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    FAQ/Move List by JCulbert

    Version: 4.2 | Updated: | Search Guide | Bookmark Guide

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    ASCII art borrowed from James Chen's MSH Combo FAQ :) (see credits)
    Version 4.2
    By John Culbert (tigeraid@geocities.com)
    You can find this FAQ and many more at the following URLs:
    http://www.geocities.com/SiliconValley/Heights/1910 (my homepage)
    -added/edited many more combos for each character, too many to list
    -arranged combo lists similar to James' Combo FAQ, with basic-intermediate-
     advanced combos.
    -added "Character Overview" section, for my opinion on each fighter
    -added Dashing Jump section for each character in tactics section,
     elaborated on Dashing Jump
    -full Thanos/Doom sections
    -further explained Anita
    -other corrections/changes
    v4.2 update:
    -little corrections
    -added a few combos for Blackheart and Cap
    -added Magneto quote
    v4.0 update:
    -added stage descriptions
    -added most post-match qoutes (except for secret characters)
    -finally got fed up with everyone's bitching and changed IM's quote from
     "Superior Attack" to "Superior Tech" :)
    -some small stuff in Reinaldo's Anita section
    -cool Doom Combo
    -Blackheart combos, Heart of Darkness info
    -Juggernaut's Pick-up move
    -Juggernaut combo
    -MANY more Hulk combos
    -one Magneto Throw Combo
    -edited Magneto Dashing Jump section (he doesn't have one! :)
    -Psylocke combos
    -more Cap combos
    -more OTG combo info for IM
    -small Spidey combo stuff
    -little corrections
    Well, MSH has finally come to the home systems! This gives me a chance to
    update the Compendium and still keep the FAQ recent! Version 3.0 (and now
    3.5 and 4.0) has the following changes and/or additions:
    -cleaned things up and made the damn thing easier to read
    -changed some of my opinions/thoughts on the game (eg. my view on Blackheart;
     HAPPY ZEKU!?!? :)
    -re-organized and re-created each character's section for more info and 
     easier reading.
    -cleaned up paragraphs in general, changed a few words here and there (eg. in
     the "What is MSH" intro below)
    -MORE COMBOS!!!!!! :)
    -added stuff missing from Juggernaut and Blackheart sections (esp. Juggy!)
    -cleaned up each character's combo list for easier reading, keeping my
     comments short, and putting all big explanations at the end of each list
    -added "combo overview" to each section to better explain combos and how to
     use them
    -added little character specifics I never bothered to update before
    -condensed each character's tactics section; now gives general tactics for 
     each fighter relating to ALL situations
    -added section for home version specific info (eg. codes, other stuff)
    -added new sections for Dr. Doom, Thanos and Anita.
    So hopefully, this guide will become a little easier to read and give you
    in-depth and important info on playing the game. And remember, it's always
    more fun against a human opponent! :)
    IMO one of the best games Capcom has ever created, it is not as sloppy as
    X-Men: CotA, and not as cheesy or crappy as its successor X-Men Vs. Street
    Fighter (which had followed onto the home systems a little later). This has
    good solid gameplay and is not overly cheesy beyond most fighting games, as
    long as no one uses those DAMN-STUPID Infinite combos. The translation to
    both the PS and ESPECIALLY Saturn are fairly faithful to the arcade (see end
    of Compendium for review), and pretty much everything done in the arcade can
    be done here (as far as combos and tactics). 
    So what is MSH, for those who didn't play it in the arcade? Well, it is the
    sequal to X-Men: Children of the Atom, which started this type of game, and 
    MSH built upon it and made it even better. Not only does it have all our 
    favorite Marvel Super Heroes, but it also has great control, spectacular 
    moves, clean, smooth graphics, and of course, COMBOS. That's what seperates 
    MSH apart from the many other 2D fighters, the combos. It has taken the idea 
    of some regular moves cancelled into Special moves from its sister game 
    series, Street Fighter, and adapted that concept, making ALL regular moves 
    able to cancel into Special Moves and also into other regular moves, calling 
    this a "series". It also has adapted the idea of a juggling system as well, 
    making you able to perform many hits not only as juggles, but actually full 
    combos in the air. This expanded combo system gives the player the option of
    performing good, solid ground combos, powerful low-numbered combinations, or
    full blown Jump-in -> Ground -> Off-the-ground -> Air Combo/Infinity Combo
    Even more depth was added to MSH's combo system, too much to explain in this 
    intro; you must read on, True Believer... 
    You're not going to find any stupid auto-button combos ala Killer Instinct 1, 
    or even worse, like MK3. No, fighters, this combo system literally allows you 
    to "create your own combos" as stressed in X-Men: CotA's intro, and is still 
    quite present in MSH. 
    So, this FAQ is a must-read for any MSH fan trying to learn the ropes; and 
    don't think I'm the only other player out there; a definite recommendation is 
    to read James Chen's MSH Combo FAQ, which will explain the combo system in 
    even more detail than Yours Truly.
    LEGEND:          BUTTONS
       JOYSTICK     | .-----------Strong
                    | | .---------Fierce
       U/B U U/F    | | |
          \|/       | | |
        B--o--F     | | |
          /|\       O O O
       D/B D D/F    O O O
                    | | |
                    | | |
                    | | |
                    | | ----------Roundhouse
                    | ------------Forward
    QCT= Quarter Circle Toward (roll the joystick from D to F)
    QCB= Quarter Circle Back (roll the joystick from D to B)
    HCT= Half Circle Toward (roll the joystick from B to D to F)
    HCB= Half Circle Back (roll the joystick from F to D to B)
     + = enter commands simultainiously
    IC = Infinity Combo
    ICO= Infinity Counter
    MS = Magic Series
    MSH= Marvel Super Heroes
    SBB= Super Berserker Barrage (Wolverine: QCT+all three Punches)
    BB = Berserker Barrage (Wolverine: QCT+any Punch)
    EQ = Earthquake (Juggernaut: F,D/F,D+any Punch)
    JP = Juggernaut Punch (Juggernaut: QCT+any Punch)
    OTG= Off the Ground 
    FS = Flying Screen
    J. = Jumping
    SJ.= Super Jumping
    S. = Standing
    C. = Crouching
    FL.= Flying
    AD.= Air Dashing
    NOTE: the diagram above is used mainly to indicate the various button names
          and joystick positions. Of course, the PS and Saturn controllers do
          not look like this, but I will not do up ASCII art for it, because I'd
          have to do 2 controllers, and the buttons can be custom-set anyways in 
          the options--you get the idea, I'm sure...
    To perform a Taunt on the PS version, tap D,D+Select. For the Saturn, hit
    D,D+L+R. See character sections for specific Taunts.
    Alternate Color Select:
    To choose the alternate (2 player color) for your character, at the character 
    select screen, hold Up (for top row) or Down (for bottom row) for 3 seconds, 
    then choose the character with any button.
    Disable Gems:
    To disable the use of all Gems in the two player mode, both players must hold 
    START after choosing their fighters untl the round starts.
    Beat up the Loser:
    At the end of the last round in any battle, tap Select (for PS) or L+R (for 
    Saturn) BEFORE your points begin to tally up (provided you're the winner, of
    course :). You will regain control of your fighter and can attack your
    fallen, loser opponent! Any move will hit them on the ground, and they can be
    chained into another attack, but some attacks gain weird knock-away
    properties, and can you cannot perform Special Moves. :-(
    Secret Characters:
    See specific character sections for Doom, Thanos and Anita.
    This is a bar located directly under your fighter's life meter, and as you 
    perform moves, hit opponents, or get hit (performing Special Moves fills it
    the fastest), it will fill up. Once it is full, a one will appear beside it.
    This means you have one Infinity Level, allowing you to perform Infinity
    Combos and Infinity Counters. It can continue to be filled to level 2; You're
    maximum level depends on the character (i.e. Shuma Gorath can only use 1, but 
    Iron Man can charge up to 3.)
    This is a devastating move that can only be performed when at least one level
    of the Infinity Bar is full. Once activated, the screen will grow dark for a
    moment as the fighter gathers his/her energy; the announcer will then exclaim
    "Infinity!!", or an "X" will appear for the X-Men characters, and they will
    perform the move. Note that all animation, except the character's "gathering"
    of energy, is halted during the dark screen, so your opponent cannot move, 
    i.e. if the enemy is standing right in front of you and you pull off the IC,
    they cannot avoid it.
    Similiar to Alpha Counters from SFA2, these are performed during a period 
    known as a "block stun"; this means after blocking an attack, you must pull 
    off this move before your fighter's blocking animation is done (before they 
    bring their hands down), and it will interrupt your opponent's recovery 
    animation from their attack. Technically this is known as "cancelling" your 
    block. An ICO can only be done with one level of the Infinity Bar full. To do 
    an ICO, roll from B to D in one motion and hit a punch immediately after 
    blocking an attack. 
    Super Jumps cause your character to jump very high into the air; to perform 
    a Super Jump, quickly tap D before jumping, or hit all three kicks.
    To perform a Throw, hold towards or away from the opponent and hit Fierce or
    Strong up close. To perform an Air Throw, hold F or B and hit Fierce or
    Strong up close IN MID-AIR. Some characters also have Throws with Forward and
    Tech hits allow you to recover and possibly reverse Throws done to you. To
    tech hit a Throw, perform the motion for one of your own Throws just as they
    Throw; this will cause no damage to you. It takes NO Infinity power to 
    perform a tech hit. 
    To perform a dash forward, tap forward twice. To perform a retreating dash,
    tap back twice. Dashing is an important part of a lot of combos.
    Alternately, you can also perform a dash by hitting all three punches 
    simultainously. To dash back, hold B while hitting the punches. Except for
    Blackheart, all characters can interrupt their forward dash with any move,
    including a backward dash.
    To perform a dashing jump, interrupt a normal dash with a jump forward. This
    will cause your fighter to jump much further than their regular U/F jump. This can be
    very useful for some characters, and not as useful for others.
    After being knocked down, it is possible to roll in recovery to standing.
    This does not lessen the damage of the knockdown, but it allows you to avoid
    an opponent's attempted ground attack or possible OTG combo, and you can also 
    roll behind them and perhaps surprise them. To get a Safety Roll, perform a 
    complete motion from B to D and hit any punch BEFORE you hit the ground. Note 
    that if the move you're hit with executes the Flying Screen phenomenon, you 
    cannot Safety Roll.
    When a fighter is hit many times in a row with powerful moves in a short
    time (it doesn't have to be a combo), the small portrait of their face by
    their meters will show them getting pretty beaten up; after a certain point 
    the character will bounce up then stand to be dizzy. At this point is
    the opponent's chance to do an attack or combo that the dizzy character will 
    have no defense against. When your character is dizzy, shake the Joystick 
    repeatedly and hit the buttons rapidly to regain control faster.
    These are special items that give you temporary special powers. You collect 
    Gems from your fallen opponents, and start every match with some. Tap Select 
    (on PS) or L+R (on Saturn) to cycle through them at the bottom of the screen.
    Perform a QCB and hit all three punches to activate your chosen Gem. Here's
    what they do for every character:
    Power (RED):
    This will increase your fighter's offensive power, allowing all of their 
    attacks to do more damage.
    Mind (BLUE):
    This will cause your Infinity Bar to refill itself rapidly for a period of 
    Soul (GREEN):
    This will cause your fighter's health to gradually refill for a period of 
    time. If you're hit while regenerating, the meter will still go down, but 
    will then continue to rise. Try and save this for when you really need it.
    Time (PINK):
    This will speed you up considerably for a period of time.
    Space (PURPLE):
    This will give you "Super Armor" that will raise your character's defense 
    considerably and make them nearly impossible to knock down, except with 
    Throws. When this is activated, try and go offensive for the time.
    Reality (ORANGE):
    This will allow you to throw projectiles by tapping a single button. The 
    following is from Richard Cheung's MSH FAQ:
    Jab/Short: fireballs high/low respectively
    Strong/Forward: icicles down/up respectively
    Fierce or Roundhouse: electrical spheres homing/spread respectively
    Start:   orange objects are lobbed at opponent whom will dizzy after
             about 2-4 hits (eg. Pumpkins, Akuma statues)
    NOTE: In addition to these special powers, each character also gains an 
          additional special power from one of the Gems. For example, if 
          Blackheart activates the Reality Gem, he not only has the ability to
          throw the various projectiles, but he will also be completely invisible
          for the duration!
    Defensive Gem Tactics:
    Try and reserve your gems for times of need (eg. use the life recovery when
    you have little life left). Note: activating a Gem can be used as a
    defensive technique as well. When activated, the Gem produces a distortion
    around the fighter that WILL hit the enemy if they are extremely close. The 
    damage is minimal, but it will knock them away and let you catch your breath.
    Gem Knocking:
    Fighters have the ability to knock the enemy's Gem out of them, where it will
    bounce on the ground and lie there until someone walks over it and it
    becomes theirs. You must hit the enemy with a Special Move or IC to knock
    the Gem from them. Gems also enter the playing field when a "First Attack" is
    achieved, as well as "Danger".
    This is the name given to Capcom's version of a chain combo system. 
    X-MEN: CotA and MSH have adapted Street Fighter's original combo system so
    that there was a way to cancel normal attacks into other normal attacks as
    well as normal-->Special Attacks. Each fighter has his or her own Magic 
    Series that follows a distinct pattern. Here are the various Series:
    *Wolverine, Psylocke, Dr. Doom and Thanos-"Zig-Zag": Jab -> Short -> Strong
                    -> Forward -> Fierce -> Roundhouse
    *Iron Man, Captain America and Spider-Man-"Weaker to Stronger": any 
    attack can cancel into another of higher strength.
    *Hulk, Magneto and Juggernaut-"Weak Start": any Jab or Short into 
    anything Stronger. 
    *Shuma Gorath-"Punch to Kick": ANY punch can be cancelled into ANY kick.
    *Blackheart-"Kick to Punch": ANY kick can be cancelled into ANY punch.
    Note that you can skip any of the steps in the series, but you cannot go
    The rules for the Ground Magic Series are that you can input crouching or
    standing attacks following the series (for example, Psylocke can cancel a 
    standing Strong into a standing Fierce, or a crouching Fierce). You can 
    perform a Magic Series while jumping as well; This is great for starting
    jump-in combos, allowing you to get in more hits as you jump in at the enemy
    before continuing a combo on the ground. The chaining of Jumping Magic Series 
    into ground combos involves a lot of timing for different characters. There
    needs to be a different short pause for every character between the air combo 
    and the ground combo (eg. jump in with Fierce followed by a Roundhouse with
    Wolverine, then do a crouching Short into a Roundhouse. There has to be a 
    short pause between the jumping Roundhouse and the crouching Short). The 
    pause allows you to land properly. This timing requires some practice, for if 
    you hit the next button to early it may come out in the air and really screw 
    you up. You must get a personal feel for each character.
    As well, MS combos can be done during a SUPER jump, but these are different 
    from X-Men: CotA. Now, everyone has the SAME series, the Zig-Zag described 
    above. Like the other two version of the Magic Series, it allows you to do 
    any version of one button. See Air Combos for more info. 
    These, put in loose terms, are juggles. But, the exception laid down in 
    MSH is that they must be done as you jump in the air. So, to do an air combo
    by definition, you must knock the enemy up into the air with a launcher, or 
    use the other two setups (see below), then follow them up and perform an air
    combo before either of you land. BOTH fighters must be in the air for an Air
    Combo to register (i.e. launching the opponent with Hulk's crouching Fierce 
    then juggling quickly with a Vertical Gamma Charge will not count as an Air 
    Combo, even if the Charge connected against an airborn enemy). 
    There are three different ways to setup an enemy to perform a true Air Combo:
    -After knocking the enemy up with a launcher (eg. Hulk's C.Fierce)
    -Super Jumping up and connecting the combo to a Super Jumping enemy
    -Jumping up and connecting a combo to a jumping enemy or an enemy on
     their way down from a Super Jump, or perhaps DP move.
    As well, there are two different types of Air Combos: regular Jumping Air
    Combos and Super Jumping Air Combos. Read on...
    These are moves that knock the enemy up into the air for a juggle.
    Borrowing James Chen's terminology from his MSH combo FAQ, there are four
    different kinds of launchers:
    Regular Launchers: 
    These are attacks that knock the enemy up high into the air wether 
    they're on the ground or not (eg. Spider-Man's S.Strong.)
    EVERY character has at least one Regular Launcher. 
    Straight Launchers: 
    These launch the enemy across the screen (eg. Wolverine's S.Fierce). Except 
    for Juggernaut and Blackheart, every character has at least one Straight 
    Launcher, also refered to as a "Strike".
    Small Launchers: 
    Launchers that knock the opponent just slightly up off the ground 
    (eg. Psylocke's C.Forward). Not all characters have Small Launchers.
    Air Launchers: 
    These launch enemies straight up and sky high only if the enemy was hit 
    out of the air (eg. Hulk's S.Roundhouse). Not everyone has an Air Launcher.
    The Regular Launchers are by far the most effective, as they throw the
    enemy straight up in the air. Note that the enemy recovers on their way
    DOWN and can then air block everything (except if launched by a Throw, i.e.
    Captain America's Roundhouse Throw), so you must follow your opponent up
    after a Regular Launcher and hit them before they reach the apex of their
    flight. The Small Launchers and Air Launchers are best used combined. Since
    the Small Launchers throw the enemy up a short distance, you can immediately 
    follow with an Air Launcher to juggle and throw them high up. Air Launchers 
    can also be used simply as air counters; hit a jumping opponent with one, 
    then follow with a high-hitting move (eg. Captain America's Stars `n' 
    Stripes) or in many cases, an Air Combo.
    Now, in order to successfully follow up a Launcher, you must cancel the
    Launcher with a Super Jump, i.e. hit the enemy with the Launcher, then
    before its animation is complete, simply tap U and the Super Jump comes out
    automatically. Of course, you can always keep it simple by following it up
    with a rising attack, like a Spider Sting following Spider-Man's standing
    Super Jumping:
    You can Air Combo any Super Jumping enemy simply by following them up with
    your own Super Jump and nailing them as you go. This is not as precise as a
    Launcher because you must be a close distance to the enemy with your Super
    Jump, so some hits that connect after Launchers may not do so during a
    Super Jump.
    Regular Jumping:
    Use this when the enemy does a regular jump towards you; jump up to meet
    them and try and get in your hits first. Also an ideal counter if the enemy
    misses a DP move (eg. Wolverine's Tornado Claw).
    Super Jumping Air Combos:
    Something unique to MSH exists only in Super Jumping Air Combos; the
    ability to bring out a "combo finisher" similiar in fashion to Killer
    Instinct. In MSH, the combo system of Super Jumping is highly customized
    because not only does every character have the same Zig-Zag series, but the
    combo finishers are simply done by chaining in Fierce or Roundhouse at the
    end of that series (there are exceptions with Iron Man and Blackheart, 
    however). Note that you can only perform these finishers if you do not start 
    the combo with the Fierce or Roundhouse (otherwise thatwill finish the combo
    right there). The finishers are pretty cool and allow you to knock the enemy 
    away and the camera will follow them to the ground. After they land, you'll 
    jump back into the screen from the side (some finishers will also knock the
    enemy straight down towards the ground, but the same properties apply). This 
    is known as the "Flying Screen" phenomenon, which I will explain later. 
    NOTE: if you prefer, you can finish the Super Jumping Air Combo with any 
    airborne Special Move (eg. Magneto's EM Disruptor); this may or may not be 
    more effective, depending on the character.
    Regular Jumping Air Combos:
    The only difference between these and Super Jump Air Combos is that there
    is no special finisher. This will allow you to use the entire combo series
    if you wish. You can still cancel into a Special Move. So, if you and your
    opponent are both in regular jumps at each other, it is possible in theory
    to hit them with an entire 6 hit Zig-Zag series with any character that has 
    the full Zig-Zag Regular Jumping MS (eg. Magneto), and then even cancel with 
    a Special Move! 
    Normal Move/Special Move Cancellation Combos:
    Ah, the classics. Remember the good ol' Fierce Punch cancelled into a
    Dragon Punch with Ken and Ryu? Well, Capcom's given us much more
    possibilities, because ANY normal move can now be cancelled into a Special
    Move. This allows A LOT of freedom for combos, and these combos are usually
    very easy pull off. Also note that "any" normal move also includes mid-air
    moves cancelled into Air Special Moves (eg. Juggernaut's Juggernaut Splash), 
    which is what allows Air Magic Series combos to cancel into Special Moves.
    Dashing Combos:
    Dashing before entering a combination allows for more hits. This is because 
    it gives more momentum after your first hit, so it won't push you as far away 
    from the enemy, allowing you to get in more hits. For example, Wolverine can 
    perform a Jab -> Short -> Strong -> Forward series on Magneto, and perhaps 
    even finish with a Drill or Tornado Claw. But if he performs the series while 
    dashing into Mags, he can go into a Fierce or Roundhouse to finish off 
    the series, whereas without the dash, the series would have pushed the 
    opponent too far away for the last hit to connect. 
    This skill should be mastered, because it is best utilized after the enemy 
    misses a DP move like Spider Man's Spider Sting. As well, it is difficult but 
    possible to initiate a Dash Combo after a jump-in hit or even series. The key 
    is to tap F, F after you tap the button for your last hit plus the button 
    you're going to start the Dash Combo with. This must be timed correctly so 
    that the last F of the dash motion is tapped AS you plant your feet on the 
    ground. For example, with Magneto, to perform a J.Strong -> J.Forward -> 
    J.Fierce, D.S.Short -> S.Roundhouse XX Jab EM Disruptor, do all three hits of
    the Air Combo, but AS you are tapping Fierce you should also do the first F
    of the dash command; time it so that the first F comes out JUST as he 
    finishes the J.Fierce, then the second F should be done simultainiously with
    the S.Short AS Magneto's feet hit the ground.
    Off the Ground (OTG) Combos:
    An Off the Ground (OTG) combo starts with an attack that hits a downed 
    opponent, and allows the attacker to continue into more hits.
    Technically, an OTG combo is NOT a true combo. The definition of a combo from
    way back in the SF2 days is-- 
    "a series of attacks that, once the first hit has connected, the rest cannot
     be defended against."
    But, if the opponent is wary, he can perform a Safety Roll, which will avoid
    OTG attacks. But if he doesn't, the combo number will continue to rise.
    (NOTE: There is an exception to this rolling escape--see Flying Screen 
    So, an OTG combo is a combo where you knock the enemy down, then combo them     
    OFF the floor as they land. To do this, you must hit the fallen enemy with a 
    low enough attack (eg. a sweep or perhaps slide). Now, no matter what move 
    you used, when an opponent is hit while on the ground, they are "bounced" a 
    VERY small ways into the air, then they fall again. During the time before 
    they land, they cannot block anything, so you can hit them with any attack 
    that will reach. As James Chen says, if you want a good example, watch the 
    Attract Mode on the MSH machine. You will see Captain America fighting Shuma
    Gorath. In one of the scenes showing this match-up, you will see Cap knock a 
    jumping Shuma Gorath out of the air with a Jab Stars `n' Stripes. Once the 
    alien lands, Cap dashes in and performs a C.Short, knocking Shuma Gorath 
    ever-so slightly OTG. The Star-Spangled Avenger then cancels into a
    C.Fierce, which is a Regular Launcher, catching him before he lands from the 
    OTG hit. He then finishes by cancelling the Launcher with a Super Jump and a 
    SJ.Fierce. One thing to remember is that rarely in this game to people stay 
    on the ground for very long, even if they aren't rolling. You MUST hit an 
    opponent OTG with a move that has significantly good recovery time; for 
    example with Psylocke, she's fast enough to hit the enemy OTG with a C.Short
    after a C.Roundhouse because the sweep recovers so fast. Therefore, her 
    C.Roundhouse is a good setup for an OTG Combo. On the other hand, Magneto's
    C.Roundhouse is far too slow in recovery for him to hit the enemy OTG 
    afterwards (except for cancelling into a Shockwave of course).
    BTW, to be fair, you cannot do two OTG combos in one combination. For 
    example, with Hulk you can do a- 
    D.S.Short -> S.Forward XX Short Gamma Charge, C.Fierce (OTG) -> SJ.Air Combo.
    But, you cannot do a:
    D.S.Short -> S.Forward XX Short Gamma Charge, C.Jab (OTG) -> S.Strong XX 
    Short Gamma Charge, C.Jab (OTG) -> etc..
    As this would effectively create two OTG combos in one. This of course would 
    make for infinite combos, because you could continuously OTG the opponent 
    after every time you Short Gamma Charge.
    Flying Screen (FS) Combos:
    I will use James Chen's definition of the Flying Screen (FS):
     "The Flying Screen is the phenomena in MSH that causes the screen to scroll 
     VERY quickly after certain moves hit the enemy.  The view of the game 
     follows the enemy and the person doing the hit disappears from the screen.  
     Once the screen stops moving, the person who was hit will just lie there and 
     the other player will hop into the screen from the side."  
    (My Note: BTW, some FS attacks will knock the enemy straight into the ground 
     as opposed to off screen, like finishing a Super Jumping Air Combo with 
     Magneto's SJ.Fierce--it will send the enemy into the ground on the SAME
     screen. Note that the same FS restrictions explained below still apply)
    The FS happens after the following conditions:
    -after performing a Super Jumping Air Combo "finisher" (some exceptions)
    -after performing the following moves:
    Juggernaut's Juggernaut Punch
    Spider-Man's Web Throw
    Wolverine's Berserker Barrage (if all hits connect; same with the Super 
     Berserker Barrage IC)
    Magneto's Shockwave IC
    Hulk's Gamma Tornado
    Psylocke's PsiMaelstrom
    Now, here's the catch--if your opponent is close or in the corner, there is
    no way for the screen to scroll, because the border is there. So, when you
    perform a move executing the FS phenomenon that knocks the enemy into a close
    corner, they will hover against the corner for a moment, then fall to the
    ground. As they land, you can easily perform an OTG combo, or juggle in some
    cases... (eg. Wolverine)
    One good limitation is that the FS forbids the opponent from Safety Rolling
    PERIOD, so OTG combos WILL become true combos in this case.
    One thing against the comboer is that once you perform an OTG combo after the
    FS, the game will not let you perform ANY Air Combos or Special Moves; for
    example, with Wolverine if you perform a Berserker Barrage in the corner with
    all hits, the enemy will hover briefly, then when they fall, you can hit them
    OTG with a C.Short into S.Roundhouse. But, you CANNOT cancel the Roundhouse
    with a Tornado Claw, nor can you follow them up with a Super Jump and Air
    Safe Air Magic Series/Safe Ground Combo:
    Safe Air Magic Series:
    James Chen noticed that some air attacks are directed at akward angles, so
    they sometimes miss in a SJ.Air Combo (eg. Psylocke's SJ.Strong).
    So, he made a list of all the Air Combos that were definite hits, and 
    sometimes they aren't always the potential 5 hits (Jab, Short, Strong, 
    Forward, Fierce or Roundhouse finisher). 
    For example, Hulk's Safe Air MS is:
    Jab -> Strong -> Forward -> Fierce or Roundhouse Finisher
    Short is skipped because it would not usually connect in this combo. Still,
    4 out of a potential 5 hits is OK.
    Safe Ground Combo:
    Another thing noticed by James Chen is that it is pretty easy to get 
    countered after trying to connect with a Ground Combo because the move you 
    tried to finish with, either to launch or finish right there, had such a slow
    recovery, that when blocked the enemy could easily combo you in return (for 
    example, if you tried with Magneto to get in a simple C.Short into 
    C.Roundhouse knockdown combo, but the opponent blocked it all low, Magneto is
    in BIG trouble, because the recovery on his C.Roundhouse is considerably 
    slow. So, James Chen listed a good combo for each character, that can get big
    and multi-hitting if the enemy doesn't defend, but if blocked can be turned
    into something that leaves you in much less danger. One of his examples was
    with Wolverine:
    D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage.  
    Now, if you have a keen enough eye and see that the first two or so hits were
    blocked, then you could easily NOT do the Berserker Barrage, which if blocked
    would allow the enemy to do whatever he wants to Logan, and instead do this:
    D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce.  
    After the enemy blocks the Fierce, Wolverine is a considerable distance away
    so that it is very difficult for the opponent to hit him during the recovery 
    frames of the Fierce.
    Note that there are some exceptions to the safe combo; there are attacks that    
    are fast enough to catch you even if you finished the combo the safe way. For
    example, Hulk's Gamma Charge is LIGHTNING fast coming out, so even if your
    attack has a very SLIGHT delay, he can still counter with it. 
    Character Dimensions:
    In X-Men: CotA, there were three character sizes, with Sentinel, Colossus and
    Juggernaut being large, Silver Samurai and Omega Red being mid, and everyone
    else light. In MSH, it is even more detailed, going by height, width and 
    weight. Height will determine how many hits you can get on a jump-in combo
    (eg. you can easily get all three hits of Psylocke's Jumping Magic Series on
    Blackheart, but you can only get one or two on a little guy like Wolverine). 
    Width determines how many hits are possible in a dashing combo (eg. on 
    Juggernaut, Wolverine can get 5 hits in a dashing combo, finishing with 
    either Roundhouse or Fierce, but on a scrawny guy like Spider-Man you would 
    not get as much, maybe 3 hits). Weight determines wether or not a few combos 
    will work, usually because you cannot launch a fat dude like Juggernaut as 
    high as you can launch, say, Psylocke.
    Here is the basic list of dimensions; learn them, so you know how many hits
    to do in a combo, so that you don't go overboard and mess up-
    Height (tallest to shortest)
    Shuma Gorath
    Dr. Doom
    Captain America
    Width (widest to thinnest)
    Shuma Gorath
    Dr. Doom
    Captain America
    Weight (lightest to heaviest)
    Shuma Gorath
    Captain America
    Dr. Doom (?)
    Thanos (?)
    Beginning Pose:    Hulk clenches his fist and exclaims "Let's Rock!"
    Winning Pose 1:    Hulk clenches his fist and exclaims "Let's Rock!"
    Winning Pose 2:    Hulk clenches his fist and exclaims "Who's Next?"
    Taunt:             Hulk clenches his fist and exclaims "Let's Rock!"
    Regular Color:     Green skin, Purple pants
    2nd Color:         Grey skin, Purple pants
    Background:        An amusement park at night, mainly with the
                       merry-go-round in the background.
    Post-Match Quotes:
               Vs. Hulk-"That's why I'm the Hulk and you're just a green nutcase
                         who drools too much."
            Close Fight-"Good fight! I might even have bruises from this!"
                       -"Thanks I needed the nap."
                       -"HULK SMASH! Sorry, I just had to say it."
                       -"Have you ever considered Gamma Radiation? It works
                         wonders for me."
                       -"I said you wouldn't like me when I'm angry. Maybe
                         you'll listen next time."
                       -"I hope your medical insurance is payed up."
                       -"Some days it just doesn't pay to get out of bed, does
    For those who've never heard of the Incredible Hulk, crawl out from under 
    your rock and read this:
    Mild-mannered chemist Bruce Banner was experimenting with the properties of
    gamma radiation. During a test, he was exposed to a large dose of the 
    powerful energy. Banner mutated into a large green behemoth, and would do so
    from now on whenever he became enraged. 
    He soon cured this problem, but mutated into another, grey version of the 
    Hulk and then finally to his current state--smart, extremely powerful and 
    green. But, Bruce will be forever trapped in the hulking body.
    Now, the mad Titan known as Thanos has gained possession of the all-powerful 
    Infinity Gems, controlling the very fabric of the universe. In an attempt to 
    save all in existance, the Hulk has joined forces with his fellow Avengers, 
    the X-Men and Adam Warlock to seize the Gems and restore peace.
    Definetely one of the more solid characters in the game, he has surprising
    quickness and can do HUGE damage with his combos OR single hits. A healthy
    mix of offense with Throws a jump-ins, and defense with the powerful Gamma
    Charge makes playing Hulk a lot of fun, and also give your opponent quite a
    challenge. You just have to ensure that you learn how to use him properly,
    and you definetely cannot be a button masher with him, as the majority of
    his attacks have very bad recovery.
    -Gamma Tornado: HCB+any punch
    -Gamma Charge: charge B, F+any kick
    -Vertical Gamma Charge: charge D, U+any kick
    -Quick Ground Chuck: HCT+any punch
    -Ground Chuck: D, D+all three punches (then any punch to throw)
    -One-Hand Drop: F or B+Fierce or Strong (close)
    -Drop Slam: F or B+Fierce or Strong (close in mid-air)
    -Best Gem: Time
    -Forward Dash; Quick Hop: F, F or all three punches
    -Backward Dash; Ground Roll: B, B or B+all three punches
    -Infinity Counter; Gamma Charge: B, D/B, D+any punch
    -Infinity Combo; Gamma Crush: QCT+all three punches
    His S.Jab is a great pecking tool and can start combos. Use it freely, as it
    is totally safe and difficult to counter.
    The C.Jab is a great low hammer strike that will hit the enemy OTG easily.
    Hulk's S.Strong is a great comboable backfist which comes out and recovers
    quickly, and also has great range. The C.Strong is similiar only lower. The
    S.Fierce SMASHES the enemy across the screen for great damage, and it can be
    used as an easy combo finisher. It comes out fast but has HORRIBLE recovery
    and you WILL be punished if missed or blocked, so only use it when you're
    sure (e.g countering a missed attack from a distance) OR in a combo. This
    will also hit OTG. The C.Fierce is the Hulk's only regular launcher; it
    usually hits twice and does good damage; this move's recovery is fairly slow
    however, so only use it in combos or after ducking a high attack. Hulk's
    Short Kick has GREAT priority and works excellently against crouching peckers
    (huh,huh... he said "pecker" :) like Wolverine; it also works well as a tick
    (considering what little ticking is possible in this game). Hits OTG too.
    Hulk's S.Forward is a great-looking boot-kick ala Jeffry that has good range
    and priority--good in your offensive ground game; but, beware as it has a
    slight lag at the beginning, so make sure you get it out as early as
    possible. Finally comes the Roundhouse attacks which IMO should not be used
    too often; both have slow recovery and are not overly useful; the
    S.Roundhouse is an Air Launcher that usually hits twice, and makes a GREAT
    air counter that can be followed with an Air Combo (must guide Super Jump
    U/F) or Air Throw. The C.Roundhouse is IMO useless.
    When jumping, The J.Fierce and J.Forward provide good air priority, and the
    J.Roundhouse is a great jump-in attack.
    -Gamma Tornado-
    (Hulk grabs the opponent BY THE HEAD WITH ONE HAND, and spins them around a
     few times then whips them across the screen)
    A lot of fun when it connects, but difficult to connect with. The thing that
    really weakens it is that it can be tech hitted, so even in combos its 
    damage can be nullified--it is also blockable =(. Just be careful where to 
    use it; if you're up close after blocking an opponent's slow recovering 
    attack (eg. another Hulk's blocked Gamma Tornado, or Juggernaut's Juggernaut
    Punch) go wild with it, and it will often grab. In combos, make really sure
    you cancel your regular attack with this EARLY; this is because Hulk's arm
    sticks out a mile for at least a full second, leaving him prey to anything!
    -Gamma Charge-
    (Hulk exclaims "Gamma Charge!" and rushes the opponent)
    This is IMO Hulk's most useful attack. Although if blocked it leaves him
    open to anything, the Charge is easy to put in combos. And here's the best
    part: after initiating the Gamma Charge, you can change direction by hitting
    either F, B, U/F, U, or U/B plus a kick in the middle of the Charge to go 
    into another Charge! WHENEVER you connect with a Gamma Charge you should 
    always follow up with the appropriate direction change (usually U/F or U, I 
    find) to juggle for another hit, making a POWERFUL 2 hit combination! This is 
    also great for avoiding foes. Also note that this is arguably THE fastest
    Special Move in the game, and since it starts in a defensive position, it is
    the perfect counter-attack to ANY ground attack from under half a screen
    away. It is so fast in fact that you can counter even Safe Ground Combos a
    lot of the time!
    -Vertical Gamma Charge-
    (Bruce exclaims "Gamma Charge!" and rises up into the air)
    This is a great air counter for high jumpers or even some Super Jumping foes
    if you have the time for the brief charge. It can be used in some combos, but
    its most important asset, like the horizontal version, is that you can 
    change direction in mid-flight by hitting a direction+kick; if you knock 
    them up, hold up and hit punch to juggle 'em with another Charge for great 
    -Quick Ground Chuck-
    (Hulk growls as he rips up a piece of the floor and throws it at the 
    This is Hulk's fireball move (if you would call it that); I see a lot of
    players overusing this, but I rarely do myself. His initiation AND recovery
    are both slow, and he can be hit EASILY from even the full screen by most
    projectiles before he actually throws the piece. 
    -Ground Chuck-
    (Hulk rips up a piece of the floor or ground and holds it above his head, 
     then throws it when commanded)
    IMO another useless move, except in a few combos. Other than that, this one 
    actually has longer delays than the above version. Note however that Hulk can
    hit the opponent as he is ripping the ground up, so with proper timing this
    can work fairly well as an air counter. Also note that this is somewhat
    useful in his Safe Ground Combo. YOU CANNOT BLOCK AS HULK HOLDS THE CHUNK!
    -One-Hand Drop-
    (Hulk grabs the opponent, brings him up over his head, leans over and slams 
     them head-first into the ground)
    A good all-around Throw, use it up close whenever possible, unless you have a
    better opening for a combo. This is especially good after pestering the 
    opponent with Shorts and Jabs to force them to block, then quickly pull this
    off. You can often follow with an OTG combo provided they don't Roll, as it
    leaves them just in front of Hulk's feet.
    -Drop Slam-
    (Hulk grabs an enemy out of the air and slams them downward)
    Use it when you feel like it, although IMO a well-placed Air Combo is more
    effective (unless of course you anticipate them air blocking). It IS possible
    to OTG after this, but the timing is quite difficult (thanks Onaje! :)
    -Best Gem: Time
    This is Hulk's best Gem; not only is he sped up considerably, but this Gem
    gives him the ability to throw extra-fast Fierce and Roundhouse attacks--
    that's right, so fast, you can chain two or even THREE Fierces together for a
    POWERFUL combo!
    -Forward Dash; Short Hop-
    (Hulk hops forward a short distance)
    Emphasis on the SHORT part. Hulk's forward dash travels only short distance,
    a little over half screen before landing, and IMO shouldn't be used TOO
    often. It is pretty safe and you can cancel it with a backward dash, but it
    still is slow to do, so if the enemy knows you're coming, you're in trouble.
    It's also not too good if the enemy misses a DP move (eg. Wolverine's Tornado
    Claw), because if you're across the screen it may take too long to get over
    to them, at which time they'll have most likely recovered to defend himself.
    When going offensive, it is better to jump forward with the Hulk, because he
    has a fast jump with little hang time but decent distance is covered.
    -Backward Dash; Ground Roll-
    (Hulk tucks his shoulder in and rolls backward)
    A VERY good backward dash, it is quite fast and can avoid a lot of high
    attacks (eg. Cap's Strong Shield Slash). It doesn't travel too far, but it 
    gets the job done.
    -Infinity Counter; Gamma Charge-
    (Hulk blocks his enemy's attack and counters with a Gamma Charge)
    A VERY good Infinity Counter, it works best on up close projectiles throwers 
    (eg. if you block Shuma Gorath's Mystic Stare from a few steps away), and 
    also on any up close attack that recovers too fast for you to counter 
    otherwise (for example, Infinity Counter Magneto out of his standing Jab or 
    Strong up close, because if you try to counter with something else after 
    blocking it, Magneto will recover fast enough to block the counter; but, if 
    Magnus throws his up close Roundhouse (the two-hit high kick), then its 
    recovery is slow enough that you can block the whole thing and counter with a 
    good combo, or even a Gamma Tornado :) ). Try to avoid countering jump-in 
    attacks with this unless they're really deep, because it will likely miss.
    -Infinity Combo; Gamma Crush-
    (Hulk rises into the air (a little like a Vertical Gamma Charge), then 
     exclaims "Gamma Crush!!" and comes crashing down with a large boulder in his
    To be used only in certain special circumstances, it can be a weakness as 
    well as a great srength. It has HUGE delays in all parts; the rock is VERY 
    easy to block, then retaliate. Use it only in combos, or IMO its best way: as
    an air counter. Hulk can hit as he rises at first; the meteor will then
    hit the fallen foe. When Hulk hits them while rising up, he does good damage
    and when the boulder OTGs the fallen opponent the total damage is AWESOME.
    Also note that the Gamma Crush has EXTREMELY high priority, and will take out
    ANYTHING up close, if you anticipate. The only problem is, if the enemy
    DOESN'T throw anything out and decides to block, you're in deep shit :).
