MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v0.7 by K. Megura Unpublished work Copyright 1998 Kao Megura This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due. The Street Fighter series is (c) Capcom Co., Ltd. The Marvel characters are (c) Marvel Inc. Strider is (c) Moto Hikaku. All rights reserved. ======== CONTENTS ======== 1. MOVES KEY 2. CHARACTER MOVE LIST - Captain America - Captain Commando - Chun-Li - Gambit - Hulk - Jin Saotome - Megaman - Morrigan - Ryu - Ryu in Ken Mode - Ryu in Akuma Mode - Spider-Man - Strider Hiryuu - Venom - War Machine - Wolverine - Zangief - Zangief in Mega Zangi Mode 3. HIDDEN CHARACTER MOVE LIST - High Speed Venom - Hyper Armor War Machine - Lilith Style Morrigan - MSH Performace Hulk - Roll-chan - Shadow Lady 4. COMBO PRIMER 5. TRICKS AND CODES 6. MISCELLANEOUS 7. SPECIAL THANKS ========================================================================= 1. MOVES KEY ========================================================================= ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch LP MP HP Light Punch (L1) Medium Punch (A) Hard Punch (B) LK MK HK Light Kick (L2) Medium Kick (C) Hard Kick (D) EASY MODE INFO - Press L1 + L2 for your launcher. This is the only way to launch a character, btw. - Tap A/B/C/D 3 times quickly for a special move. - With a full bar, press A+B / C+D for a Hyper Combo. QUICK KEY qcf - d,df,f hcf - b,db,d,df,f 360 - f,df,d,db,b,ub,u,f qcb - d,db,b hcb - f,df,d,db,b 720 - 360 (x2) (air) - the move can be done on the ground, or while jumping x~x - all possible ranges are allowed (for example, ub~uf would be ub / u / uf and MP~HK would be MP / MK / HP / HK). ========================================================================= 2. CHARACTER MOVE LIST ========================================================================= Characters are listed alphabetically. Some moves may have the letters A through D next to them, and some Hyper Combos have A+B or C+D written next to them. This is to show Easy Mode players what each button does what for each character. After the main move list is a short list of attack, combo, and Variable attack information: Aerial Rave Launcher : What attack can be used to start an S.J. Chain Ground Chain : The chain system used when standing / crouching Jumping Chain : The chain system used when jumping Super Jumping Chain : The chain system used when Super Jumping Aerial Knockdown : What attacks will knock down an opponent during a Jumping / Super Jumping Chain Flying Attack : What attacks cause a foe to fly back when hit Ground Throws : What throws a character possesses. Air Throws : What air throws a character possesses. Variable Counter : What move this person uses during a V. Counter. Variable Combination : What HC this person uses during a V. Combination If 2 VCs are listed, the second one is used if this character is being used as an ally and is not the active character. Any important comments concerning that character are written after the aforementioned list. For more information on chains and combos, please refer to Section 4 (Combo Primer). ------------------------------------------------------------------------ BASIC MOVES ------------------------------------------------------------------------ Dash f,f / PPP Backstep b,b / b + PPP Guard / Air Guard Hold b / db (air) Advancing Guard Tap PPP rapidly while guarding (air) Down Kaihi b,db,d + P / K when reversed Ukemi (Nage Meke) Press in any direction but u + MP~HK Reversal Tap b / f + P / K rapidly when dizzied Partner Assist Press MP + MK (costs 1 helper stock) Variable Attack Press HP + HK Variable Counter While guarding, b,db,d + HP + HK (Level 1+) Variable Combination qcf + HP + HK (Level 2+) Variable Cross qcb + HP + HK (Level 2+) - You can Tech. Hit (Ukemi) out of most any throw, including special throws (like Zangief's Flying Powerbomb or Hulk's Gamma Tornado). - Every partner can be used a certain number of times per battle. So be careful and don't squander your helper stocks. - During the Variable Cross, both characters will come on screen and remain there for a while (it lasts longer if performed at Level 3). You can control both of them during this time, and you'll have an infinite Hyper Combo bar for the duration of the Variable Cross. - All of the "Variable" moves will switch your active character with your partner when the move finishes. In the case of the Variable Combination and Variable Cross, you may not switch characters if the incoming ally is hit. ------------------------------------------------------------------------ CAPTAIN AMERICA ------------------------------------------------------------------------ Shield Slash A qcf + P Stars & Stripes B f,d,df + P Charging Star C/D qcf + K Zenten hcb + P 2 Dan Jump ub~uf (x2) (angled kick) Jump, d + HK Final Justice A+B qcf + PP Hyper Charging Star C+D qcf + KK Hyper Stars & Stripes f,d,df + PP Aerial Rave Launcher : Crouching HP Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, d + HK, Shield Slash Flying Attack : Standing HP Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Stars & Stripes Variable Combination : Hyper Stars & Stripes / Hyper Charging Star - The Captain will lose his shield if his Shield Slash attack misses. He can regain the shield by walking over it. Note that he can pass over it with the Charging Star or Hyper Charging Star, and if he does, he will equip it and gain all the advantages to having his shield back. - The Charging Star can absorb projectiles, if the Cap'n has his shield. The downside is that if you absorb a projectile, your speed and range is cut dramatically, meaning that you can't hit an enemy with this move unless you absorb the projectile from up close. The Hyper Charging Star works much like the Charging Star, but against Hyper Combo beam / projectile attacks. - Captain America can use the Zenten to pass through most attacks, and even his opponent! Some attacks (including special throws), will still snag him, though. ------------------------------------------------------------------------ CAPTAIN COMMANDO ------------------------------------------------------------------------ Captain Fire A qcf + P (air) Captain Coleda B qcb + P Captain Kick C/D qcb + K Commando Strike qcf + K Captain Sword A+B qcf + PP Captain Storm C+D qcf + KK Aerial Rave Launcher : Crouching MP, Standing HP Ground Chain : Weak to Strong Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Captain Coleda Variable Combination : Captain Sword - Using the Commando Strike calls out a different character depending on what button is used (LK for Kakeru, MK for Genity, or HK for Hoober). ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Kikou Ken A hcf + P Ten Shou Kyaku B f,d,df + K Hyaku Retsu Kyaku C Tap K rapidly (air) Sen'en Shuu D hcb + K Rei Shiki Kikou Ken f + HP Kaku Kyaku Raku df + HK You Sou Kyaku Jump, d + MK Sankaku Tobi Jump against a wall, press f 3 Dan Jump ub~uf (x3) Kuuchuu Dash Jump, f,f / PPP Kikou Shou A+B qcf + PP Sen Retsu Kyaku C+D qcf + KK Ha Zan Ten Shou Kyaku f,d,df + KK Shichi Sei Sen Kuu Kyaku Jump, qcf + KK Aerial Rave Launcher : Standing HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Front Kick Flying Attack : Taunt (Chouhatsu) Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Kikou Ken Variable Combination : Kikