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    Amateur Guide by JZaza

    Version: 0.5 | Updated: 12/16/99 | Search Guide | Bookmark Guide

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                    AMATEUR GUIDE
    Marvel Vs. Capcom Amateur Guide
    by Joe Zaza (joezaza@geocities.com)
    Version 0.5
    (C) MCMXCIX - MM Joe Zaza
    A brief note:
    Any section of this document that begins with this indicator (//) is merely my
    subjective take on a matter and not to be taken as fact. It is either my
    opinion, personal advice, or just a side-note. These sections will be
    indicated as over either with this symbol (\\) or whenever another section in
    the document begins.
    Revision History
    A Fighter's Dictionary
            The Main Entry Word
               Arrangement Of Entries * Cross References * Variant Names *
               Hyphenated Compounds * Abbreviated Words * Sub-Definitions
            Part Of Speech Labels
            Word Etymology
    Gameplay Basics
               Standing * Crouching * Dashing * Jumping * Super Jumping * Dashing
               Normal Attacks * Command Attacks * Throws * Special Attacks * Hyper
               Combinations/Super Attacks * Crossover Combinations/Team Supers *
               Duo Team Attack/Two On One * Crossover Assistants/Helpers
               Standing Block * Crouching Block * Air Block * Advancing Guard
               (Push) * Crossover Counter
    Who In The Hell Is Joe Zaza?
    Version 0.5: Released 12 - 16 - 99
    A beta version of the guide. I am publishing it pending questions, comments,
    and objections before I submit the first version. (joezaza@geocities.com)
    A. Arrangement of Entries
    All main entries, including single words and hyphenated compounds are listed
    in strict alphabetical order and are set in uppercase type, extending fully to
    the left of the document. They are followed (from left to right) by a colon
    (:), which is followed by the word's part of speech.
    B. Cross References
    Every word that has its own entry is listed in uppercase type the first time
    it is mentioned in an entry block. Every time that it is mentioned thereafter,
    it will be listed in lowercase type.
    C. Variant Names
    Variant names for words with the same definition are indicated with an AKA in
    the parenthesis that follows the entry word of what I think is to be the
    'proper' definition. Some of the more common names have separate entry blocks
    that will simply cross-refer to that 'proper' definition.
    D. Hyphenated Compounds
    Every entry that has more than one word will have a hyphen between every word.
    This is done to prevent the reader from confusing two separate cross
    references that are side by side from the cross reference of a single,
    hyphenated compound.
    E. Abbreviated Words
    Entries that define abbreviated words or parts of a word will indicate what
    the abbreviation stands for in the parenthesis that follows the entry word.
    F. Sub-Definitions
    Some definitions will have sub-definitions that attempt to explain the
    significance of the concept when applied to the game. These, I hope, should
    help clarify the word's usage even more.
    Part of speech labels are given for every main entry word. The following
    labels for the parts of speeches into which words are classified in
    traditional English grammar are used in this dictionary. They appear following
    the entry word in parenthesized, uppercase type.
    N.   noun
    V.   verb
    ADJ. adjective
    When an entry word has more than one part of speech, double dashes introduce
    each different part of speech in the entry block and each part of speech label
    appears in parenthesized, uppercase type.
    The old notion that there is a single, true meaning for a word has been
    replaced by the concept that words are essentially nothing more than
    controversial symbols whose use and pronunciation may vary even from person to
    person, let alone group to group. Over the course of time (since Street
    Fighter II...) such variations may so alter the form and meaning that only
    patient retrospection can trace the course by which a modern term (or word
    used by myself) has come to its present use, sense, and form.
    Finding satisfaction with each and every word's definition has proved to be
    impossible, but I went ahead and wrapped the thing up (I'd rather have a
    common frame of reference for the versus game terminology than simple,
    unfounded jargon.). I've gathered every definition from the context in
    which I hear or see the corresponding word being used; they are usually either
    uttered in an arcade or written in an FAQ (The alternative to doing this,
    which is asking people "What does 'this word' mean?" either on the arcade
    floor or by E-mail usually proves to be too complicated for those I ask...
    Gathering a consensus for the definition of a term, either in the arcade or on
    the internet, proves to be even harder.). 
    I cannot justly say that the definitions I assign these terms are completely
    unbiased by myself because such a statement would be a lie. I did, however,
    try my best to prevent myself from doing so by taking precautionary measures
    such as gathering different perspectives for the meanings and seeking
    confirmation from many other people. Nevertheless, I am sure that anyone
    experienced who reads this FAQ will take issue with at least several of the
    definitions that I have assigned to specific words. I am all ears to those who
    dissent with entries in my dictionary (E-mail me any concerns). However, I
    will not immediately change definitions for such people unless I 1) am
    provided with sufficient evidence against the meanings I assign to such terms
    and 2) get a consensus from at least six other experienced fighters. Know from
    now on that I hold none of my definitions in high regard (I don't consider
    this dictionary to be proclaimed or accepted as absolute truth, nor a
    universal referral.).
    I don't go through the trouble of studying the origin and development of the
    words I use for one reason: such a pursuit would be esoteric, endlessly
    debatable, and ultimately, too cumbersome. I have relied and will rely on the
    general, implied consensus to help me define these terms. Hell, most people
    don't stop to think about what the word they just used meant. The purpose of
    this dictionary is to provide a ground for those who do and to help introduce
    new peeps into the world of crossover games.
    = = =
    = A =
    = = =
    AC-FINISHER: (N; abbr. Air Combo Finisher) an ATTACK that will finish an
    An AC-finisher can be a NORMAL-ATTACK, SPECIAL-ATTACK or even a SUPER-ATTACK.
    Sometimes after an AC-finisher is executed, the FLYING-SCREEN will be
    activated, sending your opponent crashing to the ground. Otherwise, an AC-
    finisher will send your opponent too far out of range for you to follow up
    with any more attacks. Knowing which moves are AC-finishers is a valuable part
    of being a COMBO master.
    *Always* finish your air combos with an AC-finisher... if not, your opponent
    has the opportunity to COUNTER-ATTACK, which is definitely not wanted.
    ADVANCING GUARD: (N)  a move (activated by all pressing all three punch
    buttons during BLOCK-STUN) that literally pushes the opponent away while
    you are BLOCKING: can be done both on the ground and in the air
    AIR-COMBO: (N)  a series of air ATTACKS that CANCEL or LINK into each other
    Air-combos can be done by either JUMPING-IN, CHASING, or LAUNCHING. The most
    assured way to perform one, though, is by launching. 
    AIR-TICK: (N)  a form of TICKING that involves a mid-air THROW after the
    opponent repeatedly JUMPS-IN on you unsuccessfully
    //I think this definition is a bit unclear and that the term is best defined
    through example: Suppose player one is standing his/her ground when player two
    jumps-in. Player one, then, uses a quick ground anti-air to prevent attack.
    Player two blocks it, and for some inexplicable reason, jumps-in again. The
    same process is repeated by player one and once again, player two blocks and
    lands. He jumps in again (I don't know why the hell some people do this...),
    but this time player one, knowing that player two expects to block an anti-air
    (thusly is not attacking), jumps toward him and performs a mid-air throw.
    The whole process sounds idiotic, but it *does* happen, and when it does,
    most people fall for this tick. I can't for the life of me understand why
    someone would wave a "I'm predictable!" flag like that, but it happens.
    ANTI-AIR: (N)  an ATTACK that can be used to prevent your opponent from
    JUMPING-IN on you
    The better the PRIORITY, the better the anti-air.
    ANTI-CHASER: (N)  an ATTACK that can be used to prevent your opponent from
    CHASING you
    ANTI-FIREBALL: (N)  an ATTACK that can connect with an opponent who is in the
    process of shooting a PROJECTILE
    Anti-fireballs usually require anticipation and split second timing.
    ATTACK: (N)  any move that has the potential to lessen the life on a LIFE-
    more information.
    //The word "move" as a noun is often used interchangeably with attack (Some
    people refer to what I call in this dictionary 'normal-attacks', 'special-
    attacks' and 'super-attacks' as 'normal moves', 'special moves' and so on.)
    This is probably because the word "move" (as a noun) is used for any action
    that breaks you away from the normal stance (Since the word 'move', as a noun,
    means the act of changing place or position.). Using that rationale, every
    ATTACK is a move.
    Although this particular semantic relationship is justified, I use the word
    "attack" according to the definition above and "move" according to any
    incidence of changing position for the sake of less confusion.
    ATTACK-NOTATION: (N)  the system of abbreviations used to represent attack
    buttons or combination of such
    People use many different sets of attack-notations throughout their FAQs and
    game guides. The ones one might use in such a document usually correspond with
    those attacks listed in his/her particular legend. Here is a list of the ones
    I use:
    AP......................any punch
    AK......................any kick
    LP......................light punch  (jab)
    MP......................medium punch (strong)
    HP......................heavy punch  (fierce)
    LK......................light kick   (short)
    MK......................medium kick  (forward)
    HK......................heavy kick   (roundhouse)
    2P......................two punches
    2K......................two kicks
    3P......................all punches
    3K......................all kicks
    & indicates a pressure of the last attack button with the following one (e.g.
      HP & HK; switch)
    See MOTION.
    = = =
    = B =
    = = =
    BLOCK: (V; BLOCKED, BLOCKING)  to impede the passage or progress of an ATTACK
    If and when you block any NORMAL-ATTACKS, your character will is not damaged.
    However, when you block any SPECIAL-ATTACKS/HYPER-COMBOINATIONS, every
    CONNECTION the attack makes will CHIP from your LIFE-GAUGE.
    If the opponent blocks your attack(s), that implies that it (they) "connected
    Most THROWS cannot be blocked.
    BLOCK-STUN: (N)  the effect or condition of BLOCKING an ATTACK
    You cannot attack or move until block-stun ends. You can however, perform a
    MOTION just before it ends and REVERSE an attack when it does. You cannot be
    thrown or grabbed during block-stun.
    BUFFER: (V; BUFFERED, BUFFERING)  1) see CANCEL; buffers are notated in COMBO
    diagrams as "XX" 2) to absorb a part of the damage a HIT gives; see DAMAGE-
    = = =
    = C =
    = = =
    or ATTACK from its course of action
    NORMAL-ATTACKS may be cancelled into certain others if they make a CONNECTION.
    The order that they can be cancelled in, however, depends on a character's
    COMBO-SYSTEM (Canceling normal-attacks into others is called CHAINING.).
    Normal-attacks can always be cancelled into SPECIAL-ATTACKS and SUPER-ATTACKS
    whether they make a connection or not (This kind of canceling is called
    buffering.). Special-attacks, however cannot be cancelled under any
    circumstances (There is only one exception to this rule, which is Hulk's Gamma
    Charge.) SUPER-ATTACKS can never be cancelled.
    CHAIN: (V; CHAINED, CHAINING) see CANCEL; chains are notated in COMBO diagrams
    as "->"
    CHASE: (V; CHASED, CHASING)  to jump and follow a mid-air opponent in order to
    harm them
    Because of your relative position to the opponent (they have the high ground),
    chasing is usually not a good idea. It should only be considered if you have
    an air ATTACK that heads upward and has high PRIORITY.
