MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v1.0 for the Arcade by K. Megura Unpublished work Copyright 1998-1999 Kao Megura This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged and respected that are not specificially mentioned in this FAQ. To continue, this FAQ and everything included herein is protected by International Copyright Law. Failure to adhere to any of the above will result in violation of the aformentioned law, and consquently, may be the cause of legal action against prepetrators. Remember that breach of copyright (not to mention plagiarism) is a crime. If you disagree with any part of this disclaimer, you must promptly delete / destroy this FAQ. To put it simply, don't try and make a living off of my work, since I have every right to take legal action against you if you do so. FAQ ripping, plagiarism and misuse is sadly blatant in today's world. However, if it happens to you, remember that anything you create is automatically protected by copyright, and that gives you the right to take legal action, assert your rights, and punish transgressors to the fullest extent of the law. The Street Fighter series is (c) Capcom Co., Ltd. The Marvel characters are (c) Marvel Inc. Strider is (c) Moto Hikaku. All rights reserved. This FAQ can be found at: --------------------------------------------------------------------- Kao Megura's Home Page members.xoom.com/megura (or) i.am/kao GameFAQs www.gamefaqs.com ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY 2. CHARACTER MOVES LIST - Captain America - Captain Commando - Chun-Li - Gambit - Jin Saotome - Megaman - Morrigan - Hulk - Ryu - Ryu in Ken Mode - Ryu in Akuma Mode - Spider-Man - Strider Hiryu - Venom - War Machine - Wolverine - Zangief - Zangief in Mega Zangief Mode 3. HIDDEN CHARACTER MOVES LIST - High Speed Venom - Hyper Armor War Machine - Lilith-Style Morrigan - MSH Performance Hulk - Roll-chan - Shadow Lady 4. SECRETS AND TRICKS 5. COMBO PRIMER 6. MISCELLANEOUS ========================================================================= 1. H O W T O P L A Y ========================================================================= ----------------------------------------------------------------------- KEY TO CONTROLS ----------------------------------------------------------------------- This section outlines the basic controls for all characters: (joystick directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | db d df Defensive Crouch Crouch Offensive Crouch (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press d,df,f or d,db,b on the joystick. hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick. Rotate 360 - Rotate the joystick in a complete circle. You can start and end the circle at any point (i.e. start at uf and end at uf, or b to b, etc.) PP / PPP - Press any two / all three Punch buttons. KK / KKK - Press any two / all three Kick buttons. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery). x~x - All possible ranges are allowed (for example, ub through uf, or MK through HP). dir. - Any direction can be used. ------------------------------------------------------------------------ BASIC MOVES LIST ------------------------------------------------------------------------ Block / Low Block Hold b / db when attacked Air Block Hold b / db when attacked in air Advancing Guard While blocking, tap PPP rapidly (air) Dash Tap f,f / press PPP Backstep Tap b,b / press b + PPP Super Jump Tap d,u / press KKK / press u after a launcher Dashing Jump Tap uf during Dash / ub during Backstep Ukemi (Tech. Hit) Perform a throw as you are thrown (air) Down Kaihi (Evade) When knocked down, b,db,d + P / K to roll Recovery When dizzied, wiggle the joystick, tap P / K Variable Assist Press MP + MK (has limited uses) Variable Attack Press HP + HK Variable Counter While blocking, b,db,d + HP + HK (at Level 1+) Variable Combination qcf + HP + HK (at Level 2+) Variable Cross qcb + HP + HK, then attack (at Level 2+) - Using the Advancing Guard doesn't reduce the amount of damage taken; it only attempts to create more distance between you and your opponent. It's wise to not always use it as it's possible to be hit by an attack as you recover from pushing yourself forward. - You can Tech. Hit (Ukemi), out of almost any throw in the game, including ground and air throws, as well as: - Hulk's Gamma Tornado - Spider-Man's Web Throw - Zangief's Flying Powerbomb / Mid-air Screw Piledriver - Zangief's Dash Throw (either version) - All of the "Variable" moves will switch your active character with your partner when the move finishes, except the Variable Assist. In the case of the Variable Combination and Variable Cross, you may not switch characters if the incoming ally is hit. - Remember that the Variable Assist can be used a certain number of times per battle, depending on the character. So be careful and don't waste this move if you can help it. - During the Variable Cross, both characters will come on screen and remain there for a while (it lasts longer if performed at Level 3). You can control both of them during this time, and you'll have an infinite Hyper Combo bar for the duration of the Variable Cross. ----------------------------------------------------------------------- USING EASY MODE ----------------------------------------------------------------------- Easy Mode functions just like Normal Mode, but with some notable differences: - To do your launcher, press LP + LK while standing or crouching. This is the _only_ way to launch someone, you can't do the launcher manually. - Tapping MP, MK, HP, or HK will result in a special move being performed (not all characters can use all the buttons). Some characters can do this in the air, too. - Pressing MP + HP or MK + HK will result in a Hyper Combo being performed if you have enough power (not all characters can use MK + HK). - If you