____________________________________ | _ _ _ ___ __ ______ _ |TM || \ / | / \ | \ \ \ / /| _|| || ________________ || \/ | | | | |\ || | || | | || __-- ______________ ---_ || | / | \ | |/ / \ / | | | ||__ _-__--- ---\ \\ || | | || _ || \ | | | |_ | |__ |-_- ______ | || ||_|\/|_|/_/ \_\|_|\_\ \_/ |___||____||- _-- ----_ | // --------------//-/------------------___--_ __________/_ ______/__//____________ || | \-\ /----| ##/ ____ \/ ___ ____\/ ____ ____ _ _ |C // / \ \ /| |---###/ / __ \ / \ | _ \ / __ \ / __ \ | \_/ \ | || | \ \/ \ \_####|| / \_| //\ \ | | | | / \_|| / \ | ||| || || || | \ / \__ \#_#|| \____ //==\ \| |/_-| \____ | \__/ |// \_/\ \ | || | \/ |____/|_|#\\_____|// \_\|_|/ \\_____| \____/ || |_|| \\ \ N e w A g e##---------/---/---__/ ------------------------ \\ \ ### of #########__-/ __/ ___/ \\ \ ##H e r o e s#__-/ __/-___/ \\ \##########__-/ __/-___/ \\ \#####_-/ _/-___/ ______ \\ \_-/ __/- /_____________----- -_ // / /______________________-----/ _-/ // / / _-/ // / / _-/ // /_________________________________/ _-/ /_________________________________________/ ( title art by Hoang Nguyen ) [ game title ] marvel vs. capcom 2 ~new age of heroes~ faq [ revision # ] FINAL revision released on: july eleventh, 2000 [ system ] japanese sega dreamcast and usa arcade versions [ author ] chris macdonald [ e-mail: kmegura@yahoo.com ] [ updates at ] latest version at i.am/kao / www.gamefaqs.com Unpublished work Copyright 2000-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. All Capcom characters and series are (c) Capcom Co., Ltd. Strider is (c) Moto Kikaku. All Marvel characters are (c) Marvel Characters, Inc. With that out of the way, on with the FAQ.... ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - FAQ Notation - Basic Commands 2. CHARACTER MOVESLIST - Amingo - Iceman - Hiyakeshita Sakura - Anakaris - Iron Man - Sentinel - Blackheart - Jill Valentine - Shuma-Gorath - Bulleta - Jin Saotome - Silver Samurai - Cable - Juggernaut - Sonson - Cammy - Ken Masters - Spider-Man - Captain America - Kobun - Spiral - Captain Commando - Magneto - Storm - Chun-Li - Marrow - Strider Hiryu - Colossus - Morrigan Aensland - Thanos - Cyclops - Nash - Tron Bonne - Dan Hibiki - Omega Red - Vega - Dhalsim - Psylocke - Venom - Doctor Doom - Rockman - War Machine - Felicia - Rogue - Wolverine (MvC ver.) - Gambit - Roll - Wolverine (XvSF ver.) - Gouki - Ruby Heart - Zangief - Guile - Ryu - Mecha Zangief - Hayato Kanzaki - Sabretooth - Fighting Abyss - Hulk - Sakura Kasugano 3. SECRETS AND TRICKS - Enable the Hidden Characters, Stages, etc. - Dan's Secret Introduction - Pick Sakura's Win Poses - Beat Up Your Defeated Opponent 4. GAMEPLAY NOTES - The Life Gauge - The Hyper Combo Gauge - Blocking and Advancing Guard - Movement and Jumping - Throws and Tech. Hits - Getting Dizzy - Escape Rolls and OTG Hits - Types of Canceling - Chain Combos - Jumping Chains and Aerial Raves - Command Attacks and Overheads - Super Armor and Hyper Armor - Charge Move Tricks - You and Your Partners - Taunting 5. MISCELLANEOUS - Arcade / Dreamcast Differences - Downloading Files from Capcom of Japan's Page - Glitches and Bugs - Attack Rankings - Translations 6. AUTHOR'S NOTE - Special Thanks - Revision History ======================================================================== 1. INTRODUCTION ======================================================================== Hi there, and welcome to the final revision of my Marvel vs. Capcom 2 FAQ. I would like to stress that this guide is for the Japanese Sega Dreamcast version of MvC2, and while I have played the US arcade version quite a few times now, there are undoubtedly a number of differences between the various versions of MvC2. As of this writing, the US Dreamcast version of MvC2 is already out, and while I encourage readers to use this FAQ, be aware that you may encounter some stuff that has been changed from the Japanese version to the English one. For those of you who own the Japanese DC version and want to be able to use all the characters, colors, and stages, you'll need to download a save file. Try either of these: * . This file is at GameFAQs, and was made by CJayC. Unlike the file below, it's hacked and has all characters, costume colors, and stages enabled, including other stuff like same-character teams. * . This file is at Capcom of Japan's page, and it's updated every so often with new characters and stuff. You have to use your DC to get the file. Since I can't do this (I need a 33.6k modem), I have no idea how this works. Please don't ask me how to get these files and put them in your DC, I had a friend help me with the GameFAQs one, so I don't know how it's done. For those of you wondering what the plot of MvC2 is, I copied down the plot from the Japanese instruction manual: "Armor of Erosion. What should not be more than a fairy tale. What should not be awaken forever. But the end has come. Wheel of fortune resurrected it from limbo of legends. Hideous wave from the armor has mutated fishes, and unholy wind from the sea killed surface lives. "When doomful shadow covers hope, warriors join. In search of the Abyss, which is supposed to bring everything back to the Sea of Genesis." ....as you can see by this bit of story, Capcom's latest installment of the Vs. series is even more plotless (and badly-translated) than ever. It still makes for an interesting game, though. :) ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ This section outlines the basic controls for all characters: [ Controller Layout ] ------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Block Neutral Walk Forward / | \ db d df Crouch / Low Block Crouch Offensive Crouch Obviously, when facing left, the controls are reversed. :) [ Button Layout ] ----------------------------------------------------- LP HP PA Light Punch Hard Punch Partner Button A LK HK PB Light Kick Hard Kick Partner Button B This is the default arcade set up (which also happens to be mine since I'm using the excellent Ascii Pad Fighting Type controller--think a Japanese-style Saturn pad without the shoulder buttons. This controller was only released in Japan, but it's much better for fighting games than the pack-in controller. And it's Capcom-approved). ;) On the default Dreamcast controller, PA is the left trigger, and PB is the right trigger. The Start button pauses the game, which is why you have to use Start + LK (or MK) to taunt (they really should have done it the other way around, IMHO). In the arcade version, you need only press Start to taunt. Anytime the FAQ specifies that MP or MK is to be used, that means you have to use it in a chain combo, since Medium Attacks only come out if LP or LK is pressed during the animation of a Light Attack that hits or is blocked. For example, Zangief's Kuuchuu Headbutt is done by pressing u + MP when airborne. Since MP isn't a normally available button, you'd have to hit your opponent with a jumping LP or LK, then press u + LP. This is read by the game as "up + MP", resulting in Zangief headbutting his opponent. Similarily, since Zangief's launcher is a crouching MP, you have to hit your opponent with a standing or crouching LP or LK first, then crouch and press LP, which will be considered by the computer to be a crouching Medium Punch and will make him do his launcher attack. [ FAQ Abbreviations ] ------------------------------------------------- qcf / qcb - Roll (d,df,f) or (d,db,b) on the joystick. hcf / hcb - Roll (b,db,d,df,f) or (f,df,d,db,b) on the joystick. Charge - Hold in the first direction for 2 seconds, then press in the 2nd direction and press the listed button (P / K). Rotate 360 - Rotate the joystick in a complete circle. You can start and end the circle at any point (i.e. start at uf and end at uf, or b to b, etc.) The shorthand motion for this is f,df,d,db,b,ub or the reverse. P / K - Press any Punch or Kick button. PP / KK - Press any two Punch or Kick buttons. x~x - All possible ranges are allowed (for example, ub through uf, or LP through HP). (air) - The move can be performed while on the ground, or while in the air. Any move that can be performed in air can be done from the ground by adding ub~uf at the end, and pressing the button the moment you leave the ground (for instance, you could do Ryu's Tatsumaki Senpuu Kyaku as qcb,ub + K, or qcb,uf + K). Note that some air moves can be done just off the ground. For example, you could do Guile's Kuuchuu Somersault Kick as d,u [wait a moment], then press Kick. The superjump start is canceled by the Somersault Kick animation, and you get an aboveground attack). pushblock - Another name for Advancing Guard (press PP when blocking) s./c./j. - standing / crouching / jumping (referring to combos) sj. - super jumping a / B / y - Alpha / Beta / Gamma (referring to assist types) (movename) - Means I don't know the official name for the move. HC / DHC - Hyper Combo / Delayed Hyper Combo H / h - "H" means the move is hypercancelable (cancels into an HC) before or once it hits, "h" means the move can only be hypercanceled before it hits. Taunt - Press Start + LK / MK (for the DC), or just Start (if you're playing the arcade version). The Japanese name for this is 'Chouhatsu', and it appears that way in the button config. menu. Note that any time you are supposed to press a button in the FAQ, you can usually do it in the reverse (by releasing a button). For example, you could hold PP, rotate 360, and release to get Zangief's Final Atomic Buster. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air Advancing Guard While blocking, press PP (air) (can repeat) Dash Tap f,f / press PP Backstep Tap b,b / press b + PP Slide / Stop Movement Press d during a dash or backstep Dash Jump Press uf while dashing Super Jump Tap d,ub~uf (you can no longer superjump via KK) Universal Launcher df + HP / HK (depending), then ub~uf to superjump Escape Roll b,db,d + P / K when knocked down Chouhatsu (Taunt) Press Start + LK / MK (arcade ver.: just Start) Throws / Holds When close, b / f + HP / HK (depends on person) Mid-Air Throws When close, any dir. but d / u + HP / HK in air Tech. Hit (Escape) Any dir. but d / u + HP / HK when grabbed (air) Tech. Roll Attempt a Tech. Hit after a throw connects Hold Recovery Shake joystick and tap buttons when in a hold Variable Attack Press LP + LK / HP + HK to switch in PA or PB Variable Assist Press PA or PB Variable Counter b,db,d + PA / PB while blocking (Level 1+) Variable Combination Press PA + PB (Level 1+) Snapback qcf + PA / PB (Level 1+) Delayed Hyper Combo Do an HC during your own HC x2 (Level 2+) Partner Order Change Hold PA or PB before a battle (at the VS. screen) to make your 1st or 2nd partner switch places with the lead character. For more in-depth information on these commands, see Section 4 (Gameplay Notes). ======================================================================== 2. CHARACTER MOVESLIST ======================================================================== As the Arcade and Dreamcast versions of MvC2 have different default and hidden characters, I've decided to simply list them all here. It's also a lot easier to find the character you're looking for this way. The list is alphabetical, except for 'variant' characters, which are alway listed alongside their normal counterpart (like Sakura and Hiyakeshita Sakura). Moves are listed in this order: special moves, command attacks, then Hyper Combos. Afterwards is a chart that shows which move is performed during a Partner Assist, Variable Counter, or Variable Combination, depending on the Assist Type you selected (a=Alpha, B=Beta, y=Gamma). I tested the V. Counter information by hitting characters from across the screen with Cable's standing HP, so I can't comment on the number of hits for some of the V. Counters. For example, I know that Bulleta's Cheer & Fire and Hayato's Guren only hit once as a V. Counter, even though they look like they'd hit more times. After that is a list that contains the following information: Chain Combo Type: The type of chains you can use when on the ground, in the air, or during a super jump. A.Rave Launchers: Which moves will launch an opponent into the air, enabling you to follow after them with a super jump. A.Rave Finishers: Which moves cause a Flying Screen effect when done at the end of an aerial rave (super jumping chain). Flying S. Ground: Which moves cause a Flying Screen effect when used. Ground Throws: What throws that character has when on the ground. Mid-Air Throws: What throws that character has when in the air. Flying Attack: What normal attacks will lift an opponent off the ground, without launching them and leaving them on their feet when they land. Knockdown Attack: What attacks will knock an opponent to the floor. Variable Attack: What animation is used when you press LP + LK or HP + HK to switch in another character. Snapback Attack: What animation is used for that person's Snapback. Remember, the chain combos work differently, and I have chosen to express them with numbers. Here's what the numbers mean: 2 = Can go from LP / LK -> MP, MK, HP, or HK. (2 hits max.) 3 = Can go from LP / LK -> MP / MK -> HP / HK. (3 hits max.) 5 = Can go from LP -> LK -> MP -> MK -> HP _or_ HK. (5 hits max.) 6 = Can go from LP -> LK -> MP -> MK -> HP -> HK. (6 hits max.) The Punch to Kick and Kick to Punch chains have been nixed, as have the None chains (so everybody has a ground and air chain combo of some sort now). Don't mind the silly-sounding titles for each character--I got those from Capcom of Japan's page. The fact that my Japanese is pretty half- assed probably makes them sound goofier than they really are, so if anyone has any corrections, feel free to drop me a line. Also, I've translated some of the Japanese movenames to make it easier to read, but you can still find the original Japanese names in the 'Translations' section. ------------------------------------------------------------------------ AMINGO, Miraculous Plant-Man ------------------------------------------------------------------------ "Amingo is a 'Hito-shokubutsu' (plant person), a race that lives where the weather is gentle. An accursed wind is killing off any vegetation it sweeps across, and Amingo has set off on a journey to search for the wind's source." Kaze no Sakebi H qcf + P (air) Midori no Kanki H qcb + P Daichi no Kodomo (Tsukami) h qcb + K Daichi no Kodomo (Punch) h qcf + LK Daichi no Kodomo (Kick) h qcf + HK Taiyou no Megumi qcf + KK Shokubutsu no Okite qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: Life Up Fruit HP Midori no Kanki Taiyou no Megumi B: Defence Up Fruit HP Kaze no Sakebi Taiyou no Megumi y: HP Kaze no Sakebi HP Midori no Kanki Taiyou no Megumi Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching MP / MK] [df + HP / HK] A.Rave Finishers: HP,HK, Kaze no Sakebi Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Daichi no Kodomo moves are used, Amingo plants a little cactus child, which starts hopping towards his opponent, and then punches, kicks, or grabs onto them (Tsukami), accordingly. The children can only hop so far before getting dizzy and falling to the ground. Amingo can plant two cactus kids at any given time. They can be destroyed with special attacks, or with normal punches and kicks. Note that the Tsukami version is unblockable, and it does the most damage. - The Shokubutsu no Okite is blockable, and you can even jump over it, so connecting it is pretty difficult outside of a combo (it combos quite readily from Amingo's standing MP or MK, or from the first or second hit of his standing HP, or the first hit of his crouching HP). Anyway, if Amingo's opponent is hit by the flower that's moving along the ground, they are sucked into Amingo's body for damage. What's more, the flower cannot be destroyed. - Amingo's Alpha Partner Assist makes him give you a fruit which will restore a small amount of red (recoverable) life. The Beta Assist works the same way, but the fruit decreases the amount of damage you take from attacks by about 50%. Only you can pick up these fruits, not your opponent. ------------------------------------------------------------------------ ANAKARIS, Absolute God of Gold ------------------------------------------------------------------------ Miira Drop qcf + P (air) Cobra Blow H b,f + P (air) Hitsugi no Mai H d,d + P / K (air) Ouke no Sabaki h In air, qcf + K Seija no Ayumi b + LK Tenchuu b / f + HK Idainaru Bohi In air, f + K Seinaru Bohi In air, d + K Ooinaru Bohi In air, df + K Kuuchuu Dash In air, tap f,f / press PP Pharaoh Magic HK,LP,d,LK,HP (air) Pharaoh Illusion LP,LP,f,LK,HP Pharaoh Cobra Blow b,f + PP (air) Hitsugi no Utage d,d + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Cobra Blow HP Cobra Blow Pharaoh Cobra Blow B: HP Miira Drop HP Miira Drop Pharaoh Illusion y: HP Hitsugi no Mai HP Hitsugi no Mai Hitsugi no Utage Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: None. Mid-Air Throws: None. Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Ooinaru Bohi Snapback Attack: Standing HP - Although Anakaris has no throws, he can still Tech. Hit and Tech. Roll. He can also use Advancing Guard just like anybody else, unlike his Vampire Savior incarnation. - The Miira Drop is an unblockable attack, but the mid-air version will miss a grounded opponent, and in the same vein, you can't grab an airborne opponent with the ground Miira Drop. This move isn't comboable unless you're in the air. Although it comes out fast enough to be used at the end of combos, any character can avoid it by crouching, even when coming out of hitstun from previous attacks. On the other hand, the Miira Drop will grab any standing opponent (even Kobun). Although Anakaris' hands can be hit while he's waggling them around in air, he becomes invincible once this move connects, so if someone tosses a projectile your way, you can use an HP Miira Drop to reach past the fireball, grab them, and damage then while the fireball goes through you. You can OTG off the Miira Drop with a dashing c. HK, or in the corner of the screen, you can juggle with all kinds of stuff, such as a standing LK,MK,HK, LP Cobra Blow combo. Note that the Miira Drop won't hit someone transformed via the Ouke no Sabaki. Also, you can't spin the joystick for more damage, like you could in Vampire Savior. - In spite of all this, you'll want to use the Miira Drop as much as possible. It's Anakaris' major 'annoyance' moves, and it gives him the most Hyper Combo gauge power out of any character in the _whole game_. I can't think of anyone who can earn levels faster than Anakaris. If there's a drawback, your opponent earns less (but still a large amount) of HC power from being thrown around by Anakaris. - The Cobra Blow comes out fast, but it can only hit once the 'snake head' closes it's mouth, leaving Anakaris and his arms vulnerable to attack before and after the snake bites. For this reason, it's best used in combos. Note that the HP version only combos from a standing HP or HK attack. - The button used for the Hitsugi no Mai determines where Anakaris directs his falling coffin. LP is closet to you, then HP, then LK, and finally HK (which is furthest away). On the ground, Anakaris can't move until the sarcophagus hits something and starts going back up, but when superjumping, you can throw coffins as soon as you recover. This lets you throw coffins repeatedly to stay in mid-air (so as to avoid, say, a beam super), or just to pester someone with a continuous barrage of coffins. A coffin can negate a single projectile, but not a beam attack. - The Ouke no Sabaki is blockable, but if it hits an opponent, they are transformed into a little monster for a limited period of time. While transformed, they can only move back or forward, crouch, and jump. Pressing any button makes them worship Anakaris but this action can't hit and causes no damage ;) Most importantly a transformed opponent cannot block, allowing you to pile on damage with a free Hyper Combo or Variable Combo. Once you hit your foe, they will turn back--this also happens if you hit them with another Ouke no Sabaki. Although the potential for abuse is high, this move isn't comboable, and cannot hit someone close to Anakaris as the spirits he spits must 'grow' to full size before they can hit people. - The Seija no Ayumi is an overhead attack, as are Anakaris' "Bohi" moves. You can chain into and out of the Seija no Ayumi, and while you can't chain out of a Bohi move, you can interrupt it with a special move or Hyper Combo. - Anakaris' Kuuchuu Dash (along with Blackheart's) can cancel normal attacks if you perform it with PP after hitting with a normal attack (such as a jumping HP). Once you cancel into it, you can only use special moves or Hyper Combos while dashing. - The Pharaoh Magic is blockable, and the projectile thrown by Anakaris can be destroyed normally (by other fireballs, Zangief's Banishing Flat, etc.) It can be comboed into, but only from a close hyper canceled Hitsugi no Mai (which is suicidal), or by hitting someone with a HP Cobra Blow in the corner of the screen, then hypercanceling into the Pharaoh Magic. This is equally risky (as you can't combo into the HP Cobra Blow, or the Pharaoh Magic won't connect), but you can always Miira Drop your opponent into a corner, then juggle them with the HP Cobra Blow, and the Pharaoh Magic will still combo. If you do get this move to connect, you can always OTG your prone enemy, assuming they don't roll away. - During the Pharaoh Illusion, Anakaris turns into a giant version of himself, although only his upper body and hands appear. He remains this way for a very short period of time, or until any part of his body is hit (which is ridiculously easy for his opponent to do unless you combo into the startup animation, see below). You can attack with Anakaris' hands and control his body by doing the following: Left hand moves right (upper) Press LP Left hand moves right (lower) Press f + LK Left hand moves up (upper) Press u + LP Left hand moves up (lower) Press LK Left hand moves down Press d + LP Left hand moves diagonally downward Press df + LP Left hand moves diagonally upward Press uf + LK Body moves left or right Hold b / f - The same attacks can be done with HP and HK to control the right hand. Even if you're on the other other side of the screen when you do this move, HP and HK still control the right hand. Obviously you'd switch the controls, though (so technically, it would be f + LK to make the left hand move in from the lower part of the screen, and b + HK to make the right hand do the same thing). Note that when moving the body, releasing the direction makes Anakaris drift back to the center of the screen. Finally, all hand attacks do 10 points of damage (of course the damage will be reduced with multiple hits). - The startup animation of the Pharaoh Illusion can hit someone, and this is the easiest way to set up this move as you can juggle them with LP and HP hand slaps afterwards for tons of damage. You can combo into the startup animation with a dashing LP,MP (allowing you to input f,LK,HK to do the Illusion), but this only works against certain characters. Another method is to launch an opponent with a crouching HP, then quickly enter the command to juggle them with the startup animation as they fly into the air. - During the Pharaoh Cobra Blow, you can press the buttons to make Anakaris fire snakes from the top of his coffin (LP) all the way down to the bottom of the coffin (HP). To use this move effectively, you need to learn the ranges at which to use this move. The best time to use it is when Anakaris has his back to the corner of the screen, and his opponent is right next to him. This is because the snakes hit more times the further out they are allowed to travel (and they stop travelling once they hit the edge of the screen). If you fire all four snakes at the same time, or alternate between two sets of snakes (such as LP+LK and HP+HK), you can rack up an insane amount of damage, as long as you time the snake firings (it's not that hard). This even works in the air, although you should fire one snake to 'snag' your opponent, then start firing the rest. One of the great things about getting the snakes to extend fully is that a 'vacuum' effect is created which sucks your opponent towards you for even more hits and damage. - The other ideal time to use the Pharaoh Cobra Blow is when your opponent is in the corner, and you are right next to them. Since the snakes have nowhere to go, they rush out and retreat very quickly. Although this means less damage, you can also fire them faster. For this method, no timing is involved, just mash the buttons like crazy. This gets you lots of damage, but not as much as the above method. Obviously, you can use the PCB at other times, but if there is too much space between your opponent, you can't even get all the snake heads to combo (or else, they won't combo for very much damage), and if you're near but not right next to the corner of the screen, the snakes can't extend out very far or retreat very fast, also resulting in low damage. - The Hitsugi no Utage is generally a very useless combo, as it's easily blockable, and can't hit someone in the far corner of the screen. On the other hand, with proper positioning, you can get all of the coffins to combo together for 99 points of damage. This requires your opponent to be in the corner, and you have to be a certain distance away. Another option is to do this combo: c. HP, s-jump straight up LP,LK,MP, LP Cobra Blow, Hitsugi no Utage Against some, but not all characters, the Utage coffins will combo for insane damage. Against other characters, only some of the coffins will combo, and against others, none of them will hit. For more detailed info., you may want to read my Anakaris FAQ, available at the two fine sites listed at the top of the FAQ (game faqs and my own site). ------------------------------------------------------------------------ BLACKHEART, Prince of Hell ------------------------------------------------------------------------ Dark Thunder H hcf + P Inferno H hcb + P Kuuchuu Dash In air, tap f,f / press PP Kuuchuu Backstep In air, tap b,b / press b + PP (extended dash / backstep) Tap f,f, hold f / tap b,b, hold b Armageddon qcf + PP Judgment Day qcb + PP (air) Heart of Darkness qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Dark Thunder LP Dark Thunder Judgment Day B: HP Inferno HP Inferno Heart of Darkness y: Standing MP Standing MP Armageddon Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: MK Flying S. Ground: Heart of Darkness Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / Crouching MP / HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Crouching MP - The LP Dark Thunder will hit twice (for more damage), if you're further away from your opponent. The HP version can hit twice as well, but I don't know what determines this. - Blackheart's HP and HK attacks will nullify projectiles. The HP demons will siphon life from an opponent after they hit for a few moments, while the HK demons leave a challenger immobile. The more demons that hit, the longer either effect is in place. You can escape from the HK demons by shaking the controller and mashing the buttons, as if you were stuck in a hold. - Blackheart cannot be hit while dashing or backstepping while on the ground. You can make him move further backward or forward by holding b or f during a backstep or dash. - I once got a good deal of damage off of the Heart of Darkness (I think it was close to 70 points)--anyone know a sure-fire way to do this? ------------------------------------------------------------------------ BULLETA, Loveling Hunter (B.B. HOOD outside of Japan) ------------------------------------------------------------------------ Smile & Missile (Joudan) H Charge b,f + P Smile & Missile (Gedan) H Charge b,f + K Happy & Missile Charge d,u + P Cheer & Fire (Jou Houkou) H f,d,df + P Cheer & Fire (Yoko Houkou) H f,d,df + K (air) Shyness & Strike H qcb + P Tell Me Why d,d + KK Malice & Mine db + HK Surprise & Hop f + HK Tricky Basket b / f + HP Stumble & Blade Press b / f + HP during a dash / backstep 2 Dan Jump Press ub~uf (x2) Cool Hunting qcf + PP Beautiful Memory hcf + KK Hyper Apple For You hcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Smile & Missile HP Smile & Missile Cool Hunting B: HP Cheer & Fire HP Cheer & Fire Cool Hunting y: HP Shyness & Strike HP Shyness & Strike Cool Hunting Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK, Malice & Mine Knockdown Attack: Crouching HK Variable Attack: Jumping HK (no mine) Snapback Attack: Stumble & Blade - It really says 'Loveling' (raburin) for Bulleta's title. It's not a typo ;) - You can use the Tell Me Why to move under attacks, and to move behind an opponent. - The Hyper Apple For You changes (and does much more damage) when done up close. - As a Variable Counter, Bulleta's Cheer & Fire only hits once. - All of Bulleta's command attacks are cancelable, save for the Stumble & Blade. ------------------------------------------------------------------------ CABLE, Mercenary Soldier from the Future World ------------------------------------------------------------------------ "Cable came from our world's future and is the son of Cyclops. He is a mercenary with remarkable abilities, such as his Hyper Weapon which he wields at will!" Viper Beam H qcf + P, tap P to change beam (air) Crackdown H qcf + K Psi-Charge hcb + P (only hits when close) Electrap H qcb + K, hold K to delay (air) Scimitar H f,d,df + P (turning kick) f + HK (gun fire) Tap HP rapidly Hyper Viper qcf + PP, tap P to change beam (air) Time Flip qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Viper Beam LP Viper Beam Hyper Viper B: HP Scimitar HP Scimitar Hyper Viper y: LK Electrap LK Crackdown Hyper Viper Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Crouching HP (either hit) Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - During the Viper Beam or Hyper Viper, you can tap P to make the beam jerk up and down to cover more of the screen. Alternatively, while tapping P, you can hold up or down to make the beam arc upwards or downwards (and you can switch between the two if you like). However, directing the beam (or just letting it go all over the place) can influence the damage, usually resulting in lower damage for the Viper Beam and lower (or higher) damage for the Hyper Viper. - The Crackdown does less damage from afar, as only the 'wave' part will hit for minor damage. - After a successful Psi-Charge, Cable will stand still and his arm will light up. He'll remain this way until you move or press any button. This move gives you a _lot_ of HC energy when it connects, but it also awards your opponent a lot of HC energy as well. Plus, it can be blocked. - An opponent hit by the Electrap is momentarily unable to move. If you hold K, the move is delayed for a period of time, or until you release K. This move won't stun someone if the actual projectile misses and only the field hits. - When you press HP to fire your gun, the part where Cable draws his gun can actually hit, resulting in a 5-hit combo (gun draw plus four shots fired). Cable will remain with his back turned if you fire less than four shots. - If you're close enough to Cable and are crouching, his Hyper Viper will miss. Imagine how fun it was to have my opponent do a triple- Cable Variable Combination, and none of them hit ;) - You can attack your opponent during the Time Flip. The range on this move can be deceiving though, since at it's maximum range, the other Cable won't attack even if he touches his opponent. You have to be a bit closer than you'd think for it to connect. During this HC, Cable cannot use the Hyper Viper or any partner-related move. - All of Cable's command attacks are cancelable. ------------------------------------------------------------------------ CAMMY, Entranced Fighting Doll ------------------------------------------------------------------------ Axle Spin Knuckle H qcf + P Cannon Drill H qcf + K (air) Cannon Spike H f,d,df + K Cannon Strike H In air, qcb + K Cannon Revenge H hcb + P Hooligan Combination qcb + K... (press P to cancel) Combination Cannon Strike H ...press K when in the air Cross Scissor Pressure ...press P when near an airborne foe Fatal Leg Twister ...press P when near a crouching foe Razor Edge Slicer H ...do nothing and allow yourself to land 2 Dan Jump Press ub~uf (x2) Steel Slicer b + HK Spin Drive Smasher qcf + KK Reverse Shaft Breaker qcb + KK Killer Bee Assault qcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Cannon Spike LP Cannon Spike Spin Drive Smasher B: HK Cannon Drill HP Cannon Drill Spin Drive Smasher y: HP Axle Spin Knuckle HP Axle Spin Knuckle Killer Bee Assault Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK, Cannon Strike Flying S. Ground: Reverse Shaft Breaker Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Swing Knuckle (close standing HP from XvSF) - Cammy can only hypercancel off of the Cannon Strike if it's done during a superjump. - The Cannon Revenge is a counter move. If Cammy is struck while flashing, she takes no damage and responds with a Cannon Spike-ish attack (if LP is used), or her crouching HP (if HP is used). While the crouching HP knocks your opponent into the air (and they don't recover until they hit the ground), you can't super jump after them like you can during a normal crouching HP launcher. - When you perform the Hooligan Combination, you can cancel the move by pressing P when in air (you can't do anything else until you land, though), or do nothing and allow Cammy to land, where she will do a slide kick that must be blocked crouching. Pressing K while in air makes her perform a Cannon Strike; unlike the normal version, both strengths do the same amount of damage (14 points on your average character), and they don't knock an opponent down. What's worse, due to the recovery lag, you can't combo off of a Combination Cannon Strike, either. - The two throw follow-ups to the Hooligan Combination are unblockable. Which one you get depends on whether or not your opponent is in the air or is crouching. If you grab them by their head or while they're in air, you get the Fatal Leg Twister. If you grab them below their midsection or while they're crouching, you get the Cross Scissors Pressure. - Cammy's Steel Slicer is cancelable. - The Killer Bee Assault will home in on an opponent. Cammy is invincible to beam supers and some other attacks during this move; but on the other hand, so is her opponent while being knocked around, meaning that if you do this in a Variable Combination, your other partners attacks may not hit during Cammy's Killer Bee Assault. ------------------------------------------------------------------------ CAPTAIN AMERICA, Fighting American Spirit ------------------------------------------------------------------------ Shield Slash H qcf + P (air) Charging Star H qcf + K Stars & Stripes H f,d,df + P Zenten hcb + P 2 Dan Jump Press ub~uf (x2) (heel kick) In air, d + HK (aerial kick) In air, u + HK (double kick) Press MK,MK Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Shield Slash LP Shield Slash Hyper Charging Star B: HP Stars & Stripes HP Stars & Stripes Hyper Stars & Stripes y: HK Charging Star HK Charging Star Hyper Charging Star Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Heel Kick, Aerial Kick Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP (only with shield equipped) Knockdown Attack: Crouching HK Variable Attack: Heel Kick Snapback Attack: Standing HK - The LP Shield Slash does more damage the further away you are from your opponent (in air, this applies to either strength). Conversely, the Charging Star does more damage the closer you are. - If the Shield Slash is blocked or if it misses, then the Captain's shield will not return to him. Without the shield, he cannot use the Shield Slash, and all his Punch attacks do less damage (except for the standing and jumping LP, which don't use the shield). Also, Stars & Stripes inflicts less damage (although all other moves, including the Hyper Stars & Stripes, still do roughly the same amount of damage). He can reclaim his shield simply by walking over it. If the screen is scrolled away from the shield, it will fly out of the air after a while and land in the Captain's hand. - The Zenten can be used to move behind an opponent, and to go through projectiles and other attacks (even Hyper Combos)! You can be thrown during this move, though. - The Charging Star can negate normal projectiles, but only if the Captain has his shield. Furthermore, upon passing through a projectile, the range and speed of the Charging Star is reduced. - Similarily, the Captain can pass through projectiles with the Hyper Charging Star, but with no loss in speed or range. He can go through HC projectiles, but the speed and range are drastically reduced. For instance, against the Beat Plane, he is slowed down by the multiple hits, and will not get close enough to hit Rockman unless he was relatively close by when the Beat Plane started, in which case he'll be able to push through eventually). - Note, though, that without his shield, the Hyper Charging Star cannot go through anything at all (even normal projectiles). It still has it's start-up invincibility, though. ------------------------------------------------------------------------ CAPTAIN COMMANDO, Capcom World's Greatest Hero ------------------------------------------------------------------------ Captain Fire H qcf + P (air) Captain Corridor H qcb + P Captain Kick qcb + K Captain Strike (Sho) qcf + LK Captain Strike (Genity) qcf + HK Captain Strike (Hoover) qcf + LK + HP Captain Sword qcf + PP Captain Storm qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Captain Fire HP Captain Fire Captain Sword B: HP Captain Corridor HP Captain Corridor Captain Sword y: HK Captain Kick HK Captain Kick Captain Sword Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing HK] [Crouching MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When using the Commando Strike, LK calls Shou, a ninja who does a jumping downward sword slash. HK calls out Genity, a mummy armed with knives who flies across the screen (low enough to hit jumpers but not to hit standing opponents). Using LK+HP summons Hoover, a baby who fires a missile at his enemy. While any of your allies are on screen, you cannot use your Hyper Combos, although you can combo off your allies' attacks. Note that Hoover's missile can be stopped by hitting it with a projectile. - Believe it or note, the Captain Sword always does the same amount of damage (40 points) when used against a grounded opponent, no matter how many hits you get. You have to hit an airborne opponent in order to get more damage than that. Howver, if you're not careful, hitting someone in air will only do minor damage (12 points on average). - After Captain Commando's crouching HK, you can hit your falling opponent with a crouching LK,MK, or make up a combo of your own. - Captain Commando's HP throw have four random results; either Sho, Genity, or Hoover will attack, or the Captain will electrify his foe and kick them away, just like his MK and HK throws. The interesting thing about this is, since your allies are on screen, you cannot use a Hyper Combo just after any of the "ally" throws. Furthermore, if one of your allies is already on screen when you do a throw attempt (for example, you call Genity, then attempt a MP or HP throw), you'll always get the electrifying type. - Like all holds, you can tap the buttons and wiggle the joystick during the electrying hold move to do more damage. ------------------------------------------------------------------------ CHUN-LI, Beautiful Police Detective ------------------------------------------------------------------------ Kikou Ken H hcf + P Sen'en Shuu H hcb + K Tenshou Kyaku H f,d,df + K Hyakuretsu Kyaku H Tap K rapidly (air) Kaku Kyaku Raku db + HK Reishiki Kikou Ken f + HP Yousou Kyaku In air, d + HK (can repeat) Kaku Yoku Da In air, f + HK Kuuchuu Dash In air, tap f,f / press PP Sankaku Tobi Jump ub against a wall, press uf / f 3 Dan Jump Press ub~uf (x3) Kikou Shou qcf + PP, tap buttons rapidly Senretsu Kyaku qcf + KK, tap K rapidly Hazan Tenshou Kyaku f,d,df + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Kikou Ken HP Kikou Ken Kikou Shou B: HK Tenshou Kyaku HK Tenshou Kyaku Hazan Tenshou Kyaku y: HK Sen'en Shuu HK Sen'en Shuu Senretsu Kyaku Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK Flying S. Ground: Senretsu Kyaku Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt, Reishiki Kikou Ken (2nd hit) Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Reishiki Kikou Ken - Chun-Li's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks and must be blocked high. - The Reishiki Kikou Ken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - During the Kikou Shou, Chun-Li is completely invincible. - Chun-Li seems to have lost her Shichisei Senkuu Kyaku (the mid-air super from MvC). Why, I dunno. ------------------------------------------------------------------------ COLOSSUS, Iron-Skinned Man ------------------------------------------------------------------------ Giant Swing h qcf + P, rotate 360 repeatedly (air) Power Tackle (Forward) H qcf + LK (air) Power Tackle (Diagonal) H qcf + HK (air) (side body press) In air, f + HP Super Dive qcf + PP, d + P / K to dive early (air) Super Armor qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Power Tackle LK Power Tackle Super Dive B: HK Power Tackle HK Power Tackle Super Dive y: Standing HK Standing HK Super Dive Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Side Body Press Flying S. Ground: Giant Swing Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HP - Although the Giant Swing is blockable, if it hits, you can spin the joystick repeatedly to make the move do more damage. This move can be comboed from a crouching HP, but you have to be really close to do it (considering the lag, this is not too easy to pull off without your opponent smacking you). An easier method is to use a helper to attack your opponent from one side while you leap over them, then do the crouching HP. - Either type of Power Tackle can negate projectiles, but in that case you don't continue forward and the move ends, unlike Captain America's Charging Star. - The Diagonal Power Tackle goes upward when done on the ground, and downwards when done in the air. - The Power Dive can hit both on the way up (for 10 points vs. an average character), and on the way down, even against an opponent lying on the floor (for 40 points). It's hard to arrange both hits since your opponent has to be right above you, but at least in air combos, all you have to do is hold f or uf while super jumping and you'll be close enough to get the hits even after a long chain of punches and kicks. If the first hit connects, an opponent can't escape roll out of Colossus' path, but unless you dive early (see below), then your opponent will have enough time to stand up and block or take other counter measures. - The Power Dive can be controlled somewhat. When done on the ground, you can press d + P / K after Colossus has risen up to a certain point to make him dive. In the air (since he's already well above ground), you can press d + P / K anytime after doing this HC (even right after), to make Colossus Dive. Probably the best application of this is if you hit someone on the way up with this move, since you can then dive immediately for another hit, instead of waiting for him to fly up further (which leaves your opponent plenty of time to block or move out of the way). This really improves Colossus' combo ability--for example, here's an example corner combo done vs. Cable: Standing HK, sj. uf + LP,LK, LK Power Tackle, Power Dive, d + P / K This combo does 96 points of damage! Pretty nuts considering how simple it is. All you have to do is make sure that you don't hit d + P / K too early (or the first hit of the Power Dive will miss), or too late (or else your opponent will recover before you hit them). - Once you've performed the Super Armor HC, Colossus gains Hyper Armor (yes, _Hyper Armor_, in spite of the name of this move) for a limited period of time (see the Gameplay Notes section for more details on how this works). If there's a drawback to having Hyper Armor for a set amount of time, it's when you're wading through an attack and the armor suddenly wears off. On the other hand, the damage from beam attacks goes back to normal (It took a Shinkuu Hadou Ken doing 40% damage to Colossus to make me realize he had Hyper Armor) ;) - Colossus' standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ CYCLOPS, X-Men's Command Leader ------------------------------------------------------------------------ Optic Blast H qcf + P (air) Optic Hold hcb + HP when close (ub~db / uf~df aims) Optic Sweep H f,df,d + P Rising Uppercut H f,d,df + P, tap P rapidly Cyclone Kick H qcb + K Rapid Punch H Charge b,f + P, then tap P / K rapidly Running Neckbreaker Drop Charge b,f + K 2 Dan Jump Press ub~uf (x2) (leg flip throw) db + HK when close (optic bullet) Press HP while standing or crouching (double kick) Press HK,HK (alternate attacks) In air, d + LK / MP / MK / HP / HK Mega Optic Blast qcf + PP, tap buttons rapidly (air) Super Optic Blast qcf + KK, tap buttons rapidly (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Optic Blast LP Optic Blast Mega Optic Blast B: HP Rising Uppercut HP Rising Uppercut Mega Optic Blast y: HK Cyclone Kick HK Cyclone Kick Mega Optic Blast Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP / HK] A.Rave Finishers: HP,HK, any alternate attack but d + LK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MK Knockdown Attack: Crouching HK Variable Attack: Jumping d + HK Snapback Attack: Standing HK - The LP Optic Blast hits twice from up close. - The Optic Sweep can hit twice, but only against a floored opponent. - The Optic Bullet is just a normal move, so you can fire it and cancel into any other attack while it's hitting. It's a useful setup for any of his long-range attacks. - You can direct Cyclops' Optic Hold; just hold in any direction immediately after it starts. The directions are reversed, too, so holding up-back _or_ down-back makes him fire them up-back. - The second hit of the Cyclone Kick must be blocked crouching. - The Running Neckbreaker Drop is unblockable. - When used, the Super Optic Blast "locks on" to your enemy. You can direct it in any of 8 directions by using the joystick, though. If the blast hits the floor, walls, or corners, it rebounds in the opposite direction. ------------------------------------------------------------------------ DAN "THE MAN" HIBIKI, Teacher of Saikyo-ryuu ------------------------------------------------------------------------ Gadou Ken H qcf + P Kouryuu Ken H f,d,df + P Dankuu Kyaku qcb + K (air) Premium Sign H qcf + K Zenten Chouhatsu qcf + Taunt Kouten Chouhatsu qcb + Taunt Jump Chouhatsu In air, press Taunt Shinkuu Gadou Ken qcf + PP Hisshou Burai Ken qcb + KK Kouryuu Rekka qcf + KK Chouhatsu Densetsu qcf,qcf + Taunt Otoko Michi HP,LK,b,LP,LP (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Gadou Ken HP Gadou Ken Shinkuu Gadou Ken B: HP Kouryuu Ken HP Kouryuu Ken Kouryuu Rekka y: HK Premium Sign HK Dankuu Kyaku Hisshou Burai Ken Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Most characters can crouch beneath the Dankuu Kyaku. Did you know that the third hit of the HK version only does 1 point of damage? ;) - It seems as if Dan's Kouryuu Kens flash at a set rate in MvC2 (most of the time this seems to work, but sometimes there are exceptions). Anyway, Dan will flash for every fourth Kouryuu Ken that you do (so if you do two in a row, then one later on, then one after that, that's the one that will flash). Unlike a normal Kouryuu Ken, the flashing variety has total invincibility and will go through any attack. Switching characters 'resets' the count (so you have to do four more to get your next flash), and it doesn't matter if the Kouryuu Kens miss or are blocked, or if you do other specials or HCs). - In the case of a Beta Dan, the Kouryuu Ken count is kept if you switch out (so if you do 3 Kouryuu Kens with Beta Dan, then switch out, using Beta Dan for your assist or Variable Counter will make him flash). It doesn't work the opposite way though (if you do two assists with Beta Dan, then bring him in, doing two more Kouryuu Kens will not make him flash--you have to do four of them in all. Now you can actually incorporate the flashing Kouryuu Kens into your strategy, since they're easy to pull off, for once. - When the Premium Sign is used, Dan takes out a picture of himself, autographs it, shows it to his opponent, then throws it at them. The LK version makes the sign fly forward and arc down to the ground, while the HK version makes it fly further forward and arc up into the air. This move can hit during the showing of the sign as well, and it has _very_ high priority during this time and will stop most incoming attacks. Once thrown, it can negate normal projectiles, but the sign itself can be stopped by projectiles or even normal punches and kicks! - Dan still has the secret Premium Sign finish from MSHvSF as well. If you kill your opponent with a thrown Premium Sign, you'll get the flashy background effects that normally only show up when you kill somebody with a Hyper Combo. This also works if you use a Gamma Assist-Dan to kill your opponent (but remember, you have to hit with a thrown Premium Sign--it won't work if your enemy is hit while Dan's showing his picture to them). - Dan gains HC energy from any of his taunt moves, except the Chouhatsu Densetsu. And yes, you can stick the Chouhatsu Densetsu in the middle of a Delayed Hyper Combo, and it totally rocks. For some reason, he has lost his crouching taunt (the same animation is used in the rolling taunts, so what gives? That's Capcom for ya). The rolling taunts give the most power, the standing gives less, and the jumping taunt gives the least amount of power. - Dan's Kick Throw isn't a launcher, but nothing prevents you from jumping after your opponent and air comboing them. - The Shinkuu Gadou Ken now has the weird property of knocking an opponent away for the last few hits, makingg it hard to get in the full amount of hits. On the other hand, Dan recovers before the Shinkuu Gadouken ends, so you can use this property to juggle your opponent in the corner of the screen. You can even have more than one Shinkuu Gadou Ken on screen at the same time. - The Otoko Michi is unblockable. It's now the most damaging HC in the game (100 points of damage normally, comapared to say, 70 points for the Shun Goku Satsu). I've heard you can get even more damage by tapping the buttons rapidly, but that didn't work for me (never was good with mashing). I don't know anyone who has gotten more damage out of it themselves either, so this may just be a rumor. Of course, Dan's still left with one point of life left (and no recoverable life), so you can't even block special moves or Dan will die. Nonetheless, Dan sure kicks ass. Yahooey! ------------------------------------------------------------------------ DHALSIM, Yoga Master ------------------------------------------------------------------------ Yoga Fire H qcf + P (air) Yoga Flame H qcb + P Yoga Blast H qcb + K Yoga Smash hcb + HP when close Yoga Teleport f,d,df / b,d,db + PP / KK (air) Fuyuu qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP Drill Zutsuki In air, d + HP Drill Kick In air, d + LK / MK / HK Yoga Inferno qcf + PP, direct d / u (air) Yoga Strike qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Yoga Fire HP Yoga Fire Yoga Inferno B: LP Yoga Flame HP Yoga Flame Yoga Inferno y: LK Yoga Blast HK Yoga Blast Yoga Inferno Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: LK Drill Kick Snapback Attack: Standing HK - Dhalsim's limbs automatically extend if you're far away or contract if you're close by. This is pretty handy, but you have to make sure you're rather close if you want to use the shorter version of his Punch or Kick attacks. - He has an automatic teleport that kicks in whenever he's knocked into the air and is not currently being hit. He'll reappear right where he was a moment later. - Dhalsim can teleport repeatedly in the air. - Dhalsim's Fuyuu lets your him fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Fuyuu again. Doing the Drill Kicks or Drill Zutsuki ends this move, as does the Yoga Teleport. - You can cancel a weaker Drill Kick into a stronger one (yes, Dhalsim still has three strengths--after hitting with any light attack (even an LK Drill Kick), pressing d + LK results in the MK Drill Kick). Any Drill Kick can be canceled into a higher strength attack (say, an LK Drill Kick could be followed by a mid-air MP, MK, HP, or HK attack, a MK or HK Drill Kick, or the Drill Zutsuki). - The Yoga Strike is an air throw that only hits mid-air opponents. An easy way to connect it is to launch your opponent, pause for a moment, then do the Yoga Strike. - You can tap the buttons and wiggle the joystick during the Yoga Smash to do more damage. This move will miss (and the Yoga Flame will come out instead), if your opponent is crouching. If you mash fast enough, the move does insane damage (49 points, which is more than his Yoga Inferno and 1 point less than the Yoga Strike)! You'll know if you're doing it right as Dhalsim will noogie his opponent super fast. ------------------------------------------------------------------------ DR. DOOM, Iron-Masked Dictator ------------------------------------------------------------------------ Plasma Beam H qcf + P (air) Photon Shot H hcb + P (air) Molecular Shield H hcb + K, tap buttons rapidly Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (laser gun) In air, press HP (foot dive) In air, d + HK Electric Cage qcf + PP Sphere Flame qcf + KK Photon Array hcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Photon Shot HP Photon Shot Photon Array B: HK Molecular Shield HK Molecular Shield Sphere Flame y: HP Plasma Beam HP Plasma Beam Electric Cage Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing MP - The Molecular Shield can hit both while Dr. Doom is summoning rocks and while they are moving forward. It can also destroy projectiles when forming and when flying forward. Note that the rocks can only be destroyed once they are flying forward. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do either his HK or d + HK attack. - Personally, I find the easiest way to get the full allotment of hits from Doom's jumping HP (the laser gun), is to use the Hikou. That way you won't fall down and have the move end prematurely when you fire. - All of Dr. Doom's command attacks are cancelable. ------------------------------------------------------------------------ FELICIA, Dreaming Cat Woman ------------------------------------------------------------------------ Rolling Buckler H qcf + P Rolling Slide H Press K during Rolling Buckler Rolling Uppercut Press HP during Rolling Buckler Neko Punch Press LP during Rolling Buckler Sand Splash H qcf + K Cat Spike H f,d,df + P (only LP is hypercancelable) Delta Kick f,d,df + K (air) Hell Cat hcb + K (only hits when close) Pussy Stlash b + HK Wall Clutch Jump ub against a wall, hold ub / b Sankaku Tobi Neutral position after Wall Clutch (wall slide) Jump ub against a wall, hold db (delayed wall slide) Keep holding ub / b after Wall Clutch Dancing Flash qcf + PP Hyper Sand Splash qcf + KK Please Help Me qcb + KK, tap K rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Delta Kick HK Delta Kick Hyper Sand Splash B: HK Sand Splash HP Cat Spike Hyper Sand Splash y: HP Cat Spike HK Sand Splash Hyper Sand Splash Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Crouching MK - The Rolling Buckler hits for one point of damage. Pressing LP during this move makes you do a punch attack (okay, 'Neko Punch', according to Felicia) ;) Pressing HP gives you the normal uppercut finisher, while K makes you do a low kick that must be blocked low. The thing about the HP uppercut is that its' strength is determined by the strength of the Rolling Buckler. So qcf + LP,HP gives you a weak uppercut, and qcf + HP,HP gives you a strong one that does more damage. Also, you can combo any of the finishers from the Rolling Buckler itself, but you have to be quick or Felicia will bounce away after she hits. - Yes, that's the real name for Felicia's b + HK attack. According to the Dash Taisen Vampire Savior Technique Guide, Capcom says "stlash" is a cat-word. I think these guys have too much time on their hands. Anyway, this move is cancelable on either hit. - To do Felicia's Wall Clutch, you must jump ub into a wall, then press ub or b again (holding in a direction before you reach the wall doesn't work, unlike other characters Sankaku Tobi moves). Once she grabs the wall, you can release the controller to make her leap off the wall (the Sankaku Tobi), or you can press db to make her slide down--release db at any time to make her leap off the wall. The same thing occurs if you hold ub or b to cling to the wall and then wait--she will start to slide down. Alternatively, you can jump ub against a wall and press db to make her immediately start sliding down the wall, if you wish. - You can tap the buttons and wiggle the joystick during Felicia's HK hold to do more damage. ------------------------------------------------------------------------ GAMBIT, Hero with a Dark and Secret Past ------------------------------------------------------------------------ Kinetic Card H qcf + P (air) Trick Card H qcb + P Cajun Slash H f,d,df + P / LK + HP Cajun Escape Charge d,ub~uf + P, then b / f + P in air Cajun Strike Charge d,ub~uf + K Royal Flush qcf + PP Cajun Explosion (Forward) qcf + KK Cajun Explosion (Backward) qcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Kinetic Card HP Kinetic Card Royal Flush B: LP Cajun Slash LP Cajun Slash Royal Flush y: Crouching HP Crouching HP Royal Flush Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - An opponent hit by the Kinetic or Trick Card is momentarily stunned and can be hit before they fly away. Against characters with Super Armor, the LP version will not connect when done out of the blue, but the HP version of either move will. - During the Cajun Strike or Cajun Escape, you can charge ub or uf to make Gambit leap to that wall. Normally (when you just use d,u) Gambit leaps to the wall in front of him. While in air, you can press in the opposite direction upon touching a wall to jump across to the opposite wall before attacking. - Using the qcf + KK version of the Cajun Explosion makes Gambit leap to the wall opposite him; the qcb + KK version makes him cling to the wall behind him. If you do this move but can't land on a wall (i.e. you don't move far enough back or forward), then you'll land without wasting any HC power. - You can tap the buttons and wiggle the joystick during Gambit's HK hold to do more damage. ------------------------------------------------------------------------ GOUKI, Man with the Ultimate Fist (AKUMA outside of Japan) ------------------------------------------------------------------------ Gou Hadou Ken H qcf + P Zankuu Hadou Ken H In air, qcf + P Tenma Kuujin Kyaku H In air, qcf + K Gou Shouryuu Ken H f,d,df + P Ashura Senkuu f,d,df / b,d,db + PP / KK Tatsumaki Zankuu Kyaku H qcb + K (air) Jigoku Guruma hcb + HK when close Zugai Hasatsu f + HP Senpuu Kyaku (ground) f + HK Senpuu Kyaku (jumping) In air, u + HK Mae Geri In air, u + MK Messatsu Gou Hadou qcb + PP, tap buttons rapidly Messatsu Gou Shouryuu qcf + PP Messatsu Gou Rasen qcf + KK Tenma Gou Zankuu In air, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP (Level 3) partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Gou Hadou Ken HP Gou Hadou Ken Messatsu Gou Hadou B: HP Gou Shouryuu Ken HP Gou Shouryuu Ken Messatsu Gou Shouryuu y: HK Tatsumaki Zankuu K. HK Tatsumaki Zankuu K. Messatsu Gou Rasen Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Zankuu Hadou Ken Flying S. Ground: Messatsu Gou Rasen Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Zugai Hasatsu (hits once; not an overhead) - You can only hypercancel out of the Zankuu Hadou Ken if you do it during a super jump. - The Zugai Hasatsu is an overhead attack and must be blocked high. - The Shun Goku Satsu is unblockable. - The Jigoku Guruma will miss (and the Tatsumaki Zankuu Kyaku will come out instead), if your opponent is crouching when you attempt it. ------------------------------------------------------------------------ GUILE, Soldier who Left the Air Force ------------------------------------------------------------------------ Sonic Boom H Charge b,f + P Somersault Kick H Charge d,u + K Kuuchuu Somersault Kick H In air, tap d,u + K Knee Bazooka b + LK Rolling Sobat b + HK Straight b + HP Spinning Back Knuckle f + HP Reverse Spin Kick f + HK Jump Chop In air, u + HP (splits kick) In air, u + LK (angled kick) In air, u + MK Sonic Hurricane qcf + PP Somersault Strike qcb + KK Crossfire Assault In air, qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Somersault Kick HK Somersault Kick Somersault Strike B: HP Sonic Boom HP Sonic Boom Sonic Hurricane y: HP Sonic Boom HK Somersault Kick Sonic Hurricane Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Flying Chop, Crossfire Assault Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: None. Knockdown Attack: Crouching HK (either hit) Variable Attack: Jumping HK Snapback Attack: Spinning Back Knuckle - All of Guile's command attacks are cancelable, except for the Knee Bazooka and Rolling Sobat. None of his moves are overheads, though. ------------------------------------------------------------------------ HAYATO KANZAKI, Burning Prize Money Earner ------------------------------------------------------------------------ Shiden H qcf + P Guren H f,d,df + P (air) Byakko Hou b,f + PP (only hits when close) Plasma Combo: Suzaku Ranbu b + LP,LP,LP,LP Plasma Combo: Kegon 1 b + LP,LP,HP,HK,LP (then press LP) Plasma Combo: Kegon 2 b + LP,LP,LP,HK,LP (then press LP) Plasma Combo: Guren 1 b + HP,LP,HP,HP,HP Plasma Combo: Guren 2 b + HP,LP,HP,LK,HP Dokuryuu Press HP while dashing Souryuu Press HP during Dokuryuu Hien f + HP Dai Oiuchi Kougeki In air, d + HK Rasetsu Zan qcf + PP Engetsu qcf + KK Plasma Field qcb + KK (air) Black Hayato LP,HP,b,LK,HK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shiden HP Shiden Rasetsu Zan B: HP Guren HP Guren Engetsu y: HP Shiden HP Guren Engetsu Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK (2nd hit animation) - The Byakko Hou is unblockable. A hit opponent is knocked into the air, where they can be attacked. - Using the Dokuryuu (or Souryuu) makes you switch sides with your opponent. - Capcom ported over Hayato's Plasma Combos from the Star Gladiator series, and now they're pretty powerful. For one thing, you can cancel out of the attacks into specials or HCs. The kick attack in the Plasma Combos must be blocked low, while the last hit of the 'Kegon' combos is an overhead and must be blocked high. - For the 'Kegon' combos, pressing LP after the last horizontal slash makes Hayato do a jumping attack--time it too late and it will miss. Alternately, you can just stop the combo there and link a normal attack, into a chain combo, into an aerial rave. For example: (in the open) Kegon 1/2 (5 hits), Dokuryuu. Kegon 1/2 (5 hits), crouching HP, aerial rave. (corner combos) Kegon 1/2 (5 hits), jumping LK,MK,(HP Guren),Plasma Field Kegon 1/2 (5 hits), step forward, c. LK, s. MK, c. HP, aerial rave. - Ganymede sent in a cool combo created by Araya that goes something like this: jump in LK,HK, dashing LP,LP,f+HP, then b+HP,LP,HP,HP, anything. - Ganymede suggests doing the Black Hayato HC as the last move in this combo. This combo is cool because it illustrates the usefulness of the Hien--mainly, that you can do it, then link into another attack, like Hayato's b+HP Plasma Combo opener, as well as his standing or crouching LP, or even a Shiden! - Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma Field), and no, it can't hit someone on the ground ;) - When you perform a Variable Counter and have Gamma or Beta Hayato come in to do the Guren, they will come out as Black Hayato instead, and then change to normal upon landing. They'll also turn back if they're hit out of the move or you hypercancel into the Plasma Field. - Straight from Plasma Sword comes Hayato's Plasma Field HC. This move does a small amount of damage, and if it hits, Hayato will start flashing blue. For a limited period of time, he has infinite HC energy, and can even use his Level 3 Black Hayato move repeatedly. However, he can't use his Plasma Field while discolored, nor can he use a Variable Attack or Variable Combination. He can still switch out with a Variable Counter, but in that case the Plasma Field bonus ends. This move can be blocked, but is still considered 'activated' if you hit someone with Super or Hyper Armor. - The Black Hayato HC is blockable. ------------------------------------------------------------------------ HULK, A Giant with Mysterious Strength, Able to Destroy Mountain Ranges ------------------------------------------------------------------------ Gamma Slam H qcf + P Gamma Tornado H hcb + P (only hits when close) Gamma Charge (Taichi) H Charge b,f + K (then K or dir. + K) Gamma Charge (Taikuu) Charge d,u + K (then K or dir. + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP, move b / f partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Gamma Slam LP Gamma Slam Gamma Wave B: LK Gamma Charge f LK Gamma Charge f Gamma Crush y: LK Gamma Charge uf LK Gamma Charge u Gamma Quake Chain Combo Type: [Ground 2] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: MP,HP,HK Flying S. Ground: Gamma Tornado Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing MP,MK,HP,HK / Crouching HK Knockdown Attack: None. Variable Attack: Jumping LK Snapback Attack: Standing HP - The Gamma Tornado can be blocked. To hypercancel out of this, you must do it the moment the Tornado hits (it will do zero damage, though). - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Crush can hit on the way up. If it does so, your enemy is knocked to the ground, and you're guaranteed the hits (unless you press b to make Hulk move away). However, the Gamma Crush will hit less times and do less damage overall. - The Hulk has Super Armor when on the ground (see the Gameplay Notes section for more details on how this works). - All of the Hulk's normal punches and kicks cause block damage. - Hulk's standing HP, HK, and crouching HP and HK can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ ICEMAN, Hot yet Cool Guy ------------------------------------------------------------------------ Ice Beam H qcf + P (air) Ice Avalanche H qcf + K (air) Ice Fist qcb + P (iceball throw) In air, d + HP (downward slash kick) In air, d + HK Arctic Attack qcf + PP, tap buttons rapidly? (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Ice Beam LP Ice Beam Arctic Attack B: LK Ice Avalanche LK Ice Avalanche Arctic Attack y: LP Ice Beam LK Ice Avalanche Arctic Attack Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP, HK, Downward Slash Kick Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HP Variable Attack: Jumping MK Snapback Attack: Standing HP - The HP version of the Ice Beam goes diagonally up-forward when done on the ground, and down-forwad when done in the air. - You can break the Ice Avalanche ball with projectiles. - When the Ice Fist is used, Icman melds a large ball of ice to one of his arms. This increases the damage of all your Punch attacks (except his crouching HP), does block damage, and can be used to stop projectiles (just punch at them and the ball will negate them). However, the iceball breaks after your Punch attacks hit or are blocked three times. - Iceman can block certain attacks without taking damage. But surprise, surprise, it's not just 'beam' or 'energy' attacks. There's a whole load of stuff that he takes no block damage from, including: Anakaris: Ouke no Sabaki, Hitsugi no Mai, all his HCs. Blackheart: Dark Thunder, Inferno, Armageddon, Heart of Darkness. Bulleta: Smile & Missile, Happy & Missile, Cheer & Fire, Cool Hunting, Hyper Apple For You (far range or blocked). Cable: Viper Beam, Hyper Viper. C.Commando: Captain Fire, Captain Corridor, Captain Sword. Chun-Li: Reishiki Kikou Ken, Kikou Ken, Kikou Shou. Cyclops: Optic Blast, Optic Sweep, both HCs, also the 'eye blast' ending of Rising Uppercut and Rapid Punch. Dan Hibiki: Gadou Ken, Shinkuu Gadou Ken. Dhalsim: Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno. Dr. Doom: Plasma Beam, Photon Shot, Photon Array, Electric Cage. Felicia: Sand Splash, Hyper Sand Splash. Gambit: Kinetic Card, Trick Card, both of his HCs. Gouki: Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou Hadou, Tenma Gou Zankuu. Guile: Sonic Boom, Sonic Hurricane. Hayato: Engetsu. Hulk: Gamma Slam, all HCs (except the 'hand' hit of the Gamma Quake). Iceman: Ice Beam. Iron Man: Unibeam, Repulsor Blast, Smart Bomb, Proton Cannon (except for the physical hit with the cannon barrel). Jin S.: Saotome Dynamite, Blodia Punch (not Jin's fist, though), Blodia Vulcan. Juggernaut: Earthquake Punch (except for 'hand' hit part). Ken M.: Hadou Ken. Kobun: Kobun Fire. Magneto: E-M Disruptor, Magnetic Blast, both of his HCs. Marrow: Bone-merang, both HCs. Morrigan: Soul Fist, Soul Eraser, Silhouette Blade. Nash: Sonic Boom, Sonic Break. Psylocke: Psi-Thrust, Kochou Gakure. Rockman: Hyper Rockman. Roll: Hyper Roll. Ruby Heart: Fant?me, Supremacion, Milles Fant?mes, Pare-tonn?re, Tour de Magie. Ryu: Hadou Ken, Shinkuu Hadou Ken. Sabretooth: Armed Birdie, Hyper Armed Birdie. Sakura K.: Hadou Ken, Shinkuu Hadou Ken (either form). Sentinel: Plasma Storm. ShumaGorath: Mystic Stare. S. Samurai: Raimei Ken, Hyouga Ken, Homura Ken. Sonson: All her SCs. Spider-Man: Web Ball. Storm: Whirlwind, Double Typhoon. Strider H.: Formation B, Ouroboros. Thanos: Death Sphere, all his SCs. Vega: Psycho Shot, Psycho Field, Psycho Explosion. Venom: Venom Rush, Death Bite. War Machine: Repulsor Blast, Smart Bomb, War Destroyer. Wolverine: Fatal Claw. Zangief: Banishing Flat, Vodka Fire (in Mecha Zangief form). Abyss #1: Trident (splash part, not the actual trident), Blue Sparks, both HCs (Stomach Blast and Green Rain). Abyss #2: All of his attacks except the Green Bubbles. Abyss #3: The Ground Flames, Arm Pound Column, Horizontal Flames, and his Horizontal Flames SC. - I personally find the number of things he can block without taking damage to be ridiculous. I mean, come on, especially for Blackheart, Bulleta, Thanos and Anakaris, that's just a way overbalanced match in Iceman's favor. ------------------------------------------------------------------------ IRON MAN, Golden Knight Flying Through the Sky ------------------------------------------------------------------------ Unibeam H qcf + P (air) Repulsor Blast H hcb + P Smart Bomb H Press (b / f +) LK + HP (air) Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP Missile Press HP while crouching (knee dive) In air, d + HK (upward kick) In air, u + HK (directed laser) In air, uf~df + HP Proton Cannon qcf + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Unibeam LP Unibeam Proton Cannon B: HP Repulsor Blast HP Repulsor Blast Proton Cannon y: Standing HK Standing HK Proton Cannon Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: f / d + HP, HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP,HK (2nd hit) Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - When you use the Smart Bomb, holding back or forward decreases or increases the range of the bombs. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do his Knee Dive. However, you can't use the Knee Dive during the Hikou if you are too close to the ground. - I sat down and tested out both Iron Man and War Machine to find any differences aside from the obvious stuff (missiles over lasers, etc.), and discovered the following, with some help from contributors: * Iron Man's Unibeam does more damage than the Shoulder Cannon, but the damage decreases the further away you are, unlike the Shoulder Cannon. * Iron Man's Proton Cannon does better damage, and does only slightly less damage (or slightly more, depending), when you combo it off the 'hit' animation of the actual Cannon. It does worse damage the further away you are, though. On the other hand, War Machine's Proton Cannon does consistant damage no matter where you are, but instead of 'catching' an opponent for maximum hits, the opponent my bounce off the stream of missiles (this effect can also occur when you combo it off of the hit animation). * Iron Man's standing and crouching HK, as well as his crouching LP, do less damage than those same attacks for War Machine. * Not only does Iron Man's crouching HP Missile do less damage than War Machine's crouching HP Laser, but it can't negate multiple projectiles the way WM's laser can. However, the damage is consistent no matter where the Missile is fired from, unlike WM's laser, which gets weaker the further away you are. * Combo-wise, it's easier to connect with Iron Man's launcher in combos. Dashing LP,MP,HK or LK,MK,HK works with him, but won't combo with War Machine. * In a similar vein, you can do a crouching MP into the Proton Cannon, but this won't combo when attempted with War Machine. * Obviously the animation for Iron Man's Repulsor Blast and Smart Bombs are different, but is there any tactial advantage to this? I couldn't see any difference in range, speed, or damage, myself. ------------------------------------------------------------------------ JILL VALENTINE, One who Returned Alive from the Nightmare ------------------------------------------------------------------------ Kinsetsu Sentou A H qcf + P (air) Ousen Shageki hcb + P, tap P when Jill starts firing Grenade Launcher H f,d,df + P (hold P to delay) Kinkyuu Kaihi A h qcb + K Kinkyuu Kaihi B H qcf + K Sliding d + HK Kinsetsu Sentou A+ qcf + PP (air) Rocket Launcher qcf + KK CODE: T-002 qcb + KK (can then use End of Tyrant) End of Tyrant qcf + K while Tyrant is laughing partner assist variable counter variable combination ------------------------------------------------------------------- a: Life-Up HK Kinkyuu Kaihi A Rocket Launcher B: HP Kinsetsu Sentou A HP Kinsetsu Sentou A Kinsetsu Sentou A+ y: Grenade Launcher HP Grenade Launcher Rocket Launcher Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HK - If you hold HP when you do the HP Kinsetsu Sentou A, Jill will begin to glow. The longer she glows, the more hits and damage this move will do when you release HP. The increase rate is about one hit added for each second charge (so charge it for nine seconds and it will hit nine times). The charging will end if you do an LP Kinsetsu Sentou A, any of her Hyper Combos, or any Variable moves. - The Kinsetsu Sentou A can also go through fireballs, but not all of them. I was able to cleanly go through one of Spiral's knives, but not Roll's Roll Buster. - The Ousen Shageki is a counter-attack move. If Jill is hit while flashing, she will take no damage, and attempt to push her opponent away. If she is successful, she follows up by firing some rounds into her victim (if you tap P, she'll finish off by disposing of her used-up clip after the 10th hit). This move can stop standing and crouching attacks, but is not very effective against jumping attacks since the 'push' part may miss. Note that the damage increases for each shot fired _except_ the last hit; it goes back down to 14 damage. So always stop at nine shots for the most damage (21 damage total). - When you use the Grenade Launcher, the grenade normally explodes in mid-flight. However, if you hold down the button used, the grenade will not explode until it is further along in it's trajectory, or until you release P. - When you perform the LP Kinkyuu Kaihi A, a zombie will walk out onto the screen. If the zombie reaches your opponent, it will much on them for minor damage and give you a chance to attack your foe while they're occupied. If you attack the zombie with any move (you can even use the Kinkyuu Kaihi B, although in that case the dog or bird will not hit your opponent, just the zombie), it will fall forward-- if it's close enough to your opponent, it latches onto their foot (this must be blocked low). Note that the zombie will fall back without attacking if you use any Variable move or any Hyper Combo. This also happens if your opponent attacks the zombie (they can even be knocked back with normal punches and kicks). - The HP Kinkyuu Kaihi A summons a flaming zombie, who cannot be knocked down by you, and will remain on screen even if you use any Variable moves or Hyper Combos. Instead of latching onto an opponent, it simply bumps into them, then falls back down. Your opponent can knock away either zombie with normal attacks, special moves, etc., but against the flaming zombie, you're likely to trade hits). - Both zombies are unblockable, unless you're already in a blocking animation. Think of it like trying to throw someone who is in block stun; you can't do it. So if a zombie is coming at you, and Jill throws a light punch from across the screen, you will still go into your block animation even though she's nowhere near you. If you go into your block animation right as the zombie reaches you, you'll block them and they fall backward. - The Kinkyuu Kaihi B summons a Cerebus dog (LK) or a crow (HK). Both of them can be hit by your opponent (with normal moves or special attacks), to prevent them from attacking. - For either version of the Kinkyuu Kaihi A or B, you cannot use that move twice in a row, but you could, for example, summon a zombie, then call out the Cerebus dog or a crow. - During the very last part of the CODE: T-002 Hyper Combo, the Tyrant poses and laughs. At this time, you can input qcf + K to perform the End of Tyrant HC, in which Jill fires a single blast from her Rocket Launcher. Although the command only uses one Kick button, it still costs a full level to use. When the Tyrant blows up, your opponent will be caught in the resulting explosion for minor damage (7 points for an average character). - During Jill's Alpha Assist, she may either give you a Green Herb, which restores some recoverable life, or a Green and Red Herb, which will restore a greater amount of lost life. ------------------------------------------------------------------------ JIN SAOTOME, the Soldier Riding the Weapon, Blodia ------------------------------------------------------------------------ Saotome Typhoon H Charge b,f + P Saotome Dynamite H Charge d,u + P Saotome Crush H hcb + K (only hits when close) Saotome Fire While taunting, tap P / K rapidly Saotome Diving In air, press d + HK Saotome Shine Occurs when you have 40 pts. of life left Blodia Vulcan qcb + PP Blodia Punch qcf + PP Saotome Cyclone qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Saotome Typhoon HP Saotome Typhoon Saotome Cyclone B: HP Saotome Dynamite HP Saotome Dynamite Blodia Punch y: Standing MP Standing MP Blodia Punch Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP Flying S. Ground: Blodia Punch Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,MK,HK / Crouching MK,HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Crouching HP - The LP Saotome Tornado hits more times from up close, while the HP version can't get full hits (5 total), unless you do it from far away. If you do get full hits, you can even combo into the Blodia Vulcan. This move is very useful in combos because you can do a combo like c.LP, c. MP, do an LP Saotome Tornado, and right as the third hit connects, hypercancel into the Blodia Punch or Saotome Cyclone for lots of damage. - Jin has limited invincibility during the Saotome Dynamite. - Another neat thing about the Saotome Dynamite is that it can cancel out of the ending animation of another Saotome Dynamite or the Saotome Cyclone. So after doing a Dynamite, you can charge down and press u + P (or just u if you're holding P) once you see Jin's 'getting dressed' flash to immediately do another Dynamite. Or if you've just done the Saotome Cyclone, you can hit someone off the ground by canceling the end animation into a Saotome Dynamite. - The Saotome Crush is blockable. Luckily, you can combo into it from a standing or crouching LK. If you try to hit someone on the ground with this (say, after a crouching HK), they will roll backward, which is a useful way to get someone in the corner. Just don't do the c. HK from too close or they'll roll through you when you do the Crush. You can hypercancel out of this move, but you must do it the moment Jin grabs his opponent. - An opponent can be injured by the Saotome Fire once flame is coming off of Jin's back. - You can get more hits from the Blodia Punch if Jin is closer to his opponent (since his fist actually hits), and if his back is close to the edge of the screen (since the Blodia's arm will hit while moving). - Jin's Saotome Diving hits three times, and even be used in aerial raves now. You can combo off of it upon landing, assuming you don't do it too early. - Since the screen resets to Jin's location when you use the Blodia Vulcan. Unlike as in MvC, this move can kill a character if their life is low enough. You can actually combo into this move, but only off of the 5th hit of an HP Saotome Typhoon (meaning you must do it from relatively far away), or from a launcher. To do it with a launcher, Jin must have his back near the edge of the screen (even if you're in the middle of the playing field), and his enemy must be fairly close to him. - Jin can now do full aerial raves, since only his HP causes the 'flying screen' effect now. - When Jin is the last surviving character and has less than 25% of his total life gauge (this includes recoverable damage), he will pose for a moment at his first opportunity to stand still. Once he poses, he will start glowing. While glowing, he has Super Armor while on the ground (see the Gameplay Notes section for more details on how this works). His attack power also increases, just as if he'd gotten a Power Up Orb from Ruby Heart. - You can actually pick which color he'll glow, depending on what button you chose him with originally: * If you selected him with LP, he'll glow yellow * If you selected him with PA, he'll glow pink * If you selected him with LK or PB, he'll glow green * If you selected him with HP or HK, he'll glow blue Obviously, if you both try to pick green or blue, the first person to select that color gets it, while the other gets the unselected color. - You can tap the buttons and wiggle the joystick during Jin's HK hold to do more damage. - Jin's Medium and Hard attacks do block damage (this includes his d + HK slide and the Saotome Diving). - Jin's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). - The kanji on Jin's back read 'uchuu ichi'. This literally comes out as 'space one', but more likely means "number one in the universe", or something along those lines (like Mai's "nippon ichi" win pose). ------------------------------------------------------------------------ JUGGERNAUT, An Uncontrollable Tank-like Warrior ------------------------------------------------------------------------ Juggernaut Punch h hcf + P Juggernaut Body Press hcf + K (air) Earthquake Punch H f,df,d + P Cyttorak Power-Up f,d,df + PP (double fist punch) f + HP Juggernaut Headcrush qcf + PP, tap buttons rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Earthquake Punch HP Earthquake Punch Juggernaut Headcrush B: HP Juggernaut Punch HP Juggernaut Punch Juggernaut Headcrush y: HK J. Body Press HK J. Body Press Juggernaut Headcrush Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] [Standing HP (vs. an airborne opponent)] A.Rave Finishers: HP,HK Flying S. Ground: Juggernaut Punch Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Double Fist Punch Knockdown Attack: Crouching MK Variable Attack: Juggernaut Body Press Snapback Attack: Double Fist Punch - Juggernaut has Super Armor while on the ground (see the Gameplay Notes section for more details on how this works). - Juggernaut cannot use the dashing jump (uf while dashing). - The Juggernaut Punch cannot be canceled into the Juggernaut Head Press once it hits, but that's only because it has a Flying Screen effect. If you hit someone off the ground with the Juggernaut Punch, you don't get that effect, so you can hypercancel into it after it hits. - Once the Cyttorak Power-Up is performed, Juggy will glow red until he makes an attack (whether it hits or misses). Whatever attack he makes will do increased damage on the first hit only. Interestingly enough, the Power-Up will end if you do a throw (even though normally, throw damage is not increased), but not if you do a Snapback (again, the damage will not increase in this case, either). - The Double Fist Punch can no longer be used as a launcher, but it is still cancelable. - Juggernaut's standing HP, HK, and crouching HP and HK can go through Super Armor, as will his Double Fist Punch (his opponent will go into hit stun). ------------------------------------------------------------------------ KEN MASTERS, King of Fighting Clad in Violent Flames ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Shouryuu Ken H f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Zenpou Tenshin qcb + P Mae Geri In air, u + MK Senpuu Kyaku In air, u + HK Inazuma Kakato Wari f + HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap K rapidly Shippuujinrai Kyaku qcb + KK, tap K rapidly partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Shouryuu Ken HP Shouryuu Ken Shinryuu Ken B: HP Hadou Ken HP Hadou Ken Shouryuu Reppa y: HK Tatsumaki Senpuu K. HK Tatsumaki Senpuu K. Shouryuu Reppa Chain Combo Type: [Ground 2] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Hadou Ken Flying S. Ground: Shinryuu Ken Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,MK,HK / Crouching MK,HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - Ken's Zenpou Tenshin is not his old roll from the SFA games, just his dashing animation given a new command. You can use it to move behind opponents, but it won't go through attacks. - The Inazuma Kakato Wari is an overhead attack and must be blocked high. - If the Shippuujinrai Kyaku is blocked or it misses, Ken will stop attacking at a certain point. - You can tap the buttons and wiggle the joystick during Ken's HK hold to do more damage. ------------------------------------------------------------------------ KOBUN, the Unreliable One out of Forty Faithful Henchmen ------------------------------------------------------------------------ Kobun Fire H qcf + P, hold P to charge (air) Bull Mover H qcf + K Engo Kougeki (Tosshin!) qcb + LP Engo Kougeki (Tsukami!) qcb + HP Engo Kougeki (Kuubaku!) qcb + K (exploding paper plane) qcf + Taunt (can hold), direct d / u Chuushoku Rush qcf + PP King Kobun qcf + KK, move b / f, attack with P / K Hyper King Kobun Done during a (B) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Engo Kougeki LP Engo Kougeki Chuushoku Rush (a) B: HP Kobun Fire HP Kobun Fire Hyper King Kobun y: LP Kobun Fire LP Kobun Fire Chuushoku Rush (y) Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing HP / HK] [df + HP] A.Rave Finishers: HP,HK, Kobun Fire Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HP / HK Variable Attack: Jumping HK Snapback Attack: Crouching HP / HK - Charging the Kobun Fire gives it more range and more attack power. Charge it too long, though, and Kobun will spit out a tiny gout of flame for very low damage. If this move is done in air, Kobun will float down while the move is being charged. - The Bull Mover goes through Super Armor, so a hit opponent will reel instead of just flashing. - An opponent hit by the Engo Kougeki (Tsukami!) is momentarily stunned. Doing this move on a stunned opponent causes the incoming Kobun to miss. Although you can attack your enemy while stunned, if you wait, the clinging Kobun will run back with a red crystal that you can collect to gain back a small amount of life. - Any kobun summoned by the Engo Kougeki can be knocked away with special moves, or just punches and kicks. - Normally when you perform the Exploding Paper Plane, it explodes. If you hold the button(s) you used to do this move, the explosion is delayed and the plane will fly forward. You can direct it up and / or down (if you direct it into the ground, it vanishes). After reaching it's maximum distance, or when you release the button used, the plane flickers and explodes. During this time it no longer moves forward, but can still be moved up or down. You can combo off of the plane by throwing it, then getting close to your enemy and attacking. - There are some strange controller-related properties of this move, however. For one thing, it can be performed with Start, not just Start + LK or Chouhatsu. In that case, unpausing the game ends the move, unless you press and hold Start to unpause the game. If you set a button to 'Chouhatsu' and use that to perform this move, then Start and LK will have no effect, although you can hold Start, then release Chouhatsu to keep the plane from exploding (and vice versa). - The Chuushoku Rush will be performed differently depending on what Assist type you chose (this applies to using it on your own, not in a Variable Combination). If you picked Alpha (a), you get the standard variety, with all the Kobuns running by while they get their trays filled. The Beta (B) version has them falling down from the sky one after another, while the Gamma (y) version makes them leap and fly across the screen. You can knock aside the Kobuns with attacks, but unless you can hit multiple opponents, the rest will get you. If you do two Alpha Chuushoku Rushes against each other, all the Kobuns are knocked away (it looks like a scene from 'Braveheart'). :) - Kobun has Hyper Armor during the King Kobun and Hyper King Kobun. During the King Kobun, Kobun is invincible during the startup animation. - During the King Kobun, each time you swing the hammer, your timer gauge goes down a bit. So it's best to not keep swinging the hammer unless you know you'll hit. - When Kobun's life is low, smoke starts escaping from his head. When he's defeated, he lies on the ground for a while, then explodes into a bunch of little red crystals. If you're his opponent, you can walk over the crystals before they disappear to gain back some lost life. If you're one of Kobun's members, running over the crystals won't do anything (since you won't have any recoverable life), but at least it prevents your opponent from getting them ;) - This guy takes lots of damage from attacks, and most of his move do squat against his opponents, but man, his size makes up for it. For example, even if you're hit by Sakura's Midare Zakura, some of the punches will miss because you're so small. Now that's cool. ------------------------------------------------------------------------ MAGNETO, Ruler of the Magnetic Field ------------------------------------------------------------------------ E-M Disruptor H hcf + P (air) Hyper Gravitation H hcb + K (air) Magnetic Force Field H hcf + K Magnetic Blast H In air, u,uf,f + P Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (angled kick) In air, d + LK Magnetic Shockwave qcf + PP Magnetic Tempest qcf + KK, tap buttons rapidly? (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP E-M Disruptor HP E-M Disruptor Magnetic Shockwave B: LK Hyper Gravitation LK Hyper Gravitation Magnetic Tempest y: Crouching HP Crouching HP Magnetic Tempest Chain Combo Type: [Ground 2] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing MP] [Crouching HP] [df + HP] [Standing HK (second hit)] A.Rave Finishers: HP,HK Flying S. Ground: Magnetic Shockwave Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / Crouching MP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Hyper Gravitation is used, Magneto sends out four balls of energy that, if they aren't blocked, grab an opponent and drag them back to Magneto's location, allowing him to get in a free hit on his helpless challenger. After a moment, though, the Hyper Grav balls will vanish. You can't use this move after killing an opponent (no Hyper Grav balls will come out). - If Magneto is attacked while his force field is showing during the Magnetic Force Field, he will either make his force field pulse (using LP), or fire a single Magnetic Shockwave (using HP). The HP version does more damage, but can't hit opponents behind Magneto like the LP forcefield can, plus it's a lot slower (you can even trigger the counter, then attack Magneto or move out of the way before he Shockwaves you). In any case, this move only works against physical attacks and not projectiles. It can stop standing, jumping, or crouching physical attacks, though. - You can always perform the Magnetic Blast on the ground, since you'll automatically jump into the air when you input the command. You still can't stick it in ground combos, though ;) You can only hypercancel out of this move if you do it during a super jump. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. - Magneto's HP throw (on the ground or in the air) leaves an enemy trapped in a metal casing momentarily. - Magneto's HK throw can be directed downward when done on the ground, and up or down when done in the air. ------------------------------------------------------------------------ MARROW, Angry New Addition to the X-Men ------------------------------------------------------------------------ "She is an angry mutant raised in a world of darkness. She uses the bones that emit from her body as substitutes for weapons!" Bone-merang H qcf + P (air) Ride & Slash hcb + P (air) Ricochet Slash H qcb + K Towering Spine H f,d,df + P Sankaku Tobi Jump ub against a wall, press uf / f 2 Dan Jump Press ub~uf (x2) Stinger Bones qcf + PP Bone Burst qcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Bone-merang HP Bone-merang Bone Burst B: HP Towering Spine HP Towering Spine Bone Burst y: HK Ricochet Slash HP Ricochet Slash Stinger Bones Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Stinger Bones Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MK Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Bone-merang is used, LP throws it straight forward, and HP throws it diagonally up-forward (done on the ground) or diagonally down-forward (if done in the air). The range is pretty shallow on the diagonals, though. - The Ride & Slash is blockable, sad to say. - Keep an eye out for a win pose where Marrow tosses a Bone-merang at your TV screen ;) ------------------------------------------------------------------------ MORRIGAN AENSLAND, Succubus Living for the Moment throughout Eternity ------------------------------------------------------------------------ Soul Fist H qcf + P (air) Shadow Blade H f,d,df + P (air) Vector Drain hcb + P (only hits when close) Shell Kick In air, qcb + K Shell Pierce In air, d + HK Kuuchuu Dash In air, tap f,f / press PP Vernier Dash (Upward) In air, tap f,uf / press u + PP Vernier Dash (Downward) In air, tap f,df / press d + PP Necro Desire f + HK Mysterious Arc db + HP (also d + HP in US arcade ver.) Soul Eraser qcf + PP, tap buttons rapidly Darkness Illusion qcf + KK (air) Silhouette Blade f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shadow Blade HP Shadow Blade Silhouette Blade B: HP Soul Fist HP Soul Fist Soul Eraser y: HP Soul Fist HP Shadow Blade Silhouette Blade Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] ([df + HP only in US arcade version]) A.Rave Finishers: HP,HK, Soul Fist Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - The Vector Drain is unblockable. - The Shell Kick cannot be hypercanceled into her Darkness Illusion, but you can combo off of it, making it useful as a jump-in attack preceeding a ground combo. - You can interrupt the Vernier Dash with an attack, just as with a normal air dash. - The Darkness Illusion hits more times if done in air, but does slightly less damage. - That little flashy thing you see on Morrigan's hand during the Silhouette Blade is the Ring of Isis, the same family heirloom that Lilith was trying to get in Vampire Savior. - Morrigan has lost her Eternal Slumber HC from MvC, for some reason. - All of Morrigan's command attacks are cancelable, but none of them are overheads. ------------------------------------------------------------------------ NASH, Justice-Enforcing Cool Guy (CHARLIE outside of Japan) ------------------------------------------------------------------------ Sonic Boom H Charge b,f + P Somersault Shell H Charge d,u + K Moonsault Slash u,uf,f + K (air) Knee Kick In air, d + LK Step Kick f + HK Jump Sobat b + HK Spin Back Knuckle f + HP Sonic Break qcf + PP, tap buttons rapidly Crossfire Blitz qcf + KK Somersault Justice qcb + KK partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Sonic Boom HP Sonic Boom Sonic Break B: HK Somersault Shell HK Somersault Shell Somersault Justice y: HP Sonic Boom HK Somersault Shell Sonic Break Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Crossfire Blitz Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Spin Back Knuckle - You can always perform the Moonsault Slash on the ground, since you'll automatically jump into the air when you input the command. You still can't stick it in ground combos, though ;) - The Jump Sobat is an overhead attack and must be blocked high. - Only the Spin Back Knuckle is cancelable. ------------------------------------------------------------------------ OMEGA RED, Super Soldier of the Former Soviet Union ------------------------------------------------------------------------ Carbonadium Coil qcf + P / PP Kuuchuu Carbonadium Coil In air, qcf + P / PP / K / KK Coil Recall: Ground Press P before Coil hits Coil Recall: Mid-Air Prss P / K before Kuuchuu Coil hits Death Factor Tap P during Coil / Energy Drain Energy Drain Tap K during Coil / Death Factor Coil Flip Dir. + P / K from Coil / Factor / Drain Omega Strike H qcf + K / KK Omega Strike: Cancel d + K during Omega Strike Omega Strike: Retreat b + K during Omega Strike Kuuchuu Dash In air, tap f,f / press PP (b to cancel) (ground coil strike) db~df + HK Omega Destroyer qcb + PP Omega Smasher In air, qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Coil -> Flip UF Standing HP Omega Destroyer B: HK Omega Strike HK Omega Strike Omega Destroyer y: db Ground Coil Strike Crouching HP Omega Destroyer Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: None. Variable Attack: Jumping HK Snapback Attack: Standing HP - Omega Red's Carbonadium Coils can now hit someone with Super Armor, without having had to attack them beforehand. - If you want to retract a Carbonadium Coil after you've begun the move, press any P to do so. This must be done before the coil is blocked or it connects. In air, you can use P or K interchangably (so if you did qcf + LK in air, you could cancel it with any P and vice versa). - Using the Death Factor drains your foe's life and gives it to you. The Energy Drain does the same thing, but affects HC energy instead. You can switch between the two during a Carbonadium Coil, if you like. - When you use the Ground Coil Strike, db + HK makes the coil appear near you, d + HK is further away, and df + HK is very far away. ------------------------------------------------------------------------ PSYLOCKE, Psychic Fighting Doll ------------------------------------------------------------------------ Psi-Blast H qcf + P (air) Psi-Blade Spin H qcf + LK,LK,HK or qcf + HK,LK,LK Ninjutsu hcb + P / K (air) Psi-Drill Dir. + P / K during Ninjutsu Moonsault Kick In air, ub~uf + HK Vanity Flip H b + HK after certain moves (see chart) Backstep Kick b + HK (then hold f to slide) Chuugaeri Abise Geri f + HK 3 Dan Jump Press ub~uf (x3) Psi-Thrust qcf + PP (move in any dir. at start) Secondary Psi-Thrust Dir. + P at end of Psi-Thrust Psi-Maelstrom qcf + KK, tap buttons rapidly Kochou Gakure qcb + KK (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Psi-Blade Spin HK Psi-Blade Spin Psi-Maelstrom B: HP Psi-Blast HP Psi-Blast Kochou Gakure y: HP Psi-Blast HK Psi-Blade Spin Psi-Thrust Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Psi-Maelstrom (max hits only) Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Crouching MK / Standing HP Knockdown Attack: Crouching HK Variable Attack: Diving Kick (unique animation) Snapback Attack: Standing HP - Psylocke's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). Unlike other hittable Taunts, hers does not act like a Flying Attack. - The Psi-Blast either fires downward (LP) or straight forward (HP). The interesting thing about this move is that it can go through a lot of attacks that would normally destroy projectiles, like Abyss' Flamethrower (2nd form), Anakaris' Pharaoh Cobra Blow, etc. - Psylocke can no longer chain together Psi-Blade Spins. Instead, you can perform an LK Psi-Blade Spin, then tap LK,HK for up to six hits, or do and HK Spin and tap LK,LK for six hits. - The button used for the Ninjutsu determines where Psylocke will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. After teleporting, you can use the Psi-Drill, but not any other moves. - The Vanity Flip can be done after the following attacks/chains. Note that is is counted as an Aerial Rave, for some reason: standing LP LP,MP LP,HP LP,LK LP,HK LP,LK,MP LP,LK,MP,MK crouching LP LP,MP LP,HP LP,LK LP,HK LP,LK,MP LP,LK,MP,MK jumping LP (press b + HK once you land) You can alternate between standing and crouching for the chains, and the Vanity Flip will still come out. - When you use the Psi-Thrust, you can pick which direction you want to move in during the start-up animation. Should you do the secondary Psi-Thrust, you can change the direction again as well. If you do a diagonal Psi-Thrust into the floor, Psylocke will travel horizontally along it in the same direction. - The Psi-Maelstrom does pathetic damage for an HC (30 damage if you mash). Anyone know what use this move has? - Psylocke has no overhead attacks. - Although Psylocke's command attacks are cancelable, the Vanity Flip is an exception. It can only be hypercanceled into the Psi-Thrust or Kochou Gakure (on either hit). ------------------------------------------------------------------------ ROCKMAN, Robot of Justice (MEGAMAN outside of Japan) ------------------------------------------------------------------------ Rock Buster Press HP (standing / crouching / air) Charge Shot H Hold and release HP (s. / c. / air) Item Kougeki H qcf + P (see notes) Item "Rock Ball" qcf + K Item "Leaf Shield" qcb + K Item "Tornado Hold" f,d,df + K Rock Upper H f,d,df + P (air) Sankaku Tobi Jump ub against a wall, press uf / f Sliding d + HK Hyper Rockman qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move b / f / ub~uf, press P / K Beat Plane qcb + KK, move in any direction (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: Charge Shot (2 hits) Charge Shot (2 hits) Hyper Rockman B: HP Rock Upper HP Rock Upper Hyper Rockman y: Charge Shot (2 hits) HP Rock Upper Hyper Rockman Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HP / HK] [df + HP] A.Rave Finishers: HK, Rock Buster Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - The longer your charge the Charge Shot, the more hits it does (it's something like, a hit is added for every second you charge the move). You can even release it, and while your opponent is being hit, run up through your own fireball and attack them. - Rockman has the ability to use weapons given to him by Eddie (Fliptop). Simply input qcf + P to fire the weapon. The default weapon is the Tornado Hold, but you can get others by entering a specific command. For example, if you entered qcb + K, Eddie would appear and toss a Leaf Shield ball onto the screen, which you could equip simply by walking over it. Keep in mind that an enemy Rockman or Roll can also get an item by passing over it. The items include: Rockball (qcf + K) - When used, a soccer ball appears that can be knocked around by attacking it with any crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (f,d,df + K) - When used, Rockman throws out a little fan that creates a tornado (the height has been reduced since MvC). The Tornado Hold can hit an opponent while they're lying prone on the ground, too. This move does no damage if blocked. I have trouble doing the move this way and prefer using qcf,qcf + K, myself. Leaf Shield (qcb + K) - When used, Rockman creates a shield of spinning leaves around him that gives him a one-hit auto block. This means that if he is hit, he takes no damage, but the shield dissolves. Unlike Super Armor, this means that he is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and he will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! This move does no damage if blocked. When the Item Kougeki command is repeated (qcf + P), Rockman will fire the shield forward. This attack can be used in air. Note that you can't pick up another item while the Leaf Shield is active, and that it wears off when you're hit, or after a certain amount of time has passed. - The only time when you can hypercancel out of the Item Kougeki is when you fire the Leaf Shield. - During the Rush Drill, you can move back or forward, or jump in any direction. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. Rockman is invincible and does not take damage if he's attacked during this HC. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles. ------------------------------------------------------------------------ ROGUE, Superior Mutant Girl ------------------------------------------------------------------------ Repeating Punch H qcf + P (air) Power Drain qcb + K (air) Rising Repeating Punch H f,d,df + P, tap buttons rapidly Power Dive Punch f,d,df + K, press K to dive sooner Kuuchuu Dash In air, tap f,f / press PP (diving kick) In air, d + HK "Goodnight, Sugah" qcf + PP Hyper Repeating Punch Done during a Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Rising R. Punch HP Rising R. Punch Hyper Repeating Punch B: HP Repeating Punch HP Repeating Punch Hyper Repeating Punch y: HK Power Drain HK Power Drain Hyper Repeating Punch Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [Standing HK] [df + HP / HK] A.Rave Finishers: HP,HK, Repeating Punch Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt, Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Power Dive Punch - During Rogue's Power Dive Punch, you can press K while she's rising to make her go straight into the dive. The damage remains the same, too. - Rogue's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). - Rogue's Power Drain and "Goodnight, Sugah" HC no longer steal powers from hit characters. Instead, she gets a bonus to one of her abilities (speed, attack power, defense power, etc.) for a limited duration. The bonus ability ends when your timer runs out, or you switch out. The bonus changes depending on the character, and all the bonuses are listed below. - If something is listed in parenthesis after a character, it means that the bonus changes under those conditions. For example, Jin will give you a Defence Up bonus normally, but when he has Super Armor, you will get a Super Armor bonus. Similarily, when Silver Samurai has used his Touki "Ikazuchi" ability, the bonus changes from Defence Up to Speed Up. The list is as follows: DEFENCE UP: Captain America (without his shield), Colossus, Dr. Doom, Guile, Iceman, Iron Man, Jin Saotome, Magneto, Omega Red, Roll, Ruby Heart, Sakura Kasugano, Silver Samurai, Spiral, Tron Bonne, War Machine, Zangief. LIFE UP: Anakaris, Bulleta, Dan Hibiki, Dhalsim, Jill Valentine, Kobun, Shuma-Gorath, Spiral (Metamorphose). POWER UP: Amingo, Blackheart, Cable, Captain America (with shield), Captain Commando, Cyclops, Gouki, Hayato (Plasma Field), Juggernaut (Cyttorak Power-Up), Ken Masters, Nash, Rockman, Ryu, Sabretooth, Sakura Kasugano (Hiyakeshita Sakura), Silver Samurai (Touki "Honoo"), Spiral (Power Dance), Shuma-Gorath (Chaos Dimension), Thanos, Vega, Venom. SPEED UP: Cammy, Chun-Li, Felicia, Gambit, Hayato, Marrow, Morrigan, Psylocke, Silver Samurai (Touki "Ikazuchi"), Sonson, Spider-Man, Spiral (Speed Dance), Storm, Strider, Wolverine, Adamantium-less Wolverine. SUPER ARMOR: Hulk, Jin Saotome (Super Armor), Juggernaut, Sentinel, Silver Samurai (Touki "Koori" x1-2). HYPER ARMOR: Colossus (Super Armor), Rogue (when she's stolen the 'Hyper Armor' ability from someone), Silver Samurai (Touki "Koori" x3), Zangief (Iron Body). NO BONUS: Rogue (even when she has a bonus ability, as long as it isn't Hyper Armor), any Life Up bonus giving character when you already have full recoverable life. - As for the bonuses themselves, Defence Up reduces the damage you take from attacks, Power Up increases the damage your attacks inflict, Speed Up makes you move faster (and your attacks come out quickly, allowing you to do combos like LP,LK,MP,MK,LP,MP), Life Up restores any red (recoverable) life you might have. - With Super Armor, it's a different story. If you kiss any of the characters who give you super armor, a little orange meter appears and you have super armor like you normally would. - If you kiss any of the characters who give you Hyper Armor (like Silver Samurai after three uses of his Touki "Koori" HC), then the announcer still says 'Super Armor'. However, your meter will be gray instead of orange, and you actually have Hyper Armor. What's more, the ground shakes when you walk ;) Finally, although Rogue normally gets no abilities from kissing another Rogue with a stolen ability, she can get Hyper Armor from another Rogue who has already stolen this ability. If both Rogues kept lip-locking, you could both have Hyper Armor for the entire match ;) For more information on Super Armor and Hyper Armor, please see the Gameplay Notes section. - Note that for both Super and Hyper Armor, each time the 'armor' is activated, the timer gauge will stop counting down momentarily. This means that the more you're attacked, the longer you keep your armor. - Rogue's Diving Kick is cancelable. ------------------------------------------------------------------------ ROLL, Gentle-Hearted Pretty Doll ------------------------------------------------------------------------ Roll Buster H qcf + P (air) Item Kougeki H qcb + P (see notes) Item "Rockball" qcf + K Item "Leaf Shield" qcb + K Item "Tornado Hold" f,d,df + K Hana-taba Bakudan h f,d,df + P (air) 2 Dan Jump Press ub~uf (x2) Sliding d + HK (upper kick) In air, u + HK Hyper Roll qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move b / f / ub~uf, press P / K Beat Plane qcb + KK, move in any dir., tap P / K partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Roll Buster LP Roll Buster Hyper Roll B: HP Hana-taba Bakudan HP Hana-taba Bakudan Hyper Roll y: HP Hana-taba Bakudan LP Roll Buster Hyper Roll Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Upper Kick Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MP Knockdown Attack: Crouching HK Variable Attack: Sliding animation Snapback Attack: Standing HK - Roll has the ability to use weapons given to her by Eddie (Fliptop). Simply input qcb + P to fire the weapon. The default weapon is the Rockball, but you can get others by entering a specific command. For example, if you entered qcb + K, Eddie would appear and toss a Leaf Shield ball onto the screen, which you could equip simply by walking over it. Keep in mind that an enemy Roll or Rockman can also get an item by passing over it. The items include: Rockball (qcf + K) - When used, a soccer ball appears that can be knocked around by attacking it with any crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (f,d,df + K) - When used, Roll throws out a little fan that creates a tornado (the height has been reduced since MvC). The Tornado Hold can hit an opponent while they're lying prone on the ground, too. This move does no damage if blocked. I have trouble doing the move this way and prefer using qcf,qcf + K, myself. Leaf Shield (qcb + K) - When used, Roll creates a shield of spinning leaves around her that gives her a one-hit auto block. This means that if she is hit, she takes no damage, but the shield dissolves. Unlike Super Armor, this also means that she is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and she will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! This move does no damage if blocked. When the Item Kougeki command is repeated (qcb + P), Roll will fire the shield forward. This attack can be used in air. Note that you can't pick up another item while the Leaf Shield is active, and that it wears off when you're hit, or after a certain amount of time has passed. - The only time when you can hypercancel out of the Item Kougeki is when you fire the Leaf Shield. - Personally speaking, I find the Hana-taba Bakudan pretty hard to pull off consistently (I keep getting the Roll Buster). One way you can get around this is to perform it as qcf,qcf + P instead of f,d,df + P. - During the Rush Drill, you can move back or forward, or jump in any direction. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. Roll is invincible and does not take damage if she's attacked during this HC. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles. Roll can't do this move in mid-air like Rockman can. ------------------------------------------------------------------------ RUBY HEART, Female Pirate Sailing the Ocean ------------------------------------------------------------------------ "She is a female pirate sailing the ocean. She has control over hidden magical powers which she uses in battle!" Cheval Seller H qcf + P, then dir. + P x2 (air) Supr?mation H qcf + K Fant?me H qcb + K Rafale Canon H hcb + P Flan Mer qcf + PP, then dir. + P x4 (air) Pare-tonn?re qcf + KK Milles Fant?mes qcb + KK Tour de Magie HK,LP,d,LK,HP partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Supr?mation LK Supr?mation Pare-tonn?re B: HP Rafale Canon HP Cheval Seller Milles Fant?mes y: Power-Up Orb LK Supr?mation Flan Mer Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] [Standing HK (vs. an airborne enemy)] A.Rave Launchers: [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HP - In Ruby Heart's Gamma Assist, she holds out an orb, that when taken, makes all your attacks do more damage for a short period of time. Only you can take the orb, not your opponent. - When you do a Variable Counter with the Beta version of Ruby Heart, her HP Cheval Seller is _not_ controllable, unlike most V. Counters. - Since Ruby Heart's standing HK launches airborne opponents, don't forget to use it after a crouching MP or close Supr?mation! - The Fant?me does very little damage; however, once a character is hit, the ghost clings to them and drains away their HC gauge power. After a while, it disappears--this also happens if you're hit or you use the Milles Fant?mes HC (which, by the way, does physical damage and drains no HC power). Interestingly enough, this move stays on-screen even if you switch out. - The LP version of the Rafale Canon results in Ruby attacking if the thrown anchor hits. I managed to catch Ken out of his Shouryuu Reppa with this, which makes me wonder how much priority it has (must be pretty good). For the HP version, she simply traps her opponent in the anchor's chain, leaving them momentarily vulnerable. - I find that the easiest way to get maximum hits from the Flan Mer is to go horizontal, up, diagonally up-forward, up, diagonally up forward or up-back (depending). It's the one juggle pattern I've found that I can actually do with some consistency ;) - The Tour de Magie is a Level 1 HC, and it's blockable. When used, Ruby Heart drops a barrel on her opponent. You can then use LP or LK to throw knives into eight slots on the barrel (four on top, four on the bottom)--each time a knife hits the barrel, your victim takes damage. However, if you put a knife into the wrong hole, it explodes prematurely and your opponent flies out. Once you get four holes filled, the game ends. If you hit an airborne opponent with this, they fly up into the air, as if you'd hit them with a Variable Attack, intead of getting trapped in the barrel. - Anyone know the historical background of the barrel game? Something similar like it is played in the old TG-16 CD game 'Dragon Slayer', intrestingly enough, with a pirate in a secret pirate base. ------------------------------------------------------------------------ RYU, a Superior Warrior Searching for Truth ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Tatsumaki Senpuu Kyaku H qcb + K (air) Shouryuu Ken H f,d,df + P Sakotsu Wari f + HP Senpuu Kyaku (ground) f + HK Senpuu Kyaku (jumping) In air, u + HK Mae Geri In air, u + MK Shinkuu Hadou Ken qcf + PP, tap buttons rapidly (air) Shinkuu Tatsumaki Senpuu Kyaku qcb + KK Shin Shouryuu Ken f,d,df + PP (Level 3) partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Shouryuu Ken HP Shouryuu Ken Shinkuu Hadou Ken B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: HK Tatsumaki Senpuu K. HK Tatsumaki Senpuu K. Shinkuu Tatsumaki SK. Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Hadou Ken, Tatsumaki Senpuu Kyaku Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Sakotsu Wari (hits once; not an overhead) - The Sakotsu Wari is an overhead attack and must be blocked high. - The Shin Shouryuu Ken is now a Level 3 Hyper Combo. It still works in the same way, though--on the ground it is a three-hit attack that does high damage, and if you hit an airborne opponent, it becomes a seven-hit attack that does significantly less damage. ------------------------------------------------------------------------ SABRETOOTH, Assassin Thirsting for Blood ------------------------------------------------------------------------ Berserker Claw H qcf + P Wild Fang hcb + P Armed Birdie h hcb + K Sankaku Tobi Jump ub against a wall, press uf / f Berserker Claw X qcf + PP Weapon X Rush f,d,df + PP Heavy Armed Birdie hcb + KK Hyper Berserker Claw Done during an (a) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Berserker Claw HP Berserker Claw Hyper Berserker Claw B: LK Armed Birdie HK Armed Birdie Heavy Armed Birdie y: 2nd hit of s. HP 2nd hit of s. HP Heavy Armed Birdie Chain Combo Type: [Ground 3] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing / Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing MP - The 'Hyper Berserker Claw' comes out in different ways depending on your Variable Combination Setup. For example, if you do it by yourself, or you're using more than one Alpha Sabretooth, then the initiating character will do the normal Berserker Claw X, while the other character(s) do a two hit version. In any other setup where you're using Sabretooth and he's not the one to initiate the Variable Combination, he'll do a one-hit version. - It's possible to trade hits with the Wild Fang, in which case your enemy will be hit but not thrown. This will leave them stunned for a moment, so if you recover fast enough, you can get close and attack them. ------------------------------------------------------------------------ SAKURA KASUGANO, Female High School Student Street Fighter ------------------------------------------------------------------------ Hadou Ken H qcb + P (air) Shou'ou Ken H qcf + P (air) Shunpuu Kyaku qcb + K (air) Flower Kick f + HK Shinkuu Hadou Ken qcb + PP Midare Zakura qcf + PP Haru Ichiban qcb + KK Hiyakeshita Sakura b,d,db + LK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shou'ou Ken HP Shou'ou Ken Haru Ichiban B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: MK Shunpuu Kyaku MK Shunpuu Kyaku Midare Zakura Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK Flying S. Ground: Haru Ichiban Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Sakura's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). There is no difference between Sakura and Hiyakeshita Sakura's taunts, unlike in MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting even when it didn't hit). - The Shou'ou Ken has a shield around it that will negate normal projectiles. If Sakura can't hit her opponent, she'll stop and won't do the uppercut part. In the air, she'll just drop to the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Unlike other 'auto-combo' moves, the Midare Zakura will result in full hits on characters with Hyper Armor (instead of stopping short). My guess as to why her move works when other people's don't? Let's just say, she was trained by the best fighter out there :) - When you input b,d,db + K, Sakura will transform into Hiyakeshita Sakura. She stays this way until you change back (either way, it still costs you 3 levels of HC power). - You can tap the buttons and wiggle the joystick during Sakura's HP hold to do more damage. ------------------------------------------------------------------------ HIYAKESHITA SAKURA (Sunburned Sakura) ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Shunpuu Kyaku H qcb + K (air) Shou'ou Ken f,d,df + P (air) Ashura Senkuu f,d,df / b,d,db + PP / KK Flower Kick f + HK Shinkuu Hadou Ken qcf + PP, tap buttons rapidly Midare Zakura qcf + KK Haru Ichiban qcb + KK Shun Goku Satsu LP,LP,f,LK,HP (Level 3) Hiyakeshita Sakura b,d,db + LK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shou'ou Ken HP Shou'ou Ken Haru Ichiban B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: MK Shunpuu Kyaku MK Shunpuu Kyaku Midare Zakura Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK, Hadou Ken Flying S. Ground: Haru Ichiban Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Sakura's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). There is no difference between her and normal Sakura's taunts, unlike in MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting even when it didn't hit). - In the air, the Shou'ou Ken has a shield around it that will negate normal projectiles. This version of Sakura does the uppercut part of this move regardless of whether she hits or misses. Like normal Sakura, she'll bounce away if the move is blocked, but if you're far enough to allow her to do the uppercut part, the enemy will take those hits for block damage. If this move is done in the air and misses, Sakura will drop to the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - The Shun Goku Satsu is unblockable. - You can tap the buttons and wiggle the joystick during Sakura's HP hold to do more damage. ------------------------------------------------------------------------ SENTINEL, Mutant Hunter Robot ------------------------------------------------------------------------ Rocket Punch (Downwards) H qcf + LP (air) Rocket Punch (Forward) H qcf + HP (air) Rocket Punch (Upwards) H f,d,df + P (air) Sentinel Force h qcf + K (see notes) Hikou qcb + KK, repeat to end (air) Plasma Storm qcf + PP, tap buttons rapidly Hyper Sentinel Force qcf + KK Hard Drive In air, qcf + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Rocket Punch LP Rocket Punch Hyper Sentinel Force B: Standing HK Standing HK Hyper Sentinel Force y: LK Sentinel Force LK Sentinel Force Hyper Sentinel Force Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Rocket Punch Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing / Crouching HP Knockdown Attack: Crouching HK (3rd hit) Variable Attack: Jumping Kick (unique animation) Snapback Attack: Standing HK - During the LK Sentinel Force, you can direct the mini-Sentinels up or down (letting go of the joystick makes them move back up). During the HK Sentinel Force, you can delay when they release the bombs by holding HK. You can hypercancel out of the LK version only. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Hard Drive. - All of Sentinel's normal punches and kicks cause block damage. His HP beam attacks do not, but from up close, they hit twice for double damage. - Sentinel's standing HK can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ SHUMA-GORATH, Destructive God of Chaos ------------------------------------------------------------------------ Mystic Stare H Charge b,f + P Mystic Smash Charge b,f + K (air) Devitalization hcb + K (only hits when close) Sekika In air, d + HK (upwards eye blast) In air, u + HP Chaos Dimension qcf + PP, touch with HP / HK (Level 3) Hyper Mystic Smash qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Mystic Stare HP Mystic Stare Hyper Mystic Smash B: HK Mystic Smash HK Mystic Smash Hyper Mystic Smash y: HP Mystic Stare HK Mystic Smash Hyper Mystic Smash Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [standing MK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / HK, Crouching MK / HP / HK, Jumping HP Knockdown Attack: None. Variable Attack: Jumping MK Snapback Attack: Standing HP - Shuma is an exceptionally sorry bastard this time around. His Mystic Stare ends if you do either Punch or Kick throw (or air throw), but not if you do the Dvitalization. On top of that, the Mystic Smash and Devitalization both do low damage (18 and 20 points respectively, which is nuts considering you can mash his Kick throw for 18 points and get back life anyway). Plus, he can't grab Hyper Armored foes with his Chaos Dimension. - If the Mystic Stare hits, Shuma's eyes cling to his opponent for a while, flash rapidly, then explode for additional damage. Shuma can't use the Mystic Stare until the eyes explode or are otherwise removed (this happens if Shuma's opponent switches out, if they manage to hit Shuma, or if the eyes explode). From the maximum range of this move, it's possible for the eyes to hit once but none of them will stick. Note that if Shuma switches out, the eyes automatically explode, but for only 5 points of damage). - The Mystic Stare's ranges have been reduced; the LP version goes just past half-screen and the HP version stops just short of full screen. To make matters worse, you can hit your opponent dead-on with this move, and not all the eyes may hit. At least the move now does damage for the intial hits--in MSHvSF you only took damage from blocking it, and getting hit by the eyes couldn't kill you (at least, not until they exploded). - When used as a Partner Assist or Variable Counter, the Mystic Stare will not stick to your opponent, but can hit up to 10 times. - During Shuma's Kick Throw, he gains back life that he drains from his opponent. However, he can only earn back red (recoverable) life. - When you perform the Chaos Dimension, Shuma "snaps" at his opponent then begins to glow. While he's glowing, his HP and HK attacks become short-range, unblockable 'touch attempts', whether you're standing, crouching, or in the air. Only if you touch your opponent with a HP or HK attack will the Chaos Dimension go into full effect. Hitting with the 'snap' attack won't trigger the Chaos Dimension, and does no damage. - Shuma will remain glowing until a certain amount of time has passed, or until he's made a touch attempt. While glowing, he cannot use any special moves (even, say, the upwards eye blast), and if his opponent had been Mystic Stared, the eyeballs will vanish. On the bright side, you can now use your LP, LK, MP, and MK attacks (which remain as normal attacks), to combo the crap out of your opponent. And trust me, you can't get a better finish for an air combo than a Chaos Dimension :) As an added bonus, Shuma can OTG after the Chaos Dimension finishes, just like he could in MSH. - You can tap the buttons and wiggle the joystick during Shuma's HK hold to do more damage. ------------------------------------------------------------------------ SILVER SAMURAI, Warrior in Silver Armor ------------------------------------------------------------------------ Shuriken H qcf + P, direct d / u (air) Hyakuretsu Tou H f,d,df + P, tap P / K rapidly Hyakuretsu Tou H Tap P rapidly, then tap P / K rapidly Fumikomi Hyakuretsu Tou H Tap f,f during Hyakuretsu Tou (endless slashes) Tap LP,LP repeatedly (low slash) Press HP,HP Chou Shuriken qcf + PP (or in air after T. "Kaminari") Raimei Ken qcf + KK, tap buttons rapidly Hyouga Ken qcf + KK after Touki "Koori" Homura Ken qcf + KK after Touki "Honoo" Touki "Kaminari" qcb + P Touki "Koori" qcb + LK Touki "Honoo" qcb + HK Hyper Hyakuretsu Tou Done during an (a) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Hyakuretsu Tou HP Hyakuretsu Tou Hyper Hyakuretsu Tou B: HP Shuriken HP Shuriken Chou Shuriken y: Crouching HP Crouching HP Raimei/Hyouga/Homura Ken Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] [Ground 6 / Jumping 6 during Touki "Kaminari"] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Shuriken, Chou Shuriken (in Kaminari mode) Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Standing HK / Crouching MK / Low Slash Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing MK - The Shuriken hits less times if thrown from further away. This doesn't apply if you're using a 'Touki' mode, though (see below). - Both the Shuriken and Chou Shuriken can be directed to fly upwards and/or downwards when thrown (this even applies to throwing them in air). This comes in handy since some characters can duck under the Shuriken (like Sakura or Roll). You can also use either attack to hit someone off the ground (crouching HK, downward Shuriken makes an easy combo). Note that when you let go of the controller, the Shuriken flies forward (this can be a problem in "Koori" mode since you recover while the Shuriken is still flying). - Sadly, the Shuriken can be destroyed by your opponent's normal attacks (even if you're using a 'Touki' mode). The same applies to the Chou Shuriken--multi-hit attacks (War Machine's crouching HP laser, Ryu's super hurricane kick) will destroy all the projectiles, as well single hit HC projectiles (like Sonson's POW). - The Hyakuretsu Tou can be performed by entering f,d,df + P, or by tapping P rapidly until the move begins. Once the move has started, tapping P / K results in more slashes. You can also dash during this move by tapping f,f. - The Endless Slashes work a little differently than normal moves. If you press LP during the animation of the first LP, then you'll do an MP attack. If you wait for the animation to end and press LP again, then you do the second (different-looking) LP slash. Both slashes do the same amount of damage, though. - One really annoying thing about Silver Samurai is that the range on some of his attacks is misleading. For example, his crouching HK looks like it'd hit from a great distance, but in fact the whole blade can go through opponent, as only the hand holding the blade actually hits. - The most complex aspect of the Silver Samurai is his Touki Hyper Combos. When you use a Touki move, the Silver Samurai's abilities change in many ways. What's more, you can perform the Touki move two or three times total (while the same Touki is in effect), in order to improve it's effects. The Touki HCs are explained in detail below: - When Touki "Kaminari" is used: > He can now do 6-hit chains on the ground and while jumping. > The Shuriken hits the same number of times no matter where you are when it is thrown. > His Shuriken and Chou Shuriken move faster. > He can throw the Chou Shuriken in mid-air. > The Raimei Ken seems to have a harder time comboing all the hits together, from what I can tell. When Touki "Koori" is used: > He gets Super Armor while on the ground. > He gets Hyper Armor in the ground and air after the 3rd usage. > The Shuriken hits the same number of times no matter where you are when it is thrown. > The Shuriken takes longer to come out, but he recovers faster, so he can combo off of it if close. > The Hyakuretsu Tou has less start-up lag. > The Raimei Ken is replaced with the Hyouga Ken. When performed, he leaps forward or backward to the center of the screen and creates a layer of ice across the ground, freezing a hit opponent momentarily. The damage is not very good, but it must be crouch- blocked. When Touki "Honoo" is used: > All of his attacks (except his jumping LK) do block damage. > The Shuriken hits the same number of times no matter where you are when it is thrown. > His Shuriken and Chou Shuriken move faster, but not as fast as during Touki "Kaminari". > The LP Hyakuretsu Tou has more start-up lag, and the HP version will not even hit. In both cases, the later you press a button during the start-up animation, the more hits you'll perform. However, you can still tap the buttons to get full hits even if you got a few or a lot of hits off of the start-up animation. > The Raimei Ken is replaced with the Homura Ken, in which he releases a spiral of fire directly upward. - Normally if you perform the same Touki (say, qcb + P while Kaminari is in effect), there is no gain to your "mode timer" at the bottom of the screen. However, once the timer has gone below 50%, then doing the same Touki refills it to half full. If you have a certain Touki mode going (say, Koori x2), and you do a different Touki, then you lose all previous bonuses and the timer fills up to maximum. - When you use the Touki modes, your attack and defense power change (and they change even moreso if you use the move more than once). For more information on the Touki effects, please see below: ALTERATIONS IN DEFENSE POWER ---------------------------- The percents shown here were averaged out from the percents for each light, medium, and strong attack. Since I totally suck at math, if someone wants to double-check this for me, go ahead. # of Uses Kaminari Koori Honoo ------------------------------------------ x1 130.5% 44.4% 155.5% x2 130.5% 44.4% 130.5% x3 100.0% 44.4% 100.0% ALTERATIONS IN ATTACK POWER --------------------------- This table lists how much damage the Silver Samurai's attacks do depending on how many times he's used his 'Touki' abilities. The "*" indicates that the move hits twice, while the "<" means that you can press HP again for another hit doing that much damage. Note that his repeating slash (tap LP,LP repeatedly), does the same amount of damage as the LP attacks listed below. The top row is for standing punch attacks, while the other rows are for the rest of his attacks (his crouching and jumping punches and kicks, and his standing kicks). One Usage Two Usages Three Usages -------------------------------------------------------------- Normal s.P 4 8* 10<4 .......... .......... All 4 7 13 .......... .......... Kaminari s.P 2 3* 5<2 3 5* 7<3 .......... All 2 3 6 3 5 9 .......... Koori s.P 2 3* 5<2 3 5* 7<3 4 8* 10<4 All 2 3 6 3 5 9 4 7 13 Honoo s.P 5 9* 12<5 5 9* 12<5 6 11* 15<6 All 5 8 16 5 8 16 6 10 19 Uh...if someone wants to put these into percents somehow, go ahead. I'm stumped, personally. ALTERATIONS IN OTHER MOVES, PART ONE ------------------------------------ Here we have a chart listing all the damages and hits for each type of Hyakuretsu Tou; LP without adding hits, LP with adding hits, HP without adding hits, HP with adding hits, and the dashing Hyakuretsu Tou. The last listing is for the Hyper Hyakuretsu Tou that only comes out during a Variable Combination (the scores are assuming you're using the alpha version of Silver Samurai, and that he's first up): # of f,d,df f,d,df f,d,df f,d,df f,d,df Alpha Usages + LP tap LP + HP tap HP dash PA+PB -------------------------------------------------------------------- Normal 12 x3 18 x5 15 x4 31 x13 24 x7 45 x13 Kaminari 6 x3 8 x5 7 x4 16 x13 10 x7 19 x13 Kaminari x2 9 x3 13 x5 11 x4 23 x13 17 x7 32 x13 Kaminari x3 9 x3 13 x5 11 x4 23 x13 17 x7 32 x13 Koori 7 x4 7 x4 9 x6 13 x10 10 x7 19 x13 Koori x2 11 x4 11 x4 15 x6 20 x10 17 x7 32 x13 Koori x3 15 x4 15 x4 21 x6 28 x10 24 x7 45 x13 Honoo 10 x2 32 x8 0 x0 43 x18 30 x7 58 x13 Honoo x2 10 x2 32 x8 0 x0 43 x18 30 x7 58 x13 Honoo x3 12 x2 39 x8 0 x0 51 x18 36 x7 70 x13 Note that the same scores apply if you do the Hyakuretsu Tou by tapping P instead of the f,d,df + P method. ALTERATIONS IN OTHER MOVES, PART TWO ------------------------------------ Like the chart above, this one lists the hits and damages for Silver Samurai's Shuriken, Chou Shuriken, his qcf + KK Hyper Combos, his unique launcher, and all of this throws (HP or HK on the ground, HK in the air): # of Usages Shuriken Chou Shuriken qcf+KK df+HP Throws -------------------------------------------------------------------- Normal 14/16/18 x4/5/6 45 x18 ?? x? 14 16 Kaminari 8 x1 29 x15 ?? x? 7 8 Kaminari x2 12 x1 46 x15 ?? x? 10 12 Kaminari x3 12 x1 46 x15 ?? x? 10 12 Koori 9 x3 18 x15 20 x1 7 8 Koori x2 12 x3 29 x15 30 x1 10 12 Koori x3 18 x3 42 x15 40 x1 14 16 Honoo 20 x6 45 x23 53 x44 17 20 Honoo x2 20 x6 45 x23 53 x44 17 20 Honoo x3 27 x6 55 x24 58 x44 21 24 The qcf+KK listing changes depending on what mode Silver Samurai is in. I don't have any listings for the Raimei Ken (normal and Kaminari), since it's hard to get an average number of hits from the move. Basically, the Raimei Ken is best in Normal mode, since like all HCs, the damage goes down once you use Kaminari. While it increases slightly if you use Kaminari again or three times in all, it still won't be as high as the normal Raimei Ken. Furthermore, the Kaminari version seems to have trouble connecting all the hits. - To clarify a bit on the Variable Combination listing for a Gamma Silver Samurai, if you're currently using him, then you'll do whatever qcf + KK Hyper Combo is appropriate for your "mode" (so if you have "Honoo" on and you press PA + PB, he'll do the Homura Ken). If he's not the active character, then he'll do the Raimei Ken no matter what. ------------------------------------------------------------------------ SONSON, Small yet Heavenly Great Sage ------------------------------------------------------------------------ "Sonson is a small but great Pureland sage who is training to learn the secret of immortality. Her grandfather has given her his 'Nyoikinkobou' (Gold-Rimmed Wishing Rod) which cuts through the air!" Fuusetsu Zan H Tap P rapidly (air) Shienbu H qcf + P (air) Seiten Rengeki H f,d,df + P (air) Kingin no Hisago hcb + P (only hits when close) (ground crawl) hcf + K (wall climb) qcb + K (wall climb jump) Press P during Wall Climb, move b / f (wall climb kick) H Press K during Wall Climb (cloud dash) In air, tap f,f / press PP (cloud backstep) In air, tap b,b / press b + PP Gansai Hekiretsu f + HP Tenchi Tsuukan qcf + PP (air) POW qcf + KK En'ou qcb + PP, move b / f (monkey punch) Press LP during En'ou (monkey uppercut) Press HP during En'ou (monkey fire breath) Press K, direct d / u during En'ou Hyper En'ou Done during an (a/B) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: Life-Up Peach LP Fuusetsu Zan Hyper En'ou B: HP Shienbu LP Shienbu Hyper En'ou y: HP Seiten Rengeki LP Seiten Rengeki Tenchi Tsuukan Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP / HK] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Pole Thrust, Standing HK Knockdown Attack: Crouching HP Variable Attack: Wall Climb Kick Snapback Attack: Standing HP - During the Shienbu, the flying monkeys will "fan out" after a while. With the LP version, they fan out sooner (since they're moving slower). - The Kingin no Hisago is a blockable attack, but has a pretty decent range. - You can cancel the Ground Crawl by doing anything. Is there any use for this move aside from going under moves? - You can't do anything during the Wall Climb until Sonson reaches the ceiling. From there, until she reaches the ground again, you can jump off the wall, or do a flying kick. - Sonson's Alpha Assist makes her hold out a peach. If you take it, you gain back a small amount of recoverable life. - The Tenchi Tsuukan can hit on the way up, and on the way down. - Be careful when using the POW--if blocked, Sonson remains in the same pose until the 'POW' letters leave the screen. On the upside, this move has a pretty good range and I've even used it as anti-air once or twice. - During the En'ou, you have Hyper Armor, although all you can do is move back and forth and use the three attacks relegated to you. The startup animation of this move can hit for minor damage, and you are invicible during the start of this move, too. - During a Variable Combination, the Alpha and Gamma versions of Sonson will do the En'ou transformation, but they are not controllable. Instead, they will spit fire in three directions (up, forward, and down) repeatedly. - The Gansai Hekiretsu is cancelable. ------------------------------------------------------------------------ SPIDER-MAN, Your Favorite Neighborhood Hero ------------------------------------------------------------------------ Web Ball H qcf + P (air) Web Swing H qcb + K (air) Web Throw h hcb + P (tap in any dir + P / K rapidly) Spider Sting H f,d,df + P, if it hits, press P again Sankaku Tobi Jump ub against a wall, press uf / f Kuuchuu Dash In air, tap f,f / press PP Maximum Spider qcf + PP, direct d / f / u (air) Crawler Assault qcf + KK Ultimate Web Throw qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Web Ball HP Web Ball Crawler Assault B: HK Web Swing HK Web Swing Crawler Assault y: HP Spider Sting HP Spider Sting Crawler Assault Chain Combo Type: [Ground 3] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP / HK] [Standing HK (vs. an airborne enemy)] A.Rave Finishers: HP,HK Flying S. Ground: Web Throw Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MK Knockdown Attack: Crouching HK Variable Attack: Maximum Spider Kick Snapback Attack: Standing HP - An opponent hit by the Web Ball is encased in web wrappings. The stronger the button used, the longer they remain encased. You can attack an encased opponent any way you'd like, but using a second Web Ball will not re-trap them. - The Web Throw will not connect if Spidey hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been hit by the Web Ball and is trapped. Rotating the joystick no longer increases the damage this move does; instead, you have to tap in one direction repeatedly while tapping any button rapidly (for example, tap uf rapidly while pressing HK as fast as you can). You can get higher than normal damage this way, although I have yet to figure out the maximum amount of damage you can get from doing this. - The Maximum Spider can home in on your enemy's location a bit, but not very well. If someone is above you or below you, it's best to direct the attack by pressing up or down. If they're in front of you, hold f to dive straight forward. - Spidey's second launcher is a standing HK. If he hits an enemy with it, you can press up to Super Jump--however, the enemy will not fly up into the air with you. They won't be launched unless they get hit by the HK while they're already airborne. So, if you want to get both you and your enemy in the air at the same time, either hit them with the HK while they jump at you, or knock them off the ground with a crouching MK and chain into the standing HK. ------------------------------------------------------------------------ SPIRAL, Witch from the Strange Dimension ------------------------------------------------------------------------ Six-Hand Grapple f,d,df + P, then d / u (air) Dancing Sword hcb + P, throw swords with LP / MP (air) Tsurugi Tobashi: Forward H qcf + LP after Dancing Sword (air) Tsurugi Tobashi: Upward H qcf + HP after Dancing Sword (air) Tsurugi Tobashi: Circular H qcf + LK after Dancing Sword (air) Tsurugi Tobashi: Six-Way H qcf + HK / LK + HP after D. Sword (air) Teleport Dance qcb + LK, then hold (d +) P / K (air) Kyuukouka Dance In air, qcb + HK (triple arm strike) In air, d + MP (lower punch) In air, d + HP Stampede Sword qcf + PP Power Dance qcf + KK (air) Speed Dance qcb + KK (air) Metamorphose qcb + PP, grab w/ P (air) (Level 3) Hyper Metamorphose Done during a (y) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Tsurugi Tobashi LP Tsurugi Tobashi Stampede Sword B: HP Tsurugi Tobashi HP Tsurugi Tobashi Stampede Sword y: Standing HP Crouching HP Hyper Metamorphose Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP,HK, Lower Punch Flying S. Ground: Metamorphose Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching HP Knockdown Attack: None. Variable Attack: Jumping MK Snapback Attack: Crouching HP - The Six-Hand Grapple is an anti-air attack. After grabbing an opponent, you will throw them straight forward, but you can always hold up or down to throw them in those directions. This also applies to her mid-air throw (you can throw them up or down). - When you using the Dancing Sword, six swords appear and spin around Spiral. They can be thrown by tapping LP at any time, and can be used to perform several of her other special moves (the Tsurugi Tobashi ones), even if you don't have the full regiment of swords around you. She loses all the swords when she is hit, though, or if she performs any throw move. - You can perform the Tsurugi Tobashi: Six-Way with either HK or LK + HP, and for the life of me I can't figure out what the difference is. - The Teleport Dance will make Spiral warp to a specific location depending on what you do: qcb + LK Spiral appears over her opponent's head. qcb + hold LK Spiral appears in the lower-left corner. qcb + hold LP Spiral appears in the center of the playfield. qcb + hold HK Spiral appears in the lower-right corner. qcb + hold HP Spiral appears in the upper-right corner. qcb + hold d + LK Like (hold LK), but she's closer to her enemy. qcb + hold d + HK Like (hold HK), but she's closer to her enemy. qcb + hold d + LP Like (hold LP), but she's closer to her enemy. qcb + hold d + HP Like (hold HP), but she's closer to her enemy. - The Kyuukouka Dance makes Spiral fall to the ground quickly. The move itself doesn't hit, but if you make an attack, you'll continue to fall quickly while your attack is coming out. This move can be done again while falling, but I don't know what the purpose would be. - When Spiral uses the Power Dance, her attacks inflict more damage. When she uses the Speed Dance, she walks and jumps faster, and her attacks animate quickly. This allows her to link attacks and do combos like; LP,MP,LP,MP for example). - Like Shuma's Chaos Dimension, when you use the Metamorphose, Spiral starts to glow. Although the startup animation can hit an opponent, it does no damage, and in fact the real HC doesn't go into effect until you grab your opponent which can be done by pressing any Punch when standing, crouching, or jumping. Normally this move does 27 hits, although if you manage to hit someone with the startup animation and then grab them out of that, it only hits 15 times (but still does almost the same amount of damage). As with Shuma-Gorath, the grab animations are unblockable attacks, and they can be comboed into from a kick attack. - You can tap the buttons and wiggle the joystick during Spiral's HP hold to do more damage. ------------------------------------------------------------------------ STORM, Great Nature Goddess ------------------------------------------------------------------------ Whirlwind H qcf + K (air) Double Typhoon H hcb + K (air) Lightning Sphere H In air, qcb + P Lightning Attack H Press (dir. +) LK + HP (x3) (air) Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (lightning strike) In air, d / u + MP (air float) Hold ub~uf after jumping Lightning Storm hcf + PP, tap buttons rapidly? (air) Ice Storm qcb + PP, tap buttons rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Whirlwind HK Whirlwind Lightning Storm B: f Lightning Attack f Lightning Attack Lightning Storm y: LK Double Typhoon LK Double Typhoon Ice Storm Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [Crouching HP / HK] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching MK Variable Attack: Jumping HP Snapback Attack: Standing HP - Storm's jumping MP (which used to be the Lightning Sphere attack), is now just the sphere throw animation with no projectile--you can even do the up or down versions, if you want to (although the u + MP version has a pretty bad range). To make matters worse, you can only throw the Lightning Sphere forward (qcb + LP), or downward (qcb + HP), and not upward. - Storm's Whirlwind and Double Typhoon are now performed with a Kick button, and her Lightning Storm command is done with a half-circle motion. Why this is so is beyond me. - This file is only to be found at game faqs dot com. -k.m. - You can redirect the Lightning Attack by pressing in any direction before or after Storm starts flying. You can also start a new Lightning Attack during the old one. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Lightning Attack. - If you're using Gamma Storm, your Variable Combination HC will be the Ice Storm. Therefore, it's a good idea not to start a V. Combination when you're using Storm, since she'll back away before attacking, and your allies will appear where she is, instead of in front of your opponent. ------------------------------------------------------------------------ STRIDER HIRYU, Living as a Modern Day Ninja ------------------------------------------------------------------------ Ame no Murakumo H qcf + P Excalibur In air, qcf + P / K Kuuchuu Gram In air, f,d,df + P Gram H f,d,df + P / K Warp b,d,db + P / K Vajra qcb + K Formation A H qcf + K Formation B Charge b,f + P (formation B fire) H Charge b,f + P after Formation B (air) Formation C h Charge b,f + K Kabe Hari Tsuki qcb + P Uwa Idou / Shimo Idou Hold d / u while clinging to a wall Hantai Soku no Heki e Idou Tap b,f while clinging to a wall Chakuji Press f while clinging to a wall Cipher Kougeki Press P while clinging to a wall Jimen ni Tobigeri Press K while clinging to a wall Sliding Heel Press d + K while clinging to a wall Sliding Kick df + HK Sankaku Tobi Jump ub against a wall, press uf / f 2 Dan Jump Press ub~uf (x2) Ragnarok f,d,df + PP Ouroboros qcf + PP Legion qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Ame no Murakumo LP Ame no Murakumo Legion B: HK Vajra LK Vajra Legion y: HK Formation A LK Formation A Legion Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,HK Knockdown Attack: Crouching HK, Sliding Kick Variable Attack: HK Jimen ni Tobigeri Kick Snapback Attack: Standing HK - When using the Vajra, LK makes you appear on the left side of the screen, while HK makes you appear on the right side. Unlike most moves, this doesn't change, even if you're on the other side of the screen. - The button used for the Warp determines where Hiryu will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. For either Punch version, you can make attacks while you fall (normal moves, special moves, etc.) You can actually combo into this with either Formation A attack (jaguar or eagle), by doing that, then Warping over to your enemy using LP or HP and hitting them with a falling LK and going from there. - You can use the Hantai Soku no Heki e Idou to switch from one wall to the other. - During the Ouroboros, satellites rotate around Hiryu and injure anybody who touches them. If you make an attack, the satellites will also fire ring lasers. You cannot throw during this Hyper Combo, because there's no way to get close enough to your opponent without hitting them. This move lacks the invulernability it had in MvC--I was able to Power Drain Strider as he walked up to me with this move enabled. - The Sliding Kick is cancelable. It hits low and must be crouch blocked. - After Strider Hiryu's crouching HK, you can hit your falling opponent with a standing LK, then do a crouching HP to launch them. ------------------------------------------------------------------------ THANOS, Personification of Deadly Hatred ------------------------------------------------------------------------ Titan Crush H qcf + P (air) Death Sphere H qcf + K (diving shoulder) In air, d + HK (high kick) b + HK (long run) Tap f,f (hold f) Gauntlet Power qcf + PP Gauntlet Reality qcb + PP Gauntlet Space qcf + KK Gauntlet Soul qcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Death Sphere LK Death Sphere Gauntlet Power B: HP Titan Crush HP Titan Crush Gauntlet Reality y: (df+HP attack) (df+HP attack) Gauntlet Space Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] [High Kick (vs. an airborne enemy)] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: None. Flying Attack: Standing HP / Crouching MP,HK Knockdown Attack: Crouching MK Variable Attack: Jumping LK / HK Snapback Attack: Standing HK - An opponent hit by the Death Sphere is momentarily trapped. Note that the Gauntlet Soul HC will miss if you attempt it on a trapped opponent. - Since Thanos recovers before the Gauntlet Power ends, you can follow it up with another attack, like a Gauntlet Soul. If you're close by, you can even superjump and air combo your opponent. - Since Thanos' ground combo is for all six hits, you can do stuff like his standing HP or his d + HP launcher into his b + HK air-only launcher. - Thanos will earn back a small amount of recoverable life during the Gauntlet Soul. - All of Thanos' command attacks are cancelable. - I still can't get over the fact that this guy has two special moves. How hard would it have been to make his crouching HP or HK attacks from MSH into special moves? Really, now. ------------------------------------------------------------------------ TRON BONNE, Genius Creator of Cool and Victorious Mechas ------------------------------------------------------------------------ Shiki Dan H qcf + P Bonne Strike H qcf + K, tap buttons rapidly (air) Kobun Launcher H f,d,df + P Kuuchuu Dash In air, tap f,f / press PP (boulder throw) Press HK (or hold and release HK) (spinning legs) db~df + HK (can move b and/or f) Chuushoku Rush qcf + PP King Kobun qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Throw Attempt HK Bonne Strike Chuushoku Rush B: Standing MK Standing MK King Kobun y: Crouching MP Crouching MP King Kobun Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / HK (pickup animation only) Crouching MK Knockdown Attack: Standing LK - 2nd hit, Spinning Legs Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Shiki Dan is used, Tron aims a raygun at her opponent. The laser sight (red orbs), aren't the part that hits--this only occurs when you see the gun fire in Tron's hands (so in effect, the projectile is invisible). If this move does hit, two Kobuns will latch onto Tron's enemy, stunning them momentarily. Afterward, they'll run away with two red crystals above their head, that you will automatically collect even if you're in the air. However, the crystals don't give you back any lost life, unlike the crystals Kobun can get during his Engo Kougeki (Tsukami!) move. - Any kobun summoned by the Kobun Launcher can be knocked away with special moves, or just punches and kicks. - The problem with the Chuushoku Rush is that it only continues through if your opponent is hit by Tron's god-awful Shiki Dan ray. On the other hand, if you're using the Alpha version of Tron and do a V. Combination, the Chuushoku Rush starts up automatically, just like Kobun's. Therefore, whenever you have 1 HC level or 1 character left and are thinking of doing the Chuushoku Rush, go for the PA + PB version. :) - On the other hand, if you connect with the Shiki Dan, you can always do the qcf + PP Chuushoku Rush with no worries, since it'll combo. - The King Kobun HC ends if Tron is hit. - All of Tron's command attacks are cancelable. ------------------------------------------------------------------------ VEGA, Evil Manipulator of Psycho Power (M. BISON outside of Japan) ------------------------------------------------------------------------ Psycho Shot H hcf + P Psycho Field H hcb + P Double Knee Press H hcf + K (air) Vega Warp f,d,df + P / K (air) Head Press H Charge d,u + K, move b / f (air) Head Press to Skull Diver H Press P during Head Press Somersault Skull Diver H Charge d,u + P,P (or hold P) (air) Hikou qcb + KK, repeat to end (air) Psycho Crusher qcf + PP, tap P rapidly (air) Psycho Explosion hcb + PP Knee Press Nightmare qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Psycho Shot HP Psycho Shot Psycho Crusher B: HP Psycho Field HP Psycho Field Psycho Crusher y: HK Double Knee Press HK Double Knee Press Knee Press Nightmare Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - Anyone know an easy way to prevent from doing the Head Press or Somersault Skull Diver after launching your opponent with a c. HP? Any time I do a crouching combo into the c. HP, then superjump to attack my opponent, those moves keep coming out. It's driving me nuts! - After firing the Psycho Field, the projectile will dissapate if Vega is hit before it explodes. - The button used for the Vega Warp determines where Vega will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. You can use this move repeatedly in the air. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Double Knee Press, Vega Teleport, Head Press, Somersault Skull Diver, or Psycho Crusher. - Vega's Psycho Crusher can negate normal projectiles and resist certain Hyper Combo projectiles (the multiple kind, like Dhalsim's Yoga Inferno, Gouki's Tenma Gou Zankuu, or Nash's Sonic Break). However, if he resists an HC projectile, he'll spin in place and won't move forward. - From Ug the Caveman: "His Psycho Crusher has a surprisingly large horizontal hit arc. As an air combo, you can do LP,LK,MP,MK, HK Double Knee Press, Psycho Crusher - even though the Psycho Crusher looks like it will miss, it usually connects against average-sized characters (Ryu-size, possibly smaller characters too). It may also be worth noting that his ground Psycho Crusher has a noticeable wind-up, while the air version is instant." ------------------------------------------------------------------------ VENOM, Burning for Revenge against Spider-Man ------------------------------------------------------------------------ Venom Fang qcf + P (air) Venom Rush H qcf + K Web Throw h hcb + P (tap in any dir + P / K rapidly) Kuuchuu Dash In air, tap f,f / press PP Venom Web qcf + PP Death Bite qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Venom Fang LP Venom Fang Death Bite B: LK Venom Rush LK Venom Rush Death Bite y: Standing MP Standing MP Death Bite Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Web Throw, Death Bite Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HP - If you try to throw someone with HP, Venom will trap them in spider webs. They will be momentarily defenseless, and Venom can then attack them. - The Web Throw will not connect if Venom hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been encased in webbing using his Punch Throw. Spinning the joystick during this move no longer increases the damage this move does; instead, you have to tap in one direction repeatedly while tapping any button rapidly (for example, tap d rapidly while pressing LK as fast as you can). You can get higher than normal damage this way, although I have yet to figure out the maximum amount of damage you can get from doing this. ------------------------------------------------------------------------ WAR MACHINE, Walking High Tech Armory ------------------------------------------------------------------------ Shoulder Cannon H qcf + P / K Kuuchuu Shoulder Cannon H In air, qcf + P Smart Bomb H Press (b / f +) LK + HP (air) Repulsor Blast H hcb + P Hikou qcb + K, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (MvC shoulder cannon) Press HP while crouching (knee dive) In air, d + HK (upward kick) In air, u + HK (directed laser) In air, uf~df + HP Proton Cannon qcf + PP War Destroyer qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Shoulder Cannon LP Shoulder Cannon Proton Cannon B: LP Repulsor Blast LP Repulsor Blast War Destroyer y: b Smart Bomb b Smart Bomb War Destroyer Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: f / d + HP, HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP,HK (2nd hit) Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - Gamma War Machine cannot control the range of his Smart Bombs during a Variable Counter (unlike most people, who have controllable V. Counters). - When you use the Smart Bomb, holding back or forward decreases or increases the range of the bombs. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do his Knee Dive. However, you can't use the Knee Dive during the Hikou if you are too close to the ground. - War Machine now has MvC Hyper Armor War Machine's Proton Cannon and missile attacks, not to mention his crouching laser beam. Unlike in MvC, where the crouching laser could counter attack and do tremendous amounts of damage, it is now simply a long range attack that does modest damage. Although the number of hits is a little wonky (you're supposed to get less hits the further away you are, although sometimes you don't get all the hits even when closer to your opponent), the beam can destroy multiple projectiles since it's a multi-hit attack. - All of War Machine's command attacks are cancelable. - There are quite a few differences between War Machine and Iron Man, and no, I'm not just talking about missiles vs. lasers :) For more information, see the last note in Iron Man's section, above. ------------------------------------------------------------------------ WOLVERINE, Ultimate Tough Guy (aka MvC-style Wolverine) ------------------------------------------------------------------------ Berserker Barrage H qcf + P, tap P rapidly Berserker Slash qcb + P Tornado Claw H f,d,df + P, tap P rapidly Drill Claw Press (dir. +) LK + HP (air) Kabetsuki Drill Claw Drill into a wall, any dir. + P / K Sankaku Tobi Jump ub against a wall, press uf / f Fumitsuke In air, d + HK (double claw) Press MP,MP (air) (double kick) Press MK,MK (sliding claw) df + HP Berserker Barrage X qcf + PP Berserker Charge qcf + KK Weapon X f,d,df + PP Fatal Claw f,d,df + KK (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Berserker Barrage HP Berserker Barrage Berserker Barrage X B: HP Tornado Claw HP Tornado Claw Fatal Claw y: f Drill Claw f Drill Claw Fatal Claw Chain Combo Type: [Ground 5] [Jumping 5] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Drill Claw Flying S. Ground: Berserker Barrage X Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP / HK Berserker Barrage (full hits), Berserker Charge Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - The Drill Claw goes straight forward unless you hold in a direction while pressing the buttons. On the ground, you cannot Drill Claw backwards or in any of the downward directions. If you Drill Claw into a wall, Wolverine will dig his claws into the wall and stay there for a second. You can then press u, uf, f, d, or df and any Punch or Kick to do another Drill Claw in that direction. An alternative method would be to hold any Punch or Kick button and press in one of the listed directions. - You can use the Drill Claw after a successful Fumitsuke, or a Fumitsuke after a successful Drill Claw or Kabetsuki Drill Claw - During the Berserker Charge, Wolverine is followed by afterimages. For a short period of time, he walks and jumps faster. His attacks also come out faster, allowing him to perform combos like LP,MP,LP MK, for example. Unfortunately, his attack power also goes down, so normal attacks, special moves, and HCs all do less damage until the Berserker Charge wears off. This move can hit for minor damage when you do it from up close. - You can tap the buttons and wiggle the joystick during Wolverine's ground throws or air throw to do more damage. - All of Wolverine's command attacks are cancelable. You can also cancel the Fumitsuke into the Drill Claw, or vice versa. ------------------------------------------------------------------------ ADAMANTIUM-LESS WOLVERINE, (aka XvSF-style Wolverine) Hardboiled Guy with Beastly Strength ------------------------------------------------------------------------ Berserker Barrage H qcf + P, tap P rapidly Tornado Claw H f,d,df + P, tap P rapidly (air) Drill Claw Press (dir. +) LK + HP (air) Kabetsuki Drill Claw Drill into a wall, any dir. + P / K Sankaku Tobi Jump ub against a wall, press uf / f (diving kick) In air, d + HK (double kick) Press MK,MK (standing endless claw) Tap MP repeatedly (aerial endless claw) Tap MP repeatedly during a super jump (sliding claw) df + HP Berserker Barrage X qcf + PP Weapon X f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: Standing HP Standing HP Berserker Barrage X B: Standing HK Standing HK Berserker Barrage X y: Sliding Claw Sliding Claw Berserker Barrage X Chain Combo Type: [Ground 5] [Jumping 5] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Drill Claw Flying S. Ground: Berserker Barrage X Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP / HK Knockdown Attack: None. Variable Attack: Jumping LK Snapback Attack: Standing HP - The Drill Claw goes straight forward unless you hold in a direction while pressing the buttons. On the ground, you cannot Drill Claw backwards or in any of the downward directions. - You can follow the Drill Claw or Kabetsuki Drill Claw with a mid-air Tornado Claw. - You can tap the buttons and wiggle the joystick during Wolverine's ground throws or air throw to do more damage. - All of Wolverine's command attacks are cancelable. You can also cancel the Diving Kick into the Drill Claw, or vice versa. ------------------------------------------------------------------------ ZANGIEF, Russia's Red Cyclone ------------------------------------------------------------------------ Double Lariat H Press (b / f +) PP (air) Quick Double Lariat H Press (b / f +) KK (air) Banishing Flat H f,d,df + P Aerial Russian Slam f,d,df + K Screw Pile Driver Rotate 360 + P (air) Flying Powerbomb hcf + K from afar Atomic Suplex hcf + K when close Iron Claw df + HK when close Dash Tsukami Nage Tap f,f Backdrop (Instant Backdrop) Press HP after f,f / hold HP, tap f,f Kamitsuki (Instant Kamitsuki) Press HK after f,f / hold HK, tap f,f Jumping Lariat In air, f + HP Body Press In air, d + HP Kuuchuu Headbutt In air, u + MP Double Knee Drop In air, d + LK (mid-air elbow drop) In air, d + LP (elbow drop) b + LP (launcher throw) db,b + LP when close Final Atomic Buster Rotate 360 + PP Ultra Final Atomic Buster Rotate 360 + KK (Level 3) Iron Body b,d,db + LK Hyper Double Lariat Done during a Variable Combination partner assist variable counter variable combination -------------------------------------------------------------------- a: PP Double Lariat PP Double Lariat Hyper Double Lariat B: LK Flying Powerbomb HK Flying Powerbomb Hyper Double Lariat y: HK Aerial Russian Slam HK Aerial Russian Slam Hyper Double Lariat Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 3] A.Rave Launchers: [Crouching MP] [df + HP] A.Rave Finishers: HP, HK, Jumping Lariat, Body Press Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Body Press Snapback Attack: Standing HP - You can move back or forward as you start the Double Lariat, or after it begins. The Double Lariat can go through projectiles and beam attacks, while the Quick Double Lariat can be used to go through low attacks. - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Tsukami Nage, FAB, and UFAB are all unblockable. - You can do the Screw Pile Driver easily after jumping, since pressing ub~uf counts as one of the six directional presses needed to do this move. So, for example, you can input hcf + P to do the SPD. - The Banishing Flat can negate projectiles. - After a missed Aerial Russian Slam, Zangief is considered to be in a normal jumping state while falling, which means you can attack on the way down or do mid-air moves like the SPD, Lariat, Body Press, etc. - Zangief has Super Armor during the Flying Powerbomb and Final Atomic Buster (see the Gameplay Notes section for more details on how this works). - When the Iron Body is used, Zangief changes into Mecha Zangief, and his moveslist changes (see below). He'll stay in Mecha Zangief mode until you repeat the Iron Body command, or until the next battle begins. Note that if he's hit during the Iron Body transformation, he won't turn into Mecha Zangief. - Zangief cannot backstep. He cannot dash using the PP buttons, either. - You can tap the buttons and wiggle the joystick during Zangief's df + HK throw, or his Kamitsuki throw (normally or done during a dash) to do more damage. - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can rotate the joystick rapidly to make the final drop do more damage. You'll know if it worked for the FAB and UFAB since Zangief's skin will become red. The more his color changes, the more damage you'll do. - All of Zangief's command attacks are cancelable except for the elbow drop and mid-air elbow drop. - Zangief's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ MECHA ZANGIEF ------------------------------------------------------------------------ Double Lariat H Press (b / f +) PP Quick Double Lariat H Press (b / f +) KK Vodka Fire H qcf + P Aerial Russian Slam f,d,df + K Screw Pile Driver Rotate 360 + P (air) Flying Powerbomb hcf + K from afar Atomic Suplex hcf + K when close Iron Claw df + HK when close Dash Tsukami Nage Tap f,f Backdrop (Instant Backdrop) Press HP after f,f / hold HP, tap f,f Kamitsuki (Instant Kamitsuki) Press HK after f,f / hold HK, tap f,f Jumping Lariat In air, f + HP Body Press In air, d + HP Kuuchuu Headbutt In air, u + MP Double Knee Drop In air, d + LK (mid-air elbow drop) In air, d + LP (elbow drop) b + LP (launcher throw) db,b + LP when close Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK Iron Body b,d,db + LK Hyper Double Lariat Done during a Variable Combination partner assist variable counter variable combination -------------------------------------------------------------------- a: PP Double Lariat PP Double Lariat Hyper Double Lariat B: LK Flying Powerbomb HK Flying Powerbomb Hyper Double Lariat y: HK Aerial Russian Slam HK Aerial Russian Slam Hyper Double Lariat Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 3] A.Rave Launchers: [Crouching MP] [df + HP] A.Rave Finishers: HP, HK, Jumping Lariat, Body Press Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Body Press Snapback Attack: Standing HP - Mecha Zangief has Hyper Armor at all times (see the Gameplay Notes section for more details on how this works). - You can move back or forward as you start the Double Lariat, or after it begins. The Double Lariat can go through projectiles and beam attacks, while the Quick Double Lariat can be used to go through low attacks. - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Tsukami Nage, and Final Atomic Buster are all unblockable. - You can do the Screw Pile Driver easily after jumping, since pressing ub~uf counts as one of the six directional presses needed to do this move. So, for example, you can input hcf + P to do the SPD. - After a missed Aerial Russian Slam, Zangief is considered to be in a normal jumping state while falling, which means you can attack on the way down or do mid-air moves like the SPD, Lariat, Body Press, etc. - Zangief cannot backstep or dash jump forward. He cannot dash using the PP buttons, either. - You can tap the buttons and wiggle the joystick during Zangief's df + HK throw, or his Kamitsuki throw (normally or done during a dash) to do more damage. - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can rotate the joystick rapidly to make the final drop do more damage. You'll know if it worked for the FAB and UFAB since Mecha Zangief's skin will become discolored. The more his color changes, the more damage you'll do. - All of Zangief's command attacks are cancelable except for the elbow drop and mid-air elbow drop. - Zangief's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ FIGHTING ABYSS ------------------------------------------------------------------------ This section is about MvC2's boss, Abyss. Dollars to donuts, he's playable in the Dreamcast version of this game, but until someone figures out how, this section will just cover his attacks and how to beat him in each form. According to some threads on alt.games.sf2, he isn't a Marvel character, so he's probably some creation of Capcom's. Note that all of Abyss' forms do not gain HC power, yet they can use their Hyper Combos whenever they want. [ FORM ONE ] ---------------------------------------------------------- In this form, Abyss is a big guy wearing the Armor of Erosion and a horned helmet. He moves very slowly and has Hyper Armor. His attacks include: HORN STAB: He pulls off a horn from his helmet, turns it into a trident and lobs it at you. The 'splash' of the trident hitting the ground can injure you, but you can jump over it with little difficulty. STANDING ARM SWIPE: He swings an arm at you in a half circle, with blue electricity emanating forth. The neat thing about this move is that if Abyss' arm is near a pillar when he swipes, part of the pillar gets smashed up. Sometimes the pillar only gets damage, but sometimes it actually breaks up and the pillar pieces fly outward (they can hit you, obviously). RUSHING BODY PRESS: Think Juggernaut Headcrush, but Abyss uses his whole body. Comes out pretty quickly, but you can Advancing Guard it to push Abyss away. Just don't get too push-block happy, or he'll get you for the rest of the hits. BLUE HOMING SPARKS: Abyss holds out his hand and three blue lights appear and home in on you. They don't do a lot of damage, though, and they can be blocked. STOMACH BLAST (Hyper Combo): Abyss leans back and fires a blue Mega Optic Blast-like beam from his belly button. Does a lot of block damage, but that's better than getting hit. Then again, since he rears back _before_ the HC flash, you should be able to super jump over him before the move even starts. GREEN RAIN (Hyper Combo): Abyss reaches a hand into the air, _then_ you see the HC flash, so you shouldn't be getting hit by this one unless you're careless. When used, green sleet pours down from the sky. Just block this--it's over in the blink of an eye anyway. Does decent damage if it hits you, though. STRATEGY: I find that the key here is to just block _everything_, and jump over him during the Rushing Body Press and Stomach Blast HC so that you can attack him from behind. Just remember that some characters cannot jump over him and will have to use super jumps or other types of movement to get past him (since he's so tall). Once you're behind him, use combos or whatever else you want. If you switch out when it's safe, your characters should end up with nothing more but minimal block damage by the time you're at Form Two. Most of his moves can be seen coming, so just attack with chain combos or something else with a quick recovery, block his attacks, and continue. Try to save your HC power for the next battle. This is definitely his easiest form, anyway. Iceman has a field day against him, since both his HCs can be blocked for no damage. After beating this guy, you're treated to Form Two.... [ FORM TWO ] ---------------------------------------------------------- In this form Abyss has become part of that green ooze that was coming out of his helmet (maybe it's that Sea of Genesis stuff or something). He still has Super Armor, and remains rather stationary, although he can drift back and forth. Unfortunately, he's also a much smaller target. His attacks include: BLUE FLAMETHROWER: Abyss holds out a gun-like arm and fires a short stream of fire from it. This knocks you back if it hits, so just stay out of range. The worst thing about this move is probably Abyss' stupid laugh ;) This move can destroy some projectiles (Hadou Ken), but not others (Psi-Blast), I dunno why. SMALL LASER BEAM: Abyss holds out his gun-arm and fires a thin laser beam. Just block it or jump. BIG LASER BEAM: Like the above, but the laser beam is thicker. Does a lot of damage if you're not blocking. GREEN BUBBLES: Abyss will sink into the floor, and three green bubbles will rise out of the muck and float around. If they hit you (and they're unblockable, so it's easy to get hit), you're trapped inside, but you can shake the joystick and tap the buttons to escape sooner. The bubbles can be popped by any attack (even normal Punches and Kicks) so destroy them when they appear instead of trying to avoid them. SPINNING PHOTON ARRAY (Hyper Combo): Abyss twirls around and short beams fly from him in all directions, just like Dr. Doom's Photon Array. You don't take much damage from blocking this, so just do that instead of trying to evade the shots. STRATEGY: Most of the time, Abyss will just stand there like an idiot and use the Flamethrower repeatedly, even if you're out of range, so just back off and waste him with long-range HCs and other attacks. If you have to get close, jump behind him, do a quick chain, and leap away before he turns and burns or blasts you. If he creates the big green bubbles, destroy them (this is pretty easy for people like Ruby Heart, who can Cheval Seller right through them). If you get hit by his attacks, you're in for some pretty bad damage, but otherwise, it shouldn't be that much harder than the last form. Iceman, who takes no damage from blocking either of his lasers are the Photon Array, can just blast him from afar with the Ice Beam for an easy win. Now it's on to the final form.... [ FORM THREE ] -------------------------------------------------------- Abyss' final incarnation is a big red dog-like beast that fills up the screen and looks like some Guardian Heroes reject. There's also a big ball floating above him (the same one you saw when you first met Abyss in his first form). His attacks include: VENOM FANG ATTACK: Abyss leaps forward with his mouth open. Looks a lot like the Venom Fang. Try to block it. This can't hit you if you're near the back of Abyss' body. FLAMING BREATH ATTACK: Abyss shoots a really long gout of red flame from his mouth. It lasts for a while and does a good deal of damage if it his. GROUND FLAMES: Abyss sinks into the ground, and vertical flames shoot out of the ground. These do tons of damage and can juggle you like crazy, so get out of the way or block 'em if you must. FIRE COLUMN: Abyss pounds the ground and a column shoots up. The damage is not too hot, and the range is bad, lucky for you. It is fast, though. This move can hit twice (once when he hits the ground, again when the column appears). HORIZONTAL FLAMES: Abyss fires streams of flame across the screen. Again, just block them. DRAGON FLAMES (Hyper Combo): Abyss rears his back at you, and streams of fire with dragon heads fly horizontally across the screen. It's a lot like his other Horizontal Flames attack. Block them. STRATEGY: This guy doesn't have a lot of effective moves, but he's good at surprise attacks. Those ground flames pop up at the darndest times and he can (and will) Venom Fang you from off-screen; in fact he can do any attack from off-screen, including his Hyper Combo. You'll spend a lot of time chasing Abyss across the screen (since he can move under the ground), so be ready to dash up to him when he appears, since he doesn't stay above ground for long. Landing a hit on him can also be a problem, since only his upper middle and rear are vulnerable to attack (you could hit him from behind his face, but if you're too near to him, he can still get you with his Venom Fang). Variable Combos work great against him (especially if you have all three members), because you can cover a large area and do tons of damage on him. The orb that flies around him can also be damaged, although the safest time to strike it is usually when it's hiding behind his humped back (when it's out in the open, you're guaranteed to get nailed by some ground flames). Usually after damaging him, he sinks into the ground, and pelts you with the ground flames, or if he doesn't do those immediately, he'll do them when you attack that orb that floats around him. So when he's not around, just play it safe and watch out for off-screen attacks until he reappears. When he's above ground, try to stand inside of him, as hanging out in front of him is an invitation to get smacked around. Once you've beaten him, relax and enjoy the ending (which is the same for all characters, btw). If you lose, you can enjoy one of Abyss' humorous win poses, like the one where he pounds the floor to knock you into the air, leaps at you, and swallows you whole ;) ======================================================================== 3. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ ENABLING THE HIDDEN CHARACTERS, STAGES, ETC. ------------------------------------------------------------------------ One of the neat things about MvC2 is that you can unlock new characters to play with, new costume colors for each character, and alternate versions of most of the stages (except Abyss' stage). The problem is that you have to trade information with a Japanese arcade machine to do so (since only they have DC controller ports), which puts a lot of us importers at a disadvantage. However, there are two ways around this: For one thing, it appears that you can download MvC2 save files from Capcom of Japan's page--the file is regularly updated with new unlocked characters, colors, and stages. The only catch is that you have to connect using your Dreamcast, and since I can't even log on with mine, I have no idea how this would work. If you want to give it a shot, the page is located at: The other way to get the hidden goodies is by downloading a hacked save file made by none other than CJayC, the webmaster of GameFAQs and a savior among us DC MvC2 players ;) The file can be found at GameFAQs itself, . Just follow the links from the main page. Alternately, you can get it from . The latest version of the save file has all characters enabled, colors enabled, and stages unlocked, unlike the file at Capcom of Japan's page. You can even put the same characters on your team. The file doesn't let you play with Abyss or anything like that, though. As for downloading the file, don't ask me, cause I can't even go online using my Dreamcast (I need a 33.6k modem)! So I had to use the Nexus 4M Card, download the file to my PC, and copy it over that way. But don't ask me about that either, since a friend did it for me ;) Speaking of hidden characters, I've heard on the GameFAQs message board that you can't play with Blackheart or Sentinel if you load MvC2 using the swap trick (I dunno how that works, so don't ask). It doesn't mean your copy is defective, it's just some drawback of swapping. If you don't want to download a hacked save file, you can still unlock some of the hidden stuff in the store section of the game, using the points you earn every time you play the game, but you won't be able to unlock everything. ------------------------------------------------------------------------ DAN'S SECRET INTRODUCTION ------------------------------------------------------------------------ Although it's been changed slightly from MSHvSF, Dan's secret intro is still in the game. Just hold down Light Punch (the default button is X) before a match begins, and if Dan is your first player, he'll fall to the ground and his geta will fly off, sans the explosion and sound effects from MSHvSF. It actually looks funnier without the explosion, in my opinion. Only Dan could make a fool of himself before the round's actually begun! ------------------------------------------------------------------------ PICK SAKURA'S WIN POSES ------------------------------------------------------------------------ Another trick returning from MSHvSF are Sakura's selectable win poses. They are as follows: LP Sakura lifts an arm up while laughing, with cherry blossoms falling around her. LK Sakura sways back and forth, doing a little dance. HP Sakura throws several kicks while yelling, and her shoe flies off and hits her in the head. HK Sakura rubs her nose and then waves her hand while saying "Konna toko da ne!" (That's how it's done!) PP Same as her HP pose, but her shoe stays on. KK This one works in two ways--normally, Kei (her friend), will run on-screen, trip, and fall over, while a shocked Sakura watches on. However, if you performed a Hyper Combo or Variable Combination during the battle, or if you hit your opponent with Sakura's taunt, then Kei will run up to Sakura and the two will start doing her LK dance moves. Since I figured this stuff out on my own, I'm not totally sure about the KK win pose--there may be other factors that make Kei dance. If anyone gets results other than what's written here, I'd love to hear from ya. This trick works even if you're in Hiyakeshita Sakura mode. ------------------------------------------------------------------------ BEAT UP YOUR DEFEATED OPPONENT ------------------------------------------------------------------------ After defeating all of your opponents, you can press Start while your character is in their win pose to regain control of your character. It's now possible to hit your opponent while they lie on the ground and juggle them like mad, since anything you do will knock them up into the air. You can even use Hyper Combos or Delayed Hyper Combos, although you can't use anything involving the PA and PB buttons. ------------------------------------------------------------------------ SELECT SPIDER-MAN'S TAUNTS ------------------------------------------------------------------------ Normally when you taunt with Spider-Man, he says something at random. However, it's possible to control what shows up in the word bubble by holding in the following direction and pressing the Chouhatsu (Taunt) button (you can assign Chouhatsu to a button, or use LK + Start, or just Start if you're playing the arcade version): forward + Chouhatsu = "C'mon pal!" back + Chouhatsu = "Hey!" down + Chouhatsu = "Do your job!" Unfortunately, this trick doesn't work for Venom. ------------------------------------------------------------------------ CLOCKTOWER STAGE SECRETS ------------------------------------------------------------------------ First of all, the level with the clock tower actually shows the time that you've set your DC to in the system menu. Secondly, it's possible to topple the tower in the far right of the screen on both the normal and hidden, "icy" version of the clocktower stage. To do this, you need to kill the last remaining member of your oppoent's team by knocking them into the tower on the far right side of the playfield. There are two ways to do this: - Use a Hyper Combo that knocks them around, like Captain Commando's Captain Sword. Most any Hyper Combo will do, though. - Use a move which slams them around fairly hard. A good example is Hulk's Gamma Tornado; get yourself into the corner of the screen, then Tornado your opponent. Hulk will throw them behind him into the corner tower. The difference between these two methods is that you can't see the tower collapse when using a Hyper Combo (or DHC, or Variable Combination, depending on what you used), because the background changes. If you kill them with a special move, you can actually watch the tower crumble and collapse. Major thanks goes to Ed! for explaing this all to me. ======================================================================== 4. GAMEPLAY NOTES ======================================================================== This section offers more in-depth information on the basic elements of gameplay and the basic abilities of each character: ------------------------------------------------------------------------ THE LIFE GAUGE ------------------------------------------------------------------------ The life gauges are located at the top of your screen--the largest one represents your currently active character, while the two beneath it are for your two partners. Everyone starts off with 143 points of life in their gauge...my reasoning is, Dan's Otoko Michi does 142 points of damage to himself, but since he's still left alive, 143 must be the real amount of life left. Anyway, as you are hit by attacks, you lose life points, and when all your life is lost, that character is defeated. It should be noted that when your life starts getting very low, you take reduced damage from attacks--sort of a 'last defense' against losing. When all characters are defeated, the game is over. There are two types of lost life--unrecoverable and recoverable. Unrecoverable life is shown by the transparent space left behind as your gauge empties. Recoverable life is a red extension of your gauge. Although this red amount will still decrease as you take damage, there is the possibility of refilling it and thereby earning back a small amount of lost life. Normally when you are damaged, you take mainly unrecoverable damage and some recoverable damage, although your partners will always take recoverable damage when they're hit during a Partner Assist or Variable Combination. To regain lost life, your character needs to be inactive; in other words, you need to switch them out so that you're playing with someone else. Once they're switched out, their life gauge will start to gleam after a moment, and each time it gleams, they earn back a small bit of life. This will continue until all of the red gauge has been refilled with 'real' life. If you call them out for a Partner Assist or Variable Combination, the healing process stops momentarily, but is later resumed. However, if you switch them in via a Variable Attack, Variable Counter, or Delayed Hyper Combo, the red portion of their lifebar vanishes, so there is no chance for future life recovery even if you switch them back out. Three characters can also earn back recoverable life through other means: Omega Red's Death Factor, Shuma-Gorath's HK throw (ground or air) and Thanos' Gauntlet Soul will all damage your enemy while giving you back a small amount of recoverable life, if part of your life gauge is red. If you don't, the moves still do damage, but you don't get any extra life restored. Kobun can also earn back life for himself--if you connect with the Engo Kougeki (Tsukami!) and wait long enough, the two kobuns will run back to you holding red crystals you can collect to earn back recoverable life. And if Kobun dies, he explodes into a pile of red crystals that his opponents can collect to restore a small amount of recoverable life. ------------------------------------------------------------------------ THE HYPER COMBO GAUGE ------------------------------------------------------------------------ The HC gauge is located at the bottom of the screen. At the start of the round, you start off with one level filled, although you can hold up to five levels at a time. HC energy is earned when you are hit by an attack, when you make an attack that misses, and when you hit your enemy or have them block your attack. Not all moves will give you HC gauge power, and some moves give you more power than others. Both Dan and Omega Red have a special way of earning HC power--Omega Red can siphon it from his opponent using his Energy Drain (although this doesn't lower his opponent's amount of HC power), and Dan gets HC power from taunting (normally, the only taunts that give you any HC power are the ones that hit, since you earn energy by damaging your opponent). So what are Hyper Combo levels good for? Well, with one level, you can use most Hyper Combos, and you can use Variable Counters and Variable Combos (single type). With two levels, you can use the double-type Variable Combos, and perform Delayed Hyper Combos with a partner. If you have three levels, you can do triple Variable Combos, Delayed Hyper Combos with both partners, and some special Hyper Combos that require three levels to use, like Spiral's Metamorphose. ------------------------------------------------------------------------ BLOCKING AND ADVANCING GUARD ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air Advancing Guard While blocking, press PP (air) (can repeat) You can block attacks either while standing (hold back), or crouching (hold down-back). Some attacks can only be blocked standing, like most jumping attacks (some mid-air command attacks can be crouch blocked, though), standing attacks, and overhead attacks (moves that look like they could be blocked low but actually can't). Most crouching attacks must be crouch-blocked, though. In the air, you can block by holding back or down-back, and this will defend you from most any kind of attack. Note that you can only air-block while jumping, not when falling or while floating in air (this would mean using Dhalsim's 'Fuyuu' or the other characters' 'Hikou' ability, which lets you float and move around in air for a limited period of time). You take no damage from blocking punches, kicks, and command attacks, unless you're fighting the Hulk, Sentinel, or Jin, who's punches and kicks all do block damage (Jin's light attacks do not apply). If you block special moves or Hyper Combos, you usually take greatly reduced damage from them, although some moves do no damage when blocked, like Spidey's Web Throw, Sabretooth's Wild Fang, etc. Note that some moves are unblockable. These include normal throws (the kind done by pressing b / f + HP when close), normal air throws, and special throws, like Shuma's Devitalization or Zangief's Final Atomic Buster. Holds are also unblockable. The only way to not get hit by these moves is to stay out of your opponent's reach! Advancing Guard is used by pressing PP while you are blocking. When used, your character will stop blocking momentarily and 'push forward'. This has several results; one, it can push your enemy away, or else push you back, making more distance between you and your opponent, and two, it can be used to take less block damage from a multi-hit attack as you are momentarily invincibile the moment you 'push-block'. Even better, you can use this move repeatedly against multi-hit attacks to take even less block damage. One thing I've noticed is that character's don't seem to have their Advancing Guard animations anymore. For example, in MSHvsSF, if you pushblocked an attack with Dan, he would lean into it (the same animation you see during the Otoko Michi). I was always under the impression that during this animation, since you technically weren't blocking, you were open to attack. But since these animations have been removed (or aren't used), does that mean that the Advancing Guard is safer to use now? Hmm. Still, though, this move has some drawbacks. In some cases, using Advancing Guard will make you take more hits (like from Dan's Shinkuu Gadou Ken), since you will be pushing through the attack itself. ------------------------------------------------------------------------ MOVEMENT AND JUMPING ------------------------------------------------------------------------ Dash Tap f,f / press PP Backstep Tap b,b / press b + PP Slide / Stop Movement Press d during a dash or backstep Dash Jump Press uf while dashing Super Jump Tap d,ub~uf (you can no longer superjump via KK) Everyone can walk back or forward, or jump in any upwards direction. But there are other ways to get around as well. One useful method is to dash (tap f,f or press PP), or backstep (tap b,b or press b + PP). This will make your character move quickly forward or backward. You can cancel out of either move by tapping down before it ends, which will make some characters immediately stop, while others will slide forward while crouching first. You can also cancel out of a dash or backstep with normal attacks, special moves, or Hyper Combos. Note that if you dash with PP, you can interrupt it with another dash or backstep by pressing PP or b + PP. Some characters cannot dash using PP (Zangief and Mega Zangief). And some characters cannot backstep (again, Zangief and Mega Zangief). Some characters can also dash in air, or even backstep (only Blackheart and Sonson can do this), but unlike ground dashes, not all air dashes were created equal: Anakaris His air dash goes across the screen. Blackheart Falls straight down after air dash or backstep. Has shortest dash / backstep of any character. Omega Red Can cut short air dash by pressing back. Rogue Can't cancel out of her air dash until halfway done (but can cancel at anytime if doing special moves). Spider-Man Can't cancel out of his air dash until halfway done (but can cancel at anyime if doing specials or HCs). Venom Can cancel out of his air dash at any time. Another type of air dashes are the eight-way kind that a couple of characters have. There are two types of eight-way dashes. In one kind, you stop moving the moment you do a move (this applies to Dr. Doom, Iron Man, and War Machine). In the other kind, you continue to drift in the direction you were going in while attacking (Dhalsim, Storm, and Magneto). One interesting aspect of the eight-way air dashes, Anakaris' dash, and Blackheart's dash and backstep is that if you perform them with PP, you can cancel out of normal and command attacks. For example, I can do a jumping HP with Anakaris, but tapping f,f afterwards does nothing. If I press PP, though, the remainder of the HP animation is cut off and Anakaris instantly dashes forward. The same would apply to, say, Iron Man doing a mid-air HK then hitting uf + PP; he'd cancel out of the rest of the HK animation and fly up-forward. Although this might seem like a cheap way to attack and run, there is a catch; you cannot perform any normal or command attacks out of a cancelled PP dash. You can, however, still cancel it into special moves or HCs. One useful aspect of dashing is that since it gives you momentum, you can attack while dashing and will remain closer to your opponent than if you had done the same attack simply while standing next to them. This is very useful for chain combos, when you want to stay close so you can get more hits in. As I said previously, jumping is done by pressing in any upward direction. There is more than one way to jump, though. While dashing, you can tap up-forward to do a dashing jump, which covers more distance across the screen, but has a lower arc. You can also super jump, which is done by tapping in any downward direction, then any upward direction. This will make you leap high into the sky. You can also super jump by hitting someone with an aerial rave launcher (like Ken's crouching HP), then press ub~uf before the crouching HP animation ends (doing it after the animation ends results in a normal jump). This even applies if the launcher doesn't launch someone (for example, if you hit Hulk with Ken's launcher, he won't fly into the air since he has Super Armor--nonetheless, you can still Super Jump). What this doesn't apply to is air-only launchers. In XvSF, I could hit someone with Juggernaut's standing HP and they wouldn't be launched, since it only does that to people who are airborne when they're hit. However, I'd still be able to super jump. Now, Juggy will not take to the skies unless his air-only launcher actually works as intended and hits an airborne foe. There are also triangle jumps (Sankaku Tobi), which only some characters can use. These are done by jumping towards the side of the screen (the 'wall', if you will), then pressing in the opposite direction. For example, if I'm using Sabretooth and I jump up-back into the wall, I could triangle jump by pressing uf or f. The difference between these two is that pressing up-forward results in a higher off-the-wall spring, while the forward version makes me jump further forward, but not as high. Felicia has a special variation on the Sankaku Tobi (in fact, she has several 'on the wall' moves), so please see her section for more details. One interesting thing about the Sankaku Tobi is that doing it resets the jump count for those who can jump multiple times. For example, Marrow can jump again while in air. However, she also has a double jump. So you can jump, jump again, triangle jump off the wall, and then jump again in air. Chun-Li can really take to the skies because you can triple jump with her, triangle jump, then jump twice more in air. It's nuts. The only catch with using a triangle jump is that you can't triangle jump again or air dash after doing one. So in the example above with Chun-Li, you couldn't do all those jumps, then air dash, because you did a triangle jump. You could still jump three times and air dash, or jump once, air dash, and jump twice more, or whatever. ------------------------------------------------------------------------ THROWS AND TECH. HITS ------------------------------------------------------------------------ Throws / Holds When close, b / f + HP / HK (depends on person) Mid-Air Throws When close, any dir. but d / u + HP / HK in air Tech. Hit (Escape) Any dir. but d / u + HP / HK when grabbed (air) Tech. Roll Attempt a Tech. Hit after a throw connects Hold Recovery Shake joystick and tap buttons when in a hold Throws are unblockable attacks, as are holds. The difference between the two is that throws do a set amount of damage, while holds, although they do less damage, can do more if you shake the joystick and / or tap the buttons rapidly. The basic motion for a throw or hold is to press back or forward + HP or HK when close to your opponent. Some characters may not be able to throw with HK, while others may have throws instead of holds for a particular button. The basic motion for an air throw is to press in any direction but straight up or down + HP or HK when you're close to your opponent and you're both in the air. Again, some characters cannot air throw with HK, and Thanos does not have any air throws. It is possible to escape from throws and holds the moment you are grabbed; to do so, press in any direction except for up or down and press any Punch or Kick button. If sucessful, you'll flip away without taking any damage--this is called a Tech. Hit, and is available to all characters. If you miss the opportunity to Tech. Hit, you can attempt it again, and you'll Tech. Roll (thanks to Spider-Dan for the terminology) after the throw hits, so you still take damage...kinda seems pointless. Anyway, this is easily observable on Dan's HP throw, where you jump back immediately if you Tech. Hit, but if you Tech. Roll, it takes place after you've taken damage. I know you can Tech. Roll out of the Web Throws ('cause I mistakenly thought you could tech. hit out in my previous FAQs) ^_^; but I don't know if there are any throws that you can't Tech. Roll out of (it should work for all throws). As for Tech Hits., it's been my experience that you can't Tech. Hit out of any special throws anymore. Here are the ones you were able to escape from in previous games: * Cammy's Hooligan Combination * Colossus' Giant Swing * Cyclops' Running Neckbreaker Drop * Dan's Otoko Michi * Hulk's Gamma Tornado * Morrigan's Vector Drain * Sabretooth's Wild Fang * Zangief's Flying Powerbomb / Aerial Russian Slam / mid-air Screw Piledriver I'm assuming the following _should_ be escapable: * Cyclops' Optic Hold * Dhalsim's Yoga Smash * Gouki's Jigoku Guruma However, I haven't been able to Tech. Hit out of any of these, so I dunno what to say. Maybe they're all inescapable now, or maybe I just suck at Tech. Hitting. It is still possible to Tech. Hit from throws like Zangief's Dash Tsukami Nage and Iron Claw, or Cyclops' Leg Flip Throw, etc. Btw, there is an additional defense you can use against holds; even if you are grabbed, you can tap the buttons and shake the joystick (the same motions done to make holds do added damage), do make the hold do less damage and cause you to recover sooner. This is called a hold recovery. This also works for any move that holds you in place, like Thanos' Death Sphere, Kobun's Engo Kougeki (Tsukami!), or Dhalsim's Yoga Smash. ------------------------------------------------------------------------ GETTING DIZZY ------------------------------------------------------------------------ Technically, dizzies have been removed in MvC2, as you do not stand up and swoon momentarily. Instead, your character suddenly flies upwards in the 'spiralling fall' animation (the kind where they do not recover on the way down). Otherwise, dizzies still work the same way; once a character has taken enough hits, the dizzy effect (which in this case is just the character flying upwards), takes place. ------------------------------------------------------------------------ ESCAPE ROLLS AND OTG HITS ------------------------------------------------------------------------ Escape Roll b,db,d + P / K when knocked down Escape rolls can only be done in a specific situation--when a character is knocked down to the ground. When that occurs, press back, down-back, down + P or K while falling, and upon hitting the ground, your character will roll forward and get up (you get the same distance no matter which button you use). The point of escape rolls? For one thing, they can be used to get away or move closer to an enemy before you stand up again. They can also be used to evade OTG (off-the-ground) hits. The only time they can't be used is when you are the victim of a Flying Screen attack. OTGs occur when you are lying on the ground and your opponent performs a low attack--it will knock you off the floor and you will take damage. For example, after being knocked over by a crouching Hard Kick, Dan could perform the Kouryuu Rekka, and if he was close enough, the first hit would knock you into the air. Or after being thrown into the corner of the screen by Gouki, he could knock you off the ground with a crouching LK, then chain that into a crouching HP, and be able to launch you into the air for an aerial rave. By using escape rolls, you never end up lying on the ground; you just go straight into the roll as you touch the floor, and this prevents OTGs from happening. The only real problem with escape rolls is that it's possible to roll forward and stand up right into an attack; if you don't immediately block, you'll be hit. If you roll next to your opponent and get up, there's also the risk of being thrown. ------------------------------------------------------------------------ TYPES OF CANCELING ------------------------------------------------------------------------ Canceling is what happens when the animation frames of one attack are canceled by another attack. For example, when Morrigan does her standing HK, there is the animation of her leaning back and kicking, and then more animation as she recovers from that kick. If you input the motion for the Soul Fist during her standing HK, though, she would immediately begin the Soul Fist animation, an the 'recovery' animation on the HK would never even come out. You can also cancel normal attacks--this is the whole basis behind chain combos, where the rest of the animation for a crouching MP is cut off when the animation for, say, a crouching HP kicks in. Unlike other SF games, the VS series also lets you cancel into and out of command attacks (in most cases), so that you can do something like this with Anakaris; LP -> Seija no Ayumi -> HK, or even LK Drill Kick, HP Drill Zutsuki with Dhalsim. Not all ground command attacks are cancelable, though (though all mid-air command attacks are). Hyper canceling is a new addition to MvC 2--you can cancel a special move into a Hyper Combo. All you have to do is input the HC command during the special move, and your character wil begin the HC, even if the special move hasn't hit yet. The only catch is that you have to hyper cancel fairly early--you couldn't go into Iron Man's Proton Cannon at the very end of his Repulsor Blast, only right as it initially hit. The basic rule of thumb is that you can't hyper cancel out of a special move if it doesn't hit--for example, Dan's Zenten Chouhatsu into his Chouhatsu Densetsu is impossible since the rolling taunt doesn't hit. But you could do a Gadou Ken into his Chouhatsu Densetsu because even though the HC doesn't hit, the special move does. Yes, this is just like 'super canceling' from the SF3 series, but Capcom has christened it 'hyper canceling'. Same diff.! Another type of canceling is called 'Delayed Hyper Combos'. If you're doing a Hyper Combo, you can input the motion for one of your first partner's HCs, and he or she will show up and do that HC. During that move, you can input a command for your third character's HC, and _they_ will show up and do a Hyper Combo. For example, I could do a Shun Goku Satsu with Gouki, and before it ends, input qcb + KK to make Sakura appear and do the Haru Ichiban. Then before that ends, I can input qcf + KK and Blackheart will do his Heart of Darkness. Obviously this adds up to a lot of damage, but the thing is that any Hyper Combo used in a DHC does 25% less damage than usual (for example, Dan's Otoko Michi goes from 100 points of damage down to 75% when used in a DHC). Also, in the event of most 'grab type' supers (like the previously mentioned Shun Goku Satsu), your opponent flies up into the air once your next ally comes in, so it can make comboing your HC harder to do. Otherwise, the only catch with Delayed Hyper Combos is that you have to go in order (2nd partner to 3rd partner), and some Hyper Combos can't be cancelled into or out of. These include: Colossus : Super Armor MvC Wolverine : Berserker Charge Sakura Kasugano : Hiyakeshita Sakura Shuma-Gorath : Chaos Dimension Zangief : Iron Body The order of your characters is changed after a DHC, so if you bring in your two partners, then your last character will be the leader, while your old leader is now in second place, and your first partner is now your second partner. In other words: After a After a Lineup Normally 2-person DHC 3-person DHC ----------------------------------------------------------------- Leader Ryu Anakaris Spiral Partner A Anakaris Spiral Ryu Partner B Spiral Ryu Anakaris This is important to remember, since if you do a DHC, then want to do another one later on, the order of characters will have changed. So if you do a 3 person DHC, switch Ryu back in, and later attempt another Delayed Hyper Combo, entering b,f + PP for the Super Cobra Blow won't do anything since Spiral is your first partner now, not Anakaris. Finally, note that it's impossible to cancel from one Hyper Combo to another, like you can on say, the PSX version of MvC. There seems to be a misconception about this, so there you go. You can link HCs by waiting for the screen to return to normal before you do another one (for example, juggling someone with two of Dan's Shinkuu Gadou Kens), but that's about it. ------------------------------------------------------------------------ CHAIN COMBOS ------------------------------------------------------------------------ Chain combos are basic feature of the VS. games. The premise behind a chain combo is that you can attack your opponent with a series of normal punches and kicks, canceling from one attack into the next. Since chain combos can be done by crouching, you can even cancel into standing or crouching attacks in the middle of the chain; for example, Chun-Li can go from a standing LP into a crouching HK, or from a crouching LK into a standing MP, into a crouching HP. And so on. Obviously, this allows you to do higher damage. Each person has their own 'style' of chain comboing--each type is explained below. However, before I get into those, it's important to understand MvC2's new button set-up: Since the game only has four Punch or Kick buttons, Capcom needed a way to be able to stick Medium Punches and Kicks into the game. Their solution was simple; if you press LP or LK, then press LP or LK again during the animation of the previous light attack, you'll actually get a MP or MK attack. It's still possible to link weak attacks; you just have to wait for the animation to end. For example, if I dash in with Wolverine and tap LP twice, I'll get a LP -> MP chain combo. But if I tap LP, wait for the animation to end, then press LP again, Wolvie will do another LP attack, linking the two together for a combo. From here, I can press LP or LK for a medium attack, or press HP or HK to go straight into one of those attacks, or do whatever else I please. So in a sense, the old chain combos from previous VS games are still in there; you're just using less buttons to perform them (but the same amount of button presses). The only real drawback of this new setup is that there's no way to perform a MP or MK attack unless you've done a LP or LK attack first. With that out of the way, on with the chain combo type explanations: [ 2-HIT SERIES ] ------------------------------------------------------ In this series, you can go from any light attack (LP or LK) into any other stronger attack (MP, MK, HP, or HK). [ 3-HIT SERIES ] ------------------------------------------------------ In this series, you can go from any light attack into any stronger attack. This means you could do LK -> HP, or even LP -> MP -> HP. [ 5-HIT SERIES ] ------------------------------------------------------ In this series, you can go from any light attack into any stronger attack, and from a Punch to a Kick of the _same or higher_ strength, or from a Kick to a Punch of a _higher_ strength. The only catch is that you can't go from HP to HK--you must pick one or the other. This means that the longest combo you could perform is this: LP -> LK -> MP -> MK -> HP or HK Variations of this, like LP -> MK -> HP or LK -> MP -> MK -> HK, are also possible. [ 6-HIT SERIES ] ------------------------------------------------------ This works just like the 5-hit series, only you can do HP -> HK as well. The longest possible is then LP -> LK -> MP -> MK -> HP -> HK. Of course, you can make whatever variations you want as well, as long as they follow the 5-hit series rules. I should point out, by the way, that the damage of your attacks decreases as your combos get longer. I don't know the exact formula, but from what I can tell, it's something like a 1 point deduction for the fourth hit of a chain and 2 points off for the fifth hit. Since I'm going by normal punches and kicks here, I don't know how far it progresses, but those of you who have seen huge combos will notice that they don't do as much damage as you'd suspect. ------------------------------------------------------------------------ JUMPING CHAINS AND AERIAL RAVES ------------------------------------------------------------------------ Universal Launcher df + HP / HK (depending), then ub~uf to superjump Chain combos are not limited to just doing them while standing or crouching; you can also do them while jumping. The same rules apply depending on what type of chain combo your character uses. For example, Captain Commando's jumping chain style is '3-hit', so while he could do a LK -> MP -> HP combo in air, he couldn't do a 6-hit chain unless he was standing or super jumping. It's possible to link jumping chains into standing ones; just land and start doing a ground chain as you normally would, from the beginning. Also note that it doesn't matter whether your opponent is on the ground or in the air; just like ground chains, all that matters is that you are jumping through the air. The only difference between those chains and super jumping chains is that HP and HK attacks will usually knock an opponent down to the ground very swiftly (to prevent you from keeping them up in air and starting another jumping combo, say with a double jump). However, it's sometimes possible to sneak in a hit after a 'knockdown' attack if your character is fast enough (for example, Dhalsim's jumping HP knocks down when done after a launcher and any aerial Punch or Kick, but in the corner, you can tack on an HK before your opponent is knocked down). An 'aerial rave' is simply the official term for super-jumping chain combos. Normally this makes doing them against an opponent very difficult (unless they are super-jumping as well). Luckily, you can force an opponent to super-jump by hitting them with a launcher attack. For example, Magneto's standing HK is a launcher on the second hit; once that connects, his opponent flies into the sky. The same occurs when you press df + HP / HK (which is a universal launcher command), although it depends on the character; df + HP produces a launcher for Omega Red, but not df + HK, for example. After launching your opponent, you can tap up to super jump alongside them and aerial rave your heart out. As with other chain combos, the rules still apply. The only drawback to the universal launchers is that you cannot combo into them. For example, I could do LP,MK,d+HK with Sonson, which would be a combo ending in a launcher. But if I tried LP,MK,df+HP, or even LP,df+HP, I'd simply get the crouching HP attack (the one that knocks an opponent down, not the launcher). The only way to technically 'combo' into a unique launcher is to proceed it with a jumping attack, or keep the opponent occupied (Blackheart can do his close standing HP demons and link that into his df + HP launcher in the corner). So now that we know how to launch an opponent, can we attack them just like we would if we were jumping? No, not quite. The main difference is (to quote James Chen), the 'Flying Screen' effect. This effect will only occur during a super-jumping chain combo (aka the aerial rave). For example, if I am playing with Cyclops and I jump at my airborne opponent, I can do a LP,LP,HK combo (comes out as LP -> MP -> HK since his jumping chain type is 6-hit), and the HK hit will knock my opponent to the ground, because that's just what HP and HK attacks do when you hit with them at the end of a jumping combo. However, if I and my opponent were both super jumping and I did the same combo, the HK hit would smack him down to the ground very fast, and what's more, the screen would stay on my opponent, so that Cyclops is scrolled off- screen. If both characters were in the corner, Cyclops would fall down normally, but if not, then he would land and run in from off-screen a moment later. What does this mean? Well, several things. For one thing, once the screen begins to 'fly' after my opponent and doesn't stay on me, I lose control of Cyclops. Pressing the buttons or joystick does nothing; in fact, I do not regain control of him until a second later, when I dash back onto the screen. Another thing is that my opponent cannot use the escape roll (explained above) to get up. In effect, all the Flying Screen does is insure that you remain safe after completing an aerial rave and will not have to worry about getting attacked. Yet it also means that, in the event that both characters are in the corner of the screen, so that you fall down instead of running in, that you can continue to combo your opponent by OTG'ing them (also explained above), since they cannot roll out of the way (this is not possible if you dash in since you'll be too far away). ------------------------------------------------------------------------ COMMAND ATTACKS AND OVERHEADS ------------------------------------------------------------------------ 'Command Attacks' is a catch-all term referring to any move done with a single joystick press + a button press. Command attacks have lots of different properties--some are overhead attacks that cannot be blocked low, some are cancelable into other command attacks, special moves, or Hyper Combos, and some don't have any special purposes at all. One thing that's always true is that every mid-air command attack is cancelable into special moves and SCs. Overhead attacks are moves that look like they could be blocked low, but actually can't. You have to block them while standing. Such moves include: Anakaris Seija no Ayumi Chun-Li Kaku Kyaku Raku, Sen'en Shuu Gouki Zugai Hasatsu Hayato The last hit of 'Kegon' Plasma Combos Ken Masters Inazuma Kakato Wari Nash Jump Sobat Ryu Sakotsu Wari Sakura Flower Kick and Shunpuu Kyaku You'd think more characters would have overheads (especially Guile, who has a ton of command attacks), but these are the only ones there are. Obviously most aerial attacks count as overheads as well (like Anakaris' 'Bohi' moves). ------------------------------------------------------------------------ SUPER ARMOR AND HYPER ARMOR ------------------------------------------------------------------------ When a character is attacked, they go into 'hit stun'--this is the pose where they are reeling backward and are unable to do anything until they recover. Super Armor provides a one-hit defense against hit stun: you still take damage from an attack, but just getting hit will not make you reel back. What this also means is that if you were starting an attack and were hit, instead of being knocked out of it, your attack continues. For example, Ryu hits Hulk with a standing LP as Hulk begins his Gamma Slam. Against another charaacter, Ryu's LP would knock them back, and their special move wouldn't come out. Since the Hulk has Super Armor, though, the LP pushes him back a bit and makes him flash red (the sign that his Super Armor has run out), but he doesn't go into hit stun, and in fact continues with the Gamma Slam, which hits Ryu. This also prevents the Hulk from being launched by Ryu's crouching HP, since that is a single hit. He'll take the damage, but will not be propelled into the air. Blockable throws (like Colossus' Giant Swing or Spider-Man's Web Throw) won't connect either. You can see what kind of advantage Super Armor gives it's user, but the thing about such armor is that it is not foolproof. For one thing, it's only good for one hit. If Ryu had done an LP attack, but then chained it into, say, MK, the MK would have hit Hulk and made him go into hit stun, and the Gamma Slam would have never come out. And if Ryu had proceeded his crouching HP with a crouching MP, or any other attack (they don't even have to combo, as long as the attacks come out pretty quickly), then Hulk would be launched into the air, since the Super Armor is no longer in effect. The same applies to blockable throws and 'effect' moves--if Spidey jabs Hulk, then quickly does a Web Throw, it will connect. If Thanos does an attack and cancels it into the Death Sphere, the 'special effect' of the move (in this case, trapping your opponent inside the sphere) will take place, whereas normally the sphere would just pop if done on it's own. Super Armor cannot stop the following attacks, though; jumping HP or HK attacks, knockdown moves (like a crouching HK), and most all special moves (except for projectiles; even multi-hit projectiles won't make a character go into hit-stun unless they are HC projectiles). It can't stop a Snapback, either. As usual, there are exceptions. Firstly, Super Armor can resist two light attacks, so if Juggernaut is doing a move and you either link LP,LP or chain LP,LK against him, he will not go into hit stun. Secondly, certain character's attacks will always make a Super Armor user go into hitstun, no matter what. These include: Colossus Standing HP / HK, and crouching HP Hulk Standing HP / HK, and crouching HP / HK Jin Saotome Standing HP / HK, and crouching HP Juggernaut Standing HP / HK, and crouching HP / HK Sentinel Standing HK Zangief Standing HP / HK, and crouching HP The following characters have Super Armor (but not when airborne); Hulk, Juggernaut, Jin (when he is glowing), Rogue (when she's stolen the Super Armor ability from someone else), Silver Samurai (during his Touki "Koori" HC x1-2), and Zangief (during his Flying Powerbomb or Final Atomic Buster). [ HYPER ARMOR ] ------------------------------------------------------- Hyper Armor is a pumped-up version of Super Armor. Most noticable is that it provides an infinite-hit defense: in other words, that character never goes into hit stun. Strider can run up to Mecha Zangief and do a four-hit combo, cancelled into a Gram, cancelled into his Legion SC, and through the entire thing, Mecha Zangief will not go into stun, nor be knocked down. He cannot be launched either, no matter how many attacks Strider preceeds his launcher with. With his Hyper Armor, Mecha Zangief has the ability to simply wade through attacks, because nothing is preventing him from walking straight through a Shinkuu Hadou Ken, for example. However, like Super Armor, he can still be pushed back by attacks, so it's not like he could dash through a Hyper Combo and attack somebody. Another advantage of Hyper Armor is that certain attacks cannot continue beyond the first hit, like Hulk's Gamma Tornado (he can hit you with his arm but won't throw you), and Captain Commando's Captain Strike (it won't continue past the first hit). Here's a list of what attacks are stopped by Hyper Armor: Amingo Daichi no Kodomo (Tsukami), Shokubutsu no Okite Anakaris Pharaoh Magic (doesn't keep you in place) Blackheart His HK demons can't grab you Bulleta Beautiful Memory Cable Psi-Charge, Time Flip Captain America Final Justice Captain Commando Captain Strike Colossus Giant Swing Felicia Please Help Me, Dancing Flash Guile Crossfire Assault Hulk Gamma Tornado Jill Valentine Ousen Shageki Jin Saotome Saotome Crush, Blodia Vulcan, Saotome Cyclone Kobun Engo Kougeki (Tsukami!) Marrow Ride & Slash Morrigan Darkness Illusion Nash Crossfire Blitz Omega Red Carbonadium Coil, Carbonadium Smasher Ruby Heart Rafale Canon, Tour de Magie Sabretooth Wild Fang, Berserker Claw X, Weapon X Dash Shuma-Gorath Chaos Dimension Silver Samurai Hyouga Ken (won't freeze) Sonson Kingin no Hisago, POW Spider-Man Web Ball, Web Throw, Ultimate Web Throw Spiral Metamorphose (you can still move around) Thanos Gauntlet Soul Tron Bonne Shiki Dan, Chuushoku Rush Venom Web Throw, Venom Web Wolverine Weapon X Regarding the HCs that do function normally; for Spiral's Metamorphose, you can't hit her out of it, but you can always jump (or fall, if you're in the air) out of the way. Silver Samurai's Hyouga Ken won't be able to freeze you, and Blackheart's Heart of Darkness still does all the hits even though you aren't lifted in the air. The weirdest HC to be hit with is the Pharaoh Magic, since Anakaris continues the move as long as each spell orb hits, but you can actually block the giant sarcophagus at the end (for example, if you're Mecha Zangief, you can block the third spell orb, turn back into Zangief, and block). I thought for sure it would be considered an unblockable attack, but oh well.... What's really weird is that Sakura's Midare Zakura works against a Hyper Armor user just as it normally would, even though it's an auto combo. Maybe all her Saikyo-ryuu training paid off! Anyway, back to the pros and cons of Hyper Armor. Hyper Armor users can never be dizzied, and the Hyper Armor stays in effect even when they're airborne. They can never be Snapbacked, either. To make up for all this, Hyper Armor users take added damage from 'beam' supers, like the Captain Sword, Iron Man's Proton Cannon, and so on. The only characters with Hyper Armor are Colossus (during his Super Armor HC), Kobun (during his King Kobun HC), Silver Samurai (after using Touki "Koori" 3 times), Sonson (during her En'ou HC), and Mecha Zangief (he has it all times). Rogue can get Hyper Armor if she steals it from a character who has that ability (like Colossus, Mega Zangief, or another Rogue with a stolen Hyper Armor ability). The last boss, Abyss, has Hyper Armor in all three of his forms. ------------------------------------------------------------------------ CHARGE MOVE TRICKS ------------------------------------------------------------------------ There are two neat tricks with performing charge moves...they're not groundbreaking, but can be helpful. The first trick is that any move that has you charge down, then up, can be performed by holding the button and inputting the command instead of tapping the button at the end. For example, you could hold K, charge down, and the moment you press in any upwards direction, Guile would do his Somersault Kick. Realistically, there are probably not a lot of advantages over doing it the normal way, but I figure a) you must be saving a fraction of a second by not having to tap a button, and b) I find that it works better when your character has two charge moves that use the same button (like Hulk or Jin), and you keep messing them up. For example, I sometimes end up getting the Saotome Typhoon when I wanted the Saotome Dynamite, because I tend to my charge moves as db,uf, which (to my misfortune), covers all four directions required for either type of move. Because you can't do this trick for a horizontal charge move (holding P and charging b,f would not result in a Sonic Boom), this method insures you get the charge attack you want. Note that for Hulk's Gamma Charge, you'll have to press Kick again if you want the second charge attack to come out. The second trick is the ability to move back or forward before using a charge move. For b,f charge moves, this is simply a matter of charging back, and instead of pressing f + a button, you can walk a step or two forward before hitting a button. This can be useful for characters like Shuma, whose HP Mystic Stare can't hit from across the screen. By walking forward a step, you get close enough for the move to actually hit. Another option is to simply spend your 'free time' standing still, then tap f + P to do the move. This trick also lets you stick certain command attacks in before you do special moves, if they use the opposite button. For example, you can charge back, press forward and HK to get Guile's Reverse Spin Kick, then press P and he'll cancel out of it (before it hits, sadly), into the Sonic Boom. You can tell that I haven't found any real application for this yet ;) To get this to work for vertical charge moves, you have to use the button holding trick mentioned above. If you try it normally, you always jump when you press ub~uf. Anyway, just charge down, then walk back or forward a step, then press any any upwards direction while holding the proper button to do your attack. Now you can play like CPU Guile and walk up, then Somersault Kick somebody! It looks especially cool when you're Jin, and you walk backward or forward a bit before having your clothes suddenly explode around you ;) Surprised the heck out of me when I first did it! ------------------------------------------------------------------------ YOU AND YOUR PARTNERS ------------------------------------------------------------------------ Variable Attack Press LP + LK / HP + HK to switch in PA or PB Variable Assist Press PA or PB Variable Counter b,db,d + PA / PB while blocking (Level 1+) Variable Combination Press PA + PB (Level 2+) Snapback qcf + PA / PB (Level 1+) Delayed Hyper Combo Do an HC during your own HC x2 (Level 2+) Partner Order Change Hold PA or PB before a battle (at the VS. screen) to make your 1st or 2nd partner switch places with the lead character. When you pick your characters, you also have to select an 'Assist Type' for them: Alpha (a), Beta (b), or Gamma (y). An easier way to remember them is by color (red, green, and blue, respectively). The Assist Type you select changes not only what move your character does during a Partner Assist, but what is done during a Variable Counter or Variable Combination. For reasons of brevity, I didn't bother to list the assist type names, but for those who are interested, here they are: CHARACTER ASSIST TYPE NAME EXAMPLE --------------------------------------------------------------------- y Dan Irregular Attack Type Premium Sign B Magneto Capturing Attack Type Hyper Grav B Dhalsim Ground Attack Type Yoga Flame B Gambit Moving Attack Type Cajun Slash B Hulk Rushing Attack Type Gamma Charge (Taichi) y Colossus Launcher Attack Type Standing HK B Cable Anti-Air Attack Type Scimitar B Anakaris Throw Assistance Type Miira Drop y Ruby Heart Ability Assistance Type Power-Up Orb a Sonson Recovery Assistance Type Life-Up Peach B Guile Shooting Type Sonic Boom y Morrigan Balance Type Soul Fist Most of the examples are fairly self explanatory, except for 'Balance Type'. This sort of assist is usually like one of the others but with a change in the Partner Assist or Variable Counter category. For example, let's look at (y) Morrigan and Shuma-Gorath, who are both Balance types. (a) Morrigan and (y) Morrigan have the same moves, except (y) Morrigan's Assist is a Soul Fist instead of a Shadow Blade. In a similar vein, (a) Shuma and (y) Shuma have the same moves, except (y) Shuma's Variable counter is a Mystic Smash instead of a Mystic Stare. When you're picking your Assist type, one of the types will have the message 'Osusume!' (Awesome!) above it. I guess this is the programmers' pick as to which assist is the best to use. Considering some of their choices, though (Gamma Assist for Dan?) I would recommend picking what you prefer instead of following their advice. Onto using partners during the game; when a partner is on-screen, they can be damaged just like you can, although all the damage they take is recoverable. Even so, they can still be killed if they take enough damage. Also, when a partner is on-screen, certain moves won't work against them, or else only have a limited effect: Moves that always target your opponent and not the helper: Cammy Killer Bee Assault Ruby Heart Tour de Magie Moves that work normally (full hits and all that): Anakaris Pharaoh Magic (this looks so freakin' cool) Sakura Midare Zakura Hiyakeshita Sakura Midare Zakura Spider-Man Maximum Spider Moves that only hit for the first few blows, then stop: Captain Commando Captain Storm Jin Saotome Blodia Vulcan, Saotome Cyclone Ruby Heart Pare-tonn?re Moves that hit once and fail, but stun the opponent momentarily: Nash Crossfire Blitz Sabretooth Berserker Claw X, Weapon X Dash Moves that hit once and fail: Amingo Daichi no Kodomo, Shokubutsu no Okite Anakaris Ouke no Sabaki Bulleta Beautiful Memory Cable Psi-Charge, Time Flip Cammy Hooligan Combination Captain America Final Justice Felicia Dancing Flash, Please Help Me Hayato Plasma Field, Black Hayato Hulk Gamma Tornado Jill Valentine Ousen Shageki, CODE: T-002 Jin Saotome Saotome Crush Kobun Engo Kougeki (Tsukami!) Morrigan Aensland Darkness Illusion Omega Red Carbonadium Coil, Carbonadium Smasher Rogue Power Drain, "Goodnight, Sugah" Ruby Heart Fant?me, Rafale Canon Shuma-Gorath Chaos Dimension Spider-Man Web Ball, Web Throw, Ultimate Web Throw Spiral Six-Hand Grapple Strider Hiryu Ragnarok Thanos Death Sphere, Gauntlet Soul Tron Bonne Shiki Dan, Chuushoku Rush Venom Web Throw, Venom Web Wolverine Weapon X Moves that do not hit at all: Anakaris Miira Drop Bulleta Hyper Apple For You * Dan Otoko Michi Dhalsim Yoga Strike Gouki Shun Goku Satsu Guile Crossfire Assault Spiral Metamorphose Hiyakeshita Sakura Shun Goku Satsu All normal ground and air throws All special move throws (Byakko Hou, Vector Drain, etc.) All HC throws (Final Atomic Buster, UFAB, etc.) * You can never get the close version to come out, just the far one where the apples spill out of her basket. So while an assisting partner could take the full hits from a Berserker Barrage X, they would simply be knocked back by, say, Sonson's POW for minor damage. Most HCs that won't function normally against a partner either knock the partner back, or stun them momentarily, as listed above. In the last revision of the FAQ I mistakenly wrote that you can't call your helpers out endlessly. In fact, you can--the 'Assist OK!' message means that your allies are ready to be summoned, and if you press the button early enough, you can summon them back before the message even appears. The only time when you can't call out a character is when they've been Snapbacked, in which case a red X mark appears over their name for a short period of time. Also, you cannot call out a character when another one is on screen. So if you do a Partner Assist, then press PA+PB for a Variable Combination, nothing will happen, not even a single-person VC, because you have an ally on screen. The same would apply to trying to call an Assist while one partner is on-screen, or trying to do a Variable Counter while a partner is on-screen. [ PARTNER ASSISTS ] --------------------------------------------------- Partners can be summoned in battle by pressing PA for your first partner, or PB for your second partner. If you only have one partner left, either button has the same effect. When a partner is going to assist you, they come on screen, attack, taunt afterwards, then leap away. When your character summons a partner, they will pose before the partner comes out, although this pose can be broken by any sort of movement or attack, and doesn't happen at all if you call a partner while jumping or crouching. You cannot call an partner when super jumping, although you can when dashing or flying in mid-air via the Hikou (Magneto did this to me, it was quite a shock). You cannot call a partner when in hit or block stun, either. However, you _can_ call an opponent while doing any sort of normal move or cancelable command attack, or even call them during a chain combo! For example, here's a combo you can do using Chun-Li with an Alpha Guile as your first partner (tested against Cable in the corner of the screen): Dashing LP, LK, MP+PA, MK Your hits will keep your opponent in hitstun long enough for Guile to come out and do his Somersault Kick for a nice six-hitter. You don't have to press MP and PA together, but generally you will have to stick the PA or PB button in there pretty quickly between button presses if you want to keep comboing your opponent while your helper shows up. Obviously this combo is kind of lame (hey, I'm no James Chen), but as you can guess, you can arrange all sorts of strange combos this way. For example, you can do four hits of Morrigan's standing chain, but stick in a partner assist with Alpha Juggernaut on the third hit (standing MP). He'll come in for a few hits, and you can dash forward and do a crouching LP,HP on still-in-hitstun opponent to knock them into the air for an aerial rave. Nice! Note that if you are hit by an attack as your partner is coming out, they will land, taunt, and leap away without attacking. If they are hit while on screen, they will stop attacking and leap off-screen at the first available chance (such as after landing from an aerial rave by your opponent). Partner Assists do not cost any HC power and can be performed indefinitely. Regarding the 'launcher' moves; some partners can assist with their launcher attack, like Colossus' standing HK. However, you cannot super jump by pressing up after the launchers connect--they simply knock an enemy into the air. And on the subject of specific assists, the ones that help you out (like Sonson's Life Up Peach, or Ruby Heart's Power Up Orb) can only be taken by you, and not by your opponent, so don't worry about them getting your power-up. It should also be mentioned that you cannot control Partner Assists, so if you call in Wolvie to do his Berserker Barrage, you can't tap P for more hits. Similarily, you couldn't move Zangief during his Alpha assist (the Double Lariat). [ VARIABLE ATTACKS ] -------------------------------------------------- This is simply a way to switch in your first partner (press LP + LK) or your second partner (press HP + HK). Your character will leap offscreen while your partner comes in with a jumping attack. Upon landing, they will perform a taunt. If a Variable Attack hits, an opponent is knocked high into the air (no, it's not a launcher), and can be attacked until they reach the ground (since they don't turn upright after the apex of their jump, luckily for you). This makes it easy to simply dash forward and keep them up with an attack, launch them, then air combo them, all off of a sucessful Variable Attack. Of course, if a Variable Attack is blocked, you're left wide open to attack. You can cancel into a Variable Attack from a punch, kick, or command attack, and in some cases you even combo into it. If you only have one partner left, either set of buttons will call them in. Note that if you have died or your lead character was Snapbacked, your next partner up will leap in _without_ attacking. [ VARIABLE COUNTERS ] ------------------------------------------------- Variable Counters have changed from previous VS. games. They are now done by inputting b,db,d + PA or PB while blocking. They still cost one level of HC power to use, though. When a Variable Counter is performed, your main character will stop blocking and will leap off- screen, while your first or second partner, depending, will come in with an attack. Once the attack has finished you will be in control of them. Variable Counters can only be used during a standing or crouching block, obviously. The attack is usually the same one used for your Variable Assist, but in some cases it's different (I mean, you don't expect Sonson to _attack_ your enemy with a Life-Up Fruit, do you?) The one important thing about Variable Counters is that they are, for the most part, controllable. For instance, Spidey can Assist with a Spider Sting, but he only does one hit. However, when the Spider Sting is done as a Variable Counter, you can press P again for the added hit. Another example would be being able to steer the Drill Claw and Lightning Attack, or to redirect the Gamma Charge. In fact, the only Variable Counters that aren't controllable are Ruby Heart's Cheval Seller (you can't redirect or continue the move) and War Machine's Smart Bombs (you only get the b + LK + HP version; you can't do the neutral or f + LK + HP versions). Another interesting thing about Variable Counters is that, unlike Variable Assists or Variable Combinations, you can cancel out of them into a Hyper Combo. [ VARIABLE COMBINATIONS ] --------------------------------------------- Variable Combinations have been changed from the previous games, in some good ways, and in some bad. For one thing, the command to do them is different; you simply press PA + PB when you have at least one level of HC power. What move your characters do during the Variable Combination is dependant on ther Partner Assist Type (a, B, or y). For example, in MvC, Captain America would do the Hyper Stars & Stripes when he was the first person up, or the Hyper Charging Star if he was your partner. This time around, the Beta version of Captain America always does the Hyper Stars & Stripes, and the two other versions always do the Hyper Charging Star. One aspect that has stayed the same is that you can't "control" characters during a Variable Combination. For example, you couldn't redirect Psylocke's Psi-Thrust, or set the flight path of Silver Samurai's Chou Shuriken, etc. There are many ways for a Variable Combination to come out, and the deciding factors are HC power and the number of usable partners: - Single person VC: either you only have one character left, or you only have one level of HC power. - Double person VC: either you only have two characters left, or you only have two levels of HC power. - Triple person VC: you have all characters left and three levels of HC power. On the upside, this means that you can now do VCs with just one person, which is pretty useful when they have a useful VC ability, such as Zangief's Hyper Double Lariat or Spiral's Hyper Metamorphose. On the downside, there's no way to choose between which version you want to do; if you have three characters and at least three HC levels, you can _only_ do the triple-team version, and not the single person or two people versions. Another big change to Variable Combinations is that once they're over, you're still playing with the character you initiated the Variable Combination with--you don't switch characters like you did in the previous VS. games. In spite of the bad news, Variable Combinations can still be canceled into from normal attacks or command attacks, just like special moves (although you can't hyper cancel into them). So for example, if you were playing with (a) Guile and did this combo: standing LP, MP, Straight, PA + PB You'd cancel from the Straight into his VC (the Somersault Strike). Another important element to using Variable Combinations is the order that your characters go in. For example, take a look at these Variable Combination results using (a) Anakaris (Pharaoh Cobra Blow), Iron Man (Proton Cannon), and Juggernaut (Juggernaut Headcrush), against Cable on the default damage settings, with Cable in the corner: CHARACTER ORDER RESULTING DAMAGE ---------------------------------------------------------- Anakaris, Juggernaut, Iron Man 105 - 110 points Anakaris, Iron Man, Juggernaut 100 - 105 points Juggernaut, Anakaris, Iron Man 95 - 100 points Juggernaut, Iron Man, Anakaris 95 - 105 points Iron Man, Anakaris, Juggernaut 65 - 70 points Iron Man, Juggernaut, Anakaris 60 - 65 points As you can see, the order of characters in a Variable Combination is very important. It's not just for damage either; when leading off with Juggernaut, he tended to mess up the Combination and result in about half damage most of the time. While it was possible to fix this by doing the Combination out in the open, it still makes Anakaris a better choice as a leader (since his VC does the same amount of damage in the corner or out in the open). On the other hand, some VCs have a rather foolproof setup: Gamma Sakura, Beta Jill, and Alpha Tron's VC does around 99 points of damage no matter what order those characters are in and no matter where your opponent is on the screen (as long as they're on the ground, of course) ;D Another problem not illustrated here is picking complementary Hyper Combos. All of the HCs in this example cover a long horizontal range, and so they all work reasonably well together. However, it's possible to create some really ghastly ones. For example, if you pick Amingo, (B) Ken, and (y) Sakura (and have them in that order), you get the following result when you try a Variable Combination: Amingo's Taiyou no Megumi carries your opponent up so that Ken's Shouryuu Reppa only hits a few times, and Sakura's Midare Zakura totally misses. The result is extremely low damage (50 out in the open) for three levels, when you could have done the Taiyou no Megumi on it's own for 45 points. The damage increases only a bit in the corner, to boot. So when you pick your characters and their assist types, try to think about how the HCs will work together in a Variable Combination. After all, with the right results, you can do some pretty extreme damage. In the Anakaris-Juggernaut-Iron Man combination listed above, preceeding the V. Combination with a 5-hit ground chain by Anakaris (standing LP,LK,MP,MK, forward Tenchuu), gave a maximum result of 141 points of damage. That's almost an entire life gauge (and imagine if you did it while two or three opponents were on-screen)! [ SNAPBACK ATTACK ] --------------------------------------------------- A new addition to the VS series, the Snapback is done by entering a fireball motion (qcf) + PA or PB. It costs one level of HC power to use. When performed, your character pauses, then does an attack while light flashes around them (the attack is usually something like a standing Hard Punch or Hard Kick). If the attack hits, your opponent flies off screen, and either their first partner (if you used qcf + PA) or their second partner (if you used qcf + PB) will fly in without attacking. The unique aspect about hitting someone with a Snapback is that instead of having to wait for your helper to jump off-screen before you can call them again, you have to wait for a red X mark that appears to vanish over a Snapbacked character's life guage, before you can call them back in. This means that the snapped character is kept off-screen for longer than usual, and the healing process (if they have any recoverable life), won't even begin until after the X and the assist message are gone. Although the Snapback does very little damage, most characters can combo their Snapback off of a normal attack or a command attack, just like a special move. The Snapback is a useful tool in finishing off an opponent, since if someone is low on life and they switch out, you can bring them right back in with the Snapback. This is especially handy if you hit someone's partner with a Hyper Combo or some other high damage attack and want to bring them in before they have a chance to completely recover all their lost life. Or you can simply use it to keep a powerful character out of commission by knocking them away with a Snapback every time they come in. For those who are wondering, yes you can Snapback someone when they don't have any partners, but all that happens is that they take the small amount of damage they normally would and get knocked back. The same thing applies if you Snapback an on-screen partner. If someone is Snapbacked, and you Snapback their partner (so their first partner is out and you Snapback with qcf + PA, for example), then the partner who is Snapbacked comes back in (you're essentially wasting your previous Snapback this way). So if you want to put both of your opponent's partners out of commission, be sure to use qcf + PA one time and qcf + PB the next (or the reverse)! ------------------------------------------------------------------------ TAUNTING ------------------------------------------------------------------------ Chouhatsu (Taunt) Press Start + LK / MK (Dreamcast version) Press Start (arcade version) Another way to perform taunts is to hold Start, then press LK or MK. Taunts can also be assigned to a button ("Chouhatsu"), if you desire. In the arcade version of MvC2, you can taunt simply by pressing Start. For most of the characters, taunting has no purpose aside from annoying your opponent. You can't move during a taunt or otherwise defend or attack, either. However, you can cancel from any normal move or command attack into a taunt--I suppose this would be useful if your normal attack has a lot of lag and your taunt doesn't, although no specific examples are coming to mind ;) The only taunts worth mentioning are Dan's taunt moves, all of which give him HC power, save for his Chouhatsu Densetsu HC. He can also taunt in the air, and has two rolling taunts. The other taunts worth noting are the 'hittable' ones, namely Chun-Li, Psylocke, Rogue, Sakura, and Hiyakeshita Sakura's taunts. These do 1 point of damage when they hit, and no damage when blocked. Since they can hit an opponent, they can be canceled into Hyper Combos, too. These taunts cannot kill someone, and if you taunt-hit someone with no life left, they lose recoverable life. Once they have no normal life or recoverable life left, taunting has no effect on them, although they still get knocked back. In fact, all hittable taunts (except for Psylocke's) will knock an enemy back a la many characters' Flying Attacks. ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ ARCADE / DREAMCAST DIFFERENCES ------------------------------------------------------------------------ This section will document all the differences found between the US arcade and Japanese Dreamcast versions of MvC2. Here's what's been found so far: - Kobun is now called 'Servbot'. - The characters are unlocked in a different order in the arcade version, and of course there is a different default line up in the arcade version as well. - There are some arcade- and DC-only glitches. - Morrigan's launcher is a crouching HP in the Dreamcast version, but in the arcade version, her crouching HP is the Mysterious Arc (cape sweep thingy). You can still access her launcher, but you have to use df + HP. The weird part is that you can still stick this in chain combos, unlike most unique launchers. - John Syers told me that Magneto's flight is now b,d,db + KK, but in the Japanese DC version, it's still qcb + KK. Any verification on other people's flight commands being changed? - Someone had mailed me saying that Jill's flaming zombie was a blockable overhead attack, but on the DC, it's definitely unblockable (unless you are in your blocking animation, see Jill's notes for details, above). Can someone verify that the arcade version is an overhead? [ THE SHOP OPTION IN MVC2 (US DREAMCAST RELEASE) ] -------------------- Zach Adams wrote into me explaining how the shop option works in the US version of MvC2. This option is also in the Japanese version (under the 'Secret Factor' section), but I've never needed to use it thanks to a certain hacked save file. :) Since Zach so graciously sent in all this info, here you folks go. Remember that this is for the US DC version of MvC2, though. I formatted the text a bit, but didn't change anything as per Zach's request: "About the Shop in the US Version of MvC2: Due to the lack of net play (BOOO!) or VMU slots in the arcade version (yaaay!), all characters, stages and costs are now in a single point scale. Points are earned from playing the game in any mode (yes, that includes Training and "dummy" Vs. battles) and are tallied on the Secret Factor screen. Additionally, you gain experience points for playing the game, though since they're only indicated in a bar format I can't tell how many purchase points=increase in level. On the Shop Screen there are three items which change each time you enter: the first will contain either a New Color for a randomly selected character or a New Stage (which will always be the same until you purchase it), the second will have a randomly selected Tier One or Tier Two hidden character, and the third will hold a randomly selected Tier Three or Tier Four character. Column 1's items will always cost the same (more on that in a moment), but column 2 and 3 will go up and down within a set limit: 500-1000 for Tier One, 1000-2000 for Tier Two, 2000-3000 for Tier 3 and 3000-4000 for Tier Four. If you keep leaving and entering the shop, the characters available will change out within a set number (usually three or four available per level change per column), so if you keep trying you'll get a good price on the character you want (assuming that character was selected for sale that time anyway). Personally I've never paid more than 200 over minimum for a character. Until you reach Level 50, Tier Four characters and New Stages will ONLY be available when your level is a multiple of 5, and then you will NOT be able to purchase new colors or Tier 3 characters until you raise your level on the Secret Factor screen again; as far as I can tell, there's no effect on Column 2 (and all Tier 4 chars will be available at once, meaning if you keep entering and leaving the Shop screen you'll see all 8 of them). Once you reach level 50, everything is always available. The Tiers are: Tier 1 (500-1000): Wolverine w/Adamantium, Shuma-Gorath, Omega Red, Storm, Akuma, Jin Saotome, B.B. Hood and Morrigan Tier 2 (1000-2000): Magneto, Juggernaut, Silver Samurai, Gambit, Mega Man, Roll, Capt. Commando and Chun-Li Tier 3 (2000-3000): Blackheart, Colossus, Spiral, Sabretooth, Dhalsim, Ken, Charlie and M. Bison Tier 4 (3000-4000): Iron Man, War Machine, Sentinel, Thanos, Felicia, Cammy, Dan and Servbot (yes, two of the most tactically useless chars in the game are also the most expensive). New Stages go in a set order and start at 1000 pts., increasing by 500 pts. with each purchased. New Colors are completely random in who is offered when, and start at 100 pts., increasing by 100 with each purchased. (Whether they eventually reach 5600 pts. I'm not sure; I've only gotten up to 1600 so far as characters are my top priority. I'll let you know if they hit a maximum)." ------------------------------------------------------------------------ DOWNLOADING FILES FROM CAPCOM OF JAPAN'S PAGE ------------------------------------------------------------------------ If you have the Japanese version of MvC2, you can download save files from Capcom of Japan's page (www.capcom.co.jp). Since I can't log on using my DC's modem (it's too fast), I haven't been able to try this for myself. Luckily for all you guys, Ian Seah wrote in and explained what he did in order to get the files, so take a look at what he has to say: "I recently bought myself a japanese DC with a 33.6k modem and Dream passport 3 at Akihabara, tokyo. I would like to contribute a bit on the Download section of the faq. I have tried download from the Capcom Japan's webpage. It really Works!! I registered my set at my aunt's home in tokyo b4 i got back to singapore. currently i am using a singapore ISP. Firstly, the marvel Vs capcom 2 CD must be in the system. The file cannot be downloaded with the Dream passport CD. Select the "Network Battle" at the main menu. At the next screen, select "Homepage". Japanese texts will appear asking whether i wanna to proceed. i just click YES. The system will automatic dial my ISP. After successfully connected to the ISP, the Marvel Vs Capcom 2 official Webpage will start to load. Just click to the html page with the New Character, New Colour, New stage. I click the right option on that page. A dialog will ask whether i would like to download the file, i choose yes. I guess the MvsC2 CD contain it's own browser. As it functons like the dream passport CD The file is only 2 blocks of VMS space. The file enabled all locked characters, New colours, the 7 new stages and also the ability to select the same character more than once." ------------------------------------------------------------------------ GLITCHES AND BUGS ------------------------------------------------------------------------ It seems like this game has a smackload of glitches in it. Some of them I can't verify since I'm not very good at mashing ;) Since I've only tested this stuff on my DC copy and not in the arcades, I dunno what differences there may be if you try these tricks on an arcade machine. Here are the ones people have discovered so far: (Found by Chocobo) Ken's mid-air Tatsumaki Senpuu Kyaku and Gouki's mid-air Tatsumaki Zankuu Kyaku do way more damage than usual (we're talking more than their HCs here). I've noticed the damage increases if you don't use them on the end of a big combo (so launcher, jump forward, qcb + K does more damage than doing a big aerial rave). (Found by Chris MacDonald) Sakura's Tatsumaki Senpuu Kyaku also does tons of damage, even on the ground (40 points!) It's harder to get a lot of hits out of it in the air, but it still does way more damage than normal. I have the feeling the increased damage glitch may apply to Ryu's TSK as well--I mean, in the corner, it hits twice for 32 points of damage when done on the ground, which is pretty high. (Found by Viscant) If you Snapback your opponent and their on-screen partner, you can then juggle the partner indefinitely because they can't block. Here's the test example I used--Magneto can snapback two Ruby Hearts in the corner, and then dash forward and use crouching LK, crouching HP to juggle the 'partner' Ruby Heart back up, then just keep launching her with c. HP until she's dead. What I've found is that when you do this when only two characters are left, the remaining character doesn't jump on screen after the death of their partner, but shows up invisible, and stays that way until the 2P controller is touched or you try to attack them. An even cheaper way to perform this infinite is to Snapback with the same button of your opponent's helper; if you mess up the infinite juggle, then the helper will be the next to jump in, and all that life they _could_ have recovered is now gone. (Found by Viscant) The trick above also works if you kill your opponent while their helper is on-screen--the helper can be launched indefinitely. This is pretty cool because the dead opponent stays on screen until you kill the helper...just to rub it in a little more ;) (Found by the Pimp) Do Sonson's POW HC, then do a Delayed Hyper Combo into anybody else's HC, and your opponent will be stuck (?) Doesn't seem to work on the Dreamcast version, though. (Addendum by Stefano) "Just today I found a glitch in the game (American arcade version), and upon rereading your glitch section, I think it's what The Pimp was talking about. I canceled Sonson's POW into Strider's Ouroboros, and the camera shot up as if someone did a Super Jump...and stayed there. My opponent's characters completely disappeared from the battle, but the 2P marker above my character remained. I was able to do everything, including tag out, but I could only see myself by Super Jumping. Also, when I did an HC, the camera went to my character during the charge-up animation, then went right back up. By experimenting, I found that by using Sonson's HC where she turns into the ape and can be controlled, the camera stays at a normal level, the opposing characters still gone. I tested this with numerous opponents, stages, assist settings, and third partners, and on both sides of the machine, and it always worked. Then again, when I tried it on a different machine, it didn't work at all. To contrast what The Pimp said, I don't think this affects all POW HC cancels. I'm pretty sure I've seen a guy successfully cancel the POW into one of Ryu's HCs. So, hope this gets into the FAQ." (Found by Shauno) Perform the Cyttorak Power-Up with Juggernaut, then switch out. He retains the power-up for the rest of the battle, even when called in as a helper or when you switch back in. From what I can tell, he only loses it if you input the Cyttorak Power-Up command again and make an attack. The neat thing about this glitch is that unlike the normal Power-Up, the damage bonus applies to every hit and not just the first one. This means that you can do lots of added damage in combos, and that the Earthquake Punch and Juggernaut Headcrush also do more damage than if you used a normal Cyttorak Power-Up. It also applies to moves that the normal Power-Up does not affect: tagging in, snapbacks, throws, Variable Counters and doing the Juggernaut Headcrush in a Delayed Hyper Combo, for example. This glitch also goes into effect you switch out by using a Variable Counter or getting hit by a Snapback. (Found by Innovator) If you press d + PP to dash with Gambit, then input db,b + P, he'll do the Trick Card off of the ground. (Found by Mr. Ken Faced) If you mash the buttons and spin the joystick during Captain Commando's electrifying throw (usually with HK but it comes out randomly with HP), you can drain all of your opponent's life. (Found by Chris MacDonald) When you're playing with Kobun and do the King Kobun HC while on the 2P side of the screen, you can 'moonwalk' with Kobun by walking forward, then pressing in the opposite direction before Kobun takes a second step. Kind of fun, but it can be troublesome if you're trying to win with Kobun and find yourself walking towards your enemy but swinging your hammer in the opposite direction ;) (Found by Chris MacDonald) There's some sort of anomaly with Zangief's Super Armor (the kind he gets during the Flying Powerbomb, FAB, or his Beta assist). Some characters can knock him out of it with the required two hits (say, Psylocke's standing LP,MP), but others can do massive chains and Zangief still keeps lumbering towards them (Strider, Sonson, etc.) There are other weird effects, too (like Gambit's c. LP,LK stopping him, which shouldn't happen). I'm not really sure if this is a bonafide glitch, but I'll leave it in here for now. (Found by Chris MacDonald) If you are using Beta or Gamma Psylocke and you do her Backstep Kick or Chuugaeri Abise Geri, you can cancel them into a Variable Combination (just press PA+PB when in the air) and she'll do her HC in mid-air while the rest of the characters attack from the ground. (Found by PikaPuff) When using (y) Sakura, (B) Jill, and (a) Tron, do a Variable Combination against Morrigan as she lands from a jump (she should be about at waist level). PikaPuff also says that he mashed on the buttons during the VC. What happened is that Morrigan moved backwards, then flew in a parabolic arc up into the air, the camera scrolling after her. After a while, she reappeared in the bottom corner of the screen. This happened to PikaPuff in the arcades; I wasn't able to reproduce it on the Dreamcast. (Addendum by Eugene Johnson Jr.) Another way to do this trick is to play with Morrigan and air-block a special move, then do the Advancing Guard (press PP while blocking). At the end of your block recovery, do the df + PP Vernier Dash, and Morrigan dashes off screen, where she can't be hit. (Found by Caliber X) When Gouki does his Shun Goku Satsu, it's possible for you to push block it (hold b and tap PP), before he gets near to you. I couldn't replicate this on the Dreamcast, but I imagine it'd work with Dan's Otoko Michi and Sunburned Sakura's Shun Goku Satsu as well. (Found by Chris MacDonald) Do Sentinel's Hikou (so that you can move around in air), then wait until it's about to end before doing the Hard Drive (his mid-air HC). Oddly enough, the time limit on the Hikou will apply to the Hard Drive, and Sentinel will stop attacking the moment the Hikou runs out. I tested this and (luckily), it doesn't apply to any of the other characters who can do their HCs while flying. (Found by Chris MacDonald) Play a game with Iceman or Magneto, and fight a character with Hyper Armor (Colossus using his Super Armor HC, Rogue with a Hyper Armor ability already stolen, Mega Zangief, or Silver Samurai using his Touki 'Koori' HC x3). Freeze them using your throw (for Iceman, only his ground Punch throw works, while Magneto can use his ground or air Punch throw). While your opponent is still stunned, use a Snapback on them. This causes several interesting effects. One is that, if they're out in the open, both characters will move all the way to the other side of the playing arena. The other is that the hit character turns invisible. For Colossus or Silver Samurai, they become visible again when they are attacked (it may take more than one attack), but Mega Zangief stays invisible (since he has permanent Hyper Armor). Another weird effect is that low attacks will miss your invisible opponent, as if they had no legs. The sure-fire ways to make your character reappear are to have someone jump over them, so they're facing the other way, try to attack or move while invisible, or get thrown. Now, while you're invisible, you can't be thrown normally, but command throws like Anakaris' Miira Drop or Cammy's Hooligan Combination throws will still work. (Found by Eugene Johnson Jr.) You have to have an anti-air assist, like Guile's Somersault Kick or Captain Commando's Captain Corridor, etc. Call an assist while charging for the Cajun Strike (and make sure you're in front of your opponent while charging). Right when your helper jumps out, do the Cajun Strike. If timed right, your opponent will have difficulty blocking this. Gambit has to strike off the wall at the same time his helper does their attack--if this happens, Gambit will bounce off the wall and do the Cajun Strike straight up off the screen, where he cannot be hit, and he'll stay that way until time runs out. (Found by Paul Wright) You have to arrange it so that you do a Juggernaut Headcrush and hit someone with it, then do another one right as you recover. What should happen is that your opponent will get up off the ground, and if they block, Juggernaut will keep doing the Headcrush for a really long time, doing lots of block damage and even forcing a character out of block stun. (Found by Erik Peterson) On the Dreamcast version, pick three Kobuns with the Alpha assist. Have your opponent pick any characters with projectiles or beams for their special moves or HCs. Now do a triple Variable Combination with the Kobuns and have your friend do a fireball or super. For some reason the kobuns negate any move done by another character; for example, Ryu's Shinkuu Hadou Ken will simply disappear, as will Jin's Blodia Punch and Vulcan, and Cyclops' Mega Optic Blast. If you can throw fireballs in air, you can jump and throw one--it will disappear, but anything else you throw after that will come out as it normally would. ------------------------------------------------------------------------ DEFENSE RANKINGS ------------------------------------------------------------------------ All the scores were determined using Dan's Otoko Michi (it's a nice big number) ;) Rogue really amazes me, I can't believe she'd place so high. Of course, seeing that the Silver Samurai took so much damage was also pretty amazing. I'd hate to see a Silver Samurai vs. Juggernaut match when Silver Samurai had used Honoo and Juggernaut was using the Cyttorak Power-Up! Mecha Zangief and Hiyakeshita Sakura are not listed since they take the same amount of damage as their normal counterparts. Unlike the attack listings (below), everyone falls neatly into one category or another, as shown in the rankings (so Gouki takes as much damage as Kobun, and Blackheart takes as much as Juggernaut, for example). Characters are ranked from taking least damage to taking most damage, so Captain America takes less damage than normal, and Cammy takes more damage than the norm. ------------------- RANKINGS BY DEFENSE ------------------- TAKES LEAST DAMAGE: Rogue (Defense Up), Silver Samurai (Koori x1-3) * Sentinel * Colossus * Blackheart, Hulk, Juggernaut, Zangief * Captain America, Dr. Doom, Omega Red, Rogue, Silver Samurai (Normal, Kaminari x3, or Honoo x3), Thanos, Tron Bonne NORMAL DAMAGE: Amingo, Cable, Captain Commando, Gambit, Guile, Iron Man, Jin Saotome, Nash, Sakura Kasugano, Ruby Heart, Ryu, Vega, Venom, War Machine. * Bulleta, Chun-Li, Hayato Kanzaki, Jill Valentine, Ken Masters, Magneto, Rockman, Sabretooth, Storm, Spiral. * Cammy, Dan Hibiki, Dhalsim, Felicia, Iceman, Psylocke, Shuma-Gorath. * Silver Samurai (Kaminari x1-2, or Honoo x2). * Marrow, Morrigan, Sonson. * Anakaris, Spider-Man, Strider, MvC Wolverine. * Gouki, Kobun, Roll, Adamantium-less Wolverine. TAKES MOST DAMAGE: Silver Samurai (Honoo x1). Finally, note that CPU-controlled opponents take less damage than normal (this applies to Arcade Mode, Training Mode, etc.) Personally I suspect that it's to make up for the retarded computer intelligence, but anyway, it's a pretty hefty boost in defense power. ------------------------------------------------------------------------ ATTACK RANKINGS ------------------------------------------------------------------------ Ranking characters by how much damage they do is rather tricky, since while most of the cast can be placed in the average or below average range, other characters have scores that may be both lower and higher than these groups, making it hard to place them. What I've done is simply list the basic damages for each character's standing, crouching, and jumping attacks. The few damages omitted are for the 'double hit' moves, like Captain America's MK,MK or Wolverine's MP,MP. Likewise, command attacks and other 'special abilities' have been left out--this is just listing of the basic punches and kicks. Damages for the 'unique launchers' (df + HP or HK, depending) is also included in cases where the damage differs from what that attack would normally do (or if there's a unique animation for the launcher). Mecha Zangief and Hiyakeshita Sakura are not listed since they do the same amount of damage as their normal counterparts. All attacks were tested against Cable, since he takes normal damage from attacks. Anyway, based on all of this info., I've attempted to roughly group together characters in terms of damage. I know some people will think differently, so go ahead and offer your opinion--if enough people share it, I'll make the change. I'm no expert, here. ;) Characters are listed alphabetically, not in order of strength. ------------------ RANKINGS BY DAMAGE ------------------ HIGHEST DAMAGE: Juggernaut (Cyttorak Power-Up) VERY HIGH DAMAGE: Blackheart, Colossus, Hulk, Juggernaut, Rogue (Power Up), Sentinel, Zangief. HIGH DAMAGE: Amingo, Captain America, Rogue, Tron, Vega, Venom. ABOVE AVERAGE DAMAGE: Jin Saotome. AVERAGE DAMAGE: Anakaris, Bulleta, Cable, Captain Commando, Cyclops, Dan Hibiki, Dr. Doom, Gambit, Gouki, Guile, Hayato, Iceman, Iron Man, Jill Valentine, Ken Masters, Magneto, Nash, Omega Red, Rockman, Ruby Heart, Ryu, Sabretooth, Sakura, Shuma-Gorath, Silver Samurai, Sonson, Spiral, Storm, Thanos, War Machine. BELOW AVERAGE DAMAGE: Cammy, Chun-Li, Dhalsim, Felicia, Marrow, Morrigan, Psylocke, Spider-Man, Strider Hiryu, Adamantium-less Wolverine, Wolverine. LOW DAMAGE: Roll, Wolverine (Berserker Charge). VERY LOW DAMAGE: Kobun. ----------------------------------- DAMAGE LIST (IN ALPHABETICAL ORDER) ----------------------------------- * - means the move hits more than once (total damage is used) < - means you can press the button again for another hit (but the damage for that attack is not listed) NAME STAND P/K CROUCH P/K AERIAL P/K UNIQUE LAUNCH ------------------------------------------------------------------------ Amingo 5 8 19* 5 8 28* 5 8 14 5 8 14 5 8 14 5 8 15* Anakaris 4 7 13 4 8* 13 4 7 13 df+HP 16 4 7 13 4 7 13 4 14* 13 Blackheart 6 8 22* 6 9 21? 6 9 15* df+HP 14 6 9 24* 6 9 4 6 9 18* Bulleta 4 7 19* 4 7 19* 4 7 18* df+HK 15 4 4 13 4 7 13 4 7 14 Cable 4 7 34* 5 7 18 4 7 6 df+HP 10 4 7 13 4 7 13 4 7 13 Cammy 3 6 12 3 6 12 3 6 12 df+HK 12 4 6 14 3 6 12 3 6 12 Cap. America 5 6 12 3 6 12 4 6 12 df+HP 13 (shieldless) 5 8< 14 5 8 14 4 7 13 Cap. America 5 8 16 5 8 14 4 6 13 df+HP 15 (with shield) 5 8< 14 5 8 14 4 7 13 Captain 4 7 13 4 6 13 4 7 13 df+HP 15 Commando 4 7 12 4 7 13 4 7 13 Chun-Li 3 6 12 3 6 12 3 6 12 df+HK 13 3 6 12 3 6 12 3 6 14* Colossus 6 9 16 6 9 19 6 9 16 df+HK 15 6 9 16 6 9 16 6 9 16 Cyclops 4 7 13 4 7 13 4 7 13 df+HK 9 4 7 13< 4 7 13 4 7 13 Dan Hibiki 4 7 13 4 7 13 4 7 13 df+HP 16 4 7* 13 4 7 13 4 7 13 Dhalsim 3 6 12 3 6 12 3 6 12 df+HP 12 (up close) 3 6 12 3 6 12 3 6 12 Dhalsim 3 6 12 3 6 13 3 6 13 df+HP 12 (far away) 3 6 13 3 6 13 3 6 13 Doctor Doom 4 7 13 4 7 13 4 7 33* 4 7 14* 4 7 13 4 7 13 Felicia 3 6 18* 3 6 12 3 6 12 df+HK 14 3 6 12 3 6 12 3 6 12 Gambit 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 Gouki 4 7 13 4 7 13 4 7 13 4 11* 13 4 7 13 4 7 13 Guile 4 7 13 4 7 13 4 7 13 4 7 13 4 7 14* 4 7 13 Hayato 4 7 13 4 7 13 4 7 13 Kanzaki 4 7 20* 4 7 13 4 7 13 Hulk 6 10 16 6 10 16* 6 10 16 6 10 16 6 10 16 6 10 16 Iceman 4 7 15 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 Iron Man 4 7 13 4 7 13 4 7 13 4 7 12* 4 7 18 4 7 13 Jill 4 7 13 4 7 13 4 7 13 df+HP 14 Valentine 4 7 13 4 7 13 4 7 13 Jin Saotome 2 9 16 6 9 15 4 7 15 6 9* 16 4 7 15 4 7 14* Juggernaut 7 10 17 7 10 17 5 8 15 df+HP 18 7 10 17 7 10 17 7 8 15 Ken Masters 4 5 13 4 7 11 4 7 13 4 10* 13 4 7 13 4 7 13 Kobun 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 1 2 3 Magneto 4 7 13 4 7 13 4 7 13 df+HP 14 4 7 13 4 7 13 4 7 13* Marrow 3 6 12 3 6 12 3 6 12 3 6 6 3 6 12 3 6 12 Morrigan 3 6 12 6* 6 12 3 6 12 Aensland 3 6 12 3 6 12 3 6 12 Nash 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 Omega Red 4 7 13 4 7 15* 3 7 27* df+HP 14 4 7 14 4 7 13 4 7 13 Psylocke 3 6 16 3 6 12 3 6 12 df+HP 14 3 6 12 3 6 12 3 6 12 Rockman 3 7 14 4 7 14 4 6 20 df+HK 13 3 7 12 4 8 13 4 6 12 Rogue 5 8 14 5 8 14 5 8 14 5 8 14 5 8 14 5 8 14 Rogue 6 10 18 6 10 18 6 10 18 (Power-Up) 6 10 14 6 10 18 6 10 18 Roll 3 6 10 3 5 10 3 5 7 df+HK 9 4 7 9 4 6 9 3 5 7 Ruby Heart 4 7 13 4 7 13 4 7 13 df+HK 13 4 8* 16 4 7 13 4 7 13 Ryu 4 7 13 4 7 11 4 7* 13 4 11* 13 4 7 13 4 7 13 Sabretooth 5* 7 13* 4 7 12 4 7 13 df+HP 13 4 11 13 4 7 13 4 6 13 Sakura 4 7 13 4 7 13 4 7 13 Kasugano 4 7 13 4 7 13 4 7 13 Sentinel 6 9* 20* 6 9* 20* 5 8 18 df+HK 17 5 10 18 6 9* 18* 5 8 15 Shuma Gorath 4 7 13 4 7* 13 4 7 13 4 7 15* 4 7 13 4 7 13 Silver 4< 8* 10< 4 7 13 4 7 13 df+HP 14 Samurai 4 7 13 4 7 13 4 7 13 Sonson 6 12* 12 3 6 12 3 6 15* df+HP 12 6 12* 12 3 6 12 3 6 12 Spider-Man 3 6 12 3 6 12 3 6 12 3 6 12 3 6 12 3 6 12 Spiral 4 7 15* 4 7 13 4 7 13 4 7 13 4 7 12 4 7 13 Storm 4 7 13 4 7 13 4 7 13 4 7 13 4 7 13 3 7 13 Strider 3 6 12 3 6 12 3 6 12 df+HP 13 Hiryu 3 6 12 3 6 12 3 6 12 Thanos 4 7* 13 4 7 13 4 7 13 df+HP 14 4 7 13 4 7 13 4 7 13 Tron Bonne 5 10* 14 5 15* 14 5 8 14 8* 11* 18* 15* 8 14 15* 5 14 Vega 5 8 13 5 8 14 5 8 14 5 8 14* 5 8 14 5 8 14 Venom 5 8 15 5 8 14 4 7 14 5 8* 14* 5 8 14 4 7 27* War Machine 4 7 13 4 7 18* 4 7 13 df+HK 12 4 7 13 4 7 20* 4 7 13 Wolverine 3 6< 14 3 6 14 3 5< 10 df+HK 14 (MvC ver.) 3 6< 14 3 6 14 3 6 11 Wolverine 4 6< 15 4 6 15 3 6 12 df+HK 14 (XvSF ver.) 4 6< 14 4 7 15 3 6 12 Zangief 6 10 18 6 10 18 6 10 16 df+HP 18 6 10 18 6 10 18* 6 10 18 ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ All of the translations here were done by me and so are probably incorrect (except for Ruby Heart's, on which I've been getting some assistance from contributors). A reader suggested that I put in descriptions for the moves, and while I think that'd make the FAQ too big, I figured I could always put them in for some of the weirder moves that people may have trouble remembering just by their names. [ GENERAL TERMS ] ----------------------------------------------------- Kuuchuu Mid-Air Sankaku Tobi Triangle Hop 2 Dan Jump / 3 Dan Jump 2 Level Jump / 3 Level Jump Hikou Aviation Tosshin Kougeki Rushing Attack Hensoku Kougeki Irregular Attack Chijou Kougeki Ground Attack Idou Kougeki Moving Attack Uchiage Kougeki Launcher Attack Taikuu Geigeki Anti-Air Aimed Attack Kougeki Hojo Capturing Attack Kaifuku Engo Recovery Assistance Nouryoku Engo Ability Assistance Nage Engo Throw Assistance [ AMINGO ] ------------------------------------------------------------ KAZE NO SAKEBI < Shouting of the Wind > - Amingo turns into an onion and flies forward while spinning. MIDORI NO KANKI < Delight of Green > - He is swallowed by a flower and is spit out, covered in spikes. DAICHI NO KODOMO (TSUKAMI) < Child of the Earth (Capture) > - Amingo plants a cactus kid, who walks forward and clings to his foe. TAIYOU NO MEGUMI < Blessing of the Sun > - Amingo turns into a spiked vine that grows high into the air. SHOKUBUTSU NO OKITE < Plants' Commandment > - Amingo sticks his arm in the ground, which becomes a moving flower. If the flower hits, he sucks his opponent inside his body, dances around while shaking some maracas, and spits his foe back out. [ ANAKARIS ] ---------------------------------------------------------- MIIRA DROP < Mummy Drop > - Anakaris' hands appear in mid air and wiggle around if they miss. Otherwise, they grab his opponent. Anakaris wraps them up like a mummy and shakes them around before slamming them to the floor. HITSUGI NO MAI < Dance of the Coffins > - Anakaris gestures and a large gold sarcophagus falls from the sky. OUKE NO SABAKI < Pharaoh's Judgment > - In mid-air, Anakaris spits out floating spirits that fly diagonally downward. A hit opponent is turned into a little monster. SEIJA NO AYUMI < Saint's Walk > - Anakaris lifts up a leg and does an axe kick downwards. TENCHUU < Heavenly Punishment > - Anakaris turns into a hovering sarcophagus that floats in place (or it can move back or forward). IDAINARU BOHI < Tombstone of Greatness > - His lower half turns into a tombstone and he flies forward. OOINARU BOHI < Great Tombstone > - Like the Idainaru Bohi, but he flies diagonally downward. SEINARU BOHI < Sacred Tombstone > - Like the other moves, but he falls straight down. HITSUGI NO UTAGE < Banquet of the Coffins > - Anakaris gestures repeatedly as many coffins fall from the sky. [ BULLETA ] ----------------------------------------------------------- SMILE & MISSILE (JOUDAN) < Smile & Missile (Upper) > - Bulleta fires a missile at head-level. SMILE & MISSILE (GEDAN) < Smile & Missile (Lower) > - She fires a missile along the ground. CHEER & FIRE (JOU HOUKOU) < Cheer & Fire (Directed Upward) > - Bulleta uses a molotov cocktail to shoot flame diagonally upward. CHEER & FIRE (YOKO HOUKOU) < Cheer & Fire (Directed Horizontally) > - Bulleta uses a molotov cocktail to shoot flame straight forward. [ CAPTAIN AMERICA ] --------------------------------------------------- ZENTEN < Forward Roll > - The Captain does a handstand, then keeps going until his feet are on the ground. [ CHUN-LI ] ----------------------------------------------------------- KIKOU KEN < Chi Fist > - Chun-Li releases a flying globe of energy from her palms. SEN'EN SHUU < Spinning Circle Kick > - Chun-Li turns upside-down in mid-air and does a splits kick. TENSHOU KYAKU < Ascension Kick > - She leaps upward while spinning and kicking upward. HYAKURETSU KYAKU < Hundred Rending Kicks > - Chun-Li kicks out in front of herself multiple times. KAKU KYAKU RAKU < Crane Leg Drop > - She flips in mid air and comes down with a knee attack. REISHIKI KIKOU KEN < Zero-Style Chi Fist > - Chun-Li holds out her palms and an orb of whirling energy appears. YOUSOU KYAKU < Eagle Talon Kick > - Chun-Li stomps beneath her with her heel. KAKU YOKU DA < Crane Wing Strike > - She turns and strikes out with her leg while in air. KIKOU SHOU < Chi Palm > - She turns away and creates a large field of energy around her. SENRETSU KYAKU < Thousand Rending Kicks > - Chun-Li kicks rapidly while sliding across the screen. HAZAN TENSHOU KYAKU < Supreme Mountain Ascension Kick > - Chun-Li rises into the air while kicking multiple times. [ COLOSSUS ] ---------------------------------------------------------- POWER TACKLE (ZEN) < Power Tackle (Forward) > - Colossus charges forward while doing a shoulder-ram. POWER TACKLE (NANAME) < Power Tackle (Diagonal) > - Colossus dives diagonally up or downward while shoulder-ramming. [ DAN HIBIKI ] -------------------------------------------------------- GADOU KEN < Self-Taught Fist > - Dan holds out his hand and a short-range fireball comes out. KOURYUU KEN < Shiny Dragon Fist > - Dan does a dragon punch, flashing every fourth time you do this move. DANKUU KYAKU < Sky-Cutting Kick > - Dan leaps forward with a knee attack. For the HK version, he follows up with two flying kicks. ZENTEN CHOUHATSU < Forward Rolling Taunt > - Dan rolls forward, crouches, and shakes his arm while taunting. KOUTEN CHOUHATSU < Backward Rolling Taunt > - Dan rolls backward, crouches, and shakes his arm while taunting. JUMP CHOUHATSU < Jump Taunt > - Dan taunts while jumping. SHINKUU GADOU KEN < Sky Shaking Self-Taught Fist > - Dan holds his arm out and fires a multi-hit projectile. HISSHOU BURAI KEN < Certain Victory Bandit Fist > - Dan holds his arms up around his face, then does a series of punches and kicks ending with a dragon punch. KOURYUU REKKA < Shiny Dragon Conflageration > - Dan does an LP dragon punch, then turns and does an HP version. CHOUHATSU DENSETSU < Legendary Provocation > - Dan rolls forward while taunting repeatedly, shows his autograph, then jumps and does his best Yuri parody ;) OTOKO MICHI < Path of Man > - Dan dashes forward, then grabs his opponent and yells "Oyaji!" (Father!) before exploding and flying away. [ DHALSIM ] ----------------------------------------------------------- FUYUU < Floating > - Dhalsim gets into a meditation pose and can float in air. DRILL ZUTSUKI < Drill Headbutt > - Dhalsim dives forward while spinning head first. [ GAMBIT ] ------------------------------------------------------------ CAJUN EXPLOSION (ZENPOU) < Cajun Explosion (Front) > - Gambit leaps to the wall behind him and throws several cards at the ground, which burst into diagonal columns of kinetic energy. CAJUN EXPLOSION (KOUHOU) < Cajun Explosion (Behind) > - For this version, he leaps to the wall in front of him, then throws the cards back behind him. [ GOUKI ] ------------------------------------------------------------- GOU HADOU KEN < Great Surge Fist > - Your standard fireball attack. ZANKUU HADOU KEN < Sky-Slashing Surge Fist > - A mid-air fireball. TENMA KUUJIN KYAKU < Demon Air Blade Kick > - Gouki dives diagonally downward with one leg outstretched. GOU SHOURYUU KEN < Great Rising Dragon Fist > - A flaming dragon punch. ASHURA SENKUU < (fighting demon) Air Flash > - Gouki drifts forward or backward, followed by afterimages. TATSUMAKI ZANKUU KYAKU < Tornado Sky-Slashing Kick > - A hurricane kick with an electrical effect. JIGOKU GURUMA < Hell Wheel > - Gouki grabs his opponent, spins backward, and releases them. ZUGAI HASATSU < Skull Destroyer > - He does a downward chop with the side of his hand. SENPUU KYAKU < Whirlwind Kick > - He leaps forward while turning and kicks outward. MAE GERI < Forward Kick > - He does a splits kick in mid-air. MESSATSU GOU HADOU < Great Surge Deadly Attack > - He fires a beam of purple energy from his palms. MESSATSU GOU SHOURYUU < Great Rising Dragon Deadly Attack > - Gouki does several dragon punches while rushing forward. MESSATSU GOU RASEN < Great Spiralling Deadly Attack > - Gouki does a vertical rising hurricane kick, then kicks his foe away. TENMA GOU ZANKUU < Demonic Great Slashing Sky > - Gouki throws a barrage of fireballs downward. SHUN GOKU SATSU < Imprisoning Death Flash > - Gouki drifts forward, grabs his opponent, and mauls them while the screen turns white. [ HAYATO KANZAKI ] ---------------------------------------------------- SHIDEN < Violet Lightning > - Hayato rushes forward with two sword slashes. GUREN < Red Lotus > - Hayato leaps into the air, slashing with his sword and surrounded by spiralling blade-marks. BYAKKO HOU < White Tiger Cannon > - He grabs his opponent, then throws them into the air. PLASMA COMBO: SUZAKU RANBU < Plasma Combo: Phoenix Boisterous Dance > - He does four consecutive slashes while flashing blue. PLASMA COMBO: KEGON < Plasma Combo: Stern Flower > - After some sword slashes, he stuns his opponent, leaps in the air, and slams his sword into their skull. PLASMA COMBO: GUREN < Plasma Combo: Red Lotus > - He does some sword slashes ending in a leaping sword slash. DOKURYUU < Single Dragon > - Hayato rushes past his opponent and swipes out with his sword. SOURYUU < Double Dragon > - Hayato then turns and slashes them again. HIEN < Flying (Swallow) > - Hayato jumps forward while slashing horizontally. DAI OIUCHI KOUGEKI < Great Pursuit Attack > - Hayato falls downward with his sword held downward. RASETSU ZAN < Justice Slash > - Hayato does a series of slash attacks. ENGETSU < Crescent Moon > - Hayato's sword extends and he fires several purple waves of energy which travel along the ground. NOTES: 'Byakko' and 'Suzaku' are actually mythical creatures representing the four elements (along with Genbu and Seiryuu, for all you Last Blade 2 / Final Fantasy Legend fans). [ HULK ] -------------------------------------------------------------- GAMMA CHARGE (TAICHI) < Gamma Charge (Anti-Ground) > - The Hulk charges forward, fist oustretched. GAMMA CHARGE (TAIKUU) < Gamma Charge (Anti-Air) > - The Hulk leaps directly upward with a headbutt. [ JILL VALENTINE ] ---------------------------------------------------- KINSETSU SENTOU < Close Combat > - Jill rushes forward, covered in flame (or a lot of flame, if you do the HC version). OUSEN SHAGEKI < 'Return Fire' Shooting > - Jill flashes. If hit, she pushes her opponent away and fires some shots into them. KINKYUU KAIHI < Emergency Evade > - Jill gets out of the way while calling either a zombie, flaming zombie, Cerebus dog, or a zombie crow. [ KEN MASTERS ] ------------------------------------------------------- HADOU KEN < Surge Fist > - Your standard projectile. SHOURYUU KEN < Rising Dragon Fist > - A flaming dragon punch. TATSUMAKI SENPUU KYAKU < Tornado Whirlwind Kick > - In the air, this is a hurricane kick. On the ground, he rises up slightly, and if the move hits or is blocked, he finishes with an axe kick. ZENPOU TENSHIN < Forward Body Roll > - Ken tucks into a ball and leaps forward. INAZUMA KAKATO WARI < Lightning Flash Splitting Heel > - Ken does an axe kick. SENPUU KYAKU < Whirlwind Kick > - In mid-air, Ken sticks out his leg. MAE GERI < Forward Kick > - In mid-air, Ken does a splits kick. SHOURYUU REPPA < Rising Dragon Render > - Ken does several dragon punches while rushing forward. SHINRYUU KEN < Divine Dragon Fist > - Ken flies into the air while doing a dragon punch, surrounded by a column of flame. SHIPPUUJINRAI KYAKU < 'As quick as lightning' Kick > - Covered in fire, Ken does several kicks while rushing forward. If the move hits, he continues with a hurricane kick ending in an axe kick. [ KOBUN ] ------------------------------------------------------------- KOBUN FIRE < Henchman Fire > - Kobun eats some spicy food, then spits out a gout of flame. ENGO KOUGEKI (TOSSHIN!) < Assistance Attack (Charge!) > - One of Kobun's allies runs forward holding a plate of food. ENGO KOUGEKI (TSUKAMI!) < Assistance Attack (Capture!) > - One of Kobun's allies throws two of his friends at his opponent. They latch on for a moment, then run away carrying red crystals. ENGO KOUGEKI (KUUBAKU!) < Assistance Attack (Air Raid!) > - One of Kobun's allies comes out of the sky using helicopter blades attached to his head. CHUUSHOKU RUSH < Lunch Rush > - In the (a) type, a bunch of Kobuns (and Save Monkey) rush out to get their lunch from "Chef" Kobun. In the (b) type, a bunch of helicopter kobuns fall from the sky in a row. In the (g) type, the kobuns bounce along the ground while other kobuns 'copter across the sky. KING KOBUN < Henchman King > - With the help of his allies, Kobun turns into a giant version of himself armed with a hammer. [ MAGNETO ] ----------------------------------------------------------- E-M DISRUPTOR < Electromagnetic Disruptor > - Magneto fires a purple beam from his outstretched hand. [ OMEGA RED ] --------------------------------------------------------- CARBONADIUM COIL: ZEN < Carbonadium Coil: Forward > CARBONADIUM COIL: NANAME < Carbonadium Coil: Diagonal > CARBONADIUM COIL: UE < Carbonadium Coil: Upward > OMEGA STRIKE: ZEN < Omega Strike: Forward > OMEGA STRIKE: NANAME < Omega Strike: Diagonal > OMEGA STRIKE: UE < Omega Strike: Upward > - These are all self-explanatory ;) [ PSYLOCKE ] ---------------------------------------------------------- NINJUTSU < Secret Technique (Ninja Art) > - Psylocke disappears into a ball of light. Four balls of light appear on the screen, and she drops out of one of them (or else she can come out with a mini Psi-Thrust attack). CHUUGAERI ABISE GERI < Somersaulting Shower Kick > - Psylocke jumps forward and does a low-aimed kick to her opponent's chest. KOCHOU GAKURE < Concealed Butterflies > - Psylocke spins around in mid-air and butterflies fly around her in a circular formation before flying outward. [ ROCKMAN ] ----------------------------------------------------------- ITEM KOUGEKI < Item Attack > - Rockman fires a Rockball, Tornado Hold fan, or a Leaf Shield. [ ROLL ] -------------------------------------------------------------- ITEM KOUGEKI < Item Attack > - Roll fires a Rockball, Tornado Hold fan, or a Leaf Shield. HANA-TABA BAKUDAN < Flower Bouquet Bomb > - Roll takes out a boquet of flowers and throws them into the air. [ RUBY HEART ] -------------------------------------------------------- Cheval Seller < Saddled Horse > - Ruby Heart rushes forward, surrounded by blue flame. Supr?mation < ??? > - Reading from a book, Ruby Heart points into the air and a geyser of blade-like water rises forth. Fant?me < Phantom / Ghost > - Ruby Heart kicks open a treasure chest, and a pirate ghost comes out and flies around. Rafale Canon < Flurry Cannon / Gust Cannon > - Ruby Heart throws an anchor attached to a chain. If it hits, she draws her opponent back and fires them from a hand cannon. For the HP version, she spins an anchor and chain and throws it into the air. A hit enemy is tied up in the chains. Flan Mer < Sea Side > - Ruby Heart rushes forward, surrounded by orange flames. Pare-tonn?re < ??? > - A pirate ship flies forward, disembowls Ruby Heart's opponent, then unloads several rounds of cannon fire into them. Milles Fant?mes < One Thousand Ghosts > - Ruby Heart kicks open a chest and many flaming ghosts come out. Tour de Magie < Magic Trick > - She drops a barrel on her opponent, then throws knives at the barrel until it explodes. NOTES: I've been getting a lot of help on my translations lately, which is a good thing since they were totally wrong ^_^; Rather than try and guess for myself on who's right, I'm simply going to stick with which terms sound correct and list the contributor's guesses below: According to Cyril Caniot: - "furanme-ru" could be Flammelles (little flames). According to Kyo Kisaragi: - "shupurimashion" could be a combination of two words; 'suppresion' (deletion), and 'supr?matie' (supremacy). In this case, it could be spelled "Supprimation". - He thought my "partenaire" (partner) translation was okay. If anyone who wants to see the names as they are originally spelled (in Japanese), here you go ('-' is an extented vowel, 'x' means the next kana is small): in romaji in EUC --------------- --------------- shubarutsuxe-ru シュバルツェール fantoxu-mu ファントゥーム shupurimashion シュプリマシオン rafuxa-rukanon ラファールカノン mirufantoxu-mu ミルファントゥーム furanme-ru フランメール parutone-ru パルトネール toxu-ru.do.maji トゥール・ド・マジ Thanks to everyone who's written in so far, I appreciate your help. [ RYU ] --------------------------------------------------------------- HADOU KEN < Surge Fist > - Your standard fireball. SHOURYUU KEN < Rising Dragon Fist > - A dragon punch (or rather, 'the' dragon punch). TATSUMAKI SENPUU KYAKU < Tornado Whirlwind Kick > - A single-hit hurricane kick. SAKOTSU WARI < Collarbone Splitter > - Ryu leans inward while punching downard with his hand. SENPUU KYAKU < Whirlwind Kick > - He leaps forward while turning and kicks outward. MAE GERI < Forward Kick > - He does a splits kick in mid-air. SHINKUU HADOU KEN < Vacuum Surge Fist > - Ryu fires a beam of blue energy from his palms. SHINKUU TATSUMAKI SENPUU KYAKU < Vacuum Tornado Whirlwind Kick > - Ryu spins around in place while doing a hurricane kick. SHIN SHOURYUU KEN < True Rising Dragon Fist > - Ryu does an electrifying dragon punch. [ SAKURA KASUGANO ] --------------------------------------------------- HADOU KEN < Surge Fist > - Sakura fires a blast of light upward or downward (if in the air). SHOU'OU KEN < Cherry Blossom Fist > - Sakura runs forward surrounded by a shield of light, then does a multi-hit dragon punch. SHUNPUU KYAKU < Spring Breeze Kick > - Sakura does an arcing hurricane kick. SHINKUU HADOU KEN < Vacuum Surge Fist > - Sakura fires a volley of fireballs diagonally upward. MIDARE ZAKURA < Cherry Trees Blossoming in Profusion > - Sakura runs forward and does an auto combo ending in a dragon punch. HARU ICHIBAN < First Storm of Spring > - Sakura goes vertically into the air while doing a hurricane kick, ending in a jumping fierce punch. HIYAKESHITA SAKURA < Sunburned Sakura > - Sakura turns away and her skin darkens. [ HIYAKESHITA SAKURA ] ------------------------------------------------ HADOU KEN < Surge Fist > - A long-range fireball that goes straight forward on the ground, or diagonally downward in the air. ASHURA SENKUU < (fighting demon) Air Flash > - Sakura drifts forward or backward, followed by afterimages. SHOU'OU KEN < Cherry Blossom Fist > - Sakura runs forward and does a multi-hit dragon punch. In the air, she gets a shield of light around her. SHUNPUU KYAKU < Spring Breeze Kick > - Sakura does an arcing hurricane kick. SHINKUU HADOU KEN < Vacuum Surge Fist > - Sakura fires a beam of light from her palms. MIDARE ZAKURA < Cherry Trees Blossoming in Profusion > - Sakura runs forward and does an auto combo ending in a dragon punch. HARU ICHIBAN < First Storm of Spring > - Sakura goes vertically into the air while doing a hurricane kick, ending in a jumping fierce punch. SHUN GOKU SATSU < Imprisoning Death Flash > - Sakura drifts forward, grabs her opponent, and lays on the pain while the screen turns white. HIYAKESHITA SAKURA < Sunburned Sakura > - Hiyakeshita Sakura turns away and her skin lightens. [ SENTINEL ] ---------------------------------------------------------- ROCKET PUNCH (NANAME-KA) < Rocket Punch (Diagonally Down) > ROCKET PUNCH (ZEN) < Rocket Punch (Forward) > ROCKET PUNCH (NANAME-JO) < Rocket Punch (Diagonally Up) > - These are all self-explanatory ;) [ SHUMA-GORATH ] ------------------------------------------------------ SEKIKA < Petrification > - Shuma's flesh turns to stone and he drops downward. [ SILVER SAMURAI ] ---------------------------------------------------- SHURIKEN < Throwing Star > - The Silver Samurai throws a large orange, six-pointed throwing star. HYAKURETSU TOU < One Hundred Sword Split > - He swings his sword so fast that you can't see his arms or his weapon, only the yellow blade-marks. FUMIKOMI HYAKURETSU TOU < Dashing Hundred Sword Split > - He charges forward while slashing. CHOU SHURIKEN < Super Throwing Star > - He throws three spinning orange throwing stars. RAIMEI KEN < Thunder Sword > - He holds up his sword and lightning emits from his body, filling up the screen. HYOUGA KEN < Glacier Sword > - He leaps to the middle of the screen and thrusts downward, creating a layer of ice on the ground. HOMURA KEN < Flaming Sword > - He holds his sword up and a spiral of fire extends upwards into the air. TOUKI "KAMINARI" < Fighting Spirit 'Lightning' > - He holds his sword up and the blade is surrounded by lightning. Afterwards, electricity crackles along the blade. TOUKI "KOORI" < Fighting Spirit 'Ice' > - He holds his sword up and the blade is encased in ice. Afterwards, the blade sparkles now and then. TOUKI "HONOO" < Fighting Spirit 'Flame' > - He holds his sword up and the blade bursts into flame. Afterwards, the blade emits trails of fire. [ SONSON ] ------------------------------------------------------------ FUUSETSU ZAN < Cutting Wind Slash > - Sonson spins her pole around in a circular motion. SHIENBU < Little Monkey Dance > - Sonson spits out three monkey dolls, which fly forward and disperse. SEITEN RENGEKI < Pureland Rapid Attack > - Sonson leaps up while spinning her pole around before her. KINGIN NO HISAGO < Golden Silver Gourd > - Sonson's magic gourd sucks in an enemy. The gourd then falls into a pot of water. Sonson fans the fire beneath the pot, and the gourd explodes. GANSAI HEKIRETSU - Sonson thrusts the pole horizontally, and it grows bigger. TENCHI TSUUKAN < Passing Through Heaven and Earth > - Sonson throws her pole into the air and a gigantic version of it comes back down. EN'OU < Monkey King > - Sonson turns into a giant monster monkey capable of spitting fire and swinging it's giant fists around. [ SPIRAL ] ------------------------------------------------------------ TSURUGI TOBASHI: ZEN < Flying Swords: Forward > - Spiral fires a ring of swords straight forward. TSURUGI TOBASHI: UE < Flying Swords: Upward > - Spiral fires a ring of swords vertically. TSURUGI TOBASHI: SENKAI < Flying Swords: Circular > - Spiral fires a ring of swords that spin around and expand. TSURUGI TOBASHI: 6 HOUKOU < Flying Swords: 6 Directions > - Spiral fires out her swords in six directions. KYUUKOUKA DANCE < Diving Dance > - Spiral drops down out of the sky quickly. [ STRIDER HIRYU ] ----------------------------------------------------- AME NO MURAKUMO < Amassing Rain Clouds > - Strider dashes forward, followed by afterimages, and slashes his sword (the Cipher) in a half-circle. EXCALIBUR < (a sword from Arthurian legend) > - Strider flies forward, trailed by afterimages, while slashing with his blade that he holds at his side. VAJRA < (a type of weapon) > - Strider leaps away, splitting into multiple images, then reappears with a falling kick attack. KABE HARI TSUKI < Attach (and) Cling to Wall > - Hiryu keaps to the wall behind him, using a small sickle to cling to it. UWA IDOU / SHIMO IDOU < Move Up / Move Down > - Strider climbs up or slides down the wall. HANTAI SOKU NO HEKI E IDOU < Move to Opposite Side of Wall > - Strider flies horizontally to the wall opposite him. CHAKUJI < Arrive (at) Ground > - Strider jumps down to the ground. CIPHER KOUGEKI < Cipher Attack > - Strider whips out his sword in a single slash. JIMEN NI TOBIGERI < Jump Kick to Ground > - Strider leaps to the floor with a vicious kick. RAGNAROK < (the Norse version of Armageddon) > - Strider dashes forward, grabs his opponent, and leaps into the air, where multiple images of him cut his opponent to pieces. OUROBOROS < (a mythical creature) > - Strider gestures and two Dipladocal Saucers appear and spin around him. LEGION < (formation of Roman soldiers) > - Strider points at his opponent and a bunch of mechanical eagles and jaguars rush forward. [ TRON BONNE ] -------------------------------------------------------- SHIKI DAN < Direction Shot > - Tron gets out of her mecha and points a raygun at her opponent. A hit enemy is held in place by her kobun (henchmen). KOBUN LAUNCHER < Henchman Launcher > - Tron's mecha fires a kobun into the air, which sprouts helicopter wings and floats down to the ground. CHUUSHOKU RUSH < Lunch Rush > - Tron fires her raygun at her opponent, and if successful, a bunch of kobun (and Save Monkey) run across the screen with their trays so that the 'Chef' Kobun can serve them lunch. KING KOBUN < Henchman King > - Tron's kobun buddy turns into a larger version of himself armed with a hammer. [ WOLVERINE ] --------------------------------------------------------- KABETSUKI DRILL CLAW < On the Wall Drill Claw > - Wolverine clings to the wall, then flies off with a Drill Claw. FUMITSUKE < Trampling > - Wolverine dives straight downward with a knee attack. [ ZANGIEF ] ----------------------------------------------------------- DASH TSUKAMI NAGE < Capturing Throw Dash > - Zangief dashes forward and attempts to grab his opponent. KAMITSUKI < Biting > - Zangief bites his opponent in the head. ======================================================================== 6. AUTHOR'S NOTE ======================================================================== If you've seen this FAQ in a magazine, I'd appreciate it if you'd drop me a line at and tell me a little more about it, so that I can take appropriate action against whatever losers are trying to make a quick buck off of me. I've been pretty successful in going up against crummy publications in the past, but I can't protect my works without your help. ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following people. Thanks a lot, guys n' gals! Erik Peterson - For some information on the King Kobun HC and a Kobun glitch. Paul Wright - For the Juggernaut Headcrush glitch. Eugene Johnson Jr. - For explaining two different glitches. Stefano (weap0ner@aol.com) - For explaining a Sonson glitch to me. Slime - Got my 'Omega Rugal' spelling error in the FAQ. Hey, let's face it, Omega Rugal could whup Omega Red any day. ;) Ian Seah - Sent in a lot of info. about downloading files from Capcom of Japan's MvC2 page. Zach Adams - Sent in a lot of information regarding the Shop in US DC MvC2. BakaOrochi - Caught a spelling error for Sakura's Shun Goku Satsu, and told me Kobun's US name. Mr. Caucasian - Corrected me on Cammy's HK Cannon Drill being hypercancelable. Ed! - Provided me with the most detailed information on how to break the tower in the clocktower stage. Of course a bunch of other people had written in (both before and after I got his letter), but only Ed had a full explanation of how to destroy it with HCs and with normal attacks ;) Carlos Alexandre - Corrected me on what Roll's starting Item weapon is. Swift - Told me some great Killer Bee Assault information as well as the effects of doing the Tour de Magie on an airborne opponent. MaSa - Some new move names and Wolverine's alternate Drill Claw command taken from his FAQ, based off a translation of CJayC's MvC2 FAQ. Khaotika - Corrected me on not being able to use Roll's Beat Plane in the air, and got me on a spelling mistake. ;D DEVILPANDA - Told me how Shuma's eyes explode when he switches out, and gave me some new combos for Captain Commando and Strider. Hoang Nguyen - For correcting a lot of mistakes I had in the character moveslists and for telling me how much damage the Tyrant->Rocket Launcher combo does with Jill. (v0.7) Sent in the neat title art you see in this revision, as well as a lot of other corrections and notes. Also told me how Zangief can change colors to do more damage for his spinnable throws. Bantam13 - Some of the new Jin information (attack power increase when he's shining, s. LK -> Saotome Crush combo, repeated dynamite trick, and the dynamite after a Cyclone Typhoon) were taken from his excellent Jin FAQ (which you can get at www.gamefaqs.com). He also sent me a bunch of corrections and other miscellaneous info. Caliber X - For some corrections and new info. on the Tour de Magie, and for telling me about Ruby Heart's HK air launcher. Also told me about a Gouki glitch. PikaPuff - For the new arcade glitch and the Variable Combination setup (which I used as an example in the section on V. Combination damage). Ugly_one - For correcting me on how to direct the Viper and Hyper Viper beams. (v0.7) Corrected some Dr. Doom and Magneto hypercancels. GANYMEDE - For loads of info. on Colossus' Power Dive--how to get two hits out of it, how you can dive early, and how your opponent can't escape roll when knocked down by the first hit. (v0.7) For some Anakaris info submitted to my Anakaris FAQ that I used in this update as well. GlucoseJoe - For telling me that you can hold LP or HP during Spiral's Teleport Dance to warp to the upper corners of the screen. Aaron Mitschelen - For reminding me to mention that Kobun can earn back life from his Tsukami! move. Ug the Caveman - For telling me about some of the differences between War Machine and Iron Man, and Iron Man's c. MP -> Proton Cannon combo. (v0.7) All kinds of info: told me how the 'charge d,u + P / K' trick worked for every character in the game, that the Daichi no Kodomo (Tsukami) is unblockable, offered notes on Dr. Doom's Molecular Shield, the Hayato -> Black Hayato transformation during Variable Counters, how the Tornado Hold and Leaf Shield do no block damage, that Jin's power-up color can be chosen, some Omega Red and Magento info., a Ruby Heart correction, some Psi-Blast info, Sonson's En'ou info, and a nice bit of info. on Vega's Psycho Crusher. Whew! Aya Brea - For correcting me on the spelling of "Goodnight, Sugah", and for telling me that Morrigan's Vector Drain also used to be tech. hittable. - (v0.7) For discovering that CPU-controlled opponents take less damage than normal, even in Training Mode! Kyo Kisaragi - For correcting me on some of my Ruby Heart translations (more like mis-translations at this point!) Midare Sakura - For correcting me on the 'Milles Fant?mes' spelling. Twelve - For telling me that Hayato's d + HK diving sword is cancelable into his uppercut move (the Guren). Yasakani Iori (Cyril Caniot) - Once again CC sends me some much needed corrections for my awful French translations of Ruby Heart's moves. Thanks! Goumodi - Goumodi sent in a _ton_ of information; corrections for Bulleta, Ruby Heart, Vega, Jin, and Kobun, and he told me about Spiral's alternate Six-Way Sword command and Dan's special autograph finish. I also learned about being able to delay Kobun's paper plane from a tip he sent in to Sailor Bacon's Kobun FAQ. - (v0.6) Told me how Zangief's Double Lariat goes through projectiles and beams, and that his Quick Double Lariat goes through low attacks. Also provided the Spider-Man trick, and a Cap. Commando correction. Spider-Dan - For explaining the tech. hit / tech. roll thing. (v0.7) For noting that you can hypercancel from a Variable Counter into a Hyper Combo. Allen Tyner (Sailor Bacon) - I learned about the 'Exploding Paper Plane' taunt for Kobun in his excellent Kobun FAQ v1.0, which can be found at www.gamefaqs.com. Charles MacDonald - For discovering a bunch of Kobun-related stuff, and some Cable stuff as well. (v0.6) For finding out that triangle jumping resets your jump count for double and triple jump characters. Justin - For telling me about the damage increase for the Otoko Michi. Nick Rox - For the Sakura win quote translation. James Chen - I always find myself referring to his X-Men vs. SF combo FAQ whenever I start trying to explain combo stuff. This guy is like, the 'god of combos', so if my combo notes made no sense (and I'm sure that they did), then go check out his FAQ at his page or www.gamefaqs.com. It's freakin' awesome. CJayC - This guy got a hacked save file for MvC2 out, like, the day after the game came out. Now that's dedication. You can get the file at his site (GameFAQs), just follow the links from the main page. Did I mention he runs the only honest FAQ site on the entire Internet? Ura no Ura (Double Reverse) - Some moves and quite a few movenames taken from this site. If you can read Japanese, this is a cool page to visit. Chris - Some move names taken from his excellent technique guides. Dash Taisen is a fantastic site for finding out movenames and stuff like that. Network Video 1215 Broadway, Burlingame - A great store with all the latest import stuff for great prices. If you live in the San Fransisco bay area, check them out. Capcom of Japan - Some information taken from their MvC2 page. Thank goodness these guys finally put Dan back in a Vs. game! The 'titles' for each character were taken from the second address. You can go into a directory of images to see all the files, but I forgot just what the URL of that was ;) National Console Support (NCS) - NCS always has the newest import games and other imported items for the best prices--they don't disappoint! ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ Version 0.7 - FINAL (July 11, 2000) - There's the usual assortment of corrections, some plot info. for the brand-new characters, and some nifty title art courtesy of Hoang Nguyen. Hoang also send me a list of attack damages for every character, but I have had a hell of a time double-checking it (I mean, look at the character select screen, it's huge), and trying to stick it in the FAQ (which is big enough as is), proved to be an impossible task, so I'd like to apologize to Hoang for doing all this hard work only to have me not add it in. This is also the last revision of this FAQ. Plagiarism has taken it's toll on me, and I'm tired of dealing with idiots who want to look good by pretending they found out everything by themselves. Obviously there is more stuff I could have added to the FAQ in future revisions (esp. now that the US DC version is out), but it's just not gonna be happening. So if you have something interesting to send in, you'll have to let another FAQ author know about it. I wanna thank everyone who wrote in up to this point; you guys made the FAQ great, and I appreciate it. VERSION 0.6 (May 25, 2000) - Lots of new stuff in this version. A defense ranking chart has been added, and I figured out all the hypercancelable moves and included them in the moveslist section. Also wrote out which moves cause the Flying Screen effect when used on the ground, and I put in some info. on people's air dashes and triangle jumps. The translations section now has move descriptions, for those of you having trouble with all the Japanese terminology. I also figured out all the moves which do more damage when you tap the buttons, with the exception of the Otoko Michi and Juggernaut Headcrush--I can't mash fast enough. So there may be a few I didn't catch. As usual, there are more notes and corrections for each character, as well as more info. on Juggernaut's glitch and a new bug for Sentinel and Sakura. VERSION 0.5 (May 17, 2000) - I had more stuff to add in, but I wanted to get this up because I added a bunch of Silver Samurai info. after fooling around with him for an hour or two. Another glitch and a quick Gambit note have also been added. VERSION 0.4 (May 16, 2000) - New to this revision is a section ranking characters by their attack power and a list of damages for normal punches and kicks. I've also added two glitches for Psylocke and Zangief, as well as some more aerial rave finishers. Some mistakes for Cable, Zangief, and the section on Super Armor have been corrected, and new notes have been added for Colossus, Iron Man, Jin, Omega Red, Vega, and War Machine. I've put in more info. on doing partner assists while in the midst of a chain combo, and wrote up a list of what moves don't affect partners when used against them. There are a bunch of excellent contributions from readers, too. VERSION 0.3 (May 13, 2000) - More additions to the Partner Assist, Variable Combination, Snapback, and Aerial Raves section. I put in the V. Combination-only HCs to people's movelists (just to make things clearer), and I corrected some mistakes for some characters. In particular, for Ruby Heart (her Tour de Magie takes 1 level, not 3), Colossus (his Super Armor HC gives him Hyper Armor, if you can follow that kind of twisted logic), and Hayato (he can't use V. Attacks or Combinations during his Plasma Field HC). I also stuck in some great info. sent in by contributors, and put in some information on downloading MvC2 save files from Capcom of Japan's page. I've also added a Glitches section to the FAQ, because there are so many in here that it's kind of ridiculous. I wouldn't want people to use the glitches in this FAQ to dominate their opposition, but a contributor pointed out to me that people can find them elsewhere and use them, so people should be able to read the FAQ and at least understand what's being used to cream them. Sounds good to me. VERSION 0.2 (May 5, 2000) - Some Silver Samurai notes added, and comments on Rogue and Spiral's Speed Up ability. Also added more projectiles to Iceman's list of no-damage-when-blocked moves, and corrected some notes for Amingo, Tron, and Kobun. Finished up the Translations section as well, and added some more information to the 'Throws and Tech. Hits' section. VERSION 0.1 (May 4, 2000) - The moveslists have been filled out, other various info. tested and added, and the basic gameplay elements have been covered as well. The FAQ was going to come out much earlier than this, but my DC gave up the ghost, so I had to get a new one. Argh. ------------------------------------------------------------------------ LAME-ASS CONTEST ------------------------------------------------------------------------ We have a winner! The Lame-Ass Contest is over, as Hoang T. Nguyen sent in the winning artwork you see gracing the top of this file. I want to thank everyone who sent in their drawings, I got quite a kick out of some of the entries. Alright, well, that's it for this FAQ. Thanks for reading. ---------------------------------------------------------------------- "King of the horseflies, dark prince of death / his tragic forces are heaven sent / in sweet things, in a lover's breath / in knowing this was meant to be the last." - 'Where Boys Fear To Tread' by the Smashing Pumpkins ---------------------------------------------------------------------- Unpublished work Copyright 2000-2001 Chris MacDonald