    CHEAP: (ADJ)  costing little labor or trouble; easily got
    Cheap is usually said of tricks or strategies that are easy to do for people.
    It should not be said of people. (It is an insult that, ironically, is most
    commonly reserved for people who those that use it *lose* to... Since it means
    'easily got', whoever says such of a person in similar cases is contradicting
    him/her self. As a consequent, it makes people who use it in such a manner not
    too bright.)
    //If you master a certain move or procedure that is generally hard to do, it
    has become cheap for you to do. Cheap is a relative term, remember that.
    As far as I or anyone who accepts this definition is concerned, it's good to
    be cheap.\\
    //Wolverine is a cheap character. First of all, he can chain all six of his 
    NORMAL-ATTACKS in almost any of their forms (sans super-jumping). In addition
    to this, almost all his ground normals have unpunishable recovery time once
    they CONNECT (The only ones that do are his S. fierce, S. rhouse, and his
    Sliding Claw COMMAND-ATTACK.). Second, he has an excellent DASH that is fast
    and hard to see coming. Third, his walk is fast enough to catch you with
    certain forms of TICKS, and fourth, two of his SUPER-ATTACKS have almost
    instant start-up, making them easy as pie to COMBO.
    So, if you call Wolverine cheap, you are right. But, just because you play
    against someone who picks a cheap character doesn't necessarily mean that he/
    she sucks or has eliminated certain characters you can pick to win the battle.
    All it means is that you'll have to struggle more than he/she does to earn the
    victory. The key to winning against a character who is cheap is to play better
    than its human counterpart (that is, to exploit his/her errors.), not the
    character. If Wolverine is fast, then *you* are going to need faster reflexes
    and perception, whether you use Zangief, Hulk or even Wolverine himself.
    CHIP: (N)  BLOCK damage; the pixel(s) of strength a blocked SPECIAL/SUPER-
    HYPER-COMBINATION primarily for its block damage
    Chipping is often attempted by a fighter whenever their opponent is either low
    on life (5%) or close to dying (has a few pixels of life left).
    CLOSE: (V; CLOSED, CLOSING)  to draw near horizontally or vertically, cutting
    off any escape in either fashion
    into others --(N)  any series of successfully CONNECTED attacks that follow
    this process
    See DAMAGE-BUFFERING for more information.
    COMBO-SYSTEM: (N; AKA MAGIC SERIES) the set or arrangement of NORMAL-ATTACKS
    that can be CHAINED into others
    There are five types of combo-systems in Marvel Vs. Capcom:
    1) ZIG ZAG: (AKA full scale, hunter) allows the cancellation of...
    any punch button into any punch or kick of higher strength value.
    any kick button into any punch or kick of higher strength value.
    any punch button into any kick of equal strength value.
    //Everyone of the following diagrams display the order in which the normal-
    attacks can be chained... keep in mind that you can make a jump from any low
    number to any number higher than itself, that you can start on any number with
    a precedent, (2, 3, 4, or even 5 if you so choose) and that you can *never go
    ZIG ZAG Diagram:
      _     _     _
     / \   / \   / \
    | 1 | | 3 | | 5 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 2 | | 4 | | 6 |
     \_/   \_/   \_/
    SJ ZIG ZAG, which is a variation of ZIG ZAG, does not allow you to chain
    fierce into roundhouse in a super jump.
    SJ ZIG ZAG Diagram:
      _     _     _
     / \   / \   / \
    | 1 | | 3 | | 5 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 2 | | 4 | | 5 |
     \_/   \_/   \_/
    2) STRONGER: (formerly zig zag; AKA higher) allows the cancellation of...
    any normal-attack into any normal-attack of higher strength value.
    STRONGER Diagram:
      _     _     _
     / \   / \   / \
    | 1 | | 2 | | 3 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 1 | | 2 | | 3 |
     \_/   \_/   \_/
    3) WEAK START:  allows the cancellation of...
    any light attack (jab, short) into any punch or kick of higher strength value.
    WEAK START Diagram:
      _     _     _
     / \   / \   / \
    | 1 | | 2 | | 2 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 1 | | 2 | | 2 |
     \_/   \_/   \_/
    4) ONE TO ONE PUNCH TO KICK:  allows the cancellation of...
    any punch into any kick.
      _     _     _
     / \   / \   / \
    | 1 | | 1 | | 1 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 2 | | 2 | | 2 |
     \_/   \_/   \_/
    5) NONE:  doesn't allow chaining
    NONE Diagram:
      _     _     _
     / \   / \   / \
    | 1 | | 1 | | 1 |
     \_/   \_/   \_/
      _     _     _
     / \   / \   / \
    | 1 | | 1 | | 1 |
     \_/   \_/   \_/
    COMBOABILITY: (N)  the condition of being COMBOABLE
    COMBOABLE: (ADJ)  that can be COMBOED into successfully
    COMMAND-ATTACK: (N)  any NORMAL-ATTACK that requires the positioning of the
    joystick in a certain direction to perform
    A few well-known examples of command-attacks are Ryu's Overhead Punch (towards
    +MP), Chun-Li's Mini Kikosho (towards+HP), Zangief's Knee Dive (down+MK while
    jumping), Morrigan's Shell Kick (down+MK while jumping), Strider's Sliding
    Kick (down towards+HK), Jin's Tornado Drill (down+HK while jumping), Captain
    America's Axe Kick (down+HK while jumping), War Machine's Knee Dive (down+MK
    while jumping), and, what I believe is to be the most famous (or infamous,
    rather) Wolverine's Drop Kick (down+HK while jumping).
    CONNECTION: (N)  an ATTACK (other than a throw) that touches the opponent; a
    connection is either a HIT (successful connection) or a BLOCKED attack
    (unsuccessful connection)
    NORMAL-ATTACKS, no matter what COMBO-SYSTEM they have, cannot be CHAINED
    into others unless they CONNECT.
    COUNTER-ATTACK: (N)  any ATTACK that swiftly follows any move that your
    opponent pulls; ANTI-AIRS, ANTI-CHASERS, and ANTI-FIREBALLS are examples of
    CROSS: (V; CROSSED, CROSSING)  to go or extend from one side of your opponent
    to the other: either with over, under, or through
    Crossing the opponent implies the reversal of the directions which both of you
    face, move forward and BLOCK.
    Crossing the opponent can either be extremely useful or a potentially fatal
    mistake. Learning to use (and consistently defend against) this procedure will
    advance your OFFENSIVE and DEFENSIVE skills considerably.
    CROSS-UP: (N)  any ATTACK and/or move that either CROSSES a character quickly
    or is done a short time prior to a character crossing the opponent
    Examples of cross-ups as moves include the ROLL, Wolverine's Berserker Slash,
    and Hulk's dash. Examples of a cross-up as an attack include War Machine's War
    Destroyer, Jin's Great Cyclone, and Ken's Shinryuuken.
    OFFENSIVELY using a cross-up to your advantage requires anticipation of your
    opponent's position, good timing, and sometimes, some fancy finger work. If
    you find that your opponent simply cannot defend against cross-ups, using
    moves of this sort should be all it takes to win the match.
    Defending against cross-ups, whether they be attacks or moves, is tough. Since
    they reverse the direction that you use to BLOCK quickly, the best way to
    defend against any cross-up is usually to hold the joystick in (what you
    thought was) the direction going toward the opponent... which, of course, is
    against your instincts. When you are confronted with these types of moves,
    think fast and use your head.
    CROSSOVER-ASSISTANT: (N; AKA HELPER) any of twenty-two characters (called by
    pressing MP & MK) that help your team attack your opponent(s); each "helper"
    has a unique form of attacking and can be summoned a designated amount of
    Helpers can be used to set up HYPER-COMBINATIONS, distract, CHIP, or just
    plain hurt your opponent.
    You can pick whichever helper you want to use by holding start and a variable
    combination of buttons after you pick your second character. Below is a
    listing of every helper button code:
                   NAME               BUTTON CODE          USES
                   Unknown Soldier    LP                   4 times
                   Lou                MP                   8 times
                   Saki               HP                   7 times
                   Pure and Fur       LK                   5 times
                   Psylocke           MK                   5 times
                   Michelle Heart     LP + LK              6 times
                   Arthur             LP + MP              8 times
                   Juggernaut         LP + MK              3 times
                   Ton-Pooh           LP + HP              9 times
                   Thor               LK + MP              8 times
                   Magneto            LK + HP              7 times
                   Iceman             MP + MK              4 times
                   Devilot            MP + HP              5 times
                   US Agent           MK + HP              5 times
                   Cyclops            LP + LK + MP         7 times
                   Storm              LP + LK + HP         6 times
                   Colossus           LP + MP + MK         5 times
                   Anita              LP + MP + HP         5 times
                   Shadow (hidden)    LP + MK + HP         3 times
                   Jubilee            LK + MP + HP         8 times
                   Sentinel (hidden)  MP + MK + HP         4 times
                   Rogue              LP + MP + HP + LK    6 times
    //Personally, I despise helpers. First of all, I feel that you can easily grow
    dependent on them. Some people just suffer without Colossus or Psylocke...
    It's also a damned shame when you see someone depend on their helper for their
    offensive strategy. These types will just use them, dash in, use them, dash
    in, etc. until they run out. Then, they will subsequently withdraw into the
    corner for the rest of the match. I believe that without helpers, we might
    have had a better general growth of offensive skill in this game's crowd.
    I also believe that they have distracted from many of the newer character's
    overall moves and strategies. (Morrigan, Captain Commando, Megaman, Strider
    Hiryu, Jin, and Venom are all new to the Marvel games!) Without helpers, I
    bet that the MvC crowd would have seen many of the newer, technical combos for
    these characters only a short while after the game was released. Hell, we are
    still finding more new and improved combos for these guys today! 
    of SWITCHING (Level 2; QCF+HP & HK) that involves both members of your team
    performing a variable SUPER-ATTACK simultaneously
    Every character in Marvel Vs. Capcom has a specific HYPER-COMBINATION (which
    is usually conducive to attacking an opponent on the ground) that they perform
    during the crossover-combo. This attack requires two levels of HYPER-
    //The following table shows which super-attack each character will use when
    the crossover-combo is activated. Note that, for some people, the super-
    attack will be different if the crossover-combo is not activated by that 
    Chun-Li              Kikosho (Active), Constrained Senretsu Kyaku (Inactive)
    Ryu                  Shinkuu Hadouken (CWA)
     Ken                 Shouryuu Reppa (CWA)
     Akuma               Messatsu Gou Hadou (CWA)
    Zangief              Double Final Atomic Buster (Active), Hyper Lariat
    Morrigan             Soul Eraser (Active), Constrained (Inactive)
    Captain Commando     Captain Sword (CWA)
    Megaman              Hyper Megaman (Active), Constrained (Inactive)
    Strider Hiryu        Legion (Active), Constrained (Inactive)
    Spider-Man           Crawler Assault (CWA)
    Jin                  Blodia Punch (CWA)
    Captain America      Hyper Stars N' Stripes (Active; CWA), Hyper Charging
                         Star (Inactive)
    Venom                Constrained Death Bite (CWA)
    Hulk                 Constrained Gamma Wave (CWA)
    Gambit               Royal Flush (CWA)
    War Machine          Proton Cannon (Active), Constrained (Inactive)
    Wolverine            Berserker Barrage X (CWA)
    Hyper Venom          Constrained Death Bite (CWA)
    Orange Hulk          Constrained Gamma Wave (CWA)
    Gold War Machine     Proton Cannon
    Shadow Lady          Big Bang Laser (Active), Constrained (Inactive)
    Lilith               Brilliant Shower
    Roll                 Constrained Hyper Roll
    Constrained = This means that during the crossover-combo, either the super-
    attack will not last as long as it usually does, that certain elements of the
    attack are hindered, or that the attack cannot reach its full damage
    CWA = This indicates that the attack can be (C)OMBOED (W)hile (A)ctive. More
    specifically, the super-attack can be comboed if that character activates the
    BLOCK-STUN) that, when performed, will SWITCH the current character that is
    playing on screen with his/her partner
    After that partner comes in, he/she will perform a variable SPECIAL-ATTACK.
    //The following table shows which special-attack each character will use when
    the crossover-counter is activated.\\
    Chun-Li              Kikoken
    Ryu                  Hadouken
     Ken                 Hadouken
     Akuma               Gou Hadouken
    Zangief              Running Bear Grab
     Iron Body Zangief   Vodka Fire
    Morrigan             Soul Fist
    Captain Commando     Captain Corridor
    Megaman              Mega Upper
    Strider Hiryu        Ame No Murakamo
    Spider-Man           Spider Sting
    Jin                  Saotome Dynamite
    Captain America      Charging Star
    Venom                Venom Fang
    Hulk                 Gamma Charge
    Gambit               Jab Cajun Slash
    War Machine          Repulsor Blast
    Wolverine            Berserker Barrage
    Hyper Venom          Lunge Bite
    Orange Hulk          Gamma Charge
    Gold War Machine     Shoulder Cannon
    Shadow Lady          Miracle Drill
    Lilith               Soul Flash
    Roll                 Roll Buster
    = = =
    = D =
    = = =
    DAMAGE-BUFFERING: (N)  a system of processing damage that lessens the power of
    each proceeding ATTACK that HITS in a COMBO
    The more hits that are behind one in a combo, the less that hit takes off
    (compared to how much damage the move would give outside of a combo). The
    more powerful the proceeding hit in a combo, the more the BUFFERING [2] on 
    the next.
    One more quality the damage-buffering system has that is exclusive to Marvel
    VS. Capcom is that HELPERS buffer any hits that combo after them immensely
    (...compared to a normal-attack hit with the same damage value.).
    //If you were hit somebody with a jab -> strong -> fierce combo, fierce
    wouldn't take off as much in that combo as it would if you were to do a strong
    -> fierce combo. Furthermore, fierce wouldn't take off as much in *that* combo
    as it would if you were to do a jab -> fierce combo, and finally, it wouldn't
    do as much damage as fierce would alone (outside of a combo.).\\
    Characters without HIT-STUN (Gold War Machine and Iron Body Zangief) do not
    have damage-buffering.
    DASH: (N)  any move activated by either by tapping the joystick twice in any
    direction or by holding that direction while pressing all three punch buttons
    Dashes are relatively quick ways to get around (quick relative to your
    character's walking speed.). They do not increase your character's walking
    speed in any proportion to his/her walk, but they are always faster than it.
    You can CANCEL both ground and air dashes by doing a NORMAL-ATTACK, but you
    can also cancel ground ones by holding the joystick in the direction opposite
    of where the dash is headed. Furthermore, you can cancel any ground dash by
    ducking; doing this will give you a bit of leverage before you come to a
    complete stop. Remember, though, that canceling the dash by performing a
    standing normal-attack gives way more leverage than when canceling it by
    ducking (...and then attacking.) This means that by canceling the dash with a
    standing normal-attack, you can follow up with more hits than if you cancel
    with a ducking attack... *Very* useful information.
    DEFENSIVE: (ADJ)  of or for a scheme; strategy which involves the use of
    consistent defense in order to attack whenever the opponent's offense is
    flawed or fails
    DUO-TEAM-ATTACK: (N; AKA TWO-ON-ONE) a procedure (Level 2/3; QCB+HP & HK)
    that, when activated, will make your active character taunt the opponent while
    your inactive character jumps on-screen attacking; once your then inactive
    player lands, both characters will be controllable (active) for a limited
    amount of time (depending on how much HYPER-METER you had when you activated
    the procedure) and have unlimited hyper-meter during that time
    There are certain restrictions to the duo-team-attack. One is that supers that
    affect the screen in any way will not be able to be done. (e.g. Chun-Li's
    Sichisei Senkuu Kyaku and Jin's Blodia Vulcan will not work.) Another is that
    the FLYING SCREEN procedure cannot be activated. This means that SUPER-ATTACKS
    like Venom's Death Bite and Hulk's Gamma Wave will not have their normal
    damage potential. CROSSOVER-ASSISTANTS cannot be called (by whoever activated
    the procedure) when the procedure is activated, and Level 3 super-attacks
    cannot be done at any time.
    //Now that you know its restrictions, the move doesn't seem too hot to trot,
    huh? In actuality, it is a good move. It just takes a bit of practice to get
    used to. Once experienced with it, you can try and exploit one of the many
    INFINITE COMBO possibilities it can yield. It also works great for assured
    CHIPPING damage. Did I mention that this is the only reason why characters
    such as Gold War Machine and Roll stand a chance in this game? When used
    offensively, it is very challenging to combat.
    Defending against this move seems like a long, complicated endeavor (While the
    move at its most lasts about twelve seconds.). I think the key to resisting
    substantial damage during this ATTACK is to remember that being OFFENSIVE is
    the biggest mistake you can make (...until the procedure is about to end, that
    is.). This is because both opposing characters as a whole have no recovery
    time that you can exploit. As soon as one of their attacks end, the other
    one's can begin, leaving you in the helpless state of either BLOCKING or
    This, I believe is where you should put you evasive maneuvers to the test.
    What you have to do is keep moving away from both opponents. While doing so,
    steer clear of both of their vast array of attacks and make sure you don't
    screw up. Else, it could mean looking through sewer realty pamphlets for the
    rest of your life.
    = = =
    = F =
    = = =
    FLYING-SCREEN: (N)  the act or process when the game's view (screen) follows a
    character who is being dragged by or flying from their opponent's HIT
    AC-FINISHERS, HYPER-COMBINATIONS, and KNOCK-OUTS all may activate this
    Every time the flying screen is activated, the character who landed the hit
    dashes on screen to catch up with his/her opponent. This is a requirement for
    a hit to qualify as one that activates flying screen.
    If you recover in time to perform an OTG to the opponent after you
    successfully CONNECTED a ground ATTACK that is supposed to activate flying
    screen but is done in the corner, you cannot perform a "LAUNCH cancel",
    COMBINATION, DUO-TEAM-ATTACK, or SWITCH until the opponent recovers. You can,
    however, perform a quick chain COMBO afterwards.
    (In a nutshell, any attack that can cancel normal-attacks [other than normal-
    attacks themselves] cannot be done after a ground flying screen attack has
    been done to the opponent in the corner.)
    //Damn it, that crud was a mouthful! Wolverine lovers should understand that
    part more than the common Joe.
    = = =
    = H =
    = = =
    HIT: (V; HIT, HITTING)  to come against, usually with force; attack. --(N)
    the act of an ATTACK delivering its full damage to the opponent
    To make a hit implies that your attack "CONNECTED successfully".
    HIT-STUN: (N)  the effect or condition of being HIT; in which you are
    recovering from said HIT
    You cannot attack or move until this stun ends. Furthermore, you cannot be
    thrown or grabbed during hit-stun (...unless the grab can be blocked.).
    Characters who cannot block (Iron Body Mode Zangief, Gold War Machine) do not
    have any hit-stun.
    HYPER-COMBO: (N; short for HYPER-COMBINATION; AKA SUPER) any of a character's
    several SUPER-ATTACKS; requires at least one level of HYPER-METER to activate
    Whenever a hyper-combo is executed, the character gets into a certain
    position that is followed by a freeze frame. (The time that it takes to get
    into this position is usually the difference between whether the attack can be
    COMBOED easily or not.) After the freeze frame, the character attacks. (Any
    non-BLOCKING opponent who is close to the character after this freeze frame
    will be HIT.)
    Supers, on average, take fifty percent from your LIFE-GAUGE if not comboed.
    They can veritably turn the game around for a losing character.
    There are ten types of hyper-combos:
    AUTO COMBOS..(Sichisei Senkuu Kyaku, Eternal Slumber [Level 3], Darkness
                  Illusion, Captain Storm, Ragnarok, Maximum Spider, Ultimate Web
                  Throw, Blodia Vulcan, Great Cyclone, Final Justice, Venom Web,
                  Weapon X, Final Mission [Level 3], Luminous Illusion)
                 require the start-up attack to connect in order to deliver the
                 rest of the combo. "Auto combo" supers usually involve only one
                 hit when blocked.
    BARRAGES...  (Kikosho, Shinkuu Tatsumaki Senpuu Kyaku, Rush Drill, Beat Plane,
                  Ouroburos, Blodia Punch, Gamma Quake, Fatal Claw)
                 hit with multiple attacks from a close range. Some have a vacuum
                 effect when they connect.
    BEAMS...     (Shinkuu-Hadouken, Messatsu Gou Hadou [Akuma], Soul Eraser, Hyper
                  Megaman, Proton Cannon, Big Bang Laser, Hyper Roll)
                 shoot a stream of energy that encompasses the full screen's
                 horizontal range. "Beam" supers hold the opponent in place when
                 they connect. With the exception of Ryu's, all beam supers
                 encompass full screen range instantaneously after the freeze
    BOMBARDINGS..(Tenma Gou Zankuu [Akuma], Beat Plane, Legion, Royal Flush, War
                  Destroyer, Proton Cannon [Gold War Machine], Brilliant Shower,
                  Galaxy Missile)
                 hit with multiple attacks from a long range.
    GRABS...     (Shin Goku Satsu [Akuma, Level 3], Final Atomic Buster, Double
                  Final Atomic Buster [Level 2 CROSSOVER-COMBO], Ultra Final
                  Atomic Buster [Level 3])
                 are unblockable supers that seize the opponent at close range.
                 "Grab" supers cannot be comboed since grabs do not work when the
                 opponent is in any HIT-STUN frame.
    MODE CHANGES.(Ryu Mode Switch, Ken Mode Switch, Akuma Mode Switch, Zangief
                  Mode Switch, Iron Body Zangief Mode Switch, Berserker Rage)
                 are supers that change either the speed, REGULAR, SPECIAL, or
                 super moves of the character.
    RISINGS...   (Hazan Tenshou Kyaku, Shin Shouryuu Ken, Shinryuuken [Ken],
                  Siberian Blizzard [Iron Body Zangief], Captain Sword, Great
                  Cyclone, Gamma Crush, War Destroyer, Splendor Love)
                 hit with some sort of vertical incline. Most can be comboed off
                 of a LAUNCHER. These are ANTI-AIR supers.
    RUSHINGS...  (Senretsu Kyaku, Shippuu Jinrai Kyaku [Ken], Shouryuu Reppa [Ken]
                  Messatsu Gou Shouryuu [Akuma], Crawler Assault, Hyper Charging
                  Star, Hyper Stars N' Stripes, Berserker Barrage X)
                 hit with quick and multiple hits while moving towards the
    WAVEFORMS... (Silhouette Blade, Death Bite, Gamma Wave, Cajun Explosion)
                 are multiple projectiles that hit in either an up and down or
                 curving and undulating motion. Some will drag the opponent to the
                 end of the screen and activate flying screen when they hit.
                 These, unlike beam supers, take some time to get from you to a
                 far away opponent.
    HYPER-METER: (N)  a gauge, located at the bottom of the screen beneath your
    CROSSOVER-COMBINATIONS, and DUO-TEAM-ATTACKS; this gauge gains meter whenever
    you attack or are HIT
    BLOCKED ATTACKS gain more than those that are missed, and ATTACKS that HIT
    gain the most. (COMBOS gain lots!)
    REGULAR-MOVES gain more than SPECIALS (!?). The more powerful the attack, the
    more meter you gain.
    A Crossover-counter requires one level of hyper meter.
    Hyper-combos usually require one as well, but some require three (Shin Goku
    Satsu, Ultra Atomic Buster, Eternal Slumber, Final Mission).
    Crossover-combos require two levels of hyper meter.
    Duo-team-attacks require at least two.  The hyper-meter becomes empty when
    the Duo-team-attack is finished.
    = = =
    = I =
    = = =
    INFINITE: (N)  any COMBO that can be perpetuated forever
    There aren't many infinites in Marvel Vs. Capcom. Those that exist are
    extremely hard to perpetuate until your opponent dies (see DAMAGE-BUFFERING)
    Since they are so difficult to use effectively (i.e. to the extent of
    KNOCKING-OUT your opponent,), infinites aren't CHEAP (don't come easy).
    = = =
    = J =
    = = =
    JUMP-IN: (V; JUMPED IN, JUMPING IN)  an offensive jump; any jump that could
    put your character directly in front of the opponent --(N)  short for JUMP-IN-
    If you HIT your opponent while jumping-in (or if you land), you've
    "successfully jumped-in"; if you block (or get hit by) an ANTI-AIR while
    jumping-in, you've "unsuccessfully jumped-in".
    JUMP-IN-ATTACK: (N)  any jumping ATTACK (or set of attacks) used when jumping
    in on your opponent
    JUMP-IN-TICK: (N)  a form of TICKING that involves a JUMP-IN-ATTACK followed
    by a ground THROW
    //This form of ticking is pretty rare nowadays but nonetheless useful. The
    reason that it works is because most people block low expecting a low kick
    followed by some sort of ground COMBO after a jump-in-attack. If the opponent
    gets too predictable in that respect, they deserve to be punished with this.
    = = =
    = K =
    = = =
    KEEP-AWAY: (N)  a scheme; strategy that involves the use of long range moves
    and/or PROJECTILES in order to keep the opponent from CLOSING in
    KNOCK-OUT: (N)  whenever any of your two character's LIFE-GAUGES run out of
    "yellow" life
    When both of either player one's or two's characters get knocked-out, the game
    is over.
    KNOCKDOWN: (N)  any ATTACK that can floor; put your opponent on his/her back
    Knockdowns can be used in ground COMBOS to effectively end them while leaving
    your character relatively SAFE. The greatest thing about knockdowns is that
    they can set up OTG-COMBOS. The most disadvantageous feature of knockdowns is
    the fact that the opponent can ROLL, which could avoid and punish your
    attempted OTG or put you in a CROSSED position. 
    = = =
    = L =
    = = =
    LAUNCH: (V; LAUNCHED, LAUNCHING)  to send your opponent helplessly into the
    air; launches are notated in COMBO diagrams as "^"
    This action is usually followed by an AIR-COMBO. See LAUNCHER.
    LAUNCHER: (N)  any ATTACK that will send your opponent helplessly into the
    All launchers can be CANCELLED into super jumps by simply pressing up
    immediately after contact is made. Launchers are, without a doubt, some of the
    most important NORMAL-ATTACKS in the game. They are great for setting up AIR-
    COMBOS. If you don't know your characters launcher, then you are going to have
    a lot of trouble with your OFFENSIVE game.
    LIFE-GAUGE: (N)  any of two gauges, located at the top of the screen (...top
    left for player one, top right for player two.), that indicate how much life
    both characters have left
    Your active character's (...the one currently in the arena) life gauge is
    highlighted, your reserve character's isn't (Both are highlighted during a
    DUO-TEAM-ATTACK.). When HIT or CHIPPED, a variable amount of yellow in the
    meter will be depleted, leaving a fraction of that damage in red. This red
    life can then be gained back (...that is, turned back into yellow.) whenever
    you SWITCH that character out. However, if you switch a healing character back
    into the arena before his/her new yellow has been fully regained, your lose
    all of your previous red life.
    Your character will be KNOCKED-OUT whenever he/she runs out of yellow (No
    matter how much red is left.). If both of your character's life gauges run out
    of yellow, you lose.
    LINK: (V; LINKED, LINKING) to HIT an opponent, during his/her HIT-STUN, with
    an ATTACK after one that has fully recovered; to COMBO without CANCELLING;
    links are notated in COMBO diagrams as ","
    = = =
    = M =
    = = =
    MEET: (V; MET, MEETING)  to encounter a mid-air opponent who is at the same
    vertical and horizontal range as you
    MISS: (N)  to fail to CONNECT on the part of an ATTACK; an attack that misses
    does not connect at all
    MOTION: (N)  any of several joystick movement processes that are used to
    The most common motions are listed below:
    //All of the following motions assume your character is facing right; starting
    from the position of player one. If you at any time are facing left, you must
    then reverse the motion to execute its respective move.\\
    QUATER CIRCLE FORWARD; QCF        | \   --O
                                      O   O
    QUATER CIRCLE BACK; QCB           |    / O--
                                      O  O
    BACK TO DOWN; BTD                 O--   / |
                                          O   O
    DRAGON PUNCH; DP                  --O | \   --O
                                          O   O
    REVERSE DRAGON PUNCH; RDP         O-- |   / O--
                                          O O
    HALF CIRCLE FORWARD; HCF          O--   / | \   --O
                                          O   O   O
    HALF CIRCLE BACK; HCB             --O \   |   / O--
                                            O O O
    CHARGE BACK; CB                   O-- (Wait 2 sec.) --O
    CHARGE DOWN; CD                   | (Wait 2 sec.) O
                                      O                |
    FULL CIRCLE; 360                  --O \   |   / O-- O   O
                                            O O O         \ |
    //The full circle motion isn't 360 degrees. It is, in fact 270 degrees. Ever
    since the emergence of Zangief in Street Fighter II, the general fighting game
    crowd have hated this motion. True, it is a bit tough to do at first, but give
    it a little practice and you should easily get used to it; a plus for this
    move is that you don't have to reverse the motion when facing left. Trust me,
    as an alright Zangief player (...but then again, I give myself too much
    credit!) the benefits are worth it! This motion is, like, the universal key to
    his unlocked power (...that and The Joe Snider's "Triple Option"... Oh,
    alright, his strong THROW, too. Damn Zangief and his glorious bounty!).\\
    Here is a list of the motion-notations that I most frequently use:
     S. standing
     D. dashing
     C. crouching
     J. jumping
    SJ. super jumping
    AD. air dashing
    FL. flying
    + indicates a combination of the last direction (in the previous motion) with
      the following attack (e.g. QCF+2P; most supers)
    = = =
    = N =
    = = =
    NORMAL-ATTACK: (N)  any of six ATTACKS, namely, jab, strong, fierce, short,
    forward and roundhouse
    You can perform three versions of all six: Those while standing, those while
    ducking, and those while jumping. Every one of these moves have different
    Jab (LP) and short (LK), commonly referred to as light attacks, are weak, but
    quick (...relative to your character's overall power and speed. i.e. Hulk's
    jabs are more powerful, but not as fast as Wolverine's.).
    Strong (MP) and Forward (MK), both have medium strength and speed. These are
    generally called medium attacks.
    Fierce (HP) and Roundhouse (HK) (heavy attacks), are powerful, but slow in
    start up and recovery.
    See the entries for BLOCK, CANCEL and COMBO for more information.
    = = =
    = O =
    = = =
    OFFENSIVE: (ADJ)  of or for a scheme; strategy which involves the use of
    tactful offense in order to HIT whenever the opponent's defense is flawed or
    OTG: (N; abbr. for Off The Ground) the act or process of HITTING the
    opponent while on his/her back; usually knocking the opponent off of the
    OTG's always take a fraction off of the ATTACK'S normal damage potential.
    OTG-COMBO: (N)  any COMBO that requires an OTG to set up
    //Most OTG combos are unreliable. Since most are done after THROWS or SWEEPS,
    The opponent can usually ROLL afterwards and HIT you while you try them as a
    consequent. If your opponent doesn't know how to roll (or doesn't roll
    often...) then you *could* try them.
    Then again, why fight people who can't roll?
    Ultimately, I suggest that you don't grow dependent on these types of combos.
    OVERHEAD: (N)  any ground ATTACK that will hit a ducking opponent who is
    = = =
    = P =
    = = =
    PIXIE: (N)  any character who has the ability to stay CLOSED in on his/her
    opponent with a consistent offense
    For a character to be a pixie, he/she must have a quick dash, fast "light"
    NORMAL-ATTACKS and at least a "stronger" COMBO-SYSTEM. While most pixies are
    relatively small, not all small characters are pixies (Cases in point: Roll
    and Megaman.).
    POKE: (V; POKED, POKING)  to incessantly CONNECT (unsuccessfully) with quick
    ground ATTACKS while CLOSING in on the opponent
    POKING-TICK: (N)  a form of TICKING that involves POKING followed by a ground
    //The reason people fall for this one is because they just stand there
    BLOCKING and expecting more poking instead of a throw.
    PRIORITY: (N)  1) the fact or condition of being prior; before; precedence in
    time, order, importance, etc. 2) a supreme effort in attacking
    When opposing ATTACKS meet each other, the fighter whose attack has more
    priority will CANCEL the other's, thus HITTING that fighter's opponent; those
    attacks with more priority will hit, those with less will be hit.
    PROJECTILE: (N)  an object designed to be hurled or shot forward, such as a
    beam, fireball, missile, etc.
    = = =
    = R =
    = = =
    ROLL: (V; ROLLED, ROLLING)  to recover by moving along the ground after being
    knocked down (BTD+P before you land; the stronger the punch, the longer the
    While rolling, your character will be completely invincible. Most of the time,
    you will use your opportunity to roll after either a THROW or KNOCKDOWN (...to
    avoid possible OTG-COMBOS.).
    Keep in mind that if you are HIT with an ATTACK that activates FLYING SCREEN
    (...or normally does,), that you cannot roll. This isn't really too dangerous,
    though, because there aren't too many times when the opponent can follow up
    with an OTG after the flying screen procedure is activated.
    REVERSE: (V; REVERSED, REVERSING)  to perform either a SPECIAL-ATTACK or
    SUPER-ATTACK as soon as some sort of stun has ended; performing a special-
    attack immediately after you get up (from a knockdown) also counts as a
    = = =
    = S =
    = = =
    SAFE: (ADJ)  involves no risk
    Any ATTACK without punishable recovery time is generally referred to as safe.
    However, while attacks that have exploitable *start up time* are unsafe, the
    generally accepted definition rarely accounts for such cases.
    SAFE-COMBO: (N)  a combo that involves no risk
    Safe-combos are generally referred to as any combo that, when blocked by the
    opponent, leaves you free of exploitable recovery time... however, this
    generally accepted definition does not account for hits (within such a combo)
    that have exploitable *start up time*.
    SPECIAL-ATTACK: (N)  an ATTACK, performed with variable joystick MOTIONS and
    button combinations, that can BUFFER [1] NORMAL-ATTACKS
    Special-attacks are usually more powerful improvements of normal-attacks and
    THROWS. Unlike SUPER-ATTACKS, special-attacks can be done without HYPER-METER.
    Most special-attacks cannot be cancelled in Marvel Vs. Capcom.
    Most special-attacks that can be done both on the ground and in the air are
    "better" on the ground. (e.g. Ryu's Hadouken has less recovery on the ground;
    Zangief's Spinning Pile Driver can't be tech-hit on the ground, etc.)
    //The three most well known special-attacks are Hadouken (The Fireball), Tatsu
    Maki Senpuu Kyaku (The Hurricane Kick) and Shouryuuken (The Dragon Punch,
    STRIKE: (N)  a ground ATTACK that, if connected successfully, will send the
    opponent to the end of the screen; strikes can end ground COMBOS and, in some
    cases, begin AIR-COMBOS
    SUPER-ATTACK: (N)  1) see HYPER-COMBO 2) an ATTACK, performed with variable
    joystick MOTIONS and button combinations, that can BUFFER (1st sense) NORMAL-
    ATTACKS; Super-attacks require at least one level of HYPER-METER
    Super-attacks are usually more powerful improvements of SPECIAL-ATTACKS.
    Unlike special-attacks, though, super-attacks need hyper-meter to be
    Some super-attacks that can be done both on the ground and in the air are
    "better" on the ground. (e.g. Ryu's Shinkuu Hadouken has less recovery on the
    ground; Wolverine's Fatal Claw has less start-up time on the ground, etc.)
    SUSPENSION: (N)  any jumping ATTACK that slows or stops the fall of your
    character when jumping
    Suspension attacks can be used for delaying your fall into a SUPER-ATTACK or
    ANTI-AIR. Examples of suspension attacks include wall bounces, double (or
    triple) jumps, certain air dashes, etc.
    SWEEP: (N)  any ground ATTACK (other than a THROW) that will knock the
    opponent down (see KNOCKDOWN)
    SWITCH: (V; SWITCHED, SWITCHING)  to exchange your active character (i.e. the
    character that is currently in the arena) with your inactive character
    Switching can be done in five ways (...in order of preference):
    1) By pressing both heavy ATTACK buttons. This will make your active player
    taunt while the inactive character jumps on-screen attacking. When the
    inactive player lands, he/she will taunt the opponent briefly and subsequently
    be able to be controlled.
    //In order to do this successfully, you will have to HIT the opponent with the
    attack your inactive character jumps on-screen with. This, I find, is best
    done by COMBOING it off of a LAUNCHER or a KNOCKDOWN, or by CROSSING the
    opponent up with it (...before the opponent lands after jumping over you.).
    Otherwise, that new character is likely to be substantially damaged when
    he/she taunts the opponent. This is the most preferable way to switch because
    A) you don't lose any HYPER-METER over the exchange and B) it's better than
    #5! (See below.)\\
    2) By performing a CROSSOVER-COUNTER. After the inactive player performs
    his/her variable SPECIAL-ATTACK, he/she will be able to be controlled.
    3) By performing a CROSSOVER-COMBO. After both characters perform their
    corresponding SUPER-ATTACK, the before inactive player will be able to be
    controlled. If, however, the opponent hits the active player before the
    inactive player gains control, the active player will resume controllability.
    4) By performing a DUO-TEAM-ATTACK. If both characters are not attacking
    when the duo-team-attack is over, then the previously active character will
    leave. If, however, the characters are in the process of attacking then
    whoever finishes their attack first will leave.
    5) By getting your active player knocked out. After he/she is, the inactive
    player will jump on screen and gain controllability.
    Finally, it is worthy to note that you cannot switch in any of the preceding
    manners while a HELPER is on-screen. Sorry!
    = = =
    = T =
    = = =
    TECH-HIT: (V. HIT, HITTING)  to either escape from the beginning of a THROW or
    to land on your feet after a throw (...or bounce from a slam.)
    The first kind of tech-hit is preferable since it will avoid damage; the
    latter is not since the damage will already have been done.
    The only throws that cannot be tech-hit are:
    Zangief's strong throw.
    Zangief's Spinning Pile Driver (Ground).
    Spider-Man's Web Throw.
    Venom's Web Throw.
    //If you get thrown and cannot tech-hit the first part, it's usually pointless
    to try and tech-hit during the second opportunity. The only exception to this
    "rule" belongs to Gambit's "Kinetic Charge" throw that allows the opponent to
    perform an OTG hit afterwards. In a usual "throw, OTG" case like this, ROLLING
    is a good bet (You might be able to roll behind the opponent and catch him/her
    off guard while they try to attack you!), but in the case of Gambit's throw,
    you cannot roll. Learn, then, to tech-hit the second part of throws (...which,
    by the way, is WAY easier to do consistently than tech-hitting the first!)
    solely for the sake of avoiding the post hits of this dangerous one! =)
    THROW: (N)  any ATTACK that will seize your opponent; most throws must be done
    when there is no space between both player's characters
    After being grabbed, the opponent will endure either a throw, toss, choke-
    hold, slam or combination of these. Afterwards, the opponent will be released
    and fall to the ground, being either able to recover or knocked down (see
    Throws can be done both on ground or mid-air, and most are done by holding
    towards (...or back) + any medium or heavy NORMAL-ATTACK.
    Most throws are unblockable. The only four exceptions to this rule are:
    Spider-Man's Web Throw.
    Jin's Saotome Crush.
    Venom's Web Throw.
    Hulk's Gamma Tornado.
    "Grab" HYPER-COMBINATIONS are considered to be throws since they seize the
    opponent. "Auto combos" supers aren't since they COMBO the opponent.
    TICK: (V; TICKED, TICKING)  to THROW the opponent by surprise
    //TICK gets its name from a particularly cheap procedure done by Guile of
    Street Fighter II. Back then, all he had to do was walk up to the opponent,
    make them block a jab and subsequently throw them. (This was due to his good
    throw range.) The particular sound that blocked jab made gave the procedure
    its name.
    TRAVEL: (V; TRAVELED, TRAVELLING)  to move towards any particular spot; to
    position yourself in any certain OFFENSIVE or DEFENSIVE position
    Travelling is moving to a spot as opposed to CLOSING, which is moving towards
    your opponent.
    TURTLE: (N)  a player who is always DEFENSIVE
    Because they practice it so often, turtles usually have less defensive flaws.
    Being a turtle is being a good defense player, so to speak.
    This is a list of givens for most fighting games. It is imperative that you
    learn about these basic rules before trying to master a character.
    MOVING - Before you pass this off as too basic, think of this: there are,
    ======   potentially, thirteen ways to move with each character (...using the
             joystick alone!). You should to get to know these procedures if you
             want to be more mobile or evasive.
    Every joystick command in this section assumes that you are facing right (The
    first player's starting point.). If you are facing left, simply reverse the
    right or leftward motions.
    While your character is standing, he/she will be able to perform certain
    attacks. Namely jab, strong, fierce, short, forward and roundhouse. (See
    ATTACKING for more details.)
    * RESTING: Your character stands, breathing and performing his or her
      -------- appropriate stance.
    You are completely vulnerable to enemy attack during this pose; Just standing
    there is something you should rarely do.
    -* TOWARD: Your character walks towards the opponent at a designated pace
       ------- until you depress the joystick.
    Some characters walk fast, others slow. People seem to generally accept that
    the faster your character's walk is, the better. I also happen to think this
    is true. With a slower character, you eliminate important options such as
    ticking and evasive maneuvering. But, despite all the advantages fast walkers
    have, there are some drawbacks to using a speed demon. Since you are
    completely vulnerable to enemy attacks during this move, a fast walk is
    potentially dangerous for inexperienced players, who tend to be on the slow
    side (If you happen to fall into this category, don't fret... Your eye-hand
    coordination should speed up with time.). Tempting as it is to rush into
    battle and use pixies, I suggest that beginners learn to master slow to
    mid-speed characters and work their way up from there.
    *- BACKWARD: Your character walks away from the opponent at a designated pace                                                              
       --------- until you depress the joystick. / Your character blocks high.
    Since holding the joystick away from the enemy has two purposes, you might be
    a little confused when starting out. Here is the key to understanding the
    command: No matter where you are on-screen, if the opponent is attacking or if
    there is a projectile on-screen with the potential for damaging you, you will
    cease to walk backward and stand your ground blocking. In other words, when
    the opponent attacks, you will block; if not, you will walk backwards. As a
    walk, this move could prove to be useful as a retreat when the action between
    you and the enemy is too hot for your character to withstand (Although I
    recommend using the BACKWARD DASH instead.). As a block, this is one of your
    primary defensive tools. Note that the block cannot defend against most low
    kicks and sweeps. See BLOCKING for more details.
    While crouching, your character has different versions of all six basic forms
    of attack.
    | DOWNWARD: Your character crouches until you depress the joystick.
    * ---------
    Although crouching as an evasive maneuver is something you will rarely do
    (...but will at *one* time or another, mind you!), you should soon learn to
    utilize your crouching attacks often.
    \   TOWARD+DOWNWARD: Your character crouches until you depress the joystick.
      * ----------------
    Unless you have a special attack that requires you to hold toward+downward,
    you really shouldn't do this too often.
      / BACK+DOWNWARD: Your character crouches until you depress the joystick. /
    *   -------------- Your character blocks low.
    This is an important move. Like BACKWARD, you are in your crouching frames
    until an attack is thrown by the enemy. As a block, this move protects against
    all low kicks and sweeps but cannot guard against jumping blows. See BLOCKING
    for more details.
    DASHING (Ground)
    A dash is a quick sprint in a designated direction. You can interrupt both
    ground dashes by either attacking, crouching, jumping/super jumping, or
    heading in the opposite direction.
    -* -* FORWARD DASH: Your character dashes toward the opponent.
    This primarily offensive tool is always a bit risky to do. If your opponent
    has a long range ground move that he or she knows how to use, dashing in all
    the time would not be a great idea. Note that along with being able to
    interrupt this move by either jumping or attacking, you can also stop it by
    holding back (thusly blocking). Remember, also, that interrupting the dash
    with a crouching attack will lower its inertia considerably as opposed to
    interrupting it with a standing attack (This fact, of course, allows for more
    hits in a dashing combo.). I always suggest that when dashing in to use an
    attack that leads into a combo that counts.
