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    Charlie/Nash/Shadow by CBayquen

    Updated: 03/15/04 | Search Guide | Bookmark Guide

    The "Charlie/Nash/Shadow" General guide
    For the "vs." fighting series by Capcom
    ( rev 2.0 )
    Author: Christopher Robin Bayquen
    COPYRIGHT 1998 by Author
    Email: user01@email.com
    rev 1.0 ( 09/23/98 )
       - The guide is released to gamefaqs.com. Everything is new.
    rev 1.5 ( 12/25/98 ) - X~mas '98
       - Added revision history for first revision, copyright disclaimer
       - proof-read some typos and phantom text ( text carried over from Word97 )
       - Confirmation of "Final Mission" being blockable regardless of animation
       - Added variable assist move for Shadow in MSHvsSF.
    rev 2.0 ( 12/30/98 )
       - Corrected the ground roll buttons.
       - Added the "Fighter's ethics" section for newbie fighters.
    *Where to get the latest rev:*
       - http://www.gamefaqs.com ( Saturn-Arcade/Fighting/XvsSF-MSHvsSF )
       - http://www.geocities.com/TimesSquare/Chasm/5058
         - My homepage, it's usually there before anywhere else.
    Copyright Notice :
    The "Charlie/Nash/Shadow" General Guide FAQ is Copyright (C) 1998 by Author
    Christopher Robin Bayquen. You may freely give this FAQ away to anyone you
    see fit. As long as the original content stays intact. This guide may not be
    used commercially, including but not limited to: published magazines, guide
    books, magazine incorporation ( guide included as additional content ), etc,
    without consent of author. You may post this FAQ on a website as a link
    freely. If you wish to actually showcase it, please email me to let me know.
    X-men Vs Street Fighter, Street Fighter 2, is owned by CAPCOM (C). X-Men,
    Wolverine and all other comic book characters are owned by Marvel (C). All
    other copyrights and trademarks not mentioned here are ackonowledged and
    Sorry 'bout that. Now on to the FAQ.
    Greetings! Welcome to the guide for Nash (Charlie / Shadow) of Street Fighter. This is my first
    attempt at making one of these, so you're understanding and patience is greatly appreciated.
    The reasons I've compiled such a document for a SF character is because IMHO, Nash is one of the
    most well rounded characters in the game. He can attack everyone with great efficiency, leaving
    little chance for any counter attacks. He can fend away attacks, and land some of his own with
    his opponent still reeling (thanks to his long reach and nano-second reaction times). Aerial,
    ground, aggressive and defensive, Nash is adaptable. In the final analysis, once you know how
    Nash works, you'll consider him a trump card. I hope you find this guide useful and enjoy it as
    much as I did compiling it.
    This guide will be broken up into sections as follows:
    I.    Charlie's background and history.
    II.   Regular Moves & Throws
    III.  Special Moves with descriptions
    IV.   Super Moves
    V.    Team Assist Moves
    VI.   Combo Basics
    VII.  Combos & Corner Traps
    VIII. Special Section - Shadow ( MSHvsSF )
    IX.  Acknowledgements
    I. Background and History
    In the popular Street Fighter II, there was a character called Guile who sported a unique
    fighting style that existed only in the game. Guile's look also added to his general appeal,
    blonde spikes, sporting a military jump suit and some wicked dog tags to match. He was easily a
    favorite besides the usual Ryu/Ken head - swappers. He seemed to be a permanent member of the SF
    games till his last appearance in Super Street Fighter II Turbo, where Capcom introduced the
    infamous Super combos. Guile wouldn't be seen in a SF game till Street Fighter EX, but lets go
    back a few games in between SSF2T and SF EX.
    Capcom, in a surprise effort, introduced Street Fighter Alpha, with a completely new style and
    engine. Characters dropped their sprite images and were presented in an anime style. The story
    was set years before the World Warrior Tournament, which was the basis of Street Fighter II
    (perhaps the reason its called "Street Fighter Zero" in Japan). Several cameos were seen,
    including Guy, who was from the original Street Fighter, and seen in Capcom's own Final Fight
    series. Among the familiar faces was Gouki ( Akuma ), the infamous brother and slayer of Goutetsu
    ( Sheng Long  - Ryu/Ken's Master). Also, in SF Alpha was the first appearance of Nash
    (Charlie - US), who was referred to in Guile's SF 2 ending. Nash and Guile supposedly trained
    together in the US Special Forces, which is why they have almost identical fighting styles.
