Marvel Super Heroes vs. Street Fighter

Scroll down to read our guide named Strategy Guide for Marvel Super Heroes vs. Street Fighter on PlayStation (PSX), or click the above links for more cheats.

Strategy Guide

MARVEL SUPER HEROES VS. STREET FIGHTER FAQ v0.3
by K. Megura  

 Unpublished work Copyright 1998 Kao Megura

 This FAQ is for private and personal use only.  It can only be
 reproduced electronically, and if placed on a web page or site, may be
 altered as long as this disclaimer and the above copyright notice
 appears in full.  This FAQ is not to be used for profitable/promotional
 purposes; this includes being used by publishers of magazines, guides,
 books, etc. or being incorporated into magazines, etc. in ANY way.
 This FAQ was created and is owned by me, Kao Megura .
 All copyrights and trademarks are acknowledged that are not specifically
 mentioned in this FAQ.  Please give credit where it is due.

The Street Fighter series is (c) Capcom of Japan.  All Marvel characters
are (c) Marvel.

This FAQ can be found at:
-------------------------------------------------------------------------
Kao Megura's Home Page          www.geocities.com/Tokyo/Pagoda/4610/
GameFAQs                        GameFAQs


=================
TABLE OF CONTENTS
=================

 1.  HOW TO PLAY
       - Key to Controls
       - Basic Moves List
       - Using Easy Mode
       - Super and Hyper Armor
 2.  CHARACTER MOVES LIST
       - Blackheart
       - Captain America
       - Chun-Li
       - Cyclops
       - Dan Hibiki
       - Dhalsim
       - Hulk
       - Gouki
       - Ken
       - Norimaro
       - Omega Red
       - Ryu
       - Sakura Kasugano
       - Shuma-Gorath
       - Spider-Man
       - Vega
       - Wolverine
       - Zangief
 3.  HIDDEN CHARACTER MOVES LIST
       - Armor Spider-Man
       - Hiyakeshita Sakura
       - Mech-Gouki
       - Mega Zangief
       - Mephisto
       - Shadow
       - US Agent
 4.  SECRETS AND TRICKS
       - Bonus Options
       - Select the Hidden Characters
       - Fight a Hidden Team
       - "Mech-Gouki Now!!" Mode
       - Select Mech-Gouki
       - Change Characters
       - Quick Continue
       - Beat Up Your Opponent / Partner
       - Dan's Secret Introduction / Special Finish
       - Sakura's Win Poses
       - Norimaro's Quadruple Jump
 5.  COMBO PRIMER
       - Basic Combo Theory
       - Types of Chains
       - Starting and Finishing an Aerial Rave
 6.  MISCELLANEOUS
       - Survival Mode
       - Easy Mode Moves Chart
       - Translations
       - Special Thanks


=========================================================================
  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
 -----------------------------------------------------------------------
                                  
 Dash                    f,f / PPP
 Backstep                b,b / b + PPP
 Super Jump              d,u / KKK / ub~uf after hitting w/ a launcher
 Long Jump               Tap uf during Dash / Tap ub during Backstep
 Block / Low Block       Hold b / db against high / low attacks
 Air Block               In air, hold b / db against an attack
 Advancing Guard         While blocking, tap PPP rapidly  (air)
 Tech. Hit               Perform a throw as you are thrown  (air)
 Recovery                Tap b / f + P / K rapidly when dizzied
 Down Kaihi              b,db,d + P / K when knocked down
 Variable Assist         Press MP + MK
 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+)

  - Zangief and Mega Zangief cannot Backstep or Long Jump backwards.
  - 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:

        - Cyclops' Running Neckbreaker Drop
        - Dan's Otoko Michi
        - Hulk's Gamma Tornado
        - Spider-Man's Web Throw
        - Zangief's Flying Powerbomb / Air Spinning Piledriver
        - Zangief's Running Throw (either version)
        - Mech-Gouki's Air Shining Gou Spark
        - Shadow's Final Mission

  - When you use any of the 'Variable' moves (aside from the Variable
    Assist), you'll switch characters.  This won't always happen in
    the case of the Variable Counter / Variable Combination, usually
    if your ally is attacked as he or she comes on-screen.  Keep in
    mind that you have to have both characters alive to use any of the
    Variable moves.


 -----------------------------------------------------------------------
 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 / Carbonadium Coil attacks will
 not connect unless they 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.  Armor Spider-Man also has it but it seems to
 only apply to certain attacks (usually only LP or LK attacks; it
 varies against special moves--see his section for details).

 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 cannot connect with his Web Throw; nor can
 Blackheart connect with his HK demons, or Omega Red connect with his
 Carbonadium Coils).  In addition, any HC that results in an auto combo
 (such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow's
 Final Mission, etc.) won't work (excluding either Sakura's Midare
 Zakura or Shadow's Cross Shadow Blitz).  Also, a character's stun meter
 (the half circle surrounding the timer), will not increase if they are
 hit, so they can never be dizzied!  Luckily, only Mega Zangief has
 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 Assist:       What move is used during a Variable Assist
 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 an ally and 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.
                            
 -----------------------------------------------------------------------
 BLACKHEART
 -----------------------------------------------------------------------

 Dark Thunder                     hcf + P
 Inferno                          hcb + P
 Kuuchuu Dash                     In air, f,f / PPP
 Kuuchuu Backstep                 In air, b,b / b + PPP
 (long dash)                      f,f (hold f)
 (long backstep)                  b,b (hold b)
 Armageddon                       qcf + PP
 Heart of Darkness                qcf + KK
 Judgment Day                     qcb + PP  (air)

 Ground Combo Chain:    Kick to Punch
 Jumping Combo Chain:   Kick to Punch
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP 
 Aerial Rave Finisher:  MK, Judgment Day
 Flying Attack:         Crouching MP
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       LP Dark Thunder
 Variable Counter:      LP Dark Thunder
 Variable Combination:  Armageddon

  - Blackheart's HP attack produces demons that fly around, then
    return to him.  If they hit an enemy, they latch on and slowly
    drain life from him or her.  You'll lose less life if less
    demons are attached to you.  Although an enemy is not stunned,
    they do get knocked around a bit (during the crouching HP
    attack, you have more than ample time to follow up with an
    attack or Hyper Combo while the demons knock around your foe).
  - Blackheart's HK attack produces demons that will move forward,
    then disintegrate.  If they hit an opponent, they latch on to
    him or her and prevent them from moving.  You can escape this
    the same way you would when dizzied (shake the joystick and tap
    the buttons), and you'll be stunned for a shorter period of time
    if less demons are attached to you.
  - The Judgment Day HC does the best block damage in the game.  For
    a cheap tactic, jump towards an opponent with low life and use
    it repeatedly in air to whittle down their life and kill them.


 -----------------------------------------------------------------------
 CAPTAIN AMERICA
 -----------------------------------------------------------------------

 Shield Slash                     qcf + P
 Charging Star                    qcf + K
 Stars & Stripes                  f,d,df + P
 Zenten                           hcb + P
 (heel kick)                      In air, d + HK
 2 Dan Jump                       ub~uf (x2)
 Final Justice                    qcf + PP
 Hyper Charging Star              qcf + KK
 Hyper Stars & Stripes            f,d,df + PP

 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP / Crouching HP
 Aerial Rave Finisher:  HP, HK, Heel Kick, Shield Slash
 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 Assist:       MK Charging Star
 Variable Counter:      HP Stars & Stripes
 Variable Combination:  Hyper Stars & Stripes / Hyper Charging Star

  - Captain America can lose his shield if he misses a Shield Slash.
    Without the shield, he cannot perform the Shield Slash until he
    picks it up again by passing over it.  Furthermore, all of his
    attacks do less damage when he doesn't have the shield equipped.
  - His Charging Star can neutralize normal projectiles (doing this
    reduces the speed and distance that this move goes, though).
    It won't neutralize projectiles if he doesn't have his shield.
  - Captain America's Zenten can be used to pass through most any
    attack, execept for special throws.
  - His Hyper Charging Star can pass through normal projectiles and
    resist Hyper Combo projectiles (at the cost of reducing his
    speed and distance travelled), but only if he has the shield.
    Otherwise, he can't pass through anything.
    

