can, so employ Shockwaves and shoulder
    cannons to get him the hell away from you. >:O If he has Ryu as his partner,
    watch out for the Double Shinkuu-Hadoken unless you like to be burnt.
    3. Cyclops
    Rating: 5
    Oh my God. Prepare to die. All that's gonna happen is you'll get Optic Blasted
    amd then Mega/Super Optic Blasted to death, and it'll actually work, since
    the beams are so fast. If he gets behind you, may as well just walk out of the
    room. If you want to fight, try to land the Drill on him. If he's too focused
    on throwing Optic Blasts, he might get hit. Alternatively, run like a baby
    toward the back and use cannons and Shockwaves, you big wuss.
    4. Captain America
    Rating: 3
    Not as tough as the Street Fighter Bros. or the X-men poster boy, but can
    still smack you pretty hard. He packs a lot of power in that shield, and
    Charging Star and Hyper Charging Star can do a number on you. Keep him away
    with Shockwaves, and watch out when he's paired with U.S. Agent, because of
    that Star Star garbage. Keep him the hell away from you and you'll be fine.
    5. Spider-Man
    Rating: 3
    Spider-Man is a combo whore, but he takes hits like a baby and can't hit hard
    for his life either. Expect him to go nuts, jumping all over you with combos
    and/or spamming Web Balls. Web Ball spam should be promptly Shockwaved. His
    combo spamming will do crap damage to you, since your ugly mug can take some
    hits, and Spidey isn't even that strong to begin with. However, he'll add up.
    Try to use your cannons and Shockwave when necessary, and Drill if he uses
    Crawler Assault(and misses).
    6. Chun-Li
    Rating: 4
    Combo whore again. This one might be a lot harder than Spidey because her HCs
    have the potential to knock the crap out of you. Kikosho especially; if she
    does that, she's completely invincible, so don't even try anything; Her super
    Kick-The-Hell-Out-Of-You-Move-Of-Death hurts like hell as well. If she does
    that, you can get some style points for raising your first with Shockwave or
    Spike Drop(for the hell of it), but then she would be behind you and that
    simply would not be good. I've never tried it, but if you can time an Eye-
    Beams just right when she's doing a Kikosho, that would seriously kick ass.
    Just try not to be combo whored, and adopt a keep-away strategy. A tough 
    7. Dhalsim
    Rating: 2
    Actually not too difficult. He may have long reach, but almost nothing else.
    He is not fast at all, his strength is crap, his defense ain't so hot, and his
    combos are worthless. Against you, anyway. He gets a two because his Yoga
    Inferno can really hurt like hell. Anyways, don't get cocky. If he Yoga Fire
    spams, Shockwave. Anything else can be promptly Eye Beamed, Drilled, or
    shoulder cannoned.
    8. Wolverine
    Rating: 3
    This combo whore doesn't pose as much of a threat as Chun-Li. Mainly because
    he can't take hits for damn. Expect him to be all over you, using Berseker
    Barrages, Tornado Claws, Drill Claws, and Berserker Barrage X to waylay your
    ugly face. To compensate, use the Drill if he's spazzing too much in order to
    show him who's boss. If he's Drill Clawing your satellites too much, shoulder
    cannon him.
    9. Shuma-Gorath
    Rating: 3
    Unique, but pretty average in all aspects. His HCs aren't much to speak of,
    other than that Hyper Mystic Smash team-only one. If he does the Chaos Split,
    try not to get hit too much, you can use Shoulder Cannons, Shockwaves, or
    wait for a Satellite Beam to try and disable it. Mystic Smash is easily dodged
    and Mystic Stare sucks. Still, he can be a tough one with his great normals
    and Chaos Split if it lasts too long. Be on guard.
    10. Zangief
    Rating: 1
    If you do some keep-away, Zangief will be helpless. Since his most powerful
    moves are throws, and your 5 billion-ton ass can't be thrown, then a LOT of
    Zangief's moves have been thrown away (har), leaving his normals and some weak
    Special Moves. His HPs and HKs do a crapload of damage though, so don't get
    hit too much. Backdash and use your projectile moves. Zangief has little to
    no long-range game, aside from assists. If he decides to block too much, use
    your insane chipping capability to rack up the damage on his ass.
    11. Sakura
    Rating: 2
    Not very hard, her Shouken does worthless damage to Pok, and her HCs, other
    than Shinkuu Hadoken, are pretty bad in the face of Apocalypse. So, expect
    Hadokens and lots of them. Shockwave can take care of the ones launched from
    the ground, but if the little wanker decides to launch them from the air, kick
    her ass with the Shoulder Cannons. Just make sure you don't get hit by the
    Shinkuu Hadoken and you'll be fine. If she does for it and misses, Drill.
    12. Dan
    Rating: 4
    Wtf, a FOUR?! Well Dan, although being the dumbass he is, packs some strength.
    A long-range game is non-existant, but expect him to close the gap quickly
    with Super Jumps and Dankukyakus(although he can't Dankukyaku in the air). All
    of his HCs can seriously put the hurt on you(other than the Otoko Michi and
    the incredibly kickass Super Taunt). So the rule of thumb is KEEP DAN THE HELL
    AWAY. If you can keep him away from you, you've won the match. If he gets
    behind you, kiss your ass goodbye. It's as simple as that.
    13. Hulk
    Rating: 5
    Difficult to the EXTREME. Hulk is all anti-Pok. In addition to being very
    strong, he can also take a lot of hits and has incredible HCs. Gamma Wave does
    not pose that much of a threat, but Gamma Crush hurts like hell and Gamma
    Quake WILL have your ass. His special moves and normals aren't that bad, too.