    Nash would proceed to appear in other Capcom games, including SF Alpha 2, X-men Vs Street Fighter
    and its sequels. In Marvel Super Heroes Vs Street Fighter, Nash would become the mysterious
    secret character Shadow. And speculated a clone of the real Nash. History aside, Nash is a
    well-rounded character that can be both offensive and defensive. Consider him a good choice for
    kicking butt in the arcades.
    II. Regular Moves & Throws
     In this guide, the assigned number will designate punch/kick reference.
     Joystick motions assume player is facing right.
    Commands:     JP - Jab Punch ( 1 )      SP - Strong Punch ( 2 )    FP - Fierce Punch ( 3 )
                  SK - Short Kick ( 4 )     FK - Forward Kick ( 5 )    RK - Roundhouse Kick ( 6 )
    Character Switch / Tag
    - Tap ( 3 ) and ( 6 ) together while on the ground
    - Your current character poses ( current character becomes invulnerable at this point ) and your
      2nd character flies in with a kick. Your 2nd character, upon landing, will perform his/her
      taunt, leaving you vulnerable for a complete 1  seconds
    - As you take damage, your health gauge will leave a red "shadow" just behind the green bar.
      This is the amount your character can regenerate if he/she is resting out of the fight.
    Super jump
    - Tap D-pad ( Down ) ( Up ) or press 3 kicks together
    - When launching your opponent ( C - < 3 > ), pressing ( Up ) will automatically cancel the
      fierce punch animation into a super jump.
    - tap D-pad ( Forward ) twice, or press 3 punch together
    Advance guard
    - While Blocking, ram 3 punches repeatedly
    - Using the advance guard excessively on a multi hit super move ( i.e. pushing Gambit's Royal
      Flush too much ) will break your guard and cause you to get hit
    Tech. Hit
    - While being thrown, hit ( Toward ) + ( 2 ) or ( 3 )
    - In other words, throw your enemy the moment he throws you, also keep trying to tech hit as you
      fly across the screen when thrown for a "safe fall".
    - Counter a block, either you set yourself free before your opponent throws you ( no damage )
    - Or you perform a "safe land", where your character is thrown, but before you hit the ground
      your character lands normally, able to block and avoid OTG combos.( damage is lessened )
    - Tech. Hitting is nice for interrupting those cheap-as-hell Sabretooth  launch into
      SJ combo xx Air throw into Berzerker Claw X, which takes approximately 1/3 or more of your
      health bar. ( $&#&%#& I hate those cheese Sabretooth players, no offense if you're one of 'em )
    Ground Roll
    - After a sweep or knock down move, motion ( Down ) and either ( Back or Forward ) + any punch
    - I cant stress on how important rolling is, many people that I have gone up against use some
      kind of OTG into Super Move combo. One reason is because its easy for some nice free hits. But
      I cant count the times I've beaten a better player because I was able to roll behind them while
      they were still stuck in the Super move animation ( time for a hurtin' team up super ). Also
      many corner traps are set up with OTG combo's, so being alert and rolling out of these
      situations will save you the humiliation of watching those nice 15+ hit combos done on you.
    Variation moves
     Holding forward and hitting either ( 3 ) , ( 5 ) , ( 6 ) will perform variations of normal
    - Forward ( 5 ) - Hop kick - non Bufferable
    - Forward ( 6 ) - Hop kick
    - Forward ( 3 ) - Backfist - Bufferable
    *Ground Throws:
    - Perform a Throw by being next to your opponent, then pressing ( Toward ) + Appropriate Attack.
    ( 5 ) Forward Kick      - "Grab N Knee"
    - Charlie Grabs the opponent and kicks them repeatedly
    ( 3 ) Fierce Punch      - "Suplex"
    - Hugs opponent from behind then performs a suplex.
    *Air Throws:
    ( 2 ) Strong Punch      - "Backbreaker"
    - Sets opponent's back across shoulder then drops to the floor.
    - Can be chained in a super jumping ( SJ ) Combo.
    III. Special Moves
    Sonic Boom ( SB )
    - Charge ( Back )  hold for 2 sec. ( Forward ) + punch
    - Punch strength determines speed of projectile ( harder punch / faster the sonic boom )
    - Blocking is considered a charge for the projectile
    - Nash's projectile is possibly the best in the series. Aside from being able to block while
      charging it, it comes out almost instantaneous. A veteran Nash/Guile player knows that throwing
      out a slow SB then following it in is a natural attack method. Not only does an opponent have
      to worry about the SB, but also what attacks you can dish out while he/she is in the block
      animation. The SB comes out so fast, that a player using Ryu, that likes to throw a Fireball
      super when you whip out a projectile, will seldom hit Nash with the Shinku Hadouken unless
      they anticipate the SB before it is even out. If they react only upon seeing the SB coming out,
      Nash would have recovered fast enough to block the FB Super.
    Flash Kick
    - Charge ( Down )  - hold for 2 sec. -  ( Up ) + any kick
    - Kick strength determines height and hits ( harder kick / higher arc )
    - Can be charged while crouch blocking
    - Also called "somersault shell" or "razor kick". Nash's trademark move. When performed, Nash
      somersaults backwards kicking his feet in the air, creating a swirl of energy that trails his
      leg's arc. Useful in chain combos as a combo finish, or a defensive move to fend away jump-in
      attacks. The height varies on what kick used, so it is important to know what type of Flash
      Kick is appropriate for a given situation. If you are trying to fend away a overly aggressive
      opponent, use the short ( 4 ) kick. You will push the opponent back and recover fast enough.
      If you used the roundhouse ( 6 ) Flash Kick, Nash will kick higher and be left hanging in the
      air vulnerable on his downward descent, giving the opponent a lot of time to counter.
    - If using a Flash Kick in a combo as a finisher, the harder the kick used, the more hits the
      Flash Kick will land. ( 4 ) hits once, ( 5 ) hits twice if done close, and ( 6 ) will land 3
      hits if used next to the opponent.
    - The Flash kick also shoots a single projectile diagonally upwards, so you can also use it to
      catch frequent flyers like Storm, or Magneto.
    Aerial Slice ( Air razor kick )
    - When in the Air ( Super or Regular jump ) - Motion ( Up ) - to - ( Toward ) + any kick
    - Can also be used on the ground, if you do the motion while standing, Nash jumps up slightly
      then performs the aerial slice, which comes out pretty fast.
    - Kick strength determines width of energy arc and speed of Nash's descent
    - Can be used as an air/super jumping combo finisher
    - Nash pulls his legs back above his forehead, then whips one down as the inertia of the kick
      pulls him to the floor fast. Also creates a "shell" like the flash kick.
    - My personal favorite move for finishing a super jumping combo, and also good for setting up
      corner off-the-ground ( OTG ) combo's. Can be buffered in a chain combo, and take the place of
      a combo finisher or flying screen move (  "3" or "5" )
    IV. Super Moves
    i. Sonic Break
    - Motion ( Down ) - to - ( Toward ) + any 2 punch
    - Level 1 Super Move
    - Nash throws a barrage of sonic booms towards the opponent, different from his SF Alpha hyper
      because the projectiles "zig zag" up and down instead of just going straight. This Zigzag style
      makes it possible for a  sweep ( Down + 6 ) into ( Sonic Break ) OTG combo.
    - Ramming the punches after initiation makes Nash whip out additional Sonic booms.
    ii. Somersault Justice
    - Motion ( Down ) - to - ( Away ) + any 2 kick
    - Level 1 Super Move
    - Upon initiation, Nash leans back into his crouching block animation and then performs 3 Flash
      Kicks ( first 2 hit low, last finishes high ).
    - Useful for countering jump-in attacks. And also excellent in a ground chain combo. Be cautious
      and use this sparingly, for if blocked your opponent will have a lot of time to counter attack.
    iii. Crossfire Blitz
    - Motion ( Down ) - to - ( Toward ) + any 2 kick
    - Level 1 Super Move
    - This is a Charge super, meaning that when initiated, Nash will dash 1/3 a screen forward and
      try to make contact with the opponent. If he connects, he'll then perform a 10 - hit auto combo
      ending with a hop kick. If Nash is blocked upon his rush forward, he will cancel the move and
      just push the opponent back a bit.
    - Very useful when your opponent foolishly switches out his/her fighters while you're on the
      ground with a level charged ( some people call this cheap, but if you're stupid enough to
      switch out like that, your asking for it ).
    - Also good in a combo such as: standing ( 4 ) - standing ( 5 ) - standing ( 6 )  xx
      Crossfire Blitz. Or any other variation.