    NOTE: you may notice that when the screen darkens Hulk will face you (the
    screen)--this gives his IC a strength above some other fighters. If your foe
    manages to cross you up JUST as Hulk starts the IC, you may think that you'll
    rise in the wrong direction, but since Hulk starts facing the screen, he can
    go either way! So, if the enemy is in the air ANYWHERE above Hulk's head pull
    this off and it is guarenteed. You can only get 2 hits with the Gamma Crush
    OTG NOTE: it is actually possible to OTG after the Gamma Crush in the corner
    under special circumstances, being that the 2nd half of the Crush must hit the
    enemy HIGH in the air, as opposed to close to or Off the Ground. If you hit
    them high in the air, you will have time to land and OTG after. To do this,
    try and time the Crush so that it hits as high in the air as possible...
    -Safe Air Magic Series: Jab -> Strong -> Forward -> Fierce
    -Safe Ground Combo: D.S.Short -> C.Fierce -> Air Combo
      If the enemy blocks... D.S.Short -> C.Fierce XX Ground Chuck
    -Ground Magic Series: Weak Start
    -Jumping Magic Series: Weak Start (2 hits average)
    -Launchers: C.Fierce
    -Air Launchers: S.Roundhouse
    -Straight Launchers: S.Fierce
    -Small Launchers: none
    1.  J.Roundhouse, S.Jab -> S.Fierce
    2.  Gamma Charge, U/F or U Gamma Charge
    3.  C.Fierce XX Gamma Crush 
    4.  D.S.Short -> C.Fierce XX Ground Chuck
    5.  S.Roundhouse (air counter) -> SJ.Air Throw
    6.  Strong or Fierce Throw, D.S.Fierce (OTG)
    7.  Activate Time Gem, S.Fierce -> S.Fierce
    8.  (corner) D.S.Jab -> S.Fierce XX Gamma Tornado (FS)
    9.  (corner) S.Roundhouse (2 hits) XX Gamma Tornado (FS)
    10. J.Roundhouse, S.Short -> S.Strong XX Gamma Charge, U/F or U Gamma Charge
    11. J.Short -> J.Strong, S.Strong XX Gamma Charge, U/F or U Gamma Charge
    12. J.Short -> J.Roundhouse, D.S.Short -> S.Strong XX Gamma Tornado (FS)
    13. (in corner) D.S.Jab -> S.Strong XX Fierce Gamma Tornado (FS), S.Short
        (OTG) -> S.Fierce
    14. J.Roundhouse, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Strong -> SJ.Forward
        -> SJ.Fierce (FS)
    15. J.Short -> J.Strong, S.Short -> S.Strong XX Short Gamma Charge, 
        C.Fierce (OTG) -> SJ.Jab -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    16. J.Short -> J.Strong, D.C.Fierce XX Gamma Crush 
    17. J.Roundhouse, S.Jab -> S.Strong XX Short Gamma Charge, D.S.Short (OTG)
        -> C.Fierce -> SJ.Jab -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    18. Activate Time Gem, J.Roundhouse, D.S.Jab -> S.Fierce -> S.Fierce
    19. (corner) Fierce or Strong Throw, S.Short (OTG) -> S.Forward XX Gamma
        Charge XX U/F or U Gamma Charge
    20. D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Strong, Strong Air Throw
    21. J.Short -> J.Roundhouse, S.Short -> S.Roundhouse (2 hits) XX Gamma
    22. S.Roundhouse (air counter) -> SJ.Jab -> SJ.Strong -> SJ.Forward ->
        SJ.Fierce (FS)
    23. J.Short -> J.Forward, D.C.Short -> C.Forward XX Short Gamma Charge,
        C.Short (OTG) -> C.Fierce XX Gamma Crush
    24. S.Roundhouse (air counter) XX Gamma Crush :)
    25. Activate Time Gem, Strong or Fierce Throw, D.S.Fierce -> D.S.Fierce
    26. (corner) Activate Time Gem, Strong or Fierce Throw, D.S.Fierce (OTG)
        -> S.Fierce -> S.Fierce
    27. (corner) D.C.Short -> C.Fierce XX Gamma Crush, D.C.Short -> C.Fierce ->
        SJ.Jab -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    28. Activate Time Gem, D.C.Short -> C.Forward XX Short Gamma Charge,
        S.Fierce (OTG), S.Fierce
    29. (corner) C.Fierce (2 hits) XX Gamma Crush, C.Short -> C.Short -> S.Fierce
    30. Activate Time Gem, D.C.Fierce, C.Fierce, C.Fierce (2 hits), SJ.Jab ->
        SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    31. Activate Time Gem, D.C.Fierce, C.Fierce, C.Fierce (2 hits) XX Gamma
    32. (corner) D.S.Short -> C.Fierce (2 hits) XX Short Rising Gamma Charge,
        C.Short (OTG) -> S.Fierce
    33. J.Short -> J.Roundhouse, S.Short -> S.Forward XX Short Gamma Charge ->
        Short Gamma Charge U/F, D.C.Short (OTG) -> C.Fierce XX Gamma Crush
    34. (corner) J.Short -> J.Strong, C.Fierce XX Upwards Gamma Charge XX U
        Gamma Charge, C.Fierce -> SJ.Jab -> SJ.Strong -> SJ.Forward ->
        SJ.Fierce (FS)
    35. Activate Time Gem, J.Roundhouse, D.C.Fierce, C.Fierce, C.Fierce (2 hits)
        XX Gamma Crush, D.C.Short -> C.Fierce XX Gamma Crush
    Comments (#11): this is a combo I listed in my old Hulk FAQ, but it had one
                   mistake--YOU must be in the corner, not the opponent, because
                   Hulk turns around when he throws the enemy with the Tornado.
                   So try this if you're cornered, and even if you're a little
                   out of the corner, you can connect with the Short if you dash.
                   Remember, the FS is activated by the Gamma Tornado. 
                   You can OTG the opponent after the Throw, but because of the 
                   FS restrictions, you cannot perform any Special Move, or Air 
                   Combo. So the S.Short -> S.Fierce is the only thing you can do 
                   (or variations of that, like maybe C.Short -> C.Roundhouse).
    Comments (#27,29): See Gamma Crush section for more info.
    GROUND COMBOS: his Safe Ground Combo can take some getting used to, making it
    difficult to perform a true offense with it. When his Ground Combos to
    connect they can do some mean damage, be it with a Double Gamma Charge, or
    Short Gamma Charge, OTG combination. His ground combos are definetely as
    powerful, in some cases more powerful, than his Air Combos.
    AIR COMBOS: Hulk's SJ.MS comes out fairly easy, with only the SJ.Short being
    difficult to connect with. PERSONALLY I enjoy using Ground Combos with the
    Hulk, but to each his own. When you have a level charged, be sure to use the
    Gamma Crush after the C.Fierce instead.
    THROW COMBOS: straight and to the point, Hulk's Throw combos are not REALLY
    powerful, but can be done. A simple Fierce Throw, D.S.Fierce (OTG) does hefty
    damage, however it is highly dangerous to use if the enemy can Safety Roll
    consistantly, because of the bad recovery on the S.Fierce (however, if you
    are powered up with the Time Gem, IMO it is worth the risk doing two or three
    D.S.Fierces :). If you throw the enemy into the corner, it is possible to
    connect with a D.S.Short and OTG from there... and of course, the Gamma
    Tornado can be comboed after when you throw the enemy INTO the corner (see
    combos). When up close, Throw combos are a great option for damage.
    OTG COMBOS: Other than after his Throws, Hulk can also OTG off of his Short
    Gamma Charge. The timing can be difficult, because Hulk has to turn around
    after the Charge first. S.Short connects the easiest, then go from there.
    IMO this OTG option is worth going for; the recovery on the Short Gamma
    Charge is not so bad; frequently if the enemy can manage to Safety Roll out
    of this combo, you will recover in time to defend against a counter, with the
    possible exception of buffered ICs like Wolverine's Weapon X.
    The best way for Hulk to play is what I call "Offensive-reactionary". 
    Basically, this is defending yourself without turtling :). Jump in fairly 
    liberally, and mix up your jumping attacks; his J.Roundhouse has great range
    so it can often snag the enemy when they don't expect it (i.e. earlier than
    their attempted air counter). Once they catch on to this, be more cautious
    with your jumping. Often one of the best tactics is to jump in and air block;
    the advantage to this with the Hulk is that, because of the range of the 
    J.Roundhouse, he can wait a split-second before choosing to air block--if you
    jump and realize the enemy's not gonna do anything except wait for you, throw
    out the J.Roundhouse; if you realize that they might attempt an air counter,
    you often have enough time to air block. You will have to vary this strategy
    vs. some, however, like Captain America, who can snag you in the air with a
    Stars `n' Stripes from quite a distance away. Another thing to do when
    jumping in is absolutely nothing :). If you're opponent tends to stand there
    and block while you jump in, don't hit him at all, land, then Throw 'em!
    On the ground, Hulk's Forward Dash won't help you much offensively, except
    maybe from extreme range--when you do dash, be ready to immediately tap back
    to block if something happens. If you manage to get in close successfully,
    peck at the enemy with your S.Jab, S/C.Short and maybe S.Forward, possibly
    for a Throw attempt or quick combo.
    Dashing Jump:
    It bears mention that, when I say jumping in offensively above, I usually
    mean with the Dashing Jump. Hulk's Dashing Jump looks like his regular dash,
    except it goes higher, further and faster. This allows him to get in fast,
    so mix it in with the regular jump.
    Hulk plays quite a good defensive game, but I personally would not play a
    turtler's game with him, mainly because he lacks a fast projectile with short
    lag time. Instead, play him a bit like Guile (who, mind you, had a 
    projectile :) -- wait in the D/B defensive position for the enemy to throw 
    out something haphazardly, be it a jumping attack, standing attack, or 
    Special Move (not ANY Special Move, though) and immediately counter with the
    Gamma Charge OR if you are a little scared that it may be blocked, something
    else (like S.Fierce). You MUST learn when and when not to throw out a Gamma
    Charge--once you do, you can snag enemies with ease on reaction.
    On a jumping foe, your best move is the S.Roundhouse or C.Fierce, OR the
    Rising Gamma Charge, but only if the enemy is overhead--same goes for the
    Ground Chuck. Once you have a level charged, the Gamma Crush becomes a potent
    reactionary air counter...
    In the air:
    Hulk is not amazing in the air; you should try to stay on the ground as often
    as possible when the enemy is airborne, especially against Magneto, Iron Man,
    Psylocke or Wolverine. If you do get yourself up there, the J.Forward is a
    half-decent defense, but up close the J.Fierce has amazing priority and 
    damage. And when in doubt (unless they're close), air block!
    BEST JUMP-IN CHAIN: Short -> Roundhouse.
    (NOT word for word...)
    Hulk defeats Thanos, and the Titan pleads him to finish him there. Hulk says
    Thanos must live with his defeat.
    Hulk returns home to Betsy, and they both take a vacation to Vegas (his
    girlfriend remarks on how they should've taken the plane, as opposed to Hulk
    jumping there... :)
    Beginning Pose:    Iron Man drops in with his jet pack, ready for the fight
    Winning Pose 1:    Iron Man holds up his fist, which lights up with energy
                       as he exclaims "Superior Tech!" 
    Winning Pose 2:    Iron Man clenches his gauntlet, which lights up with energy 
                       as he exclaims "Superior Tech!"
    Taunt:             Iron Man clenches his gauntlet, which lights up with
                       as he exclaims "Superior Tech!"
    Regular Color:     Red and Gold
    2nd Color:         Red and Silver (spin-off of his battle armor from
                       the 80's :)
    Background:        the STARK Enterprises space station, with a large
                       component of machinery in the background.
    Post-Match Quotes:
           Vs. Iron Man-"You can copy the armor, but you'll never match the man
            Close Fight-"You came close... time for some modifications."
                       -"I've fought AIM flunkies that were tougher than you!"
                       -"Take my advice, learn some new moves."
                       -"I don't have time for you jokers."
                       -"Not exactly cutting edge, are you?"                   
    For those of you who don't know who Iron Man is:
    Millionare playboy industrialist and inventor Anthony Stark was on a business
    trip to Vietam, and was kidnapped by gorrilla soldiers. During the kidnapping
    Stark was fatally wounded by shrapnel from a hidden land mine. He became
    imprisoned with a briliant scientist, and together they created a special
    chestplate that would keep him alive as long as he wore it. They also planned
    an escape, and eventually created a whole suit of cybernetic armor with the
    chestplate to aid in their escape. Before they could attempt it, the 
    scientist was taken out of the cell and killed. Tony Stark vowed revenge and 
    destroyed the gorilla soldiers. From then on he vowed to fight injustice as 
    Iron Man!
    Iron Man was responsible for the formation of the Avengers, and was their
    field leader until they found Capain America frozen in the arctic. Shellhead
    soon left to leave Cap in charge, but has worked as an Avenger off and on
    ever since. Constantly upgrading his armor, he eventually cured the wound
    caused by the shrapnel and was free, but decided to stay as Iron Man.
    Now, the mad Titan known as Thanos has discovered the all-powerful Infinity
    Gems which control the very fabric of the universe. Iron Man has joined the
    battle against Thanos alongside his fellow Avengers, the X-Men and Adam 
    Warlock to take back the Gems...
    Now that Capcom has entered its fourth in the Marvel/Capcom series, we are
    seeing that Iron Man is quite the popular character, apparent by all the
    players (including myself) who are angry that he was taken out of MvSF.
    But how about in this game? :) Well, Scrubs playing him may seem annoying at
    first, but with his Special Moves having such bad recovery, you will soon see
    that IM is not really a scrub character at all. An experienced player can be
    devastating playing keep-away and turtling, and if you're like me and don't
    like playing that way, it is possible to play Iron Man with a pecking,
    offensive game as well. He also has one of the coolest, and most damaging ICs
    in the game. If you're a button masher again, he's not for you. If you wan't
    to learn to play him properly and use his moves at the right time, he can be
    a lot of fun.
    -UniBeam: HCT+any punch (can be done in mid-air)
    -Repulsor Blast: HCB+any punch
    -Smart Bomb: any punch+any kick (same strength; can be done in mid-air)
    -Flight: QCB+all three kicks (can also be done in mid-air)
    -Knee Dive: D+Forward in mid-air
    -Rocket Corner Slam: F or B+Fierce (close)
    -Repulsor Slam: F or B+Strong (close)
    -Air Repulsor Slam: F or B+Strong or Fierce (close)
    -Best Gem: Soul
    -Forward Dash; Rocket Slide: F, F or all three punches
    -Backward Dash; shoulder jet slide: B, B or B+all three punches
    -Infinity Counter; Repulsore Blast: B, D/B, D+any punch
    -Infinity Combo; Proton Cannon: QCT+all three punches
    An important part of Shellhead's repitiore, some regular moves in many ways 
    are like Special Moves. Both Jabs are useful for starting dashing combos, and
    can act fairly well as ticks up close. Same with Short Kick; they both have
    slightly longer range than the Jabs, and the C.Short is good for ticks.
    S.Strong, along with his Repulsor Blast comprise his air defenses; if the 
    enemy is jumping in deep and is going to land IN FRONT OF YOU, S.Strong is a
    good defensive weapon. It is a little more difficult to connect with than the 
    Repulsor Blast, but with proper timing you can catch jumping opponents and 
    follow with a Super Jump and Air Combo. On the ground this will not launch a 
    standing opponent, so use it in combos and always try to cancel it with a 
    UniBeam at least. C.Strong is one of his Regular Launchers, but although this
    may seem strange, his S.Roundhouse is actually a BETTER Launcher than this, I
    find. This is because this uppercut will launch the opponent at a slightly
    weirder angle, and unless you direct your Super Jump JUST so, you'll miss
    with anything except maybe SJ.F+Fierce. C.Forward is a short foot slide, with
    decent range, although I wish he slid further. Use this to go under most high
    attacks from a few steps away. When it connects you can OTG with a S.Fierce,
    or a VERY quick C.Short, in most cases. S.Forward is an awesome pecking
    attack for Iron Man's up close offensive game (see Tactics). S.Fierce will
    send the opponent FLYING with good damage, and you should always cancel it
    with a UniBeam if it connects, so they will at least eat block damage and
    leave Shellhead in relative safety. If the enemy blocks, Iron Man's recovery
    is SLOW, so they're usually quick enough to counterattack. Be especially
    careful of using this when the enemy is airborne. BTW, this will hit downed
    opponents up close. One of Iron Man's best attacks, IMO. C.Fierce is actually
    a true projectile, which also does great damage and is good for quick attacks
    from a distance. If it connects up close (rare), cancel it with a UniBeam,
    but you probably won't be using it too much. Its only really good use is if
    you duck a high projectile (eg. Cap's Strong Shield Slash), as the missle is
    fast enough to catch just about any opponent before they recover from it; if
    it connects in this case, follow it up with a UniBeam for at least block
    damage. Do NOT use this when the enemy is in the air, because Iron Man's
    recovery is not so good. S.Roundhouse will launch the opponent STRAIGHT up,
    making it easier for a SJ.Air Combo, but Iron Man must be practically
    pressing right up against them for it to connect. So, it's best only in
    dashing combos when you're pretty sure it'll connect. When it does though,
    prepare for a big combo. 
    C.Roundhouse is IMO a very useful attack; it comes out and recovers fairly 
    slow, but if blocked it will push the opponent far away enough usually not to 
    worry about a retaliation. This will also catch a lot of low opponents by 
    surprise and does GREAT damage, as well as hitting twice. Use it to finish 
    off most of your easy combos, and if it connects, cancel it with a Jab 
    UniBeam for at least block damage. J.Roundhouse is best used for jumping in 
    very high; this has bad horizontal range, but is great to start jump-ins with
    if you connect with it; use if the enemy is stupid enough to throw a slow 
    recovering move from the ground; this will also hit crouching blockers 
    easily... BTW, you can also direct the J.Roundhouse upward, producing a 
    jumping version of his S.Roundhouse--use? None that I know of... (how 'bout
    it Charles? :)
    (Iron Man exclaims "UniBeam!", rears back and fires a thick beam of light
     energy from the UniBeam housing on his chest)
    This is Shellhead's primary projectile attack, and will reach across the
    whole screen. This is one of Iron Man's best keep-away moves, so constantly
    pester the opponent from across the screen with these, then move in (so you
    aren't labeled a turtler); remember, though, to quit throwing them if they
    manage to jump, because Iron Man's recovery will leave him open to a jump-in.
    On the same token, don't use it too often any distance close enough for them
    to dash in at you, unless you have a big opening, because if they manage to
    block, even though the UniBeam pushes them considerably far, they may still
    be able to hit the Golden Avenger as he recovers. This is great in a lot of
    combos, even though most of time it is blockable (which is OK in most combos
    because the enemy will most likely be pushed too far away to counter), and
    can rack up a lot of hits--max of 8 hits. Great damage, too.
    -Air UniBeam-
    (While in mid-air, Iron Man exclaims "UniBeam!", rears back and fires a thick
     beam of light energy from the UniBeam housing on his chest)
    This is a great move for opponents a distance away in the air; this combined
    with his Flight, jumping Fierce (directed) and the Smart Bomb make him very
    difficult to get to in the air. I wouldn't recommend using this up close in
    the air, because if blocked Iron Man could be left open for an Air Combo or
    Air Throw.
    -Repulsor Blast-
    (Iron Man holds up his hand and exclaims "Repulsor Blast!", firing both
     repulsors in four directions; bottom left, then top right, followed by
     bottom right and top left.
    This is Iron Man's primary air counter; if you knock the opponent out of the
    air with the second shot (top right) then they will be juggled by the next
    (bottom right) and fall behind Shellhead. Occasionally if you hit a deep
    jumping opponent with the first hit you can juggle for 3. If you connect on 
    the last hit you'll only get one hit. This will hit standing opponents up 
    close, but it is much too easy to block or avoid, and Iron Man's recovery 
    isn't too great. So, stick with using it whenever the enemy is in the air, 
    and you shouldn't have to worry about retaliation, because if the JAB
    Repulsor Blast is Air Blocked, the enemy is usually pushed too far away to do
    any damage. It's REAL good in combos, and does good damage with 2 hits,
    NOTE: you can OTG after the Repulsor Blast in certain cases. On most larger
    opponents you can OTG pretty much always, however on some of the smaller
    fighters, or depending on distance, the Blast will only hit once and IM will
    go into recovery as they lay there. See combos.
    -Smart Bomb-
    (Iron Man exclaims "Smart Bomb!" and fires two small bombs from shoulder
    The Jab+Short version drops bombs a few steps away, the Strong+Forward in the
    middle of the screen, and the Fierce+Roundhouse drops them across the screen.
    On the ground I really don't see any need for the Smart Bombs. They come out
    relatively slow and can be jumped fairly easy. To keep them pinned back,
    allowing you to move in close, you can mix these up with the UniBeams, and
    the Jab+Short version can act as an air counter if the enemy is considerably
    deep. On the ground, the Smart Bombs should not be a large part of your
    repitiore. NOTE: because of their start-up, the Smart Bombs aren't all that
    useful offensively, however IF they connect fairly late, you can actually
    dash in and combo the enemy! See combos.
    In the air, these are VERY useful techniques for Iron Man; this combined with
    the Air UniBeam and his jumping Fierce (directed) make Iron Man EXTREMELY
    difficult to catch in the air. During Iron Man's Flight, this is your best
    weapon; if the enemy tries to jump from a ways away, they can be hit with the
    Fierce+Roundhouse, and if they try to dash under you to nail you from the
    bottom, the other two strengths should keep them back. Follow in with Flight
    or dashing (if you land in time). Like Scorpion's Harpoon from MKx, the Smart
    Bombs cannot be done repeatedly, i.e. if you try to tap Fierce+Roundhouse
    then immediately Fierce+Roundouse again, Iron Man will throw two Smart Bombs
    then you'll probably get his jumping Fierce. So, the enemy does have a window
    of opportunity to jump up and get to you; but that's OK, because if they try
    a jump from under you, quickly nail 'em with your jumping Roundhouse
    (provided you're recovered in time). You must also be more careful against
    quick dashers, mainly Wolverine and Psylocke; if they see the Smart Bombs
    early enough, they can dash under you and Drill Claw or PsiMaelstrom (ouch)
    respectively--in addition, Magneto can usually dash under and use the
    Magnetic Tempest. If the try to jump from mid-range, you can usually get 'em
    with a properly timed and directed jumping Fierce, and if they try to jump
    from full screen, possibly for a mid-air projectile or an Infinity Combo like
    Spider-Man's, a UniBeam is usually suffecient to nab 'em first.
    (Iron Man activates his boot jets to fly in the air)
    This is controllable in all directions, and if going up it can go just a bit
    further than a Super Jump. It is also possible for him to put on an extra
    burst of speed for an "air dash" in ANY direction, i.e. you can air dash D/F
    by tapping diagonal down and forward and hitting all three punches like a 
    normal dash. To land, do the motions for the Flight again. I find myself 
    using this a lot, because it will evade a lot of problems on the ground that 
    even a Super Jump can't, because of its ability to maneuver forward or back. 
    For example, try to avoid Juggernaut once he's used his Cytorrak Power-up 
    (the one where he glows red) until it has worn off. When you're Flying, use 
    constant Smart Bombs and UniBeams to keep the opponent on the ground (see
    Smart Bomb above for more tactics), then follow them in for the attack. This
    is also great for avoiding a lot of Infinity Combos. You must, however, be
    careful where you are in flight; you can really mix it up and Fly all over,
    sparatically dropping Smart Bombs and the opponent probably won't be able to
    catch you; but, you also cannot get in any definite attacks. The only way to
    do this on standing opponents is if you Fly at about forehead level (because
    if you're up at Super Jump height, you cannot see Shellhead's opponent,
    unless they jump up there with you. So, you're aiming won't be as precise)
    and try an attack. But, they will then have the ability to hit you with any
    DP move or Uppercut. You CANNOT Air Block during Flight. You should really be
    careful and keep your distance when flying, unless the enemy leaves
    themselves open, in which case air dash down toward them and nail 'em with a
    combo of some kind, like A.D.Short -> A.D.D+Fierce.
    NOTE: to charge your Infinity Meter quickly, fly at the top of the screen
    and hit a button repeatedly (Fierce is best I would think.)
    -Knee Dive-
    (In mid-air, Iron Man dives at around a 45 degree angle with his knees stuck
    If blocked, Iron Man will bounce off his foe to RELATIVE safety, so in most
    cases don't be too afraid to use the Knee Dive; what you DO have to worry
    about is long-range counters, mainly dashing ICs like the Final Justice or
    Weapon X. NOTE: to avoid the bounce off (when you anticipate the enemy can
    counter), you can chain the Knee using IM's normal Jumping MS; chain into a
    -Air Palm Beam-
    (Iron Man fires a small range beam in the desired direction)
    Holding it U or U/F will cause him to fire up at a 45 degree angle, holding
    D or D/F will fire it down at 45 degrees, and holding F will fire it straight
    forward. This is Iron Man's best mid-range air attack, and is also good in
    jump-ins. The downward version is an alternative to the Knee Dive if you jump
    a projectile. The forward version is good for air-to-air combat and if it
    connects you should cancel into a UniBeam for at least block damage. The U/F
    version is fun to use if you're flying and the enemy Super Jumps; fly UNDER
    them and shoot them from the bottom!
    -Rocket Corner Slam-
    (Iron Man grabs the opponent and slides toward the corner with his rocket
     boots, slamming them against the corner; if too far away from the corner,
     Iron Man will eventually release them with a repulsor burst)
    A VERY effective Throw, this is one of Iron Man's best up close techniques.
    It does great damage and can be followed with an OTG combo, but the best part
    about it is that it ALWAYS takes the opponent into the corner if you're 
    ANYWHERE close to it, where you can do the OTG combo and possibly follow it 
    up with more cornering tactics. a VERY important move for the Golden Avenger, 
    -Repulsor Slam-
    (Iron Man grabs the opponent, then knocks them to the ground with a burst of
     repulsor energy)
    Also a decent Throw, if you actually have the enemy in the corner, this is
    often easier to follow with an OTG combo.
    -Air Repulsor Slam-
    (Iron Man grabs the opponent in mid-air, then knocks them to the ground with 
     a burst of repulsor energy)
    If you're up close use it if you want, but it cannot be followed with an OTG
    combo UNLESS it hits REALLY close to the ground. It can, as well, be used
    IN Air combos.
    -Best Gem: Soul-
    This is Iron Man's best Gem for two reasons; this will of course cause 
    Stark's health to gradually refill for a period of time. And secondly (big
    correction here, got this mixed up with the Reality Gem when I first wrote
    the FAQ, and forgot to change it :), it powers up IM's attacks. If Iron Man
    hits his opponent, he will electrocute them, but as well their Infinity Bar
    will drain slowly for a period of time! :) Even better, when the electricity
    hits the enemy, IM's meter will regain even MORE health than usual. This is
    a great way to turn the tides in battle; if you're low on health and the
    opponent has a full Infinity Bar, especially if their IC is particularily
    dangerous (i.e. Shuma Gorath's), pull this off and try hard to get an
    attack in; you will regain some health to continue the fight, and they
    won't have an IC ready!
    -Forward Dash; Rocket Slide-
    (Stark slides forward on his rocket boots)
    One of the better dashes in the game, it travels a good distance and is quite
    fast, as well as recovering fast enough to block any counters. If you're on
    the ground, you should be pressuring the opponent by dashing forward with a
    Safe Ground Combo then dashing back again. If the enemy misses ANY move that
    leaves them open briefly, then's your chance to attack.
    -Backward Dash; Shoulder Jet Slide-
    (Shellhead ignites forward-facing jets on his shoulders and slides backward)
    Also quite fast, this is great mixed up with the forward dash and, in the 
    air, Flight, to keep the opponent guessing. If the enemy misses a move that
    you have dashed away from, quickly pull off a UniBeam to nail 'em.
    -Infinity Counter; Repulsor Blast-
    (Iron Man blocks his enemy's attack and counters with a Repulsor Blast)
    This Infinity Counter is especially effective after blocking jumping attacks, 
    and don't use it on crouching moves like Slides, because Iron Man will block 
    then fire his repulsors first high, allowing a crouching low enemy to get in 
    a hit. NOTE: using the same conditions as the normal Repulsor Blast, you can
    also OTG after this...
    -Infinity Combo; Proton Cannon-
    (Iron Man exclaims "Proton Cannon!" as a big-ass shoulder-mount cannon 
     appears and sits on his shoulder, and he fires a THICK beam across the 
    As far as I know, this cannot be used in combos, but  it is also one of the
    most damaging moves in the game. It is Iron Man's best air counter if his
    Infinity Bar is charged, as his opponent will actually BOUNCE off the muzzle
    of the gun as it appears, then get juggled with the subsequent 20+ hits! You
    can also use it against other slow-recovering moves, i.e. if you block
    another Iron Man's Proton Cannon. 
    That's is the only problem with it; if blocked, Iron Man has CONSIDERABLE
    recovery time, and if the enemy is fairly close they can dash and combo or do 
    a dashing move (i.e. Wolverine's Berserker Barrage), and if they're a 
    distance away they can use just about any projectile. So, just be careful 
    where you use it, and primarily stick to it as an air counter. Does a max of
    30 whopping hits!
    -Safe Air Magic Series: Jab -> Short -> Strong -> F+Fierce
     NOTE: For some reason, Iron Man has NO "finisher" for his Air Combos, or
           actually the only thing is that his SJ.Roundhouse and Fierce DO NOT
           initiate the FS, so you can actually tack on a Special Move afterwards
           for more hits!
    -Safe Ground Combo: D.S.Jab -> S.Strong -> S.Fierce XX Jab UniBeam
      If the enemy blocks... D.S.Jab -> S.Strong -> S.Fierce XX Jab UniBeam
    -Ground Magic Series: Weaker to Stronger
    -Jumping Magic Series: Weaker to Stronger (2 hits average)
    -Launchers: C.Strong, S.Roundhouse
    -Air Launchers: none! (oops :)
    -Straight Launchers: S.Fierce, C.Roundhouse
    -Small Launchers: none
    1.  D.S.Jab -> S.Strong -> S.Fierce XX Jab UniBeam (UniBeam blockable unless
        in corner, but safe)
    2.  S.Short -> S.Forward XX Jab Rupulsor Blast, C.Short (OTG) -> C.Roundhouse
    3.  C.Fierce XX Fierce UniBeam
    4.  D.C.Short -> S.Roundhouse -> SJ.Fierce Air Throw
    5.  S.Jab -> C.Forward -> S.Fierce (OTG)
    6.  J.Short -> J.Roundhouse, D.C.Short -> S.Strong -> C.Roundhouse XX Jab
    7.  D.C.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.F+Fierce
    8.  Fierce Throw into corner, D.C.Short (OTG) -> C.Roundhouse XX Jab UniBeam
    9.  D.S.Short -> S.Forward XX Jab-Repulsor Blast, D.C.Short (OTG) ->
        S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.F+Fierce
    10. (corner) Fierce Throw, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short
        -> SJ.Strong, Fierce Air Throw
    11. J.Short -> J.D+Fierce, D.C.Short -> C.Forward, S.Fierce (OTG)
    12. Smart Bomb, D.S.Jab -> S.Short -> S.Fierce XX Jab UniBeam
    13. Smart Bomb, D.C.Short -> C.Forward -> S.Fierce (OTG)
    14. Smart Bomb, D.S.Short -> S.Forward XX Jab Repulsor Blast
    15. Smart Bomb, D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong
        -> SJ.F+Fierce
    16. (corner) Strong Throw, D.C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.D+Fierce
    17. D.C.Short -> C.Forward, C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.D+Fierce
    18. Ironman's MARVELous Combo: Start by Flying and be near corner.  Be
        relatively above the enemy.  Smart Bomb.  After the Smart Bomb, Air Dash
        diagonally Down/Forward right away.  FL.AD.Jab -> FL.Short -> FL.Strong 
        -> FL.Forward -> FL.D+Fierce XX Flying Command (to land), S.Short ->
        S.Forward XX Jab-Repulsor Blast, D.C.Short -> S.Roundhouse -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.U+Fierce XX Flying Command (to start Flying),
        FL.Jab -> FL.Short -> FL.Strong -> FL.F+Fierce XX Jab-UniBeam.  Air Dash
        diagonally Up/Forward.  FL.AD.Jab -> FL.Short -> FL.Strong
    Comments (#18):
    Special thanks to James Chen for this MARVELous Combo! Since I have yet to
    get all of its hits, I will use his explanation from his combo FAQ: 
         "This combo works best, for me, against Hulk.  Also, I start it when I
    am in the corner and Hulk is standing barely outside of it.  I start Flying
    and fly to the proper place to initiate the combo.  It works against other
    enemies, but you have to leave out some moves or the combo will start missing
    in certain parts.  It works best on Hulk.
            Now, in the beginning, I say to Smart Bomb.  I usually SKIP this move
    because I don't want to bother with it.  I haven't done the whole combo with
    the Smart Bomb at the beginning but I HAVE done enough of the combo after the
    Smart Bomb at the beginning to know that it will all connect together.  So if
    you want to try the whole combo, start by Smart Bombing (1 hit from this).
            Airdash Diagonally Down/Forward (hold Offensive Crouch and hit all
    three punches) and while airdashing, press the buttons Jab, Short, Strong
    Forward, Fierce VERY VERY VERY VERY quickly.  I cannot emphasize this
    enough.  You must press the five buttons FAST and after Airdashing... if you
    do not Air Dash first, the five hits will NEVER connect (6 hits so far).
            Here's where the combo gets VERY tricky: After hitting Fierce,
    IMMEDIATELY cancel the Fierce with the Flying Command and hit S.Short RIGHT
    away.  There must be NO pause between these three commands and if there is,
    you're sunk.  Do the Air Combo and when you hit Fierce, do the Flying Command
    and hit S.Short RIGHT away!!!  VERY VERY VERY quickly... I'm saying it again
    because this is VERY important.  The time it takes to do all three moves
    (Fierce from the Airdash, Flying Command, S.Short) all fits into about 1
    second of real time.  You HAVE to do the moves that fast or you'll never
    connect the Fierce from the air and the Short from the ground.
            After hitting S.Short, hit S.Forward for the ground combo and cancel 
    that into the Jab Repulsor Blast.  Against smaller characters, the Jab 
    Repulsor Blast will NEVER hit unless you skip a couple of buttons from the 
    original Flying Dash Air Combo.  So against smaller guys, dash down with 
    F.AD.Jab, F.Strong, F.Fierce XX Flying Command (to land), S.Short, S.Forward 
    XX Jab Repulsor Blast... but against Hulk and Juggernaut and Blackheart, go 
    ahead and keep the five hits from the air (so the S.Short -> S.Forward XX Jab 
    Repulsor Blast will add four hits making the total go up to 10).
            After the Jab Repulsor Blast, the enemy will land RIGHT behind you.
    Quickly Dash towards them (backwards from original facing direction) and
    hit C.Short into a S.Roundhouse (against the big guys like Hulk, you don't
    need to Dash, making this part a little easier to time).  This launches them
    into the air for an Air Combo.  The Short will hit them off the floor and the
    Roundhouse will launch them... warning, though, if your opponent rolls, they
    WILL escape the combo at this point.  So this combo is not DEFINITE as the
    enemy CAN roll away at this point (the two OTG hits make it 12 hits now).
         Now, after launching them, Super Jump and VERY quickly, hit SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.UP.Fierce.  You must do this fast and early so
    that the enemy is POSITIVELY above you and that the SJ.UP.Fierce will hit them
    ABOVE you.  If they are too low, the Fierce will miss or the rest of the combo
    will just whiff and fail (4 more hits... up to 16).
         Here is the second tricky part.  You have to do the three codes in
    sequence VERY quickly again... just like before when you had to land.
    SJ.UP.Fierce, Flying Command (to start Flying), F.Jab.  These three must be
    done is sequence VERY quickly... as quickly as you had to do the landing part
    of the combo earlier.  Again, you should do those three commands in the time
    span of about 1 second or LESS if possible.  You'll start flying and the F.Jab
    should BARELY get them before they start falling too low after being hit by
    the SJ.UP.Fierce.
         Now complete the Air Combo part by hitting Short, Strong, Fierce
    after the Jab (so after executing the Flying Command, hit F.Jab -> F.Short ->
    F.Strong -> F.Fierce).  You CANNOT skip any of these buttons because each hit
    will subsequently start causing the enemy to slowly by slowly rise upwards
    in relation to you... by the time the Fierce hits, the enemy will be right
    next to you and in front of you... if you don't hit will all four buttons,
    you'll never raise them high enough for the Jab UniBeam to hit... so hit with
    all four buttons and cancel the Fierce with a Jab UniBeam... also be sure that
    you used a Straight Fierce (neutral joystick or holding Toward).  This adds 4
    hits from the Flying Combo and another 4 hits or so from the UniBeam, bringing
    the total up to 24 hits.
         The Jab UniBeam will bounce the enemy UPWARDS.  Thus, you can Air
    Dash AGAIN after them (Hold Up/Forward and hit all three punches) and
    quickly hit F.AD.Jab -> F.Short -> F.Strong.  This is where my combo ends.
    You MIGHT be able to tack on more moves or something, but it's hard to tell
    because at this point of the combo, both of you have risen CLOSE TO BEING OUT
    OF THE screen so it's hard to tell what is going on.  The original poster of
    this combo said that after the F.Strong, you can do an Air Throw and I'm not
    sure what's stopping you from adding another F.Fierce XX Jab-UniBeam.  But by
    this point in the combo, I have usually lost all coherency and am completely
    confused so that these hits only happen if I'm lucky.  You CANNOT get these
    three hits if you didn't start the combo while you are near the corner.  These
    last three hits can only be tacked on if YOU started near the corner which
    results in the enemy being cornered at this point.  So if you aren't in the
    corner by this point, the last three hits will never connect (The last three
    hits are what brings the total to 27!).  The exact number of hits varies from
    time to time because sometimes, the UniBeam will hit less times than normal
    and sometimes the last three hits will work part way etc.
         Good luck with this combo.  It's VERY possible but will almost NEVER
    be pulled off in real combat.  Better to plunk in credits yourself and
    practice on a 2nd player just sitting there (hope you have tons of money for
    this).  Some tips to help you:
    1) When you do the parts with the Flying Command (to land and to fly), you
    HAVE to do it VERY quickly.  I cannot emphasize this enough.  Speed will get
    you through it and if you're too slow, you'll never pull the whole combo off.
    2) Keep in mind all the moves you want to do.  Make sure you don't start the
    combo and get to a point where you go, "What move was I supposed to do
    next?!?!?" and fail to keep the combo going.  Remember all the moves
    beforehand so they all come out in a very instinctive nature.
    3) Practice, practice, practice."
    GROUND COMBOS: IM's Ground Combos are slightly limited, but effective. His
    Safe Ground Combo has good push-away, and if it connects, it does a little
    bit of damage. His S.Short -> S.Forward XX Jab Repulsor Blast is a great base
    combination that can be used after a jump-in or dash-in, and in most cases,
    it can be OTGed after for huge damage! Hitting the enemy OTG is fairly safe
    after the Repulsor Blast, provided you use the C.Short to start it; the
    C.Roundhouse seems to connect the easiest, but has slow recovery and will
    be punished if the enemy Safety Rolls. Other than these two combinations
    Shellhead doesn't have many options other than to Air Combo...
    AIR COMBOS: The C.Strong has decent range and speed, but must be followed
    with a guided Super Jump. S.Roundhouse has no range and bad recovery, but
    hits the enemy straight up into the air; depending on the situation, either
    can work; however when you have the opportunity, the S.Roundhouse is more
    worth while (eg. during a definite dashing combo). Once in the air, his Air
    MS is fairly straight forward--until you get to the finish. First of all,
    SJ.Roundhouse does NOT work, wether you guide it up or down. Leave the
    SJ.Forward out of the chain unless you're a good deal over your enemy, since
    it is directed downward. Likewise, direct the SJ.Fierce depending on the
    enemy's position. Since it does NOT execute the FS, tack on a Jab UniBeam if
    the enemy is in front of you.
    THROW COMBOS: In both Throw's cases, OTG combos will only occur in the
    corner. Fortunately, the Fierce Throw usually brings the enemy to the
    corner :). The timing for the C.Short is really weird for both Throws and can
    take some practice (MUST BE DONE FAST), but OTG combos are a good way to
    punish the enemy after bringing them into the corner.
    OTG COMBOS: Already mentioned both the Throws and Repulsor Blast (see above).
