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    Spiral by Sinawe

    Updated: 09/11/00 | Search Guide | Bookmark Guide

    1. About Sinawe
    2. Legal Mumbo Jumbo
    3. Content of This FAQ
    4. The Character
    5. The Fighter
    6. Analysis
    7. Movelist
       -Dancing Swords
       -Six Hand Grapple
       -Quick Drop
    8. Hyper Combos
    9. Strategy
    10. Combos
    11. Specific Character Match
       -Dr. Doom
    12. Fun Stuff
    13. Tribute Notes
    Nothing special. If you have any questions, you can email me at 
    taijiooo1aol.com. That's t-a-i-j-i-o-o-o-1, not zero, zero, zero one, 
    but letter O's. Please make sure the topic of your e mails are listed 
    as, MvC2 comments, or questions, or stuff like that. Thanks for reading 
    this faq, and I'm sure you will find many a useful things to help your 
    game out.
    I'm really not sure how this is supposed to be written, but every faq I 
    read contained this section where they explain about who has copyrights 
    to whom and all that stuff, so I'll start with that. SPIRAL and and 
    other characters that are marvel related are properties of MARVEL COMICS 
    and has copyrights on them. Any other characters related to CAPCOM are 
    copyrighted by CAPCOM and are properties of CAPCOM. I guess the name 
    SINAWE can be My name, and no one should publish anything under the name 
    without my consent. 
    The material on this faq will hopefully help out those who are 
    interested in playing SPIRAL, or anyone who wants to improve their game. 
    I will be assuming that most of players reading this faq are aware of 
    the basic moves, and gameplay, such as push block, rolling, tech hit, 
    hyper combo supers and such. 
    I don't know much about comic books, but from what I have gathered and 
    after seeing an episode of the X Men animated series, I think I have the 
    gist of her background. She was a normal actress / stunt woman on planet 
    earth, the name is unbeknownst to me, who was captured by a game show 
    producer named MOJO from another dimension. She is then morphed into the 
    six armed, teleporting beauty we see today. I think she was also 
    involved in some
    sort of love relationship with LONGSHOT, a hero and an arch enemy of 
    All I can say about spiral is that she might be the best character in 
    the game, in terms of versatility, adaptational ability, and balance. 
    She's in no terms an easy character to use to the fullest advantage, but 
    most of the learning aspect lies in how much experience you have playing 
    with her. If you would just get used to some of her moves and 
    characteristics that distinguish her from other characters, you will 
    have no problem succeeding with her. She's so versatile in the fact that 
    she can play multi level games, like keep away, chipping game, combo 
    damaging, and zoning. She's balanced because she's not terribly weak in 
    the power department, takes damages better than most characters her size 
    and stature, and her already decent speed and power can be improved 
    within the game, which will be explained later. She has some corky 
    characteristics that you have to get used to, such as floating jumper, 
    awkward supers, lack of specials and such. But mind you, those are the 
    things that make spiral one of the best characters in the game.
    POWER: 7
    Spiral does decent damage with her normal moves and combos. Her specials 
    also do decent damage, and some like DANCING SWORD will do great chip 
    damage. Her strength can also be improved by the power dance super, 
    detailed later on.
    SPEED: 7
    Again, spiral is pretty fast on the ground and her dashes are quick and 
    useful. The only reason she has the reputation of being slow is because 
    of some of her lag times on special moves and the obviously over exposed 
    "floating" jumper. On the ground, she can hold her own against most 
    pixie characters. This is also improved by the speed dance super, 
    detailed later on.
    OFFENSE: 9
    The lack of her specials might give the appearance that she's not really 
    an offensive minded character, but the fact that her normal moves have 
    high priority, and the dancing sword that can be done in 5 ways just 
    about anywhere on the screen makes her VERY VERY offensive minded 
    character, not to mention the chipping game and trap potentials she has. 
    DEFENSE: 7
    Sometimes, best defense is a strong offense, and that's what spiral 
    gives you. She lacks any specific defensive moves, but the variable way 
    the swords can be used poses a good defensive threat to he opponents. 
    She also takes decent damage, about 105%.
    SUPERS: 8
    Exactly not the conventional supers, but very VERY useful nonetheless. 
    This is another example of how a player must familiarize themselves with 
    SPIRAL if they seek long term success with her.
    OVERALL: 9
    Great character overall. Just incredible versatility and potential. Can 
    just about stop any types of characters.
    1.DANCING SWORD <hcb + any punch> can be done in the air.
    This move calls out 6 swords that surround SPIRAL and remain their until 
    she is hit, or the knives are thrown. This is no doubt her most abusable 
    and useful move because it gives her the keep away, chip game, offense 
    game, and defense all in one move. Here's how it can be worked after the 
    swords are called.
    *throw individually <lp anywhere>
    Spiral throws the swords individually and can be done anywhere and in 
    any pose, such as jumping, crouching and dashing. The swords can be 
    knocked out by other projectiles and beam moves, but throwing them 
    consecutively will solve that problem. Awesome zoning ability and combo 
    ability. Since she has full mobility while throwing the moves, this is 
    the way to go during the heat of a battle.
    Grade: 8
    *throw all at once forward <qcf + lp>
    Spiral poses and throws all the swords in shape of a ring across the 
    screen for maximum of 6 hits. It can be knocked down my most moves, but 
    unless its a beam move, it will only knock down one or two swords, 
    leaving the rest of the swords to travel freely across. Not really a 
    pressure move because spiral can't move during the start up time. Its a 
    good keep away move, a good chipping move and a great way to confuse 
    your character. 
    Grade: 6
    *throw all at once upward <qcf + hp>
    Just like the one above, but goes straight up vertically. Not really a 
    recommended move because the start up time is as bad as the one 
    traveling horizontally. A decent anti air move, but not really worth the 
    Grade: 4
    *throw all at once expanding <qcf + lk>
    Her best variable move. The swords starts to expand from SPIRAL, growing 
    in size until it is hit by enemy or it hits any parts of the screen. A 
    good pressure move, a great defensive move, and overall, just amazing. 
    Do this in middle of the screen or after you jump in and while you are 
    above your enemy. keep them busy blocking these swords, and just 
    pressure your opponent.
    Grade: 9
    *throw all at once six way <qcf + hk>
    She tosses the sword in six individual places. Not really a useful move 
    because the range on each sword is very poor. 
    Grade: 4
    2.TELEPORT <qcb + lk> can be done in air
    This move starts the basis of her teleport system. Doing this alone will 
    send SPIRAL directly above her enemy. This is another move that 
    separates SPIRAL from rest of the characters, even those with teleports. 
    SPIRAL's teleports have almost no start up time, it goes about 9 
    different locations. While SPIRAL comes out of the teleport not 
    blocking, making predictable teleporting a sure punishment, its fast 
    enough and the lag is so insignificant that if you KNOW what you're 
    doing, you can keep away from your enemy the whole entire match. Here 
    are the list of where you can teleport. The following moves are done 
    after the first teleport mentioned above.
    Grade: 10
    a.hold lk. Spiral appears left of the opponent.
    b.hold lk and down. Spiral appears left of the opponent but closer to 
    c.hold hk. Spiral appears right of the opponent.
    d.hold hk and down. Spiral appears right of the opponent but closer to 
    e.hold lp. Spiral appears left and above the opponent in air.
    f.hold lp and down. Spiral appears left and above the opponent but 
    closer to opponent
    g.hold hp. Spiral appears right and above the opponent in air
    h.hold hp and down. Spiral appears right and above the opponent but 
    closer to opponent.
    Commanding teleport is very important to SPIRAL's game, and should be 
    almost like a second instinct to any spiral users. So many of so called 
    ''expert'' spiral users always advocate that you teleport everytime and 
    as many times as you can. While that is true, the true experts are 
    separated by the timing and the placements of the teleports. A fake 
    spiral expert might teleport around to dodge beams and to ''confuse'' 
    opponents, a true spiral expert will usually reserve those teleports to 
    dodge behind a beam super character, or above a lag experiencing 
    characters to quickly cover ground.
    3.Six Hand Grapple <dragon punch motion forward with any p> can be done 
    in air This is Spiral's manual throw. She raises all of her hands above 
    her head and grabs any unexpecting enemies and throws them in any 
    directions. The upside is that this move is unblockable. Another good 
    thing is that you can control where to throw in any direction. The bad 
    part about this move is its HORRIBLE lag time and WIDE OPEN 
    vulnerability. I mean, it takes spiral at least 2 to 3 seconds to 
    recover from this move. I recommend that this move only be used in 
    combos, which will be explained later. Its a decent anti air move, but 
    for the risk that it poses, I highly doubt its worth it.
    Grade: 6
    4.Quick Drop <hcb + any kick>
    This really isn't a special move, but more of an extra move, because it 
    is not an offensive move, in terms that it deals no actual damage by 
    itself. As we all know by this point, Spiral suffers from a floating 
    jumper that many characters complain about. (Personally, I like her 
    floater). So here's the deal. This move allows her to drop quickly and 
    straight down, much faster than if she were to drop without the move. 
    Its a good way to shed those unwanted lag time in air, or a way to 
    confuse other characters. It can even be used in combo systems.
    Grade: 7
    1.SWORD STAMPEDE <qcf + pp> 
    Its her only standard offensive super. She unleashes three vertical 
    columns of swords throwing them one column at a time. This move really 
    isn't all that useful for many reasons but the most significant reason 
    is the fact that I cannot be comboed outside of an assist combo. Another 
    downfall of this move is that, while the first column of swords may hit 
    directly, the second may miss. Its accuracy is very inefficient. Another 
    dangerous thing about this move is that, even if hit them with ALL of 
    the hits, they will still be able to move freely after the super is 
    done, making it VERY easy for them to retaliate. I RARELY use this super 
    in the heat of the battle, and would not even use it as a chip super, 
    because the start up time is slow enough that any players could super 
    jump out of the way.
    Grade: 6
    2.SPEED DANCE <qcb +kk> can be done in air.
    This super gives SPIRAL a limited time of extra speed up. Its a great 
    move strategically, but once again, it doesn't do damage as its own. 
    This is quite a useful super, because it gives SPIRAL possibilities of 
    more combos, more hits and just a general quick step. Try to do this 
    move in middle of combos, while its actually not a combo because it 
    deals no damage. Its good to call swords to assist this move, and will 
    be explained in combo section.
    Grade: 8
    3.POWER DANCE <qcf + kk> can be done in air.
    This super gives spiral a limited time of extra power up. Its a decent 
    move, but not as useful as the speed dance in my opinion. Again, this 
    move gives her some possibilities that she would not have without it. 
    Some of SPIRAL's combos are GREATLY helped by this move, in terms of 
    damage, adding about 20 points of extra damage in some combos. Use it, 
    but don't abuse it.
    Grade: 7
    4.METAMORPHISIS <hcb +pp> can be done in air.
    The coolest looking and one of the most damaging super in the game. You 
    activate it by doing the motion mentioned above, then she will begin to 
    flash with different colors and shades. Then, she can grab her opponent 
    by doing the HP either standing, jumping or even crouching. The grab 
    that is done by HP s unblockable, so if you can get next to your enemy 
    you will be settled. There is a way to combo this move, and other 
    strategies to land this, but the key is to get next to your opponent 
    without having to sacrifice safety, because she does take damage during 
    this move. More on this move later
    Grade: 9
    5.HYPER METAMORPHISIS <A1 + A2 with one hyper super level>
    This move has a couple differences from the level three metamorphisis. 
    First of all, its blockable. So a smart character will push block and 
    punish SPIRAL if you're not careful with it. Second, this move is SO 
    much easier to combo. I really think its only effective way to land it 
    is to combo it, otherwise, this move is very easily blockable, as the 
    start up time is somewhat lasting. The chipping damage this move does 
    INSANE!! But be careful; if spiral doesn't finish off her opponent, she 
    will be eating a lot of punishment. More on this move later.
    Grade: 9
    The most important thing you must learn to succeed in her offense is to 
    use her dancing swords effectively. Of course, one easy way of using the 
    sword is against dash characters, or projectile characters. Just throw 
    the swords and dash in for pressure. Once in awhile throw them at once 
    forward to catch them off guard and do some chip damage while they are 
    expecting a single sword throw. Another move you should MASTER is the 
    teleport. You should be fully aware of where she can and cannot teleport 
    and the ranges of each locations. This should be almost a second nature 
    to you. Just remember that she cannot block when coming out of the 
    teleport, but the lag is so small, that it really shouldn't pose a 
    problem unless your opponent KNOWS where exactly you're teleporting to, 
    or you teleport right into a path of a super combo. 
    You deal with them as any other character would deal with her. One 
    particular big character she can have problem against is JUGGY, as he 
    can cancel out the swords thrown at him with his HEADCRUSH and take 
    advantage of SPIRAL's short lag time, as he can with anyone else. The 
    one thing that always works is a keep away/chipping game. The swords 
    still do decent chipping damage against big characters, an since each 
    and every sword does some damage, they will add up quickly. Keep them at 
    bay by throwing the swords fast one at a time, or if you KNOW it will 
    make contact with enemy, throw them all at once forward. Try not to jump 
    in and do the expanding sword TOO much, because characters with Super 
    Armor or Hyper Armor will cancel them out and may unleash a super on 
    SPIRAL. Keeping distance will give SPIRAL time to teleport or move out 
    of the way should they become impatient and unleash a super out of 
    desperation. Even HEADCRUSH wont catch you when your throwing swords 
    when you're a full screen away. Any chance you get, dash in and put 
    pressure on them once in awhile. The swords may break through armors if 
    you hit them before they realize it, and unleash a combo of your own. 
    Spiral seems to have VERY little problem with beam characters such as 
    CABLE and ICEMAN. Take advantage of their lag time on the beams and 
    teleport above them, where they seem to be most vulnerable. Teleporting 
    behind them during a short move may turn them around, so I would advise 
    you teleport above them, since most beams cannot reach right above their 
    head. Always be prepare to take advantage of their beam supers by 
    teleporting behind them. Most of the beam supers comes out slow enough 
    that you can have plenty of time to teleport behind them.
    If spiral has any trouble against any characters, it might be those 
    speedy characters who can get around her swords and get to those 
    teleporting places. Not to worry, as they can be eliminated with some 
    planned ground game. SPIRAL is quite nimble on her feet so match their 
    speed with hers, and take advantage of her easy hyper metamorphisis 
    combo. Chances are, they wont survive too many of those. Another general 
    tactic is to do an expanding sword toss after jumping in to your 
    opponent. It will stop most dashing characters and will give you time to 
    dash in for pressure. Make sure to toss the swords individually on 
    general occasions against pixies, because they may dodge a single shot 
    toss, so time their jump ins, dash back, and unleash those swords.
    1.Call swords, dash in, s.hp, s.lp, s.lp, s.lp, s.lp, s.lp, s.lp
    2.Dash in, c.lk, c.lk, c.hk, sj.lp, lk, lp, lk, hk
    3.Call swords, dash in, s.lp, s.lk, s.lp, s.hp, s.lp, s.lp, s.lp, s.lp, 
    s.lp, s.lp
    4.Call swords, dash in, c.lk, c.lk, c.hk, sj.lp, lk, lp, expanding 
    5.Dash in, c.lk, c.lk, Hyper metamporhisis
    6.Dash in, c.lk, c.lk, c.hk, sj.lp, lk, lp, hold up, lk, six hand 
    grapple, throw up, six 
    hand grapple.
