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    FAQ/Move List by ETMa

    Version: 2.1 | Updated: 07/19/98 | Search Guide | Bookmark Guide

    Ver 2.1(07/19/98) - Wow, been awhile.  Time passes by too fast.  I hadn't 
    really planned on updating since I kinda got bored of the game but I was 
    recently playing MvC and I found out some cool combos that involved air 
    comboing into OTGing.  Namely for Hulk, Chun Li, MegaMan, and Jin.  Gambit
    has one but it's really ugly so I didn't put it in(Gambit is my favorite 
    character after all and it's all about style with him).  Not to mention 
    combos that I've wanted to add for awhile.  And I've reread my FAQ and 
    changed a lot about character specifics that I think is more or less wrong.  
    Added some things from  the e-mail that's slow come in.  Why 2.1?  So people 
    will hopefully notice there's been an update.  I still don't really plan on
    finishing the strategy sections though.  Anyway, enjoy the new combos!
    Ver 1.3(03/30/98) - Updated some info.  Thanks to the guys who helped me out 
    by sending stuff in!  Added more combos and a CapCom and Wolverine strategy.
    Ver 1.2(03/14/98) - Fixed Shadow Lady's code.  Added strategies for Zangief 
    and Spiderman. Added/corrected some other combos/information.  Uppdated the 
    Onslaught section so check it out if you can't beat him.
    Ver 1.1(03/07/98) - Finally finished move descriptions.  Added secret 
    playable characters!  Corrected/added a lot of combos and information.
    Ver 1.0(02/27/98) - I'm so dumb!  I misspelled Rogue's name almost every time 
    in my last versions and she's my favorite character!  Well I fixed that 
    serious flaw!  Anyway, finished up most move descriptions and added some more 
    combos!  Added Zangief's Level 3 super and Lariat Super.  Added "How to get 
    your Helper" section.  Added Secrets/Codes section.  Did some major 
    reorganization. Of course, added/corrected some more small bits of 
    Ver 0.9(02/19/98) - Added Morrigan's other air dashes.  Finally, put in some 
    combos and some general strategies for Cap A. and Gambit.  Corrected/added 
    some information.
    Ver 0.8(02/17/98) - Updated Captain Commando's move descriptions.  Put in 
    Cap. A's Cartwheel move, added some Magic Series, and added launcher 
    sections.  Added/corrected some other info.
    Ver 0.7(02/14/98) - Updated Chun Li's move descriptions.  Put in Morrigans 
    level 3 super.  Corrected a lot of wrong information.
    Ver 0.6(02/13/98) - Updated Morrigan's move descriptions.  Added a AC 
    finisher section for each character.  As usual, corrected a lot of what I 
    said before throughout the guide(e.g.  Double Attack mode) and updated many 
    other things, especially in the characters section.  So feel free to quickly 
    reread the guide.
    Ver 0.5(02/11/98) - Updated Hulk's move descriptions.  Confirmed Ryu's Shin 
    Shoryuken is in game. Corrected some helper info.  Added description/opinion 
    of the double attack mode in Miscellaneous Info. Added most team super moves 
    and character variable counter moves.  Put in known magic series.  Basically, 
    did some updates/corrections all over the guide but mostly on the characters 
    Ver 0.4(02/09/98) - Updated Megaman's move descriptions and did dome minor 
    corrections/additions to a few others.  Also did some grammar corrections.  I 
    try to sneak in some useful comments while describing the moves and stuff.  
    But no real concrete strategies yet.
    Ver 0.3(02/08/98) - Updated Gambit's move descriptions and did more 
    Ver 0.2(02/07/98) - Written about 10 minutes after finishing Ver. 0.1  Added 
    some abilities to Captain America, Chun Li, and Strider.  Also did some small 
    spell checking and refining.
    Written by:
    Edward T. Ma using Microsoft Word Ver. 7.0a
    Copyright 1998
    Copyright Information:
    Two most important things to keep in mind:
    1) Don't use this guide for commercial use, period
    2) Give credit where credit is due
    Basically, if you quote or take information from this guide, just say so.  
    I'm not too picky about this copyright stuff but don't be pasting and copying 
    a section from here without saying so.  Otherwise, you suck. 'Nuff said.
    If there are any questions, mail me at my e-mail address at the bottom of 
    this guide.
    The Reason I First Wrote This:
    Why am I writing this you ask?  Well, for one, I really like the vs series 
    Capcom has put out (well, I like all the fighting games they've made) and 
    even though Xmen vs Street Fighter was my favorite, I figured why not do one 
    for the newest vs fighting game out now?  Besides, it's raining llike crazy 
    outside (El Nin baby!) and I've got time on my hand as it is 1 in the morning 
    and I'm wide awake!
    As this is my first foray into strategy guide writing, I'll try to keep it 
    short and to the point. I think it's going to be for people who don't really 
    know how to play this type of game.  I'll admit it's probably not going to be 
    very organized but follow along.  Hopefully, you've actually seen a fighting 
    game in the arcades before so you'll semi-understand what I'm talking about.  
    I'll try to explain the rest.  I will try not to put in anything I am not 
    completely 110% sure on.
    I. Basic Controls
    II. Helpers
    III. Super Moves
    IV. Magic Series
    V. Double Attack Mode
    VI. Miscellaneous Information
    VII. The Fighters!
    VIII. Onslaught
    IX. Secrets/Codes
    X. Thank You Section
    And now, LET'S GET CRAZY!!!
    (Man, I hate the game announcer's voice!!!!)
    (OR what smashing all those buttons and twirling that stick actually does!)
    Some abbreviations first: (Hopefully this doesn't get too confusing)
    JP - jab punch
    SP - strong punch
    FP - fierce punch
    SK - short kick
    FK - forward kick
    RK - roundhouse kick
    PP - means press any two punch buttons
    KK - means press any two kick buttons
    F - forward
    B - back
    U - up
    D - down
    QCF - Quarter circle forward meaning roll the stick from D to DF(down 
          forward) to F
    QCB - Quarter circle back meaning roll the stick from D to DB(down back) to B
    HCF - Half circle forward meaning roll stick B, DB, D, DF, F
    HCB - Half circle back meaning roll stick F, DF, D, DB, B
    SPD - quick 270 degree motion with stick.  I find the easiest way to do this 
          motion is F, DF, D, DB, B, UB(up back).
    FTD - Front to down means do what it says
    BTD - Back to down means B, DB, D
    DP - Means F, D, DF
    CDU - means hold D/DB/DF for a bit(time varies) and then go U
    CBF - means hold B/DB/UB for a bit(time varies) and then go F
    Are you guys figuring out this abbreviation thing yet?
    Stick movements:
    A Pic of the Stick(I wish I knew more ASCII values!)
    Assuming you are facing right:
    Up Back        Up            Up Forward
                   __ -----------(This is the controller in case you can't tell!)
                  /  \
    Back          \__/           Forward
    Down Back     Down           Down Forward
    Forward - Walk Forward
    Back -Walk Backward/Block high if opponent is attacking
    Up - Jump Up
    Down - Crouch Down
    Up Forward - Jump Forward
    Up Back - Jump Backward
    Down Back - Crouch/Block low if opponent is attacking
    Down Forward - Crouch/Offensive crouch
    Tap Forward Twice - Dash Forward
    Tap Back Twice - Dash Backward
    Down, Up(quickly) - Super Jump
    All 3 punch buttons with stick forward - Dash Forward
    All 3 punch buttons with stick backward - Dash Backward
    All 3 kick buttons - Super Jump
    All 3 punch buttons while blocking a hit - Advancing Guard, pushes opponent 
    away, and lessens chipping damage from certain Supers.  Be careful you don't 
    start pushing the buttons before you get hit or you'll stop blocking and get 
    FP + RK - Switch fighter (assuming you have two fighters left still)
    * You partner will come in attacking with his jumping roundhouse.  However, 
    after landing, he does his taunt pose and is vulnerable to attack(which means 
    a super probably!) so be careful when doing this.
    Variable Counter:
    BTD + FP and RK - If done while blocking a hit, will switch characters and 
    have the other character do his variable counter move.  A good way to safely 
    switch characters in general.
     Takes one level of super meter.
    SP + FK - Call Helper Character to attack
    Speaking of which:
    There are 20 helper characters with 2 secret helper characters that I know of 
    but there are probably more.  Just push a button during the helper select 
    screen and you get whichever helper the random selector was on.  There is a 
    limited amount of times you can use each helper which is dependent on how 
    useful they are.  Helpers are very useful in creating distractions among 
    other things.  You can easily connect many supers after a helper connects 
    too.  It is important to note that all helpers can be knocked away if hit.  
    All attacks from helpers take chipping damage.
    (I copied and pasted most of this part from Mig's Page listed down at the 
    Unknown Soldier - Forgotten World
    He shoots out some beams at your opponent covering most of the bottom half of 
    the screen.
    Tia - Capcom Mascot
    She makes a whole bunch of dice rain down as far behind your character as 
    possible.  The worst helper in my opinion.
    Anita - Darkstalkers
    Her disembodied doll heads float around her as she walks forward, making a 
    shield of sorts.  Eventually, she will release her doll heads forward.
    Lou - Chariot
    He's an elf that shoots several arrows and flame at your opponent.
    Michelle Heart - Wings of Ales
    She appears on the same level as the opponent and shoots beams in three 
    King Arthur - Ghouls n Goblins
    He throws lances at your opponent. The fun part is that if he gets hit, he 
    loses his armor!
    Saki - Nigiirochou no Kiseki
    She shoots a laser at your opponents.
    Ton-Fu - Strider
    She does a long range kick in the middle of the screen
    Devilot - Cyberbots
    She comes in on a mech which self-destructs after a LONG time.  It's 
    unblockable though so use her in cornering!
    Psylocke - X-Men
    She does a Psi-Thrust super on your opponent.
    Iceman - X-Men
    Makes a whole bunch of ice blocks fall onto the screen.
    Cyclops - X-Men
    Optic blasts his opponent.  Uses his low(jab) optic blast.
    Thor - Marvel Comics
    Shoot lightning at his opponent.
    Storm - X-Men
    She throws out a vertical typhoon a bit in front of you.
    Jubilee - X-Men
    Shoots out several firecrackers at different angles that slightly track the 
    opponent, pops her gum and leaves!
    Juggernaut - X-Men
    Comes barreling toward the opponent, doing a weak version of his Juggernaut 
    Headcrush.  Fills the entire screen.
    Rogue - X-Men
    She does her rushing punch special from XSF. Starts from the middle of the 
    screen and moves diagonally upward.
    Colossus - X-Men
    Shoulder charges the opponent.  I hate this guy.  I really wish Capcom has 
    left him out.  5 frigging uses!
    Magneto - X-Men
    Throws out an EM disrupter.
    US Agent - MSH vs SF
    Does a Charging Star across the screen.
    Secret Helpers:
    To get the secret helpers push start and the corresponding buttons before the 
    helper select screen pops up.
    Shadow - MSH vs SF (push JP + FK + FP)
    Does his Somersault Super move(the one where he does three flash kicks).  
    Good anti-air.
    Sentinel – XCOTA (SP + FK + FP)
    Flies across the screen and physically attacks the opponent.  Mostly fills 
    the entire screen.
    How To Get Your Helper:
    The Helper Select grid is labeled from 1 to 20 from left to right, top to 
    bottom.  Shadow and Sentinel are 21 and 22, respectively.  For instance, say 
    you want Ton-Pooh.  Since she is the first square on the 2nd row, her number 
    is 5.  To select her, before the Helper Select gird appears. Simply hold down 
    FP and JP, since 4 + 1 = 5.  Below is the compilation of what buttons to use 
    for selecting the character.
    JP = 1
    SP = 2
    FP = 4SK = 8
    FK= 16
    RK = 32?
    01 Unknown Soldier: JP + START
    02 Lou: SP + START
    03 Arthur: JP + SP + START
    04 Saki: FP + START
    05 Ton-Pooh: JP + FP + START
    06 Devilot: SP + FP + START
    07 Anita: JP + SP + FP + START
    08 Pure and Fur: SK + START
    09 Michelle Hart: SK + JP + START
    10 Thor: SP + SK + START
    11 Cyclops: JP + SP + SK + START
    12 Magneto: SK + FP + START
    13 Storm: JP + FP + SK + START
    14 Jubilee: SP + FP + SK + START
    15 Rogue: JP + SP + FP + LK + START
    16 Psylocke: FK + START
    17 Juggernaut: JP + FK + START
    18 Iceman: SP + FK + START
    19 Colossus: JP + SP + FK + START
    20 U.S. Agent: FP + FK + START
    21 Shadow: JP + FK + FP + START
    22 Sentinel: SP + FK + FP + START
    Supers are one of the things that make MvC really fun to play and can be 
    quick tide turners if you connect with one.  They are also quite flashy 
    sometimes.  At the bottom of the screen is your super meter which you can 
    fill up to 3 levels.  You do so by attacking, comboing, doing special moves, 
    getting hit, etc.  Basically, everything except walking and jumping fills it 
    up.  Some moves do it faster then others such as a JP fills it much slower 
    then a FP.  Doing a super involves a certain motion and certain buttons.  You 
    automatically start each fight with one level of super filled.  Most 
    individual supers only take one level to do and involve pressing two punch or 
    kick buttons.  However, it is usually safer to press all three punches or 
    kicks to insure that the super comes out.
    Team Supers:
    QCF + FP + RK
    You need:
    1) 2 levels of super meter filled and
    2) both your fighters left to be able to do the team super.  Then, your 
    current character will do his team super move while your resting character 
    will jump in and do his/her team super move.  Usually, a very safe way to 
    change characters if you've got 2 super meter levels that you don't need 
    One of the things that makes MvC stand out (good or bad) from other fighting 
    games is the so called "Magic Series" of each fighter.  This is the ability 
    of each fighter to link their attack buttons together while attacking.  To do 
    the series though, you have to connect with the first hit.  It doesn't matter 
    if the opponent is blocking or not.  Each fighter has a ground, jumping, and 
    super jumping magic series.
    For example:
    Strider's ground magic series is the Hunter series.  This means that on the 
    ground, he can link all six buttons (or any other combination) together while 
    attacking his opponent.  So if he was on the ground and hitting Ryu, he could 
    hit JP, SK, SP, FK, FP, RK.  Or he could skip a few and do JP, FK, FP, RK.
    However, he can not cycle backwards through the buttons such as JP, FK, SP.  
    He can only, on the ground, go from punch to kick and only by increasing 
    strength.  I really hope this is understandable as this is essential to being 
    a good player at this game.  Here are the Magic Series I know of although I'm 
    not sure if they are all in MvC:
    1) Hunter Series: defined above
    2) Weakest to Strongest: Basically, you can link a weak(JP or SK) to 
       medium(SP or FK) to strong(FP or RK)  Remember, you can also just do JP – 
       RK or FK - FP.  You don't have to do all the buttons.
    3) Weakest to Any: Able to link a weak(JP or SK) to one button of stronger 
    4) Punch to Kick:  Shuma Gorath had this ground series in MSHSF.  You can 
       only do, one punch of any strength to one kick of any strength.  Venom has
       this ground magic series.
    5) Kick to Punch: I think Blackheart had this in MSHSF (but I don't play him 
       AT ALL).  Other then that, I haven't seen anybody else with this series.
    6) None: Characters, like Dan in MSH, have no ground magic series.  You can't 
       link any buttons together.
    (These next couple of sections I mostly just copied from Mig's page.  He 
     explains it better then I do anyway. Thanks for letting me Migs!)
    Launchers are without a doubt, some of the most important normal moves in the 
    game! They are essential for setting up air combos and if you don't know your 
    characters launcher, then you are going to have a lot of trouble with your 
    offensive game! I've included the specific launcher for all the characters in 
    their individual sections. The definition of a launcher is a move that is 
    done on the ground that knocks your opponent upwards and unable to block! All 
    launchers can be canceled into super jumps by simply pressing up immediately 
    after contact is made! Get to know the properties of your characters launcher 
    because some of them knock the opponent up in strange angles and heights!
    Normal Launchers
    This is the generic version and every character has one. They knock the 
    opponent up at a good height and can be used both as ground offense and air 
    defense! Roundhouse and Fierce are often the most used buttons for launchers, 
    therefore they have quite a bit of recovery time! Learn how to chain moves 
    before these so that if you know that an opponent will block, you can do a 
    move that will give you relative safety instead of attempting the launch!
    The Regular Launcher
    Aside from the normal kind, there are certain other kinds of launchers that 
    have special requirements!
    Small launchers cannot be followed by a super jump because they only knock 
    the opponent slightly upwards! However, these are extremely quick and if they 
    connect, your opponents are unable to block while they are knocked upwards! 
    These are often used in cooperation with Air launchers because they set them 
    up perfectly! Examples of small launchers are Spiderman's C.Forward and 
    Wolverine's C.Strong!
    Air Launchers - (The type I will list in my character sections (me, as in Ed, 
    not Migs!))
    The final kind of launcher is the Air Launcher! Air Launchers often have more 
    combo possibilities than regular launchers because of the height that they 
    knock the opponent up! They can be used as air defense or chained after a 
    small launcher! However, if done while the opponent is firmly on the ground, 
    they will not be launched! You can still super jump right afterwards, but the 
    opponent will remain on the ground!  Examples of air launchers are 
    Spiderman's S. Roundhouse and Hulk's S. Roundhouse!
    AC Finishers
    AC Finisher is an abbreviation for air combo finisher and quite simply put, 
    it is a move that will finish an air combo! These can be normal moves, 
    special moves and even super moves! The idea is that after one of these moves 
    are done in an air combo, the opponent will be knocked across the screen and 
    you will be unable to attack him any longer! This is a phenomena known as the 
    Flying Screen. Knowing which moves are AC Finishers is a valuable part of 
    being a combo master! AC Finishers are valuable because they prevent the 
    opponent from counter attacking you, they do the most damage and they are 
    visually impressive! Not doing an AC Finisher makes you look like a loser and 
    your opponent even has the opportunity to attack or air throw your sorry ass 
    if you mess up an air combo!  I have listed down all the possible AC 
    Finishers that the characters can possibly do in their individual combo 
    sections! I have also made the possibilities very flexible because instead of 
    writing specific moves, I usually just put "AC Finisher" as the last move in 
    and Air Combo! It's up to you to pick which to do, depending on your skill
    level! Examples of AC Finishers are Ryu's strong throw, Wolverine's Drill 
    Claw and Hulk's SJ.Fierce!
    (Okay, back to my writing.  Thanks again Migs!)
    This is a completely new feature in Capcom's fighting games.  It takes up 2/3 
    levels of supers and it calls in your other character (jump kicking in) to 
    attack with you.  You control both of them as well!  The trade off for using 
    up your levels of supers is the ability to have unlimited supers for about 7 
    seconds or so.  This isn't as cheap as it may, at first, seem to be.  For the 
    most part, anyone I've seen using this move (including myself) has pretty 
    much starting doing continuous Super motions and hitting the buttons.
    Obviously, awesome ticking damage if done right but you can block everything 
    (I haven't tried special grab moves but you CAN throw during the double 
    super).  However, I did the following situation once and had it happen to me 
    once as well (I'm pretty sure).  The guy I was playing did the double move 
    and about half way through his time meter I decided I would do the double 
    move too!  So here we are nailing each other with supers and stuff having fun 
    not really knowing what is going on.  His time meter runs out and then I pull 
    off some more supers.  When his time meter ran out, he paused for a second to 
    taunt or something and got nailed!  This also happened to me once as well!  
    So there are apparent weakness to this thing but I need to experiment more.
    One cool thing is that you can double launch and do an air combo with both 
    your fighters.  I did it once with Cap A. and Strider by getting on opposite 
    sides of the other guy and crouching FP which is both of their launchers.  
    I'm not sure if both your characters have to have the same launcher but at 
    least I know it's possible!
    So my overall opinion of this feature is at the moment: low to loathing.  In 
    fact, I think it's really stupid.  It promotes button mashing and doesn't 
    seem to have any real strategy (other then the obvious) involved.
    I'm going to have to give a arcade-playing thumbs down on this feature but I 
    will do further research on the matter.  Luckily,  most scru. err players 
    seem to have no idea how to do it.  They can't seen to read the instructions 
    on the machine or something.
    (This stuff is important in knowing to get better so read it!)
    Recovering Energy:
    Your fighter who is resting will regain energy up to the red part on the 
    lifebar so switch out every once in a while to regain energy.  I think the 
    more energy you can recover is dependent on how you lose it.  A long combo 
    will allow more recoverable energy.  So if you were to choose losing the same 
    amount of energy from three separate FP's or a combo done on you, you would 
    choose the combo.
    Throwing is simple.  Every character can do it in the air or on the ground.  
    Just get right next to opponent and push F or B and SP/FP or FK/RK.  In the 
    air, it requires more timing and most characters can only throw with either a 
    punch or kick button.  Tech hitting is a way to get out of a throw or lessen 
    the damage of a throw.  I'm pretty sure you just push forward and your 
    character's throw button just as you get thrown.  To lessen the damage, do 
    the same just as you hit the ground.  It may be different in MvC although it 
    doesn't seem so.
    Throws have returned to their former XSF glory where you can, with many 
    characters, OTG someone right after you throw them unless they roll!  I 
    always like that feature even though I don't throw much so I'm happy it's 
    OTG means "on the ground".  In the game, OTGing someone means hitting them 
    while they are laying on the ground say, after a roundhouse trip or AC 
    Finisher or a super.  Only certain moves can OTG a downed opponent before 
    they get back up.
    Rolling is very important when playing against advanced players.  It keep you 
    from being OTG'd into longer and more damaging combos.  Even better, you can 
    often counter attack someone who has tried to OTG you.  To do it, as you hit 
    ground after begin knocked down in some way, do the following motion:
    QCF + any punch
    The punch used determines the distance rolled where JP is a short distance 
    and FP is all the way across the screen.  This is how I always do it although 
    there probably other ways to do it.  It requires some practice but once you 
    got it down, it becomes almost automatic.
    In MvC, you can cancel ANY of your normal moves at ANY point in the animation 
    of the normal move with a special move regardless of whether or not you 
    actually hit the opponent with the normal move.  All you have to do is do 
    your normal move and immediately do the special move.  You can also cancel 
    normal moves with supers, character switches, helper characters, and even 
    For example:
    If you were Ryu, you could do a FP(standing, crouching, or jumping) and while 
    the FP animation is going do a fireball and he will cancel his FP into a 
    fireball.  Same goes for this being essential to being a good player.
    And let's not forget:
    This move is useless.  Wait, no I believe Chun Li's and probably Morrigan's 
    taunts count as strikes.  But otherwise they are useless.  Or are they?  They 
    leave you totally open for a sec to attacks so why use them you may wonder?  
    Well, for one, they're really fun to use when you want to rub your opponent's 
    face in his total defeat.  And two, they also make your opponent want to 
    attack you much of the time.  You ever see Dan taunt a guy in MSHSF?  I did 
    cause I used to do it all the time when I played Dan.  With him, you could 
    taunt in the air, on the ground, while rolling; he even had a Super Taunt
    move!  Boy, did this make the other guy want to attack me.  This can make 
    your opponent predictable and you can exploit that.  Don't taunt if you don't 
    really know when you can or you will be eating it!  Oh and lest I forget, to 
    do a taunt push start while on the ground.
    I know I've forgotten things but I think that's about it for now so on with 
    the fighters!!!!!  I'm also going to have a special section for what powers 
    Rogue could have stolen from each character had she been(is hopefully!?!?!?) 
    in this game.  Rogue was in XSF and was one of my, if not the, favorite 
    characters.  So if you Capcom guys ever stumble upon this, PUT ROGUE BACK IN 
    A word on my combo rating system:
    Each combo section will have three skill levels: Easy, Intermediate, and 
    Easy combos: Combos that require barely any stick movement and need no real 
    timing.  Practice these if you are beginners!
    Intermediate combos: Combos that require stick movement and need some timing 
    to pull off.
    Hard combos: Just like intermediate combos but require skills such as dashing 
    and OTGing and knowledge of your fighter's abilities.
    For short:
    j. will mean a jump in
    c. will mean crouch
    sj. will mean super jump
    I've basically come up with these combos on my own although some I've picked 
    up from other people or sites or have seen.  Some of them may not be true 
    combos in the sense that your opponent can block some of the hits but the 
    combos may catch them off guard for extra hit(s).  And remember, some combos 
    will only work on certain sized characters like Hulk or Zangief.  If a combo 
    doesn't seem to work against someone like Megaman, either it just won't work 
    or you can try taking out some hits in your combo.
    If you know of a combo that you believe WORKS for sure, please send it in and 
    I'll go test it.
    NOTE: One thing I decided not to do is put in throw combos in which you throw 
    someone and then OTG them into more combos before they get up.  However, a 
    lot of the fighters can OTG after some of their throws!  Just off the top of 
    my head, some people who can are Gambit, Wolverine, Strider, and War Machine.
    Marvel Characters:
    Captain America:
    Even though I've never played Marvel Super Heroes (which was his first 
    fighting game appearance) this guy was THE MAN in MSHSF.  Well, at least in 
    my opinion.  With that big ass shield of his and his Final Justice among 
    other things, he (in the right hand, namely mine) dominated everybody else.  
    Here's the moves:
    SP (If opponent is hit out of air)
    c. FP
    Magic Series:
    Ground Magic Series: Weakest to Strongest
    Jump Magic Series: Weakest to Strongest
    Super Jump Magic Series: Hunter Series
    AC Finishers:
    FP, RK, Shield Slash
    Shield Slash (ground, air):
    QCF + punch
    Jab version - Throws shield along ground at opponent.  Can OTG.
                  In air, throws forward diagonally down
    Strong version - Throws forward at Cap's head level
                     In air, throws straight ahead
    Fierce version - Throws forward and a bit diagonally up
                     Also throws up diagonally in air
    * Cap can lose his shield if he throws it and then moves before it comes back 
    to him.  To pick it up, simply walk over it.  Eventually, if he doesn't pick 
    it up, it will drop on him from the top of the screen.
    Stars And Strips (ground):
    DP + punch
    Button used determines height jumped up.  This is Cap's dragon punch and 
    comes out more horizontally then Ryu's dragon punch.  A good anti-air move as 
    it has good recovery time (or at least the JP version does) and comes out 
    very quickly.  Good damage too.
    Charging Star (ground):
    HCF + kick
    Cap charges at his opponent with his shield in front of him.  Button used 
    determines distance traveled with SK being the shortest and RK being the 
    farthest and fastest.  Since Cap has gotten back his speed from MSH this move 
    is a bit more effective now.  It combos well but still, don't use this move 
    too much because even though it cancels fireballs, after hitting the fireball 
    Cap slows down a bit and he has HORRIBLE recovery time from it.  Just as bad 
    as Hulk's after hitting a blocking opponent with his Gamma Charge!  However, 
    if you are close and you know your opponent is going to throw a fireball, do 
    it with the RK.
    Cartwheel (ground):
    HCB + punch
    Cap does a cartwheel forward.  The distance gone is the same for each button.
    While he doing the cartwheel, Cap is invincible to fireball attacks but not 
    to anything else anymore!  This includes throws (not sure about special grabs 
    like Morrigan's Vector Drain) as well.  He can still go through opponents 
    though.  A good surprise move if done every once in a while.  Opponents will 
    see Cap do this move and often think A) either he's going to appear on the 
    other side of me so I better block the other way or B) I should try to 
    But they won't be able to make up their mind in time and so will often end up 
    just not blocking as Cap ends the Cartwheel animation.  Guess what to do 
    next?  Learn the distance Cap goes so you can decide if you want to end up in 
    front of your opponent or behind.  Do this especially if you've got your 
    opponent on the run.  Just remember, don't get too obvious with this by doing 
    it a lot.
    Final Justice (ground):
    QCF + PP
    Cap pauses for a sec and then charges at his opponent yelling FINAL JUSTICE!  
    If it connects, he throws his opponent up and the catches him while their 
    falling and proceeds to beat the crap out of them.  After about 7 or 8 hits 
    he tosses them up again and jumps up, catches them, and suplexes them to the 
    An awesome finisher to a round.  His flashiest and funniest Super to connect.  
    Unfortunately, it can be hard to connect with this one.  It didn't combo in 
    MSHSF.  It DOES combo in MvC if you are close enough to your opponent.  
    Still, once you get the timing down pat, you can punish almost any mistake
    your opponent makes with it.  It will not go thorough fireballs and he is not 
    invincible during it but it has great recovery time so if your opponent 
    blocks it, start quietly jamming on Fierce to smack him when he tries to walk 
    up and throw you or hit you.
    Hyper Stars & Stripes (ground):
    DP  + PP
    His fastest and most easily comboable super but also his worst recovery time 
    super.  Basically, he rushes across the screen doing in order, his JP then SP 
    then FP versions of his Stars & Stripes ala Ken's Shoryu Reppa.  This super 
    will OTG an opponent.
    Hyper Charging Star (ground):
    QCF + KK
    Basically, a super version of his Charging Start.  It is a GREAT chipping 
    Super.  He is invincible to all Beam Supers (even Gamma Waves I think) during 
    this but he has a slow start time, so try to do it when you know the opponent 
    has no choice but to block or be hit or if you're going to combo it.  It also 
    has virtually no recovery time as well so only the best (or luckiest) players 
    will hit you after it.
    Team Super:
    If Cap is your current character then he will do Hyper Stars & Stripes.  If 
    he is the resting character, he will jump in and do his Hyper Charging Star.
    Variable Counter Move:
    Cap will jump in doing his SK Charging Star
    * He has double jump ability
    Easy Combos:
    1) JP, FP, cancel JP Shield Slash
    Intermediate Combos:
    1) j. FP, c. SK, c. FK, c. RK, JP Shield Slash (OTG)
    2) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes
    3) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC Finisher
    Hard Combos:
    1) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes
    The FK will hit twice if you push the button twice.
    2) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes
    Try Cartwheeling through fireballs up close or through your opponent to cross 
    them up.
    3) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes
    If your opponent blocks the Final Justice, he will often try to walk up and 
    throw you.  But since the FJ has such great recovery time, turn the tables on 
    them by pulling off another combo!
    You'd be surprised how often this works!  Or you could use the Hyper Charging 
    Star in place of the Final Justice for better chipping damage!
    4) SK, FK, RK, cancel Final Justice/Hyper Charging Star
    Yes, this combo works again!  Awesome!  You just have to make sure you are 
    very close when you hit them with the RK and then cancel fast.  The full 
    combo only seems to work on large opponents though.
    5) j. JP, j. SP, dash, c. JP, c. SP, c. FP, sj. JP, sj. JP, sj. JP, double 
    jump, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP, sj. JP (OTG), c. SK, c. SP, c. 
    This combo is just so damn awesome.  But it's really hard to get the OTG part 
    to work.  I forgot the timing on it and I can't even do it anymore.  But I 
    know it works.  In any case, experiment.
    6) j. JP, j. SP, dash, JP, SP, FP, cancel Final Justice/Hyper Charging Star
    Done without the shield.  If you don't want to dash always, just do JP, FP to 
    make sure it connects.  If you end the combo with a HCS and with your 
    opponent completely in the corner, you can follow it up with ac. SK (OTG), c. 
    SP, c. FP.
    Cap is one of the better characters to have on your side.  He's a great 
    combination of speed, range, and power.  When you are on the ground, the FP 
    cancel JP Shield Slash should be a constant in your arsenal as it will
    leave you safe from counter attack and will take chip damage.  Always be on 
    the look out to connect
    Intermediate Combo #2(minus the j. FP) for some quick damage.  Cap's SP is 
    good anti-air and will launch into combos.  Use it against opponents who end 
    up a bit in front of you as they are jumping in.
    In the air, rely on Cap's FP when leading into attacks or keeping away your 
    opponent because the shield has such great range.  In air battles, if the FP 
    connects but they block, cancel into a JP Shield Slash for chipping damage.  
    Don't forget about his RK in the air however.  A regular air RK makes Cap 
    kick straight forward with good range but if you push D RK, Cap will kick 
    almost straight down with one foot.
    Use the D RK if you are coming in right above your opponent as it has better 
    priority and range then his FP.  Use that double jump ability to it's 
    fullest!  Use it to get close to and to get away.  Use it to trick an
    opponent into doing an long delay anti-air move and miss.  Use it to get 
    behind people when they try to catch you with a long lasting super as you 
    fall! These are the basics of Cap so learn them.
    Rogue section:
    Could take Cap's ability to use his shield.  So if Cap dropped his shield, 
    Rogue could pick it up and use it but only throw it at one height.  That'd be 
    I always thought this guy was about style and really quick fingers.  You be 
    the judge of that.  Along with Rogue, these two formed my XSF team.  They 
    were an awesome combo I thought.  Besides, they are in love with each other.  
    Or are they still?  I don't really know anymore.  Why does he look so dumb on 
    the character select screen?  Someone get him some Aspirin!  Anyway, here are 
    the moves:
    c. FP
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK
    Kinetic Card (ground, air):
    QCF + punch
    Basically, Gambit pulls out a few cards and charges them with kinetic energy 
    (changing the cards potential energy to kinetic energy, thank you very much 
    physics class!) and then he tosses them at his opponent.  A very unique 
    "fireball".  JP comes out faster then SP which comes out faster then FP.  The 
    reason for this is that it Gambit takes more time to charge up more energy 
    using FP then he does using JP.  When released, it's invisible and 
    practically travels across to the other side of the screen in an instance.  
    Because of the invisibility factor, it often catches your opponent napping.  
    So wake them up with it.  Other fireballs will cancel with it but it is the 
    fastest projectile move (not including moves like War Machine's Shoulder 
    Cannon which is a beam move) and is hard to counter.  If it hits, the 
    opponent is stunned for a bit as the cards appear on them and then they fall 
    to the ground as the cards explode.  Depending on which button you use, JP 
    leaves you a split sec. more to hit your opponent while FP leaves you a full 
    second to do whatever you want.  However, FP rarely connects as it takes too 
    long to actually come out so stick with the JP version.  The down side is 
    that even the JP version takes a split sec to actually be released so you 
    can't combo it unless you are RIGHT NEXT to your opponents.  Whatever normal 
    move you want to cancel the JP Kinetic Card with (usually the standing RK) 
    you really have to be touching your opponent when you hit them with the 
    normal move and then you have to cancel very quickly.  Otherwise, if you try 
    and do the standard Ryu DFK (Crouching Forward Kick) cancel into fireball, 
    the opponent has a small window of time to jump over the cards and nail you.  
    In the air, the cards will go down at about a 45 degree angle.
    Trick Card (ground):
    QCB + punch
    His anti-air move.  Only use this move when you become very good at Gambit.  
    It's kinda like Cyclops's FP optic blast.  It goes up and forward at an angle 
    but takes a long time to come out!  Even the JP version.  The FP version?  
    Don't even think about it.  However, it comes out much faster then it's XvSF
    Counterpart (i.e. The FP version in the game is about as fast coming out as 
    the JP version in XvSF) so if you do happen to hit them in the air with this, 
    you have all the time in the world to do whatever you want as not only are 
    they stunned, but they have to fall to the ground too.  You just have to be 
    quick in recognizing that you did, indeed, hit them!  It can also hit really 
    tall standing opponents (like Venom) who are standing right next to you.  
    This does happen sometimes because you will do this move on the ground and it 
    will take them a split sec. to realize that you did it and then not block as 
    they try and walk up to hit you.  Guess what happens when they come out of 
    their blocking stance?  
    However, don't rely on this move very much unless you know exactly how to use 
    it(i.e. they are Super Jumping and you can time it so they land on the Trick 
    Card as they come down).  Use the standing RK for more effective anti-air.
    Cajun Slash (ground):
    DP + punch
    Gambit attacks forward with his staff.  Different punches do different 
    things. His JP version is, if you want to be an effective Gambit player, 
    gonna be one of your primary weapons.  It's got great range (almost half the 
    screen!), has little recovery time (but more then XvSF damn it), and comes 
    out extremely FAST!
    We are talking about the ultimate counter here.  Basically, Gambit swings his 
    staff forward in an arc extremely fast.  It also moves him forward a bit.  
    Opponents safe combos aren't so safe anymore with this move!  His SP and FP 
    version are both three staff-slashing moves.  The difference between the two 
    is that the, the SP version makes him do a hopping downward attack first 
    which will OTG while the FP's second hit will OTG the opponent.  The FP 
    version is better to put into combos, while the SP should be used after
    knocking down an opponent.
    Cajun Strike (ground):
    CDU + punch or kick
    An often overlooked move.  Best used in moderation though.  Pushing UB makes 
    him jump to wall behind him while pushing UF makes him jump to the opposite 
    wall.  If you then push in the opposite direction after touching the wall, he 
    will jump to the other wall.  Depending on which kick button was used, 
    pushing a kick makes him quickly jump kick to a certain area of the screen.  
    Pushing a punch will give you control over him after touching the last wall.  
    You can move him around much like you would Bison after his Head Stomp move.  
    Pushing punch again while he is rolling down in the air will make him slash 
    So move him around to confuse your opponent and then at the last second hit 
    punch when you are next to/above your opponent.  This is also a great escape 
    move and has almost no recovery time.
    Royal Flush (ground):
    QCF + PP
    His super from XSF.  He tosses his staff straight up nearly to the top of the 
    screen and starts throwing a whole deck of charged cards straight at you.  
    Ram on the buttons for more hits.  Try to time it so the opponents body is at 
    the same level as Gambit or else you won't get that much damage.  For 
    instance, if Ryu does a FP Dragon Punch (Shoryuken) and while he's hanging up 
    there in the air, you can immediately do the super.  Of course Ryu will only 
    be hit about 7 or 8 times for pathetic damage as only his legs will be
    hit by this move.  Learn the timing!
    Pluses:  It still OTG's and does great damage!  The staff also can still be 
    used as anti air if an opponent is right above Gambit's head and will knock 
    the opponent down usually into the oncoming cards.
    Minuses:  Can we say delay time?  After doing the move, Gambit turns and says 
    something and looks all cool and everything.  Of course if he has not hit his 
    opponent, he won't be looking so cool after he eats a super while standing 
    there.  The delay time has been toned down since XSF but still, it's there.  
    Go ahead and do it on guys with no fast long range capability (i.e. Zangief, 
    no super levels), if your opponent has like two or three pixels of life left, 
    or if you know you will hit.  Do not ran domly do this against guys with beam 
    supers or you will suffer!
    Cajun Explosion (ground):
    QCF + KK (Right of Screen)
    QCB + KK (Left of Screen)
    I'm happy that Gambit got a new super and even happier he got such a useful 
    one!  He jumps to the corresponding wall and then releases several HUGE 
    charged cards which hit the grround and explode!  This acts much like Hulk's 
    Gamma Wave or Venom's Death Bite in that it will carry the opponent across
    the ground like a wave.  Unlike the other two however, the cards reach up to 
    almost the top of the whole screen so opponents usually can't super jump over 
    it!  It's a semi-useful super in crossing up the opponent.  It also has great 
    recovery time so don't expect to hit him after he jumps down off the wall.  
    Try using this Super during Double Attack Mode to cross up your opponent.
    Team Super:
    He does his Royal Flush.  Obviously a good damaging super to have!
    Variable Counter Move:
    Does his JP Cajun Strike.
    Easy Combos:
    1) c. SK, c. RK, cancel Royal Flush (OTG)
    Don't do this against people who roll!
    2) SK, FK, RK, cancel JP Cajun Slash
    Intermediate Combos:
    1) j. FP, j. RK, c. SK, c. FK, cancel FP Cajun Strike
    2) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
    3) JP Kinetic Card, JP Cajun Slash
    The JP Kinetic Card gives you just enough time to nail them with a Cajun 
    Hard Combos:
    1) Trick Card, Kinetic Card, Royal Flush
    I've never actually done this whole combo but it should work.  The Trick Card 
    will hit them out of the air and then time the Kinetic Card to hit them as 
    they fall to the ground and then nail them with a Royal Flush!  The hard part 
    is hitting them with the Trick Card and them timing the Kinetic Card.
    2) j. FP, j. RK, dash, c. SK, c. FP, cancel Royal Flush
    The tricky part is getting close enough for the c. FP so that when you do the 
    Royal Flush, the rising staff will knock your opponent back down into the 
    Royal Flush.  Not much damage but very stylish.
    3) j. FP, j. RK, dash, SK, RK, cancel JP Kinetic Card, FP Cajun Slash
    You have to be REAL close to hit them with the JP Kinetic Card.  I mean, 
    REALLY, REALLY close.  If you are too far away after the Kinetic Card, just 
    hit them with the JP Cajun Slash.
    4) Cornering Strategy: JP Kinetic Card, JP Cajun Slash, JP Cajun Slash, 
    repeat Many, many times.
    Your opponent will block the Kinetic Card and stop blocking for a sec.  Nail 
    them with the JP Cajun Slash.  If they block that, try another one!  This 
    works a lot!  Once you get good at this, alternate the timing of the moves 
    meaning wait a sec before doing the first or second Cajun Slash.
    5) j. FP, j. RK, dash, c. JP, c. SK, c. SP, c. FP, Trick Card, Kinectic Card, 
    Royal Flush
    This is basically a way to connect Hard Combo #1.  After the c. FP which 
    launches them a lot of people will come down attacking and get nailed by the 
    Trick Card.  If you want to for example, connect the FP Trick Card you would 
    have to cancel almost immediately after you launch them.  There are a lot of 
    variations on this move and I've even gotten two Kinetic Cards to connect 
    before the Royal Flush so experiment with it.  You could even launch them 
    Gambit is a tricky character to play.  He doesn't really overwhelm you like 
    say Cap. A can but he can defeat you with quick attacks and combos.
    His major offensive weapons are his JP Kinetic Card, JP Cajun Slash, and 
    jumping/crouching FP.  His major defensive weapons are his air JP Kinetic 
    Card, RK, and crouching FP.
    I can't stress how important I think his JP Cajun Slash is to Gambit.  Make 
    sure you learn how to quickly pull of the motion to hit an open opponent.  It 
    has great priority too against physical attacks.  You can even stop supers 
    like Spiderman's Crawler Assault!  
    Learn to do his j. FP, j. RK to lead into jump attacks.  Many people will be 
    surprised that he can chain the two before he hits the ground.
    If you want to keep away an opponent, mix JP Cajun Slashes with jumping JP 
    Kinetic Cards.  The jumping JP Kinetic Cards are confusing to dodge because 
    they are invisible.  Then let them through and nail them with the standing 
    RK.  The c. FP can be use as well but only if the opponent is close to you.
    However, as anti-air, it's got great priority.
    Gambit's air combos have tricky timing.  I find it easiest to connect all the 
    hits if I attack as early as possible on the way up.  It seems strange 
    because his launcher knocks them so high up but I find that's the only way to 
    do it.
    His j. SK is one of my personal favorite ways to keep away characters who 
    like tto meet you in the air because his foot sticks out so far and for so 
    long and will stop opponents more often then not.  It also annoys the hell 
    out of people who play that way :)
    Rogue section:
    Well, in XSF she got the kinetic card move so I guess that's what she gets 
    here too.  But where does she pull out the cards from.
    In the comics Onslaught took over this guy and severely messed with him and 
    tried to make him kill Cable.  So, in the game, sometimes you have to fight a 
    much faster version of him in secret matches.  At least that's my theory.  
    Some people say it's the Thing but that sounds too lamee even for Capcom to 
    do  Let me just say one thing that can sum up Hulk's game plan for you.  I 
    watched someone BEAT (albeit barely) the first version of Onslaught by 
    standing there trading hits with Onslaught using Hulk's S. Fierce.  He is a 
    POWER character.  Keep that in mind.  Here's his moves:
    c. FP (second hit)
    AC Finisher:
    SP, FP, RK
    Magic Series:
    Ground Magic Series: Weakest to Any
    Jump Magic Series: Weakest to Any
    Super Jump Magic Series: Weakest to Strongest
    Ground Wave (ground):
    QCF + punch button
    Very high damage/priority fireballish type move.  Hulk will do his animation 
    for his crouching FP and literally rip up the ground, sending it in a ground 
    wave across the screen.  The fact that he does a crouching FP, added with the 
    Ground Wave itself, keeps him relatively safe from people who try to jump
    over and attack.  In fact, try doing this move sometimes as someone jumps at 
    you.  Always try to cancel his long delay normal moves (especially his FP's) 
    with this move.  The JP Ground Wave only goes 1/3 of the way across the 
    screen while the FP goes all the way across.
    Gamma Tornado (ground):
    HCB + punch button
    To me, this is just an insult move!  Ranks right up there with Dan's Super 
    Taunt.  Hulk will extend his arm forward and reach for the head of his 
    opponent and if he connects he will start twirling his opponent around and 
    around BY HIS HEAD!  He will then toss him away like so much garbage.  
    Besides the obvious visual hilarity of this move, there are several other 
    reasons I call this an insult move.  Hulk's opponent can block this or in 
    some cases simply duck it!  Also, if Hulk misses, he is totally open to any
    sort of counter attack.  Plus, it really doesn't do too much damage.  If I 
    were going for hard damage I definitely would rather do a FP or some other 
    combo.  There ARE some interesting combo possibilities such as C. FP (one 
    hit) cancel into JP Gamma Tornado.  Or at least this combo was possible in 
    You can also try and catch jumpers with his but don't count on it working 
    very much!  The JP version comes out quicker then the other two (although 
    still not quick enough to avoid counter attacks) and it does less damage.  
    The FP version spin your opponent around several times more then his JP 
    version but it comes out sllllloooowwww.  Anyway, in general, don't use this 
    move if you are trying to win unless you are really good at Hulk and know how 
    to connect with it!
    Gamma Charge (ground):
    CDU + kick button
    CBF + kick button
    This is a high risk, but useful move.  Hulk, if you do the CBF motion, will 
    quickly charge across the ground using an energy barrier to protect his 
    frontal area.  If you connect with your opponent or you do the extra motion 
    early enough, you can push in any upward direction with a kick and redirect 
    Hulk in that direction still doing his Gamma Charge!  Same thing goes for his 
    CDU motion except that the first charge will go up and any additional 
    redirection can go from up to forward.  Sounds good right?  Now here is the
    BIG minus:  If he misses or especially if the opponent blocks, he will be 
    counter attacked in a hurry.  If he does it upward and misses he can still 
    redirect but as he falls back down he will not be able to block.  And Hulk is 
    a HUGE target.  Let me clear it up even more:  When he does the ground 
    version against a blocking opponent, he is basically putting himself as close 
    as possible to the opponent as one can be.
    There is no distance between the two fighters.  Let me clear it up EVEN more: 
    if you do the ground version against a blocking opponent, you will be hurt 
    (unless your opponent sucks hard!)  So why do this move?  Well, following 
    Hulk standards, this move hurts like hell.  It also negates Fireball moves, 
    just like Cap's Charging Star.  But it works better then Cap's so you can do 
    it through a fireball and still hit most of the time.  Of course, timing is 
    important.  Also, you can escape most things if you miss in the air and
    immediately change direction to charge forward so that when you fall, your 
    opponent will hopefully be to far away to hit you(well, not including super 
    Gamma Wave (ground):
    QCF + PP
    His most damaging super if used correctly.  And this is saying a lot!  
    Basically, he does a Ground Wave that will, if it hits, carry the opponent 
    all the way to the other side of the screen (people who like to go whomping 
    on the beach will know the feeling!).  However, it only goes a certain 
    distance now and if you are in the corner and do it, the Gamma Wave will only 
    go most of the way so maybe it isn't his most damaging super.  Don't even try 
    jumping over the Wave and attacking Hulk!  I don't believe that it can be 
    done without being hurt!  So try doing this when a opponent is about to land 
    in front of you from a super jump and likes to attack a lot.  They will be 
    chewing on tons of dirt!
    Gamma Crush (ground):
    QCB + PP
    Awesome anti-air super!  Hulk Gamma Charges up at the opponent, out of the 
    screen, and comes down holding a huge rock smashing the opponent.  Hulk 
    smash!  Some important things to know:  when Hulk initially jumps up, he will 
    automatically try to hit the opponent.  If the opponent is on the ground, 
    Hulk can still hit him if he is close enough.  If he does hit the opponent, 
    they will automatically be knocked over while Hulk soars up and grabs the 
    rock(where the heck does he get it?) and then will automatically come down 
    crushing the downed opponent.  On the way down however, you can control him.  
    So even if you don't hit opponent on the way up you can try to land on the 
    other side of them and cross them up.  If you don't touch the stick, Hulk 
    will automatically try to hit behind the opponent on the way down.  So try
    to move him into the opponent.  This super has semi-long recovery time but 
    for some reason you don't often get hit after doing this and missing.  Always 
    try to hit the opponent on the way down because after you hit them (blocking 
    or not) you will jump away where as if you land away from them, you will 
    bounce right next to your opponent.
    Gamma Quake (ground):
    QCF + KK
    This works almost exactly like Iceman's helper move.  I'm not sure why they 
    gave Hulk this one.  He slams on the ground and many rocks and rocklike 
    things fall to the ground from above.  I guess that since smart players can 
    super jump above the Gamma Wave, Capcom wanted to give Hulk some definite hit
    type of super.  However, the range on this thing kinda sucks as it doesn't 
    even reach to the other side of the screen.  I'm guessing this does better 
    chipping damage then either of the other two.  His slamming on the ground 
    will also hit opponents so I believe this super combos.  It probably OTG's as 
    well.  I guess you can tell I haven't experimented much with this super.
    Team Super:
    Does his Gamma Wave.
    Variable Counter Move:
    Does his Gamma Charge along the ground.  You can also redirect it (just like 
    you always would and should after connecting the first Charge)!
    * It is important to note that Hulk has Super Armor meaning that he can take 
    two weak hits without reeling.  He can actually take a hit from a fireball 
    without stopping!  However, jumping FP and RK will automatically make him 
    reel back and sweeps will automatically knock him down.
    This is one instance where the magic series and canceling and combos becomes 
    important because you cannot beat a good Hulk player by jump FP/RK or 
    sweeping him all day!
    Easy Combos:
    1) FP, cancel JP Gamma Wave
    Ok, this isn't much of a combo but that FP takes off so much and if your 
    opponent blocks, just cancel into Gamma Wave.
    2) JP, FP
    Simple but painful!
    3) c. FP, cancel Gamma Crush
    Make sure you maneuver Hulk onto the knocked over opponent cause sometimes 
    he'll miss.
    Intermediate Combos:
    1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK.
    A high damaging combo that every Hulk player should learn.  This hurts like 
    2) j. RK, c. FP (one hit), cancel Super Gamma Wave
    The first hit of the FP does not launch so make sure you cancel before the 
    second hit comes out.
    3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher
    Ouch, ouch, and ouch!
    4) j. SK, j. FK, c. FP, sj. JP, sj. SP, sj. RK (OTG), c. FP
    This is a real simple but showy offy combo.  It doesn't even take much 
    timing. You can also add on more hits in the middle but I haven't really 
    tried.  You just have to do it in the corner.
    5) j. RK, c. FP, cancel U RK Gamma Charge, redirect U RK
    The second Gamma Charge hit can be hard to connect sometimes.  Don't do it 
    too early or you will miss.
    Hard Combos:
    1) j. SK, j. MK, c. FP (one hit), cancel JP Gamma Tornado, FP (OTG), cancel 
    JP Gamma Tornado.
    This only works if Hulk is in the corner.  He will toss the opponent into the 
    corner where he can then OTG them.  Very hard timing to get used too.  Only 
    seen it done a few times myself.
    2) j. punch throw, j. RK (OTG), c. FP, cancel Gamma Crush
    This is another show off combo.  However, the Gamma Crush will only hit on 
    the way up and not on the way down.  Beats me why.  Must be some rule.  Try 
    doing a Gamma Quake or Wave.  Or air combo them.  But this one just looks 
    cool even though you kinda screw yourself.
    Rogue section:
    She could get Super Armor or if that's too much, she could just get the Gamma 
    The first comic book I remember reading was about the Xmen (back in the days 
    when they had those nasty blue/yellow costumes) confusing Spiderman with some 
    ultra evil Spider guy or something and they fought it out.  Ever since then 
    Spiderman was one of my favorite comics (alongside X-books).  Like most of 
    the returning old characters, he doesn't seem to have changed much with the 
    exception of a new super.  He's still his quick, dominating self!  Here are 
    his moves:
    RK (if opponent is hit out of air)
    AC Finisher:
    FP, RK, Web Swing, Web Ball
    Magic Series:
    Ground Magic Series: Weakest to Strongest
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    Web Ball (ground, air):
    QCF + punch
    Spiderman's "fireball".  He shoots out a blob of sticky webbing that will, if 
    it connects, completely encase his opponent in webbing and make them unable 
    to do anything (hint: including blocking).  The time it takes for them to 
    break out of the webbing depends on which punch button you use.  JP gives you 
    no time to hit them while FP gives you all the time you need to do a 
    combo/super/throw/taunt/etc.  Just don't do another Web Ball!  The downside 
    is that the FP practically never connects because it takes forever just to
    come out so you may want to just use the JP and SP.  However, as an example: 
    since sometimes it can be hard to hit Ryu after a missed Dragon Punch with a 
    Maximum Spider, try using the FP Web Ball to set him up for you.  In the air, 
    it comes down at about a 45 degree angle and the same button-time rules go.
    You can only fire off one in the air though so don't think you can stay up 
    their forever firing off Web Balls you keep away players!
    Web Swing (ground, air):
    QCB + kick
    Spidey uses his web to quickly swing forward feet first.  This move OTG's.  
    It also goes through opponents.  Other then that, I can't find a great use 
    for this move.  The bad part is that if you miss, you are totally left open 
    and if you do it in the air, you can't block on the way down.
    And since this move almost always moves you toward your opponent, you'd 
    better make sure you hit with this move most of the time.  It used to be 
    useful in swinging over beam supers while in the air but now that he has an 
    air dash, I don't use this move much.  The kick button used determines the 
    distance he goes.
    Spider Sting (ground):
    DP + punch
    Spidey's really awkward looking altered Dragon Punch.  Effective though.  It 
    is a two hit uppercut but only if you hit the punch button twice.  The first 
    hit knocks them up and the second hit sends them into the ground.  If you hit 
    them out of the air but don't hit the button a second time, they go flying 
    way up just like they would if you hit them with a air launcher.  If you 
    forget to hit them the second time, just wait for them while they come down 
    and try different things.  For instance, try hitting them with the Web Throw.
    Web Throw (ground):
    HCB + punch
    I think that Capcom has this Insult Move department somewhere where all the 
    people do is come up with really insulting moves for their characters to use.  
    The Web Throw must be a product of this dept.  Spidey shoots out a single 
    line of webbing.  The direction he shoots it out depends on which punch is 
    used (JP forward, SP 45 degrees up, FP straight up).  If the webbing 
    connects, he starts swinging his opponent around and around over his head and 
    then throws him away.  Spidey then follows it up with a taunt motion!  Does 
    good damage too.  However, if your opponent is too far away (all the way 
    across the screen), it just hits him for less damage.  Hard to connect 
    because it takes a bit longer then his Web Ball to come out but it leaves him 
    relatively safe afterwards as long as he hits the opponent (whether or not 
    they block) so play around with this move to learn the timing.  The SP may 
    combo in certain launching situations but I'm not sure.  Try using the JP 
    against people who like to dash in and attack (i.e. Wolverine and Strider).
    They'll get a face full of webbing!
    Maximum Spider (ground, air):
    QCF + PP
    Still a cool move!  Spidey will jump back against the wall and then launch 
    himself forward.  If he connects, the opponent gets hit up while Spidey 
    bounces all over the walls punching and kicking them.
    You have partial control of Spidey so in the beginning you have to direct him 
    toward his opponent.  If you don't move the stick up or down he'll just fly 
    straight forward.  After the first hit, try and move him toward the opponent 
    so they won't fall on the ground.  You can OTG them once if they do hit the 
    ground but only once.  But as long as you try and hit your opponent, the 
    computer seems to do most of the redirection work for you.  However, the 
    jumping on the wall is a really OBVIOUS indicator of this super so don't 
    expect to pull this off randomly and hit with it.  Also, if you miss or they 
    block, Spidey will bounce away and give your opponent a long damn time to hit 
    you with almost any super.  That's why you don't do this move randomly.  You 
    will be punished if you do!  Nail them with this if they make a long recovery 
    time mistake.  You can try and surprise them while they fall from a super 
    jump and so can't see you on the way down.  This used to go through beam 
    supers but since beam supers seemed to have gained a lot of priority, I don't 
    know anymore.  For instance this doesn't go through Ryu's Shinku Hadoken.
    Crawler Assault (ground):
    QCF + KK
    Spidey's chipping super.  He rushes across the ground quickly doing a bunch 
    of his normal moves.  OTG's easily so do you can do it after a RK sweep.  
    Leaves him relatively safe after if they block.  Sorry, not much else to say 
    about this super.
    Ultimate Web Throw (ground):
    QCB + PP
    This has some interesting possibilities.  Spidey jumps up quickly and 
    releases a large cobweb.  If he connects with it, Spidey goes to the center 
    of the screen and starts spinning in place while holding on to his opponent 
    via the web line.  After many rotations, he lets go of the web line sending 
    his opponent flying.  The good thing about this is that it's pretty fast and 
    even if it misses, Spidey has little recovery time from it.  Also, it seems 
    to go through beam supers!  I did Megaman's Hyper Megaman on the computer 
    Spiderman who quickly pulled off this super.  Just as my beam and rockets and 
    other stuff started to connect with him he fired out the webbing and he got 
    me!  However, the range on this thing sucks!  It doesn't cover much of the 
    screen area.
    Team Super:
    Spiderman will do his Crawler Assault.
    Variable Counter Move:
    I believe he does his jab version Spider Sting.  I'm not sure if you can do 
    the second hit or if it is done automatically.  Haven't played Spiderman in 
    MvC much!
    *Has Air Dash (Tap F twice or all punch buttons, remember?) and can jump off 
    Easy Combos:
    1) c. SK, c. RK, cancel Crawler Assault
    For some reason, this seems hard to roll out of so use it a lot if you want 
    Intermediate Combos:
    1) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC 
    You know it, I know it.  Use it all the damn time!  Personally, I think the 
    best AC Finisher is the JP Web Ball or the FP/RK as it sets you up to come 
    down pressure attacking them as they recover!
    Hard Combos:
    1) meet opponent in air, j. JP, j. SP, jump, j. JP, j. SK, j. SP, j. FK, AC 
    The timing on this is tricky but if you are able to catch someone in the air 
    while you are falling during a normal jump, you can hit them a few times, 
    land, then jump straight up and quickly do an air combo!  Sounds impossible 
    but that's how fast Spiderman is!  I wouldn't be surprised if Strider or 
    Wolverine could do this too!
    Capcom kept Spiderman true to his comic character.  To be an effective 
    Spiderman is to be an annoying Spiderman.  Jump around all over the place.  
    Dash back and forth (if only just to piss off your opponent from constantly 
    hearing Spiderman's dashing sound).  Taunt like crazy.  Toss out Web Throws 
    all over the place.  And then, after making your opponent angry at you, jump 
    in and attack them while they're careless.  Spiderman is quick so you have to 
    be quick too with your fingers to effectively pull of his combos.  Out of all 
    the fighters, he's probably got the fastest attacks.  He can even do a 
    jumping three hit attack on Wolverine!  Learn Intermediate Combo #2 and it's 
    variants as that will be one of your big combos that you will want to pull 
    off all the time.  His jumping and standing RK both have awesome priority so 
    use them as much as possible.  Spiderman is one of the few that rule the air 
    because he can jump so high, can jump off walls, and now has an air dash.  So 
    constantly stay in the air with him!  Don't rely on his supers very much 
    because, for the most part, they are extremely hard to connect with.  Learn
    how to cross up your opponent with Spiderman.  One of the most effective ways 
    to cross up an opponent is to jump attack them and hit them a few times, then 
    land on the other side of your opponent attacking.  
    Spiderman's so fast that it can be confusing just to figure where he is, not 
    to mention how hard it is to block all his attacks.  Remember, he's not a 
    power character of any sort.  You have to learn how to combo quickly with him 
    by pressure attacking like crazy.
    Rogue section:
    Hmm, this is a little tough.  How about increased speed?  That's something 
    Rogue lacks.
    A combination of Eddie Brock and some alien symbiote from outer space.  They 
    both hated Spiderman (although not anymore I think).  Thus was born Venom.  
    He always kicked Spiderman's ass in the comics whenever they fought.  It was 
    kinda pathetic but Spiderman miraculously always figured out away to beat 
    Venom just like he does for everyone of his enemies.   Sometimes it got a 
    little too far-fetched.  Anyway, here are the new guys moves:
    Magic Series:
    Ground Magic Series: Punch to Kick
    Jump Magic Series: Punch to Kick
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK, Venom Fang
    Venom Fang (ground, air):
    QCF + punch
    Venom's most useful move because of it's speed and quick recovery time.  He 
    will turn into a large black blob with a head and quickly jump forward a 
    certain distance in a low arc.  The distance he goes is dependent on the 
    punch button used.  This is very useful against fireball guys because the 
    Venom Fang will go over all types of fireballs.  And because of the extremely 
    quick recovery time, you don't have to worry much if they are able to block.  
    Just don't try and land on top of them with this move because if they block, 
    they will be able to hit you afterwards.  Instead try and hit their front.  
    Use this in the air as well for quick surprise attacks like for instance if 
    you are jumping backward, use this to suddenly spring forward.  This move 
    also OTG's.
    Venom Rush (ground):
    QCF + kick
    This move works much like Omega Red's crouching RK's.  Venom will send his 
    symbiote through the ground which will then rise up and attack and then 
    retract toward Venom.  The distance it goes depends on the kick button used.  
    The SK, which appears right in front of Venom, is good anti-air if done fast
    enough and can combo well but the other two versions (especially the RK) just 
    seem to leave him way too open to attack.  The RK, if missed, just gives the 
    opponent an eternity to counter attack while Venom is retracting his 
    symbiote.  Quick opponents can even see the RK version coming toward them and 
    super jump or dash forward.  I stick with the SK for the most part.
    Web Throw (ground):
    HCB + punch
    Basically the same as Spiderman's Web Throw move.  But since he's taller, 
    Venom shoots out the webbing at different heights.  If it connects, Venom 
    slams his opponent on the ground a couple of times and then throws them away.  
    One thing I've noticed is that a lot more people will get hit by this move 
    then Spiderman's because when playing Spiderman they think, "Oh no, I'm 
    playing Spiderman so I better be more careful!", but when they play Venom 
    they think, "Large, easy target!  Dash in and attack!" so use this to your 
    advantage by catching them with the JP Web Throw or other versions if they 
    try to super jump in.
    Venom Web (ground):
    QCF + PP
    Venom flashes white quickly and then jumps to the middle of the screen and 
    release a huge amount of webbing that covers almost the entire screen 
    (possibly not the very edge though, not completely sure).  If the opponent is 
    not blocking he will be webbed up and then Venom will jump on him and auto-
    combo him with recycled animation ending with a Venom Fang.  It seems I'm 
    able to connect with this the most in crossing up the opponent when they are 
    just a little bit in front of the middle of the screen.  Two problems:  the 
    flashing white part is an OBVIOUS indicator of  this move so don't pull this 
    out of nowhere and expect to hit.  The second problem is that if your 
    opponent is remotely close enough to the middle of the screen, after blocking 
    they can nail you as you fall to the ground.  This happens to me a lot since 
    I most often use this move in trying to cross up my opponent so you have to 
    be careful about that.
    This is one of those super that you can try on those super jump happy people 
    who like to come down and attack.  Since they can't see you flashing white, 
    they will be hit a lot as well.
    Death Bite(ground):
    QCF + KK
    See Hulk's Super's Gamma Wave.  Ok, ok.  I'm just getting lazy with 
    descriptions.  But that's basically what this super does.  Venom will send 
    wave upon wave of his symbiote to attack his opponent and if it connects will 
    carry them all the across the screen.  Unlike Hulk though, Venom will not 
    trade hits with things like beam supers because if he is hit, the symbiote 
    disappears whereas Hulk's Super Gamma Wave will keep moving forward and 
    interrupt the opponent during their beam super.  I probably should have
    stuck that fact in Hulk's section.  Also, unlike Hulk, this super will go as 
    far as possible so it's very effective if you are in the corner.  Watch out 
    though because it has semi-long recovery time.  Example: you can hit Venom 
    after doing his Death Bite from across the screen with your own Death Bite!  
    The Death Bite will also OTG.
    Team Super:
    Does his Death Bite super.
    Variable Counter Move:
    Does his JP version of his Venom Fang move.
    *Also has Air Dash.  Ground punch throw encases opponent in webbing for short 
    Easy Combos:
    1) c. JP, c. RK, cancel JP Venom Fang(OTG)
    2) SP Throw, c. SP, c. FK, cancel Death Bite
    The SP Throw is not necessary but makes it easier to pull off.  A bit cheesy 
    Intermediate Combos:
    1) j. RK, SP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
    2) j. FP, j. FK, dash, c. SP, c. RK, cancel Death Bite
    3) j. FP, j. FK, SP, cancel SP Web Throw
    You can combo the Web Throw after the launcher anytime as long as you launch 
    them off the ground.
    Hard Combos:
    1) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, sj. FP/RK, cancel FP 
    Venom Fang, Web Throw
    The added sj. FP or sj. RK is a bit hard to do but looks awesome!  Try and 
    get as many hits out of either one before canceling into the Venom Fang.  If 
    you end the air combo in the corner, try and grab them with the Web Throw as 
    they fall down.
    2) j. FP, j. SK, SP, sj. JP, sj. SK, sj. SP, sj. FK, SP Air Throw, Death Bite 
    This only works if you are in the corner.  If you do the Death Bite JUST as 
    you land you can OTG them. Or alternatively, you could do a team super.
    Rogue Section:
    Hmm, another tough one.  I guess she could use the symbiote but that would be 
    kinda far-fetched.  I don't see anything else though.
    War Machine:
    Who the hell is War Machine?  Ok, I know who he (isn't he Rodney, Ironman's 
    friend) is but why him and not just Ironman?  I heard there was some 
    copyright thing going on but doesn't Marvel own both Ironman and War Machine?  
    There really shouldn't be much of a difference in giving permission I would 
    think.  Oh well, I know nothing about copyright stuff anyway.  Here's his (or 
    Ironman's) moves:
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Weakest to Strongest
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    D FP, RK, JP Shoulder Cannon
    Shoulder Cannon (ground, air):
    QCF + punch (or kick on ground)
    WM will shoot a beam from a shoulder mounted gun.  On the ground, punch will 
    shoot the beam out at shoulder level while kick will shoot the beam out at 
    about knee level.  The strength of the button used determines how long the 
    beam lasts and how many hits it does.  The JP/SK versions come out faster 
    then the FP/RK ones which last longer.  Great chipping damage so try and end 
    all ground combos with this move.  Be careful as it has bad recovery time so 
    if you miss entirely with the beam, you will probably be counter attacked and 
    get hit.  Many characters can duck the punch beams so use the kick beams 
    against them.  Be careful though because they may predict what you are doing 
    and jump over the beam and attack you.  Mix the two up.
    Repulsor Blast (ground):
    HCB + punch
    This move is a "better hit or be punished" type of move.  War Machine will 
    send out four beams in different directions above his head, one after thee 
    other.  Good anti-air if the attack as virtually nothing gets through it.  
    However if they block, you're in trouble because the recovery time on this is 
    The FP will send out longer Repulsor Blasts then the other two but also has 
    the worst recovery time.  Even if you hit, the opponent can sometimes roll 
    when he hits the ground and recover before you do!  Stick witht he JP.  If 
    you want to use this move for maximum damage, try doing it just as they are 
    above your head so you can hit them with as many of the 4 beams as possible.  
    Never, ever, ever, do this when your opponent is on the ground!  I don't 
    know, maybe it combos?
    Smart Bomb (ground, air):
    SP + SK
    Another keep away move.  War Machine unloads two bombs from his shoulder 
    packs that travel downward in a curve.  They seem to come out fairly slow but 
    they can actually combo on the ground I think.  Use this move a lot during 
    flight to keep away jumpers.
    Flight (ground, air):
    HCB + kick to start and end flight
    War Machine will launch himself into the air using boot jets.  He can then 
    fly around for a long time before a) you stop him or b) stops by himself 
    after a certain amount of time.  The good thing is that he is very fast and 
    maneuverable during this mode so it can be hard to hit him.  The bad thing 
    is, he can't block at all.  Still, to me the good outweighs the bad as you 
    can quickly get out of this flight or you can surprise them with the Knee 
    Knee Dive (air):
    D + FK
    WM comes down at a steep angle knees first.  Not as annoyi.. um, useful as 
    Wolverine's Head Stomp move.  Still, you can chain a FP or RK after it and 
    then lead into a combo.  An unlike Wolverine's you don't have to super jump 
    to add the extra hit.  During flight mode, try using this move to come down
    quickly on them when they least expect it.
    Proton Cannon (ground):
    QCF + PP
    War Machine garbles something and then a big ass Proton Cannon appears out of 
    nowhere and lands on his shoulder.  He then proceeds to fire a big ass proton 
    (I'm guessing) laser that will hit even ducking opponents.  The Cannon itself 
    takes a sec to materialize.  In that time, War Machine can be knocked out of 
    the super.  But the Cannon formation can also knock opponents, especially 
    ones that are jumping at you, into the beam so it's a bit risky to attack 
    him.  It can be effective anti-air because of this fact if you time it right.  
    If you notice fast enough that WM is doing the super and are close enough, 
    dash in and attack.  But don't jump at him!  Semi-long recovery time 
    afterwards so be careful.  Try and catch them at long distance or in the air 
    with this so by the time they land and dash up to you, you will have 
    Star Destroyer (ground):
    QCF + KK
    I ended a match with this move and Venom's Death Bite and I got Death Star as 
    my finishing move!
    Wait, no that was Cap A and Venom.  That was pretty funny.  Anyway, this 
    works a lot like Ken's Shinryuken.  War Machine will face you and a large 
    pack of missiles and such appear on his back.  A huge beam then erupts upward 
    with missiles rocketing up.  They then come down. They track your opponent 
    when coming down but fast characters can avoid them by dashing forward and 
    can even counter attack you after dodging the missiles!  Semi-long recovery 
    time here too so only use this move when appropriate, like when they are high 
    above you.
    Team Super:
    Proton Cannon of course
    Variable Counter Move:
    Does his Repulsor Blast.
    * Can control air FP direction with controller (UF, F, DF).  Can chain two 
    standing JP's.  Has Air Dash while flying.
    Easy Combos:
    1) SK, RK, cancel Star Destroyer
    Intermediate Combos:
    1) SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, sj. U FP, cancel JP Shoulder 
    Make sure you a up FP or you won't get them with the S. Cannon.
    Hard Combos:
    1) Knee Dive, j. D FP, SK, RK, sj. JP, sj. SK, Flight, JP, SP, U FP, cancel 
    JP Shoulder Cannon
    I think you can add on more hits after the Flight mode too!
    Rogue Section:
    Can't do it.  She has to physically touch him in order to take any powers.  
    Actually, with Venom, she'd be touching the symbiote and taking it's powers 
    so maybe that wouldn't be to far fetched!
    I never played this guy in any vs game and I still don't.  But to all you 
    button mashers out there, enjoy!  Actually, he is one of the better developed 
    comic book characters, not to mention one of the more popular ones as well.  
    Everybody always complained that he was to cheap but I don't think so really.  
    He's just so easy to play as almost all his normal and special moves have 
    awesome priority and recovery time.  Here are his chea... um, moves:
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK, Drill Claw
    Berserker Barrage (ground):
    QCF + punch
    Wolverine runs forward slashing like crazy as if there's something jammed up 
    his butt.  The punch used determines how far he goes, how many hits he does, 
    and how long his recovery is.  The JP has virtually NO recovery time.  I 
    mean, practically zero, zip, nada, none.  Use this version a lot in your 
    combos for good chipping damage and your opponent will never be able to 
    Tornado Claw (ground):
    DP + punch
    He jumps into the air twirling around with one claw extended.  Basically his 
    version of an uppercut.  This is the move that seems to come out the most if 
    you spaz on the controllers.  Pretty good anti-air and multi-hitting as well.  
    Standard uppercutting rules apply.  How many of you Wolverine players out 
    there actually realize he has this move?
    Drill Claw (ground, air):
    Hold a direction + SP + SK
    In whichever direction you hold, Wolverine will fly in that direction with 
    one claw extended straight out.  
    It's a pretty good surprise move and his best AC finisher but it's got bad 
    recovery time as he will bounce off his opponent afterwards and not be able 
    to block much like Spiderman does if he does his Maximum Spider on a blocking 
    opponent.  Still, a useful move.  For instance, if you want to get away from 
    an opponent who is expecting you to land in front of them, Drill Claw away in 
    the opposite direction.
    Berserker Slash (ground):
    QCB + punch
    Of course, they give Wolverine a new move but not anybody else!  When done, 
    Wolverine just sort of quickly rushes forward a certain distance and does one 
    big FP slash.  The distance he goes is determined by the button used.  This 
    move will go through almost everything  including your opponent.  The actual
    slash is what touches the opponent.  Recovery time is decent but try to judge 
    what distance he needs to go to hit his opponent or you may end up on the 
    other side and be counter attacked easily.  Useful against fireballers, as a 
    surprise attack, covering distance, getting out of corners, etc.  Geez, as if 
    he needed another advantage.  One thing I will say is, please, try and use 
    this move you Wolverine players.  Maybe you'll learn some other cheesy tactic 
    with it.  And at least I'll see some variety.
    Head Stomp (air):
    D + RK
    God, I hate this move.  IMO it's even better then his XSF version.  Wolverine 
    will come straight down with his foot extended and then bounce away after 
    hitting you.  You can counter attack him then if you're really fast.  But if 
    he super jumps above you and comes down with this move, he can add on another
    Attack (I think another RK right you dumb Wolverweenie players out there!) 
    and not bounce away and then proceed to combo you as he touches the ground.  
    I mean, that defies his magic series!  He does two RK's in a row!  What is 
    that?!  This is so hard to counter against especially, if you are in the 
    corner unless you character switch or super or something like that.  So I 
    guess I have to say that this is an EXCELLENT cornering/comboing strategy 
    move.  Just don't get too obvious with this move by always jumping way up
    above your opponents head and coming down because you will eat super!
    Berserker Barrage X (ground):
    QCF + PP
    Wolverine runs forward slashing like crazy as if something was stuck..(oh 
    wait, already said that).  slashing about oh, a million times.  Combos 
    practically off anything as it comes out extremely fast.  It has a large 
    amount of recovery time though so be careful with it.  The last slash ends 
    them flying away and you can OTG them as they hit the ground as they can't 
    Weapon X (ground):
    DP + PP
    Pretty impressive super.  Wolverine pauses for a sec and unsheathes his 
    claws. Then he runs forward as if somet. wait, he runs forward like a bat out 
    of hell and if he connects, will auto-combo his opponent.  He will not go 
    through fireballs and the like anymore so use that to your advantage and 
    fireball away!  It still has good recovery time so don't worry too much about 
    being counter attacked if they block.
    Fatal Claw (ground, air):
    DP + KK
    If anybody can point out to me one instance in the comics when Wolverine 
    could do this, please do so!  Wolverine jumps forward into the air and 
    suddenly releases all this energy in the shape of a large X.  He can easily 
    cross up an opponent with this since the energy "blades" goes all around him.  
    He can't block afterwards as he falls to the ground so watch out for that.  
    You're probably only going to want to do this in a ground combo.
    Berserker Rage (ground):
    QCB + PP
    Wolverine does a big slash (which hits) and becomes about twice as fast and 
    loses almost all recovery time (as if he ever had any) for some time.  The 
    initial slash will also hit.  Not sure if you can pull off the pseudo 
    infinity he had in MSHSF using this super but go ahead and try.  I've heard 
    the most he can get now is just 3 FP's before the opponent is knocked too far 
    away.  Many possibilities open up with this super so try different things.
    Team Super:
    As usual, he does his Berserker Barrage X.
    Variable Counter Move:
    Does his Berserker Barrage
    * Can jump off walls.  Can chain two standing/jumping SP's together.
    Easy Combos:
    1) Get near opponent, spaz like crazy
    Ok, this sounds like I'm kidding but, sadly, I'm not.  I can't really tell 
    you what will happen cause it's just random stuff that always seems to come 
    out at the most inappropriate times.
    2) JP, SP, FP, cancel FP Berserker Slash
    Intermediate Combos:
    1) j. JP, j. FK, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. SP, sj. 
       FK, AC Finisher
    2) Super jump, Head Stomp, sj. RK, c. JP, c. SK, c. FK, c. FP, c. RK, cancel 
    Fatal Claw
    I don't even know why I'm putting this combo in the intermediate section, 
    it's so damn easy.
    3) j. JP, j. FK, c. JP, SP, SP, cancel Berserker Barrage X, SP, SP
    You can add on the extra SP's or something else if you are in the corner.
    Hard Combos:
    1) j. JP, j. SP, dash, c. JP, c. SK, c. SP, RK, sj. JP, sj. SK, sj. SP, sj. 
    SP, sj. FK, Head Stomp, sj. RK, c. SK (OTG), FK, RK, jump forward, SP Air 
    The tricky part here is making sure you are high an close enough after the 
    sj. FK to do do the Head Stomp, sj. RK. Then you will fall to the floor 
    faster then your opponent allowing you to OTG.  After the RK, wait a split 
    sec and then jump and air throw them as they fall!  Absolutely evil!  At 
    least this combo involves skill.
    2) Cornering Strategy: Any ground combo that ends with c. RK, cancel JP 
    Berserker Barrage 
    Wait a sec before canceling into the JP Berserker Barrage.  This is so evil 
    because it's so hard to counter attack if they block the Berserker Barrage!  
    Just figure out how to cycle back into this strategy after the first time 
    cause I'm not telling!
    Wolverine is simply the absolute best fighter, no questions.  The combos 
    listed above don't even come close to the amount he has in his arsenal.  He's 
    the fastest fighter, extremely small, got great priority/recovery/range on so 
    many of his moves, awesome throw range and priority, etc...
    Just go all out offense when you play Wolverine and you can often just 
    overwhelm an unprepared opponent.  He can easily match and beat anybody in an 
    air or ground battle because of his high jumping ability and his quick speed.  
    Try and dash in with a c. SK to start your combos because it has such great
    priority and is so hard to counter.  Learn how to quickly super jump over 
    your opponent and pull off Intermediate Combo #2.  It will so easily lead you 
    to victory you won't believe it!  If you ever need to do some easy damage, 
    just look to connect a JP which can easily chain into a very high damaging 
    super combo.
    Rogue Section:
    The Berserker Barrage was really useful to her so that's what she should get 
    in this game as well!
    Capcom Characters:
    Captain Commando:
    This guy I think was supposed to be one of Capcom's mascot (Captain 
    Commando).  For some reason, no one ever remembers the recent action arcade 
    game that starred Cap C. and his 3 friends.  I do.  It was a good game I 
    thought but now he's on his own (sorta).  His three friends will help him out 
    in certain moves and grabs.  He can be both an effective keep away character 
    or an offensive one.  Here are his moves.
    c. SP
    AC Finisher:
    FP, RK, Captain Fire
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Weakest to Strongest
    Super Jump Magic Series: Hunter Series
    Captain Fire (ground, air):
    QCF + punch
    Cap lets loose a burst of flame from some secret opening in his arm.  The 
    flame comes out fast and goes all the way across the screen no matter what 
    button pushed.  Very useful in keeping away enemies unless they decide to 
    super jump.  The recovery time isn't great so don't do this move much if the 
    opponent is very close to you!
    Captain Corridor (ground):
    QCB + punch
    If your opponent decides to super jump at you, try doing the Captain 
    Cap pounds the ground causing a pillar of energy to rise up almost to the 
    very top of the screen so it can even nail super jumpers.  JP makes the 
    energy pillar appear closer to Cap then the FP version does.  The difference 
    is slight, but noticeable.  Use JP when they are right above you.  Do not do 
    this move much when your opponent is on the ground because Cap has large 
    recovery time after doing this move.  Will OTG as well so try comboing it 
    after a RK sweep.
    Captain Kick (ground):
    QCB + kick
    Cap does a very Dan Gale Kick like move.  He quickly flies across the screen 
    kicking several times with his feet on fire.  The button used determines the 
    distance gone forward and the height gone up.  The RK will go above even the 
    tallest opponents unless they are close so stick to the SK or FK in combos.  
    Not nearly as safe or useful as Dan's Gale Kick (there's a first!) because of 
    the recovery time and the poor hit accuracy.  It's may be good as anti-air 
    though.  Plus it's also useful if you want to get away from your opponent.
    Commando Strike (ground):
    QCF + kick
    Cool move!  Cap pauses while he signals for his teammates to help him out.  
    The SK calls Ginzu(?), the ninja who appears slightly above and in front of 
    Cap.  Ginzu will then fall forward to the ground striking at anything in his 
    path with his sword.  Good move to use in cornering opponents.  FK calls Mack 
    (that zombie with knifes) to fly above Cap from one side of the screen to the 
    other with knifes spinning like a helicopter.  It is supposed to be anti-air 
    but is hard to connect unless you correctly guess that your opponent is going 
    to jump at you.  The RK call the baby in his mech to come down and shoot a 
    big slow missile straight forward.  This missile takes way to long to come 
    out so it is a somewhat useless move.  Just use the Captain Fire if you want 
    a long distance move. Your teammates can even act like shields for you as if 
    they get hit, they fly away.  One of thhe problems is that Cap pause during 
    this move giving quick opponents time to hit him with a Super so make sure 
    you try to use each individual teammate when the correct situation arises.
    Captain Sword (ground):
    QCF + PP
    Cap and his teammates brace themselves as they use some sort of gun that 
    releases a huge laser directly up.  They then swing the laser down 90 
    degrees.  Good anti-air and can combo off his RK launcher.
    Decent recovery time but really quick opponents can nail you with certain 
    moves/supers afterwards.  Do this against opponents who like to super jump 
    directly above you and then come down attacking.
    Captain Storm (ground):
    QCF + KK
    Cap's auto-combo super.  It's visually awesome!  Cap will rush across the 
    screen and sort of do a small uppercut at the other side of the screen.  If 
    he connects, his opponent will fly into the air and him and his teammates 
    will each have a turn at smacking them.  Then while the opponent falls, Cap 
    nails them with a Captain Corridor and then his 3 teammates appear behind him 
    while the opponent falls to the ground. 
     Now if Cap misses or the opponent blocks. well, just don't do this move out 
    of the blue because he has horrible recovery time.  The little uppercut at 
    the end can hit opponents who try to jump up or over you as well.  Also, as 
    Cap rushes across the screen in the beginning, he will duck under fireballs!  
    That ability makes this super extremely useful!  Think of it as the new 
    Weapon X!  He can al so OTG the opponent afterwards if he is close enough!
    Note: This doesn't work against Roll!  Hehehehe.  try it!
    Team Super:
    He does his Captain Sword.
    Variable Counter Move:
    Does his Captain Corridor
    Easy Combos:
    1) c. SK, c. FK, cancel FP Captain Corridor
    You can stick in a c. RK after the FK but they may roll so watch out!
    Intermediate Combos:
    1) j. FP, c. JP, c. FK, c. FP, cancel JP Commando Strike/Captain Fire
    Hard Combos:
    1) j. SK, j. FP, dash, JP, SK, RK, cancel Captain Sword, c. SK (OTG), RK, sj. 
    JP, sj. SK, sj. SP, sj. FK, AC Finisher
    Awesome combo!  To OTG after the Captain Sword, you have to be mostly in the 
    2) j. SK, j. FP, dash, c. SK, c. FP, cancel Captain Storm, c. SK (OTG), RK, 
    cancel Captain Sword, c. SK (OTG), RK, cancel Captain Sword, c. SK (OTG), RK, 
    sj. JP, sj. SK, sj, SP, sj. FK, AC Finisher
    Can we say OUCHIE?  Have never completed this full combo as the second 
    Captain Sword always seen to screw up.  So maybe it doesn't work.
    3) j. FP, dash, c. SK, c. FP, cancel Captain Storm, OTG and keep going.
    All I can say is that I wish it was this easy to connect with the Final 
    Justice!  Just make sure you cancel fast and are close when hitting with the 
    c. FP.
    Captain Commando is definitely one of the best characters.  I'd say he's 
    around the 5th or 6th position.
    The reason is because he's got good speed, has high damaging easy combos, 3 
    other helpers, and basically is a very versatile fighter.  CapCom can be a 
    very effective cornering/offensive player.  When you jump in, if you want to 
    be safe, always use the FP which has great range and priority to lead into 
    combos.  Always look to try and connect Easy Combo #1 and it's variants.  Use 
    his helpers in a variety of ways to keep the opponent cornered.  
    For instance, after doing a ground combo that ends with a Captain Fire, do a 
    SK/FK Captain Strike and repeat.  Throw in your helper too to keep them 
    guessing.  If they jump at you, do a Captain Storm or a c. SP to push them 
    back into the corner.  The same tatics can be used to be a great defensive 
    player as well.  If you want to keep them all the way across the screen from 
    you, keep mixing up Captain Fire's, FK/RK Captain Strike's, and Captain 
    Corridor's to play a very annoying keep away.  CapCom also has great air 
    throw reach.  Often, you'll find yourself accidentally air throwing them went 
    you want to just hit them.
    Rogue Section:
    Well, Cap. C's powers seem to come from his suit only so what would Rogue 
    take?  I guess the Captain Fire.  Whoever said fighting games made sense 
    Chun Li:
    The queen of street fighting is back in her like 10,000th fighting game 
    appearance.  Well, okay more like around 7 or 8 appearances.  Whoever said 
    age slows down a person!  She's aging like a fine wine (or something)!  She 
    is easily a favorite among players because of her speed and abilities and the 
    fact that she's one of the few classy female fighters out there.  Here are 
    her moves:
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK, Lightning Legs
    HCF + punch
    Chun Li's Fireball that they gave to her way back in SSFII.  Probably the 
    worst fireball.  For one, it's really small.  It can't be done in the air. 
    It's a HCF instead of a QCF motion.  It's comboable but good Chun Li players 
    really shouldn't use or rely on her fireball very much.  Use her kicks
    CBF + punch
    This is a quick charge motion.  Chun Li will release a bubble of energy in 
    front of her.  It seems like it's good anti-air to use if the opponent is 
    jumping in and is going to land a bit in front of you.  One advantage is that 
    it has better recovery time then the Rising Bird Kick.
    Lightning Legs(ground, air): - her signature move!
    push any kick rapidly
    Do I have to explain this move?  She kicks like crazy covering her whole 
    frontal area.  If you want, you can keep ramming the kick buttons and she 
    will keep kicking practically forever.  You might want to try doing that in 
    the air to psyche out an opponent.  It will also OTG so a standard combo for 
    her is to sweep (D RK) and cancel into this move.  Even if they roll or push 
    block before the Lightning Legs come out, you can simply stop pushing the 
    buttons and you will be safe.
    Stomp Kick(air):
    D + FK
    This is her other signature move and, along with the Lightning Legs and the 
    wall jump, is her only original move left from SFII.  Ah, them good ol' days 
    when I was just starting to play the game.  I remember seeing SFII when it 
    first came out tucked away in a corner of my arcade.  Anyway, this move has 
    incredible priority.  Use it when ever you are right above your opponent or
    even if you are slightly to the left or right.  If it hits, do it again and 
    keep pushing the FK to chain into Lightning Legs.  If you want to be an 
    annoying Chun Li player, use the following method:
    jump on opponent, Stomp Kick, Double Jump up, Stomp Kick, Triple Jump, air 
    dash, repeat.
    This can really piss off an opponent but watch for those anti-air 
    Rising Bird Kick (ground):
    DP + kick
    Her kicking version of a Dragon Punch.  She jumps up and slightly forward 
    feet first, kicking multiple times.  This is great anti-air.  But only use it 
    as that as doing it on grounded people will more often then not leave her 
    open to attack, even with the SK version.
    Axe Kick (ground):
    HCB + kick
    Chun Li will flip forward and kick.  Her foot acts somewhat like a downward 
    chopping ax (thus the name!).  Awesome anti-turtle move as it can only be 
    blocked standing.  The SK makes her jump up the highest and go forward the 
    least while the RK makes her barely jump off the floor and makes her go
    forward quite a bit.  A good strategy is to keep doing the crouching FK to 
    make them block low, and suddenly do the RK Axe Kick.
    Neck Breaker (ground):
    OC (offensive crouch-remember that?) + kick
    This move was used a lot back in SFII but in the vs series it's been pretty 
    much forgotten.  Chun Li will jump way up, flip over, and come down kicking.  
    It will knockdown the opponent.
      It's good to do every once in awhile as it can frustrate the opponent by 
    making them want to attack you with an anti-air move without giving them much 
    time to pull off the motion.  Back off after doing it a couple of times  as
    opponents can quickly figure out how to get around it (i.e. quick Dragon 
    Punch, partner switch, throw, etc.) 
    Kikosho (ground):
    QCF + PP
    She releases a huge dome of energy that basically makes her invincible to all 
    attacks as it completely surrounds her.  This has become a great chipper of 
    damage so use this when your opponent has 7 or 8 pixels of energy left.  It 
    OTG's as well.  It combos off a FP but be careful as it will leave her open 
    for a LONG time if the opponent blocks.  Try using it on those Wolverine and 
    War Machine players who like to jump way up and then come down with their 
    stomping moves.
    Senretsu Kyaku (ground) - super version of Lightning Legs
    QCF + KK
    Chun Li will rush across the screen doing her Lightning Legs move.  This move 
    combos off a FP also and it is still a good chipping super.  It will leave 
    her very open if the opponent blocks or she misses though.
    Hazan Tenshou Kyaku (ground)
    DP + KK
    She will do a super version of her Rising Bird Kicck hitting multiple times.  
    All hits will combo off her RK launcher if you cancel quickly.  I'm pretty 
    sure that you can OTG after the opponent hits the ground.  Yet again, if 
    missed, she will be left very open to attack so be careful with this super.
    Shichi Sei Sen Kuu Kyaku (air):
    QCF + KK
    Loosely translated, Seven Star Air Kick.  I can't express how awesome I think 
    this move is!!!!  It even works as an AC finisher if you cancel fast and time 
    it right!  She will pause, and then quickly shoot across the screen.  This is 
    my best description of what she does if it connects:
    Remember how Wolverine's Weapon X ends with a slow motion thing?  If you 
    connect with Chun Li's, she does a slow motion move that looks like she 
    kicked right through the opponent while the background turns black (you can 
    still see Chun Li and her opponent) and big Chinese(?) characters appear on 
    the screen around her.  Then the whole background starts going crazy, looking 
    like a million fireworks have gone off in the background.
    That's about my best description.  You just have to see it for yourself I 
    guess.  Even if you miss or they block, you will almost always be safe 
    because of her quick recovery.
    Team Super:
    She does her Kikosho if she is the active fighter.  If she is the resting 
    character, she will do her Senretsu Kyaku (Super Lightning Legs).
    Variable Counter Move:
    I'm almost sure she does a Kikoken as that is what she did in MSHSF and XSF.
    * She has triple jump ability, an air dash, and can jump off the wall
    Easy Combos:
    1) c. FK, c. RK, cancel Lightning Legs (OTG)
    2) c. FK, c. RK, cancel Senretsu Kyaku
    The super should hit them before they can roll.
    Intermediate Combos:
    1) j. JP, j. SP, SK, RK, sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
    This combo just hurts!  Way too easy to do for the damage it does.
    2) j. JP, j. SP, c. SK, c. FK, c. FP, cancel Senretsu Kyaku, Lightning Legs
    Do on the Lightning Legs afterwards so that when they get up they eat 
    enormous tick damage!
    Hard Combos:
    1) j. JP, j. SK, j. SP, dash, SK, RK, cancel Hazan Tenshou Kyaku, c. SK 
    (OTG), RK, sj. JP, sj. SK, sj. SP, Stomp Kick, Stomp Kick, Lightning Legs
    You don't have to add on the extra Stomp Kick and can just go into the 
    Lightning Legs.  The timing is a bit tricky on this one.
    2) j. JP, j. SK, j. FK, dash, JP, SK, RK, sj. JP, sj. SK, sj. SP, Stomp Kick, 
    sj. JP, sj. SK, cancel Shichi Sei Sen Kuu Kyaku
    After the Stomp Kick quickly hit the JP.  This looks so damn cool!  Yes, you 
    CAN do an infinite instead but I HATE infinites so don't do them!
    3) launch, sj. JP, sj. SK, sj. SP, sj. FK, sj. RK, sj. SK (OTG), SK, FK, RK
    You have to of course, do this combo in the corner.  Wait literally, a split-
    sec in between the SP and FK so that the the second hit of the RK will hit 
    them above you.  This is a pretty cool combo.
    Rogue Section:
    In XSF she had the Kikoken but it wasn't really that useful.  Maybe the mini-
    Kikosho?  Or the Lightning Legs?  That would look kinda absurd though.
    Jin Saotome:
    Umm, I don't have much to say about this guy.  The new Dan maybe?  He's from 
    Cyberbots, a game I played like once or twice in the arcades.  He's kinda 
    weird as many of his normal moves look and act like specials.  They have 
    really great priority and damage because fire will erupt from his hands and 
    feet for his stronger attacks.  The fire attacks take tick damage too!  I've 
    changed my mind about all his moves having bad lag time.  They only just look 
    like they do.  Really, only his standing and crouching RK have bad recovery 
    time.  Well, here are his moves:
    Magic Series:
    Ground Magic Series: Weakest to Any
    Jump Magic Series: Weakest to Any
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    SP, FK, FP, RK
    Saotome Typhoon (ground):
    CBF + punch
    Jin will become a large typhoon and goes forward a certain distance depending 
    on the punch button.  You can still see his face in the middle of the 
    typhoon!  This move has horrible recovery time so if you don't hit, you're in 
    trouble.  Try using this in crossing up an opponent as they jump at you.  
    Since it comes out fast, if your opponent is not expecting you to attack 
    you'll probably hit them.
    Saotome Dynamite (ground):
    CDU + punch
    Jin basically ignites himself and blows his clothes off causing many 
    explosions to take place around him.  Excellent anti-attack move and it seems 
    to have pretty good range.  Not much willl touch Jin when he doe this move as 
    the explosions around him have total priority.  It OTG's too.  However, yet 
    again this move has horrible, horrible, recovery time.  I don't know why they 
    gave him such bad recovery time on his moves!  Try doing a c. RK (which has 
    horrible recovery time) and then cancel into this move.  It's all about mind 
    games then as your opponent will eventually learn that you will do the 
    Saotome Dynamite to keep him from counter attacking you and then wait for you 
    to do the move and block it and then work you!  I don't do throws much but 
    you could try doing the c. RK and then throw them as they expect you to do 
    the Saotome Dynamite.
    Saotome Crush (ground):
    HCB + kick
    This acts a lot like Sean's Tackle move except it sucks like ten times worse!
    If he actually connects (which practically never happens), he'll grab his 
    opponent and fly along the border of the screen while driving them into the 
    ground/wall/ceiling for good damage.  It's so slow in coming out and so 
    obvious though.  It also covers distance so slowly!  That's why you'll almost 
    never connect with this move except maybe against the computer.  I believe 
    (hope) it has to be blocked low though.  Plus, it has good recovery time.
    Tornado Kick (air):
    D + RK
    Jin turns his legs into a tornado and comes down at about a 35 degree angle.  
    It has good priority on it too just like most of his moves.  However, it 
    comes down slowly so don't do it when super jumping.  It is most effective 
    when quickly doing it just as you jump up.
    Saotome Fire (ground):
    Taunt, push punches quickly
    Okay, this move even more confirms that Jin is supposed to be the new Dan.  
    His taunt is humiliating enough but if you start pushing punches, Jin will 
    rub his towel on his neck faster and faster and get redder and redder and 
    then he'll catch on fire!  The fire will also hit jumping in opponents!  His 
    face looks really weird then too!  Use this move at your own discretion!
    Brodia Punch (ground):
    QCF + PP
    Jin will do his standing FP motion and be backed up by the big ol' fist of 
    his robot.  Works a lot like a beam super.  It comes out fairly fast and 
    OTG's as well.  Combos off many of his moves.
    Brodia Vulcan (ground):
    QCB + PP
    Jin snaps his fingers and a part of his robot pal appears behind him and 
    begins firing away.  Jin then jumps into Blodia and if you haven't blocked, a 
    control panel appears at the bottom of the screen with Jin's hands on the 
    firing buttons ramming away on the buttons.  The bullets start firing fast 
    enough that you can actually catch opponent jumping in if you activate it 
    fast enough.  You can super jump above the bullets though.  The recovery time 
    is long enough though that Jin can be nailed by quick Beam Supers after 
    jumping out of his robot.
    Saotome Cyclone (ground):
    QCF + KK
    I can't recall how many times the computer has crossed me up with this super 
    when I'm super jumping over his head.  Jin becomes a huge ass tornado that 
    reaches to the very top of the super jump screen.  He will move forward a bit 
    automatically as well to try and catch opponents who aren't paying attention.  
    But, like I said, it seems most effective in catching opponents who are way 
    above you.  Can also combo off his launcher.  Has no recovery time either.
    Team Super:
    He definitely does his Brodia Punch
    Variable Counter Move:
    Does his Saotome Dynamite
    * Jin automatically begins glowing after he reaches a certain low level of 
    health and is the last character.  It causes damage from his attacks to 
    double and acts like super armor.
    Easy Combos:
    1) SP, cancel Saotome Cyclone
    You have to be really close when launching them with the SP.
    2) c. RK, cancel Saotome Dynamite
    3) SK, cancel Blodia Fist
    Intermediate Combos:
    1) j. FP, c. JP, c. FP, cancel Blodia Fist/Blodia Vulcan
    I don't believe they can roll out of this if you do it early enough as you 
    hit them before they touch the ground!  The Blodia Vulcan only seems to 
    connect if you start the combo in the corner.
    2) j. SK, j. RK, c. JP, c. SP, cancel Blodia Fist, c. RK
    The c. RK will hit if you are in the corner.
    Hard Combos:
    1) launch, sj. JP, sj. SK, sj. SP, sj. RK
    The hard part here is to actually launch them since air combos aren't really 
    in Jin's game.  Wait a split-sec between the JP and SK and then quickly hit 
    the rest of the buttons.  It is also possible to OTG after if you are in the 
    corner but I've only done it once with a SK before I hit the ground so I'm 
    not really sure the best way of doing it.
    Rogue Section:
    Well, I guess I would have to say the tornado move as the dynamite move would 
    make her blow off her clothes for a sec (which isn't necessarily a bad thing 
    though)!  Actually, the Saotome Crush would be more Rogue-like.
    Another of Capcom's cornerstone characters.  Except for the fact that they 
    didn't seem to give him enough powers to call upon, Megaman is, I think, the 
    most interesting new character.  He's also my favorite even though he sound 
    really annoying when he talks.  You should see his taunt though!  He sticks 
    he tongue out and goes, "bleh, bleh, bleh, bleh, bleh" or something to that 
    effect.  Since he's a short character, he can be hard to hit with certain 
    moves too.  He's a good character to use if you like a defensive character 
    with occasional spurts of offense.  Here are his moves:
    Magic Series:
    Ground Magic Series: Weakest to Strongest
    Jump Magic Series: Weakest to Strongest
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    RK, FP (Mega Buster), Leaf Shield
    Mega Buster (ground, air):
    push and hold FP - Can charge infinitely.  Let go to fire.  As you hold the 
    button, MegaMan starts to glow bright red.  You can charge the Mega Buster 
    Even as you are getting hit or are falling to the ground!  Get used to 
    automatically pushing and holding the button down after letting go of the 
    previous shot so that you will constantly have at least a 2 or 3 shot
    fireball at ready.  I'm still figuring out the ratio of seconds held to 
    number of hits the Mega Buster will do but I believe it's around 2 to 3 
    seconds for every extra hit.  It is as fast as Ryu's FP Fireball and since it 
    is only a one button move, you will probably be winning all fireball wars 
    (unless Ryu does his Super Fireball!).  The charged up Mega Buster will even 
    Mega Upper (ground):
    DP + punch
    Why did they give him an uppercut?  Well, it's your standard uppercut 
    although I don't believe he is invincible while doing it.  I guess it's kinda 
    satisfying to nail Ryu with an uppercut after he does one but other then that 
    I barely ever use this move.  It doesn't come out very fast and even the JP 
    has semi-poor recovery time too.  I would rather do a standing Roundhouse to 
    launch them into a combo.
    Item/Weapon Change (ground):
    QCB + kick
    This move is great!  Doing it calls FlipTop down.  FlipTop will then walk 
    toward MegaMan and pop out an item which MegaMan has to walk over to pick up.  
    The type of item depends on the kick button used.  SK gives him the RockBall, 
    FK gives him the Tornado Hold, and RK gives him the Leaf Shield.  I'll
    explain them in the next section.
    Item/Weapon Use(ground):
    QCF + punch
    (The Leaf shield can be fired off in the air)
    RockBall - I'm still trying to figure out the usefulness of this move.  He 
    shoots out a little rock-soccer ball in at his feet.  Then you have to crouch 
    kick it and it will rebound around the screen until either it hits the 
    opponent or it bounces off the 4 walls.  It's probably good against large 
    characters and in backing up jump in attacks but the other two items seem to 
    be more useful.
    Tornado Hold - This is what MegaMan starts each fight with by default.  It's 
    a bit like Storms vertical typhoons.  When used, he will shoot out a small 
    cell of some sort on the ground at certain distances depending on which punch 
    used.  The cell will then release a vertical whirlwind that is about as tall 
    as the normal screen.  JP shoots it out right in front of him while FP shoots 
    it out on the other side of the screen.  This will also OTG so you can 
    Roundhouse and cancel into a JP Whirlwind Shot.
    Leaf Shield - Awesome!  This will create a shield of revolving leafs around 
    MegaMan that will protect him from one unblocked hit.  Kinda like temporary 
    armor.  He can also shoot it out and it will hit for about 7 hits.  If not 
    used within a certain amount of time (I believe about 7 sec) it will 
    disappear so try use it in a combo.  Try to create the shield when you know 
    you won't be hit as it takes a sec to recover from creating it.
    SUPERS: All 3 supers are very good at chipping away damage
    Hyper Megaman (ground, air):
    QCF + PP
    Behold, Optic Blast!  Whoops, wrong guy.  But that's basically what it is.  
    It takes up the entire screen and is about as good at doing damage.  MegaMan 
    transforms into Hyper Megaman and shoots out a huge beam of death while he 
    sends out all sorts of mechanical animals to attack.  Also, an important 
    difference is that it takes a second to comes out so you can be hit out of 
    it.  However, the attacker is taking a risk because the actual transformation 
    will hit him/her up and into the super beam.  So if you want to be gutsy, a 
    fast fireball of some sort is probably the safest way to interrupt the super 
    before it starts.
    Rush Drill (ground):
    QCF + KK
    This is so cool and funny.  MegaMan jumps into his dog, Rush, who transforms 
    in to a big ass drill with wheels.  He moves along the ground at his opponent 
    slashing away at their legs.  If you push up, they will jump too!  The more 
    buttons you push, the more he drills into the opponent.  The only problem 
    with this super is that there is a large amount of recovery time and as yet I 
    haven't figured out how to combo this so you will probably be hit after this 
    doing this move if they block.  Still, fun to do and a good damage chipper!  
    It also OTG's!
    Beat Plane (ground, air):
    HCB + KK
    Beat (his bird) transforms into a small plane.  Then MegaMan jumps into him.  
    This is where the fun begins!  You can control them as they fly around the 
    screen and pushing punch buttons will shoot out missiles straight ahead while 
    pushing kick buttons drops bombs almost straight down.  Good recovery time 
    virtually ensures that you won't be counter attacked unless you are close
    to your opponent afterwards so do this or Hyper MegaMan a lot if you want.  A 
    good tactic is to do this after quickly jumping over a fireball and you are 
    close to your opponent.  Or do it if you are far from some one who has missed 
    a move with semi-large lag time because this super comes out faster then the 
    Hyper MegaMan.  Really ram on those buttons to increase damage.
    Team Super:
    Does his Hyper Megaman
    Variable Counter Move:
    Arrgh again!  I'm not sure even though I have used this move several times.  
    Oh well, I'll just say the Mega Upper.  Ok, he does his Mega Upper!
    * Can jump off the wall
    Easy Combos:
    1) N/A at this time.
    Intermediate Combos:
    1) j. SK, j. FK, c. SK, c. FK, c. RK, cancel JP Tornado Hold (OTG)
    2) j. RK, SK, RK, sj. JP, sj. SK, cancel Hyper MegaMan
    It's kinda weird how this combos but Ryu's Shinku Hadoken doesn't.
    Hard Combos:
    1) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, SK, FK, RK, sj. JP, sj. 
    SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane
    Whew, long combo.  You have to charge the Mega Buster for a while (about 7 
    sec or more) to give you enough time to pull off the supers.  Also, make sure 
    you time it so the Mega Buster will hit your opponent with all hits.
    2) Charge up Mega Buster, j. SK, j. FK, j. RK, dash, c. SK, c. FK, c. RK, 
    Mega Buster, Rush Drill, c. SK, RK, sj. JP, sj. SK, sj. SP, sj. FK, AC 
    I actually haven't done this yet but I have OTG'd after a Rush Drill so this 
    should work.  Charge up the Mega Buster for at least 7 seconds to give you 
    enough time to connect the Rush Drill.
    3) j. SK, j. FK, dash, SK, FK, RK, sj. JP, sj. SK, sj. FK, Mega Buster, c. SK  
    (OTG), FK, RK, jump punch throw, c. SK, FK, RK, air combo!
    Wait a bit between the JP and SK.  Only works in the corner.  This may be an 
    pseudo-infinite but I always mess up the second AC and they can roll or tech 
    hit out of the throw.  Still this is really cool looking.
    Rogue Section:
    The Mega Buster all the way!  She could even charge it infinitely!  Hey, hey, 
    would did I say about fighting games making sense?
    Ported over from Dark Stalkers and, much like the Street Fighter gang was, 
    she's been given more comboing ability and supers and stuff.  I never played 
    any Dark Stalker games so I don't know much about her history.  But basically 
    she seems to be a Shoto-clone.  Like we really needed another one.  However,
    she does have some differences.  Here are her moves:
    c. FP
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK, Soul Fist, Shadow Blade
    Soul Fist (ground, air):
    QCF + punch
    Your basic Fireball.  In the air, it acts like Ken's and Akuma's but it goes 
    down at a slightly steeper angle.  However, firing off the fireball pushes 
    her up a bit so, with correct timing, I believe that you can do Soul Fists 
    forever in the air.  The punch determines the speed of the Soul Fist:  
    JP – slow, FP – fast.
    Shadow Blade (ground, air):
    DP + punch
    Your basic Dragon Punch move.  Notable things are that it comes out very fast 
    and non-JP versions hit multiple times.  Like all uppercuts, the JP version 
    will only make her go up a short distance while the FP gives her opponent 
    eons of time to hit her if she misses.
    Vector Drain (ground):
    HCB + punch
    This is funny move!  Funny because if she misses, she goes into a really 
    weird looking stance and makes some funny face looking like she's about to 
    fall over.  This is a better "taunt" then her actual taunt I think!  Anyway, 
    this is a grab move.  I'm not sure about the range but it seems like it's 
    about the range of Shuma Gorath's Devitalizer move.  She grabs her opponent, 
    lifts them up into the air slowly, then drives them into the ground head 
    first.  This grab can be tech-hitted out of but is not blockable.
    Shell Kick (air):
    D + RK
    A good surprise move.  She will come straight down with her legs(or wings 
    turned into spikes, I'm not sure) and hit the opponent.  She will bounce off 
    the opponent afterwards whether or not they block.  Quick opponents can nail 
    you if they block so don't get predictable with this move.
    However, as you bounce away you can fireball or do another special move that 
    will keep you relatively safe.  Do this on opponents who try to walk 
    underneath you and cross you up when you jump.  Surprise, surprise!
    Drill Kick (air):
    D + FK
    When done, her legs and wings form a drill that points straight forward while 
    she slowly floats down in the path that she was going.  The drill seems to 
    have good priority and is hard to counter because it totally throws off your 
    opponents timing.  Be careful with this move though as it can leave her very 
    open as she can't do anything else until she lands or hits her opponent.
    Flip Kick (ground):
    F + RK
    I'm running out of names here.  Could someone send in a list of move names 
    that I've gotten wrong?  Anyway, another awkward move that makes Morrigan 
    flip forward while kicking hitting multiple times.  I thought it was her 
    overhead move(she is a Shoto-clone after all) but I'm not sure.  It seems 
    kinda useless other then the fact that it's hard to counter against because 
    no one has seen it before, but who knows?
    Soul Razor (ground):
    QCF + PP
    Well, not much to say about this except for the fact that it's a typical beam 
    super.  Her bats circle around her and suddenly form a big ass laser gun with 
    orbiting satellites which she prooceeds to fire at the opponent.  Bigger then 
    Ryu's but I think she also has worse recovery time then Ryu's.
    Silhouette Blade (ground):
    DP + PP
    This is your standard rushing uppercut supers.  Well, actually there is a big 
    difference.  Instead of doing a lot of Shadow Blades at the opponent herself, 
    she sends a lot of silhouettes of Lilith to do her dirty work.  They rise up 
    out of the ground one after the other forward and go about as high as 
    Morrigan would if she did her FP Shadow Blade.  It's a lot safer to do then 
    Ken's/Akuma's/Cap. A (did I forget anyone?) but it does less damage, 
    especially in the corner.
    Darkness Illusion (ground, air):
    QCF + KK
    Fly's almost completely across the screen and if she connects, another image 
    of her appears on the other side of the opponent and they proceed to auto-
    combo the crap out their opponent.  It comes out really slow though so if you 
    are able to get this to connect in the air, well, good job!  Also, it OTG's 
    (but only for one lousy hit)!
    Eternal Slumber (ground):
    JP, FK, B, SP, RK (Level Three Super)
    When doing this move, she reels back for a quick sec and then her and Lilith 
    shoot out a little heart that floats slowly across the screen.  If it touches 
    the opponent, pink curtains cover up the screen and Morrigan proceeds to have 
    a little romp with her opponent.  No wonder they call it Eternal Slumber!  
    This has got to be seen!  Fireballs will cancel the heart though and it is 
    pretty easy to avoid but still, a very good crowd pleaser!
    Team Super:
    She does her Soul Razor
    Variable Counter Move:
    <sigh> Don't remember again.  At least I don't put stuff up here as fact 
    unless I think I know for sure!  You got to give me credit for that!  It's 
    probably going to be her JP Shadow Blade.
    * Has 3 air dashes.  F, F makes her go straight forward and then down.  UF, 
    UF makes her fly up and then down.  UD, UD makes her fly down then up.  C. JP 
    will automatically chain twice.
    Easy Combos:
    1) TDB Later.
    Intermediate Combos:
    1) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
    Hard Combos:
    1) Kill off first character, Eternal Slumber
    This is kinda cheap but as far as I can tell, the incoming fighter can't 
    dodge tthe heart if you time it right unless they have an air move of some 
    2) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, 
    sj. FK, Shadow Blade, Vector Drain
    Works if you finish the air combo in the corner.  Then, as they fall, grab em 
    with the Vector Drain just as they hit the ground.  You throwers out there 
    know all about this strategy!
    3) j. SK, j. SP, j. FP, dash, c. JP, c. FK, c. FP, sj. JP, sj. SK, sj. SP, 
    sj. FK, sj. FP, sj. RK, c. SK(OTG), FK, RK
    The part after the sj. FP will only work in the corner.  The timing on this 
    is really hard.  During the air combo, you have to wait a bit between each 
    hit to land just as they hit the ground.  I've only been able to do this 5 or 
    6 times myself but at least I know it works.
    Rogue Section:
    Well, since taking any of Morrigan's move would already be taking any of ARK 
    moves, I would have to go for the Vector Drain move.  But that's kinda 
    boring.  Maybe Morrigan has some secret move or normal move that is useable?  
    If you push F and FK in the air, she does this strange floating kick.  Maybe 
    Rogue could take that?  Or, hehe, how about the Eternal Slumber!
    Ryu (Ken/Akuma):
    What the...?  Ryu, Ken, and Akuma have been combined?  Now how is Ryu gonna 
    have that final showdown with Akuma?  Beat the crap out of himself?  Well, 
    anyway, good'ol Hadoken-Shoryuken himself is back for ever more loving ass 
    kicking.  Here are his moves (as if you didn't already know them!):
    c. FP
    Magic Series:
    Ground Magic Series: Weakest to Strongest
    Jump Magic Series: Weakest to Strongest
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FK, FP, RK,  Ryu's Hadoken, Ken's Shoryuken, Ryu's Tatsumaki-Senpuukyaku
    Hadoken (ground, air): - THE Fireball
    QCF + punch
    On the ground, both Ryu and Akuma release a large fireball from their hands 
    that goes all the way across the screen.  Ken's fireball only goes about half 
    way across the screen.  In the air, Ryu's fireball still goes straight and 
    across the screen while both Ken's and Akuma's go down at a 45 degree angle.  
    However, Akuma's becomes much smaller while Ken's still only goes half way 
    across the screen.  The speed the fireballs goes depends in the punch button 
    Shoryuken (ground): - THE Dragon Punch
    DP + punch (can be done in air as Ken)
    Not much to say about this move other then that it is your ordinary uppercut.
    Well, except for the fact that he's INVINCIBLE during the rising motion.  
    What's that you say?  He's INVINCIBLE?!  That's right.  If you didn't know 
    that by now, all three are invincible during the rising part of their 
    uppercut motion. Ken's uppercuts are on fire, are multi-hitting, and can be 
    done in the air.  Akuma surrounds his fist with some type of purple energy 
    while doing it and are also mulit-hitting.  Remember Dragon Punching through
    fireballs way back in SFII?  Anyway, use that fact to your advantage.  Smack 
    Wolverine away while he is coming down with his Head Stomp.  Destroy MegaMan 
    during his Beat Plane super.  Squash Spidey out of his Maximum Spider.  You 
    can even DP through a Cajun Explosion to avoid damage!  It's still got the 
    disadvantage of delay time so stick with the JP version for the most part 
    unless you want to nail those people who super jump and fireball downward 
    like crazy.  Remember, you are invincible!
    Tatsumaki-Senpuukyaku (ground, air): - THE Hurricane Kick
    QCB + kick
    All three will spin forward with one leg extended straight forward.  The 
    distance gone depends on the kick used.  On the ground, Ryu and Akuma go 
    straight forward but Ryu knocks down in one hit.  Akuma's foot has 
    electricity surrounding it and will hit multiple times.  Try OTGing 
    them right as you land if you hit with Akuma's Hurricane Kick on the ground.  
    Ken's Hurricane Kick will also hit multiple times, but arcs up.  Akuma has 
    practically no recovery time while Ryu has some and Ken has bad recovery time 
    now that he arcs up and has to drop a certain distance.  In the air, they all 
    travel the same path as the jump arc.  
    Do not do this move as and air combo finisher in the corner unless you are 
    Ryu, as your opponent will be able to attack you as you land.
    Hop Kick (ground):
    F + FK
    Only Ryu and Akuma have this move.  They will do a little hop kick forward 
    that has good priority and comes out fast.  Use this to get close to an 
    opponent and to pressure them by comboing afterward.
    Overhead (ground):
    Each Shoto character has their own overhead move which will hit crouching 
    opponents.  Ryu's and Akuma's are both F SP while Ken's is F FK.  If your 
    opponent is turtling like crazy use the Hop Kick to get close and then use 
    this move to punish them.  Try using this move as they are getting up as they 
    will often think that you will try to hit them low.
    Teleportation (ground):
    DP + PPP/KKK to go forward
    RDP + PPP/KKK to go backward
    Akuma will teleport leaving trails of himself behind him.  If he uses punches 
    he will go all the way across the screen and if uses kicks he go almost half 
    way across the screen.  He is invincible to everything during the actual 
    teleportation but can be attacked at the end of the move.  Use it to get 
    close to people when they are vulnerable or to get out of the corner or to 
    get behind people who have done a super.  Experiment with it as it is a very 
    useful move.  Just be careful not to do a super by accident!
    Diving Kick (air):
    QCF + kick
    Very useful move.  Akuma will dive down at about a 35 degree angle with one 
    foot extended.  Hard to counter unless you know it's coming.  If timed right, 
    you can attack as you hit the ground.  Mix in air fireballs with this move 
    during Akuma mode.  Be careful about Dive Kicking in too deep at your 
    opponent because they can counter attack if they block.
    Shotokan Switch (ground):
    QCB + punch
    JP = RYU, SP = KEN, FP = AKUMA
    Simply enough, Ryu can "become" any of the above three and use all their 
    moves, normal and otherwise.  He turns his back to the screen very briefly 
    and his skin/clothes become the color of whichever fighter he has turned 
    into.  His head still looks like Ryu's though.
    Shinku Hadoken (ground, air):
    QCF + PP
    Ryu releases a large beam from his hands that goes straight across the 
    screen. The chip damage on this has increased like crazy much like all the 
    supers.  I believe that this beam super comes out and recovers the fastest 
    too.  Too bad it covers the least area of all the beam supers.  
    However, he's one of the only two who can do his in the air which is a 
    valuable asset.  You can often catch your opponent by jumping backward and 
    doing this just before he hits the ground.  Try doing this if the two of you 
    are about a screen apart.
    Shinkuu Tatsumaki-Senpukyaku (ground):
    QCB + KK
    Ryu does a really long version of his regular Hurricane Kick.  He stays in 
    place but the effective range is pretty large as it draws in people from 
    about a 1/3 of the screen away.  The damage from this super just hurts like 
    you wouldn't believe and the recovery time is instantaneous!  
    Plus, since you can OTG with it, it's pretty easy to nail your opponent with 
    Shin Shoryuken (ground):
    DP + PP
    Ryu's uppercut super from SFIII.  Feared by everybody in that game.  Ignored 
    by everybody in this one.  Sucky range, sucky damage, just plain sucky.  If 
    he connects with the initial hit, he'll add on a couple of more hits ending 
    with a modified looking Dragon Punch.  If he doesn't, he'll just do a FP 
    Dragon Punch that hits multiple times for pathetic damage.  Doesn't even 
    combo off his launcher anymore (I think)!  It's a stylish ending to a match 
    though.  Treat it like you would if you were trying to hit someone with a 
    regular uppercut.
    Shoryu Reppa (ground):
    QCF + PP
    The original rushing uppercut super.  Ryu rushes across the screen doing the 
    three different versions of his uppercut.  Comes out extremely fast and 
    combos off many moves.  That flaw with the heavier characters in MSHSF 
    doesn't exist anymore so don't worry about that.  And of course, the recovery 
    time sucks.  But since it comes out so fast, you can often catch an opponent 
    off guard.
    Shinryuken (ground):
    QCF + KK
    Ryu erupts into a tower of flame while rushing straight up doing multiple, 
    twisting uppercuts.  Has almost no horizontal range so use it when your 
    opponent is jumping in or way above you.  Recovery time sucks, too.
    Shippu Jinrai Kyaku (ground):
    QCB + KK
    Ken's new super from SFIII.  Pretty fun to watch.  Ryu will rush across the 
    screen doing multiple RK's with his foot on fire.  If he connects, he will 
    eventually end up doing a Hurricane Kick taking his opponent up with him and 
    then finish them off by knocking them into the ground.  If he doesn't connect
    or the opponent blocks, he just won't do his Hurricane Kick and be stunned 
    for a sec leaving him vulnerable.
    Messatsu Gou Shoryuken (ground):
    QCF + PP
    Works exactly like Ken's Shoryu Reppa.
    Tenma Gou Zankyu (air):
    QCF + PP
    Ryu will quickly do the motion for a air Hadoken and then release many, many 
    fireballs downward.  He will fall slightly while doing this and it will leave 
    him very open if the opponent completely dodges the fireballs.
    Messatsu Gou Hadoken (ground):
    QCB + PP
    Works exactly like Ryu's Shinku Hadoken except that you can't do it in the 
    air and it doesn't last as long.
    Shun Goku Satsu AKA The Raging Demon (ground):
    JP, JP, F, SK, FP (Level Three Super)
    Still one of my favorite supers even though it's level three now!  Akuma 
    glides forward and if he touches his opponent, he will grab them while the 
    screen turns black and you can hear Akuma beat the crap out of his opponent.  
    When everything reappears, Akuma will be standing over his opponent with his 
    back to you.  You can then OTG them before they get up!  The only problem is 
    that it's hard to connect so if you miss, say goodbye to 3 levels of wasted 
    super!  You can also be hit or thrown(!) out of this but most people just 
    jump away.  Best to do this in a combo, right after the Diving Kick if it
    connects, or if your opponent leaves himself wide open.  It's an awesome 
    finisher though if you manage to grab 'em.
    Team Super:
    RYU: Shinku Hadoken
    KEN: Shoryu Reppa
    AKUMA: Messatsu Gou Hado
    Team Counter Move:
    RYU: Hadoken
    KEN: JP Shoryuken
    AKUMA: Tatsumaki-Senpuukyaku
    Easy Combos:
    Universal Combos (can be done in any mode):
    1) c. SK, c. FK, cancel FP Fireball
    Intermediate Combos:
    1) N/A TBD
    Hard Combos:
    1) N/A TBD
    Rogue Section:
    EASY!  Ryu - Fireball, Ken - Dragon Punch, Akuma - Air Fireball and keep that 
    Remember this awesome game from the arcades?  Well, he's baaaaaack!  Easily, 
    the next combo freak in this game.  But unlike Wolvie, he requires a bit more 
    skill to play in my opinion.  He's quick, got great range and is powerful.  
    If you only play Spiderman and Wolverine, chances are you'll pick up Strider 
    next.  Very easy character to learn to play for anybody.  So here are his 
    many, many moves:
    c. FP
    Magic Series:
    Ground Magic Series: Hunter Series
    Jump Magic Series: Hunter Series
    Super Jump Magic Series: Hunter Series
    AC Finisher:
    FP, RK, Body Slash (if enough hits connect), Ghram
    Bomb Drop (ground):
    CBF + kick
    Strider will call one of his eagles to come by and drop a bomb.  The location 
    it is dropped depends on the kick used.  The bomb takes a while to hit the 
    ground and explode and Strider is fairly vulnerable during it.
    However, it has a few effective uses.  One is keep away.  Just do the SK 
    version and if your opponent tries to come in and combo you, during the combo 
    they'll probably be nailed by the bomb which does high damage.  Another is 
    leading into attacks.  Call the bomb to drop wherever you think your opponent 
    will be when it comes and then rush up and attack.  Another is cross up.  Try 
    calling it land on one side of your opponent and then at the last second, 
    teleport to the other side of them!  Basically, this move is about timing so 
    try different things.
    Satellite Orbit (ground):
    To make CBF + punch
    To shoot CBF + punch also.  However he can shoot them off in the air.
    Strider creates a satellite that revolves around him.  He can shoot it off 
    just and it acts just like a regular fireball.  Honestly, I think they give 
    him this move just to screw up his combos every once in a while.  I mean, I 
    always come out of a blocking position and try to attack with a punch, but 
    accidentally do this move instead!  Still, you should try and constantly have 
    a satellite orbiting you so you have some quick long distance move available.
    Ame No Murakamo (ground):
    QCF + punch
    Strider will rush forward and take a big slash at his opponent.  The distance 
    gone depends on which punch used.  This move has horrible recovery time and 
    can be seen coming fairly easily so try not to use it too much.  However, it 
    Body Slash (air):
    QCF + punch/kick
    This move makes you fly forward quickly at a certain angle depending on what 
    button used.  Punch buttons will make you go up while kicks will make you go 
    down.  The weak buttons will make you go almost completely vertical while the 
    FP/RK will make you go practically in a straight line.  Bad recovery time if 
    you don't hit but the JP version is an awesome looking AC Finisher (don't do 
    against good rollers though!).  Good surprise move in jumping and quickly 
    pulling off either the JK or FK version.
    Ghram (ground, air):
    DP + punch (or kick in air)
    Strider will, after a quick sec, take a huge slash forward that covers almost 
    the entire width of the screen!  The punch version goes above waist level 
    while the kick version strikes below waist level.  The kick version also need 
    to be blocked low!  Treat it like you would a shorter range Cap Com's Captain 
    Fire in that you have some recovery time from it and it can be jumped over.
    Vagula (ground):
    QCF + kick
    Strider points forward while calling a mechanical tiger to rush along the 
    Groun d and attack.  Works fairly well as a "fireball" except that it is just 
    a lower one.
    Wall Cling (ground):
    QCB + punch
    B, F quickly to switch walls
    F or kick to get off wall
    Strider jumps on to wall and clings to it with some sort of grappling device.
    He can move up and down while on the wall.  He can also attack with his 
    Cypher sword using a punch or jump kick off using a kick.  The kick button 
    used determines where he jump kicks down at.  Pushing forward just makes him 
    drop straight down.  However, he can't block while doing this.
    Formation A (ground):
    QCB + kick
    Strider disappears and then reappears in four images.  The real Strider will 
    kick down.  The location Strider kicks down is determined by the kick used.  
    Just another one of Strider's unnecessary moves.  It's got it's uses though.  
    Good surprise attack and if you hit the  opponent (blocking or not), you 
    don't have to worry much about counter attack.  If an opponent jumps in on 
    you, try anticipating it and do this move to disappear just as they attack 
    you and then reappear kicking them in the head!  Basically a show off move.
    Teleport (ground):
    RDP (reverse of DP) + any button
    Strider disappears and then reappears.  Magic!  The button used determines 
    where he reappears.  Just imagine placing the buttons on the screen and 
    you'll know where he'll reappear for which button (yeah I know, bad 
    explanation).  Don't do this move randomly as it has recovery time, but use 
    it as a cross up move or as an escape move.
    Sliding Kick (ground):
    OC + RK
    Good quick surprise move.  Strider slides along the floor foot first and will 
    knock down his opponent.  Use it when you are about ½ of the screen away as 
    it has recovery time.
    Uroburos (ground):
    QCF + PP
    One of the most useful frigging supers in the whole game.  Strider forms two 
    satellites that revolve around him.  The satellites will pull in opponents 
    and you can't launch them or knock them away so keep doing chain after chain 
    of hits and specials on them!  When Strider attacks, the satellites will also 
    shoot out rings of energy but the satellites themselves are the only ones 
    that will do chipping damage.  The satellites will stop or trade hits with 
    everything except for beam-type supers!  For example, I walked next to a
    downed Ryu while this super was activated.  He did the Shin-Shoryuken as he 
    got up and hit me once but the Uroburos stopped him from pulling off the rest 
    of the hits!  Another Strider tried to do his Legion move on me while it was 
    activated and the tigers and animals just bounced off!
     This stopped Ryu in mid Shoryu Reppa!  My best advice is that if you don't 
    have a beam super, just super jump and keep away while he's got this super 
    activated!  If your opponent doesn't super jump and just sits there and 
    blocks, try teleporting right behind them to cross them up.  If you connect, 
    try timing it so that when the Uroburos disappear, you've called a helper 
    character that can keep hitting them while you call another Uroburos or
    another super!  Or, you could just simply do another super while this is 
    activated!  Frigging incredible!  Hulk's the only one who can get through 
    because he's got super armor so be careful around him.
    Legion (ground):
    QCF + KK
    Strider points and many, many mechanical tigers and eagles rush forward 
    filling up the entire screen.  The eagles can even slightly track the 
    opponent if they super jump straight up.  Basically, it's his chipping super 
    although if timed right, you can cross up an opponent with this by 
    calling this just as they are jumping behind you.  Comes out a bit slow 
    though so don't expect to hit many people with this.
    Ragnarok (ground):
    DP  + PP
    His auto-combo super.  Looks awesome but is hard as hell to connect.  Strider 
    will pose and then run forward and try to grab his opponent.  If he connects, 
    then he flies straight up while holding them and then proceeds to quickly 
    disappear and reappear in different places while doing many Body Slashes on 
    his unlucky foe.  Fun to watch but to hard to connect since it comes out 
    Team Super:
    He does the Legion super
    Variable Counter Move:
    He does his JP Ame No Murakamo
    * He has double jump ability and can jump off wall
    Easy Combos:
    1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
    Intermediate Combos:
    1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
    Way too much damage done here!
    2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
    Hard Combos:
    1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram
    Even more damage done here!
    2) j. SK, j. FP, dash, JP, SK, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. 
    JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
    After the first sj. FK, wait a split second and then add on the JP and then 
    quickly double jump and keep going!  It can be hard to get the double jump to 
    work after the extra JP though.  Try different variations of the combo.
    3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion
    Depending on how early you hit them with the Uroburos, hit them with as many 
    attacks as possible before doing another super at the very end of the 
    Uroburos!  Or, if you have a helper like Colossus or Psylocke, call them just 
    as the Uroburos ends and then while your helper is hitting your
    opponent, call another Uroburos and repeat!  If that helper part actually 
    works (seems plausible).  Super death combo!
    Rogue Section:
    Hmm, she's got so many moves to choose from.  But since she has no sword 
    thing so, from what I've seen, I think the Body Slash would be the best one 
    (even though she can basically already do it herself if she wanted).  She 
    could use her fist in place of the Cypher.  Either that or the Teleport move.
    Ever since SF2 came out, I've been trying to master the SPD motion.  Well, I 
    FINALLY can do it!  Chalk that up to playing him a ton lately.  He is the one 
    and only SPD guy(remember T. Hawk?  HA!).  Alex is just a pale reflection of 
    Zangief!  Hugo is a freak(just look at the guy)!  This bear wrestler is the 
    original!  I'm going to perfect this guy one day!  I'm no Zangief expert so 
    if you have any suggestions on him, please send them in!  Here are his moves 
    which have been greatly increased since the original SF2:
    c. SP
    Magic Series:
    Ground Magic Series: None
    Jump Magic Series: None
    Super Jump Magic Series: Weakest to Strongest
    AC Finisher:
    FP, RK, Spinning Lariat, SPD
    Spinning Clothesline (ground, air):
    Zangief will twirl around with his arms outstretched.  Good anti-air as his 
    arms are invincible while doing this.  You can also move him a bit while he 
    is doing this move.  Watch out for short opponents who can just dash up and 
    duck under your flailing arms!  Here's something strange.  The computer War 
    Machine did the Proton Cannon on me one day.  I was very close to him and 
    blocked the very initial hits and started to push block.  Instead, I did the 
    Clothesline and knocked WM out of the Proton Cannon!  That was weird.
    Spinning Lariat (ground, air):
    Pretty much the same thing as his S. Clothesline except that I think it's 
    faster and knocks the opponent straight up.  His best AC Finisher because of 
    the fact that it will knock them straight up and then they fall straight down 
    into your waiting arms!
    Banisher (ground):
    DP + punch
    Zangief spins around with a glowing hand outstretched.  This move is useful 
    in several ways: to cancel out fireballs, move him forward, and set up a SPD.
    Air Grab (ground):
    DP + kick
    Zangief leaps forward into air attempting to grab something.  If your 
    opponent happens to be in the place where Zangief is grabbing at, he will be 
    tossed down onto the ground.  A very useful move in getting next to your 
    opponent as you don't have to worry about getting counter attacked because 
    you can block before you hit the ground.  Not very good anti-air but if you 
    can anticipate your opponent jumping, try it!  This one guy does it to me all 
    the time!
    THE Spinning Piledriver (ground, air):
    SPD + punch
    Zangief attempts to grab his opponent and SPD them up and into the ground.  
    I'm sure you've all seen it before but it takes a lot of practice to pull out 
    when you want to so don't get frustrated if you can't do it on the first 
    hundred or so tries.  The range has increased on this move but the damage has 
    gone down.  I guess if you're a good Zangief player, you would rather have 
    the range.  The button used determines the damage done and the recovery time 
    from missing.
    Running Bear Grab (ground):
    HCF + kick
    Zangief runs forward and attempts to grab his opponent.  If the opponent is 
    close, Zangief will do two grabs while if the opponent is beyond a certain 
    distance, he'll just toss him once.  Since this move is easier to do then the 
    SPD and Zangief covers a certain amount of distance, you may want to use this 
    more if you are just learning Zangief.  Also, he has super armor during this 
    Siberian Blizzard (ground): - Only done in Iron Body mode
    QCF + punch
    Mega-Zangief's long distance move.  He spits out a blue yoga flame that 
    covers most of the screens distance.  Use it in order to keep those beam 
    supers from frying your ass!  Be careful, as short characters can duck 
    underneath the flame.
    Final Atomic Buster (ground):
    SPD + PP (In this case, use two punches so you don't accidentally do the 
    One of the most feared supers has been toned down again but the damage, not 
    to mention the basic intimidation factor, this move does is still good!  
    Treat this just like you would a RBG except that Zangief has Super Armor just 
    like Hulk during this move!
    Iron Body Mode (ground):
    RDP + kick
    Great super!  Zangief growls and turns into the secret character of Mega-
    Zangief from MSHSF!  He can't block and is slow as hell but he also can't be 
    launched or be tripped!  Great to use against guys like Wolverine and 
    Spiderman and people who don't have very good long range capability!  He also
    gains/loses a few new moves in this mode!  Recommended for Zangief experts 
    only though!
    Lariat Super (ground):
    SPD + KK - Only done in Iron Body mode
    Mega-Zangief flies straight up doing multiple lariats.  Not sure why they 
    gave him this move as it doesn't seem to be of much use as it doesn't really 
    suck a guy in like Ryu's Super Hurricane Kick.  But like I said, I'm no good 
    at Zangief so what do I know?
    Ultimate Final Atomic Buster (ground):
    SPD + KK (Level Three Super) - Can't be done in Iron Body Mode
    For a level 3 super, this doesn't look like it hurts that much.  Nor is it 
    that impressive looking.  Zangief just grabs you a few times and does a 
    finishing SPD.  I mean, he should throw you against the wall a few times or 
    spin you around or something!  Anyway, when done, Zangief will just try to 
    grab his opponent exactly like he does for his regular SPD.  Not the greatest 
    range here so try not to miss!  I'd rather just do 3 FAB's.
    Team Super:
    This is very unique.  In case you never saw his Double Final Atomic Buster in 
    MSHSF, here's the description.  If Zangief is your active player and you do 
    the motion, your partner will jump in on the other side of the opponent and 
    both of you will walk toward the opponent and if you connect, say goodbye
    opponent!  Hehehe, I love doing this super.  If Zangief is the resting 
    character, he will do a very long version of his Spinning Clothesline (or is 
    it Lariat?) that goes forward.
    Variable Counter Move:
    I always get thrown by this move.  Zangief jumps in and does a Running Bear 
    * Has no backward dash.  Forward dash will automatically grab opponent.  Also 
    has a variety of air moves involving pressing down/up plus a button.
    Easy Combos:
    1) FP, cancel Banisher
    A good solid two hitter that even more importantly moves you next to your 
    2) RK, cancel RK Air Grab
    If it's in the corner, you may have to do the SK version.
    Intermediate Combos:
    1) j. D FP, RK, cancel RBG/FAB/DFAB
    The end grab will basically grab them just as they land from the RK!  Hard to 
    time though but the damage is awesome!  The canceling is a bit tricky here as 
    you can't do it right away I think.
    2) j. D FP, cancel SPD
    This works on almost everybody (except like MegaMan) but especially on the 
    bigger guys.  This won't always work as a)they can jump out of it or b)you 
    just simply miss them.  Still a good tatci to try sometimes.
    3) j./sj. D SP, FAB
    This works well especially on those anti-air guys because the elbow drop (D 
    SP) really messes up their anti-air timing and you hit them.  Then as you 
    both get up, do a FAB or SPD or whatever and you will usually get them as 
    long as they don't jump away as you have priority.
    Hard Combos:
    1) j. D FP, c. SP, sj. JP, sj. FK, cancel Spinning Lariat, RK, cancel 
    A more complicated version of I. Combo #1.  The Spinning Lariat will knock 
    them into position for the RK.
    2) Air Grab, j. D FP, c. SK, cancel, SK Air Grab, j. D FP
    This is mainly a confusion strategy that works surprisingly well or at least 
    on the people I've tried it on.  The second Air Grab always confuses their 
    blocking because you cross them up with the j. D FP and then you can launch 
    them or whatever.  This probably only works as well as it does because not 
    many people have seen it so use it sparingly.
    Zangief is not a spaz character.  You have to be methodical and have good 
    timing to win with him. I've FINALLY learned how to do the SPD motion fairly 
    well.  That motion is required if you want to become one of the few Zangief 
    elite.  That's the motion for his SPD, FAB, UFAB, and Lariat Super.  You have 
    to master it and figure out it's varying ranges.  To get the SPD's and such 
    though, you have to get next to your opponent who, if they're smart, will be 
    playing keep away.  Because Zangief is so slow, it can be hard to get close 
    to those Spider-man's and such.  The most effective ways too do this are 
    super jumpingthe Banisher, the Air Grab, and calling out the helper to pin 
    them in place.  Honestly, I think the Air Grab is the best way because when 
    people see Zangief flying at them they always try to spaz attack but he can 
    block before he touches the ground so they will never get him and will have 
    set themselves up for a grab.
    If your opponent starts super jumping all over the place, time the Air Grab 
    to set them in their place, namely, on the ground!
    If you can't do the SPD motion, for now just practice the RBG which can 
    cancel off a crouching attack.  If they block the crouching attack, you'll 
    often nail them with the RBG!  Another thing I've noticed is that I can most 
    often get the SPD in off someone who jump attacks me.  I just block the hit 
    and start doing circles and hitting a punch button like crazy(yeah, I know, I 
    spaz here) and 9 times out of 10 I'll grab them!  Try this on the computer 
    Jin.  It works wonders!  However, this only works against single attack 
    jumping attacks.
    The Clothesline and Lariat have huge priority and are perfect against people 
    who jump at you all the time. If they super jump, try super jumping up at 
    them and doing one or the other.  As for Mega-Zangief, well I suck at him so 
    I'm not going to give any strategies on him for now.
    Rogue Section:
    Oh man, how obvious was this?  The SPD but only easier to do!  What else 
    could I ask for?  This move was so fun to do in XSF and since I can't do SPD 
    motion worth jack, I loved it!