 -----------------------------------------------------------------------
 CHUN-LI
 -----------------------------------------------------------------------

 Kikouken                         hcf + P
 Sen'en Shuu                      hcb + K
 Tenshou Kyaku                    f,d,df + K
 Hyakuretsu Kyaku                 Tap K rapidly  (air)
 Reishiki Kikouken                f + HP
 Kaku Kyaku Raku                  df + HK
 Yosou Kyaku                      In air, d + MK  (can do repeatedly)
 (split kick)                     In air, u + LK
 (front kick)                     In air, f + HK
 Sankaku Tobi                     Jump against a wall, press f
 3 Dan Jump                       ub~uf (x3)
 Kuuchuu Dash                     In air, f,f / PPP
 Kikoushou                        qcf + PP
 Senretsu Kyaku                   qcf + KK
 Hazan Tenshou Kyaku              f,d,df + 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, Front Kick, Hyakuretsu Kyaku,
                        Yousou Kyaku
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Kikouken
 Variable Counter:      MP Kikouken
 Variable Combination:  Kikou Shou / Senretsu Kyaku (w/ Chun-Li)

  - The Reishiki Kikouken can negate normal projectiles.  It also
    fits nicely into a chain combo, although it can't be cancelled.
  - The Sen'en Shuu and Kaku Kyaku Raku moves are overhead attacks
    and must be blocked high.
  - You can cancel a chain combo into the Reishiki Kikouken.
  - Chun-Li's Kikoushou can negate normal projectiles and resist
    Hyper Combo projectiles.
  - Chun-Li's taunt (press Chouhatsu) hits for minor damage.  You
    can't kill someone with it, though.


 -----------------------------------------------------------------------
 CYCLOPS
 -----------------------------------------------------------------------

 Optic Blast                      qcf + P  (air)
 Optic Sweep                      f,d,df + P
 Rising Uppercut                  f,d,df + P, tap P rapidly
 Cyclone Kick                     qcb + K
 Rapid Punches                    Charge b,f + P, tap P / K rapidly
 Running Neckbreaker Drop         Charge b,f + K
 (optic bullet)                   Press HP while standing or crouching
 (double attacks)                 LP,LP / LK,LK / HK,HK
 (alternate attacks)              In air, d + LK~HP
 2 Dan Jump                       ub~uf (x2)
 Mega Optic Blast                 qcf + PP
 Super Optic Blast                f,df,d + PP, direct  (air)
 
 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP
 Aerial Rave Finisher:  HP, HK, Optic Blast, any Alternate Attack
                        except d + LK
 Knockdown Attack:      Crouching HK / MK (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP / HK  (db / df + MK / HK)
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Rising Uppercut  (can't add extra hits)
 Variable Counter:      LP Optic Blast
 Variable Combination:  Mega Optic Blast

  - The Optic Bullet is just a normal move, so you can fire it and
    cancel into any other attack while it's hitting.  It's a useful
    setup for any of his long-range attacks.
  - You can direct Cyclops' MP throw; just hold in any direction
    immediately after it starts.  The directions are reversed, too,
    so holding up-back _or_ down-back makes him fire them up-back.
  - When used, the Super Optic Blast "locks on" to your enemy.  You
    can direct it in any of 8 directions by using the joystick, though.
    If the blast hits the floor, walls, or corners, it rebounds in the
    opposite direction.


 -----------------------------------------------------------------------
 DAN HIBIKI
 -----------------------------------------------------------------------

 Gadouken                         qcf + P
 Kouryuuken                       f,d,df + P
 Dankuu Kyaku                     qcb + K
 Premium Sign                     qcf + K
 Zenten Chouhatsu                 qcf + Chouhatsu
 Kouten Chouhatsu                 qcb + Chouhatsu
 Jump Chouhatsu                   In air, press Chouhatsu
 Shagami Chouhatsu                Crouch, press Chouhatsu
 Shin Kuu Gadouken                qcf + PP
 Kouryuu Rekka                    qcf + KK
 Hisshou Buraiken                 qcb + KK
 Chouhatsu Densetsu               qcf,qcf + Chouhatsu
 Otoko Michi                      HP,LK,b,LP,LP  (at Level 3)

 Ground Combo Chain:    None
 Jumping Combo Chain:   None
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP
 Aerial Rave Finisher:  HP, HK
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Gadouken  
 Variable Counter:      HK Dankuu Kyaku 
 Variable Combination:  Shin Kuu Gadouken  

  - Most normal characters and all small characters can crouch beneath
    the Dankuu Kyaku.
  - There is a 1-in-8 chance that Dan will flash during the Kouryuuken.
    If this happens, he becomes invincible while flashing (normally,
    the Kouryuuken isn't invincible).
  - The Premium Sign is an interesting attack.  Dan will spend a while
    signing his autograph (depending on the button used), show it to
    his opponent, then throw it (the range and direction travelled also
    depends on the button used).  When he's showing it, this move has
    really high priority and will out-hit most incoming attacks.  When
    thrown, it can negate normal projectiles.
  - Dan gains HC energy from any of his taunt moves (including the
    rolling taunts), but not his Chouhatsu Densetsu.
  - If his opponent doesn't block, Dan can hit an opponent with any
    attack after his Kick throw, or even Super Jump up and air combo
    them.
  - If you connect with an Otoko Michi, you will lose all of your
    remaining life except for a tiny bit (so you'll die if you take
    even one hit of block damage, too).  Furthermore, none of this
    damage is recoverable.  However, doing another Otoko Michi later
    will not take away any more life.


 -----------------------------------------------------------------------
 DHALSIM
 -----------------------------------------------------------------------

 Yoga Fire                        qcf + P  (air)
 Yoga Flame                       hcb + P
 Yoga Blast                       hcb + K
 Yoga Teleport                    f,d,df / b,d,db + PPP / KKK  (air)
 Fuyuu                            qcb + KK, then move in any dir.  (air)
 Drill Zutsuki                    In air, d + HP
 Drill Kick                       In air, d + K
 Yoga Inferno                     qcf + PP, then direct d / u  (air)
 Yoga Strike                      qcf + KK

 Ground Combo Chain:    None
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing close MP
 Aerial Rave Finisher:  MP, MK, HP, HK
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Yoga Fire
 Variable Counter:      MP Yoga Flame
 Variable Combination:  Yoga Inferno  (can't direct)

  - Dhalsim's limbs automatically extend if you're far away or contract
    if you're close by.  This is pretty handy, but you have to make
    sure you're really close if you want to use the shorter version of
    his Punch or Kick attacks.
  - He has an automatic teleport that kicks in whenever there's a
    pause between you getting hit by one attack to the next.  It's
    useful, but don't depend on it.
  - Dhalsim can teleport repeatedly in the air.
  - During the Fuyuu, you can move around and attack freely.  You can
    use special moves, too (the Drill attacks or the Yoga Teleport will
    end this moe, the Yoga Fire / Inferno will not).  Repeating the
    Fuyuu ends it.
  - You can cancel a weaker Drill Kick into a stronger one, and can
    cancel any of them into the Drill Zutsuki.