hit an opponent with LP or LK while standing, crouching, or jumping, you can tap LP or LK repeatedly for a combo (or press any button to control the combo yourself). ----------------------------------------------------------------------- SUPER ARMOR AND HYPER ARMOR ----------------------------------------------------------------------- Normally, when you get hit, your character goes into "hit stun"; you can't do anything for the brief moment that they're reacting to getting socked in the head, etc. Characters with Super Armor have a one-hit buffer, so if you hit them once, they'll flash but will not go into hit stun. This means that if they were starting an attack as you hit them, they'll still go through with it and you'll get hit instead. This also means that they can't be launched unless you've just hit them previously (or depending on your ground chain type, if you've chained a hit before you did the launcher). In most cases, this also applies to sweeps (you have to hit them once, then sweep them if you want to knock them down). Note that the Web Throw attacks will not connect unless Spidey / Venom combo it or have just hit their enemy with an attack within the last second or so, due to the effects of the Super Armor. Hulk has Super Armor; Zangief has it too, but only during certain special moves. Jin gets it when his life is low and his partner is out of comission. Hyper Armor works just like Super Armor, but provides it's user with an infinite hit buffer. This means that they cannot be launched or sweeped (and Spidey / Venom cannot connect with their web throws). In addition, any HC that results in an auto combo (such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow Lady's Final Mission, etc.) won't work. Also, a character with Hyper Armor can never be dizzied! Luckily, only Hyper Armor War Machine and Zangief (in "Mega Zangi" mode), have Hyper Armor. ========================================================================= 2. C H A R A C T E R M O V E S L I S T ========================================================================= Characters are listed alphabetically. All move names are official except those listed in lowercase in parenthesis. A short list of attack, combo, and Variable move information is shown afterwards: Ground Combo Chain: The chain type used when standing / crouching Jumping Combo Chain: The chain type used when jumping Super Jumping Chain: The chain type used when super jumping Aerial Rave Launcher: The attack used to start a Super Jumping chain Aerial Rave Finisher: Any attack that finishes a Super Jumping chain * Flying Attack: Any attack that sends an enemy flying away Knockdown Attack: Any attack that knocks an enemy off their feet Ground Throws: What throws a character has while on the ground Aerial Throws: What throws a character has while in the air Variable Counter: What move is used during a Variable Counter Variable Combination: What HC is used during a Variable Combination + * Depending on the size of your opponent, and whether you're in the corner or not, it's possible to hit your opponent after hitting them with a finisher. + If 2 attacks are listed for, the second one is used if this character is your partner who is not currently in use). Any important comments concerning each character are written after their moves list. For more information on chains and combos, please refer to section 5, the Combo Primer. ------------------------------------------------------------------------ CAPTAIN AMERICA ------------------------------------------------------------------------ Shield Slash qcf + P (air) Charging Star qcf + K Stars & Stripes f,d,df + P Zenten hcb + P (heel kick) In air, d + HK (double kick) Press MK twice 2 Dan Jump Press ub~uf (perform 2 times) Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Shield Slash, Heel Kick Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: HP Stars & Stripes Variable Combination: Hyper Stars & Stripes (as current player) Hyper Charging Star (as partner) - If the Shield Slash is blocked or if it misses, then the Captain's shield will not return to him. Without the shield, he cannot use the Shield Slash, and his attacks inflict less damage. He can get his shield again simply by walking over it. - During the Charging Star, Captain America can negate projectiles, although doing so reduces the range and speed of this move. If he doesn't have his shield, then he can't negate projectiles. - The Zenten can be used to move behind an opponent. However, the Captain is not invincible during this move. - During the Hyper Charging Star, Captain America can negate and pass through projectiles, and he can negate certain Hyper Combos (beam attacks, etc.), although doing so reduces the range and speed of this move. Without his shield, he can only negate and pass through normal projectiles. ------------------------------------------------------------------------ CAPTAIN COMMANDO ------------------------------------------------------------------------ Captain Fire qcf + P (air) Captain Corridor qcb + P Captain Kick qcb + K Commando Strike qcf + K Captain Sword qcf + PP Captain Storm qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK / Crouching MP Aerial Rave Finisher: HP, HK, Captain Fire Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Captain Corridor Variable Combination: Captain Sword - When using the Commando Strike, LK calls Kakeru, a ninja who does a jumping downward sword slash. MK calls out Genity, a mummy armed with knives who flies across the screen (low enough to hit jumpers but not to hit standing opponents). Using HK summons Hoober, a baby who fires a missle at his enemy. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Kikou Ken hcf + P Sen'en Shuu hcb + K Tenshou Kyaku f,d,df + K Hyakuretsu Kyaku Tap K rapidly (air) Reishiki Kikou Ken f + HP Kaku Kyaku Raku df + HK Yousou Kyaku In air, d + MK (perform 3 times) Sankaku Tobi Jump against a wall, press f 3 Dan Jump Press ub~uf (perform 3 times) Kuuchuu Dash In air, tap f,f / press PPP Kikou Shou qcf + PP Senretsu Kyaku qcf + KK Hazan Tenshou Kyaku f,d,df + KK Shichisei Senkuu Kyaku In air, qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Hyakuretsu Kyaku, Yousou Kyaku, Shichisei Senkuu Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MP Kikou Ken Variable Combination: Kikou Shou - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. - The Reishiki Kikou Ken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - The Kikou Shou can negate certain Hyper Combos (mainly beam attacks). However, if the HC oulasts her Kikou Shou, then she will be hit. - Chun-Li's taunt (press Start) hits for minor damage. You can't kill someone with it, though. ------------------------------------------------------------------------ GAMBIT ------------------------------------------------------------------------ Kinetic Card qcf + P (air) Trick Card qcb + P Cajun Slash f,d,df + P Cajun Strike Charge d,ub~uf + K Cajun Escape Charge d,u + P, (b / f + P) Royal Flush qcf + PP Cajun Explosion qcf + KK / qcb + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Kinetic Card Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Counter: Kinetic Card Variable Combination: Royal Flush - During the Cajun Strike or Cajun Escape, you can press in the opposite direction upon touching a wall to jump across to the opposite wall before attacking. - Using the qcf + KK version of the Cajun Explosion makes Gamibit leap to the wall opposite him; the qcb + KK version makes him cling to the wal behind him. ------------------------------------------------------------------------ HULK ------------------------------------------------------------------------ Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,K (or direction + K) Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP (direct b / f) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit Aerial Rave Finisher: MP, HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: HK Gamma Charge (Taichi; can redirect) Variable Combination: Gamma Wave - The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate the joystick repeatedly to increase the damage done. - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Crush can hit on the way up. If it does so, you can't direct the Hulk's landing, but he'll automatically land atop his opponent anyway. - All of the Hulk's normal punches and kicks cause block damage. - The Hulk has Super Armor when on the ground or performing any special move. ------------------------------------------------------------------------ JIN SAOTOME ------------------------------------------------------------------------ Saotome Typhoon Charge b,f + P Saotome Dynamite Charge d,u + P Saotome Crush hcb + K Saotome Fire Hold Start, tap P rapidly, KKK to cancel (sliding cyclone) d + HK (diving cyclone) In air, d + HK Blodia Punch qcf + PP Blodia Vulcan qcb + PP Saotome Cyclone qcf + KK Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: MP, MK, HP, HK, Diving Cyclone Flying Attack: Standing HP / Crouching HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Saotome Dynamite Variable Combination: Blodia Punch - An opponent can be injured by the Saotome Fire. Jin even has an infinite with this taunt; he can perform it after his opponent super jumps or uses some other method to go high into the air. They will land atop him and keep being juggled as long as you tap P. However, the damage is miniscule, so you'll have to do it for a long time to do any serious damage. - Jin cannot use the Blodia Vulcan during a Variable Cross. - Once Jin's partner dies and his life is almost gone, Jin will do a special pose at his first opportunity to stand still. Once he has done this, he will begin to glow, and he gains Super Armor at all times. ------------------------------------------------------------------------ MEGAMAN ------------------------------------------------------------------------ Mega Buster Press HP (air) Charge Shot Hold HP and release (air) Mega Upper f,d,df + P Item Kougeki qcf + P Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f (sliding kick) d + HK Hyper Megaman qcf + PP (air) Rush Drill qcf + KK, tap P / K, move b / f / u Beat Plane qcb + KK, tap P / K, move around (air) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HK, Mega Buster, Charge Shot, Hyper Megaman, Beat Plane Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Mega Upper Variable Combination: Hyper Megaman - The longer your charge the Charge Shot, the more hits it does. You can even release it, and while your opponent is being hit, run up through your own fireball and attack them. - Megaman starts off with the Tornado Hold at the beginning of each new battle (just input qcf + P). However, if you want to give him a different weapon, use the Item Change. When Eddie appears and drops the item you want, just run over it. But remember that a rival Megaman or Roll can pick up your dropped item, too. The items you can get include: Rockball (qcb + LK) - When used, a soccer ball appears that can be knocked around by attacking it (with, say, a crouching kick). The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (qcb + MK) - When used, Megaman throws out a little fan that creates a tall tornado. The Tornado Hold can hit an opponent while they're lying prone on the ground, and is tall enough to hit jumping opponents. Leaf Shield (qcb + HK) - When used, Megaman creates a shield of spinning leaves around him that gives him one-hit Super Armor. When the Item Kougeki command is repeated (qcf + P), Megaman will fire the shield forward. This attack can be used in air. ------------------------------------------------------------------------ MORRIGAN AENSLAND ------------------------------------------------------------------------ Soul Fist qcf + P (air) Shadow Blade f,d,df + P (air) Vector Drain hcb + P Shell Kick In air, d + MK Shell Pierce In air, d + HK Kuuchuu Dash (forward) In air, tap f,f / press PPP Kuuchuu Dash (backward) In air, tap b,b / press b + PPP Vania Dash In air, d / u + PPP (air) (spinning blow) df + HP (overhead kick) f + HK Soul Laser qcf + PP Darkness Illusion qcf + KK (air) Silhouette Blade f,d,df + PP Eternal Slumber LP,MK,b,MP,HK at Level 3 Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Soul Fist, Shadow Blade, Shell Pierce, Darkness Illusion Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Counter: Soul Fist Variable Combination: Soul Laser - You can interrupt the Vania Dash with an attack, just as with a normal air dash / backstep. - The Vector Drain and Eternal Slumber is unblockable. A small character like Megaman or Roll can duck under the Eternal Slumber projectile while it is moving upwards, though. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / HK Shinkuu Hadou Ken qcf + PP (air) Shinkuu Tatsumaki Senpuukyaku qcb + KK Shin Shouryuu Ken f,d,df + PP Mode Change hcb + P (MP for Ken, HP for Akuma) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadou Ken, Tatsumaki Senpuu Kyaku, Shinkuu Hadou Ken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Hadou Ken Variable Combination: Shinkuu Hadou Ken - The Sakotsu Wari is an overhead attack. - When the Mode Change is used, Ryu's costume changes and he gains the moves of Ken or Akuma (see below). Using the command to change into the same character won't do anything (i.e. using hcb + LP while playing with Ryu or hcb + HP while Ryu is in Akuma Mode). Ryu will stay in Ken or Akuma Mode until you use hcb + LP to turn him back into Ryu, or the battle ends. ------------------------------------------------------------------------ RYU in KEN MODE ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shouryuu Ken f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Inazuma Kakato Wari f + MK (alternate kicks) In air, u + MK / HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap P / K rapidly Shippuujinrai Kyaku qcb + KK Mode Change hcb + P (LP for Ryu, HP for Akuma) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadou Ken, Shouryuu Ken, Tatsumaki Senpuu Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: HP Shouryuu Ken Variable Combination: Shouryuu Reppa - The Inazuma Kakato Wari is an overhead attack. ------------------------------------------------------------------------ RYU in AKUMA MODE ------------------------------------------------------------------------ Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Tenma Kuujin Kyaku In air, qcf + K Ashura Senkuu f,d,db / b,d,db + PPP / KKK Zugai Hassatsu f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / HK Messatsu Gou Hadou qcb + PP Messatsu Gou Shouryuu qcf + PP Tenma Gou Zankuu In air, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP at Level 3 Mode Change hcb + P (LP for Ryu, MP for Ken) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Zankuu Hadou Ken, Tatsumaki Zankuu Kyaku, Tenma Kuujin Kyaku, Tenma Gou Zankuu Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Gou Shouryuu Ken Variable Combination: Messatsu Gou Hadou - The Zugai Hasatsu is an overhead attack. - The Shun Goku Satsu is unblockable. ------------------------------------------------------------------------ SPIDER-MAN ------------------------------------------------------------------------ Web Ball qcf + P (air) Web Swing qcb + K (air) Web Throw hcb + P Spider Sting f,d,df + P,P Sankaku Tobi Jump against a wall, press uf~df Kuuchuu Dash In air, tap f,f / press PPP Maximum Spider qcf + PP (direct d / f / u) (air) Crawler Assault qcf + KK Ultimate Web Throw qcb + PP Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP, Standing HK (only if comboed into) Aerial Rave Finisher: HP, HK, Web Ball, Web Swing Flying Attack: Standing HP Knockdown Attack: Crouching HK / MK (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MP Spider Sting (can add second hit) Variable Combination: Crawler Assault - An opponent hit by the Web Ball is encased in web wrappings. The stronger the button used, the longer they remain encased. You can attack an encased opponent any way you'd like, but using a second Web Ball will not re-trap them. - The Web Throw will not connect if Spidey hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been hit by the Web Ball and is trapped. Once you catch someone with the Web Throw, rotate the joystick repeatedly to make him spin them around faster (doesn't seem to increase damage, though). - The Maximum Spider can home in on your enemy's location a bit, but not very well. If someone is above you or below you, it's best to direct the attack by pressing up or down. - Spidey's second launcher is a standing HK. If he hits an enemy with it, you can press up to Super Jump--however, the enemy will not fly up into the air with you. They won't be launched unless they get hit by the HK while they're already airborne. So, if you want to get both you and your enemy in the air at the same time, either hit them with the HK while they jump at you, or knock them off the ground with a crouching MK and chain into the standing HK. ------------------------------------------------------------------------ STRIDER HIRYU ------------------------------------------------------------------------ Ame no Murakumo qcf + P Excalibur In air, qcf + P / K Gram f,d,df + P / K (f,d,df + P in air) Warp b,d,db + P / K Vajra qcb + K Formation A qcf + K Formation B Charge b,f + P (formation B fire) After Formation B, charge b,f + P (air) Formation C Charge b,f + K Heki Hari Tsuki qcb + P Shimo Idou / Uwa Idou Move d / u after Heki Hari Tsuki Chakuji Press f after Heki Hari Tsuki Hantai Soku no Heki he Idou Tap b,f after Heki Hari Tsuki Cipher Kougeki