    V. Team Assist Moves
    Variable Counter
    - While blocking, motion ( Away ) - to - ( Down ) + ( 3 + 6 )
    - Level 1 Super Meter required
    - Partner must still be active ( meaning, hasn't been defeated yet )
    - When performed, the screen goes dim ( same as when initiating a Super Move ) and Nash pauses
      with his arm blocking forward, as his partner jumps in and counters the opponents attack with a
      specific special move.
    - Very useful for character switch outs without the threat of opponents hitting you while you
      taunt. If your character needs to get out of the fight ( low health ), don't risk it by
      switching out in front of them. Instead, wait for them to attack close enough, or within range
      of your partners counter move so that they get hit, and you switch characters safely.
    -  Also good for teasing a loosing opponent as they desperately try to nail you with moves just
      as the time is about to run out. Meaning, many players resort to throwing out their super moves
      for block damage ( or in case you get cocky and decide to forget blocking ) because time is
      running down. If they're close enough, whip out a Variable counter to break their attack and
      nail them. I've seen players go into "turtle mode" towards the end of a match and use the
      variable counter to great extent, very frustrating to the loser, amusing for the winner.
     If Nash is countering, he will do his Roundhouse ( 6 ) Flash Kick
    Variable/Team Assist
    - Motion ( Down ) - to - ( Toward ) + ( 3 + 6 ) while on the ground
    - Level 2 Super Meter required
    - Partner must still be active ( meaning, hasn't been defeated )
    - Much like the Variable Counter, only this time your current character fires his/her designated
      Super move, then about 1  seconds later your partner jumps in and performs their own assigned
      Super move.
    - This is like having 2 Super moves done together, only the 2nd is delayed a little in initiation
      time. Different partners yield different combinations, only by experimenting will you l find
      the best most damaging combo.
    - 2 characters will work the best here when, either one uses a projectile super, then the other
      uses a direct contact one. Example of this is Cyclops and Nash, if Nash initiates the Team
      Assist, he will kick the opponent once with his Flash Kick Super, as he starts his 2nd hit
      wave of hits, Cyclops will then blast them with his Mega Optic Blast Super.
    - This is also useful for safely switching characters out, but beware that if your opponent
      manages to hit the character who is coming in, that one will jump out leaving whoever wasn't
      hit still fighting, even if that was the same character who initiated the Team Assist.
     Nash's uses his Somersault Justice as his Team Assist move.
    VI. Combo Basics
    Legend:		S - standing	DS - dash standing      J - jumping
                    C - crouching   DC - dash crouching    SJ - super jumping	
                    xx - cancel into
     Nash's ground chain combo is limited to the following rules:
    - Punch/kick can cancel into any stronger punch/kick.
    - Can cancel a standing punch/kick into crouching punch/kick.
    - Weak buttons ( 1 & 4 ) can skip the middle buttons ( 2 & 5 ) and cancel into ( 3 & 6 ) directly
    - I know these sound confusing, but I cant think of any other direct way of explaining Nash's
      ground chain combo in detail without giving examples. Here are a few:
     DS ( 1 ) - C ( 5 ) - C ( 6 )
     C ( 4 ) - C ( 5 ) - C ( 3 )
     C ( 4 ) - C ( 5 ) - S ( 3 ) xx ( Down ) ( Toward ) + ( 3 + 6 ) - *Level 2 Super meter required*
    - If in doubt, I strongly recommend referring to "The Complete X-men vs. Street Fighter combo
      FAQ" by James Chen http://www.geocities.com/TimesSquare/Arcade/6645. He explains in great
      detail all aspects of the combo system. Most importantly the Magic Series ( chain combo )
     Nash's Air & Super Jumping chain combo is limited to the follow rules:
    - Any punch can cancel into same strength kick
    - Any punch/kick can cancel into any stronger punch/kick
    - Example: Starting on the ground. DC ( 4 ) - C  ( 3 ) xx SJ - ( 1 ) - ( 4 ) - ( 2 ) - ( 5 ) -
      ( 6 )
    - The "( 1 ) - ( 4 ) - ( 2 ) - ( 5 ) - ( 6 )" is the SJ magic series, and is the same for regular
      jumping combos.
    - Same rules apply to the Air/Super Jumping chain combos as they did to the ground as far as
      cancellations go. You can cancel an Aerial Slice after any attack except the combo finishers
      ( 3 & 6 ).