 -----------------------------------------------------------------------
 HULK
 -----------------------------------------------------------------------

 Gamma Slam                       qcf + P
 Gamma Tornado                    hcb + P
 Gamma Charge (Taichi)            Charge b,f + K,(direction +) K
 Gamma Charge (Taikuu)            Charge d,u + K,(direction +) K
 Gamma Wave                       qcf + PP
 Gamma Crush                      qcb + PP, then 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:  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 Assist:       LK Gamma Charge (Taichi)  (can't redirect)
 Variable Counter:      HK Gamma Charge (Taichi)
 Variable Combination:  Gamma Wave

  - The Hulk has Super Armor while on the ground.
  - His punches and kicks do block damage, too.
  - 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 Charge hits on the way up.


 -----------------------------------------------------------------------
 GOUKI
 -----------------------------------------------------------------------

 Gou Hadouken                     qcf + P
 Zankuu Hadouken                  In air, qcf + P
 Gou Shouryuuken                  f,d,df + P
 Tatsumaki Zankuu Kyaku           qcb + K  (air)
 Tenma Kuujin Kyaku               In air, qcf + K
 Ashura Senkuu                    f,d,df / b,b,db  + PPP / KKK
 Zugai Hasatsu                    f + MP
 Senpuu Kyaku                     f + MK
 (alternate kicks)                In air, u + MK / u + 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)

 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, u + HK, Zankuu Hadouken, 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 Assist:       MK Tatsumaki Zankuu Kyaku
 Variable Counter:      LP Gou Shouryuuken
 Variable Combination:  Messatsu Gou Hadou

  - The Zugai Hasatsu is an overhead and must be blocked high.
  - The Shun Goku Satsu is unblockable.


 -----------------------------------------------------------------------
 KEN
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shouryuuken                      f,d,df + P  (air)
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Inazuma Kakato Wari              f + MK
 (alternate kicks)                In air, u + MK / u + HK
 Shouryuu Reppa                   qcf + PP
 Shinryuuken                      qcf + KK, tap K rapidly
 Shippuujinrai Kyaku              qcb + KK

 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, u + HK, Hadouken, Shouryuuken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       HP Shouryuuken
 Variable Counter:      HP Shouryuuken
 Variable Combination:  Shouryuu Reppa / Shinkuu Hadouken (w/ Ryu)

  - The Inazuma Kakato Wari is an overhead and must be blocked high.
  - If the Shippuujinrai Kyaku is blocked, Ken will stop the move
    early.


 -----------------------------------------------------------------------
 NORIMARO
 -----------------------------------------------------------------------

 Super Fantastic Treasure         qcf + P  (air)
 Powerful Rolling Arms            qcf + K
 Great Fighting Jump              f,d,df + P
 (spin kick)                      Jump ub / uf + MK
 2 Dan Jump                       ub~uf (x2)
 4 Dan Jump                       ub~uf (x4)
 Hyper Strong Miracle Treasure    qcf + PP
 Ultra Variety Private Memories   qcf + KK
 Ultimate Grand Champion Jump     f,d,df + PP

 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, Super Fantastic Treasure
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK / MP (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       MP Super Fantastic Treasure
 Variable Counter:      MK Powerful Rolling Arms
 Variable Combination:  Hyper Strong Miracle Treasure

  - Norimaro's standing HK makes him throw a banana peel.  Walking
    over this causes minor damage (yes, Norimaro can dash into it
    himself).  You can throw it, then cancel the HK into an attack
    to push your enemy back for 2+ hits, if you want to.
  - Norimaro can't use the 4 Dan Jump unless you've activated it via
    a code.  To use it, hold (LP + MP + LK) between stages.  You
    can't do the fourth and final jump right after the 3rd jump, you
    have to wait a moment beforehand.
   

 -----------------------------------------------------------------------
 OMEGA RED
 -----------------------------------------------------------------------

 Carbonadium Coil                 qcf + P  (qcf + P / K in air)
 Death Factor                     Tap P after C. Coil / Energy Drain
 Energy Drain                     Tap K after C. Coil / Death Factor
 (single flip)                    Dir. + P / K from any of 3 above moves
 (double flip)                    Dir. + P / K from Coil -> Single Flip
 (coil retract)                   Before C. Coil hits, press P
 (air coil retract)               Before air C. Coil hits, press P / K
 Omega Strike                     qcf + K
 (strike cancel)                  d + K during Omega Strike
 (strike recall)                  b + K during Omega Strike
 (coil hit)                       db~df + HK
 Kuuchuu Dash                     In air, f,f / PPP
 Omega Destroyer                  qcf + PP
 Omega Smasher*                   In air, qcf + PP

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP
 Aerial Rave Finisher:  HP, HK, Carbonadium Coil, Omega Smasher
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       Standing HP
 Variable Counter:      LK Omega Strike
 Variable Combination:  Omega Destroyer

  - Using the Death Factor drains your foe's life and gives it to
    you.  The Energy Drain does the same thing, but affects HC
    energy instead.
  - The Double Flip can't be used if you preceeded the first flip with
    the Death Factor or Energy Drain.  You need to press in the desired
    direction + P / K as the first flip ends.  It's considerably easier
    to do in the air than on the ground (but it is possible with
    practice).
  - If you want to retract a Carbonadium Coil after you've begun the
    move press any P to do so.  This must be done before the coil is
    blocked or connects.  In air, you can use P or K interchangably
    (so if you did qcf + MK in air, you could cancel it with any P and
    vice versa).

  * The manual (and Capcom's web page) list this move as the "Omega
    Smasher".  Omega Red himself says, "Carbonadium Smasher".  But in
    the game, what appears on the screen (and what the announcer says)
    is "Carbonadium Smash".  Hey, go figure! ;)


 -----------------------------------------------------------------------
 RYU
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shouryuuken                      f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK
 (alternate kicks)                In air, u + MK / u + HK
 Shinkuu Hadouken                 qcf + PP  (air)
 Shinkuu Tatsumaki Senpuu Kyaku   qcb + KK
 Shin Shouryuuken                 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, u + HK, Hadouken, Shinkuu Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       LP Hadouken
 Variable Counter:      LP Hadouken
 Variable Combination:  Shinkuu Hadouken

  - The Sakotsu Wari is an overhead and must be blocked high.
  - The Shin Shouryuuken hits 3 times if you hit an opponent with
    it; if they evade the intial hit then they'll take around 8
    hits as you rise up.


 -----------------------------------------------------------------------
 SAKURA KASUGANO
 -----------------------------------------------------------------------

 Hadouken                         qcb + P  (air)
 Shououken                        qcf + P  (air)
 Shunpuu Kyaku                    qcb + K  (air)
 Flower Kick                      f + MK
 Shinkuu Hadouken                 qcb + PP
 Midare Zakura                    qcf + PP
 Haruichiban                      qcb + KK

 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, Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       HK Shunpuu Kyaku
 Variable Counter:      HP Shououken
 Variable Combination:  Shinkuu Hadouken

  - On the ground, the Shouou Ken has a shield around it that will
    negate normal projectiles.
  - The Shunpuu Kyaku and Flower Kick are overheads and must be
    blocked high.
  - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
    kill someone with it, though.