Press P after Heki Hari Tsuki Jimen ni Tobigeri Press K after Heki Hari Tsuki Sliding Kick df + HK 2 Dan Jump Press ub~uf (perform 2 times) Ragnarok f,d,df + PP Ouroboros qcf + PP Legion qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Excalibur, Gram, Formation B Fire Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Ame no Murakumo Variable Combination: Legion - You can use the Hantai Soku no Heki he Idou to switch from one wall to the other. - During the Ouroboros, satellites rotate around Hiryu and injure anybody who touches them. If you make an attack, the satellites will also fire ring lasers. You cannot throw during this Hyper Combo. ------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------ Venom Fang qcf + P (air) Venom Rush qcf + K Web Throw hcb + P Kuuchuu Dash In air, tap f,f / press PPP Venom Web qcf + PP Death Bite qcf + KK Ground Combo Chain: Punch to Kick Jumping Combo Chain: Punch to Kick Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP, HK, Venom Fang Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Venom Fang Variable Combination: Death Bite - If you try to throw something with MP / HP, Venom will trap them in spider webs. They will be momentarily defenseless, and Venom can then attack them. - The Web Throw will not connect if Venom hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been encased in webbing using his Punch Throw. ------------------------------------------------------------------------ WAR MACHINE ------------------------------------------------------------------------ Shoulder Cannon qcf + P (air) Low Shoulder Cannon qcf + K Repulsor Blast hcb + P Smart Bomb (b / f) + MP + MK (air) Hikou qcb + K, repeat to end (air) Kuuchuu Dash Press in any direction + PPP (air) (knee dive) In air, d + MK (upward kick) In air, u + HK (laser blast) In air, uf~df + HP (missile launcher) d + HP Proton Cannon qcf + PP War Destroyer qcf + KK Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Knee Dive, Upward Kick, Shoulder Cannon Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Repulsor Blast Variable Combination: Proton Cannon - You can change the Smart Bomb's range by holding b or f when you press the buttons. - During the Hikou, you can move in eight directions, but you cannot block. You can perform any aerial move during this time, though. ------------------------------------------------------------------------ WOLVERINE ------------------------------------------------------------------------ Berserker Barrage qcf + P, tap P rapidly Berserker Slash qcb + P Tornado Claw f,d,df + P, tap P rapidly Drill Claw (any direction) + MP + MK (air) Fumitsuke In air, d + HK (double claw) Press MP twice (knee kick) Press MK, if it hits, press MK again (repeated claw) In air, keep pressing MP (sliding claw) df + HK Sankaku Tobi Jump against a wall, press f Berserker Barrage X qcf + PP Berserker Charge qcb + PP Weapon X f,d,df + PP Fatal Claw f,d,df + KK (air) Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Fumitsuke, Drill Claw Flying Attack: Standing HP Knockdown Attack: Crouching HK / MP (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Berserker Barrage (can't add extra hits) Variable Combination: Berserker Barrage X - The Drill Claw goes straight forward unless you hold in a direction while pressing the buttons. On the ground, you cannot Drill Claw backwards or in any of the downward directions. - You can use the Drill Claw after a successful Fumitsuke and vice versa. - During the Berserker Charge, Wolverine is followed by afterimages. For a short period of times, all of his attacks come out faster and recover faster, allowing him to perform longer combos. He also moves faster and jumps higher. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Double Lariat Press PPP, move b / f (air) Quick Double Lariat Press KKK, move b / f (air) Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex hcf + K when close Banishing Flat f,d,df + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Drop In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (in air, d + MP) (instant dash throw) Hold MP / MK / HP / HK, tap f,f (delayed dash throw) Tap f,f, then press MP / MK / HP / HK Final Atomic Buster Rotate 360 + PP Ultra Final Atomic Buster Rotate 360 + KK at Level 3 Iron Body b,d,db + LK Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Lariat Attack, Screw Piledriver, Double Knee Drop, Body Press, Long Punch Knockdown Attack: Crouching HK (standing HK knocks into air) Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster (as current player) Hyper Double Lariat (as partner) - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Throw, FAB, and UFAB are all unblockable. - You can move back or forward as you start the Double Lariat, or after it begins. - Zangief has Super Armor during the Flying Powerbomb and Final Atomic Buster. - The Banishing Flat can negate projectiles. - When the Iron Body is used, Zangief changes into Mega Zangief, and his moveslist changes (see below). He'll stay in Mega Zangief mode until you repeat the Iron Body command, or once the battle ends. - Zangief cannot backstep or using the dashing jump. ------------------------------------------------------------------------ ZANGIEF in MEGA ZANGIEF MODE ------------------------------------------------------------------------ Double Lariat Press PPP, move b / f Quick Double Lariat Press KKK, move b / f Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex hcf + K when close Vodka Fire qcf + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Drop In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (in air, d + MP) (instant dash throw) Hold MP / MK / HP / HK, tap f,f (delayed dash throw) Tap f,f, then press MP / MK / HP / HK Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK Iron Body b,d,db + LK Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Screw