    Although this may not be considered the best way to play Iron Man, it is
    certainly more fun than turtling. From a distance, pester with Jab UniBeams
    and the occasional Smart Bomb, and constantly dash in, ready to block if
    necessary. If during your offense the enemy attempts to jump up or forward,
    use the Jab Repulsor Blast to knock 'em down. Once you get to mid-range, you
    are in the right position; peck with the S.Forward, and if it connects,
    quickly chain into a Jab Repulsor Blast (if you're close enough and you have
    fast enough reflexes!) or a C.Roundhouse; the S.Forward has excellent range,
    recovery and priority, so do not be afraid to use it. Your Safe Ground Combo,
    D.S.Jab -> S.Strong -> S.Fierce is also heavily recommended from this range.
    If the enemy blocks your S.Forward, S.Short or the like, try for a Throw, or
    delay a chained follow-up (eg. if they block S.Forward, pause briefly then
    chain into S.Fierce, which may catch their attempted counter). Throughout
    this whole offense be ready for the enemy to screw up, be it jumping to avoid
    you, or throwing out a slow move you anticipate, so you can nail them with
    the Proton Cannon!
    You can also go offensive from the air, pushing them back with Smart Bombs
    (either while jumping or flying), then follow them to get close; note that
    AFAIK there is no for sure follow-up to the Smart Bombs if they are blocked
    or hit (i.e. you cannot get your Smart Bombs blocked, then land in time to
    Throw them during the block stun), but still allows you to get into
    mid-range, limiting the enemy's defenses (eg. projectiles) and forcing them
    to fight face to face.
    Dashing Jump:
    Good range and speed on this one. Not as important to IM as others IMO,
    because of his Flight and his excellent dash.
    Of course, Iron Man's defense is great, however I SERIOUSLY suggest that you
    do not play totally defensive, and have some fun with offense, to make the
    game interesting.
    To defend against jump-ins, Iron Man has the all-powerful Repulsor Blast.
    Now, unless you're absolutely sure it will connect, stick to the Jab version,
    as it has slightly better recovery and, usually, the enemy cannot counter in
    time if they air block it. Against dashing opponents, the S.Fierce or
    S.Forward will usually deter them; refrain from using a defense like the Uni-
    Beam, because an enemy with a quick dash can stop and block in time, leaving
    you open to counter.
    In the air:
    Of course, Shellhead can fly, but always remember that you cannot air block,
    which means if the enemy is attacking you during Flight, you must either get
    away, or use a quick enough move that you will snuff their attack. If the
    enemy can fly like yourself (Magneto, Dr. Doom or another IM), keep them at
    bay with the UniBeam, and the occasional Smart Bomb--try to stay away from
    these guys and get on the ground. Against Super Jumpers you fall quickly, the
    Smart Bombs work well, and remember that they have only a short period of
    time to hit you, so try to avoid the attack, then counter...
    BEST JUMP-IN CHAIN: for everyone, J.Short -> J.D+Fierce is best, and you can
                        toss a J.Strong in between in most cases.
    (not word for word...)
    Iron Man defeats Thanos and gains the Infinity Gems, but starts with that
    "Absolute power corrupts absolutely" stuff and throws it away. But, he soon
    discovers that the Infinity Gems cured his techno-organic virus that had
    plagued him for quite some time; his long-time friend Captain America (Steve
    Rogers) tries to console him, telling him he's been given a chance at a
    second life; this of course makes Tony feel guiltier than ever.
    Beginning Pose:    Logan rears back, unsheathes his claws and exclaims
                       "Let's go, bub!"
    Winning Pose 1:    Logan pulls off his mask and remarks "Rookie"
    Winning Pose 2:    As with his taunt, Logan scrapes his claws together
    Taunt:             Wolverine scrapes his claws together
    Regular Color:     Yellow and Blue
    2nd Color:         Yellow and Black
    Background:        a wooden bridge overlooking a beautiful mountain range,
                       presumably in Canada (probably in the B.C. Rocky
                       Mountains). In the later rounds the bridge will fall to
                       the valley bellow, then in the final round when the
                       player wins, it drops into a waterfall and the player is
                       is left on a large rock.
    Post-Match Quotes:
          Vs. Wolverine-"You've got the face bub, but not the moves!"
            Close Fight-"Good thing you finally lost, you were starting to tick
                         me off!"
                       -"Next time bub, try fighting back!"
                       -"I'm still the best there is at what I do."
                       -"I've had manicures that were tougher on my claws than
                         that fight!"
    For anyone who's actually never heard of Wolverine, here's his story:
    Actually, the man known as Logan has a past shrouded in almost complete
    mystery. As far as I know (haven't kept up with the comics lately), it is 
    believed that Logan was found in the Canadian Wilderness by government 
    operatives and forced into a secret program known as Weapon X. It was 
    discovered that he was in fact a mutant, born with the ability to heal all
    wounds and sickness MUCH faster than homo sapiens, as well as heightened
    smell, sight and hearing. They then laced his skeleton with the 
    indestructible metal known as adamantium, making it virtually unbreakable.
    Along with this skeleton came powerful, retractable claws of the same 
    substance which extended from the back of his hand. 
    His time as a Weapon X operative is almost a complete mystery, with not even
    Wolverine knowing what went on; Logan suspects that they wiped his memory and
    implanted false memories. When Logan quit the Weapon X program, many other
    operatives were put into action, like Maverick, Vindicator, and the deadly
    mercenary known as Deadpool. 
    After leaving, Wolverine was found by Professor Charles Xavier, and joined
    the elite mutant team called the X-Men. But Logan still yearns to uncover
    the mystery of his past...
    Now, the mad Titan known as Thanos has discovered the all-powerful Infinity
    Gems which control the very fabric of the universe. Logan has joined the
    battle against Thanos alongside the Avengers, his fellow X-Men and Adam 
    Warlock to take back the Gems...
    Well, he still is primarily a button-mashing character, however experienced
    players will soon find that against Wolverine scrubs, if they just pay
    attention and react carefully, he's just as easy to beat as a scrub playing
    any other character. Now, if you wan't to enjoy playing him, Wolverine can be
    a lot of fun and he's a really cool fighter. If you like big multi-hitting
    combos, he's definetely for you, and playing offensive is definetely his
    style. As long as you know when and where to use his Special Moves, he can be
    quite the opponent.
    -Berserker Barrage: QCT+any punch (tap punch repeatedly for more hits)
    -Tornado Claw: F, D, D/F+any punch (tap punch repeatedly for more hits)
    -Drill Claw: any direction+any punch+any kick (same strength; can be done in 
    -Double Knee Kick: S.Forward -> Forward
    -Claw Slide: hold D/F+Fierce
    -Dive Kick: D+Forward (in mid-air)
    -Shoulder Mount Adamantium Hell: F or B+Strong (close)
    -Ground Mount Adamantium Hell: F or B+Fierce (close)
    -Airborne Adamantium Hell: F or B+Fierce or Strong (close in mid-air)
    -Best Gem: Power
    -Dash Forward; Quick Dash: F, F or all three punches
    -Dash Back; Hop Back: B, B or B+all three punches
    -Infinity Counter; Drill Claw: B, D/B, D+any punch 
    -Triangle Jump: tap opposite direction when meeting wall or screen side in 
    -Infinity Combo 1; Super Berserker Barrage: QCT+all three punches
    -Infinity Combo 2; Weapon X: F, D, D/F+all three punches
    Wolverine's regular moves are his bread and butter, opening the enemy up to
    big damage with his Special Moves. S.Jab is LIGHTNING fast and if you're
    going for hits and priority this is a great combo start. As well, it can be
    used as an air counter if the opponent is jumping in around eye level. If it
    connects in this case, follow through with a S.Fierce, or a S.Roundhouse and
    Tornado Claw. The S.Strong is quite good in combos and in many cases can be
    done repeatedly to make Logan slash back and forth for many hits. Logan's
    ever-popular S.Fierce is without a doubt on of his best attacks, and can be
    used defensively to counter a LOT of attacks, including jump-ins because it
    covers his whole front. It is a Strike and will send the opponent flying
    across the screen (does not activate the FS, remember) for good damage. If I
    had a choice I would rather put the S.Roundhouse in combos so I could follow
    with his whole 5+ hit SJ.Air Combo. Both S.Short and C.Short are useful when
    hitting the enemy OTG, or for a tick. C.Forward has decent range and is also
    his only knockdown. If it connects, especially in a combo, cancel it with a
    BB OTG or follow with D.C.Short to OTG the opponent and continue into a
    combo. S.Roundhouse is Wolverine's Regular Launcher, and you should always
    follow with an Air Combo or at least a Tornado Claw. It's decent as an air
    counter, but otherwise its range is limited and if the opponent is fast when
    you miss it he can counter with ease. Stick with it in combos. Crouching
    Roundhouse knocks too far away (MIGHT be a Strike :) to follow with any
    Special Move except maybe the Drill Claw, unless in the corner. Its main
    advantage is range, and if you see a projectile coming, quickly pull this off
    to slide under it. If blocked the opponent can counter quickly, so be careful.
    J.Fierce is great in air-to-air combat and is his most reliable jump-in. If
    it connects in this case, QUICKLY cancel into Roundhouse for a jump-in combo
    (if you're fighting a large enough character, i.e. not Wolverine, Spider-Man
    or Psylocke). His recovery on this is also quite exceptional. J.Roundhouse
    has a greater range than the J.Fierce and because it is more horizontal
    it is more effective in an air battle. Because of it being quite horizontal
    it isn't as good as the J.Fierce for jumping in, unless you're jumping in
    real deep. Note that against taller characters, this will sometimes hit
    twice, though not as often as in CotA. If blocked, this also has slower
    recovery and you can be quickly countered by an uppercut move or ICO.
    -Berserker Barrage-
    (Wolverine exclaims "Berserker Barrage!" and dashes forward, slashing his 
     claws in a wild furry)
    IMO this is not all it's cracked up to be. In combos sure, it's awesome. But
    out of a combo it is actually a weakness. After the BB is finished, Logan 
    will rear back in a little bit of a rage, and he can easily be countered for
    a moment. As well, the BB is extremely slow along the ground, so if you're
    not right next to the opponent they'll see it coming, and may even counter
    with an IC! (Mind you, the range is pretty deceptive, with his slashes
    reaching slightly farther then it looks.) One good thing is that it is fairly
    easy to do from a crouch, so if you duck a high attack (i.e. Captain
    America's Strong Shield Slash) from close or, at the most, a step away, you
    can roll to forward and hit Fierce. For the most part, only use it in combos.
    The BB generally gets about 8-9 hits if you tap punch repeatedly.
    -Tornado Claw-
    (Logan exclaims "Tornado Claw!" and rises into the air spinning with claws
    Also IMO a weakened move from X-Men:CotA, its range appears to have been
    decreased (in X-Men, I could nail a missed attack from almost half a screen
    away with the T.Claw), but I still like it, especially in combos. Its damage
    is still pretty good, and is an excellent air counter to most jump-ins. It 
    has a high priority on jumping attacks, even some Air Special Moves (eg. 
    Psylocke's PsiDrill, the torpedo move when she comes out of her Ninjitsu 
    Teleport). But of course, like all DPs, this has HORRIBLE recovery, and if
    blocked or missed Logan is left wide open to ANYTHING. Even from across the
    screen, the opponent can dash in for a big combo. I usually get about 8 hits
    using Fierce with this when repeatedly tapping punch.
    -Drill Claw-
    (Wolverine exclaims "Drill Claw!" and spins torpedo-like in the desired
     direction with claws extended)
    The main purpose of this move, IMO, is defense. Although he can no longer
    Drill Claw backwards, his backward dash compensates for this. The main thing
    in this case is that he can Drill Claw into the air from the ground, up 
    backwards, straight up, or upwards and forward. It is also a rock-solid
    defensive move in the air, and because of its speed you can nail most foes
    before they even get to you in the air! This is an excellent, clean, powerful
    counter to any missed attack from a distance, if you're a little aprehensive
    about dashing in. It can also be used as an air counter if directed U/F, 
    acting as a sort of DP. Now, in X-Men:CotA I thought this was quite a safe 
    move, but in MSH there are plenty of counters the opponent can use, even if 
    you've bounced away from him when it is blocked. Below is a list of what each 
    character can do to you:
    -Hulk: Gamma Charge (of course)
    -Iron Man: UniBeam or even his Proton Cannon!
    -Wolverine: Drill Claw or even Weapon X...
    -Psylocke: PsiThrust IC, Strong PsiBlast
    -Spider-Man: Web Swing or Jab Web Throw
    -Captain America: Shield Slash, Charging Stars or even Final Justice!
    -Magneto: EM Disruptor or Magnetic Tempest IC
    -Shuma Gorath: Mystic Smash or dash+Devitalization
    -Juggernaut: Juggernaut Splash/Punch/Headcrush (damn, maybe his S.F+Fierce
    -Blackheart: Heart of Darkness IC, Inferno, or maybe Dark Thunder
    -Doom:       Gauntlet Blast, Photon Array
    -Thanos:     Spear Slide, C.Fierce
    In addition, most characters, except perhaps Juggernaut, Hulk, Blackheart and 
    Shuma Gorath can dash forward and Combo! So, you still have to be quite 
    careful with the so-called "safe" Drill Claw.
    -Double Knee Kick-
    (Wolverine brings his knee up into the enemy's gut, then extends into a high
     snap kick)
    Good for 2 hits (duh), this is a great double hit in combos, and will push 
    you pretty far away if blocked, preventing a lot of counters. It looks cool
    too, so if you dash in you can put it in the Magic Series and still cancel
    into the Fierce or Roundhouse, or a Special Move looks cool too. BTW, the
    second hit will not come out unless you actually make contact with the enemy.
    -Claw Slide-
    (Wolverine slides real low on his belly with his claws extended)
    This thankfully has retained its range from X-Men: CotA. It does good damage,
    and knocks down, allowing an OTG combo followup. If you wanna finish a combo
    with this, I suppose it's OK, but its greatest asset is its range. It can
    reach further than his C.Roundhouse, so if you've crouched a high attack you
    can choose between this or the Drill Claw. This does around the same damage
    I believe, but the Drill Claw can knock a Gem out. Alternately, the Claw
    Slide can start and OTG combo...
    -Dive Kick-
    (Wolverine dives downward at an angle with a kick)
    He had an air stomp ala Chun Li in X-Men: CotA. It is still here, but has 
    been changed a little. It is now a downward diving kick, and if it is blocked
    or connects Wolverine will bounce away (a lot like Iron Man's Knee Dive),
    though it is not totally safe from dashing counters (eg. Final Justice). It
    has great speed, so it is ideal as a counter if you are mid distance away in 
    the air and the opponent throws just about any ground attack. It may be 
    possible, BTW, to cancel this with a Drill Claw. It can be cancelled into a
    Special Move, but the Drill Claw may not connect--like IM's D+Forward, Logan
    can also chain this with his Jumping MS, preventing a possible counter.
    -Shoulder Mount Adamantium Hell-
    (Wolverine hops on the opponents shoulders and claws the hell outta the back
     of their head. He then flips them over frontwards)
    This is one of my favorite Throws and if you're ANYWHERE near the corner, you
    can follow it with a Claw Slide or sometimes an OTG combo. If you tap B and F
    repeatedly and hit the button real fast, Logan will claw faster, also getting
    in more hits as well as damage. Altogether this does good damage if the enemy
    doesn't tech hit it. If the enemy tech hits  their landing, it still does OK
    -Ground Mount Adamantium Hell-
    (Wolverine lays his opponent down on their back, sits on them, claws the hell
     outta them, then kicks off)
    Because of the kick-off at the end you cannot follow this up, as far as I
    know. It also appears to do the same damage as the Strong Throw, so I think
    the Shoulder Mount is the better of the two. As with the Strong, tap B and F
    repeatedly and tap Fierce fast and you'll get more hits/damage.
    -Air Adamantium Hell-
    (Same as Strong Throw, but in mid-air)
    Use it as you please, it does the same damage as the ground version. I 
    believe it can be put into some Air Combos as well, but remember it can still 
    be tech hitted.
    -Best Gem; Power-
    This is Wolverine's special Gem, because not only does it increase the damage 
    of his attacks, it also gives him his old Shadows from X-Men: CotA; when the 
    Gem is activated, mirror images of Wolverine trail behind him for a time. 
    These images are invulnerable, but can attack, effectively multiplying his 
    hits in a combo. As well, Wolverine is sped up CONSIDERABLY, allowing you 
    faster recovery on some moves (i.e. you can get in even more Jabs or Strongs 
    in a combo).
    -Dash Forward; Quick Dash:
    (Wolverine dashes forward quickly)
    a VERY fast dash, use it to counter pretty much any missed attack from a 
    distance, and whenever on the ground mix it up with the backward dash and 
    Drill Claw to keep the opponent guessing.
    -Dash Back; Back Hop-
    (Wolverine kicks off the ground and hops back slightly)
    Fairly quick, mix it up with Forward dashing and Drill claws to counter on 
    the ground. This MAY also avoid some really low attacks (eg. Cap's Jab Shield
    -Infinity Counter; Drill Claw-
    (Logan blocks the opponents attack and retaliates with a fast Drill Claw)
    Not very effective on airborne attacks, its main strength is range. Not only
    can you counter a lot of horizontal attacks, but you can also counter a lot
    of projectiles. For example, blocking Captain America's Strong Shield Slash
    from mid-range will allow you to retaliate with this and it should connect.
    Mind you, it is IMO better to counter with a dashing combo. I think 
    personally that ICOs should be for jump-in attacks only, because you can
    easily put in any combo or quite a few Special Moves after blocking attacks
    with the same amount of proficiency. Mind you, this would be easier to 
    counter a lot of REALLY quick recovering attacks with this, like Hulk's 
    standing Jab...
    -Triangle Jump-
    (Wolverine rebounds of a wall to jump forward)
    The main strength of this is for defense; if you've jumped and the opponent
    tries to dash in for an air counter, IC or the like, you can jump back and
    Triangle Jump over their head. It can also be done during a Super Jump, which
    can easily avoid and go over a lot of ICs. Use this a lot, if not just to 
    avoid the opponent if they're trying to go heavy on the offensive.
    -Infinity Combo 1; Super Berserker Barrage-
    (Wolverine exclaims "Berserker Barrage!!" and rushes forward in a wild furry
     of slashes, finishing with a S.Fierce)
    The only difference between this and the normal version is the damage, hits,
    and final hit (you may also notice the sound of the slashing is much faster). 
    Like the regular one, it will initiate the FS and can be followed up in the 
    corner with a juggle or OTG combo in the corner. However, like the regular
    BB, it has considerable recovery time if missed (however if blocked (unlike
    the regular BB) the recovery isn't too bad, except against really fast
    attacks), and is also slow along the ground. So, it is best used in a combo
    or after the enemy does a slow recovering move. The SBB can do up to 12 hits.
    -Infinity Combo 2; Weapon X-
    (Wolverine rears back, crosses his arms, unsheathes his claws, then with a
     grunt dashes EXTREMELY fast at the opponent; if he connects, he goes into an
     automatic multi-hit brutal combo, slashing andkicking the hell outta his 
     foe, finishing by jumping forward, slashing a jagged X across the screen)
    IMO the third best-looking IC in the game (next to Magneto's Shockwave in 1st
    and Psylocke's Psionic Maelstrom), it gives you a real rush if it connects, 
    and does great damage, although not as much as the SBB. If this is blocked,
    however, the opponent can QUICKLY counter with a combo. The dash is quite
    fast, and Logan has a high priority over most ground attacks during the dash
    (except for most ICs nd projectiles) so get your timing down pat for it. This 
    is because the place you're going to use it is if the enemy misses a move 
    from a close enough distance, be it a DP or IC (great after Iron Man's Proton 
    Cannon!). You can also block an attack and counter with this, but be precise 
    with the motions, i.e. hit all three punches at the END of the DP motion, 
    otherwise when you're moving from the blocked position to F you may get an 
    ICO. The Weapon X always has a max of 12 hits.
    -Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce or 
    -Safe Ground Combo: D.S.Jab -> S.Short -> S.Strong -> Tornado Claw or BB
    -If the opponent blocks... D.S.Jab -> S.Short -> S.Strong -> S.Forward
                               -> S.Fierce
    -Ground Magic Series: Zig-Zag
    -Jumping Magic Series: Zig-Zag (4 hits average)
    -Launchers: S.Roundhouse
    -Air Launchers: none
    -Straight Launchers: S.Fierce
    -Small Launchers: C.Strong
    Note: all combos beginning with D.S.Jab can use 2 or maybe even 3 Jabs if the 
          enemy is Juggernaut, Shuma Gorath, Hulk or Blackheart (often others as 
    1.  J.Fierce, S.Strong, S.Fierce
    2.  D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce
    3.  (corner) C.Fierce -> C.Roundhouse XX Tornado Claw
    4.  (corner) C.Roundhouse XX BB or SBB
    5.  D/F+Fierce, BB or SBB (OTG)
    6.  (corner) D.S.Jab -> S.Short -> S.Strong XX Fierce Berserker Barrage
        (FS), C.Short (OTG) -> C.Strong -> S.Roundhouse
    7.  J.Jab -> J.Fierce, D.S.Jab -> S.Short -> S.Strong -> C.Forward, 
        C.Short (OTG) -> S.Forward XX Tornado Claw or BB
    8.  D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> 
        SJ.Forward XX Drill Claw
    9.  J.Jab -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX Fierce Tornado Claw
    10. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Strong -> C.Forward XX
        Berserker Barrage (OTG) (FS)
    11. J.Jab -> J.Short -> J.Fierce, D.S.Jab -> S.Short -> S.Strong -> 
        S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> 
        SJ.Strong -> SJ.Forward XX Drill Claw
    12. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short -> 
        S.Strong XX Super Berserker Barrage (FS), C.Short (OTG) -> C.Strong ->
    13. J.Fierce -> J.Roundhouse, D.S.Strong -> Double Knee Kick -> S.Roundhouse 
        -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
    14. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX
        Tornado Claw
    15. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX
        Berserker Barrage (FS)
    16. (corner) Strong Throw, D.C.Short (OTG) -> C.Roundhouse XX SBB (FS)
    17. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> S.Roundhouse ->
        SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX 
        Drill Claw U/F, SJ.Jab -> SJ.Fierce (FS)
    18. D/F+Fierce, D.C.Short (OTG) -> C.Strong -> S.Roundhouse -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    19. D.S.Jab -> D.S.Jab -> C.Short -> C.Fierce XX BB or SBB
    20. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short 
        -> S.Strong -> C.Forward, D.S.Short (OTG) -> C.Strong -> S.Roundhouse -> 
        SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX 
        Fierce+Roundhouse Drill Claw U/F, SJ.Jab -> SJ.Fierce (FS)
    21. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> 
        S.Short -> C.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Strong -> SJ.Forward XX Fierce+Roundhouse Drill Claw U/F, SJ.Jab -> 
        SJ.Roundhouse (FS), SJ.Short (OTG) \/ C.Strong -> S.Roundhouse
    22. (corner) J.Fierce, D.S.Jab -> S.Short -> S.Strong XX SBB, J.Jab ->
        J.Short -> J.Strong -> J.Forward -> J.Fierce
    Comments (#20): thanks to James Chen for this awesome combo! Here is his
                    explanation for this 19 hit combo:
    "Okay, the combo is pretty normal except there is one part I would like to
     clarify.  After the Upwards Drill Claw, Wolverine will hit the enemy and
     recoil upwards.  After recoiling up, Wolverine is free to do more moves.
     This is where you do the SJ.Jab -> SJ.Fierce/Roundhouse in the two combos.
     Basically, you have to do them RIGHT after the Drill Claw connects as fast
     as possible.  The timing is hard, but not TOO hard."
    Comments (#21): another awesome Logan combo from James Chen! Here's his
              walkthrough for this 19 hit:
    "...I must point out that in order to get the last three OTG hits off, 
     it's VERY hard to time.  After hitting the enemy with the J.Roundhouse after
     the Drill Claw, both of you fall down at nearly the exact same time.  You
     land slightly after they do and if you're timing was perfect, you can OTG
     them with C.Short.  However, many times, you won't land quickly enough to
     hit them with the C.Short before they can recover and the OTG misses.  If
     you find that you are not going to land quickly enough to hit them with a
     C.Short, you can change that C.Short into a SJ.Short.  Basically, press
     Short RIGHT before you land and from the air, you can kick them off the
     floor and continue with the C.Strong -> S.Roundhouse.  However, if you do
     this method, it may be better to try with C.Strong -> S.Fierce because
     you'll be further out from the corner."
    Comments (#18): Just to note, the D/F+Fierce should be done from around its
                    max range, so that the fallen enemy is right at your feet.
    GROUND COMBOS: Plenty of options here. You can do a full D.S.Jab ->
    S.Short -> S.Strong -> Double Knee Kick -> S.Fierce combination in most
    cases, but his best option without using an Air or OTG combo from here (see
    below) is to chain into a Tornado Claw or Berserker Barrage; the Tornado Claw
    is faster coming out with more initial range, so it's better on a dash, but
    you should definetely go for the BB (or SBB) finish in the corner, so you can
    follow with a few OTG hits for more damage. In addition, you can finish your
    Ground Combos with a variety of OTG hits (see below).
    AIR COMBOS: The most flexible character in the game for Air Combos, Logan not
    only has an easy, full SJ.MS, but he can also chain EASILY up to 3 Strongs in
    one Air Combo for more hits and slightly more damage. His S.Roundhouse
    launches the enemy well with only a small forward arc; easy to follow with
    his huge Air Combos. IMO Air Combos are good options for doing serious damage
    with Wolverine, other than Ground Combos involving the SBB.
    THROW COMBOS: Powerful OTG combos can be had after a Strong Throw into the
    corner; remember however that WOLVERINE must be in the corner, as the Throw
    reverses sides. Afterward, you must hit with a long-range attack, or dash in
    with a C.Short and combo.
    OTG COMBOS: Many options available here. Other than after his Strong Throw in
    the corner, Wolverine can OTG after C.Forward as well as his BB or SBB. After
    the C.Forward, the easiest option is to cancel into a BB or SBB to hit OTG,
    however if the enemy Safety Rolls you're in trouble. You can also usually OTG
    with a C.Short because the C.Forward's recovery is fast enough; follow into a
    full combo. In the corner, the BB and SBB execute the Flying Screen, so no
    Air Combos or Special Moves are permitted. D.C.Short -> C.Strong ->
    S.Roundhouse is your best little combination here, since the S.Roundhouse
    still launches them, allowing you to set up your next tactic, or get away for
    a breather.
    Wolverine is an offensive machine; dashing in is extremely effective in all
    cases, be it to counter missed attacks or set up the enemy, as it is QUITE
    fast and can be easily interrupted with a block. The S.Jab and S.Short work
    well as possible ticks, and pretty much every regular attack except crouching
    Fierce and Roundhouse is safe if blocked. If you anticipate a high counter-
    attack, you can slide underneath it with D/F+Fierce XX BB or SBB for a quick
    and damaging combo. You can also go offensive with his quick jump, ready to
    air block if necessary; the J.Roundhouse or J.Fierce deals with most airborne
    attempts at countering you... Once you have a level charged, worry about
    connecting with the Weapon X, unless you see an obvious opportunity to combo
    into the SBB; the Weapon X will easily take out just about any attack they
    throw at you.
    Dashing Jump:
    BIG range here, very easy to traverse the whole screen fairly quickly. Again,
    not overly useful for Logan, because his jump is already quite fast and
    long-ranged PLUS he has one of the fastest forward dashes in the game.
    The S.Fierce is pretty much all you need for offensive enemies; it will cover
    air and ground, and recovers fast enough in case the enemy dashes and blocks
    or jumps and blocks. The S.Roundhouse and Tornado Claw are also useful as
    air counters, however the latter, if air blocked, doesn't have the best of
    In the air:
    Wolverine does quite well in the air, even against those like Iron Man and
    Magneto with flight. J.Roundhouse and J.Fierce are quite adiquate to deal
    with anything up close. From a distance, the Drill Claw is a great counter to
    a missed or air blocked attack... J.Strong can also be done multiple times
    and has high priority against any jumping foe.
    BEST JUMP-IN CHAIN: Take your pick. If you're looking for good solid hits
    with good damage, J.Fierce -> Roundhouse is your best option. If you're
    looking for hits, a whole J.Jab -> J.Short -> J.Strong -> J.Forward will
    connect fairly easily--against the tall fighters, even more can connect.
    (NOT word for word...)
    He just goes back to the X-mansion, and yacks with Cyclops about how being a
    god's not for him, and needed to find out his past for himself. He then
    drives away on his kick-ass bike.
    Beginning Pose:   Psylocke floats in dressed as a ninja, sheds the clothes
                      and goes into her fighting stance.
    Winning Pose 1:   she plays with her bangs and exclaims "No Sweat!"
    Winning Pose 2:   goes into a martial arts ready stance.
    Taunt:            Psylocke beckons the opponent, saying "come on..."
    Regular Color:    Blue outfit
    2nd Color:        Black outfit
    Background:       On the roof of a moving train at night
    Post-Match Quotes:
          Vs. Psylocke-"Another Psylocke!? Spiral and I must have a little chat"
           Close Fight-"You will never come that close to defeating me again!"
                      -"I will not embarass you by letting this fight continue
                      -"Perhaps you should consider and easier opponent."
    NOTE: Betsy's Taunt will actually hit the enemy for minute damage! It can
          also knock Gems away from the enemy! :)
    With her telepathic powers, Psylocke can send blasts of psionic energy,
    or fashion a "psychic knife" which cuts both physically and mentally.
    As a favor to the Mandarin, Spiral blended Betsy Braddock's genes with those 
    of a ninja warrior (this is also why she appears Asian, although she is of
    British descent). She has now joined her fellow X-Men, the Avengers, and Adam
    Warlock in defeating the mad Titan known as Thanos to regain the Infinity 
    Gems, which hold together the very fabric of the universe.
    Can also be used, on the surface, as a button-masher character. However when
    you really get down to it, she can't do any real damage unless you use her
    properly. Like Wolverine she is primarily an offensive fighter, and can also
    work quite well on defense, and can be great at anticipating/countering the
    enemy's mistakes with her Ninjitsu Teleport. If you like big combos, she is
    definetely the right choice, being able to use all three of her ICs in full
    combos for huge damage. And the PsiMaelstrom is truly a sight to behold. :)
    When used properly she can also be a lot of fun to use.
    -PsiBlast (Downward): QCT+Jab (can be done in mid-air)
    -PsiBlast (Forward): QCT+Strong (can be done in mid-air)
    -PsiBlast (U/F): QCT+Fierce (can be done in mid-air)
    -PsiBlade: QCT+any kick (can be done in mid-air)
    -Ninjitsu Teleport: HCB+any button (can be done in mid-air)
    -PsiDrill: any direction+punch after Ninjitsu Teleport (can be done in 
    -Forward Flip Kick: F+Forward
    -Forward Slide Kick: F+Roundhouse
    -Back Roll Kick: B+Roundhouse
    -Flip Kick: U+Roundhouse (in mid-air)
    -Triple Jump: U during any jump (repeat for 3)
    -Vertical Launch: F or B+Strong (close)
    -Rolling Slam: F or B+Fierce (close)
    -Roll Drop: F or B+Fierce or Strong (close in mid-air)
    -Best Gem: Power
    -Dash Forward; Forward Roll: F, F or all three punches
    -Dash Back; Back Roll: B, B or B+all three punches
    -Infinity Counter; Short Psiblade: B, D/B, D+any punch 
    -Infinity Combo 1; PsiThrust: QCT+all three punches (can be done in mid-air)
    -Infinity Combo 2; Psionic Maelstrom: QCT+all three kicks
    -Infinity Combo 3; Kochou Gakure: QCB+all three kicks (can be done in 
    S.Fierce is Psylocke's Straight Launcher, or "strike". If it connects it
    knocks the opponent across the screen. This is a great finisher to simple
    combos, and also not a bad air counter to deep jumpers. If ducked Psylocke is
    left vulnerable (with small opponents), so make sure it connects. C.Fierce is
    Psylocke's Regular Launcher, and is all around one of her best attacks. Try
    to put this in most of your combos so you can follow with a Super Jump and
    Air Combo. It is also a decent air counter, and comes out quite fast. If
    missed, her recovery is slow enough to get countered fairly easily, so make
    sure it connects. For some simple combos, cancel this into a Fierce PsiBlast
    or a Roundhouse PsiBlade in the corner. More importantly, this move can
    easily be cancelled into her Psi MaelStrom for GREAT damage! S.Jab may not
    seem like much, but is a great starter for big combos; as well, because it is
    upward, it acts fairly well as an air counter; if it connects as one, cancel
    into S.Fierce for an easy two hit. So fast it is very difficult to counter.
    Her C.Roundhouse is a good all-around sweep, and recovers fast enough to go
    into an OTG combo. If you like keeping it simple, it has great range and
    initiation speed, so you can use it to counter a lot of high moves from a few
    steps away. Chain at least into a Jab PsiBlast, unless the enemy knows how to
    Safety Roll on reaction here. Psylocke's J.Roundhouse is her best single
    jump-in attack, it has excellent range and priority over early attempted air
    counters. Standing Strong has limited range, but is a great up-close move
    with high priority. S.Forward has more range than the S.Strong, and otherwise
    is the same; use often up close as a great pecking attack.
    -PsiBlast (Downward)-
    (Psylocke exclaims "PsiBlast!" and throws a surge of psychic energy from
     her forehead down to the ground)
    On the ground the only real use for this is to hit close downed opponents
    (eg. cancelled out of C.Roundhouse).
    Make sure not to do it if the opponent is in the air, or Betsy'll get
    hit easily. In the air, this is a good attack if you manage to jump over the
    enemy's projectile, epsecially a Hyper-X (eg. if you anticipate Iron Man 
    doing his Proton Cannon, Super Jump, and on the way down whip off a Jab
    PsiBlast). If you want a simple jump-in combo, jump in with Fierce or a short
    jumping MS, and cancel with a Jab PsiBlast.
    -PsiBlast (Straight)-
    (Psylocke exclaims "PsiBlast!" and throws a surge of psychic energy from
     her forehead straight at the opponent)
    Your basic straight-forward projectile, once it's airborne it isn't very 
    fast, so stick with it in combos, or to counter a missed attack. Up close it 
    can be ducked, so be careful. In the air use it if the enemy is at your 
    level, and you shouldn't be too worried about a counter up there. One thing
    to note is that the projectile is quite wide in its dimensions, and will hit
    a lot of large crouching opponents (eg. Hulk), or opponents coming down out 
    of the air. NOTE: at around 1/3 screen distance, you can actually dash after
    this and combo when it connects...
    -PsiBlast (U/F)-
    (Psylocke exclaims "PsiBlast!" and throws a surge of psychic energy from
     her forehead up in the air at an angle)
    This is a GREAT juggle in many corner combos; whenever you throw 'em up in
    the air with a launcher, you should at least go for this. It is also a decent
    air counter as the enemy jumps in at you, because it comes out fast, but you
    should try and air counter 'em with a a crouching Fierce+combo instead. In
    the air it is pretty useless unless the enemy is over your head in a Super
    (Psylocke exclaims "PsiBlade!" and surrounds herself with psychic energy,
     spinning upward and forward)
    Each strength of kick makes it go slightly higher, but slightly less forward.
    So, a Short PsiBlade has good horizontal range, but almost no upward range,
    Forward goes up and forward slightly, and Roundhouse is almost vertical. A
    great air counter and AWESOME in combos, each PsiBlade racks up three hits.
    But here's the best part--all three PsiBlades can be chained together! To do
    all three consecutively, perform a QCT+Short, then quickly tap Forward, then
    Roundhouse; the next two PsiBlades will automatically cancel into the Short,
    racking up 9 hits total! 
    As an air counter, your best bet is the Roundhouse PsiBlade, and this is very
    difficult to take priority over. Against deep or far-jumping enemies, use the
    Forward PsiBlade.
    In the air the PsiBlade has great priority, and all three chained together
    are AWESOME combo finishers. Use the Roundhouse version if the enemy attempts
    to gain a higher position over you (i.e. tries to Double Jump/Super Jump over
    you), and use the Short or Forward version in air-to-air combat. Note that if
    blocked all PsiBlades can be QUICKLY countered, especially the Roundhouse
    (Betsy exclaims "Ninjitsu!" and teleports to one of 6 positions, each 
     position showing a sillouette of her, so the opponent doesn't know where 
     she appears 'till the last minute!)
    These are the positions that she appears in, pertaining to each button (when
    facing right):
    Jab- top left of screen
    Strong- same spot 
    Fierce- top right of screen       
    Short- bottom left of screen
    Forward- behind opponent 
    Roundhouse- bottom right of screen
    This is IMO a VERY useful move, and essential to playing the "untouchable"
    Psylocke. Use these teleports FREQUENTLY, to confuse the opponent and mainly
    to counter a lot of their moves. Note that you do HAVE to use them in the
    right place, or else they will anticipate your appearance and counter--they
    are best used when YOU anticipate one of their moves. See tactics for more
    (As Psylocke appears from a Teleport, she dives in the desired direction with
     a psionic blade in front)
    This is the only attack Betsy can perform RIGHT out of a Ninjitsu teleport,
    but it has the advantage of going in any direction! So even if the opponent
    anticipates where you'll reappear, you can PsiDrill in the opposite direction
    and hopefully avoid him. If you appear anywhere on the ground, you can wait
    the split-second and then use any attack (i.e. combo if you appear behind 
    them), but in the air this is basically the only thing you can do besides 
    fall. If the opponent is in the air when you appear up there, direct the 
    PsiDrill appropriately to nab them. If you appear in the air and they're on
    ground, PsiDrill downward. 
    If blocked, Betsy will bounce away, leaving her open to dashing combos and
    other types of counters :).
    NOTE: The PsiDrill IS a Special Move because it can knock Gems out of the
    -Forward Flip Kick-
    (Psylocke rolls forward, comes up and throws an overhead kick)
    This is lightning fast, so use it to counter low attacks. Unlike what I
    previously said, it is NOT an Overhead (thank's Onaje :), however it is still
    quite fast and therefore is useful against persistant sweepers. If it
    connects, cancel with a Jab PsiBlast, or the three PsiBlades if they're
    standing--or, chain into a Fierce/Roundhouse combo. See Combos...
    -Forward Slide Kick-
    (Psylocke lunges forward with a kick)
    -Back Roll Kick-
    (Psylocke rolls backward, then forward a little and kicks upward)
    Both of these kicks will pass under projectiles and a lot of other high 
    attacks. Up close the Forward Slide Kick will pass through the opponent and
    Psylocke will end up behind the opponent; good surprise tactic. The Back Roll
    Kick is GREAT for avoiding jump-in attacks, and if the enemy was trying a 
    cross-up attack, the kick as you recover may even hit them.
    -Triple Jump-
    (Psylocke appears to sort of step up from her jump into another)
    A GREAT move for avoiding attacks, and ICs. One good tactic (although I think
    a Forward Ninjitsu is a better idea) is to jump in at the opponent, and the
    second the start to air counter, Double/Triple Jump to avoid it and nail 'em
    for real on your way down. Note that the Double/Triple Jump can also be done
    as you begin to fall from a Super Jump, so if you really wanna avoid big ICs
    like Iron Man's Proton Cannon, Super Jump then Double/Triple Jump, and it may
    even take you off the screen! Remember though, it is in a lot of cases better
    to Ninjitsu Teleport so you can actually attack them.
    -Vertical Launch-
    (Psylocke grabs the opponent and launches them up in the air)
    This is a great Throw because it allows you to juggle the opponent with just
    about anything, including Super Jump+Air Combo (the SJ must be directed
    appropriately however). An easy follow-up in the corner would be the Triple
    PsiBlade. Remember that this can be tech hitted.
    -Rolling Slam-
    (Psylocke grapples the opponent, then flies rolling through the air to slam
     them into the ground)
    The great thing about this Throw is that it brings the opponent into the 
    corner from just about anywhere on the screen. It can also be followed up
    with a dashing OTG combo, but remember of course it can be tech hitted. Use
    this if you're pretty much ANYWHERE on the screen :).
    -Roll Drop-
    (Psylocke grabs an airborne opponent, and drops to the ground rolling)
    Decent damage and a good follow-up to a launcher... If you can go for an Air
    Combo it is a little better than this, and as always this can be tech hitted.
    It can be followed with an OTG combo in the corner, and like the standing
    version will bring them close enough from just about anywhere--dash and OTG.
    -Best Gem; Power:
    This is Psylocke's special Gem, because not only does it increase the damage 
    of her attacks, it also gives her her old Ninjutu shadow move from X-Men: 
    CotA; when the Gem is activated, mirror images of Psylocke appear in front 
    and behind her; these images can hit, but are invulnerable--only the real 
    Psylocke in the middle can be hit. Not only does this potentially give more 
    hits to combos, but it also allows her to do more damage AND is great for 
    confusing the enemy. If you stay in the air a lot when the Power Gem is 
    activated, I find a lot of human opponents get nervous and can screw up.
    -Forward Dash; Forward Roll-
    (Psylocke rolls onto her shoulder and into a ball, rolling towards the enemy)
    -Backward Dash; Back Roll-
    (Psylocke twists around to roll on her shoulder, then rolls away from the 
    Not only does it get you across the screen faster, but Psylocke's dash is 
    particularly effective for avoiding attacks. When she dashes, Betsy will 
    perform a roll across the ground; if you interrupt the dash with any attack, 
    she will immediately stand and perform the move. You can also hold back to 
    cancel the roll and block. Now, when rolling, Betsy is invulnerable to many 
    higher attacks, like projectiles (eg. Iron Man's Smart Bombs) if timed 
    correctly. Dashing back is also a great way to avoid jump-in attacks or other 
    dashing or charging moves.
    -Infinity Counter; Short PsiBlade-
    (Betsy blocks the opponent's attack and counters with a Short PsiBlade)
    Not terribly powerful, nor do I believe it can be chained into the other 
    PsiBlades. But, if you wanna use it, go ahead, because it allows you to
    counter ANY move, period, no matter how good it recovers. This is one of the
    better ICOs, because it can easily counter a lot of jump-in attacks and a lot
    of ground attacks. Use it as you wish.
    -Infinity Combo 1; PsiThrust-
    (Betsy placing a hand to her head, then surrounds herself with psionic 
     energy, exclaims "PsiThrust!" and dives in the desired direction)
    An extremely versitile Infinity Combo, the direction can be controlled in any
    way (except straight down) while standing. As well, you can perform it a
    second time by holding in another desired direction and hitting any button as
    the first Thrust is finished (in a similiar fashion to Hulk's Gamma Charge).
    Besides being totally devastating in combos, it is great by itself as well.
    It can be used as an air counter, so when the opponent is on his way down at
    you, perform the PsiThrust and direct it U/F; if they block, redirect it for
    the second Thrust appropriately. If the opponent attempts to cross you up,
    activate the PsiThrust and direct it U/B to catch them. And one of the best
    places to use it; if you jump over an opponent's projectile, activate the
    PsiThrust and direct it D/F; then direct the second half D/F again for more
    hits. To get the max hits out of the horizontal version with no fuss, perform
    the first half, then direct the second half D/F, which will OTG for 10 hits
    total and great damage.
    First of all, thanks to Onaje Everett, I now know that you can DEFINETELY
    juggle after BOTH parts of the PsiThrust; you just have to be fast enough,
    after the second part, to hit the enemy JUST before they land in the corner. 
    It is, however, still easier to combo after the first half. So, if you've
    had a clean horizontal hit with the PsiThrust, you can instead not follow
    with the second Thrust, and instead follow with an OTG combo from there.
    Note that if blocked, the PsiThrust will leave Betsy open for a counter, so
    be watchful. So far as I can tell, the PsiThrust has a maximum of 10 hits.
    -Infinity Combo 2; Psionic Maelstrom-
    (Psylocke exclaims "Psi Maelstrom!" and rises spinning HIGH into the air, 
     surrounded by psionic energy)
    This is IMO the second-coolest Infinity Combo in the game, next to Magneto's
    Magnetic Shockwave. This can do pretty good damage, especially inside of a
    combo. Note the opponent literally has an ETERNITY to counter if this is 
    blocked or misses, including being able to Super Jump up and Air Combo you on
    your way down! So, make ABSOLUTELY sure this connects. Outside of a combo it
    has AMAZING priority on jump in attacks, i.e. if the opponent begins to start 
    one of their jump in attacks (just as their kick or punch begins its 
    animations), QUICKLY perform the IC and you will still catch them and carry 
    them into the air for over 20 hits! Another way to use it is if the 
    opponent is above you shooting an airborne projectile (i.e. you dash under 
    Iron Man as he throws an air UniBeam over your head, and perform the 
    PsiMaelstrom), or as an easy counter to a missed or blocked DP move (eg. 
    Wolverine's Tornado Claw).
    The Psionic Maelstrom has a max of 25 hits, so far as I've seen. I do believe
    mashing on the Kicks will increase hits...
    -Infinity Combo 3; Kochou Gakure-
    (Psylocke hovers and calls upon a rush of psionic "butterflies" (at least
     that's what they look like), who envelope her, then fly forward from above
     her head)
    Except in combos, I see no real reason to use this; as an air counter, it is
    easily blocked, but can really rack up the block damage. Otherwise, the other
    two ICs are generally better. This also has high priority up close to take
    out just about anything, however the PsiMaelstrom will also work here :).
    NOTE: it is possible to OTG after this in the corner if you are VERY fast.
    -Safe Air Magic Series: Jab -> Short -> Forward -> Fierce/Roundhouse
    -Safe Ground Combo: D.S.Jab -> S.Short -> C.Fierce -> SJ.Air Combo 
     -If the opponent blocks... D.S.Jab -> S.Short -> C.Fierce XX Fierce PsiBlast 
    -Ground Magic Series: Zig-Zag
    -Jumping Magic Series: Zig-Zag (4 hits average)
    -Launchers: C.Fierce
    -Air Launchers: none
    -Straight Launchers: S.Fierce
    -Small Launchers: C.Forward
    Note 1: I will refer to all three PsiBlades chained together simply as the
           "Triple PsiBlade".  
    Note 2: all combos beginning with D.S.Jab can use two Jabs if the fighter is
            Juggernaut, Shuma Gorath, Hulk or Blackheart (maybe others as well).
    1.  D.S.Jab -> S.Strong -> S.Fierce XX Strong PsiBlast (PsiBlast is blockable
        unless in corner, but safe if S.Fierce connects)
    2.  D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce
    3.  D.C.Short -> C.Strong -> C.Roundhouse XX Jab PsiBlast (OTG)
    4.  D.C.Short -> C.Fierce XX PsiMaelstrom (FS)
    5.  (corner) D.S.Jab -> S.Strong -> C.Fierce XX Roundhouse PsiBlade
    6.  C.Short -> C.Roundhouse XX PsiThrust (OTG) (Angle PsiThrust D/F)
    7.  Fierce Throw (into corner), C.Short (OTG) -> C.Strong -> C.Roundhouse
    8.  (corner) J.Roundhouse, C.Strong -> C.Fierce XX Fierce PsiBlast
    9.  Forward Flip Kick XX Triple PsiBlade
    10. Forward Flip Kick XX PsiMaelstrom (FS)
    11. D.S.Jab -> S.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->
    12. D.C.Short -> C.Strong -> C.Roundhouse XX Kochou Gakure (OTG)
    13. D.S.Jab -> S.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->
        Triple PsiBlade
    14. J.Fierce, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->
        Kochou Gakure
    15. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Strong -> S.Forward ->
        C.Fierce -> SJ.Jab -> SJ.Short -> SJ. Forward XX Triple PsiBlade
    16. Fierce Throw into the corner, C.Short (OTG) -> C.Fierce -> SJ.Jab ->
        SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)
    17. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Strong -> S.Forward
        XX Triple PsiBlade
    18. (corner) PsiThrust (only first half), C.Short (OTG) -> S.Strong XX
        Triple PsiBlade
    19. (corner) PsiThrust (only first half), C.Short (OTG), C.Short, C.Short ->
        C.Strong XX Triple PsiBlade
    20. (corner) PsiThrust (only first half), C.Short (OTG), S.Fierce XX
        Roundhouse Psi Blade
    21. J.Short -> J.Forward -> J.Roundhouse XX Air Jab PsiBlast 
    22. (corner) Strong Throw, Triple PsiBlade
    23. (corner) PsiThrust (only first half), C.Short (OTG) -> C.Fierce XX
        PsiMaelstrom (FS)
    24. (corner) PsiThrust (only first half), C.Short (OTG) -> C.Fierce ->
        SJ.Jab -> SJ.Short -> SJ.Forward XX Kochou Gakure
    25. (corner) Strong Throw, D.S.Jab -> S.Strong -> S.Fierce
    26. Strong Throw, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward -> Kochou
    27. (corner) Strong Throw, J.Jab -> J.Short -> J.Forward XX PsiThrust
    28. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Strong -> S.Forward ->
        C.Roundhouse XX Jab PsiBlast (OTG)
    29. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Strong -> S.Forward ->
        C.Roundhouse XX PsiThrust D/F (OTG)
    30. (corner) Fierce Air Throw, D.C.Short (OTG) -> C.Fierce -> SJ.Jab ->
        SJ.Short -> SJ.Forward XX Triple PsiBlade
    31. (corner) Fierce Air Throw, D.C.Short (OTG) -> C.Fierce XX PsiMaelstrom
    32. (corner) PsiThrust (both parts), C.Fierce -> SJ.Jab -> SJ.Short ->
        SJ.Forward -> SJ.Fierce
    33. (corner) PsiThrust (both parts), C.Fierce XX PsiMaelstrom (FS)
    34. (corner) PsiThrust (both parts), S.Strong -> S.Fierce XX Triple PsiBlade
    35. PsiDrill (upward), PsiMaelstrom (FS) 
    36. Forward Flip Kick -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX
        Triple PsiBlade
    37. J.U+Roundhouse, Triple PsiBlade (air-to-air OR jump-in :)
    38. (corner) Kochou Gakure, C.Short (OTG) -> SJ.Jab -> SJ.Short ->
        SJ.Forward XX Triple PsiBlade
    39. (corner) J.Jab -> J.Short -> J.Fierce, D.C.Short -> C.Forward -> C.Fierce
        -> SJ.Jab -> SJ.Short -> SJ.Forward, Fierce Air Throw, D.C.Short (OTG) ->
        C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX Kochou Gakure
    40. (corner) J.Jab -> J.Short -> J.Strong, D.S.Jab -> S.Short -> S.Strong ->
        S.Forward -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ. Forward -> 
        SJ.U+Roundhouse (FS). While enemy starts falling back down and passes 
        you (you'll still be in same Super Jump), SJ.Short -> SJ.U+Roundhouse.  
        When enemy starts falling back down, Jump up and meet them in the air 
        with J.Jab -> J.Short -> J.Forward -> J.U+Roundhouse
    Comments (#27): Yes, this does work. It takes a lot of timing, but you can
    REGULAR jump after the enemy, air combo them, and finish with the PsiThrust.
    The IC usually is directed straight forward, but you'll most likely have to
    move it down for the big guys. BTW, this is unconfirmed for the home
    versions, I pulled this one off at the arcade--it was kind of a fluke at the
    time and I haven't been able to duplicate it on the Saturn/PS yet...
    Comments (#40): thanks to James Chen for this awesome combo! Here is his
                    explanation for this 19 hit combo:
    Special thanks to James Chen for his AWESOME 18 hit combo; here's his 
    explanation, as I have yet to get the whole thing to work.
     "It's pretty basic up until after the first SJ.U+Roundhouse.  After doing 
     this, the enemy will start falling down.  Wait until they pass by you and 
     hit SJ.Short so that you hit them while they are just barely below you.  
     After the second SJ.U+Roundhouse, they will be bounced back up and you will 
     land first.  Jump up and meet them in the air with the appropriate moves.  
     In the dashing portion of the combo, eliminate some moves against smaller 
     enemies.  A variation of this combo HAS been done before but it seems like 
     it ONLY works on Wolverine and even on him, it's not consistent.  Instead of 
     jumping up to meet the enemy after they start falling at the end, you can 
     wait for the enemy to just hit the ground and OTG them and juggle them.  
     Against Wolverine, I have juggled him with S.Jab -> S.Short -> S.Strong -> 
     S.Forward -> S.Fierce but it doesn't seem to always work.  The other method 
     is more of a sure-fire way to get in five extra hits, but this method is 
     easier to time (but less likely of getting all five hits in).
    GROUND COMBOS: Like Wolverine, lots of options. She can do a full D.S.Jab ->
    D.Short -> S.Strong -> S.Forward -> S.Fierce or S.Roundhouse combination on
    most cases, and on big guys that last hit can be her C.Fierce launcher. You
    can also stop at S.Forward and chain into a Triple PsiBlade or the like; very
    flexible. Once you have a level charged, damage is better done with the
    Kochou Gakure in an Air Combo, or a PsiMaelstrom cancelled out of a C.Fierce.
    If you're near the corner, I recommend one of the fine selection of PsiThrust
    combos :). Just remember to judge your distance and the size of the enemy so
    you don't overstep in the ground MS and screw up.
    AIR COMBOS: C.Fierce launches pretty near perfect, and her full SJ.MS is
    fairly easy. SJ.Strong does not connect all that often however, but chaining
    the SJ.MS into either the Triple PsiBlade or Kochou Gakure makes up for it.
    Pretty much a toss up between Ground and Air Combos--choose which suits you
    THROW COMBOS: although many don't regard her as being a powerful Thrower,
    Betsy's Throw options are great. When outside of the corner, the Strong Throw
    can set up some spectacular combinations, and if you want to bring the enemy
    to the corner AND do some mean damage, the Fierce Throw does a fine job. To
    top it off, she can mimic her Fierce Throw in the air, which will bring them
    to the ground in the corner for an OTG combo too! (Just check out #31! :)
    OTG COMBOS: Other than after the Throws, Betsy can also OTG off of a
    C.Roundhouse with a Jab PsiBlast or the PsiThrust. Additionally, she can OTG
    after the first half of the PsiThrust (see PsiThrust section).
    The S.Jab, S.Forward and S.Strong are all safe, fast offensive attacks to
    open the enemy up to a combo; use her dash on the ground well, always ready
    to hold back to block. Throw alternating PsiBlastes then follow them in for
    the kill. The Forward Slide Kick and Forward Flip Kick are also excellent
    attacks to utilize, as they can avoid many attacks and the Flip Kick will
    take out low attacks. Refrain from using Psylocke's other Special Moves and
    her ICs unless in a combo, or obvious opening, as the recovery is not worth
    Dashing Jump:
    Pretty much like Wolverine's, fast with a lot of range. Similarily, her dash
    and already excellent jump do quite well, so this isn't ALL that important
    to her offensive gameplay IMO.
    For air defense Betsy can use the Roundhouse PsiBlade, as well as C.Fierce
    and either the PsiThrust (U/F) or PsiMaelstrom if you interrupt the enemy's
    jumping attack. On the ground the S.Forward will keep them at bay, as will
    alternating PsiBlastes. Her backward dash can also avoid some of the higher
    projectiles and offensive attacks, as well as some jump-ins with
    In addition, she can also utilize her Teleport, which will avoid attacks and
    often set up a counter-attack.
    Let's use some scenarios:
    Vs. Juggernaut:
    If Juggernaut begins a Fierce Juggernaut Punch from across the screen (you 
    are on the far left), quickly perform a Jab Ninjitsu; you will disappear 
    right out from under him, then appear over his head! Follow with the PsiDrill
    and maybe even get a Gem out of it. OR, use a Short Ninjitsu and PsiDrill
    upward for a juggle (thanks Oj :). Sometimes you may appear too far away to
    attack, so just throw out the appropriate PsiBlast and continue into an
    Vs. Hulk:
    If you're fast enough to see the Gamma Charge coming (i.e from across the 
    screen), quickly perform a Forward Ninjitsu; Hulk will fly right through you 
    and you'll appear behind! NOTE: Make sure not to do this too early, or else
    he can reverse the direction and nail you. As well, oftentimes you won't
    appear RIGHT behind him, but you usually have enough time to nail him with
    the PsiDrill.
    Vs. Iron Man:
    You anticipate a Proton Cannon; immediately do a Forward Ninjitsu as he 
    begins to fire; end up right behind him, and do as you will!!!!
    The Ninjitsu makes for a LOT of technique and fun; anytime you see the
    opponent coming, go nuts with the teleports and nail 'em when they least 
    suspect it. Here's a good tactic--jump in at the opponent, but at the last
    minute pull off a Forward Ninjitsu. BOOM! They throw a missed air counter, 
    and land right behind them and attack! Just don't do this too often, or the
    enemy will simply wait and then counter you...
    In the air:
    J.U+Roundouse deals nicely with higher airborne attacks, as well as J.Fierce
    if you're a little on top of them. However, the various PsiBlades are
    effective counters to most offenses in the air, even against flyers like
    BEST JUMP-IN CHAIN: See Wolverine--exactly the same idea.
    (NOT word for word...)
    She dumps the Infinity Gauntlet, as she says she believes that one person
    does not deserve that kind of power. She believes in a democratic leadership,
    and that's why she joined the X-Men.
    Beginning Pose:    Spider-Man drops down on a thread of webbing from the top
                       of the screen and exclaims "showtime!"
    Winning Pose 1:    Spider-Man goes into a ready stance and exclaims "Spider 
                       Sense tingling!"
    Winning Pose 2:    Spider-Man nods and exclaims "One for J.J.!"
    Winning Pose 3:    Spider-Man gives a thumbs-up and exclaims "One for J.J.!"
                       after he hangs his camera from a thread to take a picture
    Taunt:             Spider-Man flicks a finger at the opponent and a word
                       bubble accompanies his verbal taunt, either "Do your
                       job!", "Hey!", or "C'Mon!"
    Regular Color:     Red and Blue suit
    2nd Color:         Red and Black suit
    Background:        on a large window-washer's platform, steadily rising up
                       the side of a building
    Post-Match Quotes:
         Vs. Spider-Man-"Just what I need... Another clone!"
            Close Fight-"Oh great... Do you know how much it costs to dry-clean
                         this costume?!"
                       -"I hear they're looking for people at the clown
                       -"You'll make somebody a great sidekick someday."
    For those few who've never heard of Spider-Man before, turn on your TV :), or
    read this section:
    Young teen chemistry student Peter Parker was bitten by an experimental
    radioactive spider during a demonstration and soon found he had great
    strength and agility, along with a keen "spider sense" allowing him to tell
    when danger was near. Deciding to use his powers for good, he doned a costume 
    and adopted the name of Spider-Man.
    It has been years since the experiment occured, and Peter Parker is now a
    responsible adult, married to the love of his life, Mary Jane. He has had an 
    exciting past, and despite many offers and turn-downs to teams like the 
    Fantastic Four, the Avengers and the X-Men, he has managed to stay a loner
    (however, he is officially a reserve member of the Avengers).
    He has now joined the rest of the heroes in an attempt to save the entire
    universe itself from the mad Titan known as Thanos, who has gained
    posession of the Infinity Gauntlet, in it the six Infinity Gems which
    control the very existance of the universe. It's all up to them...
    Damn, but he is annoying. :) Spidey's a good solid character, relying on Air
    Combos, and yet works well for beginners. Using a healthy mix of Web-Ball and
    dashing combo offense, and his great air priority, along with a useful IC
    which must be used carefully, Spider-Man is easily one of the most powerful
    characters in the game, and if you're new to the game, I recommend starting
    with Spidey :).
    -Web Ball: QCT+any punch
    -Air Web Ball: QCT+any punch in mid-air
    -Spider Sting: F, D, D/F+any punch (punch again for downward slash)
    -Web Swing: HCB+any kick (can be done in mid-air)
    -Straight Web Throw: HCB+Jab
    -Diagonally U/F Web Throw: HCB+Strong
    -Straight Up Web Throw: HCB+fierce
    -Triangle Jump: jump up into corner wall, tap in opposite direction
    -Double Rolling Slam: F or B+Fierce (close)
    -Shoulder Toss: F or B+Strong (close)
    -Air Double Rolling Slam: F or B+Strong or Fierce (close in mid-air)
    -Best Gem: Power
    -Forward Dash; Forward Hop: F, F or all three punches
    -Backward Dash; Back Hop: B,B or B+all three punches
    -Infinity Counter; Spider Sting: B, D/B, D+any punch
    -Infinity Combo; Maximum Spider: QCT+all three punches
    S.Jab, despite it being a jab, has decent range and is great for starting off
    dashing combos, or generally pecking and ticking the enemy up close. It has
    decent recovery, so don't be afraid to miss it. S.Strong is Peter's Regular
    Launcher, and is a great attack that will launch then enemy sky high. Stick
    with it after jump-ins or dash-in combos, because its range isn't huge. It
    can be used to to a certain extent as an air counter; if so, cancel into a
    Spider Sting, provided the enemy is high enough above you. S.Fierce is his
    most powerful punch, and will knock the enemy away, as it is a strike. Not a
    bad combo finisher, but try and put in a Spider Sting as opposed to this if
    this can connect. C.Fierce has nice range and decent power. Nothing special,
    though; Go for this if you duck a high move and are too far away for his
    Crouching Forward to connect. S.Forward is one of his higher priority
    attacks, especially against close low attacks (eg. sweeps); mix this in
    heavily up close, and when it connects, you can cancel into a S.Roundhouse.
    C.Forward is one of THE corniest kicks I've ever seen! Still, it is his Small
    Launcher, so put it into combos with his standing Roundhouse. Other than that
    there's nothing big about it, as its range is very short. S.Roundhouse is
    Spidey's Air Launcher comes out pretty fast, and following the C.Forward does
    good damage and sends the enemy sky high. The best thing about this is, that
    unlike a lot of other Air Launchers, this is actually VERY effective on
    opponents jumping in, because it has decent range. So, when the enemy jumps
    in and you don't want to meet them with an Air Combo, either do a Spider
    Sting, or the Flip Kick cancelled into a Super Jump plus an Air Combo or
    Spider Sting! If you connect with this on the ground, cancel it with either a
    cool-looking Spider Sting if you're right up close, or a Fierce Web Ball and
    attempt a further combo. C.Roundhouse is a double-leg sweep that has great
    range and is not a bad Ground Combo finisher. Its recovery is not amazing, so
    only use it when you're fairly sure it will connect, otherwise try and cancel
    it with a Web Ball.
    -Web Ball (Ground)-
    (Spidey exclaims "Web Ball!" and throws a gob of web fluid at the enemy)
    This is a pitifully weak projectile, but effective nonetheless. This can be
    thrown fairly quickly so you can effectively play keep-away with these.
    However because of its speed, it makes an even better offense; follow it in
    to the opponent after throwing one to press the offense! As well, these will
    gob up the opponent, rendering them helpless for a brief moment. Do not
    mistake this; it is NOT the Sub-Zero cheese we're used to in MK. No, because
    the enemy recovers so quickly, it is virtually impossible to web up the enemy
    from any distance but right up close and then go in for a major combo. But,
    if you do manage to web 'em and you're fairly close, go for a simple combo,
    nothing too fancy in case you screw up. Also, don't forget Spider-Man's
    Infinity Combo; the second you see the enemy webbed, execute the Maximum
    Spider for big damage. This usually only works at full screen distance...
    And here's something that really sucks; the Web Ball will NOT gob up the
    Juggernaut--he instantly breaks free! This doesn't mean you can't use the Web
    Ball against him, just don't expect to see him open for a combo after it.
    -Web Ball (Air)-
    (Spidey exclaims "Web Ball!" and throws a gob of web fluid at the enemy while 
     in the air)
    All strengths throw a Web Ball diagonally down toward the enemy. These can
    be used repeatedly from mid to far distance to really cheese the CPU, who 
    likes to fall for them while executing moves from a distance. However it
    becomes quite boring after a while, so IMO only use it slow the enemy up then
    move in for the kill. As well, this is a good technique if you jump in with a
    Roundhouse; it is possible for Spidey to bounce off the enemy's head when the
    kick is blocked, then you can instantly pull off a diagonal Web Ball and they
    sometimes fall for it. Again, if you web the enemy fairly close, go for a
    simple combo. If you web them from a fair distance, go into the Maximum
    Spider! This also has the same problem with Juggernaut (see above). 
    -Spider Sting-
    (Spidey exclaims "Spider Sting!" and rises into the air with an uppercut in 
     the typical DP fashion; if the punch is tapped again, Spidey will follow 
     with a downward punch at the apex of the uppercut)
    This is your basic Dragon Punch, extremely effective to finish off your
    ground combos. You must be extremely careful to connect with this, because
    Web-head's recovery is horrible and any good opponent WILL punish you. If
    it connects and sends the enemy up in the air, tap punch again and Spidey
    will slash downward with a double punch for an extra hit. Make sure this
    connects as well or Spidey's in for a beatin'. And always remember that
    this is probably your most trusted air counter. ALSO NOTE: this DP has GREAT
    priority, almost like the DP of the ol' SF2 days (*Sigh*, nostalgia :); the
    Jab DP is actually somewhat useful in up close combat, and will often snuff
    the enemy's regular attack.
    -Web Swing-
    (Spidey exclaims "Web Swing!" and shoots a strand of webbing to grab onto the 
     air (!) above him, then swings forward with his feet extended)
    This does good damage if it connects, and if it is blocked Spider-Man will
    pass through the enemy, still doing block damage. This can be done in the
    air and is the perfect escape, especially if you're about to land from a
    Super Jump right in an Infinity Combo like Iron Man's Proton Cannon (oww!).
    Be careful where to use it, because even after it's blocked, the enemy will
    turn around and probably nail you with a long range move of some sort. It
    is also quite slow coming out, so be watchful. Try to use it if the enemy
    misses a slow recovering move, like an Infinity Combo, or a DP across the
    screen. You can also use it if you anticipate a fairly slow low move (eg.
    Jab Shield Slash, Magneto's C.Roundhouse), and if quick enough (probably
    using Short), you'll hit them before they can block in time. The Short
    version is actually fast enough to work in a SJ.Air Combo, and should be the
    only one used for taking out attacks on the ground, as it comes out FAIRLY
    quick--excellent against slower low attacks (eg. Magneto's C.Roundhouse).
    -Web Throw (Straight)-
    (Spidey shoots a strand of webbing forward at the opponent; if it connects,
     Spider-Man will swing the enemy around his head like a lasso then exclaims
     "Web Throw!" and throws them to the other side of the screen)
    This is pitifully slow coming out, but does great damage if it connects.
    You may find that the enemy doesn't fall for this often, but I've also
    found that if you combine this from full screen with Air Web Balls and the
    occasional Maximum Spider, the enemy will have difficulty countering it
    even if they block. Probably the best place to use this is after blocking
    certain enemy's Infinity Combos (eg. Iron Man's Proton Cannon) from full
    screen, and it should nail them as they recover.
    NEVER throw this Web when the enemy is up in the air. Remember that like
    Hulk's Gamma Tornado, this can be tech hitted, as can the other Web Throws.
    BTW, the Web Throw is actually fairly effective from full screen. This is 
    because after about 3/4 screen, Spidey will let the thread loose, and from 
    here on it becomes a normal projectile, meaning it will cancel other 
    projectiles, as well as doing some damage. Same goes for the other two Web 
    Throws; using the U/F is great for nullifying air projectile attempts, too. 
    -Web Throw (Diagonal U/F)-
    (Spidey shoots a strand of webbing up into the air in front of him at the
     opponent; if it connects, Spider-Man will swing the enemy around his head
     like a lasso then throws them to the other side of the screen)
    This suffers the same speed problem as the straight Web Throw, but you
    should try and use it whenever the enemy is a fair distance away and in the
    air. An ideal spot to use it is after blocking an air projectile from that
    distance, or on the way down from the enemy's Super Jump. The angle must be
    exact, however, and the enemy can jump over this move with ease. Try to
    never do this Grab on the ground, because you could get nailed with a
    projectile, Dashing move/combo, or Infinity Combo. This is involved in a
    really cool combo, however.
    -Web Throw (Straight Up)-
    (Spidey shoots a strand of webbing up into the air above his head at the
     opponent; if it connects, Spider-Man will swing the enemy around his head
     like a lasso then throws them to the other side of the screen)
    This also comes out slow, and should never be done when the enemy is on the
    ground, or if they are a far distance in the air. The only time to use this
    is when the enemy attempts to cross-up or just jump over you. As well, if
    you're feeling lucky, dash forward when the enemy Super Jumps and try to
    grab 'em as they fall.
    -Triangle Jump-
    This is a good all-around defensive technique if the enemy is coming at you
    with an attack and you want to get behind them; as well, this can save
    Spidey's arse from a lot of Infinity Combos. This is also good because the
    beginning animations are simply a slightly faster version of the beginning
    animations of the Maximum Spider, with Spidey flipping up onto the wall; use 
    this to your advantage.
    Here's a cool fakeout; perform a Triangle Jump, and if you jump forward the
    enemy may jump up to hit you, but instantly pull off the Maximum Spider to
    avoid them and counter with the Infinity Combo!
    -Double Rolling Slam-
    (Spider-Man grabs the opponent and flips over frontwards twice, flinging them 
     to the ground)
    A decent Throw that does good damnage, do it when you feel like it. 
    Occasionally you can get in a C.Roundhouse (which means an OTG COMBO will
    probably connect too...), but I rarely bother because of its recovery.
    -Shoulder Toss-
    (Spidey grabs the opponent's arm and vaults him over his shoulder, hopping 
     a little)
    This recovers faster than the Fierce so the chances of an OTG combo are 
    better. I have yet to discover many though, so experiment.
    -Air Double Rolling Slam-
    (Spider-Man grabs the opponent and flips over frontwards twice, flinging them 
     to the ground from the air)
    Basically the same properties as the standing version, it cannot be followed
    up with anything as far as I know, unless you're very close to the ground.
    Use it if you want, although IMO an Air Combo is better (unless they're air
    blocking of course).
    -Best Gem; Power-
    This is Spider-Man's best Gem; a mirror image of Web-Head is created on the
    opposite side of the opponent, and will mimic Spider-Man's action,
    including hitting the enemy. This will therefore double the hits performed
    AND the damage as well. It also isn't bad to confuse the opponent, but try
    not to get confused yourself. NOTE: This Power up does great things to his
    ICO... :)
    -Forward Dash; Forward Hop-
    (Spider-Man hops forward quickly)
    Unlike the Hulk's forward dash, this one comes out faster and goes further.
    Use it when the enemy misses a DP move, or any really slow recovering move.
    Holding B or performing any move will halt the dash, and timing this is VERY
    important with the range of his dash.
    -Backward Dash; Back hop-
    (Speaks for itself)
    Decent speed, goes pretty far. Use it to interrupt a forward dash or to avoid
    an overly offensive opponent.
    -Infinity Counter; Spider Sting-
    (Spider-Man blocks an attack and counters with a Spider Sting)
    This is excellent after blocking a jump-in. DO NOT do this move like crazy, 
    and you should definetely make sure the enemy is up close when you do this 
    counter. For example, use this counter if you block Wolverine's Berserker 
    Barrage, but DON'T use it immediately after blocking Magneto's Magnetic 
    Shockwave Infinity Combo from a distance, because Spidey will actually go 
    into his Uppercut with Magneto across the screen; sure, you won't take any 
    further damage, but it is a waste of your Infinity Bar and if fast the enemy 
    may hit you with a projectile, in this case a good Magneto player would 
    probably do the EM Disruptor or grab you with a Hyper Grav.
    -Infinity Combo; Maximum Spider-
    (Spider-Man leaps backward and onto the side of the screen, then flies
     through the air at the opponent at a controlled angle; if he connects, he
     plays a game of pinball with the enemy, knocking them repeatedly up into
     the air with flying punches and kicks, zig-zagging across the screen)
    This is a really effective Infinity Combo for a few reasons; first of all,
    it does respectable damage, although not as much as some like Iron Man's.
    Secondly, it comes out quite fast after he jumps to the corner, so it is
    hard to avoid, and as well, if you're quick you can dash in after the enemy
    has landed from the Maximum Spider and get in an extra hit with a crouching
    Roundhouse, and possibly more (I've connected a few times; This is almost
    guarenteed every time vs. Juggernaut, because when he's lying on the ground
    he takes up most of the bottom of the screen, making the hit really easy to
    Now, the best thing about this move is that you can control one of three
    directions; hold F before he springs off the wall to fly out straight
    forward. Hold U and Spidey will shoot up diagonally and forward. Hold D and
    Spider-Man will fly downward at an angle. Use the F version mainly if
    you're in the air with the enemy especially if you manage to get above them
    as they're chucking projectiles like Magneto's Magnetic Wave. Use the U/F
    from the ground if they are in a Super Jump ar flying (Magneto and Iron
    Man). Holding D should also be used mainly on the ground, or during a
    normal jump, and is best utilized as the enemy throws an attack, which will
    probably miss Spidey. NOTE: the Maximum Spider does NOT go through
    projectiles, unless they are in their early frames of animation. An ideal
    place to use the Maximum Spider is IMMEDIATELY after webbing up the enemy
    with a Web Ball. I have had human opponents fall for it numerous times
    BTW, unlike I said before, through experience I have come to realize Spidey's 
    IC is not as invulnerable as I thought. Despite bouncing away when blocked, 
    Webhead can be countered QUICKLY by the following moves:
    -Hulk's Gamma Charge
    -Iron Man's Proton Cannon!
    -Wolverine's Drill Claw, or even his Weapon X!
    -Psylocke's PsiThrust!
    -Spider-Man's Web Swing (I think...), or another Maximum Spider
    -Captain America's Charging Stars, or Final Justice!
    -Magneto's EM Disruptor or Magnetic Tempest IC
    -Shuma Gorath's Mystic Smash
    -Juggernaut's Headcrush/Punch/Splash
    -Blackheart's Inferno, or Heart of Darkness IC
    -Doom's Gauntlet Blast, or Photon Array
    -Thanos' Power IC, Reality IC, Spear Slide or C.Fierce
    In addition to these, most opponents can dash in and combo. The Maximum
    Spider usually gives a max of 5 hits.
    -Safe Air Magic Series: Short -> Strong -> Forward -> Fierce or Roundhouse
    -Safe Ground Combo: D.S.Short -> C.Forward -> S.Roundhouse -> SJ.Air Combo
      If the enemy blocks... D.S.Short -> C.Forward -> S>Roundhouse -> Web Ball
    -Ground Magic Series: Weaker -> Stronger
    -Jumping Magic Series: Zig-Zag (4 hits average)
    -Launchers: S.Strong
    -Air Launchers: S.Roundhouse
    -Straight Launchers: S.Fierce
    -Small Launchers: C.Forward
    1.  J.Roundhouse, D.S.Short -> S.Forward -> S.Roundhouse XX Jab Web Ball
    2.  J.Roundhouse, S.Jab -> S.Strong -> Fierce Spider Sting (1st hit only)
    3.  D.C.Short -> C.Forward XX Fierce Spider Sting
    4.  Fierce Throw, C.Roundhouse (OTG)
    5.  Fierce Throw, C.Short -> C.Forward -> S.Roundhouse -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
    6.  FiercE Throw, C.Short -> C.Forward XX Fierce Spider Sting
    7.  J.Roundhouse, S.Strong -> SJ.Short -> SJ.Strong -> SJ.Forward ->
        SJ.Roundhouse (FS)
    8.  J.Short -> J.Roundhouse, S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> 
        SJ.Forward -> SJ.Fierce (FS)
    9.  J.Jab -> J.Short -> J.Strong, S.Short -> S.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
    10. D.C.Short -> C.Forward -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong
        -> SJ.Forward XX Short Web Swing
    11. D.C.Short -> C.Forward -> S.Roundhouse XX Spider Sting
    12. J.Jab -> J.Short -> J.Strong -> J.Fierce -> Dashing S.Short -> C.Forward
        -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> 
        SJ.Roundhouse (FS)
    13. J.Short -> J.Roundhouse -> Dashing C.Short -> C.Forward -> S.Roundhouse 
        -> Strong Web Throw
    14. D.C.Short -> C.Forward -> S.Roundhouse -> SJ.Air Throw
    15. Maximum Spider, C.Short (OTG) -> C.Forward -> S.Roundhouse -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    16. Maximum Spider, C.Short (OTG) -> S.Strong XX Fierce Spider Sting (1st
    17. D.S.Short -> S.Roundhouse XX Short Web Swing
    18. Spiderman's Marvelous Combo:
       J.Jab -> J.Short -> J.Strong -> J.Fierce -> Dashing S.Short -> C.Forward 
       -> S.Roundhouse XX Strong Spider Sting (1st hit), S.Strong -> SJ.Jab -> 
       SJ.Short -> SJ.Strong -> SJ.Forward XX Jab Web Ball, SJ.Jab -> SJ.Short -> 
       SJ.Fierce (FS), C.Strong (OTG) -> S.Roundhouse -> SJ.Jab -> SJ.Short -> 
       SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
    Comments (#13): Looks AWESOME and does great damage with the Web Throw. You
                    may have to step back slightly to connect with Web Throw on
                    smaller characters. It must be timed to grab JUST BEFORE the
                    apex of their flight--practice! Remember that the timing will
                    vary depending on the enemy's weight and size!
    Comments (#18):
    VERY Special Thanks to James Chen for this amazing combo! I have yet to see
    EVERY hit connect, and I've only gotten some of these hits to connect. 
    "First, start off with your normal jumping attacks... 3 for small guys, 4
     for big guys, and 2 for the tiny guys. Assuming we're doing this on
     biggest opponents, this would be 4 hits. I usually do it with a J.Jab ->
     J.Short -> J.Strong -> J.Fierce.
    Now, when you land, do a Dashing S.Short into a C.Forward, into a 
    S.Roundhouse into a Strong Spider Sting. (another 4 hits... 4+4 = 8). Do
    all four hits VERY quickly.
    Here is the important part: you must hit the Strong button for the Spider
    Sting ONLY ONCE. If you hit it more than once, you're sunk. Hitting the
    Strong button more than once will cause Spiderman to attempt both hits of
    the Spider Sting and the second hit will miss and cause him to pause too
    long for the rest of the combo to connect. After the first hit of the
    Spider Sting, the enemy will be bounced upwards and start falling down
    unable to block anything. If you did only ONE hit with the Spider Sting,
    Spiderman will have already landed and free to move again. So while the
    enemy is falling, you can peg them with a Standing Strong as they fall and
    launch then RIGHT back up. So when you do the Spider Sting, hit the Strong
    button once, wait a while until the enemy starts falling down, and then hit
    Strong again to hit them. If you hit Strong too quickly, you may
    accidentally make Spiderman do the second hit of the Spider Sting so it's
    best to wait until you definitely see the enemy start falling down before
    you hit Strong to hit the enemy back up. Also, hold forward on the joystick
    after the Spider Sting to make Spiderman take about a half-step to reach
    the enemy quicker (another Strong punch brings the total to 9).
    Next, Super Jump after the Standing Strong. In you are doing this to the
    enemy in the corner make sure you Super Jump STRAIGHT UP, not Forward Flip.
    Forward Flip Super Jump will cause you to fly behind the enemy and you'll
    miss with all of your air hits. Instead Jump straight up. If you AREN'T in
    the corner, go ahead and Forward Flip Super Jump. Do a SJ.Jab -> SJ.Short
    -> SJ.Strong -> SJ.Forward XX Jab Web Ball. Do these five hits VERY VERY
    VERY VERY VERY quickly. It is IMPORTANT that you do it VERY fast. If you
    aren't in the corner, skip the SJ.Forward in the air on SMALL enemies
    (Spiderman, Wolverine, and Psylocke). Assuming we're in the corner and
    doing this to a big enemy, that brings the total up to 14.
    Now, AS FAST AS POSSIBLE, hit Jab. You HAVE to hit the enemy while both
    of you are on your way down BEFORE they break out of the Web encasing. If
    you don't, they can block and you're combo is over. THIS IS THE HARDEST
    PART OF THE COMBO TO GET TO CONNECT. 99% of the time I fail to do this
    combo successfully, it's here so if you can't get it to connect, don't be
    discouraged. Just try again. Anyhow, as SOON as Jab connects with the
    enemy, switch to SJ.Short and then to SJ.Fierce for three hits in the air
    (SJ.Jab -> SJ.Short -> SJ.Fierce). When you start hitting the enemy
    after Web Ball, you'll both be starting to fall down. By the time the combo
    finishes, your Fierce will make contact right before both of you touch the
    floor. Thus, after you pummel the enemy into the ground, you land right
    next to him setting him up for the next part (17 hits so far).
    C.Strong -> S.Roundhouse. The Fierce from the air prevents the enemy from
    rolling (because of the Flying Screen Phenomenon). The C.Strong will hit the 
    enemy off the floor and the S.Roundhouse will launch them for another Air 
    Super Jump after the launched enemy for a SJ.Jab -> SJ.Short -> SJ.Strong -> 
    SJ.Forward -> SJ.Roundhouse Air Combo finish! This builds the count to 24!