 -----------------------------------------------------------------------
 SHUMA-GORATH
 -----------------------------------------------------------------------

 Mystic Stare                     Charge b,f + P
 Mystic Smash                     Charge b,f + K  (air)
 Devitalization                   hcb + K
 Sekika                           In air, d + MK
 (upward stare)                   In air, u + HP
 Chaos Dimension                  qcf + PP  (at Level 3)
 Chaos Split                      qcf + KK

 Ground Combo Chain:    Punch to Kick
 Jumping Combo Chain:   Punch to Kick
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MK
 Aerial Rave Finisher:  HP, HK, Upward Stare, Sekika
 Flying Attack:         Standing / Crouching HP, Standing HK
 Knockdown Attack:      Crouching MK / HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP / MK / HK
 Variable Assist:       LK Mystic Smash
 Variable Counter:      MK Mystic Smash
 Variable Combination:  Hyper Mystic Smash

  - If the Mystic Stare hits, Shuma's eyes cling to his opponent for
    a while, flash brown, then explode.  While clinging to his foe,
    Shuma can't use the Mystic Stare.  To get the eyes off yourself,
    simply hit Shuma with an attack or switch characters.  Note that
    this move only causes damage if it is blocked or if the eyes
    explode--actually hitting with it causes no damage.
  - Once Shuma activates the Chaos Dimension, he will glow for a while.
    His LP and LK attacks remain the same, but his Medium and Hard
    attacks all change to short-ranged touch attacks whether Shuma
    is crouching, standing, or jumping.  You must hit an opponent
    with one of these "touches" in order to trigger the actual attack.
  - It should be noted that Shuma can't use _any_ move (even the Upward
    Stare), during the Chaos Dimension.  Any moves that were previously
    in effect (the Chaos Split, or an attached Mystic Stare), will end.
  - However, Shuma can hit an opponent with the "activation" frame of
    this move (which occurs just as you press qcf + PP), then jump after
    them and touch them in air easily.  You can even kill someone with
    the activation, and it will still count as an HC finish (even though
    the activation won't trigger the actual throw part of this move; you
    have to touch someone to do that).
  - During the Chaos Split, Shuma is followed by a double, which does
    everything that he does.  If you try the Mystic Stare, the double
    will go through all the animations but no eyes are fired.  If that
    isn't bad enough, you can't even perform the Devitalization.  The
    Chaos Split ends if you get hit or if some time passes.


 -----------------------------------------------------------------------
 SPIDER-MAN
 -----------------------------------------------------------------------

 Web Ball                         qcf + P  (air)
 Web Throw                        hcb + P
 Web Swing                        qcb + K  (air)
 Spider Sting                     f,d,df + P,P
 Sankaku Tobi                     Jump against a wall, press uf~df
 Maximum Spider                   qcf + PP, then direct d / f / u  (air)
 Crawler Assault                  qcf + KK

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP, Crouching HK  (see notes)
 Aerial Rave Finisher:  HP, HK, 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 Assist:       LK Web Swing
 Variable Counter:      MP Spider Sting  (can't add second hit)
 Variable Combination:  Crawler Assault

  - Hitting someone with a Web Ball will stun them momentarily.
  - The Web Throw can be blocked.  Once Spider-Man grabs someone,
    rotate the joystick repeatedly to make him spin them around
    faster (doesn't seem to increase damage, though).
  - Spidey's Sankaku Tobi works a little differently than other
    character's wall jumps.  Once you press in any forward direction,
    Spider-Man clings to the walls.  He'll stay there for a few
    seconds, or until you release whatever direction you were pressing
    in.
  - 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.


 -----------------------------------------------------------------------
 VEGA
 -----------------------------------------------------------------------

 Psycho Shot                      hcf + P
 Psycho Field                     hcb + P
 Double Knee Press                hcf + K  (air)
 Head Press                       Charge d,u + K  (air)
 Somersault Skull Diver           (b / f) + P after Head Press  (air)
 Somersault Skull Diver           Charge d,u + P,P  (or hold P)  (air)
 Vega Warp                        f,d,df + P / K  (air)
 Hikou                            qcb + KK, then move in any dir.  (air)
 Psycho Crusher                   qcf + PP  (air)
 Knee Press Nightmare             qcf + KK

 Ground Combo Chain:    Weak to Any
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Weak to Strong
 Aerial Rave Launcher:  Standing HP
 Aerial Rave Finisher:  HP, HK, Psycho Crusher
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Psycho Shot
 Variable Counter:      HK Double Knee Press
 Variable Combination:  Knee Press Nightmare

  - You can use the Vega Warp repeatedly in the air.
  - During the Hikou, you can move around and attack freely.  You can
    use special moves, too (but using any move will end the Hikou).
    Repeating the Hikou ends it.
  - Vega's Psycho Crusher can negate normal projectiles and resist
    certain Hyper Combo projectiles (the multiple kind, like Dhalsim's
    Yoga Inferno, Gouki's Tenma Gou Zankuu, or Shadow's Shadow Break).
    However, if he resists an HC projectile, he'll spin in place and
    won't move forward.


 -----------------------------------------------------------------------
 WOLVERINE
 -----------------------------------------------------------------------

 Berserker Barrage                qcf + P, tap P rapidly
 Tornado Claw                     f,d,df + P, tap P rapidly
 Drill Claw                       (direction +) MP + LK  (air)
 Fumitsuke                        In air, d + HK
 (repeated claw)                  In air, tap MP rapidly
 (double claw)                    Press MP,MP
 (double kick)                    Press MK, if it hits, press MK again
 (sliding claw)                   df + HP
 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:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing HK
 Aerial Rave Finisher:  HP, HK, Drill Claw, Fumitsuke
 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 Assist:       LP Berserker Barrage  (can't add extra hits)
 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, afterimages trail Wolverine, who
    moves faster and jumps further.  In addition, all his moves come
    out faster and are easily cancelled.


 -----------------------------------------------------------------------
 ZANGIEF
 -----------------------------------------------------------------------

 Double Lariat                    (b / f +) PPP / KKK  (air)
 Double Lariat                    PPP / KKK, move b / f  (air)
 Screw Piledriver                 Rotate 360 + P  (air)
 Flying Powerbomb                 hcf + K
 Atomic Suplex                    When close, hcf + K
 Banishing Flat                   f,d,df + P
 Aerial Russian Slam              f,d,df + K
 Headbutt                         In air, u + MP
 Double Knee Press                In air, d + MK
 Body Press                       In air, d + HP
 (long punch)                     In air, f + HP
 (elbow drop)                     f + MP  (or in air, d + MP)
 (instant running throw)          Hold MP / MK / HP / HK, f,f
 (delayed running throw)          f,f, then MK / HK or b / f + MP / HP  
 Final Atomic Buster              Rotate 360 + PP

 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, Body Press, Long Punch, Headbutt,
                        Double Lariat, Screw Piledriver
 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 Assist:       KKK Double Lariat  (can't move b / f)
 Variable Counter:      MK Flying Powerbomb
 Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

  - 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.


=========================================================================
  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.  You must use a code
 to select them; please refer to section 4 (Secrets and Tricks) for
 information on how to do this.

 -----------------------------------------------------------------------
 ARMOR SPIDER-MAN
 -----------------------------------------------------------------------

  He plays just like Spider-Man, but with Super Armor (which only
  functions while on the ground)  However, Spidey's Super Armor seems
  to only work against certain attacks (i.e. it will stop a Shield
  Slash, but not a Carbonadium Coil).


 -----------------------------------------------------------------------
 HIYAKESHITA SAKURA
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shououken                        f,d,df + P  (air)
 Shunpuu Kyaku                    qcb + K  (air)
 Ashura Senkuu                    f,d,df / b,d,db + PPP / KKK
 Flower Kick                      f + MK
 Shinkuu Hadouken                 qcf + PP
 Midare Zakura                    qcf + KK
 Haruichiban                      qcb + KK
 Shun Goku Satsu                  LP,LP,F,LK,HP  (at Level 3)

 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, Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       HK Shunpuu Kyaku
 Variable Counter:      HP Shououken
 Variable Combination:  Shinkuu Hadouken
                                          
  - In the air, the Shouou Ken has a shield around it that will negate
    normal projectiles.
  - The Shunpuu Kyaku and Flower Kick are overheads and must be
    blocked high.
  - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
    kill someone with it, though.  She gains HC energy from taunting,
    by the way.


 ------------------------------------------------------------------------
 MECH-GOUKI
 ------------------------------------------------------------------------

 Gou Hadouken                     qcf + P
 Zankuu Hadouken                  In air, qcf + P
 Gou Shouryuuken                  f,d,df + P
 Tatsumaki Zankuu Kyaku           qcb + K  (air)
 Tenma Kuujin Kyaku               In air, qcf + K
 Ashura Senkuu                    f,d,df / b,b,db  + PPP / KKK
 Zugai Hasatsu                    f + MP
 Senpuu Kyaku                     f + MK
 (alternate kicks)                In air, u + MK / u + HK
 (hard knuckle)                   Press HP while standing or crouching
 High Mega Gou Beam               qcb + PP
 Scramble Gou Punch               qcf + PP
 Thunder Gou Shower               In air, qcf + PP
 Shining Gou Shock                LP,LP,f,LK,HP  (air) (at Level 1)

 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, u + HK, Zankuu Hadouken, Tenma
                        Kuujin Kyaku, Tenma Gou Zankuu, Shining
                        Gou Spark
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP

  - Mech-Gouki can only be used by himself, so he has no 'Variable'
    moves.
  - The Zugai Hasatsu is an overhead and must be blocked high.
  - CPU Mech-Gouki can interrupt the Scramble Gou Punch with the
    Shining Gou Shock while he's on the ground.  I don't know if you
    can do it if you're using Mech-Gouki.
  - The Shining Gou Shock is unblockable.
                           

 -----------------------------------------------------------------------
 MEGA ZANGIEF
 -----------------------------------------------------------------------

 Double Lariat                    (b / f +) PPP / KKK
 Double Lariat                    PPP / KKK, move b / f
 Screw Piledriver                 Rotate 360 + P  (air)
 Flying Powerbomb                 hcf + K
 Atomic Suplex                    When close, hcf + K
 Vodka Fire                       qcf + P
 Aerial Russian Slam              f,d,df + K
 Headbutt                         In air, u + MP
 Double Knee Press                In air, d + MK
 Body Press                       In air, d + HP
 (long punch)                     In air, f + HP
 (elbow drop)                     f + MP  (or in air, d + MP)
 (instant running throw)          Hold MP / MK / HP / HK, f,f
 (delayed running throw)          f,f, then MK / HK or b / f + MP / HP  
 Final Atomic Buster              Rotate 360 + PP
 Siberian Blizzard                Rotate 360 + KK

 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, Body Press, Long Punch, Headbutt,
                        Double Lariat, Screw Piledriver
 Ground Throws:         b / f + MP / HP / MK / HK  (db / df + MP / HP)
 Aerial Throws:         Any direction but d / u + MP / HP / MK / HK
 Knockdown Attack:      Crouching HK  (standing HK knocks into air)
 Variable Assist:       KKK Double Lariat  (can't move b / f)
 Variable Counter:      MK Flying Powerbomb
 Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

  - You can move back or forward as you start the Double Lariat, or
    after it begins.
  - Zangief has Hyper Armor while on the ground and in the air.
    However, he cannot block or air block, and his speed / jumping
    range are severely reduced.


 -----------------------------------------------------------------------
 MEPHISTO
 -----------------------------------------------------------------------

  He plays just like Blackheart, but any physical attack (LP through MK,
  and his crouching HP or standing HK from up close) will set an enemy
  on fire.  This doesn't seem to cause any extra damage though, so I'm
  still unsure what makes him better than Blackheart.


 -----------------------------------------------------------------------
 SHADOW 
 -----------------------------------------------------------------------

 Sonic Boom                       Charge b,f + P
 Somersault Shell                 Charge d,u + K
 Moonsault Slash                  In air, u,uf,f + K
 Jump Sobat                       b / f + MK
 Step Kick                        b / f + HK
 Spin Back Knuckle                f + HP
 Shadow Break                     qcf + PP, tap P rapidly
 Cross Shadow Blitz               qcf + KK
 Shadow Justice                   qcb + KK
 Final Mission                    Charge b,f,b,f + PP  (at Level 3)

 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, Moonsault Slash
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         Any direction but d / u + MP / HP
 Variable Assist:       HP Sonic Boom
 Variable Counter:      HK Somersault Shell
 Variable Combination:  Shadow Justice

  - The Jump Sobat is an overhead and must be blocked high.
  - The Final Mission can be blocked.


 -----------------------------------------------------------------------
 US AGENT
 -----------------------------------------------------------------------

  He plays just like Captain America...and that's just about it.  I
  don't know what's supposed to be different about him.


=========================================================================
  4.  S E C R E T S   A N D   T R I C K S
=========================================================================

 -----------------------------------------------------------------------
 BONUS OPTIONS
 -----------------------------------------------------------------------

 Beat the game once (on any difficulty, even if you lose and continue),
 and you get an infinite Life Gauge option, eight speed stars total,
 and same character select.  The color layout changes from Punch or
 Kick for two colors to LP / MP or LK / MK for two colors, minus HP for
 one new color or HK for another new color.

 Beat the game again (on eight star difficulty, even if you lose and
 continue), and you get a Hyper Combo Gauge option.

 Optionally, beat the game one time on eight star difficulty and
 don't lose to get all of these options enabled.
                                 

 -----------------------------------------------------------------------
 SELECT THE HIDDEN CHARACTERS
 -----------------------------------------------------------------------

 To play as a hidden character, simply highlight the character listed,
 hold Start, and press any P or K, or even the L or R buttons.

        Armor Spider-Man    :  Highlight Spider-Man
        Hiyakeshita Sakura  :  Highlight Hulk
        Mega Zangief        :  Highlight Blackheart
        Mephisto            :  Highlight Omega Red
        Shadow              :  Highlight Dhalsim
        US Agent            :  Highlight Vega

 If you want to, you can use two hidden characters in the same team.
 You can't use the same two hidden characters, though, unless you've
 activated the bonus option for "select same character" (see above).
 Until that option is activated, note that you can't use Spider-Man
 and Armor Spider-Man in a team, either.  However, there is a trick
 to do just that: pick anyone for your first character, then Spidey
 for your second.  Play and lose, then continue and pick Armor
 Spider-Man.  The cursor will then default to Spider-Man, who you
 can pick, because he was your last chosen character.


 -----------------------------------------------------------------------
 FIGHT A HIDDEN TEAM
 -----------------------------------------------------------------------

 To fight a special team consisting of one hidden character and either
 Gouki or Vega, fulfill the following requirements before Stage 6:

        MEGA ZANGIEF and VEGA
         - No continues
         - Don't let yourself or your ally die
         - Get 2 Variable Combination Finishes
         - Get Hyper Combo Finishes on all other rounds
 
        HAYAKESHITA SAKURA and GOUKI
         - No continues
         - Don't let yourself or your ally die
         - Get 4 Variable Combination Finishes
         - Get Hyper Combo Finishes on all other rounds

        SHADOW and VEGA
         - No continues
         - Don't let yourself or your ally die
         - Get 4 Variable Combination Finishes
         - Get the 'First Attack' bonus on each round.
         - Use the Change Characters trick (hold PPP between rounds)
           once.