    After the Onslaught business in comics, which basically revamped all the 
    Avengers, the FF (FantasticFour), the Hulk and pretty much influenced in some 
    way or another every Marvel character out in existence., I stopped reading 
    comics.  More appropriately, my brother stopped collecting them.  Anyway,
    the story of Onslaught goes something like this (this is from memory by the 
    way so don't nail me on inaccuracies):
    Onslaught is the formation of Magneto's psyche being somehow absorbed by 
    Professor Charles Xavier who gets pissed at Magneto for having ripped out 
    Wolverines adamantium up in asteroid M which is a whole nother story in it's 
    own (but I guess that's how comics work huh?).  Professor X "turns off"
    Magneto's brain but in the process absorbs his psyche.  So Magneto's psyche 
    is festering inside Professor X while the Xmen and women and factor and 
    excalibur are going through some pretty rough times.
    Eventually Chuck, gets really pissed and Onslaught is the manifestation of 
    his pissiness.  Onslaught eventually becomes a being of pure psychic energy 
    and it takes almost all the main marvel universe to stop him.  It was an 
    interesting story and that pretty much sums it up in a nutshell although I'm 
    leaving out a lot!  Like the return of Joseph and the Sentinels and other 
    So anyway, in the game Onslaught takes on two forms and you have to fight 
    both of them without recharging your energy bar.  Needless to say, he is the 
    toughest and cheapest boss Capcom has ever created but still he's very 
    beatable!  The good thing is, he's anti-scrub so you actually have to learn 
    how to play in order to beat him which is something commendable on Capcom's 
    How to Beat Onslaught:
    #1 Rule: Ramming on the controls will just get you killed!
    Unlike the previous matches against the computer, you can't spaz like crazy 
    and then pull off a super if your low on health and expect to win.  You have 
    to be patient and learn his weaknesses and what each fighter has that is 
    useful in beating him.  For now, I'll list what each fighter has and doesn't 
    have going for him against both forms of Onslaught and stick in a general 
    strategy to use.
    First Form:
    General Strategy:
    For the most part, you're going to have to take some tick damage so just sit 
    and block him while he does his Headcrush and other moves.  If you want to 
    play the defensive game effectively, just sit in the corner blocking all his 
    attacks until he starts doing his huge beam move right next to you.  I think 
    all the characters can duck underneath that if they are close enough. Then 
    just attack him constantly while crouching.  Never ever jump at him and 
    attack unless you have a character fast enough and/or who can end it with a 
    move that leaves him safely behind Onslaught.  Just stay on the ground.  If 
    Onslaught calls someone to help him attack you, finish them off as quickly as 
    possible so that he can't get any of his energy back.  Watch out though 
    because they have unlimited supers!  However, if you are in some major
    need of recovering energy, just play keep away with one of your fighters 
    while the other one rests.  Don't use supers that much against him because 
    they aren't very effective and just leave you open to attack while he 
    teleports out of the super and behind you.  Make sure you keep away from 
    those Hyper Grav balls of his by super jumping or switching at the last 
    second or fireballing them or whatever!
    Captain America:
    The Cartwheel is very useful in getting behind him.  Try to predict where he 
    will reappear after a teleport and then Cartwheel.  Attack him while he's 
    throwing everything in the wrong direction.  Then when he's done, just 
    Cartwheel to the other side of him and repeat!  Double jumping is also an 
    effective way to get behind him so make sure you double jump to escape those 
    death beams and hyper grav's.
    I haven't found anything in particular that gives him an edge against 
    Onslaught.  Just follow the general strategy to beat him.  I suppose the 
    SP/FP Cajun Slash can act as a means to get behind Onslaught.
    Block, then hit.  Repeat.  Hulk's so strong, he can take Onslaught down in a 
    few hits.  Use JP, FP, cancel Ground Wave.
    The Web Swing is very useful in getting behind Onslaught.  End all your 
    combos with it.  Spiderman is one of the few who can successfully take to the 
    air against Onslaught because he attacks so fast and can do a Web Swing at 
    the end to leave him safe.
    Just keep doing the FP Venom Fang.  You'll literally get rid of him in under 
    10 seconds if you time the Venom Fang's right.
    War Machine:
    I haven't really found much that is extremely useful in beating Onslaught.  
    End your combos with the FP/RK Shoulder Cannon.  Stay on the ground with WM.
    Just keep comboing his ass with JP, SK, SP, FK, FK, FP, RK, ending with 
    anything.  After a couple of hits, Onslaught will start reeling so you don't 
    have to worry too much about him counter-attacking.  Use the OC FP to get 
    close to him during his beam attack.
    Captain Commando:
    Just follow the general strategy.  Again, stay on the ground.  The Captain 
    Kick may be useful in getting behind Onslaught.  A great combo is to pull off 
    all 6 hits on the ground and cancel into a FK Captain
    Strike and then repeat.
    Chun Li:
    Another fast combo character who can take it to Onslaught.  End your combos 
    with the Lightning Legs if you feel brave.
    Not a very good character to use against Onslaught.  Don't use his special 
    moves as they have too much delay time to be helpful.  Stick with ground 
    combos and the general strategy.
    Constantly have the Mega Buster charged so that you can all combos with it.  
    But stay on the ground.
    Another fast combo character who can use all six buttons in comboing 
    Onslaught.  Still, stay on the ground with her.
    See general strategy.
    The epitome of fast combo characters here.  I took down the first form with 
    Strider once without losing any energy!  The easiest way to beat him is to 
    wait for an opening and then either ground combo him continually or jump and 
    combo him and end it with a FK Body Slash and then just keep doing it.  The
    Uroburos is helpful but not really necessary on the first form.  Use the 
    Sliding Kick to get close to him during the beam attack.
    Basically, just follow the general strategy.  Don't forget that his Banisher 
    can cancel the Hyper Grav's!
    Second Form:
    General Strategy:
    The second form is the one you really have to watch out for.  One of his Eye 
    Beams can take off like over 1/2 of your energy.  If he ever, every gets you 
    with a knockdown move, ALWAYS roll to prevent him from getting you with 
    another Eye Beam or whatever.  Again, keep away from those Hyper Grav's.  If 
    your feeling brave, go ahead and jump attack his head, which is the only safe 
    place to attack him, but watch out for those Eye Beams!  When he's way up in 
    the air, there's not much you can do unless you have a fighter who can jump 
    high enough to get to him.  The easiest time to attack him is when he charges 
    at you with his arm.  Make sure you listen because you can hear him grunt and 
    also see him go off screen before he charges.  Super jump to avoid the arm.  
    He'll reappear and not do anything for a second or two.  That's when he's 
    vulnerable so attack him!  He doesn't call helpers to attack you in this form 
    so don't worry about that.  His arm attacks also don't take off that much 
    damage and neither do the bombing attacks(unless he sends out like 10+ of 
    them to attack).  You can also get rid of the bombers by hitting them. Unlike 
    the first form, do not let him corner you!  So overall, just watch for his 
    multiple eye beams and charging arms and hyper grav's.  Never underestimate 
    him because he can take you out in an instant.
    Captain America:
    Use the double jump to get close to his head.
    Follow general strategy.
    Jump and SK, FP.  You'll beat him soon enough.  Supers can be helpful but 
    really aren't needed.
    One of the few who can jump high enough to get to Onslaught when he's at the 
    top of the screen.
    Follow general strategy.
    War Machine:
    The Star Destroyer takes off an enormous amount of damage.  Just make sure 
    you position WM underneath Onslaught's head.  If you want to be brave, go 
    ahead and do Flight mode.
    Follow general strategy.  Try using Berserker Rage to make it easier.
    Captain Commando:
    The Captain Sword takes off squat so just follow the general strategy.
    Chun Li:
    When you attack his head, end the combo with the Lightning Legs.   Usually 
    it's very effective but watch for those Eye Beams!
    None of his supers take off much so just follow the general strategy.
    Both the Hyper MegaMan and Beat Plane are useful supers in taking down 
    Morrigan can jump fairly high as well but for the most part just follow the 
    general strategy.
    The air Shinku Hadoken is very effective.  Just aim and fire away.
    Activate the Uroburos and attack.  Strider is anti-Onslaught!
    Well, um, don't turn into Mega-Zangief.  And follow the general strategy.
    Secret Matches Requirements:
    There are 6 secret matches that I've heard of.  I've only seen 4 of them.  I 
    will list the requirements I believe that you need to get each one and if I 
    don't at least partially know for sure, I won't list it.  Sorry about that 
    but just go to the site listed in the Thanks To section if you want to see 
    the other ones.
    For all secret matches, you can't lose either fighter in any match prior to 
    the secret match which is the 7th one.
    Orange Hulk/Wolverine:
    End at least 4(?) matches with any type of super move(single, double).
    Red Hulk has no super armor but is a lot faster!  But without the super 
    armor, since the computer plays him just like he did have it, he's fairly 
    easy to beat.
    Gold War Machine/Captain America
    End at least 4(?) matches in any way during Double Attack Mode.
    Lilith/Chun Li
    Same as Orange Hulk except you need to use your helper 4 times a match.  It 
    isn't necessary to kill your opponent with the helper.
    Roll/Mega Man
    Finish off at least 3 opponents with two on ones and use all helper stocks 
    for at least 4 rounds.
    Shadow Lady (aka Shadow Chun Li)/Jin
    The same as Red Venom but you need to completely use all your helper stocks 
    for 4 rounds.
    Red Venom/?
    You need to get the first attack on each round and to finish off your 
    opponents with at least 4 two on ones duo team attack whatever you want to 
    call them.
    Switch Starting Characters:
    If you want to switch your starting character for the next match, push and 
    hold all 3 punches or all 3 kicks during the screen which shows all four 
    Secret Playable Characters(!):
    Yes!  Some working codes are finally out!  Thanks to whoever sent these codes 
    in to GPOW's page!  Do the controller motions quickly to get these codes to 
    work.  I don't think that you can choose a secret character after choosing a 
    regular fighter but you can have two secret characters on one team!
    Gold War Machine:
    Go to Zangief's box
    Move L, L, D, D, R, R, D, D, L, L, U, U, U, U, R, R, L, L, D, D, D, D, R, R, 
    U, U, L, L, D, D, R, R, U, U, U, U, U
    The last up will move you to his box above Zangief's.
    His moves:
    Note: Gold War Machine cannot block but also cannot be launched and doesn't 
    reel from attacks/combo supers exactly like Mega-Zangief.
    Moves a lot slower and jumps lower.
    His Shoulder Cannon has become a missile attack much like normal War 
    Machine's c. FP.
    His c. FP has become a short range beam.
    His Proton Cannon now shoots lots of Proton missiles instead of that big  
    Lost his Flight move.
    Other then that, he's the same.
    Lilith Controlled Morrigan:
    Go to Zangief's box
    Move L, L, D, D, R, R, U, U, D, D, D, D, L, L, U, U, U, U, R, L, D, D, D, D, 
    R, R, U, U, U, U, L, L, D, D, D, D, R, D
    The last down will move you to her box underneath War Machine
    Her moves:
    Heart Shot (ground, air):
    QCF + punch
    Same as Morrigan's except it's a heart instead of a bat and it doesn't go 
    very far
    Shadow Blade (ground):
    DP + punch 
    Same except you can't do it in the air
    Vector Drain (ground):
    HCB + punch
    Darkness Illusion (ground, air):
    QCF + KK
    Brilliant Shower (ground):
    QCF + PP
    Her beam super.  She shoots out lots and lots of hearts.  However, it takes 
    too long to come out and the hearts need time to get to the other side of the 
    screen and it doesn't last very long.
    ? (ground):
    DP + PP
    I forget what this was called.  Illuminous Happiness or something like that.  
    But she forms a statue of Lilith in her arms and rises up slowly like an 
    uppercut using Lilith's wings to hit.  I think that she is invincible right 
    at activation so it may be good anti-air but it really comes out too slow.
    No level 3 super, sorry!  I guess Lilith isn't into that kinda kinky stuff.
    Red Hulk:
    Go to Chun Li's box.
    Move R, R, D, D, L, L, R, R, D, D, L, L, U, U, U, U, D, D, R, R, U, U, D, D, 
    D, D, U, U, U, U, L, U
    The last up will move you the R. Hulk's box above Ryu.
    He's much, much faster!  For instance, he can chain two c. SK's!  But no 
    super armor (else he'd be invincible!).  His attacks do less damage too.  
    Other then that, he's the same as regular Hulk.
    Red Venom:
    Go to Chun Li's box.
    Move R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L, D, D, R, R, U, U, U, U, 
    L, L, U
    The last up will move you to R Venom's box above Chun Li's.
    R. Venom's moves (I made up these names):
    Note: Damn this guy takes damage like a bitch!  You'll see what I mean when 
    you play him!  But he has all hunter series and is only a little bit slower 
    then Wolverine in Berserker Rage mode.  Fun guy to play but hard to win with 
    if you make any mistake!  Several of his normal moves have been changed too.
    Venom Bite (ground):
    QCF + punch
    Basically he rushes forward doing normal Venom's standing FP animation.  Has 
    incredible reach!  But I can't believe this move has some recovery time!  He 
    should have no recovery time at all on ANY of his moves to make up for the 
    damage he takes!
    Venom Rush (ground):
    QCF + kick
    Does normal Venom's standing RK very quickly.  If you keep hitting a kick 
    button, he does more Venom Rushes that will combo.
    Venom Claw (air):
    QCF + punch
    Quickly comes down at an angle doing normal Venom's (notice a trend here?) 
    air FP.  Treat it like you would a better version of Ryu's Diving Kick.
    Web Throw (ground):
    Same as normal
    Same as normal Venom
    Go to Zangief's box.
    Move L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R
    The last right will move you to Roll's box at the right of Megaman's.
    Roll's moves:
    Note: Roll is small!  She's like half the size of MegaMan!  Because of this, 
    lot's of things won't hit or affect her.  For instance, she can slide under 
    Ryu's Hadoken!  The Captain Storm is not effective on her!  She can WALK 
    under Onslaught's beam attack!  However, she has pathetic range and zippo 
    power on her normal moves.  Still, she's fun (and funny) to play!
    Fireball (ground, air):
    QCF + punch
    Nope, you can't charge!  Plus this has the longest recovery time of any 
    fireball move.
    Flower Bomb Toss (ground, air):
    HCB(QCB?) + punch
    This move's too funny!
    Item Change (ground):
    QCB + kick
    Still the same as Megaman's
    Item Use (ground):
    QCF + kick
    Same as Megaman's, just kick instead of punch.
    Hyper Roll (ground, air):
    QCF + PP
    Just like the Hyper MegaMan, except it's the Hyper Roll!  Plus, you won't hit 
    your opponent much with this super unless you nail them during activation 
    because the missiles and bombs and stuff come out way too slow.  The only 
    thing that's instantaneous is a laser that shoots out from her head but it 
    comes out too high to be of much use.  Also, it seems to come out slower as I 
    couldn't get it to combo in the air.
    Rush Drill (ground):
    QCF + KK
    Beat Plane (ground, air):
    HCB + KK
    Same, except it seems to come out slower
    Shadow Lady:
    Go to Morrigan's box.
    Move U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D, R, R, D, D, L, 
    L, U, U, R, R, U, U, L, L, D, D, D, D, D
    The last down will move you to her box underneath Gambit's.
    Her moves:
    Drill (ground):
    QCF + punch
    She does her Kikoken motion but instead, a drill appears in her hands while 
    she rushes forward in her Kikoken stance.  Much better then her Kikoken, I 
    think.  Use this to chip away at damage!
    Electric Field (ground):
    DP + punch
    Shadow L. surrounds herself with electricity.  Great anti-air (Finally!  I 
    think I found the perfect counter to Wolverine's damn Head Stomp!) and good 
    recovery time.  The punch used determines the number of hits and the duration 
    of the electricity.  Pathetic range though so be careful about that.
    Missile Track (ground):
    HCF + kick (I think)
    She slowly lets out a couple of missiles from her butt that just as slowly 
    track the opponent.  I guess, it's a surprise anti-air type of move.
    Lightning Legs (ground, air):
    Push any kick rapidly.  Same except legs are a different color
    Axe Kick (ground):
    HCB + kick
    She still has her Stomp Kick and her Neck Breaker.
    Big Bang Laser (ground):
    What a dumb name.  Anyway, Shadow L. does that eye ching and then releases a 
    huge laser from her hands that looks a lot like War Machine's Proton Cannon.  
    Doesn't combo though.  Has about the same amount of recovery time as Chun Li 
    does after the Kikosho.
    Galaxy Missile (ground):
    She does that eye ching again and then lets out a ton of missiles from her 
    butt that hunt down her opponent.  No way that it combos as it comes out so 
    slow but cool to watch.
    Final Mission (ground):
    Charge Back, F, B, F + KKK
    This is a level 3 super that acts almost exactly like Shadow's Final Mission.
    Shadow Lady will slowly rush forward and then do a RK launching her opponent 
    into the air.  She follows them up and kicks the crap out of them while the 
    screen turns white.  When the screen reappears, she lands and taunts while 
    her opponent hits the ground in an explosion.  Too bad it's blockable.
    Better development of characters including strategies (definitely!), 
    hopefully more SECRET CHARACTERS!, Onslaught info, taunt descriptions, etc.  
    Also, just better organization and refinement of this thing.  I really hope 
    you guys could read this.
    Hope you enjoyed this guide and please e-mail me with your thoughts and 
    suggestions on it.
    Remember: Don't take everything in this guide as definite fact.  Go and try 
    out your own ideas too! You'll be surprised what you can find out!
    Of course, first and foremost, Marvel for creating (or buying anyway) their 
    respective characters and Capcom for creating this awesome game. (duh)
    Also, I'd like to thank Migs for his page and all the regulars/non-regulars 
    on there for making it such a great source of information and conversation.  
    Here's his also awesome MvC page:
    Future versions of my guide can probably be found there as well as at 
    The Madman's MvC Guide, James Chen XSF guide, and everybody else's guides 
    I've read for providing me with ideas on how I should format my guide.
    The Yellow Brick Road Arcade at University Towne Centre in San Diego, CA for 
    getting the game (especially as early as they did)!  
    The people at UCSD who I play all the time!
    John and Jung for making me learn Wolverine so I could beat them with their 
    own cheesy fighter!
    Doug and the original Jon for reminding me I spelled Rogue's name wrong!  
    God, I'm so dumb!
    The person who figured out the system of choosing your helper character!  
    Whoever you are I gotta to say, Good Job!  I think this is the website of the 
    person who figured it out but I'm not sure:
    The people who read this and find it useful and provide me with suggestions 
    and info:
    Sam Olmo: Hulk's Magic Series and reminder that Cap. A's Hyper Charging 
    Star/Final Justice can combo!  Thanks Sam!
    Dre627 (Dre627@aol.com): Thanks for some of CapCom's/War Machine's combos and 
    ideas!  This guy loves playing War Machine among others so ask him questions 
    if you got em!
    Michael Basus for giving me the real name of Morrigan's Silhouette Blade.
    XdarkLichX (XDarkLichX@aol.com) for combos and other info on War Machine and 
    Wolverine.  Knows what he's talking about so ask him questions (well, if I 
    can't answer them first!).
    Leon Chang for correction on Gambit's Cajun Explosion.
    The guy who did that crazy Strider combo (Hard Combo #2) to me!
    Trevor for telling me how to switch walls during Strider's Wall Cling.  
    Thanks for finally solving the mystery for me!
    Driz for posting Cap. A's Hard Combo#5!  Where did you get this?
    Foreigner for fixing Shadow's code and for telling me the specifications for 
    the secret matches.
    ¤~*AzN pRyDe*~¤ and a lot of other people for translating Chun Li's air super 
    foor me.  I'm Chinese and  don't even know it.  Yeesh.
    Me!, for writing this.  Doing this took much longer and was harder then I 
    thought and I'd like to congratulate myself.
    Hope I haven't forgotten anyone but if I have, please tell me so I can give 
    you credit!!
    Suggestions, complaints, strategies, questions, corrections and otherwise are 
    VERY WELCOME.  Please send away to Edmaedmaedma@juno.com or amsoulde@aol.com.  
    I will respond to as much e-mail as I get.  Thanks mucho.

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