    I have done this combo lots of times now so yes, it really works!!!  A
    swift good look to whoever tries it!  It's really tough!  A few extra tips:
    1) Be VERY VERY VERY fast with the chain combos in the air or you're in
    with the Spidey Sting. Hit the button ONCE for the Spidey Sting and make
    sure you don't start hitting Strong for the launch too early as I did.
    3) Keep in mind all of the moves you want to do before you start the
    make sure the moves all come out of you on reaction. There is no time for
    memory recall while doing this combo!
    4) Practice practice practice..."
    GROUND COMBOS: his Safe Ground Combo is fairly effective, but not too
    damaging; if the full combo connects, the Web Ball does pitiful damage and if
    the enemy notices he can frequently shake out in time to avoid further
    comboing. If you manage to connect while pestering with the Safe Ground Combo
    and react quickly enough, you can usually stop at S.Forward and chain into a
    Fierce Spider Sting for better damage (depends on your enemy's width). Other
    ground options are limited; basically, the only decent finisher is the Spider
    Sting, be it after a S.Strong or S.Forward. IMO his Air Combos are more worth
    AIR COMBOS: S.Strong is faster and is better in up close combat, while
    C.Forward -> S.Roundhouse launches slightly better. Once you're in the air,
    the entire 5 hit combination comes out quite smoothly. Nothing else to note
    here, except that, for the most part, this is his best way to combo.
    THROW COMBOS: quite limited, unfortunately. Once in a while you can connect
    with a C.Roundhouse after the Fierce Throw, and because of this is may be
    possible to start a full combo with C.Short OTG. However the OTG is quite
    unconsistant, and I'm not sure on the timing. Not terribly important IMO...
    OTG COMBOS: The only possibility is almost as inconsistant as with his Fierce
    Throw. It is possible to OTG after the Maximum Spider. Against the larger
    characters it is easier, and most often a C.Roundhouse will connect solidly.
    Practice the timing for the C.Short OTG to string together better combos.
    Besides, the C.Short doesn't have the bad recovery of the C.Roundhouse, in
    case the enemy Safety Rolls.
    Jumping in appears to be your best offense, with a nice arc and speed. His
    dash is fairly fast, with slightly less range than Wolverine's, however there
    is a SLIGHT delay between the dash and dashing attacks, so VERY fast attacks
    can snuff it. Spidey's J.Roundhouse deals well with standing opponents, and
    can even snuff some slower air counters if done early enough (eg. Hulk's
    C.Fierce). Up close his S.Jab is VERY fast with high priority and easily hits
    crouchers; it's even good around mid distance, as it has decent range. His
    S.Strong and S.Forward work well up close too, however they're slightly
    slower and may be snuffed by quicker attacks (eg. Logan's S.Jab)--the
    advantage here is that the S.Strong is of course a Launcher...
    Dashing Jump:
    Unfortunately, he has none, as you cannot interrupt his hop with a jump. He
    doesn't REALLY need it though, he can jump fairly quick and far, and his
    regular dash is good as it is.
    Spidey's S.Fierce is fast and knocks the enemy back, also covering almost as
    much as Wolverine's S.Fierce, though it's not good vs. jump-ins. Use it
    mainly to deter dashing attacks, as it stays out longer than, say, a Jab, so
    it's not as hard to time--a varied Web Ball is also somewhat safe on dashing
    enemies. The S.Strong is a very good air counter and can be chained into a
    Fierce Spider Sting for a quick air counter combo. The S.Roundhouse is also
    useful on jump-ins, but it is slower than the Strong uppercut--however, it
    has better range, so it is more useful on far jump-ins. And of course, the
    Spider Sting will also take priority over just about any jump-in attack (I
    recommend using Jab if you're unsure if they'll air block).
    In the air:
    J.Fierce provides good air-to-air coverage, with a little bit of range;
    J.Strong is somewhat useful up close, and of course J.Roundhouse works well
    for those underneath you. Likewise, if you're above the enemy, a Web Ball can
    stop them from jumping up to meet you. As well, don't forget the Maximum
    Spider if the enemy comes at you in the air with slower moves (eg. another
    Spidey's Web Ball).
    BEST JUMP-IN CHAIN: your choice, really. Again, for good solid damage use
                        J.Fierce -> J.Roundhouse--for more hits, J.Jab -> J.Short
                        J.Strong -> J.Forward, or even more on taller fighters.
    (Not word for word...)
    Basically, Peter Parker returns home to his apartment and tells Mary Jane
    that he saved the universe ("Another day, another universe saved!"). Mary
    Jane then announces she's having a baby, bla, bla, bla. The rest is just
    some mushy stuff.
    Beginning Pose 1:  Cap slides in off of a rope across the screen.
    Beginning Pose 2:  Cap stands adjusting his glove. His shield flies in
                       from the opposite side of the screen and he jumps up
                       and catches it.
    Winning Pose 1:    Cap holds his shield high and exclaims "Victory!"
    Winning Pose 2:    Cap exclaims "Freedom Prevails!"
    Winning Pose 3:    Cap smiles, raises his thumb to the opponent and exclaims
                       "Thumbs up, soldier!"
    Taunt:             Cap salutes and exclaims "Thumbs up, soldier!"
    Regular Color:     Blue suit (plus red and white of course)
    2nd Color:         Darker Blue suit
    Background:        what looks like a post-apocalyptic New York, with crumbled
                       buildings and such.
    Post-Match Quotes:
         Vs. Spider-Man-"There's no substitute for a living legend of WWII!"
            Close Fight-"Thanks for the excersise pal."
                       -"I'm getting too old for this."
                       -"The fancy costume doesn't make a warrior. Get some
    At the beginning of World War II, a proud American named Steve Rogers
    signed up for the U.S. Armed Forces, to go fight for his country overseas.
    He was turned down, however, because his body was much to frail to pass the
    physical test. Crestfallen, he returned to his home, where government
    specialists found him and proposed a dangerous experimental procedure.
    Still determined to help his country, Rogers agreed, and the experiment was
    successful; Rogers' body was augmented to that of an Olympic-class gymnast
    and he gained heightened strength and stamina. Given a red, white and blue
    suit and shield made of a near indestructible metal known as adamentium
    (also what Wolverine's skeleton and claws consist of, BTW), he became a
    symbol of all that is American; Captain America.
    He fought patriotically against the tyranny of the Nazis alongside Namor
    the Submariner and the original Human Torch (not Johnny Storm, the android)
    as the Invaders.
    After the war, Captain America was frozen solid, and was thawed out by the
    super hero team known as the Avengers in the 60's, which at the time
    consisted of Giant-Man, the Wasp, Iron Man and Thor (the Hulk had recently
    quit the group). He soon joined the team, and after Iron Man left, he
    became their field leader.
    Since then, he has remained in the Avengers as a symbol of liberty and
    Now, the mad Titan known as Thanos has gained possession of the
    all-powerful Infinity Gems, and Captain America has joined the fray
    alongside the X-Men, his fellow Avengers and Adam Warlock to regain them 
    before the universe is destroyed.
    Without a doubt the most well-rounded character in the game, and some would
    say the best. He has a great offense built around his amazing Safe Ground
    Combo, and can also work well on defense, especially when countering jump-ins
    with the Jab Stars `n' Stripes, which allows him to OTG afterward for huge
    damage. Couple this with the insane priority and damage of his Fierce attacks
    and a multi-purpose IC, and you've got one hell of an opponent. Good for
    beginners, deadly in the hands of an expert. And to top it all off, he's good
    for a laugh, with one of the corniest speech-tracks in all of fighting games!
    -Shield Slash (Low): QCT+Jab (can be done in mid-air)
    -Shield Slash (High): QCT+Strong (can be done in mid-air)
    -Shield Slash (Diagonal U/F): QCT+Fierce (can be done in mid-air)
    -Stars `n' Stripes: F, D, D/F+any punch
    -Cartwheel: HCB+any punch
    -Charging Star: HCT+any kick
    -Double Jump: U during any jump
    -One-hand Slam: F or B+Strong or Fierce (close)
    -Ground Launch: F or B+Forward or Roundhouse (close)
    -One-hand Drop: F or B+Strong or Fierce (close in mid-air)
    -Infinity Combo; Final Justice: QCT+all three punches
    -Best Gem: Power
    -Forward Dash; Quick Run: F, F or all three punches
    -Backward Dash; Back Handspring: B,B or B+all three punches
    -Infinity Counter; Jab Stars `n' Stripes: B, D/B, D+any punch
    -Infinity Combo; Final Justice: QCT+all three punches
    Cap's Jabs are basic fast attacks, useful up close and as ticks. S.Strong is 
    a Regular Launcher that does well as an air counter and comes out fairly
    fast; follow it with a Strong Stars `n' Stripes or Air Combo.
    S.Fierce is Cap's Strike, with GREAT range, and you should always cancel it
    with a Jab Shield Slash if it connects for at least block damage.
    Also note that the S.Fierce has GREAT priority against dashing attacks...
    C.Fierce is Cap's other Regular Launcher, and is IMO one of Cap's primary
    weapons. This is an excellent air counter and has a LOT of priority on both 
    jump-in and ground attacks; the C.Fierce is also a great Launcher with good
    height and a perfect straight-up launch; very easy to follow with a SJ.Air
    Combo. S.Short will hit opponents OTG, and is a very useful pester/tick up
    close. S.Roundhouse does great damage and is also a decent air counterattack.
    It has GREAT range; whenever this connects, cancel it into a Jab Shield Slash
    or Final Justice. C.Roundhouse also has great range and always knocks the
    enemy down. You can tack this on at the end of a combo if you want but there
    are better options. Whenever this connects cancel into a Jab Shield Slash for
    easy extra damage. J.Fierce has INSANE priority, some would say too much;
    because of the vertical and horizontal range it covers, it is great for
    air-to-air combat but is also an easy jump-in attack. This should be your
    prime weapon whenever you're in the air. J.Roundhouse is decent in air-to-air
    combat, but the J.Fierce is better--however, you can perform a downward jump
    kick with J.D+Roundhouse, which is an excellent jump-in attack from closer
    -Shield Slash (Low)-
    (Captain America exclaims "Shield Slash!" and throws his shield to skim
     across the ground, generally hitting the enemy in the shin area)
    If you miss with this, it usually will hit the far wall and rebound to fall
    to the ground, where you must again pick it up by walking over it. If it is
    blocked fairly close or it connects, it will bounce back into the Avenger's
    hand. This is the best Shield Slash to tack on the end of most combos, and
    is best utilized otherwise to avoid most high projectiles and attacks (eg.
    another Cap's Strong Shield Slash) and counterattack. Do not use this when
    the opponent is in the air, because although Cap's recovery is decent, it is
    rarely enough to avoid an air attack.
    In the air, this will fire the Shield down at a 45 degree angle. If you miss
    near a corner, it'll bounce off the wall and you'll have to pick it up again;
    if it is blocked or it connects, Cap will usually catch it as he falls. This
    a great technique for chipping away at the enemy on the ground, and is best
    utilized after jumping ANY straight or D/F ground projectile attack. It can
    also be used in some simple combos.
    -Shield Slash (High)-
    (Captain America exclaims "Shield Slash!" and throws his shield through the
     air to connect about eye level)
    Again, if you miss with this, it usually will hit the far wall and rebound
    to fall to the ground, where you must again pick it up by walking over it.
    If it is blocked fairly close or it connects, it will bounce back into his
    hand. This is IMO not as useful as the Jab Shield Slash, mainly because it
    can be ducked. It comes out faster than the Jab version, however.
    It can be jumped over with ease as well (in addition, Psylocke and Shuma
    Gorath can dash under it!). It can be used OK in some combos, but usually
    the Jab is SAFER.
    In the air, this will throw it across the screen straight. If you miss near a
    corner, it'll bounce off the wall and you'll have to pick it up again; if it
    is blocked or it connects, Cap will usually catch it as he falls. This is OK
    if you're across the screen from the opponent and you're both in the air; it
    is faster than a lot of other mid-air projectiles, like Magneto's EM
    Disruptor, and also great if Spider-Man tries to Web Swing over to you. Try
    not to use it in up close air-to-air combat except to finish a combo because
    if they air block it Cap's in trouble.
    -Shield Slash (U/F)-
    (Captain America exclaims "Shield Slash!" and chucks his shield upward at
     around a 45 degree angle)
    Again, if you miss with this, it usually will hit the far wall and rebound
    to fall to the ground, where you must again pick it up by walking over it.
    If it is blocked fairly close or it connects, it will bounce back into his
    hand. This is a good way to counter some block air attacks, or against an
    annoying Magneto player who loves to chuck Magnetic Waves (although IMO it's
    better to get under him for a Stars `n' Stripes or Air Combo). It can also be
    used to a certain extent in combos after launchers. Do NOT use this if the
    opponent is on the ground, because they will have plenty of time to dash in
    and attack.
    In the air, this will fire it upward at a 45 degree angle. If you miss near a
    corner, it'll bounce off the wall and you'll have to pick it up again; if it
    is blocked or it connects, Cap will usually catch it as he falls. This is
    basically identical to the ground version, only in the air (duh). The only
    real reason I can think of to use this is on opponents higher than you in a
    Super Jump, or in Magneto's, Dr. Doom's and Iron Man's case, during Flight.
    Again, don't use this when the enemy is close in the air, because it'll
    probably miss them and they'll put a world of hurt on the Star Spangled
    -Stars `n' Stripes-
    (In the typical Dragon Punch fashion, Cap exclaims "Stars `n' Stripes!" and
     rises into the air with his shield pushed ahead of him)
    It hits once with the shield, and without, the Fierce can hit up to 7
    times! This move is totally DEVASTATING if you don't have a shield and have
    the Power Gem engaged, hitting 9 times with the shadows for HUGE damage! At 
    first, this may seem like Cap's awesomest move, but I really have learned to 
    be careful with it. First of all, unless you're ABSOLUTELY sure that it will 
    connect, best in a combo, stick with the Jab version; the reason for this is 
    because he has the worst DP-move recovery time in the game, and if he misses 
    he is left at the mercy of ANYTHING; one of my friend's favorite moves here 
    is to jump up as Cap falls and Air Throw him... Even in a combo, I find this 
    tends to miss a lot unless you've got 'em in a corner. This also isn't too 
    bad as an air counter, but you're best to use Jab in this case as well, 
    because it can still be air blocked and the enemy will have time to punish 
    you even after he lands if you use the Strong or especially Fierce Stars `n' 
    Stripes. It is powerful though, bear in mind, so if you can get it in a combo 
    TRY VERY HARD to do so. NOTE: it is possible to OTG after the Jab version as
    an air counter or NOT. See Combos.
    NOTE: do NOT use the Stars `n' Stripes as an air counter when the Power Gem 
    is activated. The falling opponent will get hit by the first few hits, but as 
    Cap spins around to repeat the opponent will fall SLIGHTLY further and the 
    rest will miss, potentially leaving you open. 
    -Cartwheel: HCB+any punch
    (Cap performs a cartwheel forward)
    A generally overlooked move, this is a VERY effective technique for Cap,
    especially against keep-away fighters like Iron Man; it allows him to pass
    through his opponent and more importantly, through projectiles. The timing
    must be precise to go through projectiles, and I would recommend not doing
    it through them up close, because his recovery is instant, but so might his
    opponents. For example, if you were to Cartwheel through Spider-Man's Web
    Ball, you would come out unscathed, but Spidey would recover in time to hit
    Captain America as he recovers instantly from his Cartwheel, easily with a
    Throw! So, your best bet is to use it from a distance to avoid projectiles
    and GET close, then when you're close use the appropriate tactics. Also, as
    an alternative to his Infinity Counter, you can Cartwheel through a lot of
    fast jump-in attacks and counter them from behind (eg. Iron Man's D+Forward
    Knee Thrust.) Note: I will require more time to research this, but I
    believe the Cartwheel can be used in the same fashion as Ken's Roll from
    SFA2; use it in the middle of a combo, and the instant you recover, Throw...
    This is a pretty thorough list of the things you should and shouldn't 
    Cartwheel through for each fighter (remember that you must TIME it against
    projectiles--too early or too late and you'll get hit):
    Yes: Hulk's Ground Chuck, Iron Man's Knee Thrust, Iron Man's Jab UniBeam,
         Iron Man's Smart Bombs, Iron Man's missle (C.Fierce), Wolverine's
         C.Roundhouse, Psylocke's PsiBlast, Psylocke's PsiDrill (move after
         coming out of Teleport), Spider-Man's Web Ball, Web Throw or Web Swing,
         Captain America's Shield Slash, Magneto's Hyper Grav (I think),
         Magneto's Magnetic Wave, Shuma Gorath's Mystic Stare, Shuma Gorath's
         Stone Drop, Blackheart's Inferno (not the tracking version...)
    No: falling part of Hulk's Gamma Crush IC, Iron Man's Proton Cannon :), Iron 
        Man's Strong/Fierce UniBeam, Iron Man's Repulsor Blast, Wolverine's BB 
        or SBB, Psylocke's PsiThrust or Kochou Gakure, Magneto's Shockwave, or I 
        don't think EM Disruptor either, Any of Juggernaut's Special Moves!, 
        Shuma Gorath's Mystic Smash, either of Blackheart's ICs, or Dark Thunder
    NOTE: If anyone has additions or corrections to this list, please submit
          them, I have done all of these, but maybe some of them were very lucky
          and they don't work consistently...
    Whew! So as you can see, it can be extremely effective, but can also be
    your doom if the opponent recovers fast enough to hit you as you come out of
    the Cartwheel, or the move stays out too long and you come out right in it
    -Charging Star-
    (Cap exclaim's "Charging Star!" and rushes the opponent with his shield
    Without the shield and/or with the Power Gem initiated, this will also hit
    multiple times; this is another prime example of what I'm talking about with
    being careful. If this is blocked, the enemy has plenty of time to set up a
    beautiful combo, so you must make sure this connects; after hitting a
    standing enemy with a standing Roundhouse or Short -> Forward -> Roundhouse
    series, you can finish with this; it does good damage. It will also hit OTG
    cancelled out of a C.Roundhouse.
    Here's its greatest strength: it nullifies projectiles! Remember how
    Colossus' Shoulder Charge absorbed Fireballs and continued on through? Well,
    the Charging Star works in a similiar fashion, although Cap doesn't advance
    quite a ways after he has absorbed the projectile. This makes it so Cap
    cannot barrel through any projectile and smack the opponent, but he can still
    do this if you're right up close. Ideal for long-lasting projectiles, like
    any of Dr.Doom's beams, Magneto's EM Disruptor, or Iron Man's UniBeam.
    -Double Jump-
    (Cap performs a hop in the air to increase his vertical distance)
    This is a great way to avoid most ground-based projectiles, even more so
    than the Super Jump. This is because the Super Jump usually puts you up
    much too high for you to nail 'em with a Jab Shield Slash while they shoot
    their projectile. Remember you can Double Jump ANYTIME during a jump, so
    use it if you accidentally jump in at your opponent and they prepare to
    counter with one of their Launchers or other air counters (eg. Wolverine's
    standing Roundhouse).
    -One-hand Slam-
    (Cap grabs the opponent and slams them into the ground over his shoulder)
    Decent damage and can sometimes be followed with an OTG combo. I'd be trying
    to connect with the Forward or Roundhouse Throw, though, as you have the
    potential for a lot more damage.
    -Ground Launch-
    (Cap grabs the opponent, falls on his back and heaves them high into the air)
    The better of his two types of ground Throws, this Throw lines the enemy up
    PERFECTLY for a Fierce Stars `n' Stripes as soon as you turn around. You can
    usually follow it up with a jumping Air Combo, although you'll have to direct
    the jump forward. You can also juggle with an Air Throw, or D.C.Fierce+Air
    Combo... OR a Final Justice :). See combos.
    -One-Hand Drop-
    (Cap grabs the enemy in mid-air and chucks them into the ground one-handed)
    Decent damage but as far as I can tell it can't be followed up, unless it
    happens real close to the ground. Go for it if you want.
    -Best Gem; Power-
    This is Captain America's best Gem; once activated, he will not only be
    more powerful, but shadows of himself trail behind him and mimic his
    movements, adding extra hits to attacks. His Stars `n' Stripes hits 9 times,
    as he repeats the rising uppercuts, and if you do a Shield Slash it will be
    followed by shadows and hit three times. Go for a big combo when this Gem is
    activated, but remember to be RIGHT up close if you're trying to hit with the
    shadowed Stars `n' Stripes, because when turning around for another uppercut
    Cap may miss the opponent.
    -Forward Dash; Quick Run-
    (Cap dashes forward quickly)
    A fairly fast dash, mix it up with his backward dash on the ground to keep
    the enemy guessing. Dash in for a big combo whenever you see the chance.
    -Backward Dash; Back Handspring-
    (Cap performs a back handspring)
    A fairy fast retreat, mix it up with the forward dash and the Cartwheel to
    mix it up and counter when the enemy screws up. It MAY be possible to avoid
    really low hits (i.e. Wolverine's D/F+Fierce Claw Slide) with this.
    -Infinity Counter; Jab Stars `n' Stripes: B, D/B, D+any punch
    (Cap blocks an opponent's attack and counters with the Stars `n' Stripes)
    This Infinity Counter is especially effective after blocking jumping attacks, 
    and don't use it on crouching moves like Sweeps, because Cap will block then 
    fly into the air and miss them, leaving himself wide open.
    -Infinity Combo; Final Justice-
    (Captain America stands still to gather energy as the screen grows dark,
     then exclaims "Final Justice!" and dashes at the enemy as in the Charging
     Stars. If he connects, he will knock the opponent up then proceed to pummel
     the opponent senseless with a multi-hit juggle combo, then finishes by
     grabbing them and performing a jumping inverted piledriver into the ground)
    This does great damage, although not as much as other Infinity Combos (eg.
    Juggernaut's), but is quite effective and can be put in combos. Do NOT
    just pull it out of the blue, because just like the Charging Star, if
    blocked the Final Justice leaves him open to a quick but painful combo from
    his foe. Instead, either fit it into a combo, or wait until the opponent
    leaves an opening; a prime example would be after most Infinity Combos,
    especially ones with huge recovery like Iron Man's or Juggernaut's; just
    block and do the Final Justice; I myself, if blocking an Infinity Combo
    right up close, prefer to go into a combo if they stay close enough (like
    Wolverine's Super Berserker Barrage), but in some cases if you block from a
    fair distance the Final Justice would be the better choice.
    The priority AFTER the standing pose is quite high, so much that you can even
    catch jump-ins and ANY regular move at ANY range, and a lot of Special Moves
    too. If you have great reflexes, you can simply watch for the opponent to
    twitch in the beginning of ANY move and pull it off... :)
    BTW, this WILL hit downed opponents, but ONLY the charge itself--Cap
    WILL NOT go into the combo, so don't bother. The Final Justice gives 9 hits.
    -Safe Air Magic Series: Short -> Forward -> Fierce or Roundhouse
    -Safe Ground Combo: D.S.Short -> S.Forward -> S.Roundhouse XX Final Justice
                        or Charging Star
     If the opponent blocks... D.S.Short -> S.Forward -> S.Roundhouse XX Jab
                               Shield Slash
    -Ground Magic Series: Weaker -> Stronger
    -Jumping Magic Series: Zig-Zag (3 hits average)
    -Launchers: S.Strong, C.Fierce
    -Air Launchers: none
    -Straight Launchers: S.Fierce 
    -Small Launchers: none
    1.  D.S.Short -> S.Forward -> S.Roundhouse XX Jab Shield Slash
    2.  D.S.Short -> S.Forward -> S.Roundhouse XX Roundhouse Charging Star
    3.  D.S.Short -> S.Forward -> S.Roundhouse XX Final Justice
    4.  D.S.Short -> S.Forward -> C.Roundhouse XX Jab Shield Slash (OTG)
    5.  J.Fierce, S.Jab -> S.Fierce
    6.  J.Fierce, S.Roundhouse XX Roundhouse Charging Star
    7.  J.Fierce -> S.Roundhouse XX Final Justice
    8.  D.C.Short -> C.Forward -> C.Roundhouse XX Jab Shield Slash (OTG)
    9.  Roundhouse Throw, Fierce Stars `n' Stripes
    10. D.S.Short -> S.Forward -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->
        SJ.Roundhouse (FS)
    11. D.S.Short -> S.Forward -> C.Roundhouse XX Forward Charging Star (OTG)  
    12. J.Fierce, C.Jab -> C.Strong -> C.Roundhouse XX Jab Shield Slash (OTG)
    13. J.Fierce, D.S.Jab -> S.Strong XX Strong Stars `n' Stripes (or Fierce in
        the corner)
    14. J.Fierce -> J.Roundhouse, C.Forward -> C.Fierce -> SJ.Short ->
        SJ.Forward -> SJ.Fierce (FS)
    15. D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce 
    16. Forward Throw, juggle with Final Justice
    17. Forward Throw, D.C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS)
    18. Forward Throw, SJ.Fierce Air Throw
    19. Roundhouse Throw, J.Jab -> J.Short -> J.Forward -> J.Fierce
    20. (corner) Fierce Throw, D.C.Short -> C.Fierce -> SJ.Short -> SJ.Forward ->
        SJ.Fierce (FS)
    21. Jab Stars `n' Stripes (as an air counter), D.C.Short (OTG) -> C.Fierce ->
        SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)
    22. J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> C.Forward -> C.Fierce ->
        SJ.Jab -> SJ.Short -> SJ.Fierce (FS)
    23. J.Fierce, D.S.Short -> C.Strong XX Jab Stars `n' Stripes, D.C.Short (OTG)
        C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse 
    24. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->
        C.Forward XX Jab Shield Slash
    25. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->
        S.Roundhouse XX Final Justice
    26. (corner) Roundhouse Throw, Jab Stars `n' Stripes, D.C.Short -> C.Fierce
        -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    27. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX
        Jab Star `n' Stripes, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse,
        SJ.Fierce -> SJ.Roundhouse
    28. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX
        Jab Star `n' Stripes, C.Short (OTG) -> S.Roundhouse XX Final Justice
    29. Captain America's MARVELous Combo:
    Enemy must be in corner.  J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short ->
    S.Forward -> C.Fierce XX Strong Stars `n' Stripes, C.Short -> S.Strong ->
    SJ.Jab -> SJ.Short -> SJ.Forward -> SJ. Fierce.  While enemy starts falling
    back down and passes you (you'll still be in same Super Jump), SJ.Fierce.
    When enemy starts falling back down, Jump up and meet them in the air with
    J.Jab -> J.Short -> J.Fierce.
    Comments (#27): Thanks to guyver3 for this cool combo. The only thing that
                    really needs to be talked about is the final SJ.Fierce ->
                    SJ.Roundhouse. It is possible to connect with the
                    SJ.Roundhouse, then another Fierce -> Roundhouse because the 
                    FS executed by his Air Combo finisher throws them forward
                    into the wall, not downward.
    Comments (#29):
    VERY special thanks to James Chen's MSH Combo FAQ for this Amazing 17 hit
    combo! I have cut and pasted the explanation from James Chen's FAQ. Thanks,
    There are only a few things I need to discuss for this combo.  First of
    all, for smaller characters you need to change the initial three hits to
    only two hits with J.Fierce -> J.Roundhouse highly recommended.  And in the
    Dashing Combo portion, skip the S.Forward on smaller enemies.  Another
    problem is that after launching the enemy off the ground with the C.Short
    -> S.Strong, for no reason it is hard to connect all four hits from the
    Super Jump.  Sometimes, the first hit just misses, especially against Iron
    Man.  It might be safe to do a SJ.Short -> SJ.Forward -> SJ.Fierce and then
    the rest and skip the SJ.Jab. After completing the Air Combo (SJ.Jab ->
    SJ.Short -> SJ.Forward -> J.Fierce), the enemy will be knocked upwards and
    you'll still be in the air. The enemy will start falling back downwards and
    will fall faster than you and pass you by.  This is when you hit Fierce
    again.  You will hit them out of the air while you are both on your ways
    down and you'll land.  The enemy, after being knocked BACK up, will start
    falling down again.  Jump up after them and meet them in the air with the
    last three hits.  After the last hit, they will be free to block again.
    An alternate of this combo that doesn't allow the enemy to roll away is
    to skip the Strong Starts and Stripes, C.Short -> S.Strong portion.  Go
    directly from the C.Fierce into the SJ.Jab -> SJ.Short -> SJ.Forward ->
    SJ.Fierce portion.  Then, at the end of the combo, instead of jumping back
    up to meet the enemy in the air, you can just wait until they land and do
    an easy S.Short -> S.Forward -> S.Roundhouse Juggle Combo that they can't
    roll away from.
    GROUND COMBOS: Although Cap's overall combinations are not huge or
    multi-hitting, it is my opinion that Cap is the most well-rounded comboer in
    the game. His Safe Ground Combo is HIGHLY damaging, and versitile in that you
    can complete the entire combo (D.S.Short -> S.Forward -> S.Roundouse XX Jab
    Shield Slash), or finish with a C.Roundhouse and Jab Shield Slash or Charging
    Star to OTG, or you can chain into a C.Fierce if you need to, OR you can
    cancel into a Final Justice for huge damage. The reason why this is so
    powerful is that the original Safe Ground Combo is Cap's best offensive
    pecking move, and when the S.Short -> S.Forward hits, you usually have enough
    time to react and go into a bigger combo. This versitility of this combo is
    what makes Cap such a great comboer.
    In addition to the Safe Ground Combo variations and his Launcher, Cap can
    also perform small combos finishing with the Stars `n' Stripes; the first 3
    hits of the Safe Ground Combo USUALLY push too far away for even a Fierce
    Stars `n' Stripes to connect, however you can do a D.S.Short -> S.Forward or
    D.S.Jab -> S.Strong and finish with the DP move (use the Strong Stars `n'
    Stripes after the S.Strong unless in the corner). To top it all off, if you
    wanna show off, finish your ground combos with a Jab Stars `n' Stripes, and
    follow with an OTG combo! Even if they Safety Roll, the Standing or Crouching
    Short recovers to fast to easily counter.
    AIR COMBOS: if you choose to use them, Cap's Air Combos are all right.
    Unfortunately, you can get only 3 hits consistantly with Cap, however 5 is
    frequently possible with proper timing; depending on the opponent, experiment
    to see how many hits you are comfortable with. IMO Cap's Ground combos say it
    all, but you may want to throw in an Air Combo here an there for variety (or
    as an air counter).
    THROW COMBOS: Cap's Strong/Fierce Throw leaves the enemy close to help keep
    the pressure on them, and sometimes you can follow with an OTG combo; like
    Spider-Man, Cap's OTGs after this Throw are not very consistant, although you
    will have better luck connecting with the C.Short in the corner.
    To get a guarenteed Throw combo (i.e. the enemy cannot Safety Roll) and put
    some more distance between you, use the Forward/Roundhouse Throw. After this,
    the best option for good, solid EASY damage is a Fierce Stars `n' Stripes,
    which will ALWAYS connect if you do it immediately as you recover from the
    Throw animations. For more damage, your best option is a D.C.Fierce and Air
    Combo. Other than that, you can show off by following them into the air for
    a jumping MS, or an Air Throw. HOWEVER, once you have a level charged, a well
    timed Final Justice will do major damage and woo the crowds (it's not that
    hard to time either).
    OTG COMBOS: Cap has two other options for OTGing besides his Strong/Fierce
    Throw. The most obvious is after a C.Roundhouse; the recovery is too great to
    go into a full OTG combo, however you can cancel the C.Roundhouse with a Jab
    Shield Slash or Charging Star for quick and easy damage. Just remember that
    if the enemy manages to Safety Roll, both of these attacks will most likely
    leave you open to a counter.
    The other OTG option allows Cap to really destroy jumping opponents with the
    use of his Jab Stars `n' Stripes. After knocking a close enemy out of the air
    with the Jab DP move, you can quickly dash in and OTG! This is an extremely
    powerful way to counter a simple mistake of not air blocking :). And to top
    it off, the Jab Stars `n' Stripes frequently recovers too fast for the enemy
    to counter IF they air block it!
    Cap's best offense is his dashing Safe Ground Combo. If it connects, it does
    great damage and you can finish with a variety of moves--if they block, you
    get pushed away and they cannot counter. The majority of your offense should
    revolved around this combo. Once up close, peck with S.Short in hopes of a
    Throw, and the Jab Stars `n' Stripes can work well to deter slower regular
    attacks. Remember from mid-range the C.Fierce is a formidable weapon for
    snuffing regular attacks.
    When jumping in, Cap has the VERY high-priority J.Fierce, and this is pretty
    much all you need.
    Dashing Jump:
    Good range and height, pretty useful when combined with Cap's supreme
    J.Fierce to nullify most defenses. Go offensive mixing in HEAVILY the Safe
    Ground Combo with dashing.
    Cap is also good on defense. Against dashing opponents the S.Fierce will work
    well, as well a Jab/Strong Shield Slash from afar. The Shield Slash as a
    whole can be used as keep-away, but this can get boring and repetitive (and
    will also eventually stop working). Against jumping opponents, the C.Fierce
    provides excellent coverage and will launch the opponent; the Jab Stars `n'
    Stripes is another good option, and you can OTG after the Jab version in most
    cases (which equals big damage).
    In the air:
    All you need is the J.Fierce, period :). NOTE: he also has GREAT Air Throw
    priority (thanks Oj :)
    BAST JUMP-IN CHAIN: J.Fierce -> J.Roundhouse, period. :)
    Basically, he just yaks with Thor for a few moments, then throws the
    Infinity Gauntlet into a black hole (yawn...)
    Beginning Pose:    Magneto retracts his forcefield and exclaims "Playtime
                       has ended!"
    Winning Pose 1:    Magneto crosses his arms and snickers.
    Winning Pose 2:    Magneto "wills" his helmet to disappear, and holds his
                       hand up, flowing with EM energy and exclaims "I am
    Taunt:             Magneto holds his hand up, flowing with EM energy and
                       exclaims "I am supreme!"
    Regular Color:     Red and Purple
    2nd Color:         Yellow/Orange and Purple (IMO worst colors in the game!)
    Background:        Inside Asteroid M, with transparent floor and instrument
    Post-Match Quotes:
            Vs. Magneto-"If that is the best you can do, I pity the mutants of
                         your alternate Earth."
            Close Fight-"Your strength is great, but it still pales before my
                         unlimited might."
                       -"You squander your power in a vain attempt to beat the
                         Master of Magnetism."
                       -"You've learned a valuable lesson today. I am powerful
                         and you are nothing."
                       -"Is that all?  I expected more from a so-called
    Erik Magnus Lensherr was born into a world of Nazi brutality; of course, the
    Nazis' prejudice also had to include mutants, so at a very young age, he was
    placed in a Nazi death camp. Learning that only the strong survive, Magnus
    took the idea to heart when his mutant control over magnetism surfaced. He
    began a world crusade for mutantkind, determined to make homo sapiens pay for
    their prejudice against homo superior, and in truth ended up following the
    same discriminative ideals of the Nazis. He is considered to be THE most
    dangerous mutant alive, and is the arch-enemy of the famed X-Men, the
    organization of mutants lead by Charles Xavier to find a friendly way to live
    with humans in harmony. Recently a band of mutants known as the Acolytes
    pledged their total alligience to Magneto, and currently lives and plots in
    an artificial satellite of his own design, dubbed Asteriod M.
    His mission? To allow all mutants to live peacefully, in a world that is
    "rightfully theirs".
    But now, the mad Titan known as Thanos has gained possession of the
    all-powerful Infinity Gems, controlling the very fabric of the universe. In
    an attempt to save all in existance, Magneto has apparently joined forces
    with the X-Men, the Avengers, and Adam Warlock to seize the Gems and restore
    peace. Magneto wishes foremost to teach Thanos a lesson about conquering,
    and he has a further hidden agenda...
    I like Magneto because he oozes class; if you're one of those Wolverine
    spazzos, then I really don't think the Master of Magnetism is for you. You
    cannot simply go crazy on the controls and get something--instead you have
    to use the right moves at the right time, and KNOW YOUR COMBOS. Magneto
    scrubs will sit back and toss off Hyper Gravs and EM Disruptors, both of
    which leave him open if defended against. If used PROPERLY Magneto can be
    devastating. Although significantly weakened since he was the big boss of
    X-MEN: CotA, Magneto is still extremely effective and can be quite effective
    with his various combo setups. He has two effective ICs, and the Shockwave is
    IMO the coolest looking IC in the game. As well, it is definite that
    Magneto's Super Jumping Air Combos are THE EASIEST to perform in the game,
    and also IMO the most rewarding.
    If played right, I believe Magneto can still be as devastating as he used to
    be (well, just about, anyways...:); and besides, he's just so damn cool!
    Definetely one of my favorites.
    -EM Disruptor: HCT+any punch
    -Air EM Disruptor: HCT+any punch in mid-air
    -Magnetic Wave: U, U/F, F+any punch in mid-air
    -Hyper Grav: HCB+any kick (can be done in mid-air)
    -Gravitation: QCB+all three kicks
    -Scrap Hold: F or B+Fierce (close)
    -EM Repulse: F or B+Strong (close)
    -Air Scrap Hold: F or B+Strong or Fierce (close in mid-air)
    -Best Gem: Space
    -Forward Dash; Grav Dash: F, F or all three punches
    -Backward Dash; Backward Grav Dash: B, B or B+all three punches
    -Infinity Counter; Shockwave Surge: B, D/B, D+any punch
    -Infinity Combo; Magnetic Shockwave: QCT+all three punches
    -Infinity Combo; Magnetic Tempest: QCT+all three kicks (can be done in
    S.Jab is fast with virtually no chance of being countered, it will start
    combos and can be used up close as a tick. S.Strong is a regular launcher,
    but I find it is difficult to easily follow up with a Super Jump and Air
    Combo because it throws the enemy up at an akward angle; so, the C.Fierce is
    the better alternative, IMO. C.Strong is a Strike; if it comes down to the
    nitty-gritty up close, this is an instant Strike, meaning it knocks the
    opponent away from Magneto immediately--it also has decent priority as well.
    For that reason it is not too good in combos unless you finish one with it.
    S.Fierce is a Strike, one of Magneto's best all-around attacks. It comes out
    fast, does respectable damage and has great range. C.Fierce is Magnus' other
    Regular Launcher, and is a GREAT air counter if the enemy is jumping from
    close (and if this connects on a jumping foe you can cancel into a Shockwave
    or Tempest!), and has decent priority up close. The recovery if blocked or
    missed is not too good, so it should be mainly used as a ground combo
    finisher to continue into an Air Combo. S.Roundhouse is a weird Launcher; if
    both hits connect, it will launch, but only in the corner or on large
    enemies (and it launches a little weirder, not so high and farther forward),
    and it does GOOD damage with both hits. If you wanna cancel it into a
    Special Move you must do it before the second hit. Be very careful to make
    sure this connects, because Magneto's recovery time is considerable. I don't
    recommend doing Air Combos with this, because as I said the angle is really
    weird and it is difficult to follow them into the air with a Super Jump;
    instead, if finishing combos with this, cancel the first hit only, as I said
    above, with a Jab EM Disruptor.
    C.Roundhouse is a very fast knockdown and a good combo finisher, again make
    sure this connects because the recovery time is slow. If this connects and
    you have an Infinity Combo charged, cancel into a Shockwave to hit them on
    the ground repeatedly for AWESOME damage, provided of course they cannot
    Safety Roll consistantly, or you don't think they will (and unless you're
    near the corner; see Shockwave for more info). Both J.Fierce and
    J.Roundhouse are great, solid jump-in attacks, go for them if you want good
    damage. J.D+Short produces a downward kick which is excellent for starting
    jump-in MS chains.
    -EM Disruptor-
    (Magneto exclaims "EM Disruptor!" and fires an electromagnetic beam straight
     across the screen)
    This is Magneto's primary projectile, and has its ups and downs; it reaches
    across the whole screen and if the enemy is a distance away you can play a
    pretty good game of keep-away with it. The big disadvantage of this is its
    recovery; Magneto recovers VERY slowly from this move, so you must be careful
    it connects, or make sure the enemy is far away enough not to counter if they
    block. For this reason it cannot be consistantly used for keep-away, because
    if they manage to jump it Magnus is in trouble. For the same reason it cannot
    be used up close with any reliability, because if blocked they're right there
    to counterattack. It does, however, do great damage and always knocks down
    (unless the Space Gem is being used by the opponent, or the opponent is the
    Juggernaut); it is great in combos if used right, i.e. if it connects, fine, 
    but if it is blockable, make sure knocked the enemy far enough away so they 
    can eat block damage and can't retaliate.
    -Magnetic Wave-
    (Magneto throws his hands downwards in front of him, whipping off a pink wave
     of magnetic energy)
    This is much slower than the CPU's from X-Men: CotA, and the motions are
    really annoying for me. If I use it, it is not repeatedly, but rather as part
    of a pestering tactic, combined with Air EM Disruptors and Hyper Gravs. The
    point is, you have to make REALLY sure the enemy isn't under you when you
    throw one, because they can use a quick DP move to knock you down, or a
    Jumping Combo. Ditto if they're above Magnus in a Super Jump.
    -Hyper Grav-
    (Magneto exclaims "Hyper Grav!" and produces four spheres of EM energy; if
     the enemy is caught with these, they will be floated over to Magneto for a
    The Hyper Grav is now blockable, unlike in X-Men:CotA (thankfully, I think),
    but still is an effective move standing or in the air; this tracks the enemy
    considerably, although it is still avoidable if they get far enough away (the
    spheres will dissolve eventually), best with a Super Jump. But, it can
    frequently catch the enemy by surprise, especially when they're in the air.
    As well, you can perform a great fake-out when jumping in; start to jump in,
    ready for a combo, but stop short to them and fire off a Hyper Grav--
    likely, they'd have thrown out some sort of air counter, and you will grab
    them for a combo. Be careful not to use this too close, because like many of
    his other moves, he has considerable recovery time. Once you do grab the
    enemy with this, get ready for a good combo, because this is your best
    chance; you're best to do either the Shockwave right in their face, and if
    you don't have one charged do a crouching Fierce into an Air Combo. NOTE:
    technically, the opponent is actually airborne when caught in the Hyper Grav.
    It is for this reason that the S.Jab -> S.Fierce combo will not usually get
    both hits. But, the Launcher into Air Combo still works fine, as do a few
    other ground combos. But, the best part is that you can actually jump in at
    them when they're caught and get all SIX hits of your Regular Jumping Magic
    Series, because you aren't Super Jumping and the opponent has not been
    launched, so no "finisher" will come out. You can even tack on a Special Move
    to finish it as well! See tactics for more info.
    (Magneto takes to the skies)
    This is controllable in all directions, and if going up it can go just a bit
    further than a Super Jump. It is also possible for him to put on an extra
    burst of speed for an "air dash" in ANY direction, i.e. you can air dash D/F
    by tapping diagonal down and forward and hit all three punches like a normal 
    dash. To land, do the same motions again. I don't find myself using this as 
    often as Iron Man's Flight, because Magneto's initiation time is slower and 
    he can be hit when he first starts to float. Still, once you get up there it 
    is easy to avoid your opponent, which can be a good thing if they have a 
    Power Gem going, for example. When you are flying, pester the opponent A LOT 
    with Magnetic Waves and Hyper Gravs to keep them at bay and force them to
    back off, then move in. Note that you CANNOT air block during Flight, so keep
    your distance unless the opponent leaves themselves open for a big Air Combo.
    NOTE: To quickly gain Infinity Meter energy, fly near the top of the screen and
    repeatedly perform a regular attack.
    -Scrap Hold-
    (Magneto grabs the opponent, surrounds them with scraps of metal, then 
     releases them)
    This is one of the best Throws in the game, as it allows you to follow up
    with ANY major combo of your choice! This is because after Magneto releases
    the opponent from his grip, they remain held in the metal for long enough to
    connect with ANY attack before they are released. Note that they can escape
    from the metal faster by shaking the joystick and pressing buttons rapidly,
    but even then you should be able to get just about anything in.
    When it hits, dash in for a combo, best into a C.Fierce and Air Combo, or
    Shockwave; you can also start with a jump-in attack if you wish, but provided
    you're not full screen away, the Hyper Grav will bring them to you--remember
    that in some cases dashing in would be faster, however. Also note that there
    are also some cool combos possible after this with the Magnetic Tempest...
    NOTE: you can also direct which way Mags Throws the enemy as with the Strong
    -EM Repulse: F or B+Strong (close)
    (Magneto grabs the opponent in one hand, then flings them in the desired 
     direction with a burst of EM energy)
    Although IMO not as effective as his Fierce Throw, it has the advantage of
    being directed; if you aim it down, Magneto will slam them directly into the
    ground, where you can do at least a C.Short -> C.Roundhouse OTG combo. You 
    can throw them straight, and in the corner this can be followed with an OTG 
    combo as well. Or, if you direct it upward Magneto will fling them up and 
    forward slightly. Because of the forward slightly part, I have yet to connect 
    with a Super Jumping Air Combo, although a Magnetic Tempest may combo...
    -Air Scrap Hold: F or B+Strong or Fierce (close in mid-air)
    (Magneto grabs the opponent in the air, surrounds them with scraps of metal, 
     then drops them to the ground)
    Basically the same properties as the ground version, if you grab them way up
    high in a Super Jump, it is doubtful you will reach them in time for a combo
    before they wriggle free. If you catch them low to the ground, dash in when
    you land for a big combo or Hyper Grav+big combo, and if you cannot reach 
    them in time do a Magnetic Tempest IC!
    -Best Gem: Space-
    This is Magneto's best Gem; when activated, he exclaims "Force Field!"
    initiating his Force Field from X-Men: CotA--Magneto is COMPLETELY
    invulnerable when the Field is around him :), and he can attack as he likes.
    Go totally offensive when this is going, it's really your only chance. Beware
    though, it doesn't last very long.
    NOTE: The field will actually take damage from hits, making it waste away
    quicker. Therefore, if the enemy can repeatedly smack the field, they can get
    rid of it pretty quickly (forgot to mention this before; Wolverine can make
    short work of it with repeated S.Strongs!)
    ALSO NOTE: Blackheart can still grab you with his Fierce/Roundhouse Demons,
    and Shuma can actually still grab you with his IC!
    -Forward Dash; Grav Dash-
    (Magneto floats forward quickly)
    A fairly fast dash, mixing this up with the backward dash is quite effective
    at keeping the opponent guessing, until they make a mistake and you can
    connect with a dashing combo. 
    -Backward Dash; Backward Grav Dash-
    (Magneto floats backward quickly)
    Identical to the forward dash in every respect (except it goes back ;) ), use
    it along with the forward version on the ground to keep the opponent on their
    toes, or just to avoid certain attacks and make a hasty retreat.
    -Infinity Counter; Shockwave Surge: B, D/B, D+any punch
    (Magneto blocks an opponent's attack, then xclaims "Shockwave!"and fires a 
     wave of EM energy from his open palm into the ground; a single geyser of 
     energy rises from the ground to hit the opponent)
    For his ICO, Magneto performs one blow of his Magnetic Shockwave. This is IMO 
    one of the best Counters in the game; it does decent damage, looks painful, 
    and can counter both ground and air attacks fairly easily. It is especially 
    good when the enemy jumps in with an attack, because the Infinity Counter 
    fires up vertically. If an attack leaves an opponent up close to Magneto you 
    can use it as well, although I would prefer a combo myself... Just make sure 
    not to block a projectile or long-range move with Magneto's Counter (eg. 
    after blocking Iron Man's Proton Cannon!) because it will miss and Magneto 
    will be left open for a long moment.
    -Infinity Combo; Magnetic Shockwave-
    (Magneto exclaims "SHOCKWAVE!" and fires a wave of EM energy from his open 
     palm into the ground, creating consecutive geysers of EM energy to surge up 
     from the ground across the screen)
    This is my favorite, and IMO best looking Infinity Combo in the game, because
    the whole screen shakes and the opponent goes literally FLYING into the next
    screen, and it sounds like an explosion; whatever geyser the opponent gets
    hit with, they will be blown into the next hit, then the next, etc..., so if
    you hit the opponent up close you'll smash 'em with all of the geysers for
    maximum damage--and the maximum damage is quite respectable.
    It can be put in many combos and is PERFECT after you grab 'em with the Hyper 
    Grav. It should, however, stay in combos; the only other place I can think of 
    to use it is after blocking a slow recovering move from fairly close (eg.
    Juggernaut's standing F+Fierce). This is because, again, Magneto's recovery
    time is horrible after the Shockwave, and the Shockwave can be avoided by a
    simple Super Jump, and Magnus will be left at the enemy's mercy when they
    land; same if they block it fairly close. It is quite ineffective from more
    than a few steps away, because it's extremely slow moving, and the geysers
    get progressively weaker as they go. This will hit the enemy OTG and the
    damage off of a C.Roundhouse is QUITE good.
    Like the Final Justice, this also has high priority against most attacks up
    close, so with proper timing, it can be used against jumpers...
    The Shockwave gets a max of 13 hits (see below).
    NOTE: the number of hits you get with the Shockwave is dependant on screen
    position. For some reason, when you hit the enemy right in the corner, you
    will get maybe 5 hits, then they will fall to the ground and you will go into
    recovery. Ideally, if YOU'RE back is in the corner and you hit a close enemy
    with a Shockwave, you will get the full 13 hits (and huge damage)--when this
    occurs, the enemy undergoes the Flying Screen, and they land almost in the
    other corner. Therefore, the further away you're opponent is from the corner,
    the more hits you get. For this reason, the Shockwave must be used carefully;
    if you Hyper Grav, C.Roundhouse or Fierce Throw the enemy and they end up
    close to the corner, the Shockwave may not be a good option. If the Hyper
    Grav or Fierce Throw puts them near the corner, go for a C.Fierce+Air Combo
    or D.C.Jab -> C.Fierce+Air Combo respectfully, as opposed to a Shockwave--
    chances are you'll do more damage. As for the C.Roundhouse, you won't be able
    to do anything else but a Shockwave, but IMO it will be a waste of IC energy
    if you do it close to the corner... see combos.
    -Magnetic Tempest-
    (Magneto exclaims "Magnetic Tempest!" and calls forth scraps of metal, which
     he immediately flings at the opponent)
    This is weaker than the Shockwave :(, but has the advantage of being able to 
    track the opponent; not the greatest choice of attacks when you nab 'em with 
    the Hyper Grav, but it can also be done in the air, even in a big combo. It 
    also comes out VERY fast, so use it to nail offensive opponents when they try
    and come in for the kill. Also quite potent if the enemy misses with a 
    slow-recovering move (scratch that, just about any move) and you cannot get in
    in time for a combo. To top it all off, you can OTG after it if you hit an
    opponent who's on the ground. Definetely under-used, but it is actually one
    of his best weapons outside of combos because of its speed. The Magnetic
    Tempest gets 10 hits.
    -Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Fierce or
    -Safe Ground Combo: NONE! (Magneto has NO moves to finish a combo with that
                        will leave him relatively safe when blocked! Another
                        reason to be careful with Magneto...)
    -Ground Magic Series: Weak Start
    -Jumping Magic Series: Zig-Zag (3 hits average)
    -Launchers: S.Strong, C.Fierce, S.Roundhouse (both hits)
    -Air Launchers: none
    -Straight Launchers: S.Fierce, C.Strong
    -Small Launchers: none
    1.  D.S.Jab -> S.Fierce
    2.  D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor
    3.  J.Fierce, D.S.Short -> S.Roundhouse (both hits)
    4.  J.Roundhouse, C.Short -> C.Strong
    5.  C.Roundhouse XX Shockwave (OTG) (FS)
    6.  Hyper Grav, Shockwave (FS)
    7.  D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
        SJ.Roundhouse (FS)
    8.  Fierce Throw, D.S.Jab -> S.Fierce
    9.  Fierce Throw, D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor
    10. Fierce Throw, Shockwave (FS)
    11. C.Fierce XX Shockwave or Magnetic Tempest (can be an air counter :)
    12. D.C.Jab -> C.Fierce -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
    13. Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
        Jab EM Disruptor
    14. J.Strong -> J.Fierce, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward XX Magnetic Tempest
    15. Air Dash diagonally Down/Forward.  FL.AD.Jab -> FL.Short -> FL.Strong ->
        FL.Forward -> FL.Fierce -> FL.Roundhouse XX Jab EM Disrupter
    16. Fierce Throw, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Magnetic Tempest
    17. J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air Throw, 
        Shockwave (FS)
    18. (corner) J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air 
        Throw, D.C.Jab -> C.Fierce -> SJ. Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward -> Magnetic Tempest (FS)
    19. Fierce Throw, D.C.Short -> C.Roundhouse XX Shockwave (OTG)
    20. J.Short -> J.Roundhouse, D.S.Short -> C.Roundhouse XX Shockwave (OTG)
    21. J.D+Short -> J.Forward -> J.Roundhouse, D.C.Short -> C.Fierce XX
        Shockwave (FS)
    22. D.S.Short -> S.Roundhouse (1st hit) XX Shockwave (FS)/Magnetic Tempest
    23. (in or near corner) Strong Throw U, Shockwave (FS)
    24. (corner) J.Jab -> J.Short -> J.Strong -> J.Fierce, D.C.Jab -> C.Strong
        XX Magnetic Tempest
    25. Fierce Throw, Magnetic Tempest, D.C.Roundhouse (OTG)
    26. J.Fierce -> J.Roundhouse, D.C.Short -> S.Fierce XX Magnetic Tempest,
        D.C.Short -> C.Fierce XX Shockwave (FS)
    27. Fierce Throw, Magnetic Tempest (from just inside mid-range), D.C.Short
        -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Magnetic
    28. J.Jab -> J.Strong -> J.Fierce, D.S.Short -> C.Roundhouse XX Roundhouse
        Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
        Magnetic Tempest
    Comments (#26): Thanks to Onaje Everett for this kick-ass combo. Try to hit
                    as late as possible with the Tempest...
    Comments (#28): special thanks to James Chen for this great combo; note that
                    the Hyper Grav must be very fast and catches the opponent off
                    the ground, and according to James, this only works on
                    Blackheart, although I have yet to get it to work period :(
                    Good for 21 hits.
    GROUND COMBOS: The only really good Ground Combo he has is D.S.Short ->
    S.Roundhouse (1st hit) XX Jab EM Disruptor. This does good damage, but is
    VERY dangerous to Mags if it is blocked or avoided. Only use it in obvious
    situations. Other than that, he as his options for comboing into either IC
    recently added to this compendium, these combos give Mags much more options
    for damage on the ground... thanks to Onaje Everett :).
    AIR COMBOS: Probably the best Air Comboer in the game, Magnus' SJ.MS is
    smooth and fast, allowing for all 5 hits to connect with ease. It also does
    good damage off of the C.Fierce AND, if you have it available, you can finish
    the Air Combo with a Magnetic Tempest too. Definetely Magneto's best combo
    option, next to his Ground IC comboing...
    THROW COMBOS: Pretty much already said. The Fierce Throw will set the enemy
    up for anything you want; go for Magneto's D.S.Short -> S.Roundhouse
    (1st hit) XX Jab EM Disruptor, or D.C.Jab -> C.Fierce+Air Combo. If you have
    a level charged, go for a Shockwave or C.Roundhouse XX Shockwave. JUST
    REMEMBER your screen position; if you think you've thrown the enemy too close
    to the corner, sacrifice the C.Roundhouse OTG possibility and bring them to
    you with the Hyper Grav for a lone Shockwave. If you've thrown the enemy
    right into the corner and you yourself are also close to the corner, just go
    for a regular combo.
    As for the Strong Throw, I tend not to use it much, with the Fierce Throw
    being dominant. You can OTG afterwards, but only in the corner, and it is not
    very consistant.
    OTG COMBOS: The only thing to really talk about here is Magnus' C.Roundhouse
    slide; when you have an opening for a combo with an IC charged, C.Roundhouse
    XX Shockwave (or variations of it) makes a VERY potent combo. REMEMBER to
    check your screen position (see Shockwave section). Because of the recovery
    of the C.Roundhouse, other OTG combos are not possible (except in the rare
    #12 Hyper Grav combo; see above).
    Flying and dashing combinations work best. He has a quick dash, but the
    problem lies in not having a Safe Ground Combo, meaning when you get up close
    you must rely on Jabs and Shorts only, mixed in with C.Short/C.Forward for
    those who block high; try to work this in most on the ground in hopes for a
    Throw. Another option is his excellent S.Forward, which will poke well, and
    combo into a Jab EM Disruptor.
    An air offense with Flying and jumping is also useful, mixing in the Hyper
    Grav (from safe distances) as well as the occasional Magnetic Wave, and jump
    in, mixing in C.Short to start combos when they block high, and Throws when
    they block low.
    From Onaje Everett: here's a good fake when going for a launch: D.C.Short ->
    Fierce XX Jab EM Disruptor. Sometimes, if you delay the Disruptor, your
    opponent will twitch and get hit by it.
    Dashing Jump:
    (OOPS! :) Magneto has none :). He doesn't really need one--he has a quick
    dash, good jump range and of course he can fly.
    Magneto is all around better on defense, unfortunately. The Hyper Grav can
    grab an offensive jumper, or slower dasher, if done early enough. S.Fierce
    also works well to deter dashing opponents, and in the air, the EM Disruptor
    can push jumpers back. S.Roundhouse also, surprisingly, has high priority on
    jump-in attacks... Up close rely on your Shorts and Jabs, as well as C.Strong
    for priority. Above all else, be careful with Hyper Gravs and EM Disruptors,
    as the start-up and especially recovery time makes them more weapons here.
    In the air:
    Most of Magnus' jumping attacks are angled downward, to deal best with
    grounded enemies. The J.Strong deals fairly well up close with jumping
    enemies, and the EM Disruptor works wonders from a distance. J.Forwar also
    hits well air-to-air...
    BEST JUMP-IN CHAIN: Again, J.Fierce -> J.Roundhouse is best for solid damage.
                        J.D+Short -> J.Forward -> J.Roundhouse is an easy chain
                        to use for more hits...  
    (NOT word for word...)
    Magneto becomes all-powerful with the Infinity Gems now in his possession, 
    and uses them to create a second moon orbiting Earth, fully habitable, for 
    homo superior to live and thrive without prejudice. Magneto rules this new 
    world of mutants, and is heralded as a savior and ruler of the new "Avalon".
    Beginning Pose:    Shuma Gorath drops out of a portal.
    Winning Pose 1:    Shuma crosses two tentacles and peeks out his eye.
    Winning Pose 2:    Shuma goes into a weird pose, kinda like he's
                       modelling (!)
    Taunt:             Shuma Gorath crosses two of his tentacles, and says
                       "Waste of Flesh!"
    Regular Color:     Pink/Purple skin
    2nd Color:         Green skin (looks awesome :)
    Background:        In a deserted desert-like landscape, littered with bones
                       of many different animals. There are no corners, since
                       once you are hit at the edge of the screen, you break
                       through it and loop the background over.
    Post-Match Quotes:
              Vs. Shuma-"Remember well, when you fight yourself, you are always
            Close Fight-"For the pain you have caused me, I will feed on your
                         immortal soul!"
                       -"No one can stand against my tentacled fury!"
                       -"Your struggles amuse me, but my powers are too great
                         to waste here."
    (Thanks to Charles Washington for this info)
    Shuma is an enemy of Dr. Strange. In his dimension, he was the Sorceror
    Supreme, as Strange is the Sorceror Supreme of the Marvel Universe. At first
    he was good, but eventually events transpired to make him hate his people,
    and he got mad and went on a hunt for power like Thanos did with the Infinity
    Gauntlet. Unlike Thanos, he succeeded, and destroyed every living person,
    planet, star, galaxy, and even the fabric of space itself in his dimension
    until he was that dimension's entire universe. His lust for power was not
    satiated, so he traveled to other dimensions, destroying their universes as
    well. Until he came to Earth and went against Dr. Strange who, after Shuma
    pulled him into the `Chaos Simension'  used the Eye of Armaggaddo (it
    contains the mystical power of every known dimension) to seal Shuma in his
    own dimension, as Strange himself escaped.
    Apparently Shuma has now escaped his dimension, and seeks the Infinity Gems
    so that none can stop him from fulfilling his infinite hunger...
    A VERY difficult fighter to get used to, Shuma Gorath's moves are devastating
    but you have to be VERY careful how to use them. He also has some really
    effective setups and an extremely effective Infinity Combo. Zangief players
    will probably find him as the grappler in the game, and if you do NOT Throw,
    you will NOT win with Shuma Gorath IMO. If you use him carefully and you
    don't waste opportunities to Throw, he can be a really tough opponent. My
    favorite character.
    -Mystic Stare: charge B, F+any punch
    -Mystic Smash: charge B, F+any kick (can be done in mid-air)
    -Devitalization: QCB+any kick
    -Blob Drop: F or B+Strong or Fierce (in mid-air; close)
    -Stone Drop: D+Forward in mid-air
    -Bite `n' Throw: F or B+Strong or Fierce (close)
    -Energy Drain: F or B+Forward or Roundhouse (close; can be done in mid-air)
    -Best Gem: Time
    -Forward Dash; Crawl: F, F or all three punches
    -Backward Dash; Teleport: B,B or B+all three punches
    -Infinity Counter; Short Mystic Smash: B, D/B, D+any punch after blocking an 
    -Infinity Combo; Chaos Dimension: QCT+all three punches, then Strong, 
     Forward, Fierce or Roundhouse to grab (can be done in mid-air)
    S.Jab and S.Short are VERY useful up close as ticks; use often to open the
    enemy up to Shuma's damaging Throws. In addition, these attacks are also the
    only regular moves that will actually COMBO into the Devitalization.
    S.Strong is the best of his punches to cancel into kicks quickly, as it it is
    his most powerful NON-STRIKE attack. It also has good range. Used to start
    most of his ground combos. Also has good priority against long-ranged poking
    attacks. S.Fierce is a Strike with great damage and range, but it is NOT an
    airborne projectile. The C.Fierce is the same thing, just lower. S.Forward
    is Shuma's Regular and only Launcher, a must for any of his really big
    combos. A decent air counter if timed right. Its range is minimal, so make
    sure you're in a combo or right up close when you do this. S.Roundhouse is
    another Strike, Shuma Gorath's most powerful regular move. It can hit a
    maximum of 6 times if started right up close. To cancel this into a Mystic
    Stare, let 3 or 4 of the hits land and then cancel. If blocked it pushes
    Shuma Gorath far away enough to avoid a lot of counters. C.Roundhouse is
    another Strike; Shuma Gorath crouches and throws all of his tentacles upward.
    This is IMO his best air counter, but cannot be followed up by anything.
    Still, good damage so use as an air counter often. J.Fierce is his eyebeam
    (the same as S.Fierce) in mid-air, and can be directed diagonally upward as
    well by holding any upward direction. Good all-around for air-to-air attacks
    and combos. J.Roundhouse is Shuma Gorath's best single jump-in, as it is
    angled downward slightly. J.Forward is the spinning "helicopter" attack;
    despite what other guides might say, this move is simply his J.Forward, NOT
    U+Forward in mid-air. Anywho, this is a fast and effective air-to-air attack,
    and O.K. for jump-ins. J.Strong will hit the enemy OTG and is involved in a
    LOT of big combos with the Chaos Dimension :).
    -Mystic Stare-
    (Shuma Gorath exclaims "Mystic Stare!" and throws a ring of eyeballs at the
    When this connects it can do up to 6 hits. It is not very damaging, nor does 
    it knock down. It comes out fairly fast and his recovery is OK, but he can
    still be hit by a jumping attack if they get over the Stare in time. All in
    all you have to be careful with this move. Stick with this as much as
    possible in combos, or to pester from across the screen and allow you to get
    -Mystic Smash-
    (Shuma Gorath exclaims "Mystic Smash!", rolls into a spiked ball and flies 
     toward the opponent in an arc)
    The Roundhouse version travels the whole screen in a high, wide arc, the
    Forward version around half screen with a lower arc, and the Short goes about
    a quarter of a screen with an almost horizontal arc. If blocked Shuma Gorath
    will bounce off, but is not safe from long-range or dashing counters, as well
    as of course ICOs. If this is air blocked, (i.e. the enemy jumps at you and
    you try and counter with it), then it will bounce enough away to be safe. 
    The Roundhouse version should be used to surprise opponents from full screen, 
    especially if they are taunting you or doing some other move from that 
    distance. It is also great for countering some ICs from that distance, like
    Iron Man's Proton Cannon if you block from across the screen. Since the 
    Roundhouse travels the furthest, it also bounces away the furthest, leaving 
    Shuma Gorath less vulnerable to a counter. Note that up close this attack 
    will usually fly over most opponents (except the Juggernaut, Blackheart and
    Hulk). The Roundhouse is also in most cases a good air counter, especially
    against a Super Jumping enemy.
    The Forward version is good if the opponent is a few steps away, but the 
    bounce when blocked leaves him open to a lot. Generally not used unless the 
    opponent foolishly misses a move from that distance. It can also be used
    after blocking slower recovering moves from here (eg. blocked EM Dirsuptor
    from mid-range).
    The Short version is both one of his best moves and one of his worst. The 
    recovery leaves Shuma Gorath quite close to the opponent for any any
    counter. This is however, an excellent counter to a lot of low attacks and
    blocked moves up close, and is guarenteed to hit even little guys like
    Spider-Man from here. It is ideal after blocking a lot of slow recovering
    moves from up close (eg. Wolverine's Berserker Barrage or Super Berserker
    In the air, this is used mainly as a surprise or defensive tactic, as you
    require the charge back. Use immediately after blocking an airborne attack,
    or projectile. The Roundhouse version is great after a Super Jump to get over
    the opponent, especially if they're doing an IC.
    The Mystic Smash hits 6-8 times for good damage.
    (Shuma Gorath grabs his opponent, stretches into the air, then slams them to
     the ground and hits them again as they land)
    This is unblockable, unlike Hulk's Gamma Tornado, and because of this, it
    should be mixed up frequently within your offensive game, i.e. pester/tick
    your opponent with lots of Jabs and Shorts, and then suddenly spring
    this on them, which is easier than usual, as the Devitalization has extended
    range. It has a great weakness though; if it misses, the recovery is horrible
    and the enemy has plenty of time to counter--it can also be ducked. It is
    possible to combo this out of a S.Jab or S.Short...
    -Bite `n' Throw-
    (Shuma morphs into a large toothed maw, grabs the opponent, and tosses them
    Throwing is one of Shuma Gorath's best assets, IMO. This does decent damage,
    and in the corner it can be followed up with a nice juggle. This is also 
    great for putting some distance between you and your foe.
    -Energy Drain-
    (Shuma Gorath wraps the enemy in his tentacles, and glows yellow, sapping the
     life out of them)
    This is a GREAT move, and Shuma is the only character with the ability to do
    this! It doesn't give you an amazing amount, but it can be enough to continue
    the fight. After Shuma Gorath releases them, you can actually juggle them;
    out of the corner you can usually tag them with a few hits from the
    S.Roundhouse, and in the corner, the possibilities are high. Provided the
    opponent doesn't tech hit, you can jump and re-Throw with this before they
    land for more energy to you!
    -Blob Drop-
    (Shuma Gorath morphs into a blob, slimes the opponent and drops them to the
    The Roundhouse and Forward Air Throws are the same as the ground ones; this 
    Throw is different than its ground version, and if you're ahead in health 
    this should be the one to go for. It does a little more damage than the 
    Energy Drain, and it can be followed up with an OTG combo in the corner (see
    the combo section).
    -Stone Drop-
    (Shuma Gorath angles his tentacles upwards, then petrifies himself and falls
     to the ground)
    Contrary to popular belief, this does NOT petrifiy, unless of course you have
    the Time Gem activated. Still, if you end up directly over your enemy as they
    miss a move, especially a projectile, the Stone Drop is a powerful counter. 
    Beware, if blocked Shuma is left significantly open to attack.
    -Best Gem; Time-
    Once the Time Gem is activated, ANY regular attack you perform (including 
    the Stone Drop), will momentarily turn the opponent to stone. The 
    petrification lasts long enough to plot a juicy follow-up, including 
    re-petrification. What I mean by the last technique is this: once you petrify 
    the opponent, ANY attack, PERIOD, will bring them immediately back to normal. 
    So, you simply have to make it so when they unpetrify you can immediately 
    petrify them again before they can do anything about it. A prime example is 
    with Shuma Gorath's S.Roundhouse; because it hits 6 times, you can use it 
    repeatedly on them until the Time Gem run out, once you have already 
    petrified them! This is because the first hit unpetrifies (after already 
    hitting them with a regular attack), the 2nd hit petrifies, the 3rd 
    unpetrifies, the 4th petrifies, the 5th unpetrifies, and the 6th will leave 
    them petrified again! Repeat until the Gem runs out...
    The disadvantage about this is that if you don't manage to get in all 6 hits
    (not close enough, opponent was in the air, etc...) the combo is over. I 
    have found something much better and more effective: because his S.Fierce is
    a Strike, you can use it repeatedly in the corner! The Strike will launch
    the enemy EVER SO SLIGHTLY forward and up, but because they're in the corner
    they cannot fly forward and will be petrified in the air against the wall;
    repeat! But here's the best part--keep going while watching the meter for the
    Time Gem. Just before it runs out, make sure the enemy is still petrified,
    then nail 'em with any of the following:
    -jumping Roundhouse Grab for more life off them and more to you!
    -Mystic Smash/Stare
    -jumping Fierce Throw -> OTG combo!
    -S.Roundhouse for a few extra hits
    -Chaos Dimension Activation to juggle, then hop up and grab! Follow the IC
     with an OTG combo!
    The latter will do the most damage of course, but you may not have a full
    Infinity Bar, or you badly need life. If so, hop up and grab with Roundhouse;
    then you may be able to juggle with another Roundhouse as you fall from the
    grab! Total Devastation!
    NOTE: if you can get off the right number of hits in a combo, it will
    re-petrify and you can go from there--for example (thanks to Onaje Everett):
    J.Strong -> J.Roundhouse, C.Strong (2 hits) XX Mystic Stare, follow with what
    you want!
    WORDS OF ADVICE: once the Time Gem is activated, don't waste your time with
    a Mystic Smash/Mystic Stare after petrifying, or any Special Move for that
    matter, especially the Chaos Dimension, because it wastes much too much time;
    time in which you could be repeatedly petrifying the opponent!
    -Forward Dash; Crawl-
    (Shuma Gorath gets down low and crawls forward on all six legs)
    Great for avoiding a lot of high attacks and projectiles, but it's fairly
    slow ON START-UP :). Be careful only to do it when you're sure the enemy
    can't hit you low at first. Excellent once it gets moving though.
    -Backward Dash; Teleport-
    (Shuma Gorath disappears with only his eyeball floating bakwards, then 
     re-forms around it)
    He doesn't go very far, but he is TOTALLY invulnerable during this. Use it
    best to avoid various dash-in attacks and keep holding back when dashing so
    you can come out of it with a Mystic Stare.
    -Infinity Counter; Short Mystic Smash-
    (Shuma Gorath blocks the opponent's attack and counters with a Short Mystic
    This is a GREAT Infinity Counter, doing respectable damage and racks up some
    good hits. It is ideal for most standing attacks, and even up close
    projectiles (eg. if Psylocke throws a Strong PsiBlast from a few steps, you
    can ICO and it should connect). It is OK to counter some jump-in attacks, but
    only deep hits, otherwise Shuma Gorath may pass underneath his airborne foe.
    -Infinity Combo; Chaos Dimension-
    (When activated, Shuma will lunge out slightly with a shorter version of his
     S.Strong; he will then begin glowing, and if he grabs the enemy during this
     time, he will morph into a large sphere and envelope his opponent. He then
     carries them into the center of the screen high in the air, spread out into
     a hurricane-looking form, and exclaims "Chaos Dimension!!". The opponent is 
     then dropped hard into the ground from the hurricane, and Shuma Gorath 
     appears just overhead, falling from a portal)
    The opponent first takes damage when the hurricane-form begins, then even
    more damage as they hit the ground. Quite powerful, and IMO one of the most 
    effective ICs in the game, it is extremely difficult to avoid up close. Once
    Shuma Gorath begins glowing he cannot perform any Special Moves, nor any
    regular moves. By tapping any button, he will jab out with one tentacle a
    VERY short distance. However, the really powerful thing about this is that
    the activation of the Chaos Dimension itself can hit the opponent. If it
    connects, you can calmy move up to the opponent and perform the grab for an
    easy and powerful combo! The easiest way to do this is to use the Chaos
    Dimension activation as an air counter, or up close to snuff regular attacks,
    OR in a combo, and the grab will be virtually unavoidable. In addition, the
    Chaos Dimension can be followed with an OTG combo! (See the combo section).
    -Safe Air Magic Series: Short -> Strong -> Forward -> U+Fierce
    -Safe Ground Combo: D.S.Strong -> S.Roundhouse XX Mystic Stare
      If the enemy blocks... D.S.Strong -> S.Roundhouse XX Mystic Stare
    -Ground Magic Series: Punch to Kick
    -Jumping Magic Series: Punch to Kick (2 hits average)
    -Launchers: S.Forward
    -Air Launchers: none
    -Straight Launchers: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, 
    -Small Launchers: none
    1.  J.Roundhouse, C.Jab -> C.Roundhouse
    2.  J.Roundhouse, S.Jab XX Roundhouse Devitalization
    3.  Roundhouse Throw, S.Roundhouse
    4.  (corner) Fierce or Roundhouse Throw into corner, S.Strong -> S.Roundhouse
    5.  (corner) Roundhouse Throw, D.S.Forward -> SJ.Short -> SJ.Strong -> 
        SJ.Forward -> SJ.U+Fierce (FS)
    6.  D.S.Strong -> S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> 
        SJ.U+Fierce (FS)
    7.  (corner) Fierce Throw into corner, jumping Air Throw
    8.  (corner) Fierce Air Throw, J.Strong (OTG), S.Forward -> SJ.Short ->
        SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
    9.  J.Strong -> J.Roundhouse, S.Roundhouse (2-3 hits) XX Mystic Stare
    10. (corner) J.Strong -> J.Roundhouse, D.S.Jab -> S.Forward -> SJ.Short -> 
        SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS); While enemy starts falling 
        back down and passes you (you'll still be in same Super Jump), SJ.Strong 
        -> SJ.D+Forward
    11. (corner) S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce 
        (FS);  While enemy starts falling back down and passes you (you'll still 
        be in same Super Jump), SJ.U+Fierce, C.Jab (OTG) -> C.Roundhouse
    12. (corner) Grab with Roundhouse, S.Forward -> SJ.Short -> SJ.Strong, 
        Roundhouse Air Throw, Air Forward Mystic Smash
    13. J.Strong -> J.Roundhouse XX Roundhouse Mystic Smash, C.Jab (OTG)
        S.Forward -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
    14. Grab with the Chaos Dimension, J.Strong (OTG), S.Forward -> SJ.Short -> 
        SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
    15. (corner) J.Strong -> J.Roundhouse, D.S.Forward XX Chaos Dimension 
        (Activation), Chaos Dimension Grab, J.Strong, S.Forward -> SJ.Short -> 
        SJ.Strong -> SJ.Forward -> SJ.U+Fierce (FS)
    16. Shuma Gorath's MARVELous Combo:
    Activate Chaos Dimension (doesn't have to hit), Activate Mind Gem;  After
    Mind Gem fills up your meter to full again, grab with the Chaos Dimension,
    J.Strong, S.Forward XX Chaos Dimension Activation, grab with Chaos 
    Comments (#16): Special thanks to James Chen for this AWESOME combo. Here's
                    his explanation:
         "...you can actually get two Chaos Dimensions in one combo.  If you 
    activate the Mind Gem, you can still activate the Chaos Dimension.  Do those 
    two and wait until your meter fills up.  After it does, you still have time 
    to run up and grab the enemy before the Chaos Dimension effect wears off.  
    Grab them and the Chaos Dimension will begin.  After coming out of the 
    portal, do the J.Strong before you land to OTG the enemy.  Then do a 
    S.Forward XX Chaos Dimension (do these quickly so that the Chaos Dimension
    activation will hit the enemy).  Then jump up and grab them again just like 
    in combo #15.  You won't be able to hit them again after the Chaos Dimension
    because there is only one OTG per combo.  But by this point, the enemy should
    be just about dead."
    GROUND COMBOS: His Safe Ground Combo is alright, but doesn't do much damage.
    I recommend pecking with singular attacks instead so you can tick for a
    Throw. In this case, S.Jab XX Devitalization is the best option, because the
    Throw will connect wether the Jab is blocked or not. Altogether this is your
    best combo, without getting into Air Combos.
    AIR COMBOS: Leaving SJ.Jab out, Shuma's SJ.MS is fairly easy to perform; for
    most cases you have to hit U+Fierce to finish the combo. The S.Forward
    launches fairly high and straight up, so connecting with the Air Combo is not
    too difficult. When not going for a Throw or Chaos Dimension, an Air Combo is
    your best option for doing damage.
    THROW COMBOS: Shuma is pretty much the grappler in MSH, with all of his
    Throws doing a good deal of damage and allowing for a combo in all cases.
    After the Fierce Throw in the corner, an easy combo is to follow with
    S.Roundhouse--this will frequently get all 6 hits on bigger fighters. You can
    also dash in usually and hit S.Forward for an Air Combo. When not in the
    corner, the Roundhouse Throw appears to be your best option (for that matter,
    it's your best option in the corner too! :). When outside of the corner,
    simply follow it with S.Roundhouse for a few extra hits; other follow-ups are
    possible, but can be fairly difficult to perform. When in the corner, you can
    follow with the S.Roundhouse for max hits, or you can hit S.Forward for an
    Air Combo, OR you can try for a Chaos Dimension OR you can jump up and Air
    Throw! The same goes for the Roundhouse Air Throw in the corner...
    OTG COMBOS: Other than rare occasions after the Mystic Smash (see combos),
    the biggest OTG opportunity is, of course, off of the Chaos Dimension :).
    Immediately after dropping out of the portal, you can hit the fallen enemy
    OTG with a WELL timed J.Strong; then as you land hit S.Forward and Air Combo!
    This is the best follow-up, but you can also vary the combo after the
    J.Strong. ALWAYS attempt the OTG combo after the IC, it makes Shuma Gorath
    truly a nightmare :).
    The two things you have as Shuma offensively are the Mystic Stare, and your
    Throws. Throwing should be your goal in a fight, be it a regular Throw (for
    energy gain and Throw combos), the Devilitilization (for damage) or the
    Chaos Dimension. The Mystic Stare's recovery is exceptional from a distance;
    use it to pin the opponent back, then either dash or jump in. Always be ready
    to block in either case, and in the air, focus on attacking with J.Strong and
    J.Roundhouse--if you think an air counter is coming fast and you start
    holding back, it can double as a backward charge for a mid-air Mystic Smash
    (to counter if they try to throw lower-priority air counters). Up close,
    stress the S.Short when RIGHT up close, especially against those pecking with
    low attacks (eg. Spider-Man), and the S.Jab, both to tick for a possible
    Throw. The S.Strong is also a highly useful weapon from mid-range or a few
    steps--if it connects, chain into a S.Forward and Air Combo, or S.Roundhouse
    if too far away.
    Once you have a Chaos Dimension charged, IMO you should not activate it from
    a distance then go after them. It is much more effective if you stun the
    enemy with the activation up close, then grab them--therefore it is best used
    up close when you get there, unless you're on defense (see below).
    Dashing Jump:
    Quite important to playing a good Shuma, mixed in with his ground dash. This
    allows him to get in quick, possibly suprising the enemy, allowing for a
    Throw/Combo, and can pin them into the corner, where Shuma does the most
    damage with his combos.
    The Mystic Smash is a powerful, but dangerous counter to air attacks; if air
    blocked, you lose initiative, and if missed you can be hit; IMO you should
    not rely on the Mystic Smash here. The S.Forward provides good coverage and
    will also launch the opponent--his best air counter IMO is C.Roundhouse,
    which will not allow follow-ups because it is a Strike, however it is quite
    fast and damaging, so it's worth it. Other than that, you have Shuma's
    excellent invulnerable backward dash, and if done early will avoid jump-ins,
    and even downward projectiles if the enemy doesn't anticipate it.
    On the ground, the S.Strong, S.Fierce and S.Roundhouse all provide excellent
    defense against dashing opponents. In the event that you block a slower
    attack up close, counter with the Short or Forward Mystic Smash. If you
    anticipate a projectile fast enough, you can often dash under (provided the
    projectile is high enough), or you can try to time the appropriate Mystic
    Smash over it...
    Also remember that the Chaos Dimension activation can provide excellent
    coverage, and will often take priority over up-close attacks.
    In the air:
    J.Roundhouse is decent when jumping in, or in air-to-air combat, but the
    J.Forward and J.Fierce are best against others who are airborne. J.Strong is
    his best jump-in attack, and can hit OTG too.
    BEST JUMP-IN CHAIN: J.D+Fierce -> J.Roundhouse works wfairly well, but
                        starting with J.Strong is often easier, as it can hit
    (NOT word for word...)
    Basically Shuma gains the Gems and it shows him growing extremely large into
    space, and saying how he's all-powerful and all-knowing, yadda-yadda-yadda.
    I think he's actually eating the universe (pretty cool...)
    Beginning Pose:    Juggernaut bends a steel girder and exclaims "I'm 
    Winning Pose 1:    Juggernaut calmly walks over to the opponent and stomps
                       on their fallen body
    Winning Pose 2:    Juggernaut calmly walks over to the fallen opponent,
                       picks them up and cackles in their face.
    Taunt:             Juggernaut clasps his fist in his hand and exclaims
                       "I'm the Juggernaut!"
    Regular Color:     Brown and Red suit
    2nd Color:         just more red, basically :)
    Background:        In the middle of a partially constructed building, with
                       construction crews all around, some working and some
                       watching the fight.
    Post-Match Quotes:
         Vs. Juggernaut-"Get this through your stupid head. There is only one
            Close Fight-"You remind me of my brother... I HATE MY BROTHER!"
                       -"A few hits and it's over. They just don't make 'em
                         like they used to."
                       -"That was embarassing. Maybe you should try fighting
                         old, sick people."
    I don't clearly remember his story; his real name is Cain Marko, and I think
    he finds the Cytorrak Stone after being buried in an avalanche or something
    of the like. His brother-in law (or foster brother?) is none other than
    Professor Charles Xavier, founder of the X-Men. I think he blames Professor X
    for the avalanche and has been an enemy of the X-Men ever since.
    The mad Titan Thanos has now gained possession of the all-powerful Infinity
    Gems, which make up the very fabric of the cosmos. While the Avengers, the
    X-Men and Adam Warlock fight to regain control of the universe before it is
    destroyed, Cain Marko seeks to defeat Thanos to gain the Gems for himself,
    making himself the ruler of all.
    More than anything else, Juggernaut is just plain FUN to play. He is
    definetely not a scrub character, or a character for beginners, because all
    of his moves (except the Earthquake) have horrendous recovery--Juggernaut
    must play a healthy mix of pecking (w/ S.Jab), Throwing and reactionary
    countering with his other attacks. Once you understand exactly how his
    invulnerability works, and how to use it, his powerful combos, Throws and IC
    will humiliate and also destroy the opponent.
    -Juggernaut Punch: HCT+any punch
    -Earthquake: F, D/F, D+any punch (can be done in mid-air)
    -Juggernaut Splash: HCT+any kick
    -Cytorrak Power-up: F, D, D/F+all three punches
    -Object Pick-up: D,D+all three punches (over item), then any P to throw it
    -Double Fist Thrust: F+Fierce
    -Headbutts `n' Uppercut: F or B+Fierce (close)
    -Cackling Slam: F or B+Strong (close)
    -Air Drop: F or B+Strong or Fierce (close in mid-air)
    -Best Gem: Space
    -Forward Dash; Shoulder Charge: F, F or all three punches
    -Backward Dash; Back Slide: B,B or B+all three punches
    -Infinity Counter; Juggernaut Punch: B, D/B, D+any punch
    -Infinity Combo; Juggernaut Headcrush: QCT+all three punches
    S.Jab has great range because of his size. This can trade hits with any
    attack, so if you get hit or not, follow into a combo. This is an excellent
    pecking attack from mid or close range. C.Strong trades hits nicely, so if
    you see, say, Wolverine coming in with his C.Roundhouse, throw this out to
    absorb it and counter. It also has great priority over low attacks and
    sweeps, and it will also hit Off the Ground. S.Fierce is an Air Launcher and
    comes out relatively fast, compared to his other Fierces--like most of
    Juggy's moves, it also does massive damage. If it connects on a standing
    opponent, immediately cancel into a Jab or Strong Juggernaut Punch or even
    better, a Headcrush IC. It is also a decent air counter and you can follow
    with a guided Air Combo. Long recovery on this, so try and make sure it
    connects. C.Fierce is Juggy's only Regular Launcher, sending the enemy
    straight up. If it connects and easy Air Combo is possible. Also very long
    recovery, so try to avoid throwing it out of nowhere. S.Short is a useful
    pecking move/tick up close, and takes excellent priority over low attacks.
    If the Short kick connects, chain into a S.Strong and combo from there.
    C.Short is a fast attack that will start combos well, and can OTG too; chain
    into a C.Forward if it connects on a standing opponent, then OTG. C.Forward
    is also important, 'cause it's his only knockdown attack. Great
    unstoppability, so try and connect with this a lot up close, so you can
    follow with a Headcrush or Juggernaut/Earthquake Punch OTG.
    The S.Roundhouse is another Air Launcher, and does sickening damage if it
    connects. This is your best air counter to deep jumping opponents. Do NOT use
    it out of the blue, because if blocked you're dead, if ducked you're dead,
    and if you miss with it the enemy can dash in for an easy attack.
    J.Fierce is IMO his best jumping attack, its range is limited but is the most
    damaging way to jump in at the opponent. Comes out fast as well; this is the
    move to use in the air, NOT his J.Roundhouse, because it is a kick aimed
    upwards and will rarely connect solidly on a standing opponent.
    J.Short and J.Forward are of limited use; the only place to use these to
    attacks is chained together. When meeting an opponent in mid-air try to
    connect with these two hits as an Air Combo, as no other attack in the air is
    really reliable. If you wish to get more jump-in hits, do the J.Short into a
    -Juggernaut Punch-
    (Juggernaut exclaims "Juggernaut Punch!" and rushes the opponent, driving 
     them into the ground with a brutal downward punch; they then bounce off the
     ground and across the screen)
    Does HEFTY damage and executes the FS. The recovery is VERY, VERY SLOW,
    giving the opponent over a full SECOND to counter. The idea is to make
    ABSOLUTELY sure that this connects, and when it does it is definetely worth
    the caution! In addition, Juggernaut will absorb all hits during the rush, so
    if the opponent begins to throw ANY projectile or long range attack (NOT
    including ICs!), quickly perform a Fierce Juggernaut Punch to barrel through
    it and smack 'em down. Remember to make sure you're ahead in health of course
    because the attacks will still do damage to you. Also not a bad combo 
    finisher. Jab goes a few steps, Strong half the screen and Fierce travels
    full screen.
    (Juggernaut exclaims "Earthquake!" and slams his fists into the ground like
     his C.Strong, producing ripples of shockwaves across the ground)
    Easily jumped over and slow coming out AND in recovery, this should be
    another one of your carefully used attacks. When up close it trades hits
    surprisingly well, but IMO the Juggernaut Punch is better in this case and
    does MUCH more damage. Annoying to put in combos, and things no longer fall
    from the ceiling when he shakes the ground as they did in X-Men: CotA. Be
    VERY careful when using this and pretty much any place you can use this to
    hit the opponent, you can usually do a Juggernaut Punch instead. Fortunately
    if blocked, it is very hard to counter and will push the enemy quite far
    away; FOR THIS REASON IT IS IMPORTANT--whenever you know you've made a
    mistake and the enemy blocks a regular attack, cancel into the Earthquake to
    push them back... NOTE: this can quickly be comboed after in the corner :).
    -Juggernaut Splash-
    (Juggernaut flies into the air with a growl and lands in a full body splash
     on top of the opponent)
    MAJOR damage when it connects, and is great for avoiding most ground-based
    projectiles. If the opponent sees it coming they can block and then have over
    a full second or so to counter as Juggernaut gets up off his face! Again, be
    VERY careful using this and in the air it's great for going over missed
    attacks, especially projectiles. For example, because of the Roundhouse
    version's range, you can Super Jump over Iron Man's Proton Cannon and come
    crashing down on him with it!
    -Cytorrak Power-Up-
    (Juggernaut raises his fists to the air and exclaims "Power-Up!"; he then
     begins to glow red)
    Once activated Juggernaut's attacks will do almost twice as much damage! This
    plus the Power Gem activated and Juggernaut can take off over a THIRD of his
    foe's health with one F+Fierce! Try to do this whenever you have the chance,
    and you should basically be treating it like a Taunt, as it takes him around
    a full second to power up. Once activated, try your best to get in a big
    combo. BTW, if you activate the Space Gem (see Best Gem) and get in a
    Cytorrak Power-Up, go TOTALLY offensive as you're pretty much invincible!
    -Double Fist Thrust-
    (With a growl Juggernaut thrusts both of his fists straight in front of him)
    Although it is considered a launcher, it launches the enemy at a VERY shallow
    angle, so that the only thing that connects is a Roundhouse Juggernaut 
    Splash. It does monster damage and has amazing range, about half the screen!
    Best used in combos or to counter an attack from a distance, this is IMO 
    quite good at trading hits with close projectiles and even dashing combos!
    This has the worst recovery of all his attacks, so be VERY careful that it
    -Headbutts `n' Uppercut-
    (Juggernaut grabs his opponent, headbutts them twice then uppercuts them 
    In the corner this can be EASILY followed with an OTG combo (sometimes a
    juggle if quick, eg. Headcrush), and by itself it looks hilarious and does
    good damage. Get it in whenever up close and you can't connect with a combo.
    -Cackling Slam-
    (Juggernaut grabs the opponent, cackles in their face and slams them 
     headfirst into the ground)
    IMO the better of the two Throws, it does great damage, looks humiliating and
    can be followed up in the corner, with an OTG combo or FAST juggle.
    -Air Drop-
    (Juggernaut grabs the opponent and whips them to the ground)
    Decent damage, do it if you want. It MAY be possible to OTG them on YOUR way
    down with a Short Juggernaut Splash...
    -Best Gem; Space-
    The Space Gem is Cain's special Gem, becauses it causes him to turn a grey 
    color and take almost NO DAMAGE, definitely none from blocked Special Moves,
    or regular moves! This is your chance for you to go offensive big time,
    because most of your fighting with Marko will be reactionary. The "Super
    Armor" given by this Gem also makes it TOTALLY impossible for Juggernaut to
    be knocked down, with the exception of Throws. A good time to do the Cytorrak
    Power-Up and kick a little arse.
    -Forward Dash; Shoulder Charge-
    (Juggernaut dashes foward with his shoulder in front)
    IMO quite useless, as he doesn't travel all that far, and this cannot be 
    easily interrupted by a backward dash. Only use it when you see a clear 
    opening for a Dashing combo. When the enemy throws a projectile, you can dash
    through it and combo, though IMO a Juggernaut Punch works better because of
    its speed.
    -Backward Dash; Back Slide-
    (Juggernaut slides backward in retreat)
    Speed isn't too bad, but Juggy doesn't really need a backward dash with his
    absorbing power.
    -Infinity Counter; Juggernaut Punch-
    (Juggernaut blocks an attack and counters with a Jab Juggernaut Punch)
    VERY good ICO, it does great damage and comes out LIGHTNING fast. It also has
    fair range, so don't be afraid to counter some long-ranged attacks or
    up-close projectiles. Refrain from using this on jumping attacks unless 
    extremely deep.
    -Infinity Combo; Juggernaut Headcrush-
    (Juggernaut exclaims "headcrush!" and rushses the opponent with his head
     stuck out; once he's done the headbutt the enemy flies over behind his head)
    Does MONSTER damage. Be VERY careful that this connects, because the recovery is
    about as slow as with the Juggernaut Punch. This is best used in combos IMO,
    and one of Juggernaut's best techniques. You can even OTG in some cases to
    REALLY demolish the opponent!
    -Safe Air Magic Series: Jab -> Short -> Strong -> Fierce
    -Safe Ground Combo: D.S.Short -> S.Strong XX Earthuake
      If the enemy blocks...  D.S.Short -> S.Strong XX Earthquake
    -Ground Magic Series: Weak Start
    -Jumping Magic Series: Weak start (2 hits average)
    -Launchers: C.Fierce, F+Fierce
    -Air Launchers: S.Roundhouse, C.Roundhouse, S.Fierce
    -Straight Launchers: none
    -Small Launchers: none
    1.  D.S.Short -> S.Strong XX Earthquake
    2.  J.Strong, S.Short -> F+Fierce
    3.  J.Strong, S.Fierce XX Fierce Earthquake
    4.  J.Fierce, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
    5.  C.Short -> C.Forward XX Earthquake Punch (OTG)
    6.  J.Fierce -> J.Roundhouse, D.S.Fierce XX Juggernaut Headcrush
    7.  (corner) Strong/Fierce Throw, Juggernaut Headcrush (OTG)
    8.  C.Short -> C.Forward XX Jab Juggernaut Punch (OTG)
    9.  C.Short -> C.Forward XX Juggernaut Headcrush (OTG)
    10. J.Short -> J.Fierce, D.S.Short -> S.Fierce XX Juggernaut Headcrush
    11. D.S.Jab -> F+Fierce XX Roundhouse Juggernaut Splash
    12. (corner) J.Short -> J.Strong, D.S.Jab -> C.Fierce -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Fierce, C.Short (OTG) -> S.Roundhouse
    13. (corner) Fierce Throw, C.Forward (OTG)
    14. J.Short -> J.Strong, D.S.Short -> S.Fierce XX Juggernaut Headcrush,
        Juggernaut Headcrush, D.C.Short (OTG) -> S.T.Fierce
    15. Strong Throw, S.Strong (OTG) XX Headcrush
    16. Activate Mind Gem, J.Short -> J.Fierce, D.S.Short -> S.Fierce XX
        Headcrush, Headcrush, Headcrush !!!!
    17. Activate Power Gem, Power Up, Headcrush, Headcrush (100% :)
    18. (corner) Strong Earthquake, S.Jab XX Headcrush
    19. (corner) D.S.Jab -> S.Strong XX Jab Earthquake, S.F+Fierce XX Roundhouse
        Juggernaut Splash
    Comments (#14): thanks to James Chen! Here's his explanation:     
         "There's not much to say about this combo.  Basically, the only thing 
    that needs to be talked about is when to do the second Headcrush.  After the 
    first one, Juggernaut pauses for a while and the enemy goes flying up into 
    the air. Now, Juggernaut recovers fairly quickly from the first Headcrush and 
    he does so while out of view (the view follows the flying body of the enemy 
    you just Headcrushed).  So basically, you have to activate the second 
    Headcrush even before you come into view (in the opposite direction, as 
    that's where the Headcrush causes them to go flying).  Also, after the second 
    Headcrush, you have to start your dash at about the same point in order to 
    OTG them in time."
    According to James Chen you cannot do this on Juggernaut, Hulk, or
    Blackheart. It is difficult to do it on every one after that, and easy on
    Spider-Man, Wolverine and Psylocke.
    Comments (#18): as in the sequal, XvSF, you can follow the Earthquake Punch
                    in the corner IF you are about half screen away.
    GROUND COMBOS: His Safe Ground Combo does plenty of block damage, but when
    the Jab connects and you chain into Strong, finishing with a Juggernaut Punch
    is much more damaging. _IMO_ when not using OTG combos OR the Headcrush, an
    Air Combo is better.
    AIR COMBOS: Amazingly enough, the big guy has a nice easy C.Fierce launcher,
    and the SJ.MS, leaving out the SJ.Forward, will connect solidly. IMO Juggy's
    best damage option without an OTG or Headcrush combo.
    THROW COMBOS: Both the Fierce and Strong Throw, in or near the corner, can be
    followed with various attacks, including the Headcrush. Pretty
    OTG COMBOS: The best way for Jug to do damage on the ground is after a
    C.Forward. From this you can OTG with a Jab/Strong Juggernaut Punch,
    Earthquake Punch or Headcrush. IMO this is your best option without using an
    Air Combo. Just remember not to use constantly as the enemy can Safety Roll
    if anticipated.
    (NOTE: I included these two sections together simply because Juggernaut's
     offense IS his defense, pretty much, since his offensive attacks absorb
     their attacks.)
    In order to be at all effective with Juggernaut you MUST take advantage of
    his "Unstoppability". What this means is that Juggernaut has the ability to
    absorb attacks and continue his own. For example, Juggernaut has no FB and
    has a short jump, so dealing with projectiles can be a problem right? WRONG.
    Just perform a Juggernaut Punch through them! Note that Juggernaut will not
    PASS through the projectile; it will in fact hit him, but it will not phase
    him and he will continue to barrel through and plow the enemy into the 
    Juggernaut CANNOT absorb the following attacks:
    1. Swift, powerful knock-downs.
    -any sweep that knocks down, like Cap's C.Roundhouse
    -Spider-Man's Spider Sting
    2. chained combos
    -if you absorb Cap's S.Short, but he chains into S.Forward -> S.Roundhouse...
    -Psylocke jumps in with J.Short, but chains into J.Forward -> J.Fierce...
    3. Super Combos.
    -Iron Man's Proton Cannon :)
    -Psylocke's PsiThrust
    4. Fierce or Roundhouse Jumping Attacks
    -you attempt to stop Magneto's J.Roundhouse with S.Roundhouse, this will NOT
     work (unless of course you throw the S.Roundhouse first, in which case you
     will perform it as a normal air counter, as opposed to absorbing it).
    NOTE: for #2, IF the attack you are performing when they hit you (with their 
          first attack) comes out before their next hit, it will be successful.  
          In the Psylocke example, if you start a S.Fierce and she hits you just
          as Juggy brings his arm up, the Roundhouse usually doesn't come out
          fast enough to cancel out the uppercut, and you'll launch her.
    The following is a list of ways to use Juggernaut's Unstoppability with each
    S.Jab, C.Forward- Both great unstoppable attacks with good speed, ideal for
                      offense and working up close. Because of its great speed,
                      the S.Jab is perfect against pesky little guys like
                      Wolverine who like to dash in with Jabs and such--this will
                      usually come out fast enough to negate his attack, and you
                      can quickly cancel into a S.Strong+Earthquake Punch to push
                      them back.
                      The C.Forward is also good in this respect, although if
                      they are even remotely fast and chain into another attack
                      from the one you're absorbing, this sweep will not come out
                      fast enough to connect with. This is great against an
                      opponent who uses a lot of unchainable attacks up close, or
                      lots of FBs from this range.
    C.Fierce, F+Fierce- use BOTH with caution. The C.Fierce does big damage, and
                        if you are DASHING when it absorbs an attack, you will
                        usually launch the enemy for an air combo. If the enemy 
                        is quick with their MS you will frequently get 
                        interrupted with this attack, and weary opponents will
                        simply sweep you. Same with the F+Fierce, except the good
                        thing about this is that a Roundhouse Splash will ALWAYS
                        connect after this if you cancel fast enough. It can be
                        seen coming though, so try to absorb attacks with it 
                        from mid-range, especially FBs and dashing regular 
    S.Roundhouse, S.Fierce- again, both are slow and if anticipated can be swept
                            or comboed. Use these as air counters to those who
                            like jumping in with attacks other than Fierce or
                            Roundhouse, but time them extra early so they will
                            have difficulty chaining into a MS. If they don't
                            jump in with weak attacks, just make sure that you
                            time the attack to hit as an air COUNTER instead of
                            trying to absorb the jump-in.
    Juggernaut Punch- overused in other places, the JP's greatest asset is its
                      tremendous speed once he starts moving, and its absorbing
                      ability. From anywhere on the screen except from FULL 
                      screen, if you see the enemy start a FB, IMMEDIATELY whip 
                      off a Juggernaut Punch (Fierce from CLOSE to full screen, 
                      Strong from mid-screen, etc...). Just beware not to do this 
                      as often against Iron Man when he has a level charged :).
                      The JP is also fairly useful with absorbing regular
                      attacks, but I find its recovery is far too long to do this
                      often--in this case, stick with F+Fierce from mid-range and
                      Jabs and C.Forwards up close.
    Earthquake Punch- absorbs attacks QUITE well, but the only reason I see to 
                      use it here is against dashing attacks, as it will push 
                      them away considerably.
    Headcrush- a VERY important unstoppable attack, this move is LITTERALLY
               unstoppable. With the exception of ICs, this CANNOT be stopped by
               ANYTHING, including chains, sweeps and J.Roundhouse and Fierce.
               This is because of its tremendous speed; ANYTIME you see the enemy
               do ANYTHING (really, anything), whip this off to take it out; 
               unless it's an IC or the enemy is above you, I GUARENTEE this will
               take it out! One thing to note however is not to do it against 
               full screen projectiles, as the Headcrush's range prevents it from
               hitting that far; you'll absorb the projectile, but the Headcrush
               will often not reach them.
    Dashing Jump:
    Quite important to Juggy, IMO. This allows him to go OFFENSIVE from even
    across the screen--utilize this on overly-defensive opponents who do not
    throw out enough attacks to absorb/counter.
    In the Air:
    You should not jump with Juggernaut unless the opportunity presents itself
    for a jump-in combo IMO, as Juggernaut's air arsenal is limited. His J.Jab
    has decent range and is good if they pester you in the air, but you shouldn't
    really be up there anyways.
    The only good move he has in the air is J.Fierce for priority up close, but
    most opponents can snag him with a jumping kick before he reaches them. The
    Juggernaut Splash doesn't help you much either, because if you miss you're
    toast. Juggernaut's game is generally defensive, so stay grounded.
    BEST JUMP-IN CHAIN: J.Fierce -> J.Roundhouse is again, best for solid damage,
                        and J.Short -> J.Forward is your best jump-in chain IMO,
                        though J.Short -> J.Fierce works as well.
    Beginning Pose:    Blackheart rises up from a portal in the ground and laughs
    Winning Pose 1:    Blackheart clenches his fist full of energy and laughs 
    Winning Pose 2:    Blackheart raises his hands to the sky and laughs
    Winning Pose 3:    Blackheart raises his hands to the sky and exclaims
                       "Blackheart rises!"
    Taunt:             Blackheart clenches his fist full of energy and laughs
    Regular Color:     Black and blue
    2nd Color:         Reddish blue
    Background:        Hell, or some nether-realm of that sort. The entire place
                       is ablaze with hellfire, with many shadowy souls writhing
                       in horror in the back. One of my favorite backgrounds.
    Post-Match Quotes:
         Vs. Blackheart-"You are merely a reflection, cast in my image, to test
                         my loyalty to Mephisto."
            Close Fight-"Evil prevails again, but you did put up a struggle worth
                       -"My father Mephisto will be happy to welcome one so weak
                         into his kingdom!"
                       -"So much courage in the face of evil, yet so little
    Blackheart is the son of Mephisto, lord of darkness. He aspires to become 
    more evil than his father and overthrow him as the emporer of the underworld.
    The Infinity Gems will give him the opportunity to do so...
    Well, my opinion of Blackheart has somewhat changed. If you play him with a
    good mix of offense with his S/C.Forward, Air Dash and demons, and defense
    with his other attacks, Blackheart can be a dangerous opponent, and actually
    pretty enjoyable to use. He is DEFINETELY not a scrub character, you HAVE to
    be careful how you use ALL of his moves, esp. the Infernos and Dark Thunders.
    With a lot of practice he can be just as good as any other fighter.
    -Downward Dark Thunder: HCT+Jab
    -Forward Dark Thunder: HCT+Strong
    -Upward Dark Thunder: HCT+Fierce        
    -Close Lightning Inferno: HCB+Jab
    -Mid-Screen Lightning Inferno: HCB+Strong
    -Far Lightning Inferno: HCB+Fierce
    -Ice Inferno: HCB+Strong -> Strong
    -Fire Inferno: HCB+Fierce -> Fierce
    -Soul Absorb: F or B+Fierce (close)
    -Energy Surge: F or B+Strong (close)
    -Air Energy Surge: F or B+Strong or Fierce in mid-air (close)
    -Best Gem: Reality
    -Forward Dash; Forward Ground Warp: F, F or all three punches 
    -Backward Dash; Backward Ground Warp: B,B or B+all three punches
    -Air Dash: F, F in mid-air
    -Infinity Counter; Dark Thunder: B, D/B, D+any punch
    -Infinity Combo; Armageddon: QCT+all three punches
    -Infinity Combo; Heart of Darkness: QCT+all three kicks
    S.Jab is a good up-close attack for pecking/ticking, and you can chain two
    together for a simple combo (yawn). S.Strong is Blackheart's Regular, and
    only, Launcher. By itself it's a decent air counter, but it has a short delay
    before it hits--it is powerful, but it is best used chained out of S.Forward.
    S.Fierce has Blackheart release small pink demons from his chest, floating
    forward then falling shortly. From a distance they can counter slower missed
    attacks, or to hit opponents just as they land. S.Roundhouse has him kick
    forward slightly and release different demons; this is slightly faster and
    the demons are guarenteed if the kick hits--the kick has minimal range, and
    is not too quick. It may be used to surprise slower dashing opponents. See
    tactics for more info. Both C.Fierce and C.Roundhouse are basically low
    versions of the demons, with the little critters moving along the ground;
    this is somewhat useful for countering high attacks, and they come out
    slightly faster than the standing versions. See tactics for more info.
    S.Forward is Blackheart's best attack, and is IMO imperitive to playing a
    good Blackheart. This has excellent priority up close (against low attacks,
    use C.Forward instead), and in addition, also does decent damage and has
    great recovery. The S.Forward is also serves as Blackheart's best air
    counter--the most important feature of the S.Forward is that, following his
    MS, you can chain into S.Strong to launch the enemy. This allows Blackheart
    to deliver a powerful combo off of an air counter, OR a pecking attack.
    C.Strong is another good attack up close, with slightly longer recovery; good
    vs. up-close projectile attempts and slower high attacks.
    J.Fierce and J.Roundhouse are airborne versions of the S.Fierce/S.Roundhouse;
    again, there is a delay before the demons are released, and Blackheart's
    recovery isn't too good. They can be useful if you anticipate the opponent
    throwing a late air counter, or after his excellent air dash to surprise
    them. J.Forward and J.Strong are both excellent jump-in and air-to-air
    -Downward Dark Thunder-
    (Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot
     lightning downward and forward at the ground)
    After the downward motion, the lightning travels low across the ground. Has
    a delay when it comes out, and the recovery is quite bad. From across the
    screen you are pretty much safe from counter however. Use mainly to deter
    slower dashers (or dashing enemies from across the screen).
    -Forward Dark Thunder-
    (Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot 
     lightning forward across the screen)
    Basically the same as above, except slides and other low moves can avoid it;
    alternately, it can work better on airborne opponents.
    -Upward Dark Thunder-
    (Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot 
     lightning upward at an angle)
    Because the lightning is pretty wide this is a pretty decent way to keep the
    opponent away from jumping in. Refrain from using it if the enemy is anywhere
    within range on the ground, as the recovery is horrible. If air blocked,
    you're pretty safe in most cases.
    -Close Lightning Inferno-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of lightning blasts up from the ground close to
    This produces a geyser only a few steps away from Blackheart, so it is pretty
    good for halting deep jumping opponents; if it connects, OTG with another
    Inferno (or Heart of Darkness) for a quick combo. If the enemy blocks they
    can dash forward and combo, so be watchful.
    -Mid-Screen Lightning Inferno-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of lightning blasts up from the ground around 1/2
     screen away)
    Good for keeping opponents pinned and forcing them to jump, falling prey to
    your Fierce Dark Thunder. If they block it from that distance you're pretty
    safe most of the time. If it connects follow with another Inferno of your
    choice or Heart of Darkness OTG. NOTE: if you pull this off when your foe
    gets closer than its max range (i.e. if they're closer than 1/2 screen), the
    Inferno will try to track the enemy, although they can usually avoid it.
    -Far Lightning Inferno-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of lightning blasts up from the ground around a
     full screen away)
    Keep the opponent pinned with this, mixing in the Fierce/Stron Dark Thunder
    to keep them on the ground and move in for the kill. Like the Mid version
    this will attempt to track if the opponent is closer than full screen. If
    this connects follow with another one, or Heart of Darkness, for an OTG
    -Ice Inferno-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of ice and cold air shoots up from the ground 
     around a 1/2 screen away)
    This one only comes up in the middle, but will attempt to track as I 
    explained above. Despite its wording, this will NOT freeze the opponent for a
    combo, although you can follow it with another Inferno or Heart of Darkness
    OTG as usual.
    -Fire Inferno-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of fire shoots up from the ground around a full 
     screen away)
    This will track the opponent if they get closer than full screen. If it 
    connects follow with another, or Heart of Darkness... Like the Fierce
    Lightning Inferno, use it to pin them across the screen, mixed with the
    Strong/Fierce Dark Lightning.
    -Soul Absorb-
    (Blackheart grabs the opponent in one hand, and calls forth small 
     ghosts/souls to enter their body; he then tosses them away)
    Up close this is a good option, mixed in with Jabs and Shorts. You can OTG
    after it in the corner...
    -Energy Surge-
    (Blackheart grabs the opponent and shocks them with energy, then throws them
    Pretty much the same as the Soul Absorb...
    -Air Energy Surge-
    (Blackheart grabs the opponent in mid-air and shocks them with energy, then 
     throws them away)
    Basically the same as the standing version, use whenever you meet the enemy
    up close in the air, especially during an Air Dash.
    -Best Gem; Reality-
    (Blackheart turns invisible)
    Blackheart is TOTALLY invisible, though it doesn't last long. Once invisible,
    try to mix up your movements and not give away your position. Dash forward 
    and back a lot (and air dash) to keep you difficult to hit and avoid attempts
    to find you. One cool thing to do is pull off an Armageddon IC when they
    least expect it.
    -Forward Dash; Forward Ground Warp-
    (Blackheart "seeps" into the ground and re-appears a few steps forward)
    FORGET about dashing combos or getting in fast, because this is THE slowest
    dash in the game! However, the main thing about it is that he is TOTALLY
    invulnerable during the dash, so use it to avoid slow-moving attacks and come
    up with a appropriate counter. Mix in with the backward dash and air dash to
    confuse the enemy.
    -Backward Dash; Backward Ground Warp-
    (Blackheart "seeps" into the ground and re-appears a few steps backward)
    Same deal as the forward dash; use this one to avoid most projectiles or if
    you anticipate a jump in. Come up with a Special Move to counter if they 
    missed you. Mix up with his other dashes for confusion.
    -Air Dash-
    (Blackheart floats forward quickly)
    MUCH faster than his ground dash, this is important to his offense. Fly over
    to the opponent and attack with Strongs and Forwards, and mix it up with the
    ground dashes; also be ready to throw out a Fierce during the Air Dash if the
    enemy leaves and opening. The Air Dash can also get you over a lot of ground-
    based attacks, especially many ICs.
    -Infinity Counter; Dark Thunder-
    (Blackheart blocks the enemy's attack and counters with a Dark Thunder)
    Useful mainly on jump-ins... Works well against dash-in blocked attacks too,
    and a lot of other long-ranged attacks.
    -Infinity Combo; Armageddon-
    (Blackheart holds his hands to the sky and glowing red rocks rain down on the
     whole screen)
    Despite its looks, it's not all it's cracked up to be. The damage is great
    but it is slow and easy to block. One advantage is that Blackheart recovers
    before the opponent does, wether they block or not (i.e. there is still rocks
    falling when Blackheart is free to move), so if they do block you can defend
    against their possible counter. This is IMO best used only on airborne foes,
    and it can be used in a few combos, but you've gotta be up close first. It is
    best used either on airborne opponents or after the enemy misses any slow
    recovering move. It is a VERY safe IC, and the opponent can only counter it
    right up close.
    -Infinity Combo; Heart Of Darkness-
    (Blackheart brings his hands up and sends a sphere towards the ground; when
     it connects, a huge geyser of energy shoots up from the ground under the
     opponent, followed by MANY little winged demons; Blackheart crosses his arms
     and begins to float upwards beside the geyser as the demons proceed to naw
     away at his opponent; he then finishes by landing and bringing up a huge
    MANY hits from this, and you can get 30+ combos with this for great damage.
    You should basically treat this as a one of his Infernos, as it has about the 
    same speed, and will track the enemy to a certain extent. If it connects, 
    follow with one last Inferno OTG as they begin to fall.
    NOTE: it is actually possible to Air Dash and follow this up, since Bheart
    falls free as the enemy is finishingtheir reeling animation--with proper
    timing, you can land underneath them and combo them further! See combos.
    -Safe Air Magic Series: Jab -> Short -> Strong -> Forward (note: his Fierce
                            and Roundhouse cannot be used in Air Combos; his 
                            Forward is the finisher, as it does the FS)
    -Safe Ground Combo: none
    -Ground Magic Series: Kick to Punch
    -Jumping Magic Series: Kick to Punch (2 hits max)
    -Launchers: S.Strong
    -Air Launchers: none
    -Straight Launchers: none
    -Small Launchers: none
    1.  J.Forward, C.Short -> C.Strong
    2.  S.Roundhouse/S.Fierce/C.Roundhouse/C.Fierce, Inferno
    3.  Inferno, Inferno (OTG)
    4.  Inferno, Heart of Darkness (OTG)
    5.  Heart of Darkness, Inferno (OTG)
    6.  S.Strong XX Armageddon
    7.  Inferno (close), S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward (FS)
    8.  J.Strong -> J.Forward, C.Forward -> S.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Forward (FS)
    9.  S.Forward -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
    10. S.Roundhouse/S.Fierce/C.Roundhouse/C.Fierce, Strong Dark Thunder
    11. S.Roundhouse (close), S.Forward -> S.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward (FS)
    12. (corner) Strong/Fierce Throw, C.Short (OTG) -> S.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward (FS)
    13. (corner) Strong/Fierce Throw, C.Short (OTG) -> S.Strong XX Armaggedon
    14. any Inferno (close), C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward (FS)
    15. any Inferno (close), C.Short (OTG) -> S.Strong XX Armaggedon
    16. Heart of Darkness, Air Dash, S.Forward -> S.Strong -> SJ.Jab -> SJ.Short
         -> SJ.Strong -> SJ.Forward (FS)
    17. (corner) S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward (FS),
        J.Forward (OTG) -> S.Roundhouse
    18. (corner) Heart of Darkness, Air Dash, S.Forward -> S.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward (FS), J.Forward (OTG) -> S.Forward
        -> S.Strong
    19. (close) Inferno, S.Strong XX Armaggedon, S.Strong -> SJ.Jab -> SJ.Short
        -> SJ.Strong -> SJ.Forward (FS)
    GROUND COMBOS: Pretty much non-existant. If you manage to hit the enemy up
    close, most likely with a Standing or C.Forward, you should chain into a
    S.Strong for an Air Combo. He has a limited Kick-Punch Ground MS, and no
    Special Moves fast enough to finish a Ground Combo. The only type of "Ground"
    combo he possesses would be off of his Fierce/Roundhouse Demons, or Infernos.
    AIR COMBOS: His SJ.Forward is the finisher, but the full Jab -> Short ->
    Strong -> Forward 4-hit does decent damage. When up close, the S.Forward ->
    S.Strong is the only real combo option Blackheart has, so use it. And of
    course, the S.Forward as an air counter can be chained into the S.Strong for
    the same combo... If you connect with the Air Combo in or near the corner,
    be sure to attempt the OTG as you fall with J.Forward... because the
    SJ.Forward initiates the FS, remember that you cannot continue into another
    Air combo (it would be an infinite of course... :)
    THROW COMBOS: Fairly limited, you can hit the enemy OTG with C.Short or C.Jab
    in the corner after either Throw and often chain into a further combo. An
    Inferno or Heart of Darkness will not OTG as far as I know, as it has too
    slow a start-up.
    OTG COMBOS: Off of an Inferno or Heart of Darkness, Blackheart can follow
    with another Heart of Darkness or Inferno with fast timing. If you manage to
    get close enough, you can also OTG with a C.Short and combo.
    Although I still don't play him that much, I have more respect for Blackheart
    as an expert character now. Playing keep-away and defensive works, but you
    can also go offensive if you do it carefully. Keep defensive opponents pinned
    with Infernos, and utilize his Air Dash to get in close; when the enemy
    blocks as you come in, peck safely with J.Forward, then land. From this close
    range make use of your S.Jab/S.Short in hopes of a Throw, and S.Forward to
    possibly open up for a combo. Not much more to say here, you should make a
    healthy mix of offense and defense with Blackheart.
    Dashing Jump:
    None, AFAIK. He has his Air Dash though, so he doesn't really need it IMO.
    S.Forward is really all you need as an air counter, or a counter to higher
    moves. Dashing opponents can be deterred with C.Forward; chain into S.Strong
    and combo. Also note that, with all the Dark Thunders, Blackheart's hands
    will hit as well, giving it a wider radius about his body...
    Use the Armaggedon when the enemy jumps if you have it, and mix up the
    Infernos from a distance along with your forward and backward dashes to
    confuse them. Additions?
    In the air:
    J.Forward and J.Strong are your best all-around attacks, and pretty much all
    you have. J.Short can be useful on blocking opponents for a possible tick, or
    to pester persistant crouchers. J.Jab has great priority as well...
    BEST JUMP-IN CHAIN: J.Forward -> J.Strong is really your only option, and
                        works quite well.
    (NOT word for word...)
    Mephisto congradulates his son on his victory, then demands that Blackheart
    hand over the Gems. Blackheart refuses his pops, and takes the Gems to rule
    in place of his father (now that's respect for your elders. :)
    Secret Character; DR. DOOM:
    Beginning Pose: Doom appears and exclaims "Now you face your Doom"
    Winning Pose 1: Many mirror images of Doom appear around the fallen enemy
                    and Doom laughs menacingly
    Winning Pose 2: A Throne and servants appear to attend Doom, as he exclaims
                    "Another victory."
    Taunt:          Doom crosses his arms and laughs menacingly
    Original Color: Dark green cape
    2nd Color:      lighter green cape
    Background:     appears to be the same as Magneto's, on Asteroid M ?
    Playstation and Saturn:
    First beat the game with any character, then save it to memory. With Short
    Cut Select OFF, go the character select screen.
    Tap down, down and hold it, and while holding press Short, then while still
    holding Short press Forward, then while holding both press Roundhouse. You
    must start this code on Spider-Man (so that the second downward tap lands you
    on Cap).
    If done correctly, Cap's image will be replaced with Doom's, behind the turbo
    selection. Thanks to wilhix@chanzero.com for the code!
    NOTE: From here on, if you save it to memory, Doom will always be selectable
    in the Shortcut mode, but if you want to play with Shortcut off, you'll have
    to imput the code again.
    A native from his kingdom of Latveria, Dr. Doom is a technological genius who
    is not satisfied with his iron rule over his home country and seeks to
    dominate the world. Doom seeks to gain control of the Infinity Gems to
    accomplish not only this goal, but the goal of conquering the whole universe!
    IMO, Doom is not really that "cheesy", just really powerful :). He has enough
    weaknesses, in the recovery of his Special Moves, to make him vulnerable. He
    also has no Throw combos, which IMO weakens him, at least a little. All of
    his weaknesses are compensated with the extremely powerful and effective
    Photon Array; this IC is not only one of the most damaging moves in the game,
    but it is also a multi-purpose defensive attack AND can be used in combos! If
    use properly Doom is one of the strongest fighters in the game--Iron Man
    players may find a similarity in play here...
    -Gauntlet Blast: QCT+any Punch (can be done in mid-air)
    -Photon Shock: HCB+any Punch (can be done in mid-air)
    -Molecular Shield: HCB+any Kick
    -Flight: QCB+all three Kicks (repeat to land)
    -Upward Energy Flash: F or B+Strong (close)
    -Ground Slam: F or B+Fierce (close)
    -Air Throw; Energy Flash: F or B+Strong (close in mid-air)
    -Air Throw; Air Drop: F or B+Fierce (close in mid-air)
    -Best Gem: none
    -Forward Dash; Forward Jets: F, F or all three punches 
    -Backward Dash; Backward Jets: B,B or B+all three punches
    -Infinity Counter; Gauntlet Blast: B, D/B, D+any punch
    -Infinity Combo; Photon Array: HCT+all three punches (can be done in mid-air)
    S.Jab and S.Short or are both useful up close as ticks/pestering moves.
    S.Forward is double hit snap kick, and will launch with both hits; this
    should be you're most used combo finisher. S.Strong is a good air counter
    with high priority, and seems to launch, but really weird. Note that, other
    than as an air counter, the S.Strong is very dangerous to use, as it seems
    to hit so high that it will often miss some standing opponents; it also has
    almost no horizontal range. Also try and refrain from using it in a MS
    C.Fierce is another launcher, which has good priority up close, even against
    dashing opponents. It does however have a short start-up and recovery, making
    it difficult to use offensively or in combos. Must time the SJ after unless in
    the corner.
    C.Roundhouse is his knockdown move; fairly fast coming out, but slow in
    recovery, if blocked. If it hits, you CAN OTG after. J.Roundhouse is a Dive
    Kick which bounces Doom off when blocked, making it a safe jump-in attack,
    for the most part. Faster counters like dashes and ICs will connect; See
    tactics for more info. J.Strong seems to be your best jump-in.
    J.Fierce is his pop gun, useful on airborne opponents from a distance for
    good damage. This CANNOT be done on Air Combos, at least not consistantly.