    *- *- BACKWARD DASH: Your character dashes away from the opponent.
    This move is basically a retreat from any heavy action. It is extremely
    important to note that you cannot block during this move. If you dash back and
    see a hyper combo heading your way, SUPER JUMP! =)
    While jumping, your character has different versions of all six basic forms of
    attack. You can also block while jumping (in any direction), which is done by
    holding back. These regular jumps (as opposed to super jumps) are usually
    about twice your character's size in height.
    * UPWARD: Your character jumps straight up over and over until you depress the
    | ------- joystick.
    The straight up jump is not too handy. Most people use this move primarily to
    evade fast-travelling fireballs. See BLOCKING for more details.
      * TOWARD+UPWARD: Your character jumps toward the opponent until you depress
    /   -------------- the joystick.
    The frontward jump is, of course, an offensive tool... and a powerful one at
    that. This is the main set-up for a jump-in attack! Be careful when using this
    move, though, because unless he or she is recovering from a missed move, the
    enemy is likely to use his or her best anti-air to defend themselves from any
    jump-in. If so, block it and beware before jumping in again.
    *   BACK+UPWARD: Your character jumps away from the opponent until you depress
      \ ------------ the joystick.
    While this is basically a retreat move, you can also use it to foil an
    attempted dash-in by smacking him/her with your longest vertical range jumping
    attack. You should rarely have to block when jumping backward, but if you need
    to, act accordingly.
    *- BACKWARD: Your character blocks while jumping.
    The air block has a few practical purposes... first of all, it helps to
    prevent messy cross ups: if your opponent tries to jump over you or cross you
    while you are on the ground, you can jump backward and air block to avoid the
    tedious process of shifting the joystick to block appropriately. Lastly, it
    will help you block projectiles that you unsuccessfully jump over. Cool.
    However, amid these little niceties, the air block has a glitch that you must
    look out for... even though only advanced players take advantage of this
    (...as far as I can tell): the "air guard crush". Now what it is, is a
    procedure that lets you or your opponent make his/her/your opponent stop
    air blocking. Of course, him/her/you may take serious advantage of the glitch
    during that time when he's/she's/you're not blocking. Here's how the procedure
    is done:
    Make the opponent air block something that will hold him/her in place; you can
    also make him/her air block something in the corner. Afterward, he/she won't
    be able to block for a ways down... however, this period of time in which he/
    she can't block is pretty short... Think of the timing required to hit him/her
    in these terms: when he/she blocks something at the apogee of a regular jump, 
    he/she cannot block the rest of the way down. During this period of time,
    he/she cannot block or perform normal/command attacks (He/She, however, can
    still do specials/super attacks.), therefore being relatively unable to
    retaliate to most offenses. Hit him/her subsequently with a either a quick
    normal attack that will lead into a stronger/super combo or with a plain ol'
    super. There are many times when you can take advantage of this, such as
    whenever your opponent pushes a ground to air projectile (such as helpers) or
    whenever his/her second character comes in from the corner (...after his/her
    first character is K.O.'ed.).
    Since most people simply don't know about the air guard crush, they usually
    wonder "What the hell happened?" when they are victimized by it.
    A super jump is a controllable and extremely high jump (six to eight times
    your character's height!) in which you can do an unlimited amount of attacks
    until you land. The only qualities that the super jump retains from the
    regular jump are 1) Its set of attacks, and 2) The fact that you can block
    while performing one.
    | * SUPER JUMP: Your character jumps extremely high.
    * | -----------
    This move has a hundred and one uses aside from its primary one, the air
    combo. Besides being the best evasive maneuver, the super jump can be used to
    get across the screen relatively safely, escape from corner traps, dodge
    ground supers, chase your opponent... and that's just the beginning! I'm sure
    that once you perform the move a few times, you'll get the hang of it...
    Now, before I leave you with the impression that this ist ze woond-err move,
    beware that there are a few dangers to super jumping. First of all, if you are
    travelling, you could be chased... Have your best anti-chaser ready in this
    case. If you don't have a good anti-chasing move, you should always have a
    plan before travelling. Second of all, if you are being offensive, you are way
    more likely to get smacked with an anti-air when you super jump (The opponent
    can see it coming for miles!), so keep your guard up! And last, but not least,
    you could land into a attempt at chipping; i.e. a super move (Shinkuu
    Hadouken, Legion, Kikosho, and the like.). If you have a suspender, use it
    should that happen; if not, be careful if you are low on life.
    I think the bottom line is that you should always be careful whenever you
    super jump, no matter if it seems like your opponent is a mile away... always
    have your wits about you.
    DASHING (Air)
    The dashes of the air sort simply involve using the jump in conjunction with
    the dash.
    -* -*   * DASHING JUMP: Your character, using his/her dashing leverage, jumps
          /   ------------- toward the opponent.
    If are from a 3/4 to full screen's distance away from the opponent and you'd
    rather not subject yourself to the dangers of the super jump, (chasing,
    landing into a super move) this move makes a great offense. Since this move
    makes you go farther than the conventional frontward jump, you should have
    space between you and the opponent when you land, giving you a chance for more
    hits in a possible ground combo follow-up to any jump-in attack. I don't
    suggest using this move against an opponent who is close to you.
    -* -*            AIR DASH: Your character dashes toward the opponent while in
     (while jumping) --------- the air.
    This is a dangerous yet powerful tool for those who have it at their disposal.
    You are unable to block while performing this move, and the only way you can
    interrupt it is by attacking, so be careful. That being said, you can use this
    move to get behind an enemy who throws out a missed super, trick the opponent
    into using an anti-air and subsequently smacking them, or to just get away.
    Familiarize yourself with your character's air dash before using it left and
    ATTACKING - Attacks in this game, as opposed to those in Street Fighter II and
    =========   the like, are fast and furious. Watching experienced players do
                their thing with little or no trouble is really a sight to see,
                whether you are an avid gamer or not. Hell, even *blocked combos*
                look more action packed than SFII!
    These attacks are activated simply by pressing the buttons before you on the
    game panel. There are six basic forms of attack that can be used either when
    standing, crouching, or jumping. These are called jab, strong, fierce (The
    punches), short, forward and roundhouse (The kicks). Here is a brief overview
    of what every form is like:
    jab is often a quick (relative to the character's overall attack speed), short
    range punch that is level with the character's face. Most of the time, they
    travel at a 0o angle.
    //Almost all jabs in general (whether they be standing, crouching, or
    jumping...) are faster than short. This is good to know and keep in mind
    whenever confronted with speed-requisite situations.\\
    short is quick like jab, but rather than reach at a zero degree angle, it
    usually will hit downward towards the ground. Otherwise, it will be level with
    the character's gut and travel at a zero degree angle as well.
    strong is not too slow on start up, but it requires a bit of anticipation to
    hit with in and of itself (...that is, outside of a combo.). Most standing
    strongs will hit at either a farther 0o angle or at an upward angle. A few of
    the character's S. strongs are launchers.
    forward is almost always an outward gut thrust. They require just about the
    same timing as standing strongs. These are great for comboing upward hitting
    special moves.
    fierce is either a slow and hard hitting face punch or a strike. Most have
    exploitable recovery time as well. Be careful when using these.
    roundhouse is usually an anti-air that doesn't combo well on the ground.
    jab is usually a quick and low 0o punch. Almost always faster than crouching
    short. (Hulk is the only exception to this rule.)
    short is often either at a 0o or downward angle. Lots faster compared to the
    crouching medium attacks.
    strong is either a launcher of some kind or a out/downward smack. Best kept in
    combos (Unless you can't, of course.).
    forward is often at times the character's longest ranged move. Most of them
    combo into projectiles nicely as well.
    fierce is either the character's launcher or a 0o pounder. Most that aren't
    launchers will knock the opponent too far away to follow up with a combo.
    roundhouse is the universal knockdown (sweep). If your character's C. rhouse
    isn't a sweep, then it will probably knock your opponent to far away to follow
    up with more hits. (Yes, I know Wolverine is an exception.) Very useful.
    (J.)UMPING... / (SJ.) SUPER JUMPING...
    jab usually either hits at a 0o or downward angle. Not great for jumping in
    with, but those that hit at a 0o angle are great for meeting a mid-air
    opponent. Very high priority.
    short almost always hits downward. Those that do are great for starting
    jump-in combos. Good priority as well.
    strongs are a big bowl of Chex mix. Some hit upward, some hit downward, and
    some go straight out (0o). If it goes upward, they are good chasers, if they
    go downward, they should be used as jump-ins, and if they go straight out, use
    them for meeting people mid-air.
    forwards are just about the same as strongs.
    fierce usually hits downward. It could make a great solo jump-in attack.
    Because it usually has low priority (...in comparison to the medium and light
    attacks), it probably isn't a good idea to fit it into a jump-in combo (Unless
    it does have good priority, of course.).
    roundhouse will either travel at a 0o or downward angle. Could be a good solo
    jump-in as well. Use with the same rationale as J. Fierce.
    For more information, see my dictionary's definition for NORMAL-ATTACKS if you
    haven't already.
    Command attacks are performed by pressing a normal attack button while holding
    the joystick in a certain direction (...other than down when on the ground.).
    They are, in effect, different or extended versions of normal attacks. Most
    can be cancelled as if they were normal attacks; in accordance with the
    character's combo system.
    Types of command attacks:
    ALTERNATES - activated by pressing a variable normal attack while holding a
    ----------   variable joystick direction.
    These are basically every type of command attack that serve no special purpose
    other than change the direction or look of the attack. Every alternate
    command attack is listed below:
    Chun-Li's Mini Kikosho............T+Fierce (Not cancelable)
    Chun-Li's Stomp Kick..............D+Forward (Air)
    [Every] Ryu's Face Kick...........U+Forward (Air)
    [Every] Ryu's Slash Kick..........U+Rhouse (Air)
    Zangief's Head Butt...............U+Strong (Air)
    Zangief's Body Punch..............T+Fierce (Air)
    Morrigan's Cape Sweep.............DT+Fierce
    Captain America's Spread Kick.....U+Rhouse (Air)
    Captain America's Axe Kick........D+Rhouse (Air)
    War Machine's Hand Beam Up........U+Rhouse (Air)
    War Machine's Hand Beam Down......D+Rhouse (Air)
    War Machine's Upward Kick.........U+Rhouse (Air)
    DIVES - activated by pressing a variable normal attack while holding down when
    -----   airborne
    These will interrupt the rise/fall of your character's jump and send him/her
    hurtling toward the ground with an attack. They can usually be chained into
    a variable normal attack (in accordance with your combo system) if they
    connect. Otherwise, the only way that you can cancel them (which, in effect,
    will stop the character from heading towards the ground...) is by performing a
    mid-air special/super attack. Useful for throwing the opponent off in terms of
    expecting your course of travel. Every dive command attack is listed below:
    Zangief's Elbow Drop..............D+strong (Not cancelable)
    Morrigan's Shell Pierce...........D+rhouse
    Jin's Tornado Drill...............D+rhouse (Not cancelable)
    War Machine's Knee Dive...........D+forward
    Wolverine's Dive Kick.............D+rhouse
    //Wolverine's Dive Kick now makes a 90o vertical drop, as opposed to his
    previous version of the move which made a slight diagonal drop. It is also now
    performed with roundhouse instead of forward (?). Because of the change in
    which button you use to perform it, you can no longer chain a connection of
    this move into his J. Fierce... but for some reason, you can chain it into a
    J. Rhouse... (!) Why? I don't know... it defies the constraints of his combo 
    system, but it works. Because it does, however, it is more useful than his
    previous dive kick: Now, when you chain the command attack into his J.
