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[ game title ] marvel vs. capcom 2 ~new age of heroes~ faq
[ revision # ] version 0.5 released on: may seventeen, 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.cheatcc.com


Unpublished work Copyright 2000 Chris MacDonald

This FAQ and everything included within this file cannot be reproduced
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It cannot be used in magazines, guides, books, etc. or in any other
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myself. This FAQ was created and is owned by me, Chris MacDonald. All
copyrights and trademarks are acknowledged and respected that are not
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To continue, this FAQ and everything included herein is protected by
the Berne Copyright Convention of 1976, not to mention International
Copyright Law. Remember that plagiarism is a crime, and that this is a
copyrighted work--stealing from this guide is putting yourself at risk,
plain and simple, because the law is on my side. I feel the need to
mention that the following publishers/publications have ripped from me
in the past, namely: the Ziff-Davis Video Game Group (publishers of
EGM, Expert Gamer, etc.), Future Publishing, Ltd. (publishers of
PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media,
Tips & Tricks Magazine, and Game 13th. If you want to show your
appreciation for having this nice free FAQ to read, please do so by
not reading any of these rags (if I sound like a bastard, it's because
I am). The same applies to the jerks at Game Cave for selling my FF7
FAQ. These guys are overpriced and have bad service anyway, there are
much better places to shop online.

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
- Dizzies and Recoveries
- Escape Rolls and OTG Hits
- Types of Canceling
- Chain Combos
- Jumping Chains and Aerial Raves
- Command Attacks and Overheads
- Super Armor and Hyper Armor
- You and Your Partners
- Taunting
5. MISCELLANEOUS
- Glitches and Bugs
- Attack Rankings
- Translations
6. AUTHOR'S NOTE
- Special Thanks
- Revision History


========================================================================
1. INTRODUCTION
========================================================================

"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 taken directly from the
instruction booklet, 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 to taunt (they really should have done it the
other way around, IMHO).

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. 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).
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
Taunt - Press Start + LK (for the DC), or just Start (if you're
playing the arcade version). An easier way to taunt for
us DC players is to hold LK, then press Start.


------------------------------------------------------------------------
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 (can use repeatedly)

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 (can no longer super jump via KK)
Universal Launcher df + HP / HK (depending), then ub~uf to s.jump
Escape Roll b,db,d + P / K when knocked down
Chouhatsu (Taunt) Press Start + LK (just Start in the arcades)

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
Dizzy Recovery Shake joystick and tap buttons when dizzied

Variable Attack Press LP + LK / HP + HK two 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.


========================================================================
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 displays 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).
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 are now expressed with
numbers. Here's what they 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
------------------------------------------------------------------------

Kaze no Sakebi qcf + P (air)
Midori no Kanki qcb + P
Daichi no Kodomo (Tsukami) qcb + K
Daichi no Kodomo (Punch) qcf + LK
Daichi no Kodomo (Kick) 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.
- 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. At least
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, instead. Only you can pick up these fruits, not
your opponent.


------------------------------------------------------------------------
ANAKARIS, Absolute God of Gold
------------------------------------------------------------------------

Miira Drop qcf + P (air)
Cobra Blow b,f + P (air)
Hitsugi no Mai d,d + P / K (air)
Ouke no Sabaki In air, qcf + K
Seija no Ayumi b + LK
Tenchuu b / f + HK
Hikyoku 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: Crouching HP

- Anakaris has no throws and cannot Tech. Hit out of them, just like
in Vampire Savior. He can still use the Advancing Guard, though.
- The Miira Drop is an unblockable throw attempt--the button used
determines where Anakaris hand shows up. Rotating the joystick no
longer increases the damage of the move, though. You cannot grab
an opponent on the ground with the mid-air version of this move.
- The Hitsugi no Mai makes Anakaris drop a coffin on his opponent's
head. The button used determines where they fall: LP is closest,
LK is further away, HP is even further off, and HK is the furthest
distance of them all.
- An opponent hit by the Ouke no Sabaki is turned into a little monster.
All you can do is walk around, jump, and press any button to worship
your new master :) Characters stay transformed for a certain period
of time (less if LK is used, more if HK is used), or until Anakaris
hits them once.
- The Seija no Ayumi is an overhead attack and must be blocked high.
- All of Anakaris' command attacks are cancelable.
- The Pharaoh Magic is blockable, making it pretty useless in this game.
- When you do the Pharaoh Illusion, your opponent can be hit when
Anakaris leaps off screen, and this can in fact be used to start a
combo as you can catch them in air with your hands. Anyway, during
this move, Anakaris grows huge and can be controlled with the buttons
like so:

* Left hand moves right - Press LP
* Left hand moves up - Press b / u + LP
* Left hand moves down - Press LK / d + LP
* Left hand moves down-forward - Press df + LP
* Left hand moves up from ground - Press LK / u + LK
* Left hand moves low to the right - Press f + LK
* Body moves to the 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.
- During the Pharaoh Cobra Blow, pressing LP makes a cobra come out of
the top of the coffin, while HP makes one come from out from
slightly lower, LK is even lower, and HK makes one come out from the
bottom of the screen. You can make them come out one at a time, or
even do four at once. In order to keep this move comboing, try to
arrange it so that your opponent is always being struck by an
oncoming cobra or two while the others are retreating.


