+-------------------------------------------+ |"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"| +-------------------------------------------+ FAQ Marvel Vs. Capcom 2 Marrow Before moving any further, please if you are planning to use this FAQ for you website, give proper credit. ASK FOR PERMISSION FIRST!!! Also this FAQ is NOT intended to be used to make profit. I wrote this for free and so it should be used for free. I.Note to all readers II.Updates ------------------------1.Control Pad ------------------------2.Basic Combos ------------------------3.Advance Combos ------------------------4.Wild Combos | /|\ ||| ||L4a.Psylock AAA || |L4b.Magneto CT | L4c.Storm VT ------------------------5.Mastering the Combos ------------------------6.Strategy ------------------------7.Credits ______________________________________________________________________ ====================================================================== I. Note to all readers ______________________________________________________________________ ====================================================================== Sorry for the long delay on the combos, I had other work to due so I didn't have time to complete the FAQ. So to all readers of this FAQ my APOLOGIES to all. I will try to update as often as I can but there is no garuantees on it. All of these combos are taken directly from the home version. Don't expect that all will work in the arcade. Most of these combos are tested on cable. I am testing them in the arcade to see any diffrence. This is all playing sheet. I don't have any background on the character Marrow and don't intend to write in the FAQ. Though I will make the effort to provide a strategy guide in this FAQ. I will like to apologies for any misspelling in this FAQ and any problems with the combos. If you would like to add something to the FAQ, wondering how it works or correct me for any Errors, Please E-mail me at my NEW SITE on the credits Section. I will Credit for any help from the outside. E-Mailers: USE DECENT ENGLISH OR SPANISH. My new site is incredibly filtered for any bad language or explicit terms and may not receive your mail. Send only MvsC2 Related issues until further notice. ---------------------------------------------------------------------- II. Updates ---------------------------------------------------------------------- 01/30/01 My first FAQ ever. Its not a lie. I will post dates that I have either made changes or added information and the location of the changes. ======== ======== 01/31/01 Start adding combos and the stragety guide. Completed Version 1.1 V1.2 Will have corrections of spelling and combos, if any Deadline 02/06/01 ======== ======== 02/01/01 Finished Version 1.2 (Correction on spelling) (No problems with combos so far) ======== ======== 02/02/01 V2.0 (because of the added assist) is complete for now. New content (4 old, 4. 4a. 4b. NEW) Added Magneto to the stategy guide 02/15/01 Finished my duties and began the search for a new Assist ======== ======== 02/18/01 Working on Strom VT. It proves to have very usefull feature but slow Eventhough its slow, some combos will require delay Asists instead of active (Psylock and magneto) Working on V3.2 Hope to have it finished as soon as possible. I found extra combos for my other assist. ======== ======== 02/19/01 V3.2 Look for the word NEW in the combo sheet, those are added combos that wasn't there the last time I made this FAQ NEW ASSIST STORM VT Section. (4c) NEW SECTION 5. MASTERING THE COMBOS. This section is for those who may have a hard time on learning the combos. Cooming soon V3.3 Correction, if any. May update on my stragety guide. V4.0 Another Helper (hopefully) No deadlines. Due to recent problems, I will not add deadlines. I can assure you that I will make the effort to provide as much information I can supply at the fastest time possible. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1.Control Pad ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Character Facing Right (Player 1 Side) UB U UF LP HP A1 \ | / \ | / LK HK A2 B---N---F / | \ / | \ DB D DF Terms that I will be using. QCF=|\> QCB=|/< HCF= HCB=>\|/< DPF=>|\ DPB=<|/ PP= LP+HP P= LP or HP (C)- Corner Combo Pause- Short waiting period Buffering- A term meaning doing two things at once D+HK, QCB+PP |, /< {}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{} 2.Basic Combos {}{}{}{{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{} These are combos that can be easly done by almost anyone LK, LK, HK LK, LK, HP LP, LP, HK LP, LP, HP (c)LP, LK, LK, HK LP, LK, LP, D+HK LP, LK, D+HP, LP, LK, LP, LK, HP VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 3.Advance Combos ---------------------------------------------------------------------- These are combos that are linked with hypers and doesn't require much accuracy to pull it off. These are the ones you will use most often. DPF+P, HCB+PP Tearing Spine must hit 4 for the final blow to connect. HCF+P, HCF+PP LP, LP, HK, HCF+PP LK, LK, HK, HCF+PP D+LK, LK, HK, HCF+PP LP, LK, D+HP, DPF+LP, QCB+PP Possible to pull of if fast enough. Tearing Spine must hit 4 for the final blow to connect. LP, LK, D+HP, LP, LK, LP, LK, QCB+PP (C)LP, LK, LP, HP, HCF+PP (C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP The first pause is about one button tap miss. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ 4.Wild Combos ////////////////////////////////////////////////////////////////////// The cream of the crop. These combos are hard to pull off at first. They link with assist and hypers. This also has juggles so precise timing and accuracy is required. Some you will use very often and others are just to show off. Explanation is given under the combo for your conveniance. _____________________________________________ (C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP | | The first pause is about one button tap miss.| _________________________________________ LP, D+LK, D+HK, QCB+PP | | Buffer the Down kick into the final blow.| ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 4a.Psylock AAA ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: All of these combos are done with Psylock Anti Air Assist, a must to pull this off. As I said before, this is done by the drone Cable so I can't confirm smaller characters yet. _______________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCB+P| | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | ____________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, Pause, HCF+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | The second pause is the moment the opponent is about to fall| ________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, QCB+PP| | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | ____________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, Pause, HCF+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | The second pause is when the bonearrang hits the opponent the second| time. | ____________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, QCB+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | ____________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF, QCB+PP| | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Jump close to your opponent to do more damage. | ______________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF, LP, LK, QCB+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Jump close to your opponent to combine the two hit and the final blow.| ___________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, DPF+HP, QCB+PP| | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Walk about 2 frame steps | Tearing spine should hit 4 and pull the final blow for the link. | __________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| QCB+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Walk about 2 frame steps. | Launch the opponent to the Air and 2 hits before the final Blow. | __________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| LP, LK, QCB+PP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Walk about 2 frame steps. | Launch the opponent to the Air and 4 hits (if the launch becomes | Ariel-Rave) before the final Blow. | __________________________________________________________________ LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| LP, LK, Pause, UB+HP | | The first pause is about one button tap miss. | Psylock should appear after the LP to connect. | Walk about 2 frame steps. | Launch the opponent to the Air and 4 hits (if the launch becomes | Ariel-Rave) | You should be close under the opponent for the second pause, 1/3 | fo a second. | This is a grab move to finish the combo | ___________________________________________________________ NEW 02/18/01 | LK+Psylock AAA, LK, QCB+K, QCB+PP | | Psylock should appear after the second LK to connect. | The QCB+K should count two hits, then Pull the final blow. | ______________________________________________________________________ NEW 02/18/01 | LK+Psylock AAA, LK, QCB+K, pause, D+HP, LP, LK, LP, LK, QCB+PP | | Psylock should appear after the second LK to connect. | The QCB+K should count two, your character should not pop backwards. | The first pause is judging of the characters position. | The Second your character changes face direction then D+HP to connect.| ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 4b.Magneto CT !!!!!WOW!!!!! $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ NOTE: All of these combos are done with Magneto Capture type assist, a must to pull this off. ________________________________________________________ LP, D+LK, D+HK+Magneto CT,Pause LK, LP, HCF+PP | | The first pause is about one button tap miss. | The CT should hit the opponent and count as the six hit.| ________________________________________________________ LP, D+LK, D+HK+Magneto CT,Pause LK, LP, QCB+PP | | The first pause is about one button tap miss. | The CT should hit the opponent and count as the six hit.| ______________________________________________________________________ LP, D+LK, D+HK+Magneto CT,Pause LK, LP, UF, LP, LK, QCB+PP | | The first pause is about one button tap miss. | The CT should hit the opponent and count as the six hit. | Jump close to your opponent to combine the two hit and the final blow.| ____________________________________________________________ LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK, QCB+PP| | The first pause is about one button tap miss. | The CT should hit the opponent and count as the six hit. | ____________________________________________________________________ LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK, LP, LK, QCB+PP| | The first pause is about one button tap miss. | The CT should hit the opponent and count as the six hit. | ______________________________________________ LP, D+LK, D+HK+Magneto CT, QCB+PP | | Buffer the down kick and CT to the Final Blow.| _____________________________________________________________________ LP, D+LK, D+HK+Magneto CT, QCB+PP, HCF+PP | | Buffer the down kick and CT to link the first hyper. | Don't hyper delay. CT will contact the opponent after the first hyper| CT connect then prefrom the final blow. | _____________________________________________________________________ LP, D+LK, D+HK+Magneto CT, QCB+PP, QCB+PP | | Buffer the down kick and CT to link the first hyper. | Don't hyper delay. CT will contact the opponent after the first hyper| CT connect then prefrom the final blow. | _____________________________________________________________________ NEW 02/18/01 | (c)D+HP+Magneto CT, U, HK, Land, Pause, D+HP, U, LP, LK, LP, LK, | QCB+PP | | Magneto should appear once you lift the opponent. | HK will knock the opponent down but Magneto CT will make contact as a| combo hit. | Land yourself to the ground. | The first pause is to let your opponent down untill you can D+HP. | _____________________________________________________________________ NEW 02/18/01 | (c)LP, LK, D+HP+Magneto CT, U, HK, Land, Pause, D+HP, U, LP, LK, LP, | LK, QCB+PP | | Magneto should appear once you lift the opponent. | HK will knock the opponent down but Magneto CT will make contact as a| combo hit. | Land yourself to the ground. | The first pause is to let your opponent down untill you can D+HP. | WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW Storm VT ---------------------------------------------------------------------- NOTE: All of these combos are done with Storm Variety Type. The assist is slow but will pay off if timed right. __________________________________________________________ LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P | | Must call Storm same time when pressing HP. | Storm assist will take effect at the forth areal rave hit.| __________________________________________________________ LK, LK, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P | | Must call Storm same time when pressing HP. | Storm assist will take effect at the forth areal rave hit.| __________________________________________________________ LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, QCB+PP | | Must call Storm same time when pressing HP. | Storm assist will take effect at the forth areal rave hit.| _____________________________________________________________________ LP+Strom VT, D+LK, D+HK, pause, LK, LP, D, UF, LP, LK, LP, LK, QCB+PP| | Must Press both LP and Storm VT. | The first pause is about one button tap miss. | You MUST preform SUPER JUMP MANUALLY when Strom VT takes effect. | _____________________________________________________________________ LP+Storm VT, D+LK, D+HK, QCB+PP, D, UF, LP, LK, LP, LK, QCB+PP | | Must Press both LP and Storm VT. | You MUST preform SUPER JUMP MANUALLY when Strom VT takes effect. | ********************************************************************** *****5. MASTERING THE COMBOS****************************************** ********************************************************************** Step 1. TRAIN, TRAIN, TRAIN, TRAIN, TRAIN. If you want to know the combo like the back of your hand, then you have to train alot. You may spend a few extra buck on the machine, but you will learn them. Step 2. Start SLOW. Alot of us like to set the game speed on turbo. If you want to learn the combos, its best to set the speed SLOW. Once you feel the combo on your hand, then increase the speed. True you will mess up, but your time will adapt real fast. This is also great for people who try to trap others of fast speed by setting slow. Its true, I've seen some professional players losse because they can't handle the slow speed. Learn all the speeds step by step. Step 3. Play against the COMPUTER. Alot of the professional play against the computer to see if their combos work well. REMEMBER, you have a better chance pulling of the combos from the computer than a player. Step 4. WATCH OTHERS. It is better seen than read, which is true. So try to see everything. The screen, control pad, motions. Some arcades won't let you in if your planing to watch all day so play a round for a few times to avoid this scenario. Step 5. PICK YOUR COMBO. This FAQ has a variety of combos. Some you will need to use very often and some are just to show off, so when begining a combo choose wisely. Step 6. REPEAT STEP 1-5 ?????????????????????????????????????????????????????????????????????? 6.Stragety ?????????????????????????????????????????????????????????????????????? NOTE: This guide is based on a 2 player game (NOT 1 vs COM) As you may have notice that marrow doesn't have a lot of single player combos. However she really shines with assist and great assist that can add up those combo numbers. As a request I searched unrollable combos but came out in few. Anyway I will post them on this FAQ. NOTE: Most of the assist combos are rollable so take precaution when doing this against a CPU, or players. You won't believe the stuff this girl can do with psylock help. Its just simply amazing.Before you go against a real player, train yourself in normal to get the speed then turbo to adjust. The key is to see how the combo works. I said it before and I'll say it again. !!!!!WOW!!!!!, Magneto capture type can realy rack in those combo numbers and damage levels. Be aware that his timing is diffrent from Psylock (has to be done early), but if you can pull it off with links, Burn baby burn. The last two combos are sweet. I pull two regular Hypers plus delay hypers for the entire team. Before you go against a real player, train yourself in normal to get the speed then turbo to adjust. The key is to see how the combo works. Storm is a great helper. Some of the basic combos that left a 50% will bring up to 80%. Her assist is real slow to start but the key is to have marrow do a combo that will lead a deadend, that is where storm assist takes effect and make the combo a killer. Before you go against a real player, train yourself in normal to get the speed then turbo to adjust. The key is to see how the combo works. She has an aggressive temper and so she is best played as aggressive. Try not to let the opponent move by throwing bonearrangs constantly with assist in between. This will cause (Most of the time) the opponent to panic and try to do a desperate measure. Use this to your advantage. She has one of the most abusive hypers to any other character. HCB+PP. These small bones will act like homing missiles at a high speed. If standing, it will take about 1 second. However, if its done in the air its almost instant. Its best used in combos and for cheater who try to stay in the air (Storm, Dhalsim, ETC...) to win the game. Another benefit is that it will hit any opponent, including assist. Use it to pressure your opponent to lay off the assist or to kill the assist. There is a draw back to this hyper. It will leave her UNMOVABLE and VUNERABLE until she lands on the ground again. Her Hyper Delay is best used with almost any character after a link has been established. Her assist types are fare and good. The projectile will pressure your opponent to block or if connected can start any of the combos on the top. Anti-Air Assist works well for any air attack. The range is great but the timing is a bit slow. Her Expansion only works to surprise the opponent. Its uses is very limited and only recommend this if you know what you can do. ||====|| || 7 ||============================================================== ||Credits===========================================| ====================================================================== As we all know that all of these combos didn't come exactly from me so I'm giving credits to those who deserve them. MY SELF (for taking time to create this FAQ that will help others to use Marrow) GameFAQ (For providing the help people need and permission to put this FAQ for your conveniance) Adrian Au (Starting the FAQ about Marrow and providing some of the basic combos) Capcom (For creating such a great game and the home version where I discover most of these cool combos) Gamepro (I hate the idea they took ideas from us W/O permission and for profit but they did provide some of the combos here on this FAQ)