    Rhouse, Wolvy will cross the opponent, forcing him/her to block using the
    opposite direction to protect from the attack.
    On top of the cross-up fact, it rips him away from his jump more abruptly than
    the previous dive kick, making it harder for the opponent to see coming. I
    mean, what more can you do to make this character easy to use? =)
    DOUBLE-HITS - activated by interrupting a normal attack with itself
    Don't confuse double-hit command attacks with double-hit normal attacks.
    Double-hit normal attacks are those that can potentially hit twice after you
    press the button once (e.g. Chun-Li's J. rhouse, Ryu's S. forward, Zangief's
    S. rhouse, Morrigan's C. jab, Jin's S, C. forward and J. rhouse, Venom's S.
    forward, S, J. rhouse and J. fierce, Hulk's C. fierce, War Machine's C.
    rhouse...). Double-hit command attacks are those that require you to press the
    normal attack button twice to perform. Every double-hit command attack is
    listed below:
    Captain America's S. forward
    War Machine's S. jab
    Wolverine's S, J. strong and S. forward
    SOARINGS - activated by pressing a variable normal attack while holding down
    --------   when airborne
    These will position your opponent in a variable attacking frame until they
    land. Unlike dive command attacks, they will not change the course of your
    jump. These are very dangerous to do early when super-jumping, since you will
    be unable to block until you reach the ground. soaring command attacks can be
    chained into other normal attacks when they connect (depending on the
    character's combo system) and can always be cancelled into mid-air special\
    super attacks whether they do or not. I believe their primary use are as jump-
    ins. Every soaring command attack is listed below:
    Zangief's Knee Dive...............D+forward
    Zangief's Body Splash.............D+fierce
    Morrigan's Shell Kick.............D+forward
    LUNGES - activated by pressing a variable normal attack while holding towards
    ------   when on the ground
    These will propel your character toward the opponent while attacking. They
    cannot be cancelled. Every lunge command attack is listed below:
    Ryu's Whirlwind Kick..............T+forward
    [Akuma] Ryu's Whirlwind Kick......T+forward
    Zangief's Ground Elbow Drop.......T+strong
    Morrigan's Insane Flip Kick.......T+forward
    OVERHEADS - activated by pressing a variable normal attack while holding a
    ---------   certain direction when on the ground
    These will move your character slightly toward the opponent while performing
    an overhead attack. Every overhead command attack is listed below:
    Chun-Li's Neckbreaker Kick........DT+rhouse
    Ryu's Collarbone Splitter.........T+strong
    [Ken] Ryu's Heel Split............T+forward
    [Akuma] Ryu's Skull Destroyer.....T+strong
    SLIDES - activated by pressing a variable normal attack while holding down-
    ------   towards
    These will make your character slide across the ground. They will sweep the
    opponent if they hit. Every one has exploitable recovery time and can be
    cancelled into special/super attacks. I would use them sparingly.
    Strider's Slide Kick..............DT+rhouse
    Wolverine's Sliding Claw..........DT+fierce
    //Wolverine's Sliding Claw can be cancelled into any one of his ground
    Throws are activated by pressing a variable normal attack button (either a
    medium or heavy attack) while holding towards or away from the opponent when
    close to him/her. Throws can be done either on the ground or in the air and
    cannot be blocked. This makes them one of the best forms of offense.
    There are, basically, two types of throws: Tosses and chokeholds. A toss is
    either a slam, throw or anything that will only inflict damage as a result of
    one attack. A chokehold is a grab, during which your character will hit the
    opponent repeatedly and subsequently throw or hit them away. Repeated button
    mashing will usually heighten the damage given in a chokehold throw. Whichever
    one is more useful depends on the context of your game.
    //Throws have been called cheap since day one. This is probably because they
    exploit an inactive opponent rather an active one. This failure to exploit
    activities such as temporary vulnerability, start-up time, recovery time and
    the like prevent one whose main strategy is throwing from learning those
    weaknesses. My take on this is: yes; generally, throws are cheap. According to
    my definition, they are. But of course, as I said, my definition is a relative
    one. This is why I say "*Generally*, throws are cheap.". 
    I think the reason that a general (or common) fighter gets thrown so often is
    because he/she finds too much security in blocking. He/she thinks that since
    blocking will protect from *every* form of attack substantially enough that
    doing so constantly is a sufficient form of defense. This is where he/she is
    Why? Lets examine the previous paragraph's thought processes. First of all,
    the accented "every" is problematic since it is a generalization (or 'all'
    statement). Generalizations are usually not good philosophies to accept points
    upon, because they only work if you test them and get the same result in every
    single situation possible. This infers that in order for the conclusion to be
    a good one to hold, you would have to test if blocking would protect you
    substantially from every single form of attack. Most people wouldn't go
    through such trouble and *don't* before they act upon such a maxim, making it
    a bad one. They think that, for practicality's sake, they should jump to that
    As we already know, throws cannot be blocked, so the results of such a test
    would show that "No. Blocking does not protect substantially from every form
    of attack." This means that the rest of the inferences following the
    generalization statement crumble, and that we must form a new strategy
    concerning what a "good defense" is.
    Well, boys and girls, we now know that fighting games don't exactly depend
    upon practicality, don't we?
    The conclusion of the argument is that blocking constantly is a sufficient (or
    good) form of defense. Well, since we have already come to the conclusion that
    blocking simply will not protect you substantially from every form of attack,
    we should know by now that it isn't. Certainly, blocking protects from most
    forms of attack, but since it doesn't protect from throws, a good defense
    requires protection from them as well.
    As to whether or not using an offensive strategy that is made up primarily of
    throwing takes less skill than depending on your opponents recovery time to
    get your hits in, I would have to agree with the general consensus... that is,
    I would say that it does take more skill to learn the many nuances of hitting
    and exploiting your opponent during recovery time than it is to just depend on
    throwing (and following up on) your opponent over and over again. But in doing
    so, I can never diminish the skill it takes to throw (and not be thrown)
    consistently. While an offensive strategy that depends upon exploiting
    recovery time requires you to have a good knowledge of every character's
    exploitable moves and procedures, throwing consistently requires you to have
    an impeccable knowledge of what you're opponent is about to do (anticipation),
    and acquiring that sort of sixth sense takes, at the very least, some
    practice. Therefore, I cannot detract from the overall value that strategy
    Saying "X is cheap." and expecting someone to believe that it is gospel is
    never a good idea, in my opinion, since, in my opinion, "cheap" is a relative
    term. Throws are cheap *relative* to a general fighting game crowd, who do not
    defend well against throws. But, to an experienced fighting game crowd, say, a
    group of people in a national tournament, throws are not cheap, since an
    experienced crowd would most likely be very able to defend against them. My
    advice to you and any who have said something ala "X is cheap." (I know I
    have!) is to always think before making a descriptive claim (i.e. a claim that
    states the way the world is) and modify them with a phrase such as, "In my
    experience,", "As far as I have seen,", "Generally," and the like.\\
    The damage throws give can be evaded by throwing your opponent at the exact
    same time. This is called a tech-hit. They are, ;-) in my experience,
    extremely hard to time and not practical enough for you to depend upon. My
    advice in this case is to not let your opponent get close enough to throw you
    at all.
    //Like I just said, the best defense against throws is to not let your
    opponent get close enough to do it at all. If you are being offensive, of
    course, this is not an issue, because you are the aggressor. But, if you are
    being primarily defensive, don't let the opponent jump-in, dash-in, or get
    near enough to throw you in general... In this case, the old saying that goes,
    "The best defense is a good offense." stands.
    Another issue I wanted to address is whether or not blocking *does*
    substantially protect you from most forms of attack. I know that the
    cumulative effects of chipping damage can, at times (Duo team attacks,
    Strider's Legion, Chun-Li's Kikosho) pose a threat, and that blocking every
    attack beside throws could get you in trouble because of that fact... To
    clarify this issue, what I meant by substantially was the initial difference
    of damage between when an attack hits and when it is blocked, not in the long
    run scheme of the fight.
    Special attacks are usually activated with a variable joystick motion in
    combination with a normal attack button. Those that are not are activated by
    pressing a combination or sequence of normal attack buttons. They take some
    time to master, but are nonetheless useful (possibly essential) to experienced
    There are ten categories that a special attack can fall under. They are all
    listed below:
    INDEPENDENT PROJECTILE - Special attacks that will make your character shoot
    ----------------------   or "call" a projectile that can exist without
                             requiring him/her to maintain some sort of position.
    Examples of independent projectiles include Chun-Li's Kikoken, Ryu's Hadouken,
    Morrigan's Soul Fist, etc. Generally, people seem to think that these are
    DEPENDENT PROJECTILE - Special attacks that will make your character shoot or
    --------------------   "call" a projectile that requires him/her to maintain
                           some sort of position.
    There are only two dependent projectiles in Marvel Vs. Capcom: Iron Body
    Zangief's Vodka Fire and Venom's Venom Rush. I believe that the most memorable
    one is Dhalsim's Yoga Flame.
    QUICK PROJECTILE - Dependent projectiles that cover the screen almost as soon
    ----------------   as they are activated.
    These are pretty rare, too. The only five quick projectiles in MvC are:
    Captain Commando's Captain Fire, Gambit's Kinetic and Trick Card, and War
    Machine's High and Low Shoulder Cannon. They are rarities in other games as
    BODY PROJECTILE - Special attacks that involve a lunge or movement of the
    ---------------   character's body.
    Examples include Chun-Li's Axe Kick (Sen'en Shuu), Ryu's Hurricane Kick,
    Zangief's Banishing Fist (Green Glove), Captain Commando's Captain Kick, etc.
    These can usually be more risky than the average special attack, since they
    can put your body in a potentially harmful way.
    ANTI AIR - Body projectiles that attack the opponent while lifting your
    --------   character from the ground.
    Chun-Li's Tenshou Kyaku, Ryu's Shouryuu Ken, Morrigan's Shadow Blade,
    Megaman's Mega Upper, etc. These are even more dangerous to use than body
    projectiles because if they miss or are blocked, your recovery time is *very*
    DIVE - Mid-air body projectiles that attack the opponent while plummeting to
    ----   the ground.
    Not too dangerous to use since they have high priority. There are only two in
    MvC: [Akuma] Ryu's Dive Kick, and Hyper Venom's Diving ??.
    STATIONARY - Special attacks that can harm the opponent while your character
    ----------   is standing still.
    These can sometimes make good anti-airs. Some examples are Chun-Li's Lightning
    Legs, Zangief's Lariat, Captain Commando's Captain Corridor, Jin's Saotome
    Dynamite, etc. Can be dangerous to pull at times... just make sure your
    opponent won't expect them.
    THROW - Special attacks that will seize your opponent.
    Most of the time, throw special attacks cannot be blocked. Unfortunately,
    half of them can be blocked in MvC. Those that can be blocked are Spider-Man's
    Web Throw, Jin's Saotome Crush, Venom's Web Throw, and Hulk's Gamma Tornado.
    Those that cannot be blocked are Zangief's Spinning Pile Driver, Running Bear
    Grab, and Flying Grab and Morrigan's Vector Drain. Those that cannot be
    blocked should always be done with caution.
    MOBILE - Special attacks that move your character to a different position.
    Of course, these really aren't "attacks". Examples include [Akuma] Ryu's
    Teleport, Strider's Teleport, and Captain America's Cartwheel... Correct me if
    I'm wrong, but I think that's all of them!
    MODE CHANGE - Special attacks that may affect other attacks.
    Examples include Megaman's Item Change, Strider's Formation A (1st), Captain
    America's Shield Slash, War Machine's Flying, etc.
    Super attacks are usually activated with a variable joystick motion in
    combination with two normal attack buttons. Those that are not are activated
    by pressing a combination or sequence of normal attack buttons. They are
    easily mastered after you learn to use special attacks. The main difference
    between these and special attacks is 1) they require hyper-meter to use, and
    2) they take off loads of damage! Some of these moves can be comboed into
    after normal attacks (!These are called 'Super combos'!). Super attacks can
    turn the tables of the match in either your or your opponent's favor.
    Mastering your character's super attacks/combos is a must.
    There are many different types of super attacks, and they are all extensively
    listed under my dictionary's definition for HYPER-COMBO. If you want, you can
    go back and check it out if you haven't already.
    A team super is an attack (activated by QCF+HP & HK) that requires two levels
    of hyper-meter to perform. When activated, your active character will begin a
    variable super attack and wait for your inactive character to jump on-screen.
    When he/she does, both will perform their variable super attacks
    simultaneously. Afterwards, the character who activated the team super will be
    switched out (Unless he/she gets hit during his/her recovery time.).
    While two levels of hyper-meter seems pretty steep, keep in mind that 1) some
    of these babies can be comboed, and 2) they can effectively switch a hurting
    character out. I say, if you can hit with it, go for it.
    Crossover combinations are covered more extensively under my dictionary's
    definition, CROSSOVER-COMBO. You should go and check it out if you haven't
    A duo team attack is a procedure that, when activated (QCB+HP & HK), will make
    your active character taunt your opponent while your inactive character jumps
    on-screen. When he/she lands, you 1) are then in control of both of your
    characters at the same time and 2) have infinite hyper-meter for a limited
    time. It requires two to three levels of hyper-meter to be done.
    The duo team attack and its restrictions are, once again, discussed more
    extensively in my dictionary's definition for DUO-TEAM-ATTACK. Check it out if
    you haven't already. (I need some new material!)
    Helpers are characters that will either be automatically or personally
    selected after you pick your second character. They are always called out with
    both medium attacks (MP & MK) and have a limited number of uses. You can
    cancel almost all normal attacks by calling a helper.
    People generally uses helpers as easy, neat-o, peachy keen ways to combo their
    super attacks. I'm all for that course of action if my helper hits my
    opponent, but I am not all for being dependent on such a strategy. (Learning
    how to use you main characters is *way* better, in my opinion.) There are,
    basically three types of helpers:
    BODY PROJECTILE - Helpers that come on-screen and use their body to attack.
    These helpers each have individually practical (Yes, I said the P-word.) uses.
    The body projectile helpers are Lou, Ton-Pooh, Devilot, Shadow, and Rogue.
    CHARGING - Body projectile helpers that slide across the screen.
    These seem to be the most popular kind of helper. If they hit your opponent,
    they will drag him/her almost, if not all the way across the screen making
    them fish bait for a super attack.
    The charging helpers are Psylocke, Juggernaut, US Agent, Colossus, and
    PROJECTILE - Helpers that shoot or "call" a projectile on screen.
    These will come in, shoot or "call" their projectile, and leave. In my
    opinion, they are very hard to hit with (The opponent can usually see them
    coming for miles.).
    The projectile helpers are Unknown Soldier, Lou, Saki, Pure and Fur, Michelle
    Heart, Arthur, Thor, Magneto, Iceman, Cyclops, Storm, Anita, Shadow, and
    Agh... Once again, refer to the CROSSOVER-ASSISTANT definition in my
    dictionary for more information.
    SWITCHING - See my dictionary's definition for SWITCHING for detailed
    =========   information.
    BLOCKING - Blocking will most likely be your most used tool of defense in the
    ========   game. Having a firm grip on blocking technique is a must.
    In general, you block by holding the joystick away from your opponent. Since
    doing so can also change the direction in which your character travels, you
    might be a little confused when first learning to use the block. Although I
    explained this a couple of commands ago, here is the key to understanding the
    command once again, in a nutshell: If your opponent attacks while you are
    holding back (in any way), you will block; if not, you are free to move
    Block-stun is the effect or condition of blocking an attack. You will usually
    slide or reel back a bit after blocking any attack; that is the block-stun.
    You cannot attack or move until block-stun ends. You can however, perform a
    motion just before it ends and reverse an attack when it does. You cannot be
    thrown or grabbed during block-stun, either.
    The following is a list of blocking techniques; know them well:
    Every joystick command in this section assumes that you are facing right (The
    first player's starting point.). If you are facing left, simply reverse the
    right or leftward motions.
    *- STANDING BLOCK: Your character blocks high.
    Blocking high (or blocking while standing) protects against all but crouching
    kick attacks. It will prevent air attacks, standing attacks, and crouching
    punch attacks from hitting you.
    Generally, the standing block is used mostly for blocking incoming air attacks
    rather than ground attacks, which is a good idea, because if you block a close
    ground attack high, your opponent can simply combo into a crouching kick in
    order to hit you.
      / CROUCHING BLOCK: Your character blocks low.
    *   ----------------
    Blocking low (or blocking while crouching) protects against all but jumping
    and overhead attacks. It will prevent standing attacks and all forms of
    crouching attacks from hitting you.
    People usually use the crouching block to block all ground attacks. If they
    didn't, they would be vulnerable to every crouching kick available to their
    opponent. As soon as your opponent jumps, though, switch to standing block or
    else they could quickly take advantage of your position... as for overheads,
    most are slow, so you should be able to see them coming. Handy move.
    *-               AIR BLOCK: Your character block while mid-air.
     (while jumping) ----------
    The air block protects from all forms of attack beside throws. It is mostly
    used whenever you anticipate an anti-air, chasing attack, or anti-chaser.
    The air block makes jumping relatively safe (as opposed to games that don't
    have it). You will probably use it in more situations than the ones I have
    //If you haven't read about the air guard crush, read the section under
    MOVING; JUMPING; BACKWARD. It *could be* vital information.
    LP+MP+HP          ADVANCING GUARD: Your character pushes his/her opponent
     (While blocking) ---------------- away. Can only be done during block-stun.
    The advancing guard can be done during any form of blocking. It's great for
    keeping pokers (and tickers) off of your back.
    Pushing while air blocking is dangerous, though, because a few seconds after
    you do so, your character will be unable to block (The air guard crush is
    especially dangerous if your opponent knows how to take advantage of it.)
    Since it also doesn't push your opponent as far as a ground push would, I
    recommend against using it at all.
    BTD+HP & HK       CROSSOVER COUNTER: Your character switches with his/her
     (While blocking) ------------------ partner, who comes on-screen attacking.
                                         (Requires one level of hyper-meter.)
    The 'counter', as most people call it, is a handy way to switch out a damaged
    character. However, if your opponent is aware that you are capable of doing
    this, he/she will probably not attack you when you are almost dead, so don't
    depend on it.
    Please see my dictionary's entries on ADVANCING GUARD, BLOCK, BLOCK-STUN, and
    CROSSOVER-COUNTER for more information.
    I am about 5'7 feet tall, I have black hair, black eyes (from getting my ass
    beat so often), and a huge chip on my shoulder. My real name is Jose Lafaurie,
    and sometimes I go by Joe. I gots a brother, his name is Ricardo Jr. (AKA
    Dasrik). I am 19 (10/27/80) and am currently going to Riverside Community
    College in Moreno Valley, California. If you think you know me, holla "What's
    up, Joe?" and gimme five fingers next time we meet.
    For those of y'all who remember matches better than faces, I am known to play
    most with a Spider-Man/Venom team. However, I also can kick it with Zangief,
    Ryu, CapAm, and Jin (I haven't used his ass in *too* long.). I detest using
    Strider and Wolverine, but if you got a hankering to see me play them, ask me
    to and my quarter is yours.
    This is my first FAQ. I wrote it for all the peeps out there who either can't
    play fighting games for jack and for all the Wolverine addicts (Get some
    skill and stop trying to rationalize that crap.).
    My philosophy for video gaming is the same as with any sport: It ain't whether
    you win or lose, it's how well you play. So, if you see me having an episode
    after I lost a game, it ain't *cuz* I lost, it's cuz I sucked. Oh yeah, and
    while I got a soap box to stand on, let me address the issue of trash talking.
    Yes, I do it a lot. No, I won't try to justify it. But for God's sake, people,
    don't beat a brother down for doing it. First of all: everything I say when
    I'm on the game is just trash. It ain't written gospel that you should take
    to heart. Second, when I'm on the game, I'm nervous. I'm sure everyone (with
    the exception of kids and special cases) can relate. It's just a 'tude that
    seems to come with the territory. I cannot control it very well, but I'll try.
    Webster's New World Dictionary - for an excerpt from "Word Etymology".
    Kao Megura - for the helper code list.
    Migs Rustia - for a lot of the sub/primary definitions. You really should
    update your website, Migs... or lack thereof. =)
    Anybody who plays at Brunswick Recreational Center in Moreno Valley,
    California... Especially Andre, Das, Chip, Keshin, Mario... I learned from all
    of you. *Especially* Keshin... you damn, trash talk hating... =) I don't even
    want to think of how much money I spent on you... Andre... ya damned "Super
    Sayjin"... keep it up, man. When Marvel Vs. Capcom 2 comes out, you'll be
    whooping my ass.
    All those who play at The SU in Cal State San Bernardino... the only ones I
    remember from that joint are Damien and Chief... I'll whoop all you non-
    rolling, helper dependent, two hit comboing asses now! You guys are so damn
    old school, y'all playin' with Jesus. =)
    Capcom - I know you suckas can't even hear me, but stop making such whack ass
    games... I mean, they're the bomb and all, but... they whack! Oh, and for the
    love of hell, stop throwing that punk ass "bigfoot" Wolverine into your damned
    games... I know he your cash cow, but DAIMN!
    ...and everyone who's smart enough to admit that they don't know enough.
    Nuff love fo y'all... peace.
    12 - 15 - 99

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