     "Air Combo Finishers" are both the strongest punch & kick attacks, that initiate the flying
      screen when done. Simply put, when you do an air combo and end it with a  roundhouse kick ( 6 )
      or fierce punch ( 3 ),  the opponent is knocked away ( either across the screen or directly to
      the floor ) fast with the screen following their flying body.
     Certain variation moves ( holding forward while hitting < 4 or 5 >) can be buffered at the end
      of a ground chain combo.
    - Example: S ( 4 ) - S ( 5 ) - S ( F - 6 )
     While variation move Forward + ( 3 ) can be chained and buffered in the middle of a combo.
    - Example: S ( 1 ) - S ( 2 ) - S ( F - 3 ) xx Sonic Break ( Level 1 Super meter required )
    VII. Combos & Corner Traps
     I will only list a few practical combos that one needs to know and use effectively.
     Also, since the combo system in XvsSF is very adaptable, you can create your own combinations,
      below are just some possibilities and tips of how to concoct your own wild and long combos.
    i. Character switch combos
    - C ( 4 ) - C ( 5 ) - C ( 6 ) xx ( 3 + 6 )
    - C ( 5 ) xx Sonic Break < Down + Toward + 2 punch > ( ram punch to throw extra SB's )  -
    Dash (  ) - C ( 5 ) - C ( 6 ) xx ( 3 + 6 )
    - Any ground combo ending with a sweep can be chained into a character switch ( 3 + 6 )
    - Your opponent may dodge the last hit of a character switch combo with a roll. But the real use
      of this is to safely tag your partner without leaving yourself open.
    ii. Launch set-ups
    - C ( 4 ) - C ( 3 ) xx SJ combo ...
    - S ( 5 ) - C ( 3 ) xx SJ Combo ...
    - DS ( 1 ) - S ( 2 ) - C ( 3 ) xx SJ Combo
    - Suffice it to say, the weakest kick ( 4 ) is much more preferred IMO because it stuns almost
      as long as forward kick ( 5 ), but is fast and easy to cancel into a crouching fierce ( 3 )
    iii. Combos into Super Team assist ( Level 2 super meter required )
    - S ( 4 ) - S ( 5 ) - S ( 3 ) xx Team Assist
    - Jump in deep with ( 6 ) - C ( 4 ) - C ( 5 ) xx Team Assist
    - C ( 5 ) xx Team Assist
    iv. Jump-ins
    - Jump-in with  ( 5 ) - ( 6 ) -=land=- DS ( 1 ) - C ( 3 ) xx SJ ( 1 ) ( 4 ) ( 2 ) ( 5 ) xx
      Aerial Slice
    - Jump-in deep with ( 6 ) -=land=- C ( 4 ) - C ( 5 ) - S ( 6 ) xx Sonic Break
    - Jump-in with ( 1 ) - ( 4 ) - ( 2 ) - ( 3 ) -=land=- C ( 5 ) - C ( 3 ) xx Super Jumping Combo
     Best done on big/tall opponents ( Juggernaut, Magneto, etc. ) If done on smaller, trim the
      jump-in attacks to 2 buttons.
    v. Corner juggles
     Air combo ending with Forward Kick ( 5 ) Aerial Slice sets up opponent for an OTG with an air
      roundhouse in the corner. Knocking them high enough for a 2nd launch into Super jump combo.
    -  C ( 3 ) xx SJ ( 1 ) ( 4 ) ( 2 ) ( 5 ) xx Aerial Slice - J ( 6 ) "OTG" - C ( 3 ) xx SJ ( 1 )
       ( 4 ) ( 2 ) ( 5 ) ( 3 ) ( 6 )
    -  C ( 3 ) xx SJ ( 1 ) ( 4 ) ( 2 ) ( 5 ) xx Aerial Slice - J ( 6 ) "OTG" - C ( 3 ) xx SJ ( 1 )
       ( 4 ) ( 2 ) ( 5 ) - strong air throw ( 2 ) - C ( 5 ) "OTG" - S ( 6 ) xx Sonic Break
     doubtful the Sonic Break will damage much, since the game seems to be pre programmed to trim
      damage the longer the combo is ( reason why those infinite combos seem to take forever )
    vi. Corner Traps
    - C ( 5 ) xx Sonic Break - ( Dash so that you follow your blades, as soon as you reach your
      opponent.. ) C ( 5 ) xx Sonic Break ( by now you'll probably be in the corner, if not, dash
      again and follow your blades ... ) C ( 5 ) xx Somersault Justice or Sonic Break
    - Sonic Break ( near corner, then as the last blade hits... ) xx Crossfire Blitz
     The CF Blitz will not damage if you initiate it too early. Make sure the last set of the
      Blades land and then whip out the CF Blitz while they're still in stun animation.
