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This is the section of the site which explains just about every aspect of the game! You've come to the right place if you were confused in some way by anything I say in this site! The confusing terms which I use, such as magic series, AC Finisher and Launcher are defined below! Universal moves and important strategies which are not specific to certain characters are also covered such as Team Supers, Advancing Guards, and the proper time to switch out! Finally, this is where you will find a legend that will explain what C.Fierce and S.Roundhouse mean!
After you plunk in your tokens and hit start, you are able to pick the team which you will use to fight with! You get a screen which looks like the picture down below and you pick your lead character and then your second one! This is the screen where you must do the codes for the secret characters! The Street Fighters are up above and the Marvel Super Heroes are down below!

Easy Mode
This is an option which can be used by beginners to give them a feel for the game without having to worry about two-in-ones and air comboes! Just hit a button enough and the game will automatically do the comboes for you! Mind you that this is a begginer's option and if you are caught using this mode in a battle against another person, you will be laughed at! There's even a big label near the life bar that announces this mode! A disadvantage of Easy Mode is that your characters will lose a lot of block damage! Even if you block a move like a Mega Optic Blast, the damage you will take is ridiculous!
Game Speed
Like in X-Men vs. Streetfighter, you can pick the speed of the game! Normal mode is extremely slow! It moves at a turtle pace! Think of the original Streetfighter II on the Super NES and you'll get an idea! Turbo is much faster but it is still pretty slow when compared to the other Marvel beat 'em ups! Still, a little speed is better than no speed! One tactic you can use is to learn to play in both modes and find out which mode your opponent is used to! Playing slower or faster than they are used to is very disorienting and they will mess up most of their comboes!
Button Notations
A lot of people don't know what the heck I'm talkin about if I say, "Use Crouching Roundhouse!" or something like that so I thought I'd explain the terminology I use to call the buttons!
() () () PUNCHES
Jab Strong Fierce
() () () KICKS
Short Forward Roundhouse
As you can see, the punches go from Jab to Strong to Fierce and the kicks go from Short to Forward to Roundhouse! Simple enough?!
Universal Moves
These are moves that every character does and what every player should master or at least know about to survive in the world of Tag team fighting!

or 
The Super Jump 
This move allows you to avoid attacks, cover great distances in a single bound and even air combo airborne opponents! It is also necessary to super jump after a launcher for the air combo to connect, however, you only need to press up and not down, up!
The Switch Out FP+RK
This is one of the most important moves in the game! I've fought fights where one of the buttons didn't work and I always lost! Switching and knowing when to switch is a huge part of the strategy when playing this game! One thing to keep in mind, however, is that your incoming character is vulnerable for a short period of time after he/she switches in so use it wisely! Good times to switch are after a launcher, while the opponent is super jumping or while the opponent is trying to hit you! In all three instances, the opponent will either be hit or will be too far away to counter! Alternative forms of switching are.....


FP+RK (while blocking)
This works just like the Alpha counters and Infinity counters from Alpha and MSH! While an opponent is attacking, the motion for the counter is done and a counter attack will be initiated! In MSH vs. SF, instead of the current character doing a counter, his partner will jump in and attack for him! This results in three things: A) The opponent will most probably be hit, B) You lose a level of super meter and C) Your characters will be switched! Therefore, this is a safer alternative to switching if your opponent is waiting for you to do it! Make sure that you know what move your partner will use to counter because some moves might be inappropriate for certain attacks! For example, countering a jump attack with the hulk is useless because he does a Gamma Charge and it'll most probably miss! However, countering a ground attack with Hulk is very effective! 

FP+RK
Another safe way of switching out is the Team Super! Doing the motion causes your lead character to do his team super and shortly afterwards, your back-up character follows and does his as well! If it connects, this move does massive damage! However, it is often very slow and usually only results in chipping damage! But, it is very safe for switching because it's very difficult to counter these! One thing to keep in mind however, is that it uses up two levels of super meter!
This is a very useful defensive move! If you're blocking a super, and you do nothing, you will lose block damage! However, if you block and do the advancing guard, block damage will be dramatically lessened! Also, it will push your opponent away from you so it may give you a window to get out of the corner or to catch a breather!
The Team Attack SP+FK
Hit the two middle attack buttons and your current character will go into a taunt pose, then shortly afterward, his partner will jump in and do a designated attack! This looks a bit like a team counter except it has a few differences! A) It does not take a level of super and B) It can be done anytime, anywhere! This is good for stopping a combo, getting your character out of trouble or to confuse your opponent! Keep in mind however, that both of your characters are vulnerable for a period of time so theoretically, both of them could eat super! I've made certain players pay for relying on this move too much! Hehehe...useful but should be used moderately!
Zigzag- All buttons can be chained in a zigzag combo!
ex. Jab, Short, Strong, Forward, Fierce, Roundhouse
Stronger- Three hits can be chained from weak to strongest!
ex. Short, Forward, Roundhouse
Weak Start- Only one weak punch/kick into a stronger punch/kick!
ex. Jab, Fierce
Punch to Kick- Any punch to any kick! Max of two hits!
ex. Strong, Forward
Kick to Punch- Any kick to any punch! Max of two hits!
ex. Forward, Strong
None- No series! The biggest chain is a single hit into a special move!
Launchers
Launchers are without a doubt, some of the most important normal moves in the game! They are essential for setting up air comboes and if you don't know your characters launcher, then you are going to have a lot of trouble with your offensive game! I've included the specific launcher for all the characters in their individual sections. The definition of a launcher is a move that is done on the ground that knocks your opponent upwards and unable to block! All launchers can be cancelled into super jumps by simply pressing up immediately after contact is made! Get to know the properties of your characters launcher because some of them knock the opponent up in strange angles and differing heights!
AC Finishers
AC Finisher is an abbreviation for air combo finisher and quite simply put, it is a move that will finish an air combo! These can be normal moves, special moves and even super moves! The idea is that after one of these moves are done in an air combo, the opponent will be knocked across the screen and you will be unable to attack him any longer! This is a phenomena known as the Flying Screen. Knowing which moves are AC Finishers is a valuable part of being a combo master! AC Finishers are valuable because they prevent the opponent from counter attacking you, they do the most damage and they are visually impressive! Not doing an AC Finsiher makes you look like a loser and your opponent even has the opportunity to attack or air throw your sorry ass if you mess up an air combo! I have listed down all the possible AC Finishers that the characters can possibly do in their individual combo sections! I have also made the possibilities very flexible because instead of writing specific moves, I usually just put "AC Finisher" as the last move in and Air Combo! It's up to you to pick which to do, depending on your skill level! Examples of AC Finishers are Dan's strong throw, Wolverine's Drill Claw, Hulk's SJ.Fierce and Ryu's Shinku Hadoken!
Combo Command Notations
Now, when describing a combo, I've gotta be really specific or else you'll all have to figure out wether or not to be standing, jumping, crouching or whatever during a combo! So I've got a whole bunch of abbreviations to describe special conditions that need to be met while doing a combo! I've tried to simplify it from James Chen's version which is where I got most of these combos from! Many thanx James!
, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
OC. stands for offensive crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing (for Chun Li, Blackheart and Omega Red only)
F. stands for Flying (for Dhalsim, and Bison only)
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
Miscellaneous
-All directions noted in the moves section assume that your character is facing right. If facing the left, all move commands are reversed!
-Some combos require a pause and some special timing which I did not mention. Try to figure out the timing for yourself! It's more fun that way!
-I did not mention any infinite or cheap combos because I do not believe in them! Go someplace else if you want those kinds of combos!
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