    7.Call swords, dash in, c.lk, c.lk, c.hk, sj. slowly, lp, lk, quickly, 
    lp, lp, lp, lp, lp, 
    land, manual super jump, lp, lk, lp, lk, any combo finishers
    8.Speed up, Call swords, dash in, s.lk, s.lk, s.lp, s.lp, s.lp, s.lp, 
    s.lp, s.lp, teleport 
    behind, c.lk, c.lk, c.hk, sj.lp, lk, lp, lk, lp, lk, any combo finishers
    9.Speed up, dash in, s.lk, s.hk, dash in, s.lk, s.hk, dash in, s.lk, 
    s.hk, repeat
    (thanks to a site where my friend downloaded the movie...might be 
    shryken.com not sure)
    10.Speed up, dash in, s.lp, s.lk, s.lp, c.lk, c.hk, sj.lp, lk, lp, lk, 
    lp, hold up, lk, 
    six hand grapple, throw up, six hand grapple, throw down, quick drop, 
    still in the air, lk, 
    lk, land, c.hk, sj.lp, lk, lp, lk, hk.
    11.Speed up, dash in, c.lk, c.lk, c.hk, level three metamorphisis, 
    manual super jump, hp
    to grab. 
    12.Speed up, call swords, level three metamorphisis, dash in, c.lk, 
    c.lk, c.hk, sj.lp, slk,
    lp, lp, lp, lp, lp, land, manual super jump, hp to grab.
    Since I don't consider playing computer any kind of challenge, or even 
    fun, I will skip the part on how to beat characters on CPU, and the ever 
    so boring ABYSS. Just in case you wanted to know, teleport back and 
    forth on 1st form to get to other side and hit, dancing sword to death 
    on 2nd form, and expanding dancing sword on 3rd form. Wow that was easy. 
    Now, I will go into detail about some characters that are used popularly 
    around the arcades.
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    1.CABLE: Many people consider cable as the best character in the game, 
    or the most over powered, or, in lack of better terms, cheapest 
    character. Whatever the truth might be, there is no denying he's used a 
    lot, used effectively, and used to win. Personally, I love cable, but I 
    think spiral can give cable more trouble than anyone in the game.
    The thing you have to be careful about is when to call the dancing 
    sword. Viper beam can come out super fast, and there is no way SPIRAL 
    can call out the swords in time if CABLE is anticipating a move. What 
    you can try to do is keep him busy with an assist character, then super 
    jump and call the swords. Coming down may be a risk if cable has done 
    his stuff with assist character, so depending on the situation, teleport 
    down. Now, if you are afraid that your assist character might eat a 
    multiple AHVB, not to worry, there are other ways of calling the sword. 
    As we call know, Cable's ''main'' game is based on his beam moves and 
    keep aways, so take that to your advantage and call the sword while he 
    is busy turtling. Or if you're really desperate to kick butt, just go 
    offensive without the sword. By this time, you should all be familiar 
    with SPIRAL's combo ability, so, look for a beam lag time, teleport 
    above him, and unleash a can of whup ass. 
    Another thing to keep in mind is to watch yourself when your jumping in. 
    I think this should be eliminated as much as possible, as CABLE can take 
    advantage of SPIRAL's slow jump ins. The way to get around CABLE is not 
    to jump in, or stay on the ground, but rather, super jump and teleport. 
    His lag time on most of his specials are very noticable. I can't stress 
    how important it is not to miss those opportunities. Keep in mind that 
    he IS a beam character, and his most effective and damaging super is a 
    beam super, which you should always be ready to teleport above or 
    behind. No matter how versatile the AHVB is, it wont reach above cable's 
    head, or behind him. Keep that in mind.
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 
    2.DR. DOOM: Another awesome character. You should have the same 
    mentality as you would with facing CABLE, except for few important 
    adjustments on your part. Unlike Cable, Dr. Doom isn't very nimble on 
    his feet, meaning you can take advantage of your ground speed. While his 
    beam attack is strong, most Dr. Doom players will opt for using the 
    molecular shield or the photon shot, which has some lag and start up 
    time you can use to your advantage. NEVER teleport randomly. Dr. Doom 
    can cover a lot of screen with his projectiles and it will be foolish to 
    try and teleport all the time around him. 
    Calling the sword should be easier on him than it is with Cable. Dr. 
    Doom doesn't really have a decent anti air move, and most of his 
    projectiles in the air are either slow, or travel towards the ground. 
    This should give you plenty of time to call the swords. Try not to get 
    cornered by him, as it can set up some traps if he happens to have a 
    good assist characters. Stay on the ground and take advantage of his lag 
    time by dashing in, or teleporting behind his molecular shield, as its 
    lag time is horrendous. watch out for his
    Photon super, which is super fast, and can cover a lot of screen, so be 
    very careful of where you teleport to. His other supers are VERY slow in 
    terms of lag time, which should be the biggest opening for your attack. 
    Try to stay on the ground, and if he becomes projectile friendly, which 
    means he can be VERY predictable, teleport around him for a punishment 
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 
    3.MAGNETO: The one character that should be very difficult to fight with 
    spiral alone. His dash ins are SUPER fast, so be VERY VERY careful about 
    blocking. One thing you can take advantage of is lag on launchers, or 
    the predictability of his combo game. He is also very vulnerable over 
    his head, so exploit them as much as you can. magneto is such an 
    offensive force, that you should try to wait for a mistake rather than 
    go into his territory and risk the possibilities of your untimely death. 
    He's got a very fast beam that can take you out if you are getting 
    predictable calling the swords. Super jumping to call the swords may be 
    the safest way, or you can have some assist help to call the swords. 
    Even after the swords are called, be careful on how you are using them. 
    His beam can knock them out senseless and if you're not careful about 
    jump in into expanding sword, you might eat some magnetic shockwave. 
    If you haven't noticed before, he's got terrible lack time on his hard 
    punches and kicks, which me might try to utilize for launchers or easy 
    combos, in which case, you should have a big opening for an attack. 
    Another thing to keep in mind is his sliding dashing effect. He seems to 
    travel uncontrollably if their not careful. When they dash in, jump up a 
    little bit, let him get under you, and expand those swords. 
    DO NOT teleport while they are randomly throwing out the TEMPEST SUPER, 
    especially behind them. You will eat a mouthful of rocks in that way. 
    Just super jump in the air and block the few ones that reaches you. No 
    chipping damage threat there. Anyone who knows what they are doing with 
    MAGNETO will never throw out supers by themselves, so you wont have a 
    lot of chance to teleport behind them. Just remember not to be so 
    aggressive against him and let him make the mistake, and take advantage 
    of those slow launchers and the sliding dash ins.
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    4.JUGGERNAUT: This guy can take you out REALLY quick if you're not very, 
    and I mean VERY careful. The main part of his threat is obviously his 
    HEADCRUSH, which can eat your swords and take you out even harder than 
    when his headcrush is not being forced to back off. And be very careful 
    about teleporting above his head, as his c.hp has insane priority and 
    will eat up SPIRAL coming out of them. 
    Calling the swords out will be a no problem. You will have all day and 
    the whole entire fight to call out as many swords as you want with him. 
    If he is advancing towards you with jump ins, as many a inexperienced 
    juggy, or desperate juggy characters might do, just dash under him, or 
    teleport. It should give you no real threat. After calling the swords, 
    punish them if they are advancing towards you hoping to land those jump 
    ins. If they choose to stay on the ground, You can do others.
    If they are walking towards you carefully, but still advancing, expand 
    the swords in the air. If they are trying to play a turtle game, chip 
    them as much as you like, just be careful you're not going wild and over 
    looking his headcrush. If they are full screen away, or even a half 
    distance away, you should have plenty of time to escape the headcrush if 
    you're careful with the swords. His earthquake move has a noticeable lag 
    time, which you can utilize and teleport behind them for some painful 
    Juggernaut is also very vulnerable after a missed or blocked headcrush, 
    and you should fully take advantage of that. The thing to keep in mind 
    is don't throw those swords carelessly, as you will DEFINILTEY pay big 
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5.BLACKHEART: The most annoying keep away character in my opinion, and 
    another meal for SPIRAL if you can just see these points I will give 
    you. First of all, If they are playing Blackheart, chances are, they 
    will be playing DOOM and CABLE, or STRIDER with him. Mostly no one will 
    start them first, unless they are very confident in their blackheart 
    skills, which will be the reason for their demise. Careful about those 
    demons. Don't let him get 
    too close for those demons to hit. He likes to play keep away, well, you 
    can handle that, as he really doesn't have any move to counter the 
    swords if you watch out for his other projectiles like the lighting and 
    the ice move. You will notice a major lag on his lighting and ice move, 
    meaning, well, whatelse?? retaliate. Spiral is like I always say, quite 
    fast on her feet. Take advantage of that, and you'll be fine. Be totally 
    careful about getting close to him though, cuz if you mindlessly march 
    into him, his supers are
    deadly way of dying real fast.