    A keep-away strategy is recommended here, as his greatest moves are close
    range ones. Just make sure you don't get hit by Gamma Quake, and try to last
    as long as you can against this green asswipe.
    14. Bison
    Rating: 3
    He's a little slow and he's got some crappy projectiles. Take advantage of
    this fact by not letting him get close, cuz his Knee Press Nightmare could do
    a number on you. Bison hasn't really got anything special to deal with this
    time; his Psycho Crusher HC(why in hell did they make it an HC) isn't really
    a threat. Use standard up-close character tactics and you'll come out on top.
    15. Akuma
    Rating: 5
    Dude. Give up. Akuma's con against Pok is his crappy defense...but he's got
    everything else. Expect him to destroy your satellites immediately and then
    barrage you with Zankuu Hadokens and the HC version. Your Shockwaves are much
    too slow to be able to counter his Zankuu Hadokens effectively, so try your
    best to stun him with your shoulder cannons. Backdash to throw him off if he's
    on a fireball binge. Other HCs to watch out for are the Messatsu Gou Hadou and
    the Messatsu Gou Shoryuu, the former more so. Though you'll rarely see these
    because you'll most likely be getting air fireballs shoved up your butt. Good
    16. Blackheart
    Rating: 4
    He's a big boy, and he can also knock the crap out of you with his powerful
    HCs. Watch out for Armageddon and Heart of Darkness most of all. Since he's
    slow, Backdash a lot and then Eyebeam if he goes for an Inferno. It probably
    won't hit, but miracles happen. Especially watch out if he's teamed up with
    his daddy Mephisto, because if you get caught in a Double Armageddon, your ass
    is grass. Anyways, try to avoid HCs with Backdash, and try getting up close
    and personal because distance doesn't matter to Blackheart.
    17. Omega Red
    Rating: 3
    Like Zangief, he's got many of his moves disabled, but he can still be a force
    to be reckoned with with his Omega Strikes and Omega Destroyers. Since he's
    generally all over the place, try far reaching moves like the shoulder cannons
    and Shockwaves. If you can catch him with the Eye Beams when he's doing an
    Omega Strike or something stupid, you'll have his ass.
    Unleashing the Apocalypse (Hidden Characters)
    There are also those super-creative Hidden Characters to deal with.
    The order:
    -Dark Sakura
    -Armored Spider-Man
    -U.S. Agent
    -Cyber Akuma
    1. Shadow
    Rating: 3
    Charlie! Anyways, his Somersault is the move to watch out for, since it's so
    damn big, it might take out some of your satellites, as well as hurt you.
    His HCs, however, are telegraphed, due to that ching sound everytime he does
    one. And wtf happened?! The start-up time on them is ridiculous. Either way,
    watch out for Somersault Justice, as it will do the most damage to you. Adopt
    a keep-away strategy since his long range game is pretty weak. I actually
    think you can negate the whole Sonic Blitz thing with a Shockwave, but I can't
    be sure. Anyways, have fun.
    2. Dark Sakura
    Rating: 3
    More difficult than normal Sakura. The thing that sets her apart from Akuma-
    like difficulty is the lack of serious speed and the fact that she can't do
    a Shinkuu Hadoken in mid-air. Again, try to keep-away, because her projectiles
    are not very strong and can be Shockwaved easily. Just try not to get smacked
    by Shinkuu-Hadoken and you'll do well.
    3. Mech-Zangief
    Rating: 1
    Zangief with a crappy new HC and losing the ability to block. Increased attack
    and defense, though. Use Eyebeams over and over again, unless he turns jump
    happy, in which you use shoulder cannons. You will win quite easily.
    4. Armored Spider-Man
    Rating: 2
    Spider-Man's shiny new armor means nothing to your mighty fists. The fact that
    his attack power goes kerplop in this form is enough for you to be able to
    kick his ass. Do so promptly, using the same strategies for normal Spidey.
    5. Mephisto
    Rating: 4
    A more pyromaniac Blackheart and not much else. He's actually pretty much the
    same, although he's evil itself and all that. Despite speculation, his fiery
    attacks don't hurt more or less. His speed also stays the same. Expect him
    most to be teamed up with Blackheart in order to do the Double Armageddon. If
    facing him, use Blackheart strategy.
    6. U.S. Agent
    Rating: 3
    Captain America, with a black suit. Great. Expect him to be teamed with Cap
    in order to unleash the super-damaging Star Star(BIG wtf at that shit name).
    Use Captain America strategies when dealing with him.
    7. Cyber Akuma
    Rating: 5
    Ok, this isn't even funny. This is just retarded. This guy is Akuma, with no
    weaknesses. Your only strength is that some Cyber-users may get too cocky and
    get way too offensive and most likely do something stupid. Expect about 1/4th
    of your life to be gone with each HC he does. Your only hope is to land the
    Drill if he messes up on a Scramble Gou Punch. Otherwise, prepare to go to
    6. Other Crap/Fun Stuff
    Apocalypse has no costumes. That sucks. HOWEVER, he gets his own set of quotes
    for every single character. Unfortunately, I'm too damn lazy to write 'em all,
    so maybe next update.
    7. Thanks
    Me: For being so damn badass.
    GameFAQS: For being awesome.
    CJayC: For hosting awesome site.
    Capcon: For being awesome.
    Marvel: For being awesome.
    You: For reading.

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