Piledriver, Double Knee Drop, Body Press, Long Punch Knockdown Attack: Crouching HK (standing HK knocks into air) Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster (as current player) Hyper Double Lariat (as partner) - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Throw, FAB, and UFAB are all unblockable. - You can move back or forward as you start the Double Lariat, or after it begins. - Note that MZ cannot backstep or using the dashing jump. - Mega Zangief has Hyper Armor at all times. ========================================================================= 3. H I D D E N C H A R A C T E R M O V E S L I S T ========================================================================= None of these characters are normally available. Prior to each moves list is the code you have to input to select them. If you are going to pick a hidden character and a normal character, you need to pick the hidden character _first_. If you want to have two hidden characters on your team, it doesn't matter which code you enter first. ------------------------------------------------------------------------ HIGH-SPEED VENOM ------------------------------------------------------------------------ To pick High-Speed Venom, move your cursor to Chun-Li, then move the cursor in the following pattern: R, Dx4, L, Ux4, Rx2, Dx2, Lx2, Dx2, Rx2, Ux4, Lx2, U As you're doing it, you'll notice that you're drawing the number '127' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Venom Crush qcf + P, tap P rapidly Venom Storm qcf + K, tap K rapidly Venom Charge In air, qcf + P Web Throw hcb + P Kuuchuu Dash In air, tap f,f / press PPP Venom Web qcf + PP Death Bite qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Standing HP Aerial Rave Finisher: HP, HK, Venom Charge Flying Attack: Standing MP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Venom Crush Variable Combination: Death Bite - This version of Venom is followed by afterimages. All of his attacks come out faster and recover faster than normal Venom's, allowing him to perform longer combos. He also moves faster and jumps higher than normal Venom. - High-Speed Venom cannot dash or backstep, but his normal moving speed more than makes up for it :) ------------------------------------------------------------------------ HYPER ARMOR WAR MACHINE ------------------------------------------------------------------------ To pick Hyper Armor War Machine, move your cursor to Zangief, then move the cursor in the following pattern: Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2, Lx2, Dx4, Rx2, Ux2, Lx2, Dx2, Rx2, Ux5 As you're doing it, you'll notice that you're drawing the numbers and letter '56J' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Shoulder Cannon qcf + P (air) Low Shoulder Cannon qcf + K Smart Bomb (b / f) + MP + MK (air) (knee dive) In air, d + MK (upward kick) In air, u + HK (laser blast) In air, uf~df + HP (laser shot) d + HP Proton Cannon qcf + PP War Destroyer qcf + KK Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Knee Dive, Upward Kick, Shoulder Cannon Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Shoulder Cannon Variable Combination: Proton Cannon - You can change the Smart Bomb's range by holding b or f when you press the buttons. - Hyper Armor War Machine has Hyper Armor, obviously :) ------------------------------------------------------------------------ LILITH-STYLE MORRIGAN ------------------------------------------------------------------------ To pick Hyper Lilith-Style Morrigan, move your cursor to Zangief, then move the cursor in the following pattern: Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4, R, D As you're doing it, you'll notice that you're drawing the numbers and letter '901L' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Soul Flash qcf + P (air) Shining Blade f,d,df + P Vector Drain hcb + P Shell Kick In air, d + MK Shell Pierce In air, d + HK Kuuchuu Dash (forward) In air, tap f,f / press PPP Kuuchuu Dash (backward) In air, tap b,b / press b + PPP Vania Dash In air, d / u + PPP (air) (spinning blow) df + HP (overhead kick) f + HK Brilliant Shower qcf + PP Darkness Illusion qcf + KK (air) Splendor Love f,d,df + PP Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Soul Fist, Shell Pierce, Darkness Illusion Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Counter: Soul Flash Variable Combination: Brilliant Shower - The Vector Drain is unblockable. - You can interrupt the Vania Dash with an attack, just as with a normal air dash / backstep. - This version of Morrigan plays just like the normal version, but with no Eternal Slumber and altered special moves and Hyper Combos. ------------------------------------------------------------------------ MSH PERFORMANCE HULK ------------------------------------------------------------------------ To pick MSH Performance Hulk, move your cursor to Chun-Li, then move the cursor in the following pattern: Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U As you're doing it, you'll notice that you're drawing the numbers and letter '3H7' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,K (or direction + K) Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP (direct b / f) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit Aerial Rave Finisher: MP, HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: HK Gamma Charge (Taichi; can redirect) Variable Combination: Gamma Wave - This version of the Hulk has no Super Armor, but it's easier to air combo with him. - The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate the joystick repeatedly to increase the damage done. - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Crush can hit on the way up. If it does so, you can't direct the Hulk's landing, but he'll automatically land atop his opponent anyway. - All of the Hulk's normal punches and kicks cause block damage. - The Hulk has Super Armor when on the ground or performing any special move. ------------------------------------------------------------------------ ROLL-CHAN ------------------------------------------------------------------------ To pick Roll-Chan, move your cursor to Chun-Li, then move the cursor in the following pattern: Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2 As you're doing it, you'll notice that you're drawing the number and symbol '5/' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Roll Buster qcf + P (air) Hana-taba Bakudan qcb + P (air) Item Kougeki qcf + K Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f (sliding kick) d + HK (upward kick) In air, u + HK Hyper Roll qcf + PP (air) Rush Drill qcf + KK, tap P / K, move b / f / u Beat Plane qcb + KK, tap P / K, move around (air) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Roll Buster, Upward Kick, Hyper Roll, Beat Plane Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Hana-taba Bakudan Variable Combination: Hyper Roll - Roll starts off with the Tornado Hold at the beginning of each new battle (just input qcf + P). However, if you want to give her a different weapon, use the Item Change. When Eddie appears and drops the item you want, just run over it. But remember that a rival Roll or Megaman can pick up your dropped item, too. The items you can get include: Rockball (qcb + LK) - When used, a soccer ball appears that can be knocked around by attacking it (with, say, a crouching kick). The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (qcb + MK) - When used, Roll throws out a little fan that creates a tall tornado. The Tornado Hold can hit an opponent while they're lying prone on the ground, and is tall enough to hit jumping opponents. Leaf Shield (qcb + HK) - When used, Roll creates a shield of spinning leaves around her that gives her one-hit Super Armor. When the Item Kougeki command is repeated (qcf + P), Roll will fire the shield forward. This attack can be used in air. ------------------------------------------------------------------------ SHADOW LADY ------------------------------------------------------------------------ To pick Shadow Lady, move your cursor to Morrigan, then move the cursor in the following pattern: U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2, Rx2, Ux2, Lx2, Dx5 As you're doing it, you'll notice that you're drawing the numbers and letter '05P' with the cursor. The last direction you press in during the code will move your cursor off-screen. -------------------------------------------------------------------- Miracle Drill qcf + P Rainbow Missile qcf + K Sky Counter Crash hcb + K Plasma Barrier f,d,df + P, tap P rapidly Infinity Leg Tap K rapidly (air) Kaku Kyaku Raku df + HK Yousou Kyaku In air, d + MK (perform 3 times) Sankaku Tobi Jump against a wall, press f 3 Dan Jump Press ub~uf (perform 3 times) Kuuchuu Dash In air, tap f,f / press PPP Big Bang Laser qcf + PP Galaxy Missile qcf + KK Final Mission Charge b,f,b,f + KK at Level 3 Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Infinity Leg, Yousou Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Miracle Drill Variable Combination: Big Bang Laser - The Sky Counter Crash and Kaku Kyaku Raku are overhead attacks. - The Final Mission can be blocked. ========================================================================= 4. S E C R E T S A N D T R I C K S ========================================================================= LEADER CHANGE ------------------------------------------------------------------------ Hold PPP between battles to make your partner the first character to fight in the upcoming battle. POSE POINTS ------------------------------------------------------------------------ Press Start to move after winning a round, and perform any action. You'll get more points if the animation you're doing when the game stops looks cool. BEAT UP YOUR OPPONENT ------------------------------------------------------------------------ Press Start after winning the match, then attack your fallen enemy. STEAL OPPONENT'S HELPER ------------------------------------------------------------------------ After you kill your second opponent during any battle, but before the 'pose points' counter appears, hold down all three kick buttons (KKK), and keep holding them. You'll have your opponent's helper at the start of the next battle. SELECT YOUR HELPER ------------------------------------------------------------------------ After selecting your second character, quickly hold down Start and the buttons shown. To select your helper between rounds, hold these buttons once the round ends but before you return to the Stage screen. NAME BUTTON CODE USES PER BATTLE -------------------------------------------------------------------- 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 Iceman MP + MK 4 times King Arthur LP + MP 8 times Ton-Pu LP + HP 9 times Juggernaut LP + MK 3 times Devilot MP + HP 5 times Thor LK + MP 8 times Magneto LK + HP 7 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 4 times Sentinel (hidden) MP + MK + HP 3 times Jubilee LK + MP + HP 8 times Rogue LP + MP + HP + LK 7 times FIGHT THE HIDDEN CHARACTERS ----------------------------------------------------------------------- The universal prerequisite to fighting a hidden character is that neither of your characters can die, you can't continue, and no one else can join in. Otherwise, simply refer to the table shown below: TO FIGHT HIGH-SPEED VENOM --------------------------------------------------------------------- - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes. - Furthermore, you must defeat your opponents as quickly as possible during every round. TO FIGHT HYPER ARMOR WAR MACHINE --------------------------------------------------------------------- - Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - However, you have to have at least 2 Variable Cross Finishes. TO FIGHT LILITH STYLE MORRIGAN --------------------------------------------------------------------- - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - Use your special partner to kill one of your opponents 2 times. TO FIGHT MSH PERFORMANCE HULK --------------------------------------------------------------------- - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. TO FIGHT ROLL-CHAN --------------------------------------------------------------------- - For 6 battles straight, use up all your Helper stocks (it doesn't matter if they hit or miss). - Get 2 Variable Cross Finshes. - Get 3 finishes (you can use a mix of Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes). TO FIGHT SHADOW LADY --------------------------------------------------------------------- - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes. - Use your special helper to kill one of your opponents in every round. - Furthermore, you must defeat your opponents as quickly as possible during every round. ========================================================================= 5. C O M B O P R I M E R ========================================================================= This section is my attempt to explain how combos work in this game, as the Marvel / VS series' combo method is pretty complex and extensive. ------------------------------------------------------------------------ BASIC COMBO THEORY ------------------------------------------------------------------------ Although this game is full of massive chain combos, launchers, aerial raves, and all that other junk, the basic stuff still applies and is important. Here's a quick run-down of what you can do: A combo is any series of attacks which are unblockable after the fist hit connects. A basic combo usually falls into one of the four examples listed below: --------------------------------------------------------------------- Attack -> Special Move --------------------------------------------------------------------- Also known as a two-in-one. You simply perform an attack during the input for a special move (or Hyper Combo), and the two will occur rapidly upon execution. (i.e. down + Medium Kick, down- forward, forward + Punch would make Ryu combo a crouching kick into his Hadouken. Replace Punch with two Punch buttons and he'd combo into the Shinkuu Hadouken Hyper Combo.) --------------------------------------------------------------------- Jumping Attack -> Standing / Crouching Attack -> Special Move --------------------------------------------------------------------- Jumping attacks can preceed a two-in-one in order to do added damage. --------------------------------------------------------------------- Attack -(link)-> Attack -> Special Move --------------------------------------------------------------------- In any type of chain combo, the animation of one normal attack is cancelled by the animation of another. A link is when two normal attacks can combo without having their animation cancel. Usually, this is limited to quick attacks, like LP and LK. It may sound useless considering the many chains in this game, but for characters like Zangief, who has no ground chains, it's pretty handy. It's also useful for preceeding a chain combo (Wolverine can dash in and hit with his standing LP attack several times, then cancel normally into a chain combo). --------------------------------------------------------------------- Dashing, then attacking --------------------------------------------------------------------- When you dash, you move forward (hehe)! Press any Punch or Kick while dashing (this even applies to crouching Punches or Kicks), and you'll still move forward a bit as your initial attack comes out. This means that you'll be closer to your opponent by the time you hit than you would be if you walked up and attacked him / her, and since you're closer, any attack that you follow up with also has a greater chance of hitting due to the decreased proximity between you and your foe. --------------------------------------------------------------------- Flying Attacks --------------------------------------------------------------------- Flying Attacks are somewhat useful, but they can also put a kink in your ground combos. When you hit someone with a Punch or Kick that also has the Flying Attack effect, your opponent will fly across the screen for a fair distance. This can be handy if you want to get your opponent away from you, but it can be annoying if you're performing a ground chain, and in the middle of it, send your foe flying before you can finish. --------------------------------------------------------------------- Oiuchi / Off The Ground (OTG) --------------------------------------------------------------------- The idea behind this is simple: in certain cases, if you knock your opponent to the ground and they don't roll away, you can hit them with any attack that is low to the ground (most crouching attacks, etc.) Doing so will bounce them up, and you can hit them again while their airborne and continue to combo them. This doesn't work all the time, and you have to attack your enemy quickly or they will get up. This can be used in many ways: you can bounce your opponent up with Spidey's crouching HK and then juggle them with a Crawler Assault, or after an aerial rave, OTG them with an attack, then launch them, and keep comboing. ------------------------------------------------------------------------ TYPES OF CHAINS ------------------------------------------------------------------------ There are lots of different chain combos in this game, each character using different varieties. They are explained in detail here: --------------------------------------------------------------------- Hunter Chain* ---------------------------------