    vii. Infinite Combo
    - Have opponent near corner: launch with ( 3 ) xx SJ  ( 1 ) ( 4 ) ( 2 ) ( 5 ) ( 6 ) ( 6 ) -=land=-
      J ( 1 ) ( 4 ) ( 2 ) ( 5 ) ( 6 ) -=land=- J ( 1 ) ( 4 ) ( 2 ) ( 5 ) ( 6 ) -=land=-...to infinity
    - The trick to doing this is to do the aerial chain attacks slow enough to get Nash on his
      downward arc of his jump, but fast enough to chain into each other. If done properly, after
      the first Super jump chain combo you can kick the opponent on your way down and keep them in
      the air ( not an OTG ). Immediately jump up and do the chain combo once again, slowly. End with
      ( 6 ) , and jump up immediately yet again to infinity.
    VIII. Special Section - Shadow ( Marvel Super Heroes vs. Street Fighter )
    In the second game of the vs. series, Nash makes a comeback in the form of the mysterious Shadow.
    Not much is known about why he's shrouded in darkness, or why he isn't dead ( in contrast to
    Guile's SF2 ending ). I've read people speculate that he might be a clone of the real Nash
    created by Shadowloo. In any case, Capcom never had a solid storyline for the "vs." series.
    Still it would've been nice to know who ( or what ) exactly Shadow is.
    How to select Shadow :
    - At the character select screen, press and hold Start and highlight Dhalsim. While still holding
      start, hold ( Up ) on the joystick and count 5 seconds then hit <jab ( 1 ) and fierce ( 3 )>
      together. <short ( 4 ) and  roundhouse ( 6 )> together for his 2nd color, red jeans.
    - A black silhouette of Vega ( Bison - U.S. ) will appear in the character select if done
      successfully. But Shadow has his own black silhouette of Nash in the panel while fighting.
    Nash & Shadow side-by-side comparison
    - Shadow is almost identical to Nash in terms of fighting style. He has the same normal attacks,
      as Nash does, so if you're familiar with Nash, using Shadow will be very familiar.
    - Shadow is substantially faster than Nash, this is very noticeable the first time you use him
      because he is as agile as Chun-Li or Rogue. This is good, since the main complaint about Nash
      in the last game was that he was slower than the other characters.
    - When Shadow fires a Super Move, his eye glimmers just before he goes into the regular Super
      move charge stance ( he pauses while his eye shines, then AFTER that his close-up portrait
      slides in and then he flashes with his super move, before initiating the actual attack ).
      This means that buffering supers in combos is almost impossible, unless you cancel it very
      early and really fast. And you can no longer surprise opponents with super moves the way you
      did in XvsSF. I guess this was put in as a handicap, if Shadow didn't have this "effect", he'd
      be almost unstoppable.
    - Shadow has an additional super move that is similar to Gouki's raging demon.
    - Shadow is covered in a dark shadow, only his pants and silhouette are recognizable.
    - Nash and Shadow both share the same Variable Counter and Assist moves.
    *Variable Assist*
    - Tap Strong Punch ( 2 ) and Forward Kick ( 5 ) together same time.
    - Shadow jumps in, throws out a Shadow Boom, and then jumps back out.
    - No Super Meter level required
    - In MSHvsSF, you're able to call your partner in momentarily to throw out an attack. After the
      attack your partner jumps out and the fight resumes. Note that your active character is in
      taunt animation while your partner is in. So both character's are vulnerable.
    - The speed as I can tell, is similar to a fierce ( 3 ) or strong ( 2 ) Shadow Blade.
    Special Moves
    i. Shadow Boom
    - Charge Back ( hold for 2 sec. ) Forward + punch
    - Punch strength determines speed of projectile ( harder punch / faster the sonic boom )
    - Blocking is considered a charge for the projectile
    - Shadow's version of the Sonic Boom is practically the same as regular Nash. Only difference
      being Shadow doesn't exclaim "sonic boom" when whipping it out. Some people say it comes out
      faster and that Shadow recovers almost instantaneously.
    ii. Shadow Blade
    - Charge ( Down )  - hold for 2 sec. -  ( Up ) + any kick
    - Kick strength determines height and hits ( harder kick / higher arc )
    - Can be charged while crouch blocking
    - Shadow's version of the Flash kick.
    iii. Shadow Slice
    - When in the Air ( Super or Regular jump ) - Motion ( Up ) - to - ( Forward )  motion + any kick
    - Can also be used on the ground, if you do the motion while standing, Nash jumps up slightly
      then performs the aerial slice.
    - Kick strength determines width of energy arc and speed of Nash's descent
    - Can be used as an air/super jumping combo finisher
    Super Moves
    i. Shadow Break
    - Motion ( Down ) - to - ( Forward ) + any 2 punch
    - Level 1 Super Move
    - Ramming the punches after initiation makes Nash whip out additional Sonic booms.
    - Similar to the Shadow Break
    ii. Shadow Justice
    - Motion ( Down ) - to - ( Back ) + any 2 kick
    - Level 1 Super Move
    - Identical to Nash's Somersault Justice
    iii. Cross Shadow  Blitz
    - Motion ( Down ) - to - ( Forward ) + any 2 kick
    - Level 1 Super Move
    - This is a Charge super, identical to Nash's version.
    iv. Final Mission
    - Charge ( Back ) on the D-Pad, then ( Forward ) - ( Back ) - ( Forward ) + any 2 punch
    - Level 3 Super Move
    - Upon initiating, Shadow will first do his "twinkle eye" effect, then rush forward like the
      Cross Shadow Blitz, but a bit shorter. He'll try to launch the opponent, and if he lands it,
      launch the opponent then follow them up, grab them, then do a raging demon-ish "screen goes
      black, I'm kicking the crap outta ya" move. Then after the screen returns, Shadow is standing
      on the ground next to his victim ( who's now dazed and on the floor ),  soon after his opponent
      will explode in a final damage attack.
    - Okay, this is one flashy "oohhh - ahhhh" move. But extremely hard to actually land on any
      intermediate - expert player. Not as useful as Gouki's Raging Demon, but if you're winning
      the match and got the meter charged, go for it.
    - I read somewhere that the first animation of this move ( when he starts to rush forward )
      is not blockable. I haven't checked if this is true, so any input will be most appreciated.
      - This has been confirmed by Foxphoenix ( foxphoenix@isla.net ) as not true. According to him,
        the first animations of the super move ARE blockable regardless of how close you are to
        opponent. Foxphoenix mentioned this in the Saturn version, so I'm pretty sure its the same
        in the arcade as well.
    IX. Acknowledgements
    Thanks goes out to the following for their contributions, making this guide what it is now.
    - For making it possible to legally kick some ass in public without physical harm. And for
      constantly breaking the rules and developing wild combo systems.
     James Chen
    - For making an awesome FAQ for XvsSF. Your guide helped me get to my current level of fighting.
      Also, I would like to thank him for letting me use terminologies from his FAQ, such as magic
      series and OTG combos.
     Sean Goh Kiam Seng (PSYKE@PACIFIC.NET.SG)
    - For the infinite combo. I still can barely pull it off, but your Infinity FAQ is great!
     Foxphoenix  ( foxthuenix@isla.net)
    - For confirming the blockability of the Final Mission super move of "Marvel Super Heroes
      VS. Street Fighter".
     Clarise L.
    - Ah 'lise! Thanx for teaching me how to use Rogue ( especially her cheese "power steal
      into corner super" tactic ). Stop using Wolvy will ya? Its not "lady like" : P
    - Most complete and up to date FAQ database on the Net
    - Yeah you heard me! Thanx for the Sega Saturn, home of the best arcade conversion ever!
      ( XvsSF import - CAPCOM of Japan)
    - For the Playstation, and their, uhm ... "version" of XvsSF. At least it had a practice mode.
      (XvsSF Playstation - CAPCOM of America )
     Thanks to you, especially for taking the time to read this guide. If you have any insight,
      comments, suggestions, complaints or if you think I have not given credit to where it is due.
      Please feel free to email me and I will do anything in my power to accommodate you.
    -=If Guile were here, we'd be unstoppable=-
    	- Charlie ( XvsSF )

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