 -----------------------------------------------------------------------
 MECH-GOUKI NOW!! MODE
 -----------------------------------------------------------------------

 Beat Survival Mode once (on any difficulty) and this becomes available.
 To use it, highlight "Survival Mode" in the main menu and press L or R
 once.  It will now read "Mech-Gouki Now!!" mode.  If you select it, you
 can fight Mech-Gouki.  However, note that, like Survival Mode, none of
 the bonus options work in this mode.


 -----------------------------------------------------------------------
 SELECT MECH-GOUKI
 -----------------------------------------------------------------------

 To select Mech-Gouki, beat Mech-Gouki!! mode once (at any difficulty).
 You also need to beat the game once (to enable same character select).
 Then, in Arcade or Versus mode, highlight Gouki, hold Start, and press
 any button.  Highlight Gouki again (for your second choice), hold
 Start, and press any button.  You'll get Mech-Gouki instead.
                                 
 Note that Mech-Gouki can only be used by himself.  If killed, he cannot
 be attacked with the "Beat Up Your Opponent" trick.  If you beat the
 game with Mech-Gouki, another one will fall down and you can attack
 it.  Mech-Gouki actually gets one line of text here, but the ending
 is the same generic kind you get for using the Marvel hidden characters
 (Armor Spider-Man, Mephisto, or US Agent).
 

 -----------------------------------------------------------------------
 CHANGE CHARACTERS
 -----------------------------------------------------------------------

 Normally, the character you pick first fights first.  However, if you'd
 like your second character to go first from now on, simply hold down
 PPP between stages, and the character order is switched for all the
 rest of the stages.  If you want to switch back, simply repeat the
 trick between the next two stages.  You can do this trick twice between
 rounds (i.e. if you switch once so that Dan is first and Sakura is 2nd,
 then change your mind and press PPP again, Sakura will show up first
 once the round starts).


 -----------------------------------------------------------------------
 QUICK CONTINUE
 -----------------------------------------------------------------------

 If, at the end of an Arcade or Versus Mode match, you decide you'd like
 a rematch using the same characters, just have the loser press L or R
 and the message "Quick Continue" will appear.  After the winner
 delivers his winning quotes, the match will restart.


 -----------------------------------------------------------------------
 BEAT UP YOUR OPPONENT / PARTNER
 -----------------------------------------------------------------------
       
 After beating both opponents, you can press Start to make your
 character stop his or her victory pose.  You can now move around and
 use special moves (and even Hyper Combos if you have enough power
 left).  You can't use Variable moves, though.  Hitting your opponent
 knocks them into the air, allowing you to beat them up for a couple
 of seconds until the game continues onto the next stage.

 Once you beat Mech-Gouki and your opponent drops down, you can do
 the same thing to attack him or her.  If you keep hitting them, they'll
 fight back!


 -----------------------------------------------------------------------
 DAN'S SECRET INTRODUCTION / SPECIAL FINISH
 -----------------------------------------------------------------------

 To see Dan slam into the floor in an explosion, make sure that he's
 the first up to fight, and hold LP prior to the battle starting.
 This has no effect on the game but is always worth a laugh ;)

 Dan also has a special finish; if he kills a person with his Premium
 Sign attack (even if they're killed by block damage), you'll get the
 black finish usually reserved for Hyper Combos.  Note that this only
 works if they're hit by the _thrown_ autograph, not if they're killed
 while Dan is holding his autograph.


 -----------------------------------------------------------------------
 SAKURA'S WIN POSES
 -----------------------------------------------------------------------

 When using Sakura or Hiyakeshita Sakura, hold down a button after
 winning a round to select your win pose, as shown below:

   Hold LP - Sakura throws her arm up and cherry blossoms appear.
   Hold MP - Sakura does some attacks and her shoe hits her head.
   Hold HP - Sakura does some attacks and yells.
   Hold LK - Sakura does her groovy dance from SFA2.
   Hold MK - Sakura rubs her nose and holds out her hand.
   Hold HP - Kei (Sakura's friend) flies in and lands on her face.


 -----------------------------------------------------------------------
 NORIMARO'S QUADRUPLE JUMP
 -----------------------------------------------------------------------

 To use Norimaro's quadruple jump, hold down LP + MP + LK before the
 battle begins.  Once it has begun, Norimaro can now jump 4 times in
 a row (just like Chun-Li's triple jump or Cyclops' double jump).  If
 you want to keep using this trick, you have to do it between every
 stage.  His quadruple jump is a little different from most people with
 mid-air jumps in that you have to wait a moment between the 3rd and
 4th jumps.
 

=========================================================================
  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 Dhalsim, who has no ground chains, it's pretty handy (he can
  link his crouching LP into a crouching LK).  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*
  ---------------------------------------------------------------------

  This is the generic chaining system taken from DarkStalkers.  Two
  rules apply to it, and they are: a weak attack can be followed by a
  strong one, and the button progression must go from Punch to Kick in
  regards to the same set of buttons.

  This means that you can do this:  LP -> LK -> MP -> MK -> HP -> HK.
  Or, you can skip buttons and do:  LK -> MK -> HP -> HK.
  Or even:                          MP -> HP -> HK.

  However, you can't do a combo that violates the rules, such as:

  MK -> MP  (violates 'Punch to Kick using same set of buttons' rule)
  HP -> LP  (violates 'Weak to Strong progression' rule)

  * It's actually called 'the chain combo', but since that terminology
    is a little confusing, I'll use the commonly-accepted 'Hunter
    Chain' term which is referring to DarkStalkers / Vampire Hunter.


  ---------------------------------------------------------------------
  Weak to Strong Chain
  ---------------------------------------------------------------------

  This combo system functions on one premise of the Chain Combo, but
  not the other.  You have to go from a weak attack to a stronger
  attack, but you cannot go from Punch to Kick in the same set of
  buttons.

  This means that LP -> MP -> HP  or  LK -> MP -> HK will work.

  However, LP -> MP -> MK will not because you're going from a Punch
  to a Kick in the same set of buttons (in this case, MP and MK).


  ---------------------------------------------------------------------
  Weak to Any Chain
  ---------------------------------------------------------------------

  This chain combo states that you can go from any of the weakest
  attacks (Light Punch or Light Kick) into any other, stronger, attack.
  This means that LP -> HK or LK -> MK are both usable, but LP -> LK is
  not, nor is MP -> HP.  This also means that unless a Punch or Kick
  hits more than once naturally, the best you can do is a 2 hit combo.


  ---------------------------------------------------------------------
  Punch to Kick (or Kick to Punch) Chain
  ---------------------------------------------------------------------

  This type of chain combo is probably the most simple one to explain.
  You can interrupt any Punch attack with any Kick attack.  If your
  character uses Kick to Punch instead, they can interrupt any Kick
  with any Punch.  So you can use LP -> HK, HP -> HK, MP -> LK, and so
  on.


  ---------------------------------------------------------------------
  None
  ---------------------------------------------------------------------

  Some characters simply can't combo a normal move into another one. :(


------------------------------------------------------------------------
STARTING AND FINISHING AN AERIAL RAVE
------------------------------------------------------------------------

 Perform a combo while in the air (during a jump or super jump) and it's
 called an 'aerial rave'.  Okay...whatever--it's still an air combo.
 However, there are some notable differences between the 'aerial rave'
 and a ground combo:

  ---------------------------------------------------------------------
  Launchers
  ---------------------------------------------------------------------

  All characters have an attack that, when it hits, will knock an enemy
  high into the air.  This can be used to force a Super Jumping Chain,
  rather than having two characters Super Jump and meet in the air.  If
  the 'launcher' attack hits, you have a small amount of time in which
  to press Up (or Up-Back, or Up-Forward), and you will Super Jump as
  well (as opposed to tapping Down, Up or pressing KKK).  You can then
  steer yourself towards your opponent and hit them with an attack or
  chain combo, because your opponent cannot block until after he begins
  falling.
 

  ---------------------------------------------------------------------
  Aerial Rave Knockdowns
  ---------------------------------------------------------------------

  Certain attacks, when used during an aerial rave, will cause your
  opponent to quickly fall to the ground, and the screen will scroll
  after him or her.  Doing this almost always prevents you from
  continuing the combo in the air (although there are some exceptions,
  see below).  Note that in most cases, the knockdown move will not
  cause the screen to scroll unless it was preceeded by another move
  aside from the launcher.

  For example, with Ken, Launcher -> HK would make Ken's enemy fly to
  the ground, off-screen.

  Launcher -> LP -> HK would have the screen follow Ken's opponent as
  he smashes into the ground.  Ken will leap onto the screen a moment
  later.

  So what's the importance?  Well, if the screen doesn't scroll, you
  can still perform moves after the aerial rave has technically ended.
  If it does scroll, then you can't move and will dash on screen a
  moment later, regardless of your location in the air at the time
  that the screen began scrolling.  Note that some attacks will also
  cause the screen to scroll (Wolverine's Berserker Barrage is one of
  them, if you get all the hits in).
  
  Keep in mind that you can bend the rules a bit when it comes to
  ending an aerial rave.  For example, if you finish a jumping or super
  jumping chain without ending it with a knockdown attack, it's
  possible to hit again with another attack (even with the same
  attack), while you fall.  In some situations, you can even do this if
  you did connect with a knockdown blow (for instance, in the corner
  with Cyclops, you can knockdown with his HP, but press HK and it will
  still connect as his enemy plummets to the ground).  You may be
  thinking "well, not all attacks cause a knockdown, but they still
  prevent me from doing anything afterward, so it's still the same".
  This isn't entirely true.  For instance, Ken can finish an aerial
  rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a
  Shouryuuken as he falls.  The key here is to just be creative and try
  to see what you can do after a non-knockdown attack or special move.


=========================================================================
  6.  M I S C E L L A N E O U S
=========================================================================

 -----------------------------------------------------------------------
 SURVIVAL MODE
 -----------------------------------------------------------------------

 This mode can be pretty fun.  You have to fight through 14 stages, all
 with pre-set characters :(  However, you get to fight against teams
 of hidden characters / normal characters near the end.  If you lose
 both characters, the game ends with no chance to continue.

 The distinguishing feature of this mode is that after every stage,
 any lost life changes to red (recoverable), even if it was
 unrecoverable previously, so you can earn back to full health again.
 Furthermore, if one character should die, in the next stage, they'll
 be usable again but with a small amount of life.  Both characters
 also gain back some life after every stage, too.  The only downside
 is that none of the Bonus Options work in this mode (so you can't use
 the same character, or the new colors, or Mech-Gouki, etc.)  Only
 the bonus turbo speed settings will work here.


 -----------------------------------------------------------------------
 EASY MODE MOVES CHART
 -----------------------------------------------------------------------

 This section lists what buttons produce what moves for Easy Mode users:

  BLACKHEART

    Tap MP         :  Dark Thunder
    Tap HP         :  Inferno
    Press MP + HP  :  Armageddon
    Press MK + HK  :  Judgment Day  (air)

 CAPTAIN AMERICA

    Tap MP         :  Shield Slash  (air)
    Tap HP         :  Stars & Stripes / Shield Slash in air
    Tap MK / HK    :  Charging Star
    Press MP + HP  :  Final Justice
    Press MK + HK  :  Hyper Charging Star

 CHUN-LI

    Tap MP         :  Kikou Ken
    Tap HP         :  Tenshou Kyaku
    Tap MK         :  Hyakuretsu Kyaku  (air)
    Tap HK         :  Sen'en Shuu
    Press MP + HP  :  Kikoushou
    Press MK + HK  :  Senretsu Kyaku
 
 CYCLOPS

    Tap MP         :  Optic Blast  (air)
    Tap HP         :  Rising Uppercut / Optic Blast in air
    Tap MK         :  Cyclone Kick
    Tap HK         :  Running Neckbreaker Drop
    Press MP + HP  :  Mega Optic Blast
    Press MK + HK  :  Super Optic Blast  (air)

 DAN HIBIKI

    Tap MP         :  Gadouken
    Tap HP         :  Kouryuuken
    Tap MK         :  Dankuu Kyaku
    Tap HK         :  Premium Sign
    Press MP + HP  :  Shin Kuu Gadouken
    Press MK + HK  :  Hisshou Buraiken

 DHALSIM

    Tap MP         :  Yoga Fire  (air)
    Tap HP         :  Yoga Flame / Yoga Fire in air
    Tap MK         :  Yoga Blast
    Tap HK         :  Yoga Teleport  (air)
    Press MP + HP  :  Yoga Inferno  (air)
    Press MK + HK  :  Yoga Strike

 GOUKI

    Tap MP         :  Gou Hadouken / Zankuu Hadouken in air
    Tap HP         :  Gou Shouryuuken / Zankuu Hadouken in air
    Tap MK         :  Tatsumaki Zankuu Kyaku  (air)
    Tap HK         :  Ashura Senkuu / Tenma Kuujin Kyaku in air
    Press MP + HP  :  Messatsu Gou Hadou
    Press MK + HK  :  Messatsu Gou Shouryuu
 
 HULK

    Tap MP         :  Gamma Tornado
    Tap HP         :  Gamma Slam
    Tap MK         :  Gamma Charge (Taichi)
    Tap HK         :  Gamma Charge (Taikuu)
    Press MP + HP  :  Gamma Wave
    Press MK + HK  :  Gamma Crush

 KEN

    Tap MP         :  Hadouken  (air)
    Tap HP         :  Shouryuuken  (air)
    Tap MK / HK    :  Tatsumaki Senpuu Kyaku  (air)
    Press MP + HP  :  Shouryuu Reppa
    Press MK + HK  :  Shinryuuken

 NORIMARO

    Tap MP         :  Super Fantastic Treasure  (air)
    Tap HP         :  Great Fighting Jump / SF Treasure in air
    Tap MK / HK    :  Rolling Powerful Arms
    Press MP + HP  :  Hyper Strong Miracle Treasure
    Press MK + HK  :  Ultra Variety Private Memories
 
 OMEGA-RED

    Tap MP / MP    :  Carbonadium Coil  (air)
    Tap MK / HK    :  Omega Strike / Carbonadium Coil in air
    Press MP + HP  :  Omega Destroyer
    Press MK + HK  :  Omega Smasher  (only in air)
 
 RYU

    Tap MP         :  Hadouken  (air)
    Tap HP         :  Shouryuuken  (air)
    Tap MK / HK    :  Tatsumaki Senpuu Kyaku  (air)
    Press MP + HP  :  Shinkuu Hadouken  (air)
    Press MK + HK  :  Shinkuu Tatsumaki Senpuu Kyaku

 SAKURA KASUGANO

    Tap MP         :  Shououken  (air)
    Tap HP         :  Hadouken   (air)
    Tap MK / HK    :  Shunpuu Kyaku  (air)
    Press MP + HP  :  Midare Zakura
    Press MK + HK  :  Shinkuu Hadouken
    
 SHUMA-GORATH

    Tap MP / HP    :  Mystic Stare
    Tap MK         :  Mystic Smash  (air)
    Tap HK         :  Devitalization / Mystic Smash in air
    Press MP + HP  :  Chaos Dimension
    Press MK + HK  :  Chaos Split
 