------------------------------------------------------------------------
BLACKHEART, Prince of Hell
------------------------------------------------------------------------

Dark Thunder hcf + P
Inferno 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
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

- Poor Blackheart. It's bad enough that he's stuck with ice Infernos
(fire or thunder I could see, but ice?), but now you can't even
combo into his launcher, and his HP demons take a lot less life
(before they sucked off a _lot_ of life). You can't even do Heart
of Darkness -> air dash -> air Judgment Day combos any more since he
lands immediately after the HoD (although you can still hit them off
the ground when they come down, assuming they're in the corner since
the last hit causes the 'flying screen' effect). Even I don't like
him anymore, and I thought his watered-down MSHvSF form was just
great ;)
- 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 dizzy.
- 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.


------------------------------------------------------------------------
BULLETA, Loveling Hunter (B.B. HOOD outside of Japan)
------------------------------------------------------------------------

Smile & Missile (Joudan) Charge b,f + P
Smile & Missile (Gedan) Charge b,f + K
Happy & Missile Charge d,u + P
Cheer & Fire (Jou Houkou) f,d,df + P
Cheer & Fire (Yoko Houkou) f,d,df + K (air)
Shyness & Strike 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
------------------------------------------------------------------------

Viper Beam qcf + P, tap P to change beam (air)
Crackdown qcf + K
Psi-Charge hcb + P when close
Electrap qcb + K, hold K to delay (air)
Scimitar 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.
- 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 mometarily unable to move.
- 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 qcf + P
Cannon Drill qcf + K (air)
Cannon Spike f,d,df + K
Cannon Strike In air, qcb + K
Cannon Revenge hcb + P
Hooligan Combination qcb + K... (press P to cancel)
Combination Cannon Strike ...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 ...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, tap buttons rapidly
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
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)

- 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.
- The Hooligan Combination follow-ups are unblockable. The version
you get depends on whether or not your opponent is in the air or is
crouching. If they're standing, then grabbing them above their
midsection results in the Fatal Leg Twister, and grabbing them
below their midsection results in the Cross Scissor Pressure.
Pressing P while in air during the Hooligan Combination cancels the
move and makes Cammy land on her feet. Pressing K 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.
- Cammy's Steel Slicer is cancelable.


------------------------------------------------------------------------
CAPTAIN AMERICA, Fighting American Spirit
------------------------------------------------------------------------

Shield Slash qcf + P (air)
Charging Star qcf + K
Stars & Stripes 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: [Standing MP] [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 Shield Slash does less damage the further away you are from your
opponent. Conversely, the Charging Star does more damage the further
away 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 qcf + P (air)
Captain Corridor 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 qcb + 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 Sho, a ninja who does a
jumping downward sword slash. MK calls out Genity, a mummy armed
with knives who flies across the screen (low enough to hit jumpers
but not to hit standing opponents). Using HK summons 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.
- 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.
- If your opponent is in the corner of the screen and you use a MP or
HP throw, you can follow with a Captain Corridor after the Sho
throw. If you use the electrifying hold, you can even follow with
a Captain Sword!
- 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 hcf + P
Sen'en Shuu hcb + K
Tenshou Kyaku f,d,df + K
Hyakuretsu Kyaku 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 buttons 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
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 qcf + P, rotate 360 repeatedly (air)
Power Tackle (Forward) qcf + LK (air)
Power Tackle (Diagonal) 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
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.
- 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 (it also does 96 points of damage even if you add in
MP and MK, so you may wanna just stick with this). 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 qcf + P (air)
Optic Hold hcb + HP when close (ub~db / uf~df aims)
Optic Sweep f,df,d + P
Rising Uppercut f,d,df + P, tap P rapidly
Cyclone Kick qcb + K
Rapid Punch 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 (air)
Super Optic Blast qcf + KK, direct in any dir. (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 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 qcf + P
Kouryuu Ken f,d,df + P
Dankuu Kyaku qcb + K (air)
Premium Sign 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. 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 Gadouken 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 qcf + P (air)
Yoga Flame qcb + P
Yoga Blast 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 + K

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, and can
cancel either the LK or HK Drill Kick into the Drill Zutsuki. If
you like, you can cancel the Drill Kicks into normal Punch and
Kick attacks instead.
- 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.


------------------------------------------------------------------------
DR. DOOM, Iron-Masked Dictator
------------------------------------------------------------------------

Plasma Beam qcf + P (air)
Photon Shot hcb + P (air)
Molecular Shield hcb + K
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.
- 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.
- All of Dr. Doom's command attacks are cancelable.


------------------------------------------------------------------------
FELICIA, Dreaming Cat Woman
------------------------------------------------------------------------

Rolling Buckler qcf + P, then press LP or HP or K
Sand Splash qcf + K
Cat Spike f,d,df + P
Delta Kick f,d,df + K (air)
Hell Cat hcb + K (misses from afar)
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

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

- During the Rolling Buckler, pressing LP makes you do a punch attack,
while HP gives you the normal uppercut finisher. Pressing K makes
you do a low kick that must be blocked crouching.
- 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 qcf + P (air)
Trick Card qcb + P
Cajun Slash 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 HK

- 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 qcf + P
Zankuu Hadou Ken In air, qcf + P
Tenma Kuujin Kyaku In air, qcf + K
Gou Shouryuu Ken f,d,df + P
Ashura Senkuu f,d,df / b,d,db + PP / KK
Tatsumaki Zankuu Kyaku 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,HK (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.
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 (2nd hit only)

- 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 Charge b,f + P
Somersault Kick Charge d,u + K
Kuuchuu Somersault Kick In air, tap d,u + K
Knee Bazooka b + LK
Rolling Sobat b + HK
Burn 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 qcf + P
Guren f,d,df + P (air)
Byakko Hou b,f + PP
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.

- Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma
Field), and no, it can't hit someone on the ground ;)
- 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 qcf + P
Gamma Tornado hcb + P (misses from afar)
Gamma Charge (Taichi) 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
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.
- 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 qcf + P (air)
Ice Avalanche qcf + K (air)
Ice Fist qcb + P
(iceball throw) In air, d + HP
(downward slash kick) In air, d + HK

Arctic Attack qcf + PP (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: Tornado Hold, Leaf Shield, Hyper Rockman.
Roll: Tornado Hold, Leaf Shield, 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 qcf + P (air)
Repulsor Blast hcb + P
Smart Bomb 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.
- 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 (I know standing LP,MP,HK works as well,
it's just an example.
* 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 qcf + P (air)
Ousen Shageki hcb + P, tap P when Jill starts firing
Grenade Launcher f,d,df + P (hold P to delay)
Kinkyuu Kaihi A qcb + K
Kinkyuu Kaihi B qcf + K
Sliding d + HK

Kinsetsu Sentou A+ qcf + PP (air)
Rocket Launcher qcf + KK
CODE: T-002 qcb + KK

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 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.
- 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.
- 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.
- Although both zombies are unblockable, your opponent can knock them
away with attacks (although against the flaming zombie, they may trade
hits).
- 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 perform the Rocket Launcher,
and instead of doing a Delayed Hyper Combo, you will get up and fire
the Rocket Launcher, which blows up the Tyrant. Your opponent will
be caught in the explosion for minor damage.
- 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 Charge b,f + P
Saotome Dynamite Charge d,u + P
Saotome Crush hcb + K (misses from afar)
Saotome Fire While taunting, tap P rapidly
Saotome Diving In air, press d + HK

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
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

- Jin has limited invincibility during the Saotome Dynamite.
- The Saotome Crush is blockable.
- An opponent can be injured by the Saotome Fire once flame is coming
off of Jin's back.
- Jin's Saotome Diving hits three times, and even be used in aerial
raves now.
- Since the screen resets to Jin's location when you use the Blodia
Vulcan, even super jumping characters are pulled back down into the
Blodia's gunfire. Unlike as in MvC, this move can kill a character
if their life is low enough.
- 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 bar (this includes recoverable damage), he will pose for
a moment at his first opportunity to stand still. Once he poses, he
will start glowing yellow (if he's a 1P character), or blue (if he's
a 2P character). He will continue glowing for the rest of the match,
and while glowing, he has Super Armor while on the ground (see the
Gameplay Notes section for more details on how this works).
- 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).


------------------------------------------------------------------------
JUGGERNAUT, An Uncontrollable Tank-like Warrior
------------------------------------------------------------------------

Juggernaut Punch hcf + P
Juggernaut Body Press hcf + K (air)
Earthquake Punch 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
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

- 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.
- Juggernaut has Super Armor while on the ground (see the Gameplay Notes
section for more details on how this works).
- 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 (his opponent will go into hit stun).


------------------------------------------------------------------------
KEN MASTERS, King of Fighting Clad in Violent Flames
------------------------------------------------------------------------

Hadou Ken qcf + P (air)
Shouryuu Ken 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

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
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, and to go through some attacks, but that seems to
be about it.
- 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 qcf + P, hold P to charge (air)
Bull Mover qcf + K
Engo Kougeki (Tosshin!) qcb + LP
Engo Kougeki (Tsukami!) qcb + HP
Engo Kougeki (Kuubaku!) qcf + 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.
- 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.
- Kobun has Hyper armor during the King Kobun and Hyper King Kobun.
- 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 hcf + P (air)
Hyper Gravitation hcb + K (air)
Magnetic Force Field hcf + K
Magnetic Blast 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 (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
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.
- 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. 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 ;)
- 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
------------------------------------------------------------------------

Bone-merang qcf + P (air)
Ride & Slash hcb + P (air)
Ricochet Slash qcb + K
Towering Spine 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
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 qcf + P (air)
Shadow Blade f,d,df + P (air)
Vector Drain hcb + P (misses from afar)
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

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]
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.
- 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 Charge b,f + P
Somersault Shell 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
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 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
(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.
Note that the Death Factor gives back much less life if you don't
have any recoverable life left.
- 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 qcf + P (air)
Psi-Blade Spin 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 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
Ground Throws: When close, b / f + HP / HK
Mid-Air Throws: When close, any dir. but d / u + HK in air
Flying Attack: Taunt, 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).
- The Psi-Blast either fires downward (LP) or straight forward (HP).
- 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.
- Psylocke has no overhead attacks.
- Although all of Psylocke's command attacks are cancelable, the
Vanity Flip is an exception. It is only cancelable on the first
hit, and even then, only into the Psi-Thrust or Kochou Gakure.


------------------------------------------------------------------------
ROCKMAN, Robot of Justice (MEGAMAN outside of Japan)
------------------------------------------------------------------------

Rock Buster Press HP (standing/crouching/air)
Charge Shot Hold and release HP (s./c./air)
Item Kougeki qcf + P
Item "Rock Ball" qcf + K
Item "Leaf Shield" qcb + K
Item "Tornado Hold" f,d,df + K
Rock Upper 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.

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!

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.

- 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 qcf + P (air)
Power Drain qcb + K (air)
Rising Repeating Punch 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

- 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).
- 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 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 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: Colossus (Super Armor), Hulk, Jin Saotome (Super Armor),
Juggernaut, Sentinel, Silver Samurai (Touki "Koori"), Zangief (Iron
Body).

NO BONUS: Rogue (even when she has a bonus ability), 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, and Super Armor gives you
Super Armor while on the ground, and makes the ground shake when you
walk around :) For more information on Super Armor, please see the
Gameplay Notes section.
- Rogue's Diving Kick is cancelable.


------------------------------------------------------------------------
ROLL, Gentle-Hearted Pretty Doll
------------------------------------------------------------------------

Roll Buster qcf + P (air)
Item Kougeki qcb + P
Item "Rockball" qcf + K
Item "Leaf Shield" qcb + K
Item "Tornado Hold" f,d,df + K
Hana-taba Bakudan 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 direction (air)

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
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 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.

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!

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.

- 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 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.


------------------------------------------------------------------------
RUBY HEART, Female Pirate Sailing the Ocean
------------------------------------------------------------------------

Cheval Seller qcf + P, then dir. + P x2 (air)
Suprˆmation qcf + K
Fant“me qcb + K
Rafale Canon 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 Suprˆmation LK Suprˆmation Pare-tonn‰re
B: HP Rafale Canon HP Cheval Seller Milles Fant“mes
y: Power-Up Orb LK Suprˆmation Flan Mer

Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6]
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 Gamma version of Ruby Heart,
her HP Cheval Seller is _not_ controllable, unlike most V. Counters.
- 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).
- The LP version of the Rafale Cannon results in Ruby attacking if the
thrown anchor hits. In the HP version, she simply traps her opponent
in the anchor's chain, leaving them momentarily vulnerable.
- The Tour de Magie is a Level 1 HC, and it's unblockable. 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. I have yet to get any
higher than three holes filled, although it seems that four holes
is the maximum number anyway, since she gives you a different quote
when you get any four holes filled, according to Goumodi.
- 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 qcf + P (air)
Tatsumaki Senpuu Kyaku qcb + K (air)
Shouryuu Ken 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 (air)
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

- The Sakotsu Wari is an overhead attack and must be blocked high.


------------------------------------------------------------------------
SABRETOOTH, Assassin Thirsting for Blood
------------------------------------------------------------------------

Berserker Claw qcf + P
Wild Fang hcb + P
Armed Birdie 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 qcb + P (air)
Shou'ou Ken 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
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.
- 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 qcf + P (air)
Shunpuu Kyaku 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 qcb + PP
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
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 Soku 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) qcf + LP (air)
Rocket Punch (Forward) qcf + HP (air)
Rocket Punch (Upwards) f,d,df + P (air)
Sentinel Force qcf + K (can hold HK during HK version)
Hikou qcb + KK, repeat to end (air)
Kuuchuu Dash Jump, press in any dir. + PP

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

- 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.
- All of Sentinel's normal punches and kicks cause block 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 Charge b,f + P
Mystic Smash Charge b,f + K (air)
Devitalization hcb + K
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

- 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.
- 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. If Shuma has red (recoverable) life left, he drains
power normally, but if he doesn't have any red life left, then he
drains a lot less energy from his opponent.
- 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 qcf + P, direct d / u (air)
Hyakuretsu Tou f,d,df + P, tap P / K rapidly
Hyakuretsu Tou Tap P / K rapidly
Fumikomi Hyakuretsu Tou 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
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.K/Hyouga.K/Homura.K

Chain Combo Type: [Ground 2] [Jumping 6] [Super Jumping 6]
[Ground 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).
- 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, although usually you can only destroy one of them before the
other two hit you. However, I was able to destroy the whole lot of
them with War Machine's crouching HP laser, which was quite a
surprise! Multi-hit projectiles and even single hit HC projectiles
(like Sonson's POW), will also take out all three Chou Shuriken.
- 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 changes in
several 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 or when 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:
> 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.
- 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.
- 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 unique launcher, and all of
this throws (HP or HK on the ground, HK in the air):

# of Usages Shuriken Chou Shuriken df+HP Throws
--------------------------------------------------------------------
Normal 14/16/18 x4/5/6 45 x18 14 16
Kaminari 8 x1 29 x15 7 8
Kaminari x2 12 x1 46 x15 10 12
Kaminari x3 12 x1 46 x15 10 12
Koori 9 x3 18 x15 7 8
Koori x2 12 x3 29 x15 10 12
Koori x3 18 x3 42 x15 14 16
Honoo 20 x6 45 x23 17 20
Honoo x2 20 x6 45 x23 17 20
Honoo x3 27 x6 55 x24 21 24


------------------------------------------------------------------------
SONSON, Small yet Heavenly Great Sage
------------------------------------------------------------------------

Fuusetsu Zan Tap P rapidly (air)
Shienbu qcf + P (air)
Seiten Rengeki f,d,df + P (air)
Kingin no Hisago hcb + P
(ground crawl) hcf + K
(wall climb) qcb + K
(wall climb jump) Press P during Wall Climb, move b / f
(wall climb kick) Press K during Wall Climb
(cloud dash) In air, tap f,f / press PP
(cloud backstep) In air, tap b,b / press b + PP
(pole thrust) f + HP

Tenchi Tsuukan qcf + PP (air)
POW qcf + KK
En'ou qcb + KK, 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 HK
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.
- 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 Pole Thrust is cancelable.


------------------------------------------------------------------------
SPIDER-MAN, Your Favorite Neighborhood Hero
------------------------------------------------------------------------

Web Ball qcf + P (air)
Web Swing qcb + K (air)
Web Throw hcb + P
Spider Sting 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
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 speeds this move up.
- 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 (air)
Tsurugi Tobashi: Forward qcf + LP after Dancing Sword (air)
Tsurugi Tobashi: Upward qcf + HP after Dancing Sword (air)
Tsurugi Tobashi: Circular qcf + LK after Dancing Sword (air)
Tsurugi Tobashi: Six-Way qcf + HK / LK + HP after D. Sword (air)
Teleport Dance qcb + LK, then hold 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
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 tp 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 the swords when she is hit, though.
- 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 makes Spiral appear over her opponent's head.
If you hold LK before she reappears, she'll show up in the lower
lefthand corner of the screen, and if you hold HK, she appears in
the lower righthand corner of the screen. Holding LP or HP makes
her appear in the upper left- or right-hand corner of the screen.
- 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 qcf + K (air)
Double Typhoon hcb + K (air)
Lightning Sphere In air, qcb + P
Lightning Attack 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 (air)
Ice Storm qcb + PP

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.
- 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.
- 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 qcf + P
Excalibur In air, qcf + P / K
Kuuchuu Gram In air, f,d,df + P
Gram f,d,df + P / K
Warp b,d,db + P / K
Vajra qcb + K
Formation A qcf + K
Formation B Charge b,f + P
(formation B fire) Charge b,f + P after Formation B (air)
Formation C Charge b,f + K
Heki 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 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.


------------------------------------------------------------------------
THANOS, Personification of Deadly Hatred
------------------------------------------------------------------------

Titan Crush qcf + P (air)
Death Sphere 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.
- Thanos will earn back a small amount of recoverable life during the
Gauntlet Soul.
- All of Thanos' command attacks are cancelable.


------------------------------------------------------------------------
TRON BONNE, Genius Creator of Cool and Victorious Mechas
------------------------------------------------------------------------

Shiki Dan qcf + P
Bonne Strike qcf + K (air)
Kobun Launcher 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

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, 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. :)
- 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 hcf + P
Psycho Field hcb + P
Double Knee Press hcf + K (air)
Vega Warp f,d,df + P / K (air)
Head Press Charge d,u + K, move b / f (air)
Head Press to Skull Diver Press P during Head Press
Somersault Skull Diver Charge d,u + P,P (or hold P) (air)
Hikou qcb + KK, repeat to end (air)

Psycho Crusher qcf + PP (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

- 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, 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.


------------------------------------------------------------------------
VENOM, Burning for Revenge against Spider-Man
------------------------------------------------------------------------

Venom Fang qcf + P (air)
Venom Rush qcf + K
Web Throw hcb + P
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 MK] [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 / 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 amount of damage done.


------------------------------------------------------------------------
WAR MACHINE, Walking High Tech Armory
------------------------------------------------------------------------

Shoulder Cannon qcf + P / K
Kuuchuu Shoulder Cannon In air, qcf + P
Smart Bomb Press (b / f +) LK + HP (air)
Repulsor Blast 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.
- 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 qcf + P, tap P rapidly
Berserker Slash qcb + P
Tornado Claw f,d,df + P, tap P rapidly
Drill Claw Press (dir. +) LK + HP (air)
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
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.
- You can use the Drill Claw after a successful Fumitsuke and vice
versa.
- During the Berserker Charge, Wolverine is followed by afterimages.
For a short period of time, he walks and jumps faster. His attacks
also come out faster, allowing him to perform combos like LP,MP,LP
MK, for example. 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 qcf + P, tap P rapidly
Tornado Claw f,d,df + P, tap P rapidly (air)
Drill Claw Press (dir. +) LK + HP (air)
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
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 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 Press (b / f +) PP (air)
Quick Double Lariat Press (b / f +) KK (air)
Banishing Flat 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 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 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 Zangief's skin
will become red.
- 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 Press (b / f +) PP
Quick Double Lariat Press (b / f +) KK
Vodka Fire 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 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.
- 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's 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 breaks
off and the pillar pieces fly outward (and can hit you, obviously).

Rushing Body Press: Think Juggernaut Head Crush, 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): This HC starts up quickly, and causes green
rain to pour 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 his Stomach Blast super so you can combo him from
behind. 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 ;)

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.

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.

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. The
important thing is to be ready for surprise attacks, since those ground
flames pop up at the darndest times and he can (and will) Venom Fang
you from off-screen. 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.
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.

When he's above ground, attack the middle of his body, not his face,
since standing in front of him is an invitation to get smacked around.
You can hit the ball that floats above him to further damage him, but
it moves quickly, and he'll usually attack you when you go after the
ball.

Once you've beaten him, relax and enjoy the ending (which is the same
for all characters, btw).


========================================================================
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.


------------------------------------------------------------------------
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, although you can't use anything
involving the PA and PB buttons.


========================================================================
4. GAMEPLAY NOTES
========================================================================

------------------------------------------------------------------------
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 144 points of life
in their gauge (how did I figure this out? Dan's Otoko Michi does 143
points of damage to himself, aheheheh). As you are hit by attacks, you
lose life points, and when all your life is lost, that character is
defeated. 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
bar empties. Recoverable life is a red extension of your bar. 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
------------------------------------------------------------------------

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.

However, this move has it's drawbacks. Mainly, that you are not
technically blocking after the Advancing Guard animation ends, which
means that if you 'push-block' a move that hits multiple times, you
may get hit by the remaining hits once the Advancing Guard ends. 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
------------------------------------------------------------------------

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 it 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.

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.

There are also triangle jumps, 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.


------------------------------------------------------------------------
THROWS AND TECH. HITS
------------------------------------------------------------------------

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 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 except Anakaris. 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. 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.


------------------------------------------------------------------------
DIZZIES AND RECOVERIES
------------------------------------------------------------------------

Once a character has taken enough hits, they fall down and become dizzy
upon standing. In this state, they will reel for a few moments and are
unable to move, attack, or defend until the dizziness ends. In other
words, a dizzy opponent is a prime target for attack. If you become
dizzied, you can recover faster by shaking the joystick around and
tapping as many buttons as you can as rapidly as possible (the same
method used to reduce damage from holds).

This method can also be used to recover from moves which keep you from
attacking. For example, if you shake the joystick and mash the buttons
after being hit by Thanos' Death Sphere, Kobun's Engo Kougeki
(Tsukami!), or Dhalsim's Yoga Smash, you will recover from the move
faster than you normally would.


------------------------------------------------------------------------
ESCAPE ROLLS AND OTG HITS
------------------------------------------------------------------------

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 a certain distance (LP and LK produce the shortest
roll, HP and HK produce the longest one). 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;
LK -> Seija no Ayumi -> HK, or even LK Drill Kick, MK 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 basic rule of thumb is that you
can't 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 spcial
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. 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 (like Zangief's 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 + P 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 a basic aspect of the VS. games. The premise behind the
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 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 of the other. This means that the
longest combo you could perform is: 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 the longer your combo is. 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. This applies to ground, jumping, and superjumping chains.


------------------------------------------------------------------------
JUMPING CHAINS AND AERIAL RAVES
------------------------------------------------------------------------

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).

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 below) 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. 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
below), 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.


------------------------------------------------------------------------
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 you 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). 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), and Zangief (during his Flying Powerbomb or
Final Atomic Buster).

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 Rugal 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. To make up for all this, Hyper Armor users cannot
block, and they 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).
The last boss, Abyss, has Hyper Armor in all three of his forms.


------------------------------------------------------------------------
YOU AND YOUR PARTNERS
------------------------------------------------------------------------

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
programmer's 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.

Anyway, 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.


[ 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 them, they will pose, 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.

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).


[ 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, Burn Straight, PA + PB

You'd cancel from the Burn 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.


------------------------------------------------------------------------
TAUNTING
------------------------------------------------------------------------

Taunts are performed by pressing LK + Start (an alternate way is to
hold Start, then press LK). 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. 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 will knock an
enemy back a la many characters' Flying Attacks).


========================================================================
5. MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
GLITCHES AND BUGS
------------------------------------------------------------------------

It seems like this game has a smackload of glitches in it. If you've
found one and want to tell me about it, I'll stick it in the FAQ after
testing it and give you proper credit (please let me know what you did
it on in case there are some DC or Arcade-only glitches).

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 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.

(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.

(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 happend to PikaPuff in the arcades; I
wasn't able to reproduce it on the Dreamcast.


------------------------------------------------------------------------
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
------------------

VERY HIGH DAMAGE: Blackheart, Colossus, Hulk, Juggernaut, 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.

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 14*
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

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).

[ 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
Midori no Kanki Delight of Green
Daichi no Kodomo (Tsukami) Child of the Earth (Capture)
Daichi no Kodomo (Punch) Child of the Earth (Punch)
Daichi no Kodomo (Kick) Child of the Earth (Kick)
Taiyou no Megumi Blessing of the Sun
Shokubutsu no Okite Plants' Commandment


[ ANAKARIS ] ----------------------------------------------------------

Miira Drop Mummy Drop
Hitsugi no Mai Dance of the Coffins
Ouke no Sabaki Pharaoh's Judgment
Seija no Ayumi Saint's Walk
Tenchuu Heavenly Punishment
Hikyoku Bohi High Flying Tombstone
Seinaru Bohi Sacred Tombstone
Ooinaru Bohi Great Tombstone
Hitsugi no Utage Banquet of the Coffins


[ BULLETA ] -----------------------------------------------------------

Smile & Missile (Joudan) Smile & Missile (Upper)
Smile & Missile (Gedan) Smile & Missile (Lower)
Cheer & Fire (Jou Houkou) Cheer & Fire (Directed Upward)
Cheer & Fire (Yoko Houkou) Cheer & Fire (Directed Horizontally)


[ CAPTAIN AMERICA ] ---------------------------------------------------

Zenten Forward Roll


[ CHUN-LI ] -----------------------------------------------------------

Kikou Ken Chi (Internal Energy) Fist
Sen'en Shuu Spinning Circle Kick
Tenshou Kyaku Ascension Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Kaku Kyaku Raku Crane Leg Drop
Reishiki Kikou Ken Zero-Style Chi Fist
Yousou Kyaku Eagle Talon Kick
Kaku Yoku Da Crane Wing Strike
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Ascention Kick


[ COLOSSUS ] ----------------------------------------------------------

Power Tackle (Zen) Power Tackle (Forward)
Power Tackle (Naname) Power Tackle (Diagonal)


[ DAN HIBIKI ] --------------------------------------------------------

Gadou Ken Self-Taught Fist
Kouryuu Ken Shiny Dragon Fist
Dankuu Kyaku Sky-Cutting Kick
Zenten Chouhatsu Forward Rolling Taunt
Kouten Chouhatsu Backward Rolling Taunt
Jump Chouhatsu Jump Taunt
Shinkuu Gadou Ken Quaking Sky Self-Taught Fist
Hisshou Burai Ken Certain Victory Bandit Fist
Kouryuu Rekka Shiny Dragon Conflageration
Chouhatsu Densetsu Legendary Provocation
Otoko Michi Path of Man


[ DHALSIM ] -----------------------------------------------------------

Fuyuu Floating
Drill Zutsuki Drill Headbutt


[ GAMBIT ] ------------------------------------------------------------

Cajun Explosion (Zenpou) Cajun Explosion (Front)
Cajun Explosion (Kouhou) Cajun Explosion (Behind)


[ GOUKI ] -------------------------------------------------------------

Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Sky-Slashing Surge Fist
Tenma Kuujin Kyaku Demon Air Blade Kick
Gou Shouryuu Ken Great Rising Dragon Fist
Ashura Senkuu (fighting demon) Air Flash
Tatsumaki Zankuu Kyaku Tornado Sky-Slashing Kick
Jigoku Guruma Hell Wheel
Zugai Hasatsu Skull Destroyer
Senpuu Kyaku Whirlwind Kick
Mae Geri Forward Kick
Messatsu Gou Hadou Great Surge Deadly Attack
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Messatsu Gou Rasen Great Spiralling Deadly Attack
Tenma Gou Zankuu Demonic Great Sky-Killing
Shun Goku Satsu Imprisoning Death Flash


[ HAYATO KANZAKI ] ----------------------------------------------------

Shiden Violet Lightning
Guren Red Lotus
Byakko Hou White Tiger Cannon
Plasma Combo: Suzaku Ranbu Plasma Combo: Phoenix Boisterous Dance
Plasma Combo: Kegon Plasma Combo: Stern Flower
Plasma Combo: Guren Plasma Combo: Red Lotus
Dokuryuu Single Dragon
Souryuu Double Dragon
Hien Flying (Swallow)
Dai Oiuchi Kougeki Great Pursuit Attack
Rasetsu Zan Justice Slash
Engetsu Crescent Moon

- '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)
Gamma Charge (Taikuu) Gamma Charge (Anti-Air)


[ JILL VALENTINE ] ----------------------------------------------------

Kinsetsu Sentou Close Combat
Ousen Shageki 'Return Fire' Shooting
Kinkyuu Kaihi Emergency Evade A


[ KEN MASTERS ] -------------------------------------------------------

Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Zenpou Tenshin Forward Body Roll
Inazuma Kakato Wari Lightning Flash Splitting Heel
Senpuu Kyaku Whirlwind Kick
Mae Geri Forward Kick
Shouryuu Reppa Rising Dragon Render
Shinryuu Ken Divine Dragon Fist
Shippuujinrai Kyaku 'As quick as lightning' Kick


[ KOBUN ] -------------------------------------------------------------

Kobun Fire Henchman Fire
Engo Kougeki (Tosshin!) Assistance Attack (Charge!)
Engo Kougeki (Tsukami!) Assistance Attack (Capture!)
Engo Kougeki (Kuubaku!) Assistance Attack (Air Raid!)
Chuushoku Rush Lunch Rush
King Kobun Henchman King


[ MAGNETO ] -----------------------------------------------------------

E-M Disruptor Electromagnetic Disruptor


[ 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


[ PSYLOCKE ] ----------------------------------------------------------

Ninjutsu Secret Technique (Ninja Art)
Chuugaeri Abise Geri Somersault Bathing Kick
Kochou Gakure Concealed Butterflies


[ ROCKMAN ] -----------------------------------------------------------

Item Kougeki Item Attack


[ ROLL ] --------------------------------------------------------------

Item Kougeki Item Attack
Hana-taba Bakudan Flower Bouquet Bomb


[ RUBY HEART ] --------------------------------------------------------

Cheval Seller Saddled Horse
Suprˆmation ???
Fant“me Phantom / Ghost
Rafale Canon Flurry Cannon / Gust Cannon
Flan Mer Sea Side
Pare-tonn‰re ???
Milles Fant“mes One Thousand Ghosts
Tour de Magie Magic Trick

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 ¥·¥å¥Ð¥ë¥Ä¥§¡¼¥ë
fantoxu-mu ¥Õ¥¡¥ó¥È¥¥¡¼¥à
shupurimashion ¥·¥å¥×¥ê¥Þ¥·¥ª¥ó
rafuxa-rukanon ¥é¥Õ¥¡¡¼¥ë¥«¥Î¥ó
mirufantoxu-mu ¥ß¥ë¥Õ¥¡¥ó¥È¥¥¡¼¥à
furanme-ru ¥Õ¥é¥ó¥á¡¼¥ë
parutone-ru ¥Ñ¥ë¥È¥Í¡¼¥ë
toxu-ru.do.maji ¥È¥¥¡¼¥ë¡¦¥É¡¦¥Þ¥¸

Thanks to everyone who's written in so far, I appreciate your help.