    -Gauntlet Blast-
    (Doom charges his gauntlets briefly, then releases a thick beam of energy
     across the screen)
    The Gauntlet Blast is akin to Iron Man's UniBeam; it does good damage and
    reaches across the screen, and is also wide enough to hit jumpers in most
    cases. However, it has a short delay on startup so they can see it coming,
    and recovery similiar to the UniBeam, meaning if blocked you will be hit. The
    air version fires downward, and is useful during flight or a Super Jump when
    the enemy is attempting a ground attack, or when they try to jump up and meet
    you. AFAIK this cannot be used in ground combos because of the start-up.
    -Photon Shock-
    (Doom crosses his arms around his midsection and releases multiple bolts of
     energy in every direction)
    This is a very powerful attack that entirely covers Doom, making an excellent
    air counter (if air blocked you're usually safe), and having priority over
    dashing moves; if blocked close, he can be countered. It is however usable in
    Air Combos, and IMO is your best Air Combos finisher. It also provides an
    excellent defense when jumping or in flight against just about anything.
    -Molecular Shield-
    (Doom raises his arms and draws a spinning shield of rock bits around his
     body; after circling a few times they are released to fly forward)
    Once it has fully encircled Doom, he is pretty much invulnerable, except to
    some ICs. This can be used as a defense for just about anything, and will
    also hit OTG for many hits. Huge damage, and great block damage too, but if
    blocked, especially close, Doom can be hit in recovery.
    NOTE: if the opponent is hit with the rocks as they fly forward and Doom is
    free to move, you can hit the enemy for a combo as the rocks connect! See
    (Doom flies :)
    IMO more useful than Shellhead's or Magneto's, because of Doom's mid-air
    arsenal. He has the Gauntlet Blast for grounded opponents, and the Photon
    Shock/Array for defense and combos. This activates about as fast as Iron
    Man's Flight. See defense for more info.
    -Upward Energy Flash-
    (Doom grabs the enemym, holds them up, and sends them flying with a burst of
    A good Throw to put distance between you and your opponent. Cannot be
    followed with an OTG combo :(. Same deal in mid-air.
    -Ground Slam-
    (Doom picks the enemy up and slams them one-handed directly to the ground)
    Useful if you want to keep your enemy close to you after Throwing. Same for
    the the air version. Also cannot be followed with an OTG combo :(.
    -Forward Dash; Forward Jets-
    (Doom activates his back jets and flies forward)
    Goes quite fast with a short start-up, useful for countering and dash-in
    combos. He also goes airborne slightly, so it may do well to avoid low
    -Backward Dash; Backward Jets-
    (Doom activates his forward jets and slides backwards)
    Also quite fast, useful against dashing opponents or to avoid jump-ins.
    -Infinity Counter; Gauntlet Blast-
    (Doom blocks an attack and counters with his Gauntlet Blast)
    Useful in many places, be it up close, or to counter attacks from a distance,
    especially projectiles. Try not to use it on jump-ins unless they're quite
    -Infinity Combo; Photon Array-
    (Doom crosses his arms around his midsection and releases MANY bolts of
     energy in every direction)
    One of the most devastating moves in the game, it does HUGE damage and covers
    every angle. This makes it an awesome defense against pretty much anything.
    In addition, it can be used in Air Combos or OTG combos! If blocked, Doom is
    left WIDE open.
    -Safe Air Magic Series: Jab -> Short -> Forward -> Photon Shock
    -Safe Ground Combo: D.S.Jab -> S.Short -> S.Forward -> Air Combo
      If the enemy blocks... D.S.Jab -> S.Short -> S.Forward (1st hit) ->
    -Ground Magic Series: Zig-Zag
    -Jumping Magic Series: Zig-Zag (3 hits average)
    -Launchers: S.Forward (both hits), C.Fierce
    -Air Launchers: none
    -Straight Launchers: S.Fierce
    -Small Launchers: none
    1.  S.Short -> S.Forward (1st hit) -> S.Fierce
    2.  C.Short -> S.Forward (1st hit) -> S.Fierce XX Fierce Photon Shock
    3.  C.Short -> S.Forward (1st hit) -> S.Fierce XX Photon Array
    4.  C.Short -> C.Forward -> C.Roundhouse
    5.  S.Short -> S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Roundhouse
    6.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward X Fierce Gauntlet Blast
    7.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Fierce Photon Shock
    8.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Photon Array
    9.  J.Jab -> J.Forward, D.C.Short -> C.Forward -> C.Roundhouse
    10. D.S.Jab -> S.Short -> C.Roundhouse XX Photon Array (OTG)
    11. D.C.Jab -> C.Short -> C.Strong -> C.Roundhouse, C.Short (OTG) ->
        S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Photon Shock
    12. J.Jab -> J.Short -> J.Strong, D.C.Short -> C.Roundhouse, C.Short (OTG)
        -> C.Forward -> S.Fierce
    13. Photon Array (close), C.Short (OTG) -> S.Forward -> SJ.Jab -> SJ.Short ->
        SJ.Forward XX Photon Shock
    14. Photon Array (close), C.Short (OTG) -> S.Forward -> SJ.Jab -> SJ.Short ->
        SJ.Forward XX Photon Array
    15. C.Fierce or S.Forward (as air counter) -> SJ.Jab -> SJ.Short ->
        SJ.Forward XX Photon Shock or Photon Array
    16. D.S.Jab -> S.Short -> S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward,
        Strong Air Throw
    17. (from full screen) Molecular Shield, Photon Array
    18. Molecular Shield (2nd half only), J.Jab -> J.Short -> J.Strong ->
        J.Forward XX Photon Shock
    19. Molecular Shield (2nd half only), Fierce Gauntlet Blast
    20. Molecular Shield (2nd half only), D.S.Forward -> SJ.Jab -> SJ.Short ->
        SJ.Forward XX Photon Shock
    21. Molecular Shield (2nd half only), Photon Array
    22. D.C.Short -> C.Strong -> C.Roundhouse XX Molecular Shield (OTG)
    23. Doctor Doom's Marvelous Combo:
    J.Jab -> J.Short, S.Forward -> SJ Jab -> SJ Short -> SJ Strong XX Photon
    Array (Fall with opponent) C.Short (OTG) -> S.Forward -> S.Fierce XX Photon
    24. Doom's SECOND Marvelous Combo:  :)
    J.Strong -> J.Forward, S.Forward -> SJ.Jab, SJ.Short, SJ.Strong XX Photon
    Array, SJ.Strong XX Photon Array, SJ.Strong, SJ.Forward, S.Forward -> SJ.
    Jab, SJ.Short, SJ.Strong XX Photon Array, J.Strong XX Photon Array 
    Comments (#22): Thanks to David Litchman [davel@discovernet.net] for this
                    combo! There are a couple of things to discuss with this. It
                    is possible to hit the enemy with the Molecular Shield OTG
                    or as a juggle, if you cancel fast enough. If you are slower
                    and end up going for an OTG, the enemy can of course Safety
                    Roll. HOWEVER, oftentimes, because of the Shield's
                    all-around range, the enemy can be caught as they recover
                    from the Roll, and even if they block, from this position it
                    can be difficult to hit Doom. To catch them early, it is
                    best done in the corner.
    Comments (#23): Thanks to elittles@oboe.aix.calpoly.eduto for this awesome
                    combo! Here's his explanation:
    "This combo is pretty straightforward but there are some grey areas that need
    further explaination. You want to do this one in the corner for the best
    First jump in with a quick jab and then a short.  Right after the jumping
    short Dr.Doom should be on the ground. From here you use Doom's S.Forward to
    begin the launcher. Now you are in the air and you begin the air magic series
    as usual. SJ Jab then SJ Short then SJ Strong.  You want to use the SJ Strong
    in this combo, not the Forward; the forward will connect but will give you
    the wrong results.  Once you connect with the SJ.Strong quickly cancel it
    into a Photon Array.  If you have timed it right you will be RIGHT next to
    your opponent after the SJ.Strong and in perfect position for the Photon
    Array.  You will know that you've done this part right because your opponent
    gets pummeled by basically the entire Photon Array and you are going down with
    with opponent at almost the exact same rate. Now this is by far the hardest
    part of the combo to time and as far as I know it WILL NOT WORK if you are
    not in the corner deep by this point in time. Perform a crouching short then
    quickly do a standing forward cancelling it into a standing fierce and then
    quickly cancelling it into a Photon Array (or a Photon Shock). As I said
    before the Crouching short is the hardest part of the combo and it is even
    harder against smaller people.  To begin, start out on a big opponent such as
    Juggernaut, Hulk, or Thanos."
    Comments (#23): Thanks to BC2415@aol.com for this amazing combo similiar to
    "O.K. This combo may seem complex but its pretty easy.  First charge up four
    meters of super energy then start the combo. Do the basic jump-in and do your
    launcher and start an air combo.  After the SJ.Strong, cancel into the Photon
    Array, then follow the victim down and do another SJ.Strong and cancel into
    another Photon Array.  By this time you both should be pretty close to the
    ground.  Your opponent will hit the ground and be OTG by the Photon Array.
    While this is occuring do a SJ.Strong then SJ.Forward (Mind you this is all
    in the same original super jump), this will juggle them. Then do a S.Forward
    to re-launch your victim.  Do the basic air combo pattern and cancel a Photon
    Array after the SJ.Strong. Again follow your opponent down and do another
    SJ.Strong cancelled into a Photon Array.  After this your opponent will
    know what "Doom" is all about!!"
    GROUND COMBOS: a simple dashing MS finishing with the S.Fierce does
    respectable damage, and you can cancel it into a Photon Shock/Array and
    usually catch them with it. The best ground combo option Doom has, however,
    is definetely OTG after the C.Roundhouse, which recovers fast enough to carry
    into a C.Short OTG and combo.
    AIR COMBOS: Good damage; neither the SJ.Fierce or SJ.Roundouse work as
    Finishers, however the Photon Shock/Array does a fine job at this. S.Forward
    launches easily, but not too high, so SJ fast. C.Fierce launches at a very
    slight angle, but not too difficult to follow.
    THROW COMBOS: unfortunately non-existant; none of Doom's ground or Air Throws
    can be followed up. IMO this was done to compensate for the devastating
    Photon Array :).
    OTG COMBOS: Doom can OTG after the Photon Array or C.Roundhouse, but it must
    be done VERY fast.
    None of his Special Moves work very well on offense because of their
    recovery. When up close, the C.Strong has great priority, and when it
    connects you can chain into a S.Forward and Air Combo, or C.Roundhouse and
    OTG. The S.Forward by itself also has decent priority, so utilize it as well.
    Doom's Jabs and Shorts work well as ticks; his Throws have no combo
    possibilities, but they still do good damage.
    You can also utilize jumping and his Flight offensively, Air Dashing with
    quick mid-air attacks (Strong), and J.Roundhouse; when it is blocked, you
    will bounce to safety, and against opponents who can counter it, perform the
    Gauntlet Blast, Photon Shock or Photon Array during the bounce off. If the
    J.Roundhouse hits, quickly perform one of those attacks too.
    Dashing Jump:
    Great range and height here, useful for getting in close from a distance.
    Doom does quite good on defense as well. The Photon Shock or Photon Array are
    almost perfect defenses, provided you use them with VERY fast reflexes, so
    you can interrupt their attacks, not giving them a chance to block it.
    S.Fierce is also useful as a counter to dashing opponents, and both S.Strong
    and C.Fierce do fairly well as air counters. Also remember to try the
    Molecular Shield on defense, be it on jump-ins or dash-ins (just remember to
    do it early so they cannot snuff it!) S.Roundhouse will also do well against
    persistant low attacks, especially slower slides (eg. Wolverine's
    D/F+Fierce). Also remember that, against airborne opponents, the C.Fierce or
    S.Forward will not only defend well, but also launch for an Air Combo; use
    frequently in this case.
    In addition to this, remember that it is VERY difficult to hit a Flying Doom,
    using the Photon Shock/Array as general defense, the Gauntlet Blast against
    grounded opponents, and the Pop Gun against other airborne opponents from a
    In the air:
    Well, the Pop Gun deals well with enemies from a distance; the J.Roundhouse
    is great offensively on standing opponents (see offense). J.Strong is your
    best jump-in...
    BEST JUMP-IN CHAIN: Lots of choices here. J.Jab -> J.Short -> J.Strong is my
                        favorite, but you can mix them up.
    Shows Doom standing over a fallen Thanos, saying the Titan is not worthy to
    weild the power. Then it shows his visage hovering over the earth, saying how
    he'll rule the world and the cosmos...
    Secret Character; THANOS:
    Beginning Pose: Thanos raises his hand and exclaims "Pray!"
    Winning Pose 1: Thanos raises his hand and exclaims "Thanos Reigns!"
    Winning Pose 2: Nebula appears and clings to her master's side, as he raises
                    his hand and exclaims "Destiny Awaits"
    Taunt:          Thanos raises his hand and exclaims "Thanos Reigns!"
    Regular Color:  Light Orange and Purple
    2nd Color:      Orange and Purple
    Background:     The palace/fortress Thanos created for himself. Mephisto is
                    sitting on the steps playing with a human skull :), and
                    Lady Death is standing silently watching the fight. The
                    pretrefied forms of Thor, the Scarlet Witch, Nove and
                    She-Hulk are present as well.
    Playstation and Saturn:
    First beat the game with any character, then save it to memory. With Short
    Cut Select OFF, go the character select screen.
    Tap up, up and hold it, and while holding press Fierce, then while still
    holding Fierce press Strong, then while holding both press Jab. You must
    start this code on Cap (so that the second upward tap lands you on Spidey).
    If done correctly, Spider-Man's image will be replaced with Thanos', behind
    the turbo selection.
    NOTE: From here on, if you save it to memory, Thanos will always be
    selectable in the Shortcut mode, but if you want to play with Shortcut off,
    you'll have to imput the code again.
    A member of a powerful race known as the Titans, Thanos has been a tough
    opponent for the greatest Super Heroes, such as Adam Warlock and Iron Man.
    He is obsessed with impressing Lady Death, and wishes to court her. To do
    this, he steals the Infinity Gems and sets out to destroy all who oppose
    Thanos is considered by most to be far too cheesy, or powerful anyways. I
    would tend to agree, but playing him is sickengingly fun, especially with his
    huge, damaging combos. To say that you'll never be beaten would be going too
    far, but Thanos' ability to utilize 6 different ICs, AS WELL as using the
    Gems normally like everyone else, along with devastating combos in all forms
    and a move similar in properties to Hulk's Gamma Charge (the Spear Slide)
    make him a VERY difficult opponent when used right. If you're looking to beat
    him, better hope a scrub is playing as him. :)
    -Bubble Shot: QCT+any Kick
    -Spear Slide: HCT+any Punch (can be done in mid-air)
    -Power Knee: D+Forward (in mid-air)
    -Rock Slab: F or B+Fierce (close)
    -Soul Drop: F or B+Strong (close)
    -Air Throw; Air Drop: F or B+Strong or Fierce (close in mid-air)
    -Forward Dash; Run: F, F or all three punches 
    -Backward Dash; Hop: B,B or B+all three punches
    -Best Gem: none
    -Infinity Counter; Spear Slide: B, D/B, D+any punch
    -Infinity Combo 1; Reality Gem: B,D,D/B+Jab
    -Infinity Combo 2; Space Gem: B,D,D/B+Strong
    -Infinity Combo 3; Power Gem: B,D,D/B+Fierce
    -Infinity Combo 4; Time Gem: B,D,D/B+Short
    -Infinity Combo 5; Soul Gem: B,D,D/B+Forward
    -Infinity Combo 6; Mind Gem: B,D,D/B+Roundhouse
    S.Jab is your basic quick punch, somewhat useful as a tick. His C.Jab is a
    very quick double-fisted uppercut, useful for starting combos, however
    because the upper is so low and small, it will not work too well as an air
    counter. S.Short is a quick knee, useful as a tick and has high priority up
    close, for starting combos. C.Short is a fast low kick, his primary OTG
    starter. S.Strong is a quick double-hit punch, useful in combos. C.Strong is
    Thanos' only launcher, somewhat useful as an air counter, and comes out fast;
    useful up close to snuff high attacks. S.Fierce releases a spherical energy
    burst in front of him, doing GREAT damage and it is also a Straight Launcher.
    Recovery is not all that good; useful for countering missed moves from a
    distance, however a dash-in combo or IC is obviously better. Use mainly to
    finish quick combos. His C.Fierce is the Stone Wave, a decent keep-away move
    at a distance, and does big damage, the closer it is, the more hits you get.
    Be careful up close however, as you can be countered if blocked. S.Forward is
    the same as S.Short, a fast knee, only more damaging and slightly slower.
    C.Forward is Thanos' only knockdown, and recovers fast enough to OTG after
    fully. S.Roundhouse is a 2-hit Rock Throw, doing good damage up close with
    both hits. It cannot be used conventionally as a projectile because of the
    lag on the first hit. Like the C.Fierce its recovery is very bad if blocked
    within countering range. The C.Roundhouse is the Fire Stomp; This racks up
    the hits and does decent damage up close, but again it has slow recovery if
    blocked within counter range. Useful as an OTG attack, but Thanos is quite
    vulnerable against jump-ins here. J.Fierce is a horizontal bolt a short
    distance in front of him (it is difficult to use in air combos; see combos)--
    useful in air-to-air combat. J.Roundhouse is your best jump-in.
    -Bubble Shot-
    (Thanos winds up, then tosses a small bubble at the enemy; if it connects the
     bubble will grow to encircle the prone opponent for a moment)
    If this connects the enemy will stun for a considerable time, allowing a
    Spear Slide to connect, or dash-in combo. To make it somewhat fair, no IC is
    possible while the enemy is stunned. This projectile has considerable
    start-up and recovery, so be careful where you use it.
    -Spear Slide-
    (Thanos slides forward quickly, a small spear of energy at his head)
    This will be familiar to Hulk players, as it has similar properties to the
    Gamma Charge, without the charge time. It does the damage of the double Gamma
    Charge; it comes out almost as fast, making it ideal to counter just about
    any blocked attack; it can be OTGed after in certain special cases; and, it
    has tremendous recovery. The only difference is that this can be used in the
    air, to counter missed air attacks or to finish air combos. Use carefully.
    -Power Knee-
    (Thanos dives downward with a knee)
    This comes out fast, bouncing away if blocked. A good counter to jumped
    projectiles, and if you have the right angle, you can continue into a
    -Rock Slab-
    (Thanos grabs the opponent, then pulls up a slab of rock from the ground,
     smacking them away)
    A damaging Throw, you can follow it with an OTG combo ANYWHERE. Definetely
    should be used often.
    -Soul Drop-
    (Thanos grabs the enemy with a crackle of mental energy, then slams them
    Not as useful as his other Throw, as it cannot be followed up except VERY
    fast in the corner.
    -Air Drop-
    (Thanos grabs an airborne opponent and slams them to the ground)
    IIRC it cannot be followed up either. Use if you want.
    -Forward Dash; Run-
    (Thanos jogs forward quickly)
    A fairly fast dash, it will flow into a combo easily and can be cancelled 
    into a backward dash easily too. Dash in for a big combo whenever you see the
    -Backward Dash; Hop-
    (Thanos hops backward quickly)
    Decent for avoiding jump-ins or dashing opponents. Nothing else to comment on
    -Infinity Counter; Spear Slide-
    (Thanos blocks an attack and counters quickly with the Spear Slide)
    Useful on projectiles from about half screen or closer, or any other ground
    attack. Don't use it on jump-ins unless very deep.
    -Infinity Combo 1; Reality Gem-
    (Thanos calls two huge slabs of rock on either side of the opponent, then
     they slide together, crushing his foe)
    Will hit OTG, but I do not recommend this, as the recovery will go up
    considerably. Alternately, you can also juggle or OTG AFTER this IC; dash in
    as the enemy flies up after being crushed, then OTG. This IC is most useful
    from mid-range to full distance, to counter slower projectiles or missed
    attacks; if blocked up close you can usually be countered.
    -Infinity Combo 2; Space Gem-
    (Thanos releases a big rock shower from a portal, first above and just in
     front of him, then over the enemy's head) 
    If you're fast, you can hit him when the first half misses, with big moves
    like Iron Man's Proton Cannon. I do not recommend using it from a distance,
    or it will be easily defended against. However up close, the first part will
    connect, then the second will hit OTG. Decent as an air counter to deep
    jumping opponents. NOTE: If the first part of this IC is air-blocked, it is
    impossible (or just difficult?) to continue to block the second.
    -Infinity Combo 3; Power Gem-
    (Thanos tosses a big orange ball, which rolls along the ground)
    Use to counter pretty much anything from about mid-range, after which it can
    be blocked in time usually, or you should dash in for a more damaging combo.
    This does HUGE damage, and IIRC will also hit OTG. If blocked up close the
    recovery is quite slow, so be careful.
    -Infinity Combo 4; Time Gem-
    (Thanos throws some form of energy pillar; if it connects, the enemy's speed
     is significantly decreased)
    Pretty straight-forward, IMO not a too useful way of using a level on your
    meter. May be useful on opponents who play too fast on offense for you to
    readily handle.
    -Infinity Combo 5; Soul Gem-
    (Thanos fires a bolt of mental energy from his head; if it connects, it will
     sap the enemy's energy away, then slam them to the ground)
    Takes away a hefty amount of life (and give it to you :), and can be OTGed
    after in the corner. If blocked, its recovery is HORRENDOUS, so only use it
    in obvious places. This will also work in combos, BTW :).
    -Infinity Combo 6; Mind Gem-
    (The screen turns to a starscape and the opponent's controls are reversed)
    Useful only on human opponents, but can be highly confusing. Go for it if you
    want, it can really screw the enemy up :).
    -Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Roundhouse
    -Safe Ground Combo: none
    -Ground Magic Series: Zig-Zag
    -Jumping Magic Series: Zig-Zag
    -Launchers: C.Strong
    -Air Launchers: none
    -Straight Launchers: S.Fierce
    -Small Launchers: none
    1.  D.C.Short -> S.Strong (2 hits) XX Fierce Spear Slide
    2.  D.S.Jab -> S.Short -> S.Strong -> S.Fierce
    3.  D.S.Jab -> S.Short -> C.Fierce -> C.Roundhouse 
    4.  J.Roundhouse, D.S.Jab -> S.Strong -> S.Fierce
    5.  Bubble Shot, Fierce Throw, D.C.Short -> S.Strong -> S.Fierce
    6.  Bubble Shot, D.S.Jab -> S.Short -> S.Strong XX Fierce Spear Slide
    1.  D.C.Jab -> C.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide
    2.  J.Roundhouse, D.C.Jab -> C.Short -> C.Forward, C.Short (OTG) -> S.Forward
        XX Spear Slide
    3.  D.S.Jab -> S.Strong -> C.Forward, C.Short (OTG) -> C.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
    4.  J.Forward -> J.Roundhouse, D.S.Jab -> S.Strong -> C.Forward ->
        C.Roundhouse (OTG)
    5.  (corner) D.S.Jab -> S.Short -> S.Forward XX Space Gem IC
    6.  J.Fierce -> J.Roundhouse, D.S.Short -> S.Forward XX Soul Gem IC
    7.  (corner) D.S.Short -> S.Strong -> S.Forward XX Soul Gem IC, C.Short (OTG)
        -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
    8.  D.C.Short -> C.Forward XX Reality Gem IC (OTG)
    9.  2nd half of Space Gem IC, D.C.Short (OTG) -> S.Strong XX Fierce Spear
    10. Reality Gem IC, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward -> Jab Spear Slide
    11. Reality Gem IC, Power Gem IC
    12. Reality Gem IC (close), J.Jab -> J.Short -> J.Strong -> J.Forward XX
        Jab Spear Slide
    13. Reality Gem IC, Soul Gem IC (juggle--must time it!)
    14. Fierce Throw, Reality Gem IC (OTG)
    15. Fierce Throw, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong, Strong Air Throw
    16. Fierce Throw, D.C.Short (OTG) -> S.Forward XX Soul Gem IC
    17. Activate Time Gem, C.Roundhouse -> C.Roundhouse -> C.Roundhouse...
    18. C.Roundhouse (2-3 hits from any distance) XX Bubble Shot, combo of your
    19. C.Roundhouse (2-3 hits from any distance) Reality Gem, D.C.Strong ->
        SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
    20. (corner) Strong Throw, C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Fierce (FS)
    21. (corner) Strong Throw, C.Roundhouse
    22. J.Jab -> J.Short, C.Jab -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward, Jab Spear Slide
    23. D.S.Jab -> S.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> S.Forward XX Soul Gem IC
    24. Spear Slide, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
        SJ.Strong -> SJ.Forward XX Jab Spear Slide
    25. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Short ->
        SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
    26. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> S.Forward XX Soul Gem IC
    27. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
        SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Jab ->
        SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
    Comments (#17): yes, this is a SOMEWHAT infinite combo, at least until the
                    Gem runs out... :) This will even dizzy in between, perhaps
                    the only true dizzy combo in the game. After this dizzies,
                    stop the C.Roundhouses and follow with your favorite combo.
    Comments (#22,#23): Thanks to BC2415@aol.com for these combos. The trick to
                        this is to hit the fallen body of your opponent after
                        the Spear Slide with a SJ.Short then re-launch and do
                        the air combo again. Timing is crucial, similar to the
                        J.Strong sfter the Chaos Dimension for Shuma Gorath.
    Comments (#24): see OTG overview below for more info.
    GROUND COMBOS: Thanos does not have a Safe Ground Combo, so despite his high
    damage potential, you still have to be careful with your attacks. Doing a
    simple ground MS and finishing with S.Fierce or C.Fierce works well, but he
    can also do well with Air and OTG combos. Your choice. IMO it is definetely
    worth doing a ground combo if you have a level charged, so you can combo into
    a Soul Gem IC :).
    AIR COMBOS: His Air Combo is smooth until the last hit; the SJ.Fierce has
    very little range up or down, only forward. For this reason you will
    frequently be too high or too low for the SJ.Fierce to connect; against the
    large characters it will usually connect, so go for it in this case, however
    against smaller foes try and finish with the Spear Slide. Actually, you should
    be trying to finish with the Jab Spear Slide in any case, because of the
    J.Short OTG possibility--if they Safety Roll, you're still safe from counter, so
    always try for it. The SJ.Roundhouse will also work, but note that you must
    be slightly over your opponent for it to hit, since it hits downward.
    THROW COMBOS: The Rock Slab allows you to OTG in many places, so it should be
    your primary Throw; simply follow with the Reality IC, or D.C.Short and
    OTG COMBOS: Heh. Many different places to use it here. After the second half
    of the Space Gem IC allows an OTG follow-up (provided it did not hit OTG in
    the first place)--ditto for the Reality Gem, though it is a BIG mistake to
    use the Reality Gem if the enemy can Safety Roll consistantly; you are left
    wide open for a counter. As well, you can also OTG after the Soul Gem IC in
    the corner... :) Other than that, the C.Forward recovers fast enough to OTG
    with an IC or the C.Short. To top it all off, he can OTG after a Jab Spear
    Slide in an air combo, provided you properly time the J.Short as you fall;
    this is a good move to use, as the recovery of the J.Short will leave you OK
    if the enemy Safety Rolls.
    It is also possible, in rare cases, to OTG after the ground-based Spear
    Slide; an OTG attack will usually connect in two major cases: a) if the
    Slide connects as an air counter, best with the Jab version (however, the
    Spear Slide should not be used in this fashion, as you can be hit by a high
    jumping attack), or b) if the Spear Slide connects from its maximum range.
    S.Short is a great up close move, so use it along with your quick forward
    dash to get in close. Jumping in is fairly safe, you can use the Knee, or
    the J.Roundhouse, which has decent range, giving you time to react with an
    Air Block if you anticipate a counter. Nothing else much I can say.
    Dashing Jump:
    Again, good range and all-around useful for getting over to the opponent
    from a distance. You can even fake out early into a Power Knee if the enemy
    tries to move forward...
    Thanos works VERY well on defense, unfortunately making him a turtler. When
    you block an attack, you can counter with the lightning fast Spear Slide, or
    Power Gem IC on slower attacks. Of course, The Spear Slide will also snuff
    most attacks, or counter them if they miss (see Hulk's section :). The
    Reality Gem IC will frequently catch the opponent in the middle of just about
    any move, and the Space Gem IC also works well as an air counter to deep
    attacks. C.Strong is also a DECENT air counter, but lacks real vertical
    range, making it difficult to connect with; however, if it does you can of
    course follow with an Air Combo.
    In the air:
    J.Fierce is great in air-to-air combat, and of course if you can anticipate
    their attack, the Spear Slide usually takes it out. In the event that you
    jump a projectile from a distance, the Power Knee will frequently connect.
    BEST JUMP-IN CHAIN: If you hit fairly early with it, J.Fierce -> J.Roundhouse will
    work, however more hits are consistant with your basic Zig-Zag Jump-in.
    Thanos contemplates what he should do now that he's omnipotent. You're given
    a choice for his path--to continue ruling the universe, or give up the gems.
    If you give up the gems, you see him working in the fields as a farmer, with
    his old Thanos costume hanging on a pole as a scarecrow! :)
    Secret Character; ANITA:
    At the character select screen tap up, right, down, left, up, right, down,
    left, then hold up; then hold Jab, then hold Strong, and then hold Fierce. 
    NOTE: From here on, if you save it to memory, Anita will always be
    selectable in the Shortcut mode, but if you want to play with Shortcut off,
    you'll have to imput the code again.
    "- Sword Throw: Press Fierce+Roundhouse to put the sword on the ground. Press
                   again to throw the sword (Just like Donovan's move). I don't
                   know if it was just my impression, but I think that when the
                   sword comes back (swinging in the air) you can jump around,
                   avoiding to get it back. In this moment the sword HITS the
                   enemy. Maybe this can make a good strategy...
    - Lightning Sword (B,D,D/B+any Punch): With this, Anita raises the sword with
                    lightning around it. Can be done in the air and Anita MUST
                    have the sword to do it. Note that the spirit that appeared
                    behind Donovan doesn't appear here. In his place appears Mei
                    Ling, Hsien Ko's sister (from Darkstalker's Revenge). Press
                    Punch several times for more hits (+20!). (Again, just like
                    Donovan's move).
    - Akuma's Burn (F,D,D/F+any Punch): Yes, I said Akuma! With this Anita raises
                    the sword with fire around it, but Akuma appears behind her
                    instead of the fire spirit. Cool, isn't it? Can be done in
                    the air and Anita MUST have the sword to do it. This is also
                    her ICO. (Again, just like... oh, you get the idea!)
    - Love For You (QCT+all Three Punches): Geez, what a stupid name... Anyway,
                    this is her IC. Despite this dumb name the IC is AWESOME and
                    REALLY ANNOYING at the same time! I get a maximum of 98 HITS
                    (without a combo)! The damage is MONSTRUOUS and even the
                    block damage is VERY HIGH! Cheese, anyone? :). Do you want
                    some more? OK, it hits the enemy OTG! Imagine all the nasty
                    combos you can do with that! Anita throws HUNDREDS of small
                    heads of little girls (Doll's heads? Maybe it is, because the
                    doll that she carries are headless!). VEEEERY STRANGE!!!
    Normal Moves:
    WATCH OUT!! She looks harmless but don't underestimate her!!! With the sword
    it's VERY HARD to get near her. The swords grants her almost 100%  priority.
    Her C.Fierce keep happy jumpers away. The C.Roundhouse has a great range and
    can nullify a lot of other normal moves (even some specials!). And its hits
    takes DECENT energy. Her "Launcher" is the C.Fierce. BTW, Anita can perform a
    TRIPLE JUMP (like Psylocke) and avoid a lot of moves! However, it's hard to
    Her throws are the same as Donovan (this is getting a little repetitive...).
    She levitates the opponent and smashes him/her on the ground. If you are one
    of those sadistic players, throw the opponent close to the corner and, if the
    opponent doesn't Safety Roll, release the IC....... He/she will call you
    a lot of bad names (expect things like son of a b**** and up), but who tells
    him/her that life is fair? ;)
    The combos are very easy (well, it seems)! I didn't get the pattern yet, but
    my friend's cousin (he doesn't know how to do combos) makes 5 hits JUST
    PRESSING THE BUTTONS! Her Ground MS is Zig-Zag, here are some example
    1) J.Jab -> J.Fierce, C.Roundhouse, C.Fierce (OTG) -> SJ.Jab -> SJ.Strong ->
       SJ.Fierce (FS)
    1) D.S.Jab -> S.Strong -> S.Fierce
    Simple and safe. The Fierce will push you away from the opponent if he/she
    2) D.S.Jab -> S.Strong XX Akuma's Burn
    A variation of #1, but you get one free hit. 
    3) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce -> S.Roundhouse.
    Yes, all the six of her Magic Series. But the opponent must be in the corner
    in order to the S.Roundhouse connect.
    - Intermediate Combos:
    1) J.Jab -> J.Short -> J.Strong -> J.Forward, C.Forward -> C.Fierce, SJ.Jab
       -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse.
    Wow! 12 easy hits! Fell free to change the SJ.Fierce into a Akuma's Burn.
    You will not be able to connect the sj.Roundhouse, but you will get 12 hits
    anyway. I've tried to connect the Lightning Sword, but it seems too slow to
    combo in the air. 
    - Cheesy Combos :) :
    1)D.C.Roundhouse (or just C.Roundhnouse) XX Love For You
    If you do this,I hope you are bigger than your opponent. :)
    2)Throw opponent next to the corner, Love For You
    Same thing as above, except that this time the opponent have a chance to
    Safety Roll. In the combo listed above if you are quick you get them BEFORE
    they fall!
    - Expert Combos:
    Still looking for...
    More to come (I hope). Don't be lazy! Send yours too!!!
    One more important point to consider is her size. Anita is the smallest
    character in the game. This gives her a lot of advantages:
    - Is hard to do a combo against her. Especially air combos. If you don't
      connect the moves quickly you'll probably miss her;
    - She can stay standing and pass below most of the projectiles;
    - Talking about standing, forget about hiting her with MOST of the standing
      moves (e.g. Ironman's Standing Strong or Roundhouse).
    If you are a beginner and are tired of being beaten with Double Perfects, she
    is the character you need. Thanks to the priority that the sword gives to
    Anita in her moves, you can play offensively or defensively. As I said her
    C.Fierce keep jumpers away. In fact, a good strategy is for YOU to jump often
    at your opponent because just a few moves can stop or trade hits with Anita
    in the air. Her C.Roundhouse knocks down the opponent and if you press it
    again it will hit him/her on the ground. When you see the Mind gem don't
    think twice: GET IT! Her Infinity Combo is the cheesiest thing I've ever seen
    in a game! If you complained about the amount of block damage that Iron Man's
    Proton Cannon or Cyclops' Mega Optic Blast inflict, wait until you see Love
    For You. I don't have words to express my feelings about this move. Get the
    opponent near and release the move. Enjoy.
    Argh! I HATE HER!!! That tiny thing is VERY annoying! Let's face it: if you
    are playing against her controlled by an experienced (doesn't need to be a
    pro) player you are in DEEP trouble. The reasons? All the things that I
    mentioned before: priority, Love For You, etc. Good luck avoiding the Love
    For You. My advice is to keep away when she has at least one special bar
    full, waiting for an opening. If she gets you in the corner... well, prepare
    yourself to pass the joystick to the next player. Keep your distance throwing
    projectiles and avoid to get caught in the IC. If you are far away the
    results of the IC will be less effective (thank God!), and with some fighters
    you can avoid it if you are quick.  With Iron Man and Magneto you must Super
    Jump and turn the flying on, go behind her and fell free to execute a Proton
    Cannon or Magnetic Shockwave :). With Blackheart Super Jump and Air Dash.
    Psylocke must Triple Jump and Captain must Double Jump. An alternative with
    Spidey is to Web Swing in the air and with Wolverine try to do an aerial
    Drill Claw.
    If you are near there are two alternatives to not take SO much damage:
    1. Use a gem if you are REALLY near. THIS will knock her out of her IC.
    2. Make the Infinity Counter. Note that some counters can save you, while
       others... The distance is very important too. The closer, the better.
    If the methods above didn't work there is one more thing you can do: cry.
    Last advice: the IC can "suck" you in if you jump above her or a small
    distance behind her. In other words: DON'T TOUCH HER while she is performing
    the IC. The biggest problem is that even if you find an opening to go for a
    combo, there is a great chance that the combos that you are used to using are
    hard to pull off on her. So have A LOT of patience and you may win. As I
    said, the skill of your opponent is very important to determine the level of
    challenge that you will have. But don't worry; Average players and up pick
    Anita sometimes, just for fun or to piss off someone (I am in this group :).
    Besides, I can't say the same thing of the beginers... Remember: some
    beginers can give you a headache. Don't underestimate the power of Anita!"
    # REVIEW #
    As far as graphics and sound go, they are pretty damn near arcade perfect.
    The sound has not been touched AFAIK, and as far as animation goes, some
    frames were taken out of some moves, but all in all it looks pretty good. All
    endings, characters combos and moves are intact as well.
    So what's wrong with it? What everyone's been complaining about everywhere:
    the slowdown. And DAMN is there slowdown! Basically it is the general type
    of slowdown you get in some games; during loading, or when there is an excess
    of movement of sprites on the game screen. The loading time is quite slow,
    but who really cares about that. The serious slowdown comes during play;
    depending on the conditions, combos, Special Moves and especially ICs can
    come out with a considerable lag, making the timing of combos and other
    attacks difficult. Now, here are examples of "ideal" settings and "the worst" 
    -For fastest Vs. play: shortcut on (i.e. quick character select screen),
    small character VS. small character (eg. Wolverine vs. Spider-Man), on Shuma
    Gorath's stage, Turbo ON.
    With this setup, there will be minimal slowdown; Spider-Man and Wolverine are
    the smallest characters, therefore their sprites during movement do not take
    up much of the speed. With shortcut ON, this cuts the loading time, and
    Shuma's stage, a fossil graveyard, has NO movement in the background, so it
    doesn't take up any of the speed either. During this game, the only
    significant slowdown will occur in the middle of either fighter's IC.
    -For slowest Vs. play: shortcut off, Juggernaut vs. Juggernaut (or Hulk or
    Blackheart) on Hulk's stage, Turbo OFF.
    With this setup, it will be almost unbearable to play. The big characters
    take up more of the screen, and therefore the speed will be slowed down. In
    addition, Hulk's stage, once the carosel in the background begins to move,
    has OODLES of movement (this is just an example, other stages do this as
    So this does NOT mean you HAVE to play small fighters on Shuma's stage, it is
    just the optimal conditions. The only time the slowdown makes the game VERY
    difficult to play is on a stage with a lot of movement, with both characters
    being large. Gradually you will become used to it, and you will adjust your
    combo timing. And ALWAYS remember to have the TURBO setting ON!!!
    SATURN VERSION: It seems to me that the Saturn version is quite good. The
    slowdown is not really a problem during the fight for the most part, except
    during bigger ICs. I personally enjoy it MUCH more on the Saturn, mainly
    because the 6-button layout, so I don't have to use the L/R triggers as
    seperate Punches/Kicks, like you have to on the PS. If you have both systems,
    I highly recommend you get the Saturn version. Once again, Capcom and Sega
    has shown that their 2D fighting games rule on the Saturn. :)
    First a VERY special thanks to James Chen for his GREAT combo FAQ, and
    Richard Cheung's original MSH FAQ for info on the game dynamics.
    AT THE TOP OF THE LIST, HIS MAJESTY ONAJE EVERETT <oeverett@rohan.sdsu.edu>
    for LOTS of additions/combos/corrections to stupid mistakes (there,
    happy Oj? :)
    -<dhongher@gmu.edu> for his Thanos FAQ
    -Brian Scaramucci <jester@usaor.net> for his Thanos and Doom Moves/Codes FAQ
    -<elittles@oboe.aix.calpoly.edu> for his cool Doom combos.
    -Reinaldo <spidey@datacontrol.com.br>f or his Anita FAQ (Japanese version
     only) and great Blackheart info
    -<BC2415@aol.com> for plenty of info on Thanos and Doom
    -Ryan Jackson for some Doom/Thanos combo info
    -David Litchman [davel@discovernet.net] for Doom Molecular Shield Info
    -guyver3 <berkeleyguyver@geocities.com> for some Blackheart info and other
    -Jason Jamieson for some good competition with Captain America (S.FIERCE! :)
    -Harry "Mr. Attitude" for some good half-decent Wolverine comp at the arcade
    This and all of my other FAQs can be accessed on my homepage:
    You can also e-mail me at: tigeraid@geocities.com
    "I said it before and I'll say it again--democracy simply doesn't work!"
                                              -Kent Brockman, the Simpsons

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