Strategy Guide - Guide for Marvel vs. Capcom
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Marvel vs Capcom Beginners FAQ by Dingo
[email protected]
Onslaught strats courtesy of Solid Snake.
[email protected]
Version 4.0
2/7/99: Tired of losing to every single Wolverine player? Well I decided to
make a section dedicated entirely to beating this cheapo! It should be all the
way at the bottom. Also some recommended games if you like MvC.
2/1/99: Added some new combos for Captain America(#'s 7&8 Easy, number 7
hard) and War MAchine (number 6 hard), plus tips against Onslaught in Ken and
Akuma mode. And some new strategies for Hulk. RYU HAS AN INFINATE? CHECK NUMBER
6 FOR RYU.(4.0)
1/14/99: Got some new combos for Ken and Shadow Lady and added final
comments for each character.
11/30: I've finally revised this thing and some notes on Shadow Lady's
Galaxy Missle.(3.7)
11/11: Well I've added one very important tip that might interest beginners
near the end of this FAQ it's called "Ticking". Beware its very cheap and its
known to start fist fights!!!(3.6)
10/1: I've added some breif endins as well.(3.5)
10/1: I've added more partner duos this time and some background info on
the ever popular helper characters.(3.4)
10/1: I've added some tricks like how to do this and that to fight against
secret characters and how to switch to your other partner before the battle
starts.(3.3)
10/1: I've added the quotes!!! Yay! And adjusted some errors I have
made.(3.1)
9/30: I've added background info on characters including special comments on
techinues and strategies on how to beat certain characters.(3.0)
9/29: A huge update this time I've added combos and other secret characters
along with combos. Grammatical errors have been corrected. I've thrown in some
extra tips on beating Onslaught as well.(2.0)
9/7: Just started this FAQ and will contain alot of stuff for beginners.
Intro: I'm like way off from the release date of this game, but who cares but
you. Your hear to achieve greatness on MvC and I'm hear to help. I've provided
tons of info and constantly updating. To be honest I'm growing tired of this
game and I came so close to Shadow Lady's ending. She's just not all that great
against Onslaught. And who is that voice? You know when you put in the quarters,
is that Megaman? Well this is the best fighting game I have ever played and will
most likely make its way to the PSX console in May 99. But on to the FAQ!!
Buttons:
Use this lengend to get the knowledge of what I'm talking about when I say "HP"
or "SK"
( ) JP(or JP) ( ) MP ( ) FP(or HP)
( ) SK(or LK) ( ) FK ( ) RK
Jab/Short-They both have good speed and have no recovery delay but are very
weak.
Strong/Forward-They both have good strength fair speed and have a average
recovery delay.
Fierce/Roundhouse-They both are very strong have good range, but poor recovery
time and slow speed.
Don't always rely on the stronger punches to bail you out a victory because you
will most likely get countered and often losing alot of damage. For beginners
just jump in with the Fierce or Roundhouse punches and kicks but use jab or
short to connect while your on the ground. Only Zangief and Hulk normal attacks
will do chipping damage while the others will do none.
Scale:
(1-10)
10 being the best. This is how I will rate the characters weakness and strong
points.
Hero Strength Durabilty Speed
Ryu 6 6 6
Ken 5 5 7
Akuma 7 3 7
Chun-Li 6 5 9
Zangief 9 7 3
*Zombie 10 10 2
MegaMan 5 6 7
Captain C. 6 4 6
Strider Hiryuu 5 4 7
Morrigan 5 4 6
Jin 8 4 4
Power-up 10 7 4
Hulk 9 10 2
Captain A. 8 9 4
W/O Shield 6 6 7
Venom 7 5 5
War Machine 7 7 5
Spider-Man 5 5 10
Wolverine 4 7 9
Gambit 6 4 8
Secret Characters
Shadow-Lady 7 4 10
Orange-Hulk 8 7 6
*Mega-War Machine10 10 4
Lilith 5 4 7
Hyper-Venom 5 2 10
Roll 3 4 8
Bosses
Onslaught
1st form: 9 10 1
2nd form: 1**** 3 1
This is all based on the hits Ryu put on this guy including other like Cap A.,
CapCom, Chun-Li, and Hulk.
* This asterisk means that the player cannot block so becareful!!!
Select Characters:
** This will result if Cap loses shield.
*** This double asterisk means that beam supers will kill the character almost
instantly although he might have high durability in normal attacks he is the
weakest against beams.
**** He doesn't rely on his hits because he'll mostly get his helpers to attack
to and often use his special moves involving no physical attack. He mostly does
alot of supers that are way to strong for even Mega War Machine to handle.
<--------------------------------------------------------------------------->
Partners
Well in this section I like to put what I think can be key to partners to win.
So here we go.
Ryu/Chun-Li
This duo is absoulutely dangerous in the hands of an expert because of
Ryu's strength and durability and Chun-Li's speed and strength can make anybody
eat pavement!!!
So as you can see that Ryu and Chun-Li are pratically balanced out.
Special notes:
Ryu: His Shinku Hadoken can be done in the air making it the most versatile
super in the game.
For people who like to block low hit -> & MP this move is
unblockable when ducking low but beware it has a start-up delay and will get
tripped somtimes.
Chun-Li: Her Kikosho is the best chipper in the game simply because it brings
you inside the giant bubble where the energy gets more intense.
For beginners what you would like to do is use the lightning kicks alot
because of its chipping potential just simply jump in with a RK and hit the kick
button rapidly and watch the life chip away.
Chun-Li has a triple jump so use this to jump in but when they are
about to attack just hit up again and dive in for the lightning kicks!!
She can also bounce off the walls, just simply jump towards a wall then
immediately hit the opposite direction.
<--------------------------------------------------------------------------->
Ryu/Cap A.
Special notes: Cap's Charing Star can absorb fireballs and still it the
fireballer while still in fireball motion. Not to mention his hyper charging-
star will absorb beam supers but will not hit and also takes no damage. He is
very durable but when he loses his shield like during a shield-slash his defense
comes down but his speed soars and you will be able to do more combos more
easily!!!
Ryu: His Shinku Hadoken can be done in the air making it the most versatile
super in the game. However it will not OTG a downed opponent so don't waste your
time on it.
For people who like to block low hit -> & MP this move is
unblockable when ducking low but beware it has a start-up delay and will get
tripped somtimes.
<--------------------------------------------------------------------------->
Strider/Cap A.
Special notes: Strider is an absoulutely an excellent combo character so even
for beginners can still get up to 5-7 hits there first go around by hitting the
buttons on EASY MODE. He is still affective on Normal Mode as well. Strider can
also hang onto the walls which either confuses the opponent and gives you time
to attack or it messes you up and gives the opponents time to attack.
When Strider misses his jumping FP or RK he will get stuck in his slash pose,
so becareful!!!
Special notes: Cap's Charing Star can absorb fireballs and still it the
fireballer while still in fireball motion. Not to mention his hyper charging-
star will absorb beam supers but will not hit and also takes no damage. He is
very durable but when he loses his shield like during a shield-slash his defense
comes down but his speed soars and you will be able to do more combos more
easily!!!
<--------------------------------------------------------------------------->
Hulk/Zangief
The power team!!! These 2 will tear anyone apart if they are not playing
keep away.
Special notes:
Hulk: Hulk has a super shield that will allow him to counter attack if someone
trys to sweep him or launch him(you know when you see people boucning in the
air, that's a launcher!!!) So becareful and play keep-away with characters like
Gambit, Ryu, Captain Commando, or somebody that has a fast and wide projectile.
Zangief: Watch out!! This guy is just as dangerous as Hulk when not careful,
so use keep-away characters. Zangief as well has a super armor that allows him
to take a few hits before starting to feel the effects of it. He has a Final
Atomic Buster that is unblockable and does great damage so when you see shadows
trail behind him just jump back or throw a projectile. When he turns into Zombie
or Mechanized Zangief(as some would call it) use a beam super and ram the
buttons while your in the middle of the beam super and watch about 65% of his
life drain away!!! Supers like Final Justice, Captain Storm or Maximum Spider
will not work so beware.
<--------------------------------------------------------------------------->
Ryu/Captain Commando
These 2 are the one of the keep away characters in the game because of there
good sized projectile and they both go screen distance.
Captain Commando- Although he doesn't take hit very well he has good range in
his projectile and has a extremly useful Captain Corridor that's good for
stoping incoming attacks from above. His Captain Sword is unescapable and will
do major damage that won't even connect half the way!!!
Ryu- His Shinku Hadoken can be done in the air making it the most versatile
super in the game.
For people who like to block low hit -> & MP this move is
unblockable when ducking low but beware it has a start-up delay and will get
tripped somtimes.
<--------------------------------------------------------------------------->
Morrigan/Ryu
Morrigan- is very easy to use because she can be used exactly like Ken and has a
good fireball that rivals Ryu's. However her supers are not the same as Ken but
she has a beam super though.
Ryu- His Shinku Hadoken can be done in the air making it the most versatile
super in the game.
For people who like to block low hit -> & MP this move is
unblockable when ducking low but beware it has a start-up delay and will get
tripped somtimes.
<--------------------------------------------------------------------------->
Shadow Lady/Chun-Li
Shadow Lady- Those who have mastered Ryu and Chun-Li shouldn't have a problem
with Shadow Lady. Her projectiles comes out extremely slow but will track down
her opponent and will do incredible chip damage. Instead of a fireball she has a
drill that will push opponents away doing good damage as well as great chip
damage. She has the same air manuvers as Chun-Li and well as the Axe Kick and
the Lightning Legs. She is also stronger and faster than Chun-Li but doesn't
take hits as well.
Chun-Li- Her Kikosho is the best chipper in the game simply because it brings
you inside the giant bubble where the energy gets more intense.
For beginners what you would like to do is use the lightning kicks alot
because of its chipping potential just simply jump in with a RK and hit the kick
button rapidly and watch the life chip away.
Chun-Li has a triple jump so use this to jump in but when they are
about to attack just hit up again and dive in for the lightning kicks!!
She can also bounce off the walls, just simply jump towards a wall then
immediately hit the opposite direction.
<--------------------------------------------------------------------------->
Megaman/Roll
This is one of the best duos in the hands of a master simply because there easy
to master especially Megaman.
Megaman- he is about 40% smaller than Ryu but can still get hit by supers like
the Final Justice or Captain Storm. But when he's ducking he will avoid all
standing attacks. Megaman will beat out anybody in the game with fireballs
because there so easy to use. Mega can charge his Mega Buster for along period
of time and will do damage infinately. So the longer Mega charges the stronger
the buster. He also has one of the best supers in the game like the Rush Drill
or the Hyper Megaman which can be done in the air. Both supers do tremendous
chip damage as well as normal damage. Mega is invincible while in the Rush Drill
and will beat anyone who uses a super against him.
Roll- she is about 70% smaller than Ryu and supers like Captain Storm, Final
Justice, or the Ragnarok will just not work even when she is standing. She can
even walk under the Proton Cannon!! Her Hyper Roll will do heavy damage but if
the opponent is blocking low he will not lose chip damage even though missiles
still hit them. She has the same supers as Mega but she doesn't have a anti-air
move that will keep the opponents away but most likely when they try to come in
they'll miss her!!! So keep that in mind. She can use her bouquet where she
throws up the flowers forcing the opponet to block up even though it does poor
damage, this will allow her to dash at the opponent and knock them down or just
launch them. Mega is better but her size will give her a huge advantage.
<--------------------------------------------------------------------------->
Spider Man/Orange Hulk
Spider Man- can hang onto walls and will dash under projectiles. However he
doesn't take hits well so watch out.
Orange Hulk- has no super armor, so he can no longer absorb hits before feeling
the affects of it so Jabs and Shorts do well against him. He takes hits like Ryu
now which isn't bad but is bad compared to Hulk. His attacks have been weaken so
he hits like a Ryu as well. Hulk's Supers do the same damage as regular Hulk.
Orange Hulk's speed has been rosen drastically and he can do combos like a
Spider Man now, so expierienced Spider Man users shouldn't have a hard time with
this guy. Becareful not to start out combos with a S. Fierce or a S.Roundhouse
because it'll send your opponent flying across the screen. Beam supers like the
Big Bang Laser or Shinku Hadoken do wonders on him so block often!
<--------------------------------------------------------------------------->
War Machine/Mega War Machine
War Machine- has a full arsenal at his disposal so doing his special moves
shouldn't be too hard. His Proton Cannon will do huge damage but that comes with
a huge start-up delay and huge recovery time. Often rely on his War Destroyer
because after this missles are released from his backpack he can block while his
opponent is blocking the missles. He has the ability to fly while unblocking in
the air so use this to your advantage and keep dropping those smart bombs.
Mega War Machine- has a full arsenal as well but he cannot fly or block, but
makes up in the strength and durability department. His supers are little
different because he relies on missles instead of beams but still act the same
way as regular War Machine. He also cannot be launched or knocked down and
supers like Captain Storm or Maximum Spider won't work either.
His artilery is different from War Machine because he doesn't have a Repulstor
Blast that will keep people from juming in but that's what his launcher is for.
His launcher, like War Machine's will send a missle flying up and knocking the
opponent even on super jumping ones as well.
<--------------------------------------------------------------------------->
Basic moves
Push Block:B+3P(while taking hit)
This is a great counter move because it cuts down chip damage by about 80%. Some
supers and helpers cannot be push blocked especially dashing helpers and supers
like the Thousand Burst Kick. Do this everytime so you won't get cheaped to
death.
Dash:F,F
This is another basic move with high priority because it allows you to get close
to your opponent quicker giving them less time to counter. There is a down side
to this and that is that everybody has a recovery delay. But there is another
upside and that is that every character can air dash.
Switch-hit:FP+RK
This is a great move to use when your opponent has just pummeled you, so use
this and switch off when your low on life. However this becomes predictable when
used often.
The player that comes in will pose for a while leaving them open for attack.
Here are good times to use this technique:
When you have just launched your opponent just hit FP+RK and the opponent won't
be able to do a thing because it strikes them giving you time to set up.
When your opponent is super jumping.
Helper Attack:SP+FK
This will call upon your helper. Each helper has special attributes that can
make them comboable or just plain suck. The computer will select a helper for
you each helper can be used a certain amount of times though so don't waste
them. Try to save them for the end when your opponent is low on life, because
most helpers will just do brilliant chip damage.
Counter Attack:D,DB,B+HK+HP
This move is very useful in certain cicumstances like your being comboed and
your low on life, just do this motion and your partner comes in to attack back.
But for me its hard to do because the joystick often won't move the way I want
it to. But avoid using this because it takes away one level of super for a
normal attack.
Team-up:D,DF,F+HK+HP(Level 2)
Ah!!! The most intimadating of all combos!! Your partner will come in and do
his/her super combo doing heavy chipping damage.
Duo-Attack Mode: D,DB,B+HP+HK(Level 3)
This is by far the best thing added to the game. You can control both your
partners and have unlimited supers for about 10 seconds, so chip away!! This
does insane chip damage if you can pull of the motion enough times. Here's a
tip:
What you wanna do is go straight up to your opponent when doing this move and
throw them!!! They can't do a thing but just block because your partner keeps
throwing his super. The throw is unblockable as well!!! They should either get
hit by the long beam super you pulled off or just get the throw damage. Do this
often if you have Chun-Li,Ryu,or Shadow Lady because there supers come out
extremely quick.
Well if you don't want ot try that then just jump over them!!! Just don't
forget to perform your super.
<--------------------------------------------------------------------------->
Beginners advance
Ah the beginners section. You'll find some key ways to attack your opponent
while taking as less damage as possible. First and most important lesson is:
Block!!!! What I have found out on beginners is that they just don't block or
forget to block. When your a beginner its best that you set your commands on
EASY MODE. Yes it may sound corny and a little embarrassing at times, but that's
how everybody starts out. This is a very bad disadvantage because this cause
your chip damage intake to nearly double!!!And always set your speed at the
opposite of your opponents. This causes some of their combos to misconnect do to
your different speed variation. When playing against the computer use TURBO.
You'll be able to move quicker with this mode and take less chipping
damage!!!When players like to jump in alot just block high and then block low
and then sweep them. Time is critical in this game as it is in all fighting
games. When you have knocked your opponent on the ground its best that you kick
while there on the ground!!! You'll get the extra hit without taking the extra
damage. Another and last important note is to RAM THE BUTTONS!!! This way you'll
get the most out of your super because this extends the time length of your
super causing more damage as well as block damage.
The characters I would use as a beginner are as follows:
Ryu
Chun-Li
Captain Commando
Mega Man
These characters are all very easy to use for beginners especially MegaMan which
you can play him like you would on a NES or SNES!!! Just charge for the mega
buster!!! His projectiles are easy to do just hit FP!!!
<--------------------------------------------------------------------------->
Helpers
This section is based on your third uncontrollable character which comes out and
helps you set up supers like the Proton-Cannon!!!! Ouch!! I'll give an in-depth
report on each helper and what I think is the best. The computer will
automatically choose your helper unless you hit Start before selecting your 2nd
character and entering the code for each character based upon on which you want
to use for the battle. What I saw in other FAQs is that they lack the background
information of each helper so I decided to read a few comics bring out some old
games and took a look at some websites and even expanded the imagination a
little bit to get you all an understanding of why the helpers are here. Please
email me and thank me!!!
Unknown Soldier:
On the Forgotten World turmoil plagues all around and justice has no meaning.
While one soldier of fortune aids his world to help bring peace back it must be
averted because of Onslaught's wrath will destroy the Forgotten World killing
its only hope for peace.
He will come out quick and fire a gun that hits multiple times and will help you
set up some beam supers. He does good chipping damage and cannot be pushed
blocked.
# of uses: 4
Code: LP
Lou:
This little guy is very powerful in his world because he can control and play
with fire as he pleases, but only to serve the good. He has always considered
peace over brute force, but when all else fails he will do what must be done.
This little guy will throw 3 flaming arrows that does great chipping damage and
if the opponent is up close to the helper he will get hit by the flames for more
damage. Becareful when using him though he takes a sec to actually start
shooting them, but there are gaps between arrows so most likely the opponent
will get hit the second time.
# of uses: 8
Code: MP
King Arthur:
I've never played the game before, but its a sure bet he's from Gouls n'
Goblins. He once had to rescue a princess from a wrath of some guy, but has
stumbled upon a portal created by the magic wizard Merlin and learned that the
future of his world rest in his hands. He has somehow lost his enchanted Gold
Armor and his powerful Holy sword which we all know it as Excalibur in the
process of coming two thousand years to the future. So instead he is equipped
with a much cheaper Silver armor and thanks to one of his buddy's he now aquires
Holy(I hope I'm not sying this word too much and if so, sorry) lances to aid him
in the fight against Onslaught.
His royalty will come out quick and throws the first lance out fast and did I
mention about the gaps between them? He throws 3 fireball strength Lances that
does great damage as well as chipping damage. If he gets hit he loses his armor,
but don't worry you can use him again.
# of uses: 8
Code: LP+MP
Saki:
She came from Nigiirochou no Kisek and I have no idea what it means. I'm
guessing she is on a hit cartoon series in Japan by Capcom. Sorry no background
info on this one.
She comes out with an electric gun that has great range and does good damage.
She will leave the opponents stunned in the air leaving them open for a beam
super. Fair block damage though.
# of uses: 7
Code: HP
Toon-Pooh:
She is a member of Strider Hiryuu's Earth defense team and she will use her
skills of Tai Kwon Do do defeat the wrath of Onslaught. When all else fails
Toon-Pooh and Strider will come along and stop any maniac and that means
Onslaught as well.
Is one of the best characters to waste on keeping people away. She comes out and
takes a little while to kick in a wide V shape that does incredible damage and
chips nicely as well. But she has fair range so use this when the opponent is
half-screen distance away.
# of uses: 9(!!!)
Code: LP+HP
Devilot:
I think she's from the same world as Jin Saotome, but I'm not sure. She has
found Onslught's wrath will plague her world pretty soon after he's done with
Earth. She will do anything possible to stop this menace even taking her own
life, and with Devilot that's no idle threat!
A gaint carousel(forgive the spelling) comes out and takes about 3 seconds to
explode, and my opinion the worst helper. But its a great way to suprise jump-in
players, but if you get hit, she'll just go away having you wasting a helper.
The bright side to this is that its unblockable and does heavy damage. But I
wouldn't pick her.
# of uses: 5
Code: MP+HP
Anita:
Basically from the same dimension as Morrigan. However she doesn't feed on souls
but her black magic would prove helpful in the fight against Onslaught as well.
Comes out with objects like dolls, drawers, and mirrors flying aroung her after
waiting about 2 seconds they fly at the opponent doing alot of block and normal
damage. Most people would use it as a shield to use to get out of corner traps,
but after 2 secs they come flying at them with good speed. But becareful when
people jump over it(they'll com in for a combo and you'll have wasted your
helper), but when they do that just use an anti-air move like Stars & Stripes or
Ryu's Dragon Punch.
# of uses: 5
Code: LP+MP+HP
Pure & Fur:
She and that little cat is currently the Capcom Mascot which she overrided
Captain Commando. She is willing to help against Onslaught in anyway possible
even if it means dropping Adamantium made giant dices!!
She's not that bad at all compared to what other people have said. This works
well against jump-in players or dashing players because it hits up to 5 times
and does good damage and comes out rather fast. The chipping damage very heavy
because I used her and the opponent got as much blocking damage as a Proton
Cannon!. Basically use her as a defensive move.
# of uses: 5
Code: LK
Michelle Heart:
Well I don't know much about her so there won't be a background info, but she is
from the Wings of Ales. So could she be an angle? But she's here to help against
Onslaught.
Comes out quickly, but waits about 3/4 of a second and then fires up, straight,
and down. It goes practically screen distance and will follow the opponents in
the air even if they super jump!!! So use this to catch people super jumping. It
does poor chipping damage as well.
# of uses: 6
Code: LP+SK
Thor:
Thor, an extremely powerful Asgardian (and son of the ever powerful god, Odin)
even stronger than Hulk is the God of Lightning. However on earth there is a
Thor trainee of somewhat and the real Thor is unavailable. So this Thor trainee
can actually shock and stun Onslaught. His powers are great but uncomparable
compared to the actual Thor but still is incredibly powerful.
Will basically come out gather lightning for a sec and fire the bolt high and
will miss short players or ducking ones. The bright side to this is that it
leaves the opponents stunned for about 1-2 secs so use this wisely!!! This does
do fair chipping damage.
#of uses: 8
Code: SK+MP
Cyclops:
When Cyclops was little he was always picked on because he was cursed with an
uncontrollable Optic Blast that would pierce Adamantium and was often called a
"mutie". Now as a leader of the X-Men and commander of the blue team he takes
his power to lead the fight against Onslaught.
Comes out and shoots a low beam that can hit up to 4 times for good block damage
as well. If he connects(which most likely will not) use a beam super.
# of uses: 7
Code: JP+SK+MP
Magneto:
Magneto, after being killed by Charles Xavier he is somewhat a part of him now
giving him evil thoughts of destruction. His power of Magnetism will somewhat
stun Onslaught, but how did he become a helper I thought he was dead remember?
Floats in with an EM disrutor that will stun them. So use that beam super!!!
Does low chip damage and comes out rather fast.
# of uses: 7
Code: SK+HP
Storm:
Storm, after seeing her parents die a slow death in the dark she later could not
save a little girl so she literally ripped her heart out. She did not start to
see her powers grow until she was thirteen. She has always let nature do her
stuff never to interfere with the weather. Now as Co leader of the X-Men and
commander of the gold team her elemental powers are a big help in the
destruction of Onslaught.
Is one of the worst helpers in the game, not only is she slow but has poor range
and chips away about 2% of your life. Once they get sucked in they will get hit
13 times that does poor damage, but will be unable to block as they come down.
Try avoiding using her to often. But this will connect with a beam super.
# of uses: 6
Code: LP+SK+HP
Jubilee:
Jubilee, once in the care of foster parents she now sides with X-Men. She now
has the ability to control her powers thanks to Professor Xavier and she is
willing to risk her life to stop the menacing Onslaught. Her powers act rather
as a decoy then of help and will get the heroes to attack. Her powers are
somewhat weak and are so weak that it won't even kill humans. So she has summed
up all her bubble gum and firecracker power and now joins the fight of her life.
She comes in and takes awhile to attack then lets loose her firecrackers going
around through the screen hitting no more than 3 times, but most likely hitting
twice. Then she blows a bubble from her gum and then leaves. Oh yeah the chip
damage is poor.
# of uses: 8
Code: SK+MP+HP
Rogue:
Rogue, once lived a noraml life but recently she had absorbed her boyfriend
Cody's strength leaving him unconcious for a while. She was then asked to help
her mother Mystique a Shapeshifter to help bring down Ms. Marvel, the super hero
who was sent to stop Mystique. Not knowing that she would gain the powers of Ms.
Marvel pernamently she absorbed her powers and her deadly thoughts that would
overcome her consious and make her go insane sometimes, but that battle is long
over with the help of Psylocke, Jean Grey and Professor X and she now sides with
the X-Men taking on the almighty Onslaught!
Will come out quickly at an angle and hit up diagonally hitting multiple times
doing good damage and block damage. Just like Toon-Pooh, just use as a keep away
character.
# of uses: 7
Code: JP+MP+HP+SK
Psylocke:
Psylocke, once called Britain's most beautiful woman called it quits on the
model carrer because she was telepath or in other words a mutant. She had her
eyes clawed out but were replaced by mechanical eyes by the help of Mojo. She
has had a major make over making her look more oriental than british because
Mojo wanted her to fit in like an Asian to help aquire the rings from the
Mandarin. She now joins sides with the X-Men along with the help of other
heroes. Her help will be sorely needed in the fight against Onslaught because of
her Ninja like abilities she aquired from Kwannon.
Will do a weaker version of the Psi-Thrust super that goes the screen length and
comes out rather fast and does good damage and will most likely combo a beam
super. It does great chipping damage is good as well, but most likely people
will tend to jump over it so don't use it too often unless you are sure it'll
connect. But still is one of the best helpers in the game. She will nullify
projectiles and still hit the opponent. She cannot be push blocked as well and
will push the character away out of traps.
# of uses: 5
Code: MK
Collosus:
Collosus, with his trusted friend Zangief he too will help the fight against
Onslaught. A long time ago the military released a deadly soldier called Omega
Red which had the ability to give anyone the Omega Virus. After is narrow
victory he has sided with the X-Men nad will take down Onslaught by hiimself if
he has too because he poses a threat to his sister Illiana.
He will come out extremely quick filling up the screen and tackel his opponent
and will set up nicely for any beam super. He will nullify projectiles as well
and push away the character out of corner traps. In my opinion the best helper.
# of uses: 5
Code: MK+MP+JP
Iceman:
Iceman, once partner to Spider Man and Firestar but has found his way to
Professor X's school for the gifted and talented mutants. His ability to use the
subzero department of water will be sorely needed against Onslaught.
He will come out rather fast and drop icicles on top of you doing good normal
and block damage. He plays well in the keep away catagory as well. Use him
sparingly though cause most people block it. He good if used against Onslaught
though.
# of uses: 4
Code: MP+FK
Juggernaut:
Juggernaut, the half-brother of Charles Xavier is a mutant hater. The X-Men has
once saved his
life by restoring his power, and has not attack the X-Men ever since. He pays
back the X-Men by helping them defeat the wrath of Onslaught because Onslaught
is a huge threat to him while messing with his head.
He does a weaker version of the Juggernaut-Headbutt. He comes out quick and does
good block and normal damage and is easy to combo with a beam super. One of the
best helpers as well. He will also push your opponent away as well.
# of uses: 3
Code: JP+FK
U.S. Agent:
Steve Rogers a scrawny little runt who was no help to his country in WWII but he
decided to be a Guinea Pig for a super soldier formula. This was also given to
Spidey's partner the Black Cat. The formula has been upgraded somewhat and U.S.
Agent has gained a strength stroner than Captain America and the speed of up to
a hundred twenty miles per hour. He is now a current member of the Avengers West
Coast and will do anything he can to help out. Its a shame he wan's a useable
cahracter in this game cause I be the first one to pick him up.
Well some of you know him from the comics and others from MSHSF. He is quicker
and stronger than CAP A. in MSHSF, not only that but he can combo better as well
but a little bit weaker on the durability side. But in this game he's a helper
and does a charging star all the way across the screen. This move will push away
opponents eat fireballs and hit multiple times and do heavy block damage. He
fills up half the screen and most likely players will not be able to jump over
him in time and did I mention he cannot be pushed blocked? By far the 3rd best
helper in the game.
# of uses: 5
Code: FP+MK
Shadow:
A long time ago Guile and Charlie served in the military mission to stop Bison,
but Charlie and Guile were captured but Guile and Charlie managed to escape. But
Charlie soon later died in the jungles, leaving Guile with a trail of Vengence.
Somehow M.Bison has made a Cyborg clone of Charlie(it also happened the same way
with Shadow Lady) and is out now to do Bison's evil bidding. Although its only a
cyborg Bison is rapidly losing control of it and Shadow has become, day by day a
little more like Charlie.
Charlie has been transformed to a shadow by the evil Bison and comes out doing a
toned down version of the Shadow Justice Super from XSF. By far he is the
strongest helper doing practically a half damage of most beam supers and hits
multiple times. 9 hits is the max I think, but it'll rise them in the air and
knock them down unable to block so use your beam super to do heavy damage. After
that he poses then leaves. He has poor range though and does fair chip damage.
# of uses: 3
Code: JP+FK+HP
Sentinel:
The X-Men's prime enemy and Onslaught's smallest threat. These mutant hunting
robots will seek out and destroy any living mutant, but now thanks to Henry
Macoy they have been reprogramed to be used in battle but only manage to capture
four of them, pretty cheesy huh? But how else would Gambit and Wolverine use
them? They just won't willingly help them would they? Onslaught has also gained
help from Master Mold and can use an unlimited amount of them.
A 20-foot high moving wall comes at you doing heavy block damage while missiles
fly at you as well. He moves a bit slower than Collosus but comes out just as
fast. He pushes your opponent back and will sometimes take some damage of a beam
super, pretty nifty huh? The 4th best helper in the game. I'm not saying he's
that bad its just that you can't use him as much as Collosus or Psylocke.
# of uses: 4
Code: JP+MP+FK
<--------------------------------------------------------------------------->
Most combos are courtesy of Migs Rustia: [email protected]
<--------------------------------------------------------------------------->
Note: Most combos require you to dash after the first jumping hit, if you have
trouble doing that(like me) just make your hits deep, at least that works for
me. That way you don't lose any distance from your opponent as opposed to not
dashing.
Combos: Legend
Well basically people who have difficulty doing comboes might want to start
here. All you do is just follow the button patterns sorta like a 1,2,3 method.
Examples are shown at the bottom. This is called a magic series because it
chains very easily almost like magic!.
Zigzag - All six buttons can be chained into a single zigzag combo.
ex. Jab, Short, Strong, Forward, Fierce, Roundhouse
Stronger- Three hits can be chained from weak to strongest.
ex. Short, Forward, Roundhouse
Weak Start- Only one weak punch/kick into a stronger punch/kick.
ex. Jab, Fierce
None- No series. The biggest chain is a single hit into a special move.
This chart down here indicates what I'm saying during combo notations.
, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS
All moves shown at the bottom are from the left side, if you are on the right
side just switch the motion of the joystick.
You can get more hit out of comboes by basically using the weaker punches/kicks
but they do less damage then there stronger counterparts.
<--------------------------------------------------------------------------->
Not much is known about Ryu's past but the fact that he does live for the fight
and he never lets his skills deteriorate because of his constant training to
perfection. He has grown up training with Ken learning the good side of Shatoken
Karate. He takes little damage and his has good strength. His speed is good as
well but Ken is a little fast. He too can combo all of his supers as well.
Quotes
- "Power, determination and skill decide the victory."
- "Don't be so reckless, you must focus on the fight!"'
- "Not bad. Don't restrain yourself next time!"
- "I hope you have learned well from our battle."
- "Train yourself well, then challenge me again."
- "Fight your absolute best, or don't fight at all!"
- "You must believe you can win, in order to win!"
Strategies
Well basically keep away from him because he will combo you to death although he
would not be classified as a combo character his attacks are strong and the CPU
plays him well. There is a small note and that is that Ken's Jumping Fierce is
one of the most dominating moves in the game. It'll beat out or at least trade
hits with any standing attack. Ryu's is a little less effective, so keep that in
mind.
Ryu:
Hadoken: D,DF,F+P
This is basically the best projectile in the game. It has good width and
damage and should be used often. The punch used determines the speed of the
fireball. He can do 2 of them in a row but not at the same height. Use this in
the air while an opponent is dumb enough to do a beam while your in the air to
slow you down and doing this long enough you should avoid block damage.
Tatsumaki-Senpuukyaku: D,DB,B+K
This is Ryu's hurricane kick and will hit no more than 2 times. This is a very
powerful kick that will sometimes strike(I mean it will fling 'em across the
screen) an opponent. Watch for the recovery delay.
Shoryuken: F,D,DF+P
This is one of the best moves in the game simply because its counters air
attacks and does good damage.
Supers:
Shinku Hadoken: D,DF,F+2P
This is one of the best supers in the game not only that it can be done in the
air it does good damage as well. This is a poor chipper though. The average hits
you can get is about 17-20 hits. I once ram the buttons and got 27 hits out with
this alone and this also doubles the chipping damage as well. This can be done
in the air as well. Ryu recovers very fast from this so don't worry.
Shinku Tatsumaki Senpukyaku: D,DB,B+2K
One of the most feared supers in the game. Ryu starts of a hyper Tatsumaki-
Senpuukyaku creating a huge vortex that brings in the opponent doing heavy
chipping damage. The first hit does insane damage while the rest do little so
ram those buttons and see if you can get 30 hits like I did once. Becareful of
the recovery delay though.
Shin Shoryuken: F,D,DF+2P
Boy this move is hard to do because it basically screws up what you want to do.
Why couldn't they have made it like this: D,DF,F+3K ? When people try this move
they end up doing the Shinku Hadoken after they launch somebody. But this is the
strongest super in Ryu's arsenal and will hit 7 times off his launcher and will
hit 3 times off the ground.
Shatoken Switch: F,DF,D,DB,B+P
The jab turn's Ryu back to Ryu if you have already turned into another player.
The strong turns Ryu into Ken there for obtaining his moves, but Ken's Hadoken
has nearly quadrupled in size since XSF and the distance is cut in half, but his
defense power has weakened.
The fierce turn's Ryu into Evil Ryu having all the moves of Akuma. Akuma's
Hadoken is the best out of all three because it comes down diagonally when in
the air and goes faster than Ryu's. But beware he takes hits like he was being
hit by a truck but his strength has went up a little.
Ken Mode
Ken's huge ego has reminded every single one of his opponents that he is the
greatest fighter in the world and that ego led to a brutal beating courtesy of
Akuma. Recent years Ken would spend time on the beach with his Girlfriend Elisa
and would let his skills deteriorate. Only a match with Ryu has rekindled his
spirit to fight in the World Warrior Tournament. That is long gone now and an
even bigger threat than Akuma lies awake, the wrath of Onslaught! After Ken's
humiliating defeat he was forced to stay in the hospital to heal his wounds
which would take weeks, but before that him and Ryu have been training together
and Ryu has learned and mastered the forms of the Shatoken Hiryuu Fist and now
takes on Onslaught with the help of other heroes and street fighters like Chun-
Li and Zangief. Ken takes hits worst then Ryu so becareful not to do anything
stupid. He can combo all of his supers and has better speed than Ryu.
Strategies
Well you can't play well in the keep away catagory because Ken is no keep away
character. He takes hits worst than Ryu so be on the offensive on him but try
not to jump in while he has a super charged up. Don't forget to use his
Shinryuken to counter those other Shoryu Reppas or missed Dragon punches.
Hadoken: D,DF,F+P
This is basically the same as Ryu's but one important flaw should be mentioned
and that is that it goes only half-screen distance!!! So its useless as keep
away. While in the air it goes down a 60 degree angle.
Tatsumaki-Senpuukyaku: D,DB,B+K
This move is a little different from Ryu's because it hits up to 5 times while
rising the opponent in the air and then finishes with an axe kick that knocks
them down. Its a bit risky to do if you haven't connected with a roundhouse
because Ken will sorta fly up leaving him vulnerable to attack so don't get to
predictable with this move. Ramming the button only brings you one extra hit so
start ramming.
Shoryuken: F,D,DF+P
The 2nd best anti-air move in the game(second only to CapCom's Captain
Corridor)!!! This is the strongest non-super anti air move you can have because
its hits multiple times and does a huge amount of damage!!! This can be done in
the air as an AC finisher as well.
Supers
Shoryu Reppa: D,DF,F+2P
This is one of my favorite moves in the game!!! Ken is immune to hits during
start up and will do alot of block damage if up close. This move can be chained
easily into a combo for some heavy damage. If you do manage to get up close you
will be able to get 12 hits. This move should be used often because it just
does tremendous block damage when up close so you can kill those pesky people
who just block all day. If Ken misses then he will be left in the air unable to
block so watch out.
Shinryuken:D,DF,F+2K
An excellent anti-air move because it has full verticle range and will do heavy
damage if connected. Did I mention that this move chips extremely well? Well it
doesn't it chips fairly like a regular Shinku Hadoken. This super can be set up
by his launcher. Basically Ken does a giant Dragon Punch that leaves his
opponent engulf in flames. Ramming the button works very nicely as well. If Ken
misses he will be left up in the air unable to block.
Shippu Jinrai Kyaku: F,D,DF+2P
This move is great for punishing mistakes because it comes out fast and does
good damage. Its similar to Chun-Li's Thousand Burst Kick but doesn't hit as
much but does equal damage. The chipping damage is great and once connected Ken
will rise the opponent and finishes them off with an axe kick. The recovery time
can only be countered by something quick like a Shinku Hadoken and nothing else
so the recovery time is marvelous unless your playing against Ryu.
Shatoken Switch:F,DF,D,DB,B+P
You know same drill just read above because I'm too lasy to type this out
again.
Akuma Mode
Akuma has tracked down Ryu and Ken and has sworn to destroy them both in combat.
After defeating Ken, Ryu has sworn to avenge Ken's defeat and Akuma finds Ryu in
a forest and has set where he has wanted to see Ryu's defeat. Ryu was not forced
to use Evil Shatoken techniques but his victory did not come easy. After the
defeat of Akuma Ryu left him on the shores of water as he sailed off finding an
isolated island. Ryu has learned to use Akuma's Techniques but uses them for
good not evil. So basically this is Ryu but in a different form. This mode
allows Ryu to use any moves Akuma has at his disposal.
Strategies
Akuma will most likely play keep away all day with you. Don't try fighting
against his keep away skills because he is able to throw several in a row. Only
Megaman will beat him out. He doesn't take hits well so always be on the
offensive with him no matter what and wait until he throws a fireball because he
has the worst recovery time in the game. When you see a level three on him back
up and use a helper to keep him away because you'll get pounded by his raging
demon.
Gou Hadoken: D,DF,F+P
This is best fireball from the 3 because it goes a little faster than Ryu's
with the same width and it comes down diagonaaly like Ken's. He has the ability
to throw 2 in a row making him a great keep away character. But he doesn't stand
a chance if he's going against Megaman because Mega has the ability to throw
several in a row while charging his Mega Buster.
Gou Shoryuken: F,D,DF+P
This is basically the same as Ken's but alot weaker. It has less horizontal
range then Ken's but will do just as well as an anti-air defender.
Gou Tatsumaki-Senpuukyaku:D,DB,B+K
This, in my opinion is the second best from the three other than Ken's of
course. Fields of electricity comes flying from his feet knocking the opponent
5 times doing good damage. This does not have the recovery time that Ken's or
Ryu's does but is the weakest of all three.
Diving Demon Kick: D,DF,F+K(air)
This move will hit the opponent multiple times and has little recovery lag.
Ryu comes down at a 60 degree angle extremely fast doing good damage.
Demon Slide: F,D,DF+3P or 3K
This is a great move to get out of corner traps because Ryu slides across the
floor through his opponent while not hitting them at all. The punch buttons
goes 3/4 screen distance while the kicks go 1/3 screen distance.
Supers
Messatsu Gou Shoryu: D,DF,F+2P
This has the same properties of the Shoryu Reppa doing heavy block damage and
comboes easily.
Tenma Gou Zankyu: D,DF,F+2P(air)
Ryu sets up and fires 36-40 Gou Hadokens at his opponent doing absolutely
tremendous block damage. Not all the fireballs connect though that's why he
fires so many. It comes down a 60 degree angle so it won't go horizontal very
well. So capitalize on this move and hit Ryu with an air Shinku Hadoken
teaching him never to use it again. The Legion, Captain Sword, Big Bang Laser,
Proton Cannon, Hyper Roll&Megaman, Rush Drill,Soul Eraser, and Siberian Blizzard
are all great ways to counter for his mistake. The Siberian Blizzard and the
Shinryuken you must be directly under Ryu for this to connect fully.
Messatsu Gou Hado: D,DB,B+2P
This is basically the same as the Shinku Hadoken but it last in about a second
and does very little chip damage, but same normal damage. It'll leave him a
little more vulnerable than reular Ryu though.
Shun Goku Satsu: JP,JP,F,FK,FP(Level 3)
This move is great because its unblockable and comes out just as fast as the
Captain Storm. It loses the opponent half their life so don't depend on this
giving you victories because the damage it does is not worth 3 levels of super.
Basically Ryu comes at you, catches you and pummels you while the screen goes
dark as a Chinese letter appears in the background.
Combos
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Hadoken,
Hurricane Kick, Strong Air Throw, Shinkuu Hadoken(Ryu),
Dragon Punch(Ken), Tenma Gou Zankyu(Akuma)
Universal Combos
1) D.C.Short --> Hadoken
2) D.C.Fierce --> Shoryuken
3) D.C.Short --> Tatsumaki-Senpukyaku
4) D.S.Short, S.Fierce --> Hadoken
4) J.Roundhouse \/ C.Short, C.Forward --> Hadoken
5) D.S.Short, S.Forward, S.Roundhouse
6) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong --> AC
Finisher
7) J.Roundhouse \/ C.Foward --> Hadoken
Ryu:
1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG)
2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super
Cancel the Fierce immediately with the Shinkuu and the opponent will be unable
to block it! For the team super version, have a partner that can
back it up for maximum damage!
3) Helper Attack --> Shinkuu Hadoken or Team Super
Have a helper that'll keep the opponent stunned long enough for the beam to
connect someone like Collosus or Thor.
3) D.C.Short, C.Fierce --> Shin Shoryuken
Just make sure you pull off the super immediately.
4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin
Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku
After the air Shin Shoryuken, the opponent will fall to the ground, unable to
block, just relaunch and repeat! You can finish up with a third Shin
Shoryuken or an air combo.
5) C.Strong, Hop Kick --> Repeat
This is his infinate combo! If you have any questions contact Solid Snake at
[email protected] Thanks to Solid Snake for this combo!!!
Ken:
1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super
2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken
3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super
4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)
5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku
Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick to
connect.
6) J.Fierce, \/ S.Fierce --> Shoryu Reppa
This move is done extremely easily and you won't need to dash because you'll
still pound out all the hits just be sure to cancel quickly.
7) D.S.Jab, S.Strong, C.Fierce, --> Shinryuken
This move is done very easily as well because the launcher sets them up
perfectly for the "God Dragon Fist" to connect.
8) J.Roundhouse, C.Short, C.Foward, C.Fierce, --> Shinryuken
Don't worry I tried it and it works very well, plus you'll look like a true
expert just be sure to cancel quickly.
Akuma:
1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane
The classic Akuma hurricane OTG. Just learn the timing and hit em as soon as you
land from the first one.
2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super
Same idea as the Shinkuu Hadoken combo for Ryu mode.
3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu
4) J.Strong \/ D.S.Jab, S.Jab, F, S.Short, S.Fierce
5) C.Roundhouse, Raging Demon
Another Raging Demon setup. Make sure to start the demon just as they're getting
up so that they won't expect it and jump away.
<--------------------------------------------------------------------------->
When she was just a little girl M.Bison murdered her father. Since then she has
been sworn to avenge her father's death training her whole life. She tracks down
Bison only to be narrowly defeated. She then trains with Interpol learning about
Bison's whereabouts and gaining some new moves on the way. Bison's savage can
wait, for now lies an even bigger threat, the threat of Onslaught! During the
battle, Bison follows her while not infering with the battle in anyway. After
the defeat of Onslaught he tries to capture her and use her for evil but then an
old friend of Guile comes to the rescue, proving that the Shadowloo cannot over
come the human heart. Chun-Li has huge throw priority and an amazing chipping
super along with the lightning kicks. She is an excellent combo character and is
the most deadliest when mastered.
Quotes
- "Look at me again and I'll hit you even harder!"
- "You underestimated me. That's why you lost."
- "You underestimated me! Enjoy your defeat!"
- "I'd fight you again if I thought you had a chance."
- "I thought you liked the rough stuff?"
- "You aren't the hero you make yourself out to be."
- "You have wasted enough of my time! Later, loser!"
- "I guess I overdid it again!"
- "I hope I didn't hurt your ego too badly...... Oops!"
- "Fighting isn't the only thing I'll best you at!"
Strategies
Well you should first off keep her away because most of her moves will do heavy
chip damage especially the Lightning Kick. She takes hits as well as Ryu so
don't expect her to be as easy as Akuma. Play keep away all day and that
shouldn't be a problem.
Chun-Li:
Mini-Kikosho: F+P
This is a great anti air attack and will hit multiple times and has no recovery
delay and will nullify incoming fireballs. Great for combos.
Neck-Braker: F+RK
This is a great move cause opponents will get crossed up and won't know which
way to block.
Kioken: B,DB,D,DF,F+P
This fireball is too slow and too hard to do on a joystick and should not be
used often. It is a very poor keep awayer.
Rising Bird Kick: F,D,DF+K
This moves does very good damage and it lifts the opponent in the air. It hits
no more than 5 times, and watch out if it misses cause the recovery delay is
fair though but don't rely on it too much.
Lightning Kick: Push K rapidly
This is one of the best moves Chun-Li has at her disposal because its chips like
crazy and it pushes the opponents away and has low recovery time. The hits do
just a little more damage than the chipping damage so it doesn't matter if they
block it. Remember in SSF2 when this move just did way too much damage? Well if
you noticed its been toned down drastically.
Axe Kick: F,DF,D,DB,B+K
This move does alot of damage and will knock out anybody who decides to block
low.
Supers:
Kikosho: D,DF,F+2P
This is a great move that does tremendous chipping damage. If you just let this
thing it you'll notice that it only hits 9 times but if you ram the buttons you
should get at least 13 hits. It does incredible damage because the opponent is
sucked into the giant energy ball and into the core where the energy forms. If
you have a helper like Collosus or Juggernaut then quickly pull this move before
they reach the opponent and you'll actually get a few more hits from your helper
because it pulls your helper in causing them to slow down!!! But they still do
the same damage. If your really close to an opponent pull this move off quickly
because the opponent are ready inside the core and don't forget to ram those
buttons, plus with your aided helper attack you can throw away up 40% of there
life!!!
Senretsu Kyaku: D,DF,F+2K
Remember this move from way early in SSF2T? Well its here as well and it does
good damage and if you ram the buttons you can get up to twice as many hits!!! I
call it the Thousand Burst Kick. Chun-Li starts up and rushes at your opponent
with a series of kicks that will do alot of damage. Ramming the buttons works
extremely well with this super and it will chip nicely. If the opponent blocks
then Chun-Li will finish in her standing Roundhouse pose for a long time.
Hazan Tenshou Kyaku: F,D,DF+2K
This is the super version of the rising bird kick and does trmendous damage and
will combo right after her standing RK. If missed she will be left in the air in
a pose unable to block so watch out.
Shichisei Senkuu Kyaku : D,DF,F+2K(in air)
This is one of the coolest looking supers in the game!!! Once she connects the
screen will start to turn black with 5 chinese letters appearing with 50% of
there life bar gone!!! You only need one level of super for this!!! But it does
no block damage.
Combos:
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launcher: S.Roundhouse
AC Finishers: Fierce, Roundhouse
Lightning Legs, Strong Air
Throw
1) C.Short, C.Roundhouse --> Lightning Kick(OTG)
Simple combo, just start ramming on a kick button as soon as you knock em down.
2) C.Short, C.Roundhouse --> Kikosho(OTG)
3) J.Fierce \/ C.Short --> Rising Bird Kick
4) J.Roundhouse --> Lightning Kick
After the J.Roundhouse connects, ram on the button and hopefully, you'll hit em
while you're still in the air.
5) D.C.Forward, C.Fierce --> Senretsu Kyaku
This combo is Chun-Li's bread and butter. Master it and you'll be whooping the
floor with your opponents.
6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
The Launcher will set them up perfectly for the Hazan Tenshou Kyaku. Just be
quick about cancelling into it.
7) D.S.Short, S.Forward --> Hazan Tenshou Kyaku
8) Helper Attack --> Senretsu Kyaku or Shichisei Senkuu Kyaku
Collosus, Psylocke, Juggernaut, Sentinel, Thor and Saki are the preferrable
helpers to use when you wanna use the Senretsu Kyaku. Rogue and
Shadow are the best to use for connecting the Shichisei Senkuu Kyaku
9) Stomp Kick, J.Roundhouse --> Air Lightning Legs
10) D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)
This combo is kind of risky because sometimes, the super knocks them upward to
safety. Cancel immediately for the best effect.
11) S.Short, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku
A variation on Chun Li's bread and butter combo. This one requires her to be way
up close to her opponent to connect.
Harder Combos
1) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
Chun Li's basic AC. The jump in is very confusing and they'll end up blocking
the wrong way. You can skip it if you want, but it really helps her
set up the combo.
2) Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --> SJ.Jab, SJ.Short -->
Shichisei Senkuu Kyaku
You must be very, very fast when canceling into the Air Super. If it's a split
second too slow, she'll miss.
3) AD.J.Short, J.Forward, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Senretsu
Kyaku
You must be close to the ground when doing the air dash. As soon as you're near
enough, pull off the air chain and immediately go into the
ground chain as you land.
4) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick, --> AC Finisher
5) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick, Stomp Kick -->
Lightning Legs
This is a combo that Silver Sage calls the Razor Wind. After the SJ.Short, do
Chun Li's Stomp kick twice. Keep hitting the kick button and she'll
do the lightning legs.
6) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick,
SJ.Jab, SJ.Short --> Sichisei Senkuu Kyaku
This is harder to pull off than the regular Sichisei Senku Kykau air combo, but
it does more damage and is flashier.
7) In Corner: C.Short, C.Forward --> Hazan Tenshou Kyaku \/ Kikosho
Ouch! This may not work on heavier characters. Immediately do the Kikosho after
you land and they should fall into it.
8) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick,
SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
This is an awesome air combo for Chun Li. Immediately restart the AC after the
stomp kick or Chun Li will bounce away from her opponent.
9) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --
> Hazan Tenshou Kyaku, C.Short(OTG),
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
She can OTG and then launch because at no time is an AC Finisher pulled off
except for at the end of the combo.
10) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse -
-> Hazan Tenshou Kyaku, C.Short(OTG),
S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab,
SJ.Short --> Shichisei Senkuu Kyaku
This combo is just for show. Why? Well chances are, if they survive the two
Hazan Tenshou Kyaku's they'll only have a few pixels of life left.
You'll actually be lucky if they survive long enough for the air super to
connect!
11) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp
Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab,
SJ.Short, SJ.Strong, Stomp Kick etc. etc.
Would you believe that Chun Li has an infinite? This combo is quite hard to do
because of the rhythym and the fact that Chun Li and her victim
fly off the screen. Get the timing down to do it infinitely.
12) J.Roundhouse, \/ D.S.Short, S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong -->
Shichisei Senkuu Kyaku
This move is great because its not that hard to pull off, but I think there is a
pause motion in this, but I forgot where. Sorry.
<--------------------------------------------------------------------------->
Captain America will do just anything for his country and he believes that all
men are created equal no matter what and anyone who decides to abuse the power
of the Declaration of Independence will get crushed. That has led him to the
battle against Onslaught who is against the Bill of Rights. For a guy this
strong Captain America is an unbelievable combo character, in fact he is the
only one with combos that will do the most damage no other player comes close.
When Cap A. loses his shield he becomes an even deadlier combo character making
him a superior combo character. When he loses his shield he loses durability and
strength, but can combo all his supers so keep that in mind when playing him.
Quotes
- "I fight loudly for those with no voice."
- "It only takes one man to make the difference."
- "For Truth, Justice, and the American Way!"
- "What is your sense of patriotism? Stand up!"
- "Believe your country, but believe in yourself!"
- "Rest well, soldier. The time is yours."
- "Victory is yours if you believe in yourself."
Strategies
Well you should stay away from him as much as possible because his charging star
will eat your projectiles and pummel you. His shield slash plays well against
your projectiles so don't expect to win much battles with this guy because he is
simply one of the toughest characters in the game. Have a dashing helper and use
your beam super. He takes all beam supers extremely well and will most likely
take 6 Shinku Hadokens w/helper attack before he's dead but hey it works. Just a
small note: when he loses his shield he gains incredible speed and ability to
combo his supers, but he loses range and 40% durability. He lacks in speed with
his shield so use that to your advantage.
Captain America
Shield Slash: D,DF,F+P
Use the JP to hit the opponent low usually after you've knock them down.
Use the SP to go straight in the head.
Use the FP to use as an anti-air attack.
These all go the same speed and all have the same strength.
Stars & Stripes: F,D,DF+P
The punch determines the height and recovery of the move. This is like the
Shoryken, but Captain America style. Great anti-air defender and should be used
over the shield slash.
Charging Star: D,DF,F+K
This is one of the best moves in the game because it eats fireballs and can
still knock your opponents as well. It does great chipping damage as well.
Cartwheel: F,DF,D,DB,B+P
This is very useful becuase he's invincible while doing this and will go behind
the opponent and through all attacks, but I'm not sure about supers though.
Supers:
Final Justice: D+DF+F+2P
This is one of the coolest looking supers in the game. Cap A. rushes at you with
a uppercut while yelling out "Final Justice!" (pretty cool huh?)that has you
falling down on your head but before you can hit the ground he hits you with a 7
hit combo then launches you up and Cap A. comes up and does a tremendously
powerful suplex that loses 15% of your life alone with an explosion. It is
visually impressive and does alot of damage taking away 35% of your life.
Ramming the buttons don't work though because its one of them all or nothing
supers and it hits 10 times. This however will go through fireballs during start
up.
This does not work on Mechanized Zangief though and it will not catch opponents
in the air. Truly the coolest looking super in the game. I say this all the time
but this time I mean it, I just simply love using it whenever I get the chance.
Very hard to combo off of though. Watch for the recovery time though its
horrible and it does no block damage.
Hyper Stars & Stripes: F,D,DF+2P
Captain America does this move exactly like Ken's Shoryu Reppa, but looks cooler
and is stronger. This is probably as strong as the Final Justice if not
stronger. Once again this move cannot be made stronger buy ramming the buttons.
This works better if Cap A. has no shield. This is Cap's super that has the less
recovery time but it leaves him in the air a long time. When your up close to
your opponent this will chip like crazy even more than the Rush Drill!
Hyper Charging Star: D,DF,F+2K
The hyper version of his Charging star will eat other beam supers but will not
hit after that. Cap rushes at his opponent with a huge energy forming around his
shield and does alot of damage. However this is an extremely poor chipper and
probably his the best super to use with a dashing helper. But watch for the
recovery time as well.
Combos
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce, S.Strong
AC Finishers: Fierce, Roundhouse
Shield Slash, Strong Air Throw
1) C.Roundhouse --> Charging Star(OTG)
2) D.S.Short, S.Forward, S.Fierce
3) J.Roundhouse --> Jab-Air Shield Slash
A simple combo, just throw the Shield as soon as the kick connects and tag em
while they're still reeling.
4) Helper Attack, Final Justice!
Call in your helper, then pull off a Final Justice while they're trying to hit
the helper. Either that or you could actually let the helper attack
connect and if you're lucky, the Final Justice will connect after it.
5) J.Fierce \/ C.Short, C.Roundhouse --> Jab-Shield Slash(OTG)
This is one of Cap's most effective combos. The Jab Shield Slash will always
combo off of the knockdown as long as your opponent does not
roll.
6) D.C.Short, C.Forward, S.Roundhouse --> any special or super move
Cap's S.Roundhouse is simply awesome. It sets up all of his supers and all of
his special moves. Whichever one you want to pull off is up to
you and your skills.
7) In corner: Hyper Charging Star --> Hyper Stars & Stripes
Can anybody say major headache? Just make sure you cancel quickly. This will
only work while your opponent is in the corner and don't worry I tried this
myself by accident and people were awed! This really works because your opponent
will be pinned to the wall for the longest time, if they're on the ground or
close to it, use the Final Justice, this even works with the shield! If you
don't have any levels of supers after the Hyper Charging Star just use his
regular Stars & Stripes.
8) D.Short, S.Short, S.Roundhouse --> Final Justice
This works completely with the shield. His S.Roundhouse is awsome! It stuns the
opponent for any super to connect but to connect with the Final Justice? Yes it
will do that. You must cancel quickly or it will be blocked.
Harder Combos
1) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong
--> AC Finisher
Cap's standard air combo. Skip the SJ.Forward cause it'll mess it up.
2) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce --> Jab-
Shield Slash
The Shield Slash will usually get blocked, but it's unavoidable and will do
chipping damage.
3) J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Helper Attack --> Final Justice
The only helpers that'll work in this situation are Juggernaut and Sentinel. Try
to be in the corner when doing this combo so that the helper
reaches your opponent before they get up.
4) Lose Shield, D.S.Short, S.Fierce --> Any Super
Try doing a Fierce Shield Slash and then dashing to your opponent to lose your
Shield. Without it, Cap's S.Fierce will act like Ryu's S.Fierce,
stunning the opponent long enough to hit em with a super.
5) J.Jab, J.Strong \/ D.S.Short, S.Forward --> Hyper Stars & Stripes or Team
Super
Cap's easiest setup for a super or team super when he has a Shield. Use this
whenever you get a chance.
6) J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars &
Stripes(OTG)
A tricky combo cause the sweep is often hard to set up and it can be rolled out
of. It's mostly for show cause it doesn't do as much damage as
the other Stars & Stripes combo.
7) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab /\
SJ.Jab, SJ.Strong, SJ.Forward --> AC Finisher
Another tricky showoff combo for Cap! It does a little more damage than the
standard AC but it's a lot harder to pull off. You've gotta hit em
with the Jab three times and then double jump. Continue on with the AC
afterwards.
8) J.Jab, J.Strong \/ C.Fierce, SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward,
SJ.Fierce, SJ.Roundhouse
Yes you can pull off his Roundhouse after the Fierce, just like it did in MSH.
<--------------------------------------------------------------------------->
During the 30th anniversary issue of Iron Man issue Tony Starks had a bad heart
and was forced to use the NTU-150 Series Neuromimetic Telepresence Unit to stop
the deadly robots who were on a dealy ramage. However the robots have found
James Rhodes, but Iron Man comes to his rescue and reliazes he cannot be Iron
Man everywhere and he decides to make another armor for Rhodes and is a better
improvement of the last one giving him massive firepower. He is now a member of
The Avengers West Coast and now helps deal out his missles on the brute maniac
Onslaught. War Machine is very manuverable in this game and his hits do alot of
damage and his durablity is very strong in the rankings. He also can fly for a
long time and has good speed. So is there a weakness to him? Yes he cannot combo
his Proton Cannon which takes for ever to start up and forever to put back in
his shoulder, his attacks have a huge recovery time as well.
Quotes
- "No, not Iron Man; War Machine!"
- "You can chalk up that loss to experience!"
- "Not even a scratch on the surface."
- "Barely had to dip into my bag of high-tech tricks!"
- "Superior technology triumphs once again."
- "Repulsors are primed and ready for more action!"
Strategies
Keep away is useless on this guy because he's a finest at it too. But whenever
you see a Proton Cannon coming up quickly use a beam super like Hyper Megaman or
a Shinku Hadoken so catch him before he ever brings out his bad ass cannon. He
his really a fustrating character because he so balanced out with high rate. But
poke and block will win with this guy because his War Destroyer will do heavy
damage so watch out. Have a dashing character and use your beam super.
War Machine
Missle Blast: D+P
War Machine will fire one single missle at high speeds that will cancel
fireballs but won't do very much chipping damage. There is one huge default in
this though and that is that War Machine waits until it connects and then has
time to block.
Shoulder Cannon: D,DF,F+P
This is a good move that will hit multiple times and does great block damage and
remember the recovery delay if you use Fierce cause its horrible!!! Try using
Jab more often then Fierce.
Low Shoulder Cannon: D,DF,F+K
This is the low version of the Shoulder Canon and will hit people too short or
just blocks low alot.
Repulsor Blast: F,DF,D,DB,B+P
This is a great anti-air move because it juggles them in the air and will hit
multiple times, but most likely not set up for the War Destroyer because it
knocks 'em down. Can also be used on dashing opponents as well.
Smart Bombs: JP+MK
This is a great move that does good damage as well as block damage. Its also
easy to do and can be done in the air as well. The distance is half screen and
has fair recovery time.
Rocket Boosters: D,DB,B+3K
This will have him flying in the air, so this is useful for people who have
ground supers like Captain America. While your in the air hit JP+MK and watch
the life chip away. But be very careful because he cannot block!!!
Supers:
Proto Cannon: D,DF,F+2P
This is a very powerful weapon that does tremendous damage. The problem is that
it takes far to long to start up and anybody should be able to counter with a
beam super when he brings this cannon up. This cannon however will hit the
opponent into the beam if they happen to touch it without blocking. This cannon
will do alot of chipping damage.
War Destroyer: D,DF,F+2K
This is the super that should be used often because it will follow the opponents
and it inflicts good block damage. The recovery time is better than the proto
cannon though so use this on jumping opponents or super jumping opponents
that'll surprsie 'em cause it comes out fast.
Combos
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: C.Forward
Air Launchers: S.Roundhouse
AC Finishers: SJ.DN.Fierce, Shoulder Cannon
Strong Air Throw
1) D.C.Short, C.Roundhouse
2) C.Fierce --> Shoulder Cannon
Same idea as Cyclops' Optic Bullet to Optic Blast combo. As soon as you launch
the missile cancel into the Shoulder Cannon.
3) D.S.Short, S.Roundhouse --> War Destroyer
4) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon
This combo is a bit unreliable cause many opponents will be able to block the
S.Fierce. However, if it does connect, immediately cancel into the
Shoulder Cannon. It'll catch them as they fly to the corner.
Harder Combos
1) D.C.Short, C.Strong, S.Fierce --> Shoulder Cannon
This is similar to easy combo number four except the timing is trickier. The pay
off is that the S.Fierce is impossible to avoid. Immediately after
hitting them with the C.Strong, release the joystick and get into a standing
position. Then hit em with a S.Fierce and cancel into the Shoulder
Cannon as they land.
2) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.UP.Fierce --> Jab-Shoulder Cannon
This is War Machine's basic AC. It's also very customizable. You can skip the
C.Strong if you want to, but it helps set up ther launcher. Also,
you can point the Fierce downward to use as an AC finisher if you don't wanna do
a Shoulder Cannon.
3) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse
This combo is simple until it gets to the OTG. As soon as you can move, knock em
off the ground and hit em with the C.Roundhouse.
4) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.UP.Fierce --> AC Finisher
War Machine is the one of the lucky few that can OTG after a throw. Just dash in
quickly and OTG before they can recover. Then follow up with
the AC of your choice.
5) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse /\
SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce -->
Shoulder Cannon
This is similar to his standard air combo except for the additional hits during
the set up. As soon as the Knee Stomp connects, cancel into the
Fierce so that he lands normally. Then dash in and finish up the AC.
6) Knee Stomp, DN.Fierce \/ C.Strong, S.Roundhouse SJ.Jab, SJ.Short, SJ.Strong,
SJ.Foward, SJ.UP.Fierce, Shoulder Cannon
Okay this is a combo I made myself, this practically has the same properties as
it did in MSH while playing as Iron Man. But the fierce in the air was his AC
finisher but in this game War MAchine can go into the Shoulder Cannon. Just make
sure you cancel into the fierce after the stomp quickly and you should be fine.
Any questions, just email me. This works best if in the corner.
<--------------------------------------------------------------------------->
Once born as a theif in the swamp area of Louisiana he found out that he was a
mutant. He has the ability to charge any object with kinetic energy to form high
explosions. Not only that but he is an expert at playing poker and always has a
trick up his sleeve. He is now a member of the X-Men and with his powers the
heroes stand a better chance at defeating Onslaught. Gambit is an amzing Combo
character, that means like any other combo character the recovery time is very
little he can chain hits, cancel, and combo his supers extremely well. But alot
like combo characters his strength and durability is weak, very weak.
Quotes
- "Hey, I think I bent my staff over your head......"
- "Style means everything, and you don' have any!"
- "Lebeau...... Remy Lebeau...... Remember dat name!"
- "Good looks, charm, wit, style and modesty, too!"
- "Not dealing with a full deck you say?"
- "Don't like that hand? I'll deal you another."
- "First class beating...... Cajun style!"
- "You've dealt yourself a full hand, but I am all aces!"
Strategies
Well basically keep him away because your fireballs will eat his kinetic card up
can go right through it. He doesn't take hits well so be on the offensive
because he really doesn't have an anti air attack. However Gambit is extremely
cheap because all his supers do heavy chipping damage and all his moves have no
recovery time and he is just too darn quick. But keeping him away will do
nicely.
Gambit
Kinetic Cards: D,DF,F+P
This is one of the best and most used projectile in the game by Gambit players.
It goes lightning quick and cannot be seen coming. However this will not go
through or nullify Hadokens or any other projectile and will most likely get
eatin up and over powered.
Ace: D,DB,B+P
This is basically the same thing as the kinetic cards except it goes diagonally
upwards.
Cajun Slash: F,D,DF+P
The buttons used determines the little recovery time or no recovery time and
the range, strength and length of the attack.
Jab: Gambit will come at you with one big swipe that is a great surprise move.
Has no recovery time.
Strong: He will come at you with 3 swipes of his staff and has very little
recovery time.
Fierce: He will also hit 3 times except you can hit the opponent while they are
down and has little recovery time.
Cajun Strike: D,U+P or K
This move will have Gambit bounce off a wall and hit the opponent and will
strike fast and cannot be countered by any normal move. But does fair damage.
Just hold the joystick in the desired direction and hit the attack button
whenever your ready to hit.
Supers
Royal Flush: D,DF,F+2P
This is a quick super that does tremendous chip damage and good normal damage as
well. Ramming the button works nicely and if the opponent is hit by the staff
they'll be eating aces all day! Don't forget that this thing OTG's.
Cajun Explosion:D,DF,F+2K or D,DB,B+2K
This move is alot like the Ultimate Web throw and will often be seen and will
often be blocked. It does do heavy chipping damage and will do major damage if
the opponent is blocking and in the corner. I think the down to back motion will
have Gambit do the Explosion from above your opponents head and will really mess
them up sorta like Chun-Li's neck breaker. But don't get fooled when Gambit is
right above you doing the Cajun Explosion just block the way as if he were in
front of you.
Combos
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse
Forward Air Throw
1) D.S.Short, S.Roundhouse --> Jab-Kinetic Card
2) C.Roundhouse --> Fierce-Cajun Slash or Royal Flush(OTG)
3) J.Fierce \/ S.Roundhouse --> Jab-Cajun Slash
4) J.Fierce, J.Roundhouse \/ Jab-Cajun Slash
5) Helper Attack, Royal Flush
Harder Combos
1) J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card
2) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Jab-Cajun Slash
3) J.Fierce, J.Roundhouse \/ D.S.Short, C.Roundhouse --> Fierce-Cajun Slash
(OTG)
4) J.Fierce \/ D.C.Jab, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong,
SJ.Forward --> AC Finisher
5) J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse --> Royal Flush(OTG)
Gambit's most painful combo so far. Be quick when cancelling into the Royal
Flush or it'll miss.
6) In Corner: Fierce Throw, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.
Strong, SJ.Forward --> AC Finisher
Hehehe....I love this combo. I only use it on Wolverine though. Just throw them.
It'll be impossible to avoid the OTG combo unless they roll.
Have fun!
7) J.Fierce, J.Roundhouse \/ D.S.Short, C.Fierce --> Royal Flush
You must be right next to your opponent after launching them in order for the
Royal Flush to connect. Gambit's staff will knock them down into
the cards.
8) J.Short, J.Forward, J.Fierce\/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card,
D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.
Strong, SJ.Forward --> AC Finisher
Ouch ouch ouch! When the kinetic card hits, immediately dash in and OTG into the
air combo. You can pull off a Royal Flush instead of the air
combo if you want to stick a super in there.
<--------------------------------------------------------------------------->
Bruce Banner, the highly intelligent rocket scientist was testing an atom bomb
while a lunatic drove in the test area and Bruce was able to say the dumb guy
while he absorbed the radiation. He, despite his size, strength, and durability
was a well-mannered walking giant when he encountered someone of his size named
Frost. This Frost guy is stronger than Hulk( wow! and he looks so human) and
well I'm not going to get into this story because its not important. He has
heard of Onslaught's wrath and comes to the aid of his other heroes as he takes
on the brute. Hulk is the strongest Character in the game besides the exception
of Mega War Machine. He is still to fast for a big guy and his combos have been
lengthened since MSHSF. He is a little better than he was the last version and
still has a super armor which allows him to take some hits before feeling the
effects of it thus he can stop combos before they occur. Hulk can trade hits
with Onslaught but my money goes to Onslaught because of his damaging supers.
Quotes
- "Brains and body...... What a perfect combo!"
- "Gamma charged and ready for the next match up!"
- "I've had a harder time squatting mosquitoes."
- "Catch you later. I've got some researching to do."
- "Barely flexed a bicep that time, who's next?"
- "Hey! Quit hitting my fists with your head!"
- "Still the strongest in this and any other world!"
- "That was pathetic. Are you trying to be funny?"
- "All this and I can tore bails too!"
- "You tried to beat me with muscle? We could've talked, use your brain"
Strategies
Basically keep this guy away! Because his strength will kill you in an instant.
He has a ground wave that will eat fireballs and will hit you in stun motion. He
doesn't use this much and your beams won't have a good affect on him. Final
Justice, Captain Storm, and Maximum Spider will eat him alive so these all or
nothing supers work well. If you do happen to have Chun-Li as a player than use
her Kiosho when Hulk takes time to grab a comet and immediately use it and Hulk
will take huge chipping damage and you end up with the same amount of lives
you've had in the beginning. Watch out though he will chip you with his normal
attacks, but it won't kill you. Use Hulk's S.Jab alot because its pratically
impossible to counter. Watch out for his C.Fierce because it'll have to hit
twice for the launcher to connect. Take note of his S.Roundhouse as an air
launcher, it has high priority and will beat out alot of moves, plus if they
block they'll take chipping damage. It will not launcher off the ground however.
Hulk
Ground Wave: D,DF,F+P
This is extremely useful because it will nullify projectiles and hit the
opponents in fireball stun motion. This is a heavy chipper as well and will go
screen distance.
Gamma Charge: Charge B then F+K or hold D,U+K
Hulk Charges at you and will eat fireballs(taking no damage of course) and hit
the opponent for good damage, but if blocked he will be stuck for a while so use
this to your advantage. Hulk can do 2 of these in a row, after you complete the
motion hit another direction again and push kick.
Gamma Tornado: F,DF,D,DB,B+P
This will swing the opponents to the other side of him and do incredible damage
but watch for the recovery time cause he is KORT(King of Recovery Time) and will
get countered alot so becareful when playing him. This is blockable as well.
Supers:
Gamma Wave: D,DF,F+2P
This is the super version of the ground wave, but does fair damage and good chip
damage.
When your up close to the opponent you can get serious damage!!!
Gamma Crush: D,DB,B+2P
Hulk goes up reaches for a comet and crushes it on you doing good damage and
heavy chip damage. If the opponent is jumping at you they will get hit and drop
on the floor unable to block, but there is also a down side to this as well.
When they get knocked they'll either just fall in front of you or half screen
distance away from you. If they fall in front of you, you'll completely miss the
damage!!! For those of you wondering what do you mean where does he get it? He
is massively strong and has a giant leaping ability surpassing Michael
Jordan's(yes this is possible) and will jump so high reaching outer space to get
a comet or a piece of the moon. Jeez has everybody for gotten their astronomy?
Gamma Quake: D,DF,F+2K
This is the move that should be used the most because it practically goes screen
distance except when someone is all the way on the other corner, that causes the
opponent to escape any damage. Use this on jumping opponents as well. It does
good damage and fair chip damage as well.
Combos
Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Strong, S.Forward, S.Fierce,
C.Roundhouse
Knockdowns: None
Air Launchers: C.Fierce, S.Roundhouse
AC Finishers: Strong, Fierce, Roundhouse, Strong
Air Throw
1) S.Short, S.Fierce --> Ground Wave
The Ground Wave is not really part of the combo but it pushes away the opponent
leaving Hulk safe in case they block.
2) C.Fierce --> Jab-Gamma Tornado
Immediately cancel the C.Fierce with the Tornado so that the second hit does not
connect. If it does, then your opponent will get launched and
Hulk will be left grabbing at air.
3) J.Roundhouse \/ Gamma Quake
Hit em deep with the kick and do the super as soon as you land. They'll be able
to block if the kick is not extremely deep.
4) C.Short, C.Forward --> Gamma Quake
A simple and easy to do combo. However, Hulk needs to be right up next to his
opponent for this to connect.
5) D.C.Short, C.Fierce --> Gamma Crush
The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos. It works
great on people that like to jump in on you!
6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
If you time it just right, the wave should catch them before they get launched.
Even if they block the C.Fierce, this is a very safe combo cause it'll
push em away.
7) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Fierce
Hulk's basic air combo. It should work on every character. If you try to tack on
any more hits, he'll either miss the Fierce or finish the AC
prematurely.
Harder Combos
1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
This combo is Hulk's easiest and most painful ground combo. The trick is to
start charging for the Gamma Charge as soon as you start the
combo.
2) In Corner: J.Short, J.Forward \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Strong,
SJ.Roundhouse
This is Hulk's most damaging air combo. Since his SJ.Strong is an AC Finisher,
it shouldn't be possible to hit em with the Roundhouse right?
Well the range that he's got on that sucker is awesome and will catch his
opponents if done in a corner.
3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma
Charge, C.Fierce(OTG) --> Gamma Wave
I've yet to make this combo connect cause frankly, my Hulk sucks. The idea is
for Hulk to land before his opponent and mini launch them into
the Gamma Tornado or Wave. It's a waste to do the wave though, cause it'll do
pitiful damage, with your opponent being in the corner and all.
4) In corner: C.Short --> Gamma Quake, Gamma Crush
This is a combo from Fluffy's Hulk FAQ. Pull off the Crush as soon as the Quake
is over to catch em while they're still falling.
5) In corner: J.Short, J.Forward \/ S.Jab, S.Fierce --> Gamma Quake --> Gamma
Crush
You've gotta be very deep in the corner for this to work. Immediately after the
Fierce, hit em with the quake. If you did it right, then they should
be stuck in the air momentarily. Catch em with the Gamma Crush. I'm pretty sure
that this combo will kill if it all connects.
<--------------------------------------------------------------------------->
Well he used to be the Capcom Mascot but the role given to Pure & Fur. He even
had his own game called Captain Commando(duh) with the same powers he had now.
He protects the lives of innocent people while whooping punks and drug dealers
on the streets. He is your basic crime fighter like Batman, but without the
tragic past. Now he's got a bigger task at hand, the takedown of Onslaught.
Captain Commando has great strength and speed and has the ability to combo both
supers. He has other Commandos come to aid him in his quest whenever he needs
it. Sho the Ninja is probaly his only other Commando that he can call to finish
his ground combos.
Quotes
- "Burn, baby, burn!"
- "Get up, go home, and tell 'em who defeated you."
- "Thank you for playing this game!"
- "I welcome your challenge! You can become the best!"
- "Capcom's first game was Vulgus, which was released in 1984."
- "We stand for justice, fair play and character."
- "Graphics aren't everything. Gameplay is the key!"
- "You would make a great soldier."
Strategies
You won't win keep away with this guy because he has excellent keep away skills
that rivals Megaman's. He doesn't take hits well and has tremendous ground to
super combos, so be on the lookout for it. Have a dashing helper and use your
beams on him because he doesn't take beams well either. But stick to keep away
and he'll give up eventually.
Captain Commando
Captain K.O.: D,DF,F+P
This is not Captain Fire its called Captain K.O.(he yells this out when he does
it anyways) because remember the CapCom game for the SNES a while back and he
used this to finish of opponents and just knock them out!!! This has good
strength and should be used often and will go screen distance. Doing good chip
damage.
Captain Corridor: D,DB,B+P
This is simply a great anti-air move probably the best in the game and has fair
distance as well. Use this on jumping characters or to set up the Captain Sword.
Captain Kick: D,DF,F+K
This is a great surprise move because it goes screen distance in less than a
sec, but the recovery time is lame. Sometimes and most likely he will, he will
completely miss the opponent and go over there head leaving him open for attack.
Use this kick on Zangief and Hulk but start hitting them after that because they
won't feel the effects of anything after a few hits so that gives them room to
counter back.
Commando Strike: D,DF,F+K
SK- Sho the ninja comes out very quickly and can be comboed easily because he
hits multiple times and does good damage.
FK- Jennety comes up and down while spinning a knife doing good damage and is
basically used as a anit-air attack.
RK- Hoover will launch a missle at you at head height and will not only do poor
chipping damage but poor normal damage as well. He takes awhile to actually
shoot the missle so its usually blocked, but comes at you fast. The worst of all
three.
Supers
Captain Sword: D,DF,F+2P
This is an incredibly damaging super for something that doesn't even connect
half the way. It goes up and comes at you going screen distance while doing weak
block damage. When you combo this with a helper make sure you pull it off
immediately because it'll do very little damage if it OTG.
Captain Storm: D,DF,F+2K
Almost like the Final Justice but a little more flashier. CapCom rushes at you
with an uppercut that hits you high up then all of his teammates come out and
gets a beating on your opponent rising them up and while the opponent comes down
CapCom has prepared a huge Captain Corridor that will bounce your opponent while
your group poses for a shot doing a total of 12 hits. This move however will not
do chip damage and its another all or nothing super. But the recovery time is
long so use this to your advantage if you've blocked. This will also go under
fireballs. Oh yeah its very comboable as well.
Combos
Ground Magic: Stronger or ZigZag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Strong, S.Roundhouse
AC Finishers: Fierce, Roundhouse, Captain
Fire, Strong Air Throw
1) D.S.Jab, S.Jab, C.Short, S.Roundhouse --> Captain Corridor
2) D.S.Short, S.Roundhouse --> Captain Sword
This combo is CapCom's bread and butter. It'll do insane damage and it is
extremely easy to pull off.
3) D.C.Jab, C.Forward, C.Fierce --> Captain Fire, Captain Corridor or Short-
Commando Strike
Capcom's Crouching Fierce is awesome. It leaves the opponent stunned long enough
for almost all of his special moves to connect.
4) Helper Attack, Captain Fire or Captain Storm
5) J. Foward, \/ D.S.Fierce, S.Roundhouse --> Captain Sword
Harder Combos
1) D.S.Jab, S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
2) J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Fierce-Captain
Corridor(OTG)
Always use the Fierce Corridor because the weaker ones will miss.
3) In corner: D.C.Short, C.Forward, C.Fierce --> Captain Storm
If it's not done up close and in a corner, they'll have enough time to block the
Captain Storm, leaving him vulnerable. A very powerful combo
otherwise though.
4) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm,
C.Short(OTG), S.Roundhouse --> Captain Sword
Ouch.....yep fellers, he can OTG after a Captain Storm. This sets up the Captain
Sword beautifully. Don't expect them to survive this one.
5) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm,
C.Short(OTG), S.Roundhouse --> Captain Sword,
D.C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
If they're still alive after that last one, then OTG them again after the
Captain Sword. If you have another level of super meter, you can hit em
with another Captain Sword.
6) J.Fierce, D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce --> Short Commando
Strike
You should make this combo as as quick as possible without any stops in between,
or if you do stop make sure your amount of time between attacks are all equal.
His crouching fierce should set up nicely for the Ninja to come in through.
<--------------------------------------------------------------------------->
Long after his fight against Carnage he served helping the innocent and has his
hatred for Spider Man has cooled off. Once again the dynamic duo of Spidey and
Venom has set their sights to stop Onslaught.
Quotes
- "Spider-man will pay for ruining my innocence!"
- "We're going to eat your brain!"
- "That's just a sample of what I'm gonna do to Parker!"
- "My symbiote's tops. Everyone should have one."
- "You broke the rules and you were punished for it."
- "Innocent death is always unpleasant. For you."
- "And righteous triumphs once again."
Strategies
Basically he doesn't take anything well. His anti air attack is very weak so
anything works on him.
Venom
Lunge Bite: F+HP
This move is very strong and is like a mini version of the venom fang. Hit will
push opponents away making it a great keep away move, but does no chipping
damage and can be used as a ground combo finisher.
Venom Fang: D,DF,F+P
This will have Venom arching in a blob form that does good damage and can also
be done in the air. The button use determines the height and arch of the blob so
becareful not to miss.
Web Throw: F,DF,F,DB,B+P
If this catches the opponents then it will start slamming them across the screen
doing super strength damage if you manage to ram the buttons.
Jab- will go straight across
Strong- will go at a 45 degree angle
Fierce- will go straight up
Web Rush: D,DF,F+K
This is an anti-air attack that goes around Venom, but it has huge recovery
delay.
Supers
Venom Web: D,DF,F+2P
This will catch you in his web then starts to tear the crap out of you while
doing decent chip damage as well.
Death Bite: D,DF,F+2K
This super does good chip damage and if caught you will ge surfed along the
Symbiote doing good damage.
Combos:
Ground Magic: Stronger/Punch to Kick
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.FD.Fierce
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Fierce, Roundhouse, Venom Fang, Strong
Air Throw
Combos
Easy Combos
1) C.Strong --> Venom Fang
2) C.Roundhouse --> Short-Venom Fang(OTG)
3) J.Roundhouse \/ S.Roundhouse --> Death Bite or Team Super
4) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush
5) D.S.Strong /\ SJ.Jab, SJ.Strong --> Venom Fang
This is an easy air combo set up and AC for Venom. It's easy to use the Venom
Fang to end it. If you're not that good at cancelling, just do the
following combo.
Harder Combos
1) J.Roundhouse \/ C.Jab, C.Roundhouse --> Short-Venom Fang(OTG)
Probably Venom's longest ground combo. It's a very simple one, just be quick
about OTGing with the Venom Fang.
2) Fierce Throw, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong --> Strong Air Throw
Pause for a very quick split second after the throw. Most guys try to hit the
launch too quickly and miss the window of opportunity. Just pause
and you'll catch em before they break out. Follow up with an AC and another
throw for some insane damage.
3) Fierce Throw, S.Jab, S.Foward -->Death Bite or Team Super
Works best if you're in a corner. Very useful and very cheesy.
4) J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
Finisher
Typical Venom AC. Use it a lot cause it really hurts.
5) In corner: Fierce Throw, D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> Strong Air Throw \/ Death Bite or Team Super
Can anybody say Sabretooth? You Sabretooth players will find this combo very
familiar! However, it will only work in the corner I'm told.
6) In corner: J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Roundhouse --> Fierce-Venom Fang \/ Fierce Web
Throw
<--------------------------------------------------------------------------->
Her personality is always on the sexual nature. She seduces men and when there
asleep she takes their soul. But living as a Suucubus this is as natrual as her
life can get. She then found out that Onslaught was going to destroy every
living soul on Earth and she doesn't like that because she won't have nobody to
take their soul from. This led her to use her powers to fight against the
supreme Onslaught.
Quotes
- "I shouldn't have gone so easy on you!"
- "Eternity can be lonely. Please keep me company."
- "My beauty can overcome brains and brawn."
- "Your soul is strong...... May I borrow it? Forever......"
- "Stay down, it's easier that way."
- "It gets rough sometimes...... Just stay on your back."
- "Your soul is not worthy of me."
- "You can get hurt...... Don't exert yourself next time."
Strategies
She is a finesse at keep away because she acts like a Ken. She takes hit well
and has lethal combos. Be on the offensive side because she doesn't like to play
defense that often.
Morrigan
Shell Kick: D+MK(air)
This is sort of a drill like move that will either beat out your opponents
launch attack or just trade hits. Beware the recovery time is great so its hard
to counter.
Shell Pierce: D+HK(air)
Bats will fly around her legs and she will sorta drill at you, so use this like
a Chun-Li stomp kick.
Soul Fist: D,DF,F+P
This is exactly like Ryu's Hadoken and should be used often. It has the same
damage,speed and width. It has good power both on the normal and chipping side.
Shadow Blade: F,D,DF+P
This move is exactly like the Shatoken Dragon Punch and should mostly be used as
an anti air attack. This can also be used in the air as well.
Vector Slam: F,DF,D,DB,B+P
This is a very powerful move that flys the opponent up and she slams them down,
but this move is blockable though. If she misses she'll start swinging her arms
to regain her balance so attack when necessary.
Supers
Soul Erasor: D,DF,F+2P
This move is very powerful but takes awhile to start up. The bats help her set
up this beam of death practically killing anyone who doesn't block. Use a
dashing helper like Collosus or Psylocke to stun them long enough to use the
beam. This has good recovery time though so use it often.
Silohuette Blade:F,D,DF+2P
This move is the weakest of all her supers but still very damaging and is the
easiest to set up from combos. Lilith images will appear and connect very fast
but does little chip damage.
Darkness Illusion:D,DF,F+2K
This is one of the coolest supers in the game!!! This is another all or nothing
supers that have to connect for damage. She'll rush at you with her rockets(?)
and uppercuts you doing a devastating combo. Not only that but she calls upon
Lilith to help her beat the crap out of the opponent. This move can do 33+ hits,
so ramming the buttons won't work. This is the strongest super of her arsenal
but does no chip damage so becareful cause this will leave her stunned for
awhile.
Eternal Slumber: JP,MK,B,SP,FP(Level Three)
This move is unblockable but comes out very slow, but don't worry people who
haven't seen this before will just block the heart and end up getting beat up
behind the curtains. But use it wisely cause it'll eat up 3 levels of super.
Combos
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: Zigzag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Soul Fist,
Shadow Blade, Strong Air Throw
Combos
Easy Combos
1) D.C.Short, C.Forward, S.Roundhouse
2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse
3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade
4) D.C.Short, C.Forward --> Silhouette Blade
5) C.Roundhouse --> Silhouette Blade(OTG)
6) Kill first character, Eternal Slumber
Yeah I know it's cheesy but it works. unless they're smart and pull off an
escape move, they'll jump right onto the heart and get raped by the
Eternal Slumber.
7) Helper attack --> Soul Eraser
As far as I can tell, this is the only way to set up the Soul Eraser. It's best
to have a helper that will keep the opponent stunned long enough for
the cannon to form and fire.
8) D.S.Jab, S.Short, S.Strong --> Darkness Illusion
Harder Combos
1) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
2) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG)
If done fast enough, the Darkness Illusion will OTG, but for only one measly
hit.
<--------------------------------------------------------------------------->
This wall crawler used to be a geek until being bitten by a radioactive spider.
This gave him the superior strength and agility of an Arachnid. He decided to
use his powers for wrestling making big bucks during one of the nights he was
due to wrestle he was possesed by how much money could earned and gave no help
to help catch a crook. That same night the same burglar broke into Uncle Ben's
house killing Peter's dear uncle. He has always told to himself " with great
power comes great responsability " and that has led him to the fight against
Onslaught.
Quotes
- "J.J. doesn't pay me enough for this."
- "Hope M.J. doesn't mind if I'm late."
- "And I still have enough time to make it back for dinner."
- "You got a beef with me pal? Well, I've got one for you, too!"
- "Best two out of three? You're on!"
Strategies
Well play offensive on him because he rarely uses his Spider Sting and doesn't
take hits well. He will often get you in corner traps and keep comboing you all
day so keep switching because he rarely blocks. Any super works on him so keep
filling up that meter.
Spider Man
Web Catch: D,DF,F+P
This will catch the opponent and hold them there unable to block or move. This
does good damage as well. If you use the fierce punch you will have enough time
to actually use your Maximum Spider. However the start up delay is long and the
jab version is best at keep away.
Web Throw: F,Df,D,DB,B+P
This move will come out and catch the opponent and Spidey will start to swing
aroung and the release doing heavy damage. However this is blockable and will
leave him vulnerable.
Web Swing: D,DB,B+K
This move comes out extremely fast and will surprise anyone. However if you
connect you can get to the other side of your opponent. Once your on the other
side your opponent will most likely have blocked in time so you can't do a
thing.
Spider Sting: F,D,DF+P
This is one of the moves practically all Spider Man users won't use. This is use
for an anti air attack just like the Shatoken Dragon Punch. If you can master
this you can make Spider Man one of the best Defensive Characters in the game.
Supers
Maximum Spider: D,DF,F+2P
This is an extremely damaging move and will juggle your opponent in the air
doing 5 hits that does a ton of damage. However this does no chip damage and
will leave Spider Man vunlnerable to wide supers like Captain Sword or the Big
Bang Laser.
Crawler Assult: D,DF,F+2K
This is Spider Man's only chipping super and will do heavy damage if you can ram
the buttons long enough. Spider Man does a wicked dance-like combo that leaves
shadows behind him and is extremely fast and will be anyone who makes a mistake.
It's hard to roll out of this though, but only if Spidey has started this super
while your in the air and about to fall. If your on the ground Spidey will still
be able to OTG this but you should be able to roll out of it easier.
Ultimate Web Throw: D,DB,B+2P
This is the strongest of all of Spider Man's supers. If the opponent is standing
right in front of Spidey(and he has to) and not blocking Spidey will catch this
guy and start to gain momentum then finally he releases the opponent hurtling
into the wall doing extrememly powerful damage. This will not chip so don't use
it often and will have a start up delay. Try spinning the joystick in the same
direction Spidey's swinging the opponent for maximum damage.
Combos:
Ground Magic Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: S.Strong, C.Forward(small launcher),
S.Roundhouse(air launcher)
AC Finishers: Fierce, Roundhouse, Web Swing, Strong Air
Throw
Combos
Easy Combos
1) J.Roundhouse \/ C.Jab, C.Strong, C.Fierce
2) D.S.Short, S.Forward --> Jab-Web Ball
3) D.S.Jab, S.Strong --> Strong-Web Throw
This combo is not a sure thing. It is very tricky cause it only works on the
bigger characters.
4) D.C.Short, C.Strong, C.Roundhouse --> Web Swing(OTG)
5) Fierce Air Web Ball, Maximum Spider
This is the only way to combo the Maximum Spider. As soon as you see the ball
connect, immediately pull off the super to hit em before they
shake free.
6) J.Short, J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Strong, SJ.Fierce
Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
This will be the bulk of your offense with Spidey. Get this to connect reliably
and you'll already be a master at Spidey.
2) J.Jab, J.Strong, J.Fierce \/ D.S.Short, C.Forward --> Fierce Spider Sting
3) J.Roundhouse \/ D.S.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Jab-Web Ball
This is Spidey's alternate air combo. Skip the SJ.Forward to get a web ball to
connect. The beauty of this AC is the fact that Spidey lands after
the opponent gets up. You can then confuse them into blocking the wrong way and
relaunch.
4) J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
Same as Spidey's regular air combo except for the additional hits during the
jump in. Do this for show or if you wanna rack up the combo meter.
5) J.Roundhouse \/ D.C.Short, C.Strong, C.Roundhouse --> Crawler Assault(OTG)
6) J. Fierce \/ D.S.Jab, S.Jab, S.Short, S.Foward, C.Fierce, C.Roundhouse -->
Crawler Assault (OTG)
<--------------------------------------------------------------------------->
After the World Warrior Tournament years past and Zangief was getting bored of
wrestling bears and he soon heard that Onslaught's wrath might fall apon mother
Russia. Wasting no time he hurried to New York with the other heroes and was now
engaged in battle with Onslaught. Zangief is very strong in this game and most
of his special moves are unblockable. He has a deadly unblockable Final Atomic
Buster that just hurts. He is the weakest combo character in the game though.
Quotes
- "I'd shake your hand, but your arms are over there."
- "I'm sorry. Do you require medical assistance?" (poor attempt at Charlie's
'Red Cross is on the way')
- "Not bad. You're still in one piece. Then again......"
- "A tough country breeds an even tougher man!"
- "Wow! You make me feel so powerful!"
- "I apologise. I have damaged the floor with your head!"
- "Towards all odds, I'll prevail, Mother Russia!"
- "Fool! You wish to be pulverized by my muscle?"
Strategies
Keep him away at all cost!! He is more lethal than Hulk because his supers are
unblockable and his special grabs are unblockable as well. Keep him away, that
all you'll need to win. When he changes to his Mega Zangief mode use your beam
super because he will eat it up and lose over half his life.
Zangief
Spinning Clothesline: 3P
Ah! good old Zangief who has a great sense of humor, a sensitive heart will
happlessly spin himself around whacking the opponent doing crazy damage as well
as chip damage. But if the opponent is blocking he can be sweeped and will leave
him vulnerable if blocked.
Spinning Lariat: 3K
Once again this is the same move as above but comes out quicker has better
recovery time and does the same chip damage. However this move is weaker than
the clothesline but you should stick with this one.
Siberian Slap: F,D,DF+P
This move is great because it will simply absorb fireballs and slap the opponent
for good damage. Try not to use it too much though because it gets very
predictable.
Air Suplex: F,D,DF+K
This is simply a fair anti air move but when the opponent is caught he will be
thrown down on the pavement and will do very powerful damage. So when there's
power you know there will be some catches to it as well.
Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
This move is unblockable but slow and will do great damage. Zangief will come at
you, grab you then puts you down on your head. This is simply one of the best
moves in Zangief's powerful arsenal.
Siberian Suplex: 270 degrees+K(up close)
This move is unblockable as well and will do twice the damage and can be comboed
after his jumping FP if timed right. This does an insane amount of damage and
should be used whenever your near an opponent.
Spinning Pile Driver: 270 degrees+P
Zangief's Favorite move simply because it hurts! Once your up close use this
move because its also unblockable. It has no start up delay but will leave him
vulnerable if he misses, just a really small character like Roll, but that's it.
Don't worry about Hulk it doesn't matter if he ducks cause he's just too darn
big.
Supers
Final Atomic Buster: D,DF,F+2P
Use this like you would a Raging Demon because it hurts and its unblockable but
its a little slower. First he puts you in a Siberian Suplex that does
practically low damage, then his patented pile driver that also does pathetic
damage, but then he puts you in a Super Spinning Pile driver that takes away 20%
of your life tallying up to a total of 30% damage!!! However if the opponent is
not in range he will have wasted a super and leaving him vulnerable as well.
Ultra Final Atomic Buster: (Level 3) D,DF,F+3K
The super version of the Final Atomic Buster!!! Wow just saying it puts fear
into opponents. Basically he'll do the same thing but with 60% damage!!! Yeah it
does sound cheesy, so stick with the regular Final Atomic Buster.
Mecanized Zangief: B,D,DB+2K
The super version of Zangief, ouch!!! This guy is a walking Zombie and will come
at you at will. He doesn't take that much damage, but if you have a beam super
use it at will because he doesn't take beams well. In fact about 1 1/2 of the
should finish him off!! Watch out though because he cannot block!!.
Mechanized Zangief
Spinning Clothesline: 3P
Ah! good old Zangief who has a great sense of humor, a sensitive heart will
happlessly spin himself around whacking the opponent doing crazy damage as well
as chip damage. But if the opponent is blocking he can be sweeped and will leave
him vulnerable if blocked.
Spinning Lariat: 3K
Once again this is the same move as above but comes out quicker has better
recovery time and does the same chip damage. However this move is weaker than
the clothesline but you should stick with this one.
Siberian Slap: F,D,DF+P
This move is great because it will simply absorb fireballs and slap the opponent
for good damage. Try not to use it too much though because it gets very
predictable.
Air Suplex: F,D,DF+K
This is simply a fair anti air move but when the opponent is caught he will be
thrown down on the pavement and will do very powerful damage. So when there's
power you know there will be some catches to it as well.
Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
This move is unblockable but slow and will do great damage. Zangief will come at
you, grab you then puts you down on your head. This is simply one of the best
moves in Zangief's powerful arsenal.
Siberian Suplex: 270 degrees+K(up close)
This move is unblockable as well and will do twice the damage and can be comboed
after his jumping FP if timed right. This does an insane amount of damage and
should be used whenever your near an opponent.
Spinning Pile Driver: 270 degrees+P
Zangief's Favorite move simply because it hurts! Once your up close use this
move because its also unblockable. It has no start up delay but will leave him
vulnerable if he misses, either when somebody is ducking or just a really small
character. Don't worry about Hulk it doesn't matter if he ducks cause he's just
too darn big.
Siberian Blast: D,DF,F+P
Wow! A projectile coming from a guy this strong!! It does good damage and goes
3/4 screen distance and will stop most incoming supers. The recovery time is
just like Dhalsim's so becareful!!!
Supers
Final Atomic Buster: D,DF,F+2P
Use this like you would a Raging Demon because it hurts and its unblockable but
its a little slower. First he puts you in a Siberian Suplex that does
practically low damage, then his patented pile driver that also does pathetic
damage, but then he puts you in a Super Spinning Pile driver that takes away 20%
of your life tallying up to a total of 30% damage!!! However if the opponent is
not in range he will have wasted a super and leaving him vulnerable as well.
Siberian Blizzard: B,DB,D,DF,F+2K
An absoltuely great anti air attack that does major unthinkable damage!!!
Zangief will go high up and smack his opponent to death!!! He has low recovery
time and will do great chip damage, but it doesn't bring the opponent in like
Ryu's Hyper Hurricane Kick.
Normal Zangief: B,D,DB+2K
This should turn the machine into the regular good natured guy back into his
natural self.
Combos:
Ground Magic: None
Air Magic: None
Super Jump Magic: Stronger
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Strong, Strong Throw
AC Finishers: Fierce, Roundhouse, SPD,
Lariat, Strong Air Throw
Combos
Easy Combos
1) C.Fierce --> Fierce Green Hand
2) J.Roundhouse \/ C.Roundhouse --> Siberian Bear Crusher or Final Atomic Buster
3) S.Roundhouse --> Short-Air Grab
This combo is very easy to pull off. The Roundhouse knocks the opponent up in
the air, setting them up perfectly for the grab. The cool thing
about this combo is that Zangief looks so fast while doing it.
Harder Combos
1) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward, SJ.Roundhouse
The easiest Zangief air combo to pull off. You'll find yourself doing this a lot
if you screw up your lariat.
2) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Air SPD
This is in the expert section cause the SPD is so friggin hard to connect! This
is a very painful combo though and it makes you look like a
master. Skip the Forward for heavier characters.
3) J.DN.Forward \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/
S.Roundhouse --> RGB, FAB or SPD
Zangief will land before his opponent and the Roundhouse will knock them up
again. Grab em when they're coming down for the second time.
3) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/
S.Roundhouse /\ Short-Air Throw
Same idea as the previous AC, except this is what you should do if you're not
too good at SPD's or FAB's.
5) Knee Stomp \/ C.Fierce, Double Final Atomic Buster
The idea here is to stun em long enough for the DFAB to connect. One of the
easier linkers for Grief.
6) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ S.Roundhouse
--> Jab Green Hand, Final Atomic Buster
Yet another variation of Zangief's bread an butter AC. This one does more damage
but it's mostly for show. Hard as hell to connect though.
<--------------------------------------------------------------------------->
Once Dr. Wily and Dr. Light were partners in designing robots for the benefit of
mankind but greed has overwhelmed Dr. Wily and one night he has taken all the
offensive and defensive robots with him and left the weaker and house cleaning
robots behind that being Megaman and Roll. Mega now must stop the wrath of
Onslaught as he prepares for the biggest fight of his mechanical life.
Quotes
- "Your powers are too weak to help me!"
- "I need more power! Maybe if I defeat you......"
- "I cannot let you defeat me! I must become better!"
- "Dr. Light said I could learn much from fighting!"
- "Right on! What new powers have I obtained?"
- "Why must I fight you? We are not enemies!"
- "That was a neat attack. I think I'll try it myself!"
Strategies
Megaman is the best keep away chracter in the game. His Mega Fireball is so easy
to do and his Mega Upper has high priority. Watch out for his Hyper Mega Man
because its extremly lethal even more powerful than War Machine's Proton
Cannon!! But in the early levels he'll just stand there and let you hit him all
day so keep attacking. But on levels like six or seven he can become more
leathal then Zangief or Hulk. Don't worry about Hyper Megaman though it takes
far too long to start and will be extremely difficult to combo with a dashing
helper or a helper with a beam.
Megaman
Mega Fireball: HP
This is simply one of the best fireballs in the game because its just simply to
easy to do and will beat out any fireball, use this as you would Cyclops' mini
eye beam. This move however will not do chip damage. You can throw 2 at a time
but they must be at different levels of height so make one high and one low.
Mega Buster: HP(Charged)
This is simply alot stronger than his fireball because you can move while your
charging and will hit alot of times depending on how long you charge it. If
charged long enough you can get beam super damage from this, all by simply
holding down a button! If you can charge for 20 seconds you can get at least 12
hits and it will stun them leaving you open to use your Hyper MegaMan and just
watch them die in an instant!!! Every 2 seconds will bring in another hit until
after 15 seconds. After 15 seconds every second will bring in another hit.
Mega Upper: F,D,DF+P
This is basically the same as a Shatoken Dragon Punch, but does more damage and
has the same recovery lag. The button used will determine the height of the
upper.
Item Call: D,DB,B+K
Depending on which kick you use you'll get a different item. If your playing
against another Megaman or Roll you can steal the opponents item!
Short-This will call eddie to retreive one of your items and use it against an
opponent. Using the Short will bring out the Rockball.
Forward-This will call out eddie once again but you'll get the Hurricane Hold.
Roundhouse-This will call upon eddie once again but you'll get the leaf shield.
Item Use: D,DF,F+P
Rockball: Mega will kick the ball at the opponent bouncing off walls and after a
few hits it'll just dissappear, but does very low chip damage.
Hurricane Hold: Mega will throw out his Hurricane Hold and will toss the
opponent in the air leaving the opponent falling down unable to block so use
Hyper Meagman!!!
Leaf Shield: A shield will form around Mega and will protect him from one single
hit. He can also use it as a weapon which will hit multiple times doing great
chip damage as well as normal damage. This does not last forever and will go
away in about 6 seconds. This, when used as a projectile will eat out fireballs
and still do good damage afterwards.
Supers
Hyper Megaman: D,DF,F+2P
MegaMan transforms into a huge giant sized robot practically double the size of
Hulk and will do crazy damage and fair damage. If the opponent is near Mega they
will get hit by the transformation and get knocked up into the beam super. Don't
count on this to win you battles it's not even comboable with a helper!!
Rush Drill: D,DF,F+2K
Mega hops onto his mechanical dog as he is transformed into a drill that does
amazing damage and chipping damage. If your next to the opponent just hit RK and
the opponent will be lifted up. Megaman is totally invincible too! Use this the
most often because when people jump around over you, you can immediately turn
around and it them!!!
Beat Plane: D,DB,B+2K
Mega hops onto Beat and he transforms into a plane and will shoot beams when
hitting the punch buttons and will drop bombs when using the kick buttons. Ram
the buttons and watch your artilery climb off the scales!!! The chip is pretty
decent and the damage is okay depending if you can hit a punch button rapidly
the bombs will do more damage. But its often blocked, but you can control the
plane while your inside, but your not invincible and will get knocked off by a
single hit. The recovery time is better than the Rush Drill though.
Combos:
Ground Magic: Stronger
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Roundhouse, Mega Buster
Combos
Easy Combos
1) Charge Mega Buster, J.Jab \/ D.C.Short, C.Forward --> Mega Buster release
2) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado Hold(OTG)
3) Charge Mega Buster, C.Roundhouse --> Crouching Mega Buster release(OTG)
4) D.C.Short, C.Forward, C.Roundhouse --> Rush Drill(OTG)
You must cancel immediately into the Drill or your opponent will get hit once or
twice and then be able to block.
5) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Fire Leaf Shield
6) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Megaman
This AC must be done extremely quickly. If not, the opponent will either be able
to block or fall away from the super.
Harder Combos
1) Charge Mega Buster, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Forward --> Release
Mega Buster --> Beat Plane
2) Charge Mega Buster, Jab-Tornado Hold --> Mega Buster release --> Hyper
Megaman
Get close to your opponent for this to connect. After the Tornado Hold, release
the Mega Buster and make sure that it'll hit at least five times.
This will give you enough time to connect with the Hyper Megaman! Unverified as
of now
3) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> AC Finisher
4) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
Same idea as combo number one, except with a different set up! The Tornado item
will make them fly upwards. Run under them and launch
followed by an air combo!
5) Charge Mega Buster, Leaf Shield Activation, D.C.Short, C.Forward,
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> Fire Leaf Shield --> Mega Buster Release --> Mega Buster
Complicated isn't it? You could theoretically stick in a Hyper Megaman instead
of a second Mega Buster!
<--------------------------------------------------------------------------->
His past to anyone even himself has little knowledge and he was injected with an
Adamantium feed that made his bones indestructible along with retracable claws.
During his recent battle with Magneto he has gotten the Adamantium physically
removed and was left unconsious for days. If it were not for his healing factor
he would not have survived. After his recovery he has heard what has happened to
Professor X and now helps to join the fight. Overall Wolverine is one of the
best combo characters in the game. Wolverine doesn't take the hits well but can
recover most of his life outside of battle.
Quotes
- "Come back when you've learned how to fight."
- "I'm still the best at what I do."
- "It's just a scratch...... It'll heal in no time."
- "Back to the Danger Room for more training......"
Strategies
Wolverine another cheap player in the game because his moves especially the
Berserker Barrage X does alot of chipping damage. His throws do alot of damage
and he can combo his Fatal Claw for a ton of damage. He doesn't take hits well
but will recover the most life than any other player when he's resting. Be on
the offensive on this guy because you'll be taking alot of chipping damage.
Wolverine
Berserker Barrage: D,DF,F+P
This is a great chipping move and will hit 9 times if the fierce version is used
while the jab hits 4 times and has no recovery time. So the button determines
the damage and recovery time.
Tornado Claw: F,D,DF+P
This move hit multiple times does weaker damage then the Berserker Barrage and
has more recovery time. Basically useless, but will hit in the air. Sometimes it
hard to air block against this move because it hits in all directions and most
likely you won't be able to block it. It's just another cheap arsenal that
Wolverine has.
Drill Claw: Hold direction then, JP+FK
This move is extremely fast and will often counter very well. The recovery time
is fair, but the chip damage is poor so don't rely on this too much.
Berserker Claw: D,DB,B+P
This move comes out quick and will strike once for good damage but poor chip
damage. Good for countering mistakes. This will strike the opponent making it
impossible to combo.
Supers
Berserker Barrage X: D,DF,F+2P
Basically the same as the regular version except its stronger, goes through
fireballs and does far more damage and chip damage. The recovery time is
absolutely horrible so make sure it connects.
Fatal Claw: F,D,DF+2K
This move will do fair damage but sometimes the opponent is far away and will
often push block it leaving Wolverine vulnerable to attack or even beam supers.
Basically wolverine does X shaped energy marks in the air each hit doing good
damage. The chip damage is fair but the recovery time is quick and you should be
able to block in time.
Berserker Charge: D,DB,B+2P
Basically Wolverine will become twice as fast and that gives him the ability to
do more combos, but he hasn't become any stronger and will wear off in about 20
seconds.
Weapon X: F,D,DF+2P
The most imtimidating move in his arsenal. Its another one of those all or
nothing supers that does no chip damage and will leave him vulnerable for an
undescribable amount of time. He can't go through fireballs anymore either. If
caught Wolverine will hit you 14 times I think and finish it off with a big X
shaped slash mark that does painful damage. Don't use it too often though
because you will get hurt if blocked.
Combos:
Ground Magic: ZigZag
Air Magic: ZigZag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: None
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Drill Claw, Strong
Air Throw
Easy Combos
1) D.S.Jab, S.Forward, S.Forward, S.Fierce
2) J.Fierce \/ S.Strong --> Berserker Barrage X
3) J.Roundhouse \/ C.Short, C.Forward --> Berserker Barrage
4) J.Strong, J.Strong \/ S.Short, S.Forward, S.Fierce
5) D.S.Jab, S.Short, S.Forward, S.Forward, C.Fierce --> Berserker Barrage X
6) In Corner: Strong Throw, S.Strong --> Fatal Claw
Throw combos are back! Oh crap. After Wolvie's Throw, the opponent is normally
thrown forward and away from Wolvie. However, if done in a
corner, the opponent will hover slightly before falling. Take advantage of this
by chaining in a Fatal Claw.
Harder Combos
1) J.Fierce \/ D.C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
2) J.Jab, J.Strong \/ D.S.Jab, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Strong, SJ.Forward --> AC Finisher
3) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Strong, C.Roundhouse -->
Tornado Claw
4) D.C.Jab, C.Short, C.Forward, C.Fierce, C.Roundhouse --> Fatal Claw
5) Stomp Kick, J.Roundhouse \/ S.Jab, S.Short, S.Strong --> Berserker Barrage X
The Stomp kick to Roundhouse is almost impossible to counter. This is Wolvie's
best jump in because of it's speed and invinicibility.
6) In corner: Berserker Barrage X, S.Strong, S.Strong --> Fatal Claw
This combo works cause the Berserker Barrage X sends your opponent flying
horizontally. Juggle them back up with the Strong punches before
they can hit the ground. Hit em with a Fatal Claw afterward. Ouch.
<--------------------------------------------------------------------------->
When all else fails call the flying dragon Strider Hiryuu. One day his planet
was being taken over by a powerful force and the military was unable to do a
thing about it. The powerful force was named Onslaught and Strider has gone
after him in New York with other heroes to try and stop this menace. With his
ability to call the ancient Orbs of the Hiryuu he can now help destroy Onslaught
with the help of his fellow heroes.
Quotes
- "A false life is equal to death. Be your true self!"
- "It doesn't pay to betray your principles......"
- "Devote yourself, but do not lose who you are!"
- "Life or death awaits...... A strider is never certain."
- "Who can see the future? Those who create it."
- "Take me to your boss!"
- "Selfish ambition is the root of today's problems!"
- "Those who seek the truth are the world's saviors."
- "Destruction is the cost of selfish ambition."
Strategies
Well basically he is an excellent combo character and will keep you in the
corner all day until your gone. He takes hits like Akuma so be on the offensive
because no matter how good you are at keep away and defense you'll always lose
because his sword gives him high priority and range. Beam supers should kill him
instantly.
Strider Hiryu(Flying Dragon)
Ame No Murakamo: D,DF,F+P
Strider will come at you with a big slash the does good damage and has poor
recovery time so becareful when using it.
Air Ame No Murakamo: D,DF,F+P or K(air)
Strider will come at you flying using himself as a human projectile. It hits
multiple times doing good damage. The kicks makes him go down while the punches
make him go up.
Ghram: F,D,DF+P or K
This move goes screen distance but has a start up delay and is basically used as
a surprise attack. The button used dtermines the height of the attack.
Formation A: D,DF,F+K
This move will call his mechanical leapard and will go screen distance. Use it
as a keep away but its not that useful.
Formation B: B,F+K
This will call upon his mechanical eagle that will drop a bomb on top of you.
The kick determines the distance it goes. This move will do great damage and
will often fool opponents.
Short will go right in front of Strider.
Forward will go half screen distance.
Roundhouse will go full screen.
Formation C:B,F+P
This calls upon one satelite to revolve around him. While doing this motion
again it will be used as a projectile that has the size of a Hadoken but is much
faster. Use it as a surprise move.
Wall Climb: D,DB,B+P
This is just a wall climb that gets pretty hard to get out of because when your
on the wall you hit the opposite direction you'll fly over the other wall and
stick to it as well. He can't block so watch out for supers Like the War
Destroyer or the Galaxy Missile. Just hit your kick button to get out of it.
Vagula:F,DF,D,DB,B+K
Strider splits into 5 images then reforms near the opponent and jump kicks them.
Good surprise move that shouldn't be used much.
Teleport: B,D,DB+any button
Think of the chart of buttons as an indicator of where you will teleport to.
Jab-In the air to the left of the opponent.
Strong-Right on top of opponent.
Fierce-In the air to the right of opponent.
Short-On the ground far away from opponent to the left.
Forward-On the ground next to opponent.
Roundhouse-On the ground to the right away from opponent.
Supers
Ouroburos:D,DF,F+2P
A great super that does chipping damage well. Your invincible from normal
attacks because they'll just get hit by the 4 orbiting satelites that does
amazing damage. When strider attacks 4 energy rings will be used as a projectile
that does chipping damage as well. But when you activate it just teleport behind
the opponent and dash at them and watch the fireworks because this will hit up
to 45 times!!!
Legion:D,DF,F+2K
A swarm of mechanical leapards and eagles come at you doing a great amount of
damage. Yet its hard to actually connect because it has a start up delay. There
is no escape from the Legion even when super jumping and also cannot be pushed
blocked. However this is a very good chipper and should be used when your
opponent is near death.
Ragnarok:F,D,DF+2P
This is an all or nothing super that once you get caught Strider will split up
into 4 images and hits a total of 17 times that does great damage. No chip
damage as well so don't rely on it to much.
Combos:
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Ame No Murakamo,
Ghram, Strong Air Throw
1) C.Forward --> Ame No Murakamo
2) D.S.Short, S.Forward, C.Roundhouse --> Ame No Murakamo(OTG)
3) Helper Attack --> Legion
4) Short-Formation B, C.Short, C.Forward, C.Fierce
Simply call the mechanical eagle to drop a bomb. Then combo your opponent and
launch them. On their way up, they'll hit the bomb for some
good damage.
5) Uroburos Activation, Teleport
After seeing Strider call the Satelites, most opponents will block. If you
teleport behind them, they'll get crossed up and get hit by the
Ouroburos.
6) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse --> Ghram or
Ame No Murakamo
Strider can link all of his normal attacks into a ground combo. This combo is
extremely flexible. You can skip some of the moves altogether and
the first four hits can be done while crouching.
Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
2) Ouroburos Activation, J.Fierce, J.Roundhouse \/ C.Short, C.Forward, C.Fierce
--> Ragnarok
Make sure that the Ouroburos connects before you try the Ragnarok cause the
Uroboros will disappear as soon as you try another super
3) Dashing Helper Attack --> Legion, Dashing Helper Attack --> Legion, Dashing
Helper Attack --> Legion
Collosus and Psylocke are the best helpers to use for this combo. Basically,
pull off the following attack before the opponent falls to the ground
to catch them.
4) J.Roundhouse \/ D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce, SJ.Jab,
SJ.Short, SJ.Strong, SJ.Foward --> Fierce Ame No Murakamo
This acts basically as chaining a ZigZag motion on the ground to the air, but
you'll have to be quick on this combo though and use the punch button on the Ame
No Murakamo because you'll get more hits going up then coming down. Just try
this and you'll see what I mean.
<--------------------------------------------------------------------------->
On the planet Blodia lies a dealdly confrontation of Giant Mechs against each
other. During a Cyberbots tournament Jin decided to participate and won easily.
Somehow he has gotten to Earth by his Mech and has decided not to use his mech
but his own fighting abilities. Jin, in my opinion is the worst character in the
gamebecause all his regular attacks are special moves. He has huge recovery time
on all of them and his supers are the worst at chipping.
Quotes
- "If my father were alive, I could make him proud."
- "Go back to playing video simulations, weakling!"
- "What is a VA? Variant Armor, used in combat!"
- "If the world gets more mechanical, many may die."
- "Machines can transform rage into power."
Strategies
Keep Jin away because he is very strong and cannot combo his supers except for
the Great Cyclone. His supers doing pathetic chipping damage so it won't matter
if you block. Always be on the offensive against and let him attack to sometimes
while your blocking because he has huge recovery time. Keep away and being on
the offensive will work well against him. Beam supers don't seem to work as well
against him though.
Jin
Blodia Fire: MP
Mostly all of Jin's moves are easy to do because they all require a simple push
of a button. This move can be done in the air or on the ground. Its best that
you do this crouching because it works like a projectile.
Screaming Punch: HP
Another useless move coming from the worst character in the game. It has huge
start up delay and recovery time. It basically is a flaming punch that has good
damage and distance but avoid using it.
Flaming Kick: MK
A fair move that does little chip damage will have Jin move across the screen.
If done while crouching it can be used as an anti-air attack. While in the air
he'll go more verticle if the opponent is above him.
Drill: HK
This is a fair moving drill that will hit your opponent for good damage. The
standing version does a little hop in the air then comes towards your opponent
that often fools them because they think Jin is jumping. The crouching version
will knock down opponents while the air version will do a double flaming kick
that beats out most air attacks.
Saotome Dynamite: D,U+P
Basically your projectile move that will push opponents away when blocked. It
can also be used as an anti-air defender.
Saotome Drill: (air) D+RK
Basically the same as Dhalsim's Yoga drill it goes a bit faster and does good
damage.
But watch out for the recovery time though cause it stinks.
Saotome Cyclone: B,F+P
A huge cyclone appears doing multiple hits that does good damage. And will catch
opponents while their knocked down. It comes out fast and does great damage but
the recovery time is a little long though.
Saotome Crush: F,DF,D,DB,B+K
You have to be up close to do this move and it will basically roll his opponent
around the screen doing good damage. He is left vulnerable if blocked.
Saotome Power Up: Automatic
When your partner has died and your in the danger zone you will automatically
power up giving you increased strength and a super armor. This will give you
many advantages as well as disadvantages. His recovery time has skyrocketed when
powered up and will often get killed if he uses his RK or FP. So be careful.
Supers
Blodia Punch: D,DF,F+3P
This move has great range and can act as a beam super. His mech will come at you
with a giant fist mimicking Jin's move that hits 3 times and pushes you back
then unloads a series of rounds of amunition that does great damage and
extrememly poor chip damage. Its sometimes hard to connect because the fist will
push you out then takes time for you to block. Ramming the buttons will work
with this super as well.
Great Cyclone: D,DF,F+2K
A huge cyclone that does 40% damage but very very little block damage will send
your opponent flying into the wall. Its great as an anti-air defender too. But
don't worry about the recovery time cause it'll push your opponent a little
giving you enough time to block.
Blodia Vulcan: D,DB,B+2P
Jin hops inside his mech and fires 23 times at you doing fair damage and the
poorest chip damage. So don't rely on this too much because it won't do a thing
when blocked.
Combos:
Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Fierce, S.Roundhouse
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Strong, Forward, Fierce, Air Drill
Roundhouse(2nd hit), Strong Air
Throw
Combos
Easy Combos
1) J.Fierce \/ C.Fierce
2) D.S.Jab, S.Jab, S.Forward
3) Tornado Drill --> Saotome Dynamite
4) D.C.Jab, C.Strong --> Saotome Dynamite or Saotome Typhoon
5) D.C.Jab, C.Strong --> Blodia Punch or Team Super
This combo is Jin's bread and butter. Whenever you get a chance, hit em with
this! Make sure that you are up close for the super to connect.
Using a team super with a character that has either a wave or beam super will
add even more damage to this painful combo!
Harder Combos
1) In Corner: D.C.Jab, C.Strong --> Blodia Punch, C.Roundhouse --> Saotome
Dynamite
If you hit em with it in the corner, they'll be up in the air long enough for
you to hit em with the Tornado Drill and cancel into the Dynamite for
some awesome damage.
2) J.Roundhouse \/ S.Forward, S.DN.Roundhouse
The hard part about this combo is the last hit. Keep in mind that the first two
attacks are double hit kicks. The second one should knock them
down. Wait till Jin lands, then OTG them with the drill
3) J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short --> AC Finisher
This is the easiest way to set up an air combo for Jin. Though he is able to
chain a Jab before his launcher, the S.Strong takes some time to
actually connect, allowing your opponent to block. Instead, just hit em deep
with the Fierce and immediately go for the launch after he lands.
4) Half a screen to corner: J.Fierce \/ D.S.Short, S.Fierce --> Blodia Vulcan
The S.Fierce will send them flying across the screen toward the wall. Cancel
into the Blodia Punch to make the mech's fist catch em while they're
flying down.
5) J.Jab, J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Roundhouse --> SJ.DN.Roundhouse
Cancel the two hit SJ.Roundhouse before the second hit connects with the
downward drill for some extra damage!
6) In corner: J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Roundhouse --> Air
Drill --> Saotome Dynamite
Same idea as hard combo number 5. Keep holding the joystick down so that you can
pull off the Dynamite move before they land!
<--------------------------------------------------------------------------->
Secret Characters
Well one day when Mega heard the news about Onslaught he immediately went to
battle, while his sister begged to come and help he refused and was stuck at
home cleaning. However Dr. Light has made major adjustments to her giving her
the power to defend herself even better. She is somewhat intimidated by her
brother and sometimes will cry form being insulted from him. She is the same as
Mega except without the charged buster and her Hyper Roll is a thin beam of
electricity and not a giant beam. She doesn't take hits well and cause too
little of it. She is very small and will often be able to get under attacks. She
is a bit dfaster than Mega though.
Quotes
- "Hehe...... I did it! Girl power!"
- "Are you hurt? Maybe my doctor can fix you......"
- "I didn't mean to hurt you badly!"
- "I think you're due for an upgrade!"
- "I should learn that absorption thing from Dr. Light."
- "See? I should have been in Power Battle!"
- "Now how does Megaman do that absorption thing?"
Strategies
Roll can be very painful to play against because she has a very good throw
priority and huge combos. Her durability and strength is where she lacks the
most while her size can get up close to opponets without getting hit. When you
see War Machine using his Proton Cannon just walk under him and use your Hyper
Roll because it'll knock him straight up into the beam doing incredible damage.
So basically be on the offensive with or against her.
Roll
Code: - Start a Game.....
- Move your cursor to Zangief.....
- Move the controller in the following sequence.....
L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R
- Roll's box will appear next to Megaman's.....
Roll Buster: D,DF,F+P
This is basically the same as the Mega Buster but you can't charge it, but every
fireball she throws does good chip damage. She can work pretty good as a keep
away character as well.
Exploding Bouquet: D,DB,B+P
This move has to be a good decoy that will allow Roll to sneak up there opponent
and combo them. However this move doesn't do alot of damage so use it as a
decoy.
Item Call: D,DB,B+K
Depending on which kick you use you'll get a different item. If your playing
against another Megaman or Roll you can steal the opponents item!
Short-This will call eddie to retreive one of your items and use it against an
opponent. Using the Short will bring out the Rockball.
Forward-This will call out eddie once again but you'll get the Hurricane Hold.
Roundhouse-This will call upon eddie once again but you'll get the leaf shield.
Item Use: D,DF,F+P
Rockball: Roll will kick the ball at the opponent bouncing off walls and after a
few hits it'll just dissappear, but does very low chip damage.
Hurricane Hold: Roll will throw out his Hurricane Hold and will toss the
opponent in the air leaving the opponent falling down unable to block so use
Hyper Meagman!!!
Leaf Shield: A shield will form around Roll and will protect him from one single
hit. He can also use it as a weapon which will hit multiple times doing great
chip damage as well as normal damage. This does not last forever and will go
away in about 6 seconds.
Supers:
Hyper Roll: D,DF,F+2P
This move won't connect often because the opponent has to be high up in the air
for it to work. However when connected the electricity will do more damage than
Hyper Meagaman. It works great as a chipper if the bolt happens to connect.
Rush Drill: D,DF,F+2K
Roll hops onto his mechanical dog as he is transformed into a drill that does
amazing damage and chipping damage. If your next to the opponent just hit RK and
the opponent will be lifted up. Roll is invincible while doing this move and
will go through anything!!! This really pisses people off because they use the
Duo Team Up Attack and often ends up wasting it because they don't know Roll is
invincible and will get punished serverely. Watch for the recovery time though.
You can't control the up and down movement while your inside though.
Beat Plane: D,DB,B+2K
Roll hops onto Beat and he transforms into a plane and will shoot beams when
hitting the punch buttons and will drop bombs when using the kick buttons. Ram
the buttons and watch your artilery climb off the scales!!! The chip damage is
just tremendous and the damage, even greater!!! But its often blocked, but you
can control the plane while your inside, but your not invincible and will get
knocked off by a single hit. The recovery time is better than the Rush Drill
though.
Combos:
Ground Magic: Stronger
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Roundhouse, Mega Buster, Leaf Shield
Combos
Easy Combos
1) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado Hold(OTG) or Mega
Buster
2) D.C.Short, C.Forward, C.Roundhouse --> Rush Drill(OTG)
You must cancel immediately into the Drill or your opponent will get hit once or
twice and then be able to block.
3) Flower Bouquet, C.Roundhouse --> Rush Drill(OTG) The flower bouqet does not
chain into the Roundhouse. Instead, it forces your
opponent to block high, allowing Roll to hit em with a slide, setting up the
drill.
Harder Combos
1) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> AC Finisher
2) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Fire Leaf Shield
3) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Roll
This AC must be done extremely quickly. If not, the opponent will either be able
to block or fall away from the super.
4) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
The Tornado item will make them fly upwards. Run under them and launch followed
by an air combo.
5) J.Roundhouse, D.S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward,
SJ.Fierce --> SJ.Roundhouse or other AC Finisher
This is basically a super jumping ZigZag combo that works nicely.
<--------------------------------------------------------------------------->
Well aparently he has thrown out his old symbiote and has found a new one biving
him super strength and speed. He lacks in durability and takes hits like a four
year old. This is not Carnage but Hyper Venom, besides it even saids so. He is
on Hyper mode all the time and will duck under fireballs if he is moving so
there is no need to dash.
Strategies
He takes hits worst than Venom and his strength has been weakened. However he
can crawl under projectiles while walking under them. He is always on hyper mode
and will do crazy combos. But anything works on him whether its keep away,
defense, or offense just combo the crap out of this guy because he won't last
long infact I think he takes hit worst than Roll!
Hyper Venom
Code: - Start a Game.....
- Move your cursor to Chun Li.....
- Move the controller in the following sequence.....
R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L,
D, D, R, R, U, U, U, U, L, L, U
- Red Venom's box will appear above Chun-Li's.....
Lunge Bite: D,DF,F+P
This move is similar to the Lunge Bite but hits multiple times doing good damage
and combos nicely.
Diving Venom Fang: (air)D,DF,F+P
This move works just like the Diving Demon Kick Akuma has and does good damage
and often used best as a surprise move.
Web Throw: F,DF,F,DB,B+P
If this catches the opponents then it will start slamming them across the screen
doing super strength damage if you manage to ram the buttons.
Jab- will go straight across
Strong- will go at a 45 degree angle
Fierce- will go straight up
Symbiote Shield: D,DF,F+K
It acts like a shield that hits 3 times with the roundhouse and you can get
additional hits if you can ram the kick buttons like the lightning legs but much
faster to cancel out but a bit harder to do.
Supers
Venom Web: D,DF,F+2P
This will catch you in his web then starts to tear the crap out of you while
doing no chip damage.
Death Bite: D,DF,F+2K
This super does good chip damage and if caught you will ge surfed along the
Symbiote doing good damage.
Combos:
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Fierce
AC Finishers: Fierce, Roundhouse, Diving Bite, Strong
Air Throw
Easy Combos
1) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Death Bite or Team Super
2) D.C.Strong, C.Foward -->Death Bite or Team Super
Unverified as of now
3) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush
4) Helper Attack, Venom Web
Harder Combos
1) Fierce Throw, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
2) J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce
/\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
Finisher
3) In corner: J.Roundhouse \/ D.S.Strong, S.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Strong Air Throw \/ Death Bite
or Team Super
Can anybody say Sabretooth? You Sabretooth players will find this combo very
familiar! However, it will only work in the corner I'm told. The
Death Bite won't do too much damage but it's still cool to look at. Unverified
as of now.
<--------------------------------------------------------------------------->
Okay, the story before was a little corny. Actually Shadow Lady is a Cyborg just
like Shadow Charlie that's why you see all those neat gadgets like missles and
big bang lasers coming out of her. I don't how this cyborg came about, but she
can't combo her supers but has increased strength and speed. Her moves are
totally revamped from Chun-Li's except her normal attacks, Axe Kick, Lighting
Kick, Stomp Kick, and Flip Kick.
Strategies
Well don't think you going to win by playing keep away because her heat seeking
missles will do a load of chipping damage. Basically keep her on the defensive
side because she oftens uses the Big Bang Laser which comes out extremely quick
like a Shinku Hadoken plus she can pick you off the ground with it as well. Just
play the offense and you shouldn't have a problem. She takes some beams
extremely well and some she takes them like bricks.
Shadow Lady
Code: - Start a Game.....
- Move your cursor to Morrigan.....
- Move the controller in the following sequence.....
U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D,
R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D
- Shadow Chun Li's box will appear under Gambit's.....
Shadow Drill: D,DF,F+P
This move should be used often when an opponent trys to get close because even
if they block they get good block damage and will often push them away. Its good
to end combos with as well. She has a little unnoticeable start up delay that
doesn't really matter because it comes out extremely quick. She can use this
against Onslaught because it'll nullify his Hyper Gravs and still hit him 7
times.
Electricity: F,D,DF+P
A great anti air move that will do heavy damage and combos better than the
shadow drill.
It can be used to OTG an opponent as well after a sweeping roundhouse. It has
poor range so used it as a anti-air attack.
Heat seeking Missiles: D,DF,F+K
This move is one of the best in the game even though it has about 1.5 second
start up delay it follows your opponents and will do heavy chip damage and will
stop alot of supers. Don't use it too often unless your playing the CPU or
unless someone is super jumping.
Lightning Legs: Push K rapidly
The same as Chun-Li's except it chips the same and does more damage. Should be
used often when your opponent is close. Just stop pushing the kick buttons to
stop when you see a beam super coming up.
Neck-Braker: F+RK
This is a great move cause opponents will get crossed up and won't know which
way to block. Plus its unblockable low.
Axe Kick: F,DF,D,DB,B+K
This move will do alot of damage and will knock out anybody who decides to block
low.
Supers
Big Bang Laser: D,DF,F+2P
This move is practically a cut and paste of the Proton Cannon but is twice as
big and will come out twice as fast and does tremendous damage. It chips fairly
though. But when set up by a dashing helper it can go up to 35 hits if you ram
the buttons fast enough almost half there life!! This move should be used often.
Galaxy Missle: D,DF,F+2K
Now that I finally try this thing its not half bad! This move will CHIP! Trust
me! Did I mention this chips more than her laser? Well it does. This will do
good damage and comes out just alot faster than her regular heat-seeking
missles. This is one of the best things against Onslaught when your Laser can't
hit him while he's out of the screen.
Final Mission: Charge B,F,B,F+3K(level 3)
This move works just like Akuma's Raging Demon but looks better. She'll kick you
about 4 times then launch you in the air then the screen turns white afterwards
the opponent will drop down with a giant explosion that does more damage then a
Raging Demon and should not be used often, but only when you have the opponent
on the run. There is one note that is very important: it's blockable!!! Yes!!! I
tried it once but I was about 1/2 screen distance away so I'm not sure if they
block it(most likely yes because I sorta stopped in front of them) or I just
missed.
Combos:
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Lightning Legs,
Strong Air Throw
Combos
Easy Combos
1) C.Short, C.Roundhouse --> Lightning Kick(OTG)
Simple combo, just start ramming on a kick button as soon as you knock em down!
2) J.Roundhouse --> Lightning Kick
After the J.Roundhouse connects, ram on the button and hopefully, you'll hit em
while you're still in the air!
3) D.S.Jab, S.Strong, S.Fierce --> Shadow Drill
4) Helper Attack --> Big Bang Laser
Basically use a dashing helper like Collosus or Psylocke.
Harder Combos
1) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> AC Finisher
2) Jump towards corner: J.DN.Forward, J.DN.Forward, J.DN.Forward --> AC Finisher
3) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.DN.Forward,
SJ.DN.Forward --> Lightning Legs
This is a combo that Silver Sage calls the Razor Wind. After the SJ.Short, do
Chun Li's Stomp kick twice and cancel into the lightning legs.
4) D.S.Jab, S.Short, S.Strong, S.Foward, S.Fierce, --> Shadow Drill
The first five hits do just fine, but since Shadow Lady doesn't have any strikes
then she can do the drill so this is actually a theorectical combo. <-----------
---------------------------------------------------------------->
Well not much is known in from this guy but I'll try to give a good believeable
summary. Somehow this is still Bruce Banner the scientist working at Star Labs(I
think) and when he was trying to escape from a serious explosion he hopped on
the maniac's car and drove off. Yet the explosion was so imminent and so
casthrophic it caught Bruce right on the brink of it. Although he did not absorb
the all the radiation he did gain super strength and durability but not as much
compared to regular Hulk, but the lost of muscle has gained him superior speed
and agility. So use him as a combo character and all his attacks' recovery time
has been cut in half giving him time to block.
Quotes
- "Brains and body...... What a perfect combo!"
- "Gamma charged and ready for the next match up!"
- "I've had a harder time squatting mosquitoes."
- "Catch you later. I've got some researching to do."
- "Barely flexed a bicep that time, who's next?"
- "Hey! Quit hitting my fists with your head!"
- "Still the strongest in this and any other world!"
- "That was pathetic. Are you trying to be funny?"
- "All this and I can tore bails too!"
- "You tried to beat me with muscle? We could've talked, use your brain"
Strategies
Well play keep away with him because he will always be on the offensive just
like regular Hulk. You can trade hits with him this time because he won't take
them very well as before and his strength has been weakened alot. Just play keep
away and all supers works well against him.
Orange Hulk
- Start a Game.....
- Move your cursor to Chun Li.....
- Move the controller in the following
sequence.....
R,R,D,D,L,L,R,R,D,D,L,L,U,U,U,U,
D,D,R,R,U,U,D,D,D,D,U,U,U,U,L,U
- Orange Hulk's box will appear above
Ryu's.....
Ground Wave: D,DF,F+P
This is extremely useful because it will nullify projectiles and hit the
opponents in fireball stun motion. This is a heavy chipper as well and will go
screen distance.
Gamma Charge: Charge B then F+K or hold D,U+K
Orange Hulk Charges at you and will eat fireballs(taking no damage of course)
and hit the opponent for good damage, but if blocked he will be stuck for a
while so use this to your advantage.
Gamma Tornado: F,DF,D,DB,B+P
This will swing the opponents to the other side of him and do incredible damage
but watch for the recovery time cause he is KORT(King of Recovery Time) and will
get countered alot so becareful when playing him. This is blockable as well.
Supers:
Gamma Wave: D,DF,F+2P
This is the super version of the ground wave, but does fair damage and good chip
damage.
When your up close to the opponent you can get serious damage!!!
Gamma Crush: D,DB,B+2P
Orange Hulk goes up reaches for a comet and crushes it on you doing good damage
and heavy chip damage. If the opponent is jumping at you they will get hit and
drop on the floor unable to block, but there is also a down side to this as
well. When they get knocked they'll either just fall in front of you or half
screen distance away from you. If they fall in front of you, you'll completely
miss the damage!!!
Gamma Quake: D,DF,F+2K
This is the move that should be used the most because it practically goes screen
distance except when someone is all the way on the other corner, that causes the
opponent to escape any damage. Use this on jumping opponents as well. It does
good damage and fair chip damage as well.
Combos:
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: None
Air Launchers: C.Fierce, S.Roundhouse
AC Finishers: Fierce, Roundhouse, Strong Air Throw
Combos
Easy Combos
1) S.Short, S.Fierce --> Ground Wave
The Ground Wave is not really part of the combo but it pushes away the opponent
leaving Hulk safe in case they block.
2) C.Fierce --> Jab-Gamma Tornado
Immediately cancel the C.Fierce with the Tornado so that the second hit does not
connect. If it does, then your opponent would get launched
and Hulk would stick his arm out for nothing.
3) J.Roundhouse \/ Gamma Quake
Hit em deep with the kick and do the super as soon as you land!
4) C.Short, C.Forward --> Gamma Quake
5) J.Short \/ D.C.Short, C.Fierce --> Gamma Crush
The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos. It works
great on people that like to jump in on you!
6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
If you time it just right, the wave will come out just after the first hit and
they'll get sucked into it, unable to block! Even if they block the
C.Fierce, this is a very safe combo cause it'll push em away!
7) Strong Air Throw, J.Roundhouse \/ S.Fierce
This combo simply hurts and it's nearly inescapable. The idea is to air throw
your opponent while close to the ground. O.Hulk recovers fast
enough to hit em with a Roundhouse before he lands. If you're close enough to
the ground, you can hit em with a S.Fierce after Hulk lands.
Harder Combos
1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
This combo is Hulk's easiest and most painful ground combo. The trick is to
start charging for the Gamma Charge as soon as you start the
combo.
2) J.Roundhouse \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward, SJ.Fierce
Orange Hulk has a complete air combo series! It means that dialers can now
choose him and feel right at home!
3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma
Charge, C.Fierce(OTG) --> Gamma Throw
I've yet to make this combo connect. I'm sure that it's possible though!
4) J.Short, J.Strong \/ C.Fierce --> Upwards Gamma Charge --> Upwards Gamma
Charge, C.Fierce(OTG) --> Gamma Wave
Same idea as number 3 and the Gamma Wave can be put into the combo as an OTG!
5) In corner: C.Short --> Gamma Quake, C.Fierce --> Gamma Tornado
I'm not sure if the C.Fierce is an OTG or not. Unverified as of now
<--------------------------------------------------------------------------->
James Rhodes with the help of Tony Stark he has help him upgrade his already
powerful armor. For those of you wondering he is black!! Not white and I sure do
love the idea. However the defense mechanisms have been somewhat altered not
allowing the suit to block the damage. The armor has been replaced by a stronger
tempered steel rather than iron giving him superior strength and durability, but
this suit is very heavy because of the added weapons and armor so don't expect
alot of manuverability and speed from this guy.
Strategies
Well you think just because he can't block you'll have an easy time with him
right? Well yes because keep away works very well against him, but beam supers
just won't cut it against him. Keeping him away will do the job because you'll
have a hard time comboing him because you can't throw, luabch or trip him so
keep him away at all cost or you'll be eating War Destroyers!!!
Mega War Machine(I like to call him War Machine 5000, but this is what everybody
calls him anyways)
- Start a Game.....
- Move your cursor to Zangief.....
- Move the controller in the following
sequence.....
L, L, D, D, R, R, D, D, L, L, U, U, U, U,
R, R, L, L, D,
D, D, D, R, R, U, U, L, L, D, D, R, R, U,
U, U, U, U
- Mega War Machine's box will appear above
Zangief's.....
Stun Beam: D+FP
This move sucks in keep away because it goes like Ken's Hadoken, but shorter so
don't rely on it to win many battles. However I have found that this move stuns
the opponent a little enough for you to launch them sometimes. This has a far
better recovery time then the missle shot like War Machine, cause unlike the
missle shot you don't have to wait to block until it connects.
Missle Cannon: D,DF,F+P
This move acts like Morrigan's Soul Fist but doesn't play as good as keep away.
These missles are stronger than War Machine's Shoulder Cannon though so what
lacks in keep away makes up in strength.
Low Missle Cannon: D,DF,F+K
This is the low version of the Missle Canon and will hit people too short or
just blocks low alot. Use this a little more often than the standing version but
try to mix it up to screw up the opponent's timing.
Smart Bombs: JP+MK
This is a great move that does good damage as well as block damage. Its also
easy to do and can be done in the air as well. The distance is half screen and
has fair recovery time. This can possibly even OTG an opponent!
Supers
Proton Cannon: D,DF,F+2P
This is a very powerful weapon that does tremendous damage. The problem is that
it takes far to long to start up and anybody should be able to counter with a
beam super when he brings this cannon up. Unlike a beam he uses missles that
does tremendous damage and chipping damage. It has long recovery time, but so
what!!! He can't block anyways.
War Destroyer: D,DF,F+2K
This is the super that should be used often because it will follow the opponents
and it inflicts good block damage. The recovery time is better than the proton
cannon though so use this on jumping opponents or super jumping opponents
that'll surprsie 'em cause it comes out fast. Basically Mega War Machine will
let loose about 15-20 heat seeking missles without the beam this time doing good
block damage and normal damage as well.
Combos:
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: C.Forward
Air Launchers: S.Roundhouse
AC Finishers: SJ.DN.Fierce, Strong Air Throw
Combos
Easy Combos
1) D.C.Short, C.Roundhouse
2) D.S.Short, S.Roundhouse --> War Destroyer
3) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon
Be quick about cancelling into the Shoulder Cannon cause the S.Fierce will knock
em away.
Harder Combos
1) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.UP.Fierce --> Jab-Shoulder Cannon
This combo is very variable. You can skip either the S.Roundhouse or the
C.Strong because both of them are launchers. Only one of them is
necessary for the AC afterward. I just put it in here for added damage. Also,
you can point the Fierce downward to use as an AC finisher if you
don't wanna do a Shoulder Cannon.
2) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse
3) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.UP.Fierce --> AC Finisher
Mega War Machine is the one of the few characters that I know of that can OTG
after a throw. Simple and easy set up for a damaging AC.
4) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse /\
SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce -->
Shoulder Cannon
5) D.S.Jab, S.Short, S.Strong, S.Foward, S.Fierce, S. Roundhouse --> Low Missle
Cannon
<--------------------------------------------------------------------------->
Lilith is a very powerful Succubus yet so powerful her father had to hide the
other half of Morrigan in a coffin because she was too powerful to be destroyed.
But then Lilith was able to break free of the coffin and merge with Morrigan
calling herself Lilith.
Strategies
Well anything works against her because she really doesn't have anything that
will keep you away. But she has lethal combos that will really do some damage.
Just keep hitting her until your done and beams do work well against her but
supers like Final Justice don't do as much damage when compared to Ryu.
Lilith
- Start a Game.....
- Move your cursor to Zangief.....
- Move the controller in the following
sequence.....
L, L, D, D, R, R, U, U, D, D, D, D, L, L, U, U,
U, U, R, L,
D, D, D, D, R, R, U, U, U, U, L, L, D, D, D,
D, R, D
- Lilith's box will appear under War
Machine's.....
Shell Kick: D+MK(air)
This is sort of a drill like move that will either beat out your opponents
launch attack or just trade hits. Beware the recovery time is great so its hard
to counter.
Shell Pierce: D+HK(air)
Bats will fly around her legs and she will sorta drill at you, so use this like
a Chun-Li stomp kick.
Soul Flash: D,DF,F+P
This move acts like Mega War Machine's Stun beam, it'll go a third screen
distance and will do alot of damage but will not stun the opponent. Don't use
this in keep away though cause its horrible.
Shining Blade: F,D,DF+P
This move is exactly like the Shatoken Dragon Punch and should mostly be used as
an anti air attack. This cannot be done in the air though unlike Morrigan's.
Supers:
Brilliant Shower: D,DF,F+2P
This move sucks compared to Morrigan's Soul Eraser because it takes too long for
it to combo like War Machine's Proton Cannon. This will chip more than the Soul
Erasor and has better recovery time. Basically bats fly out of her body and
comes at you acting like a beam super.
Splendor Love: F,D,DF+2P
his move acts alot like War Machine's War Destroyer because it'll go straight
up vertically with no horizontal range but will combo off her launcher making it
a great anti-air move.
Luminous Illusion:D,DF,F+2K
This acts exactly like Morrigan's Darkness Illusion doing multiple hits and a
ton of damage. This is Lilith's most damaging super but will do no chipping
damage.
Combos:
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: Zigzag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse,
Soul Flash, Strong Air Throw
Combos
Easy Combos
1) D.C.Short, C.Forward, S.Roundhouse
2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse
3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade
Harder Combos
1) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
Even though Lilith can chain all her attacks on the ground, she has very bad
horizontal range on her launcher. A simple dash in combo like this
works best for her
2) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG)
If done fast enough, the Darkness Illusion will OTG! Then again it only connects
for one measly hit!
3) D.S.Jab, S.Short, S.Strong --> Darkness Illusion
4) Helper attack --> Brilliant Shower
This combo is still possible, but Lilith needs to be close to her opponent for
the bats to catch them before they hit the ground.
5) D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce /\ SJ.Jab, SJ. Short, SJ.
Strong, SJ. Foward --> AC Finisher
<--------------------------------------------------------------------------->
Quotes against Onslaught
GAMBIT : G : "Now we finish dis, mon ami. I call your hand!"
O : "You should have folded Gambit. Now you will pay!"
MORRIGAN : M : "Are you one of Pyron's little friends?"
O : "I'm not your savior. I bring only eternal night."
STRIDER : S : "......"
O : "Nothing to say? A silent scream will suffice......"
CAPTAIN COMMANDO : C : "This demented dream ends here, Onslaught."
O : "Your comeback will be short-lived, Captain."
RYU : R : "So you are the one I heard so much about."
O : "The end of your journey is near, warrior!"
O : "I'm your ultimate adversary, warrior. Are you ready?"
MEGAMAN : M : "Wow! Dr. Willy has really outdone himself this time!"
O : "I am not of your world, boy!"
WOLVERINE : W : "Hang on, Chuck! I'll save ya!"
O : "Xavier and I are one and the same, Logan!"
HULK : H : "Hulk crush! Hulk destroy! HULK SMASH!"
O : "I'm the true meaning of power, Hulk."
JIN : J : "I must stop you for the good of the world."
O : "You are nothing without your little mech, Jin."
SPIDER MAN : S : "Woah! Hold that pose! It will be great in the papers!"
O : "Insignificant spider!! Prepare to be squashed!"
CAPTAIN AMERICA : C : "Justice demands that I stop you."
O : "Justice? I define the term."
VENOM : V : "You shall pay for harming the innocent."
O : "It is you who shall pay, Venom."
CHUN-LI : C : "You are finished, Onslaught."
O : "Your bravado will not save you from death."
ZANGIEF : Z : "No one can defeat the mighty Zangief!"
O : "Your strength is no match for the power of my mind."
ROLL : R : "Don't get mad at me...... I'm just a girl!"
O : "You shall be the first to fall, little one."
HYPER VENOM : V : "You corrupt the innocent. For that you must die."
O : "It is you who shall suffer, Venom."
SHADOW LADY : same as Chun-Li
<--------------------------------------------------------------------------->
Well basically about this guy is that he's actually Charles Xavier who kills
Magneto and ends up absorbing the personality of Magneto's evil side and thus
calling himself "Onslaught". He is extremely powerful and it takes all of
earth's mightest heroes to stop him.
Quotes
- "My will is absolute, imposed upon everyone!"
- "I was forged between the crucibles of fear!"
- "Witness the might of Onslaught unleashed!"
- "You are beaten. Join the ranks of the fallen."
- "Free will is a privilege, not a 'right'."
- "Now and forever, I am Onslaught!"
- "Behold my mighty hand!"
- "Feel the wrath of Onslaught!"
- "The Dream is dead!"
Onslaught's Moves
1st Form: Basically what you wanna do alot is block. Yes it is cheap but his
attacks just hurt way too much. All of his attacks do major chip damage as well.
Basically the most useless character against this guy is Hyper Venom. Here are
some of Onslaughts moves:
Hyper Gravs
These energy balls do no damage and are unblockable but they help Onslaught set
up for his most powerful move, the Mega Optic Blast!!! It will drain away 40% of
your life. So what you want to do is that if you have a projectile use it
against those things and it'll nullify it. Don't use a charging helper because
they'll just bounce away if they get caught so save it until your almost through
with his first form.
Psionic Puppets
Onslaught will use one of these hero look alike with only 1/6 of their life so
don't waste a super just beat them quick before Onslaught can recover his life.
Mostly Onslaught likes to use Hulk or Mechanized Zangief so play keep away with
these 2.
Sentinel Air Strike
Basically he'll call a Sentinel that comes over and drops bombs on you that does
heavy chip damage. He'll use these at will so don't expect for him to run out
anytime soon.
Don't try super jumping either cause they'll come out fast.
Teleport
Don't use your beam supers on this guy because he will teleport out of it. That
includes combos. He'll use it most often when it multiple times. Use a dashing
helper like Collosus or Juggernaut to stun him and pelt some hits in there.
Supers
Ah! The supers that will take even the Hulk out in a sec!!! Just remember that
you must always block even though you might recieve some heavy chip damage but
its alot better than losing half your life!
Magnetic Shockwave
This is his weakest chipping super but still chips nicely and will have you surf
along the waves of energy. But when your in the corner it shouldn't do much
damage.
Mega Optic Blast
The move most devasting of all behold! "Mega Optic Blast!!!" This move will do
tons of damage and chipping damage. But there is a gap from the ground and the
bottom of the beam. Most every character can duck from this beam besides Hulk
and Zangief(ha!! big dolts let them take the block damage) and attack at the
same time. Most characters can keep hitting jab rapidly while onslaught is doing
this move.
Magnetic Tempest
Herds of Meteorites come at you doing extreme chip damage. When your right next
to it and blocking just be prepared for some herendous chip damage. Stay away
from the chunks.
Onslaught Headbutt
Onslaught will come at you rushing with his head that does too much chip damage.
Mostly use short or medium height characters that can just crouch and hit
Onslaught while he still does the headbutt. Basically the same as the Optic
Blast.
2nd Form
Hyper Gravs
He still has these and will often use his heavy damaging Eye Beam! So just
nullify them by using a projectile.
Psionic Puppets
Onslaught will use one of these hero look alike with only 1/6 of their life so
don't waste a super just beat them quick before Onslaught can recover his life.
Mostly Onslaught likes to use Hulk or Mechanized Zangief so play keep away with
these 2.
Sentinel Air Strike
Basically he'll call a Sentinel that comes over and drops bombs on you that does
heavy chip damage. He'll use these at will so don't expect for him to run out
anytime soon.
Don't try super jumping either cause they'll come out fast.
Helper Attack
Yes he can use any helper he wants!!! Unlimited amount of times, except they do
more chip and normal damage then your helpers, know when to jump if you see Lou
come out just super jump and block or throw projectiles to Onslaught's face.
Just be careful cause Onslaught can still attack even when his helper is still
out on the field.
Supers
The Mighty Fist
Just watch out when Onslaught jumps out of the screen just super jump or be
prepared for some major pain. It comes out like Apocalyse's drill but does not
lose half your life when blocking so yay!!! But still does major damage and chip
damage so just super jump and blast away at his face until he stops.
Eye Beam
The most lethal move yet!!! The beams will bounce your character around doing
50% damage so block and don't hit him more than 3 times or else you'll get
serious pain. He'll do this most often when he is being air comboed. Always be
on the lookout and block and be prepared for some very poor chip damage.
<--------------------------------------------------------------------------->
Well that's all of his moves that I know of, and for some general strategy for
each character on beating Onslaught just read down and you should see each
individual strategies courtesy of Ryu ( [email protected] )
<--------------------------------------------------------------------------->
Here are some other tips that I have noticed while fighting this guy:
On the 2nd form, you'll notice that Onslaught pauses for a split second and
quickly flashes his eye. In this case block!!! That's his lethal Eye Beam!!!
On the first form Onslaught takes very little damage from normal attacks so
don't think that you'll kill him with jabs. Always duck under him whether he's
fring his Optic Blast or not. Use your stronger attack buttons to kill him.
On the second form Onslaught takes hits worst than Akuma, but they've equipped
him with a stronger weapon then the Optic Blast, the Eye Beam! Maximum Spider
will work well against him, but it'll only hit once but loses 1/6 of his life,
but it must be done in the air. Onslaught does not take the Shinku Hadoken and
Soul Eraser well, so don't be surprise to see that's he almost dead if you've
pulled off 2 in a row.
Block!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!!
<--------------------------------------------------------------------------->
Give thanks to Ryu for this Onslaught Strat.
[email protected]
MARVEL VS. CAPCOM ONSLAUGHT STRATEGIES MINI-FAQ v. 1.0
by Ryu
______________________________________________________________________
GENERAL STRATEGY
First Form: Best thing is to continually jump behind him and combo him,
and repeat. Duck under the Mega Optic Blast if you can and use a
crouching combo (just make sure you don't do an uppercut or something
like that). Use a charging helper (Psylocke, Colossus, Juggernaut, US
Agent, Sentinel) to neutralize the Hyper Gravs and combo Onslaught while
he's reeling.
Second Form: Just jump up and do your characters single most powerful
regular air attack, and keep on doing that to Onslaught. If Onslaught
disappears from the screen, immediately super jump to avoid the Mighty
Fist. The best (and only) helper to use on this form is Magneto. His
attack stuns Onslaught for about 2 seconds. Use this to your advantage.
Avoid Onslaught's Eye Beams at all costs. This move is why you should
never do Air Combos to Onslaught's face. On this form, use a projectile
(Hadouken, Soul Fist) to neutralize the Hyper Gravs or just dodge them.
______________________________________________________________________
Individual Strategies
CHUN-LI/SHADOW LADY
1st: Get right next to Onslaught, and do a Crouching Forward, Crouching
Roundhouse combo. While Onslaught is reeling, repeat the combo. You can
do this indefinately, because Onslaught will usually be too stunned to
retaliate.
2nd: Chun-Li should have 3 levels of Super if you did the 1st form
strategy correctly. Just do 3 straight Kikou-Shou Supers to his face. If
Onslaught isn't dead by then, just do either Lightning Legs (if you're
gusty) or a Jumping Roundhouse until you have another Level of Super,
then do another Kikou-Shou. For Shadow Lady, same thing but use the big
Bang Laser.
RYU
1st: Chain a Crouching Fierce Punch into a Shin Shouryuken. Onslaught
won't Teleport out of this, so it's easy damage. Duck under the Mega
Optic Blast and do a Crouching Jab, Crouching Strong combo. Block
Onslaught's Flaming Charge and combo a Fierce Punch into a Hadouken.
2nd: Jump up and do a Shinkuu Hadouken to Onslaught's head. If you need
to charge up your Super meter, just keep on doing a Jumping Fierce
Punch, Hadouken combo to Onslaught's head, and once it's charged, pull
off a Shinkuu Hadouken again.
Ken Mode
1st: Basically the same but you can do a C.Jab into a C.Strong all day
and this will stun him as well.
2nd: You don't even need to be in the air for this, just have Ken do his
Shinryuken as he is directly under his head, don't worry Ken should be
protected
from any off Onslught's attacks.
Akuma Mode
1st: Same as Ken.
2nd: Just do his Shinkuu Zankuu Hadoken or that stuff where he throws 30+
fireballs in the air. You can use a Diving Demon Kick because it'll hit
Onslaught 7 times very kickly, you'll stun him after 3 hits, but after that he
has a fair chance of retaliating. Use your air Hurricane Kick because it'll
most likely stun him.
ZANGIEF
1st: Do a Crouching Fierce, Crouching Roundhouse combo. It should work
like Chun-Li's 1st form strategy.
2nd: Jump up and combo a Jumping Roundhouse into a Spinning Lariat (tap
3 Kicks) on Onslaught's head.
MORRIGAN/LILITH
1st: You can try to pelt him with Air Soul Fists, but watch out for
Hyper Gravs, Magnetic Tempests, or Magnetic Shockwaves that can reach
you. Use Soul Erasers on this form. Duck under the Mega Optic Blast and
use a Crouching Jab, Crouching Strong combo.
2nd: Jump up and use a Jumping Fierce, Jumping Roundhouse combo. Use a
Soul Eraser when Onslaught is on the ground.
CAPTAIN COMMANDO
1st: Use a Fierce Punch comboed into a Captain Fire or Captain Corridor.
The only Super that will do jack against Onslaught is the Captain Sword.
2nd: Use a Jumping Fierce punch. It will finish Onslaught off pretty
quick. If you are gutsy, combo the jumping fierce punch into an Air
Captain Fire. Supers won't do jack on this form.
MEGAMAN
1st: Just duck and keep on shooting charged up Mega Busters. The Rush
Drill and Beat Plane are excellent against 1st form.
2nd: Jump up and shoot charged up Mega Busters and Leaf Shields. When
ever you have a level of Super, execute Hyper Megaman.
STRIDER HIRYU
1st/2nd: Activate the Ouroburos super and continually combo Onslaught.
He should be too stunned to retaliate.
SPIDER-MAN
1st: Use a Crouching Jab, Crouching Strong, Crouching Fierce combo. The
C.Fierce stuns Onslaught, so while he's reeling, repeat the combo.
2nd: Use a Jumping Fierce, Jumping Roundhouse combo to Onslaught's head.
If you're gutsy, try Air Web Swings to his face.
JIN
1st: The Blodia Punch does good damage on Onslaught, so use that. Use a
Crouching Jab, Crouching Fierce combo. It will work like Chun-Li's and
Spider-Man's 1st form strategy.
2nd: Just use a Jumping Fierce Punch. You could try the Blodia Vulcan on
this form.
CAPTAIN AMERICA
1st: Use the Hyper Charging Stars. Duck under the Mega Optic Blast and
do a Crouching Jab, Crouching Strong combo.
2nd: Just use a Jumping Fierce Punch. When Onslaught does the Mighty
Fist, use the Hyper charging Stars. This will protect Cap and at the
same time do damage on Onslaught.
VENOM
1st: Use a Fierce Venom Fang to get behind Onslaught and keep on doing
Short Venom Rush, then repeat.
2nd: Just Jump and use the Roundhouse Kick.
HULK/ORANGE HULK
1st: Jump behind Onslaught and combo a Fierce into a Jab Ground Wave,
and repeat.
2nd: Use the Gamma Quake or a Standing or Jumping Roundhouse.
GAMBIT
1st: Duck under the Mega Optic Blast and use a Crouching Short,
Crouching Forward, Crouching Roundhouse combo. The Royal Flush does some
good damage.
2nd: Use the Cajun Explosion or Jumping Fierce.
WAR MACHINE/GOLD WAR MACHINE
1st: Use Low Shoulder Cannons. If Onslaught does an Optic Blast, crouch
and Jab alot.
2nd: Use a Proton Cannon or get under Onslaught's face and do a War
Destroyer. Air Shoulder Cannons are good.
WOLVERINE
1st: Just combo the heck out of him! Or just keep on doing the Crouching
Fierce. It works like Chun-Li's strategy.
2nd: Use a Fatal Claw to Onslaught's head. Or use a Jumping Fierce,
Jumping Roundhouse combo.
RED VENOM
1st: Switch out.
2nd: Jump and use the Roundhouse Kick.
ROLL
1st: Walk under the Optic Blast and keep on pressing Fierce.
2nd: Use a Jumping Fierce or Leaf Shields.
______________________________________________________________________
BEST HELPERS AGAINST FIRST ONSLAUGHT w/Selection Code
Psylocke (Start+MK)
Juggernaut (Start+LP+MK)
Colossus (Start+LP+MP+MK)
U.S. Agent (Start+MK+HP)
Sentinel (Start+MP+HP+MK)
BEST HELPERS AGAINST SECOND ONSLAUGHT w/Selection Code
Magneto (Start+LK+HP)
Michelle Heart (Start+LP+LK)
Iceman (Start+MP+MK)
______________________________________________________________________
So that's it. That's basically all the info you need to whoop
Onslaught's butt. Good luck and happy gaming!
<--------------------------------------------------------------------------->
Endings
Chun-Li
Chun-Li- Well afterwards she has some things to say to Bison this isn't exactly
what they said but it should come close.
Chun-Li: "There's no where to go now Bison, I've got you now"
M.Bison: "Ha! On the contrary I got you"
Then she gets in a mind hold by Bison.
Shadow: " No! I won't let this happen to you!
Charlie does a continuing Shadow Justice super on Bison while he blocks unitl
they are out of the screen.
Chun-Li: "Who was that strange man? and where did Bison go?"
Ryu
Ryu- This isn't exact also because its too long. I took the time to remember
everything I could so bare with me.
Ryu does continuing motions of punches and hadokens.
Sean: Wow! "Ryu has learned all of his moves on his own training!"
Well as you can see tha's basically it as far as I can remeber.
Captain America
Cap- Well this is gonna be brief as well.
He stands in front of the heroes and saids:
Captain America- "You should all be proud of yourselves, I couldn't have beaten
Onslaught without either one of you"
As you can see he is very modest. Rush is on Megaman sagging his tongue out
like a regular dog while leaning on him. Lilith is next to Morrigan leaning on
her I think. Ryu and Chun-Li are on the front row. An American Bald Eagle is on
Cap's arm.
Captain Commando
CapCom- Well I didn't get a clear view of his ending because I wanted to walk
away to look like that its normal for me to beat the game. But I did catch some
of it.
CapCom- "Mission Complete Onslaught is destroyed"
Avengers- "who are you?"
CapCom- "Just call me..."
CapCom- "Captain Commando!"
Well that's all I know and Captain Commando is in front of a giant screen
talking to them.
Spider Man
Spidey- Well his ending changes depending on who your partner is, pretty nifty
huh?
Spidey- "Hold it there Captain America! I just want this shot for the bugle"
Well at least I think that's what he says. Basically he'll take your
partner's picture and run off to the bugle.
<--------------------------------------------------------------------------->
Tips and Tricks
To switch to your second partner before a battle starts:
hold start during the battle screen and quickly hit all three punch buttons
before a battle.
You can do this infinately.
To play against:
Orange Hulk
--> Finish three opponents with supers
Mega War Machine
--> Finish five opponents off with supers
--> two of the five must be the duo team-up attack
Shadow Lady
--> get the first attack for every round
--> must use all helpers for every round
--> finish all opponents with supers
--> four of the seven must be the duo team-up attack
Roll
--> must use all helpers for at least four rounds
--> finish five opponents with supers
--> two of the five must be duo team-up attack
Lilith
--> finish three opponents with supers
--> must use all helpers in at least two rounds
Hyper Venom
--> must get first attack for every round
--> finish opponents with supers
--> four of the seven must be duo team-up attack
<--------------------------------------------------------------------------->
Character Overview
Chun-Li: She's very quick and has excellent air defense. Her Lightning Kick is
a monster chipper. Don't worry, she can beat you without being cheap. Watch out
for her head stomp because it can only be countered with with a Dragon Punch,
Spidey Sting, Mega Upper, Captain Corridor, and other special moves like that.
Her launcher is only sub-par, simply because it's not very good at countering
air attacks and has a monster delay time. Her ability to combo all her supers
can become anyone's favorite. She'll often win alot of air battles because she
has a triple jump making her very slippery. She has an axe-kick crouch counter
for turtlers so watch out.
Ryu: The most versatile player in the game. He too can combo all his supers but
not as easily as some players. I once comboed a low roundhouse into a Shinku
Hadoken. Yeah many players prefer the hyper hurricane kick but this one's
flashier. Ryu has a crouch counter but has a mean start up delay so use it just
as the opponent is getting up. Ryu is not the best combo character but his
combos can easily match the damage of any other player's 12 hit(Wolverine,
Strider). Ryu can change into either Evil Ryu or Ken mode, either way they play
a little the same but different. Refer to the chart for a level analyis. Ken
mode is the only character who can perform all his special moves in the air
while Ryu and Evil Ryu can only perform a Hadoken and Hurricane Kick.
Zangief: The slowest character in the game but yet the most dangerous when
mastered. His Spinning Pile Driver is very versatile and can easily equal the
damage of some supers in the game. Zangief will take a few hits before he is
stunned so take advantage and hit the opponent before you get comboed. Mostly
all his special moves are in blockable and his Siberian Bear Crusher will blow
you away from long distances even if your blocking. He can also change into
Super Zangief giving him strength that easily over powers the Hulk's and a
devasting new super, Siberian Blizzard. Did I mention he has a projectile? It's
similar to Dhalsim's Yoga's Flame and will stop alot of supers. But beware, he
can't block and some beam supers are hazardous. In this mode he has increased
defense and better super armor. I use this character against Wolverine alot.
Morrigan: She can easily play like XSF Ken and she is just simply a brilliant
combo character. She doesn't take damage well but can inflict alot because of
her combos. She can't, however combo her supers as easily and her Soul Eraser
can only be comboed with a helper. Her Shell Pierce([in air] D+HK) can help her
get in and combo enemies. She also has a level 3 super which is unblockable and
will do alot of damage however it is too slow to get you opponent unless they
decided to block.
Captain Commando: He has excellent ground combos and can easily chain his supers
without a sweat. He is an agile keep away character and can wipe up the
competition real quick. He is very quick and strong but lacks on defense and air
defense. Overall an easy character to adapt.
Megaman: An all time sweet beginner character. He can chain his rush drill so
easily you'll be amazed while the other 2 can be chain also but a little more
difficult. He can throw a ton of Mega busters all over the screen at different
levels and will easily win a game of keep away. One of the best characters in
the game in my opinion.
Strider Hiryuu: One of the flashiest characters in the game. He can easily
combo you to death, but lacks in defense and the ability to combo his supers.
You should easily win without relying on his supers too much.
Spider-Man: A lethal combo character that will win many battles without
switching out. He is incredibly quick and strong with a speed rivaled by Chun-
Li, Gambit, Wolverine, and Strider hiryuu. He lacks alot of defense so
becareful. He is the only combo character, besides Strider who can beat you
without being cheap. Despite that he is still cheap cause he is as strong as Ryu
and his size makes bigger combo characters like Hulk or Zangief have a difficult
time connecting with combos.
Jin: Don't even think about this guy. He lacks in every category like combos,
supers, and speed. He gains in strength and durability(especially during
powerup) and will wipe out opponents if they are not careful. Practically every
move he does delays afterwards and can be easily countered. Just the worst
character in my opinion.
Captain America: Yes he is quite slow, but he has high defense and offense, and
can easily put out alot of damage with his combos. When he loses his shield he
can combo any super of his choice and gains alot of speed. But he loses some
defense and offense. Either way he's just deadly.
Venom: Takes damage like he doesn't even exist. He can, however put out a
series of combos and his dash will walk right under fireballs. Surprisingly he
has pretty good air defense thanks to his Venom Fang.
Hulk: This guy is simply dangerous. He keeps coming after you and playing keep
away is a little fustrating too. He is very strong and durable and can combo his
supers with some effort. Just try your best to keep him away.
Gambit: Well he only had one super in XSF so they gave him a new one: Cajun
Explosion. It's very tricky and will 90% of the time have the opponent blocking
in the wrong direction because he can start his super from the opponents back.
He is a lethal combo character and has very quick feet, but lacks the ability to
absorb pain, so keep pounding on him.
War Machine: He is welly balanced, probably even more so than Ryu, and can mop
the competition with his comboable War Destroyer. His Proton Cannon, however is
difficult to combo and can only be chained by a helper. Simple button pushing
can result in a lot of artilery fired so playing keep away is a snap. You can
sucesfully aim his J.Fierce in three different directions being up, down, or
straight and his J.Roundhouse in two directions up or down. One of the best
characters in the game.
Wolverine: Well the cheapest character of them all. He is just too fast and too
strong, and he can recover alot of energy while resting. Plus he can combo any
super of his choice. He has this Knee stomp that just irritates alot of people
so I'm hoping Capcom can change him into a far less cheaper character. Did I
mention he has high throw priority? Well what else is there? He can also chip
you to death as well and being the offensive on him is quite difficult. I
suggest using Zangief or Megaman if you've mastered them both. Any other
character is just fine as long as you've mastered them. This guy, in the hands
of an expert, is 10 times as hard as Onslaught because he's just so cheap. I
wish Wolverine wouldn't appear in the next crossover game, so I can laugh at all
those Wolverine users. He's also a character to make a beginer look like an
expert.
Orange Hulk: Well use him like a Spider-Man. He gains alot of speed and can
combo his supers a little more easily than before, but lost his super armor,
strength and durability. So your options are limited.
Hyper-Venom: Well he plays differently than Venom because his combos are little
different and his special moves have been altered, somewhat. He his always on
Hyper mode so you can just walk under fireballs instead of dashing. He has the
worst defense in the game so watch out.
Gold War Machine: Well use him like Super Zangief but play him like War Machine.
He can't block or fly and has become slower, but stronger and more durable. His
special moves are different but not much different because he uses Missles
instead of beams.
Shadow Lady: Well she's not that bad of a character, but Chun-Li is better. Her
special moves and supers are very different than Chun-Li's but he has become
faster and stronger in her Cyborg state. Her Galaxy Missle will do some major
damage and can chip pretty well too. Trust me! You'll just have to play her. Her
Big Bang Laser can pose quite a problem for combo characters(Strider, Wolvie,
Spidey, Gambit) because it can drain away half their life.
Lilith: Well play her like MSHSF Ken, but she is a little faster but even in
everything else. She is a better combo character than Morrigan though but her
supers are a little worst on damage and comboability side except for her
Luminous Illusion.
Roll: Well she takes hits 2nd worst compared to Hyper Venom, but he she is also
quite difficult to master. She won't win against expert keep-away players and
she won't inflict much damage either. Her brother is a better choice though but
when mastered she can become as deadly as any other player.
Well that's it. At the arcades the damage mode has been set at very high levels
so the match would end quicker so that more people could play, so that the
arcades and Capcom can make more money. So when you get you your own copy for
the PSX you can set it to any level you like. I just hope it won't be as
dissapointing as X-Men vs. Street Fighter.
<--------------------------------------------------------------------------->
Individual stats against Wolverine
Well we all know that whoever uses Wolverine is no expert! He is far too good to
be a beginner character besides even beginner characters just keep hitting that
SJ.Strong and S.Strong of his! Well this part of the FAQ is dedicated to beating
his lousy cheapo namesake. Whoever it is I think I might have found a 70% way to
beat Wolverine with any character. The most successful I've seen is Megaman.
Mechanized Zangief. and Chun-Li.
Chun-Li
Well waht can I say? Her air defense will easily beat out anything Wolverine has
to offer. You should always attack Wolverine from above, she does have extremely
good ground combos but there nothing compared to Wolverine's. Whenever you come
in from above you can either use her nasty triple jump to fool him or come in
with a Head Stomp and chaining it into her J.Roundhouse. Either way this
completely messes up Wolverine players. Use her S.Roundhouse alot to counter
Wolverine's jump-in attacks. When you anticipate a Knee Stomp by Wolverine
either use her Kiosho or her Hazan Tenshou Kyaku. I would stick with the Kiosho
because it'll do alot of chipping damage in case Wolverine tries to block.
Whenever your near him keep hitting that kick button rapidly to chip away a ton
of his life and use her Lightning Kick in the air to keep away Wolverine if you
ever come to an air fight. If you see his Fatal Claw coming Block and wait until
he's almost done an immediately blast him with your Kiosho, if you don't have a
level of super just hit him with a S.Roundhouse and continue your air combo from
there. Whenever you fall always roll because Wolverine as endless OTG abilites.
This goes the same for all characters. Her C.Foward is a good way to stop
oncoming ground combos and she can chain two of them in a row
and into her Lightning Kick. You should always use her S.Fierce into a Kiosho if
Wolverine does come in for a ground combo.
Ryu
You have two options here, you can either play keep away with Ryu's
fireball/dragon pattern or be on the offensive with his J.Fierce. Ryu's jumping
fierce has high priority and will most likely cancel out Wolverine's
S.Roundhouse. Ryu's C.Foward is a good way to stop on coming Wolverine ground
combos and you can chain it into his C.Roundhouse and into his hyper huricane
kick. It's similar to Chun-Li's but his is a little less effective but still
works pretty well. Always throw fireballs when your away from Wolverine and use
Ryu's good throw priority to continously throw Wolverine, don't do this to any
other character because its cheap but if its done to Wolverine its acceptable.
Ryu's crouching fierce is almost as dominating as Chun-Li's standing Roundhouse
but works when you start the C.Firece early. When your in the air use Ryu's
hurricane kick to best Wolverine out or your throws. Don't forget to roll
everytime your playing against a human player.
Captain America
This guy's middle name should be priority because that's just what he has and
that's just what's gonna make Wolverine users pay. Always come in with a
J.Fierce because it'll cancel out all of Wolverine's moves can and his Final
Justice will cancel out the Weapon X if your far away and if you start it
immediately after Wolverine starts his super. When you see the Berserker Barrage
X use your Hyper Charging Star immediately as he start's his from a 3/4 screen
distance away, this way you'll cancel out Wolverine's super and do a ton of
damage on him. If your less than 3/4's screen distance just block and counter
otherwise don't try it because it's too fast. You can aim Cap's J.Roundhouse as
well but the J.Fierce is a better choice. And don't forget to keep those Shield
Slashes coming! Remember to roll and you should be fine.
Megaman
This is the guy to give Wolverine players nightmares! I just love this little
guy. Excellent job Capcom! Basically what this little guy has to do is keep
Wolverine away with his best keep away skills in the game. Always throw Mega
Fireballs up and ground level to keep Wolverine in the corner. Whenever you see
the Fatal Claw move back and cancel into the Beat Plane or Hyper Megaman. Watch
out for the Hyper Megaman though cause it takes loads of time to start even more
than the Proton Cannon! Always use the Rush Drill from great distances if
Wolverine starts any of his supers from great distances because Mega is
invincible during the drill as we all know. If your close just block and
counter. Use Mega's S.Roundhouse to beat out anything Wolverine has or his Mega
Upper. Mega is an okay ground combo character but its his air combos that
flourish. Don't forget to keep that buster charging and always roll from humans!
Venom
Well not much I can say for this guy. Just use your Web Rush when he comes in
for the Knee Dive. Try to be on the offensive because Venom has poor defensive
skills but use Venom's air combos to his advantage by ending it with the Venom
Fang. Always roll as well.
Zangief
Ouch! Mechanized Zangief will just kill Wolverine! Regular Zangief will do just
as well but this guy is better! He can't be lauched or knocked down and he
doesn't have to wory about the Weapon X because it won't work. If Wolverine uses
his Berserker Barrage X no problem! First off it'll do damage that is easily
laughed at and Zangief will be able to counter with a Final Atomic Buster. You
can use his Siberian Blast to keep away Wolverine if you like cause it works
well. If he comes in for the Knee Dive just hit him with your launcher because
he cannot get stunned. Despite the fact that he can't block he should give
Wolverine alot of trouble.Just use your Spinning Pile Driver whenever you get
the chance because it won't take much to kill him. This goes the same with
Zangief but he has a super armor and doesn't have the qualities Mech Zangief
has. But non the less he should work out fine as long as you can end you combos
with the Spinning Pile Driver the fight shouldn't last long.
Spider Man
Well you have limited options here. Spider Man is not a ground combo character
and relies stricty on air. Its pretty hard to win with this guy since the fact
that all his air moves basically will be overthrown by Wolverine's S.Roundhouse.
But if your far away throw a fierce web ball into a Maximum Spider if Wolverine
gets caught obviously. Try to punch out every last hit you can from Spidey cause
it will count. This will not be a easy fight for Spidey despite he is one of the
best combo characters in the game.
Strider Hiryuu
Well if Wolverine ever wanted someone to test his air and ground combo skills
then Wolverine have a run for his money. Strider Hiryuu is the second best combo
character in the game, but if he were to combo his supers as easily as Wolverine
then he would be tied for first. Well Strider's Sword gives him alot of priority
just like Cap's Shield but he doesn't lose his sword. Just keep jumping in with
his fierce but don't miss cause he'll pose for a split second which is more than
enough time for Wolverine to counter. Just keep dashing and comboing the crap
out of Wolverine. This should be an easy battle for Strider thanks to his sword.
Hulk
Well always use Hulk's S.Roundhouse against against any of Wolverine's jumping
attacks besides the Knee Stomp and put your air combos on. Whenever you see the
Knee Stomp coming always use the Gamma Crush o penalize him for being cheap. Use
Hulk's S.Jab alot, because not only will you chip away his life, but its also
stops his on coming ground combos and is very hard to counter. Also Hulk as a
super armor so take note of that. Other than that just ROLL!
Gambit
Well you have two options here: play keep away or be on the offensive. Gambit's
kinetic card is lightning quick and Wolverine will have a hard time doing much
about it. If you choose to be on the offensive use Gambit's OTG abilities alot
like comboing in the Royal Flush. Well that's about it.
Jin
Well practically all his moves have recovery time so you aren't given much
options. You should come down with Jin's Saotome Drill to muscle out Wolverine's
S.Roundhouse. Don't depend on his supers to be of much help except for the Great
Cyclone to stomp Wolverine's knee stomp and strike back with a fury, but
basically his supers will do serverely poor chipping damage.
Captain Commando
Well another ground combo character that should give Wolverine's ground combos a
run for his money. Although he wasn't meant for the air he can still do air
combos like Ryu. Just take note to use his Captain Sword immediately after his
laucher cause this super eats Wolverine alive. And always use the Captain Storm
to counter any of Wolverine's missed supers or certain attacks like the Drill
Claw. You can also play keep away with him because Captain Commando excels in
that category and will give Wolverine users a tough time. This is one of the
best characters to use against Wolverine.
Morrigan
Well she plays alot like Ken and she can play keep away all day. She can combo
well too but has some pretty good ground combos. She won't take any super
Wolverine gives her well because she doesn't take hits well either. You should
be on the offensive like coming in with the Shell Pierce or playing keep away
besides that just roll!!
War Machine
Take the fact that War Machine's S.Roudnhouse will dominate all of Wolverine's
attacks except the Knee Stomp. Just play keep away against Wolverine unless he
decides to jump in with his Knee Stomp and in that case use the War Destroyer!
Wolverine
Well you know what you cheap bastards should do.
Roll
Well Wolverine won't miss much of his attacks so this can be a problem. Just try
to play keep away with him. Always use your Bouquet to make him block high and
then dash with a combo that combos into a rush drill. This won't be an easy
fight so you might wanna switch out.
Shadow Lady
If you can anticipate it call Collosus right before the Knee Stomp hits and hit
him with a Big Bang Laser. You should consider using the Shadow Drill when
Wolverine is up close to chip his life away and push him back. If he's super
jumping use your Heat Seeking missles so incase he comes in with a Knee Stomp
this should stop his combos. It's also not a bad idea to use your missles all
day because they chip so well and they will follow Wolverine and stop him in a
middle of a combo.
Orange Hulk
Well he has no super armor and his strength has been reduced to Captain
America's strength but still is extremely deadly to Wolverine players. Orange
Hulk is fast and can easily be played like a spider man so use that to your
advantage. Use your Gamma Crush when Wolverine comes in for a combo. Basically
thats it.
Mega War Machine
Same concept as Mechanized Zangief. He he is just a Wolverine killer. Just play
keep away and use your strength to pound the living cheapnes out of Wolverine.
Hyper Venom
Well not much help here. Except the fact that he's a little faster than
Wolverine now. Use his symbiote shield when you see Wolverine coming in for a
combo. Try using your strong throw often because it'll plant Wolverine right in
front of you balled up in a web and should set you up perfectly for an air
combo. Venom's attacks are gonna be hard to counter because he's moving so fast
so use that to your advantage.
Lilith
Well you can say she plays like MSHSF Ken. Her fireball is useless as keepaway
and she really won't give back the hits she's taken. Use her Shining Blade when
Wolverine comes in for combos, but don't use it too often cause like all anti
air attack patterns, it becomes predictable. You might even have to block when
Wolverine comes in for a combo. Well I can't offer much on this since I've only
used her twice.
<--------------------------------------------------------------------------->
Recomendations
Okay I'm not the best speller but if you like MvC and want to play something
that comes close to it then here they are.
X-Men vs. Street Fighter
Marvel Super Heroes vs. Street Fighter
Marvel Super Heroes
The rest of the games I like are down here. They might not relate to Marvel vs.
Capcom but the come from the same company.
Marvel Super Heroes: WAR OF THE GEMS
(a real nice Super NES game, if you like Marvel Super Heroes, then this is your
game)
Darkstalkers 3
(another brilliant game, but this game is strictly ground combos, but everybody
has at least 4 supers and you can stock up to 99 guages!)
Street Fighter Collection Vol.1
(well what can I say? 2 classics and the U.S. release of SFA2G)
Every Megaman game from the NES to the SNES to GB to PSX
(hey I've been hooked on Megaman games since Megaman first came out 12 years
ago!)
Also if you have any questions about RPGs I'll take em! I love all FINAL FANTASY
games and your email will be answered within a day.
<--------------------------------------------------------------------------->
Special game notes:
If you have Cap. A. in your party, don't use your Team-up attack because Cap's
shield for some reason blocks your long distance super IF he is using the Hyper
Charging Star, any other super he has your welcomed to combo away with.
Be careful when switching out. Your player will always pose before taking
action. This lets the opponent time to use their super. Only use it when your
really low on life, when the opponent is super jumping or after your launcher.
Here is a sure victory if you know how to do it right, I prefer to call it
"ticking." Jump in at your opponent if you want or if they knock you down and
standing right next to you. When you get up do your characters magic series
crouching, like Ryu, Cap, Chun-Li, or any other character with a ground stronger
magic series. When you get up just perform your magic series like C.Short,
C.Foward, but stop right there and don't perform the Roundhouse, instead throw
'em. This works well with Ryu and Chun-Li because if they don't tech hit that
means you can pull off a beam super or have Chun-Li perform her Kiosho or
Thousand Burst Kick immediately, just be quick at cancelling into your super.
This way you'll score easy damage. But try not to get to predictable try using a
C.Jab then immediately throw 'em into your super as there stunned. Just mix up
your attacks, opponents except CPU are to dumb to try and counter. But if your a
combo type of guy just combo don't settle for being cheap. Remember way back in
SSF2 when you can just chain 7 C.Shorts woth Ryu with a rapid fire control pad?
Well the Magic Series is responsible for that because now you can only chain
your buttons together instead of rapidly jamming Shorts all day. If I was
beginner I try this and if your gonna be called cheap then who cares!!! Just as
long as you have your 50 cents with you and wasting other peoples' money then
its fine. Just be cauious though it's known to start fist fights!!!
Just one last note, I might be starting a Final Fantasy page soon giving info on
all the games so keep a look out at:
members.tripod.com/~dingo_j
Well that's it and happy gaming!!!
<--------------------------------------------------------------------------->
Well that's basically it about all I have to say on this FAQ. This is the
largest FAQ on the WWW that you'll find anywhere. I hope all you people have
took the time to read this FAQ because it would help alot on your gaming.
Everyone is always free to email me whether its critizm or comments or
questions. And as always good luck and happy gaming.
P.S. Use your 2 silver Washingtons wisely or else you'll have wasted them!!!
<--------------------------------------------------------------------------->
Special thanks to Ryu
[email protected]
All characters displayed are courtesy of Marvel(R) and Capcom(R) and are not to
be used for profit without the consent of either industry.
This FAQ serves no purpose economic wise and is used for people who want to
learn to play the game and cannot be sold or plagerized.
(C) 1998 Dingo
[email protected]