 SPIDER-MAN

    Tap MP         :  Web Ball  (air)
    Tap HP         :  Spider Sting / Web Ball in air
    Tap MK         :  Web Swing  (air)
    Tap HK         :  Web Throw / Web Swing in air
    Press MP + HP  :  Maximum Spider  (air)
    Press MK + HK  :  Crawler Assault

 VEGA

    Tap MP         :  Psycho Shot
    Tap HP         :  Psycho Field
    Tap MK         :  Double Knee Press  (air)
    Tap HK         :  Head Press  (air)
    Press MP + HP  :  Psycho Crusher  (air)
    Press MK + HK  :  Knee Press Nightmare
 
 WOLVERINE

    Tap MP         :  Berserker Barrage / Drill Claw in air
    Tap HP         :  Tornado Claw / Drill Claw in air
    Press MP + HP  :  Berserker Barrage X
    Press MK + HK  :  Fatal Claw

 ZANGIEF

    Tap MP         :  Screw Piledriver  (air)
    Tap HP         :  Double Lariat  (air)
    Tap MK         :  Flying Powerbomb / Atomic Suplex when close
    Tap HK         :  Banishing Flat
    Press MP + HP  :  Final Atomic Buster

 HIYAKESHITA SAKURA

    Tap MP         :  Shououken  (air)
    Tap HP         :  Hadouken  (air)
    Tap MK         :  Shunpuu Kyaku  (air)
    Tap HK         :  Ashura Senkuu / Shunpuu Kyaku in air
    Press MP + HP  :  Midare Zakura
    Press MK + HK  :  Shinkuu Hadouken

 MECH-GOUKI

    Press LP + LK  :  Gou Hadouken

 MEGA ZANGIEF

    Tap MP         :  Screw Piledriver  (air)
    Tap HP         :  Vodka Fire
    Tap MK         :  Flying Powerbomb / Atomic Suplex when close
    Tap HK         :  Aerial Russian Slam
    Press MP + HP  :  Final Atomic Buster
    Press MK + HK  :  Siberian Blizzard
             
 SHADOW

    Tap MP / HP    :  Sonic Boom 
    Tap MK / HK    :  Somersault Shell / Moonsault Slash in air 
    Press MP + HP  :  Shadow Break
    Press MK + HK  :  Shadow Justice


 -----------------------------------------------------------------------
 TRANSLATIONS
 -----------------------------------------------------------------------

 These were done by me and may not be completely correct / accurate:

 BLACKHEART
  Kuuchuu Dash                    Mid-Air Dash
  Kuuchuu Backstep                Mid-Air Backstep

 CAPTAIN AMERICA
  Zenten                          Forward Revolve
  2 Dan Jump                      Two Level Jump

 CHUN-LI
  Kikouken                        Chi Fist
  Sen'en Shuu                     Spinning Circle Kick
  Tenshou Kyaku                   Flying Sky Leg
  Hyakuretsu Kyaku                Hundred Rending Legs
  Yousou Kyaku                    Sparrow Talon Leg
  Kaku Kyaku Raku                 Crane Leg Drop
  Reishiki Kikouken               Zero Style Chi Fist
  Sankaku Tobi                    Triangle Hop
  Kikoushou                       Chi Palm
  Senretsu Kyaku                  Thousand Rending Legs
  Hazan Tenshou Kyaku             Supreme Mountain Flying Sky Leg
                            
 DAN HIBIKI
  Gadouken                        Self Taught Fist
  Kouryuuken                      Shiny Dragon Fist
  Dankuu Kyaku                    Sky Cutting Leg
  Zenten Chouhatsu                Forward Rolling Taunt
  Kouten Chouhatsu                Backward Rolling Taunt
  Jump Chouhatsu                  Jump Taunt
  Shagami Chouhatsu               Crouching Taunt
  Shin Kuu Gadouken               Quaking Sky Self Taught Fist
  Kouryuu Rekka                   Shiny Dragon Conflageration
  Hisshou Buraiken                Certain Victory Without Trust Fist
  Chouhatsu Densetsu              Legendary Taunt
  Otoko Michi                     Path of Man

 DHALSIM
  Fuyuu                           Float Play
  Drill Zutsuki                   Drill Head Thrust

 GOUKI
  Gou Hadouken                    Great Surge Fist
  Zankuu Hadouken                 Sky Slashing Surge Fist
  Gou Shouryuuken                 Great Rising Dragon Fist
  Tatsumaki Zankuu Kyaku          Tornado Sky Slashing Leg
  Tenma Kuujin Kyaku              Demon Air Blade Leg
  Ashura Senkuu                   'God of War' Air Flash
  Zugai Hasatsu                   Skull Destroyer
  Senpuu Kyaku                    Whirlwind Leg
  Messatsu Gou Hadou              Great Surge of Murder and Destruction
  Messatsu Gou Shouryuu           Great Rising Dragon of Mrdr. & Dstrct.
  Tenma Gou Zankuu                Demon Great Killing Sky
  Shun Goku Satsu                 Instant Prison Murder

 HULK
  Gamma Charge (Taichi)           Gamma Charge (Anti-Earth)
  Gamma Charge (Taikuu)           Gamma Charge (Anti-Air)

 KEN
  Hadouken                        Surge Fist
  Shouryuuken                     Rising Dragon Fist
  Tatsumaki Senpuu Kyaku          Tornado Whirlwind Leg
  Inazuma Kakato Wari             Lightning Flash Heel Splitter
  Shouryuu Reppa                  Rising Dragon Render
  Shinryuuken                     God Dragon Fist
  Shippuujinrai Kyaku             Fast as Lightning Leg

 RYU
  Sakotsu Wari                    Collarbone Splitter
  Shinkuu Hadouken                Vacuum Surge Fist
  Shinkuu Tatsumaki Senpuu Kyaku  Vacuum Tornado Whirlwind Leg
  Shin Shouryuuken                True Rising Dragon Fist

 SAKURA KASUGANO
  Shououken                       Cherry Blossom Fist   
  Shunpuu Kyaku                   Spring Breeze Leg
  Midare Zakura                   Cherry Riot
  Haruichiban                     First Storm of Spring

 SHUMA GORATH
  Sekika                          Petrification

 VEGA
  Hikou                           Aviation

 WOLVERINE
  Fumitsuke                       Trampling

 HIYAKESHITA SAKURA               ("Sunburned" Sakura)
  Shun Goku Satsu                 Spring Prison Murder

 MECH-GOUKI
  High Mega Gou Beam              High Mega Great Beam
  Scramble Gou Punch              Scramble Great Punch
  Thunder Gou Shower              Thunder Great Shower
  Shining Gou Shock               Shining Great Shock

                                           
 -----------------------------------------------------------------------
 SPECIAL THANKS
 -----------------------------------------------------------------------

 People I'd like to thank:

 OccyValdes                                         
  - For some misc. info taken from his MSH vs. SF FAQ.

 John Culbert                                   
  - For some misc. info. taken from his MSH vs. SF Omega Red FAQ.

 Darklancer                                     
  - For the trick to select Sakura's win poses.

 Peter Parker                                 
  - For the trick to use Spidey and Armor Spider-Man together.

 R. Hopkins                                        
  - For the Hidden Character codes.

 The Axledental DJ                                   
  - For how to do Mech-Gouki's Shining Gou Shock in air.

 James Chen                                          
  - For various combo information taken from his X vs. SF FAQ.

 Charles Washington                                    
  - For misc. info taken from his MSH vs. SF FAQ.

 Hiro                                                
  - For the Mech-Gouki Now!! and Select Mech-Gouki codes.

 Unpublished work Copyright 1998 Kao Megura


Show CheatCodes.com some Love!