    If they are playing BLACKHEART, they are possibly waiting for a trap 
    game. Most, if not all of his trap games involve him using the ICE 
    STREAM assist or move. Well, teleport behind it RIGHT when it hits the 
    ground. Anything quicker than that will track you down. Timing is the 
    key, but its rather easy to figure out. He also has a little 
    vulnerability with the start up time, which you should be aware of.
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6.CYCLOPS: Another character that will give you some problems if you're 
    not careful. Don't be mistaken into thinking that he is a beam 
    character, while he does have some beam moves you can take advantage of, 
    mostly likely they will try to play him like a pixie, and stay on the 
    ground, as he is an awesome ground attack character. 
    Calling the sword may be quite difficult against him. His beam is very 
    VERY quick, and he can direct it into the air, making it somewhat 
    difficult to call the swords in the air, but not impossible. The thing 
    you can do is stay out of his beam path. He has a very limited pathway 
    on his optic blast with hp, so you can work around it. 
    Cyclops's most strong offense start from the ground. And his launcher 
    has short range, so stay in the air, and expand those swords. Cyclops 
    has a bad mid range game. Play a poking game from time to time. Don't be 
    rash in marching right into him, because he is a fast character and will 
    take advantage of you. Teleporting around his super is another good way, 
    but again, anyone who knows cyclops even a bit, will most likely combo 
    his supers, so you wont have much chance, and when he tries to chip you 
    by doing his bigger super, you can teleport behind that. He's a threat 
    because he is a dash character with a beam move, making him very 
    versatile. You will have to be careful with advanced cyclops user.
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7.SENTINAL: A big character who has quick moves. He's a hard character 
    to escape if you are cornered, so be very careful not to remain in one 
    place. His Rocket punch is a deadly weapon, so don't ever let your guard 
    down and call out swords out of thin air. You will eat a lot of those 
    that way. He's not that strong in the air, well, at least when he's on 
    the ground, so that's your best bet to call the swords out.
    He's pretty weak over his head, so be prepare to teleport there. Watch 
    out for his drone attack, as it can hit you if you' re not careful. The 
    thing about SENTINAL is that, he really doesn't have any lag time on 
    most of his moves, except the drones. So, wait for him to unleash them 
    and pass his head, then teleport to attack. His plasma ball super can be 
    teleported behind for some easy hits, but I doubt anyone will pull that 
    without comboing it. Don't teleport when he's doing the drone super, as 
    it can hit you anywhere. Just let it pass and don't get too anxious. You 
    shouldn't really try to chip him, because of his fast rocket punch and 
    his beam move. 
    I'm not very good at this cuz...um...I don't have dreamcast and I don't 
    remember some of them.  
    Opening Animation: She turns around once and poses
    Taunt: She turns around once and poses
    Winning pose: She turns around once and poses
    Winning Pose: She stands pondering about something with on hand on her 
    chin, the rest on her hips and head
    Time out win: She does a bizarre dance spinning her arms and swaying 
    side to side, looking very sexy.
    First of all, I want to thank CJayC for making this wonderful web site.  
    I've found it a lot of fun and have spent a lot of time on it.  I want 
    to give a "shoutout" hehe ... to KRASS (jkksweet@hotmail.com) for 
    helping me get this FAQ to where it needs to be.  I also wanna say 
    whaddup to Gen2000, Holy Knight, Golden Blondia, and Dillinger.  So, 
    thanks for reading my FAQ and I hope to see you soon in another one.

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