[ RYU ] ---------------------------------------------------------------

Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Mae Geri Forward Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuu Ken True Rising Dragon Fist


[ SAKURA KASUGANO ] ---------------------------------------------------

Hadou Ken Surge Fist
Shou'ou Ken Cherry Blossom Fist
Shunpuu Kyaku Spring Breeze Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Midare Zakura Cherry Trees Blossoming in Profusion
Haru Ichiban First Storm of Spring
Hiyakeshita Sakura Sunburned Sakura


[ HIYAKESHITA SAKURA ] ------------------------------------------------

Hadou Ken Surge Fist
Ashura Senkuu (fighting demon) Air Flash
Shou'ou Ken Cherry Blossom Fist
Shunpuu Kyaku Spring Breeze Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Midare Zakura Cherry Trees Blossoming in Profusion
Haru Ichiban First Storm of Spring
Shun Goku Satsu Imprisoning Death Flash
Hiyakeshita Sakura Sunburned Sakura


[ SENTINEL ] ----------------------------------------------------------

Rocket Punch (Naname-ka) Rocket Punch (Diagonally Down)
Rocket Punch (Zen) Rocket Punch (Forward)
Rocket Punch (Naname-jo) Rocket Punch (Diagonally Up)


[ SHUMA-GORATH ] ------------------------------------------------------

Sekika Petrification


[ SILVER SAMURAI ] ----------------------------------------------------

Shuriken Throwing Star
Hyakuretsu Tou One Hundred Sword Split
Fumikomi Hyakuretsu Tou Dashing Hundred Sword Split
Chou Shuriken Super Throwing Star
Raimei Ken Thunder Sword
Hyouga Ken Glacier Sword
Homura Ken Flaming Sword
Touki "Kaminari" Fighting Spirit 'Lightning'
Touki "Koori" Fighting Spirit 'Ice'
Touki "Honoo" Fighting Spirit 'Flame'


[ SONSON ] ------------------------------------------------------------

Fuusetsu Zan Cutting Wind Slash
Shienbu Little Monkey Dance
Seiten Rengeki Pureland Rapid Attack
Kingin no Hisagi Golden Silver Gourd
Tenchi Tsuukan Passing Through Heaven and Earth
En'ou Monkey King


[ SPIRAL ] ------------------------------------------------------------

Tsurugi Tobashi: Zen Flying Swords: Forward
Tsurugi Tobashi: Ue Flying Swords: Upward
Tsurugi Tobashi: Senkai Flying Swords: Circular
Tsurugi Tobashi: 6 Houkou Flying Swords: 6 Directions
Kyuukouka Dance Diving Dance


[ STRIDER HIRYU ] -----------------------------------------------------

Ame no Murakumo Amassing Rain Clouds
(a sword from Japanese legend)
Excalibur (a sword from Arthurian legend)
Vajra (a type of weapon)
Heki Hari Tsuki Attach (and) Cling to Wall
Uwa Idou / Shimo Idou Move Up / Move Down
Hantai Soku no Heki e Idou Move to Opposite Side of Wall
Chakuji Arrive (at) Ground
Cipher Kougeki Cipher Attack
Jimen ni Tobigeri Jump Kick to Ground
Ragnarok (the Norse version of Armageddon)
Ouroboros (a mythical creature)
Legion (formation of Roman soldiers)


[ TRON BONNE ] --------------------------------------------------------

Shiki Dan Direction Shot
Kobun Launcher Henchman Launcher
Chuushoku Rush Lunch Rush
King Kobun Henchman King


[ WOLVERINE ] ---------------------------------------------------------

Fumitsuke Trampling


[ ZANGIEF ] -----------------------------------------------------------

Dash Tsukami Nage Capturing Throw Dash
Kamitsuki Biting


========================================================================
6. AUTHOR'S NOTE
========================================================================

If you've seen this FAQ in a magazine, or altered and put up on some
web page, or you think another FAQ writer has been leeching info. off
of this guide without crediting me (you know, because some people have
something to prove by acting like they found it all on their own),
please let me know. I've been pretty successful in going up against
crummy publications and idiotic FAQ writers 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!

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.

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.

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.

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.

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.

Spider-Dan
- For explaining the tech. hit / tech. roll thing.

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.

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.

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!

If you have any comments, criticisms, or questions, feel free to drop me
a line at . This game is _huge_, and I doubt I'll be
able to figure out everything on my own. So, if you'd like to offer
some information, I'd be more than happy to credit you for it. I tend
to stick up people's net handles and their URLs as a rule, so if you
don't want that or want me to use your real name / include your e-mail
address, etc., just let me know (should have said that before, huh?) ;)


------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

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
------------------------------------------------------------------------

I'm holding a lame-ass contest--send me some MvC2 related ASCII-artwork,
and it will become the title for this FAQ. It can be anything related
to MvC2, like the title itself, Cyclops and Ryu duking it out, a drawing
of Kobun eating lunch, Psylocke at the beach, or whatever. Entries
must be submitted in a .txt format to yours truly.

I know it isn't much of a prize, but what the heck, someone might send
in something really peachy. I spent a lot of time trying to come up
with a nice title pic, but with no luck, so I figured, "Hey, I'll see if
I can get someone else to do the hard work for me." Of course, this
will all sound really stupid when I get to revision 2.8 and nobody has
sent in anything yet.... ^_^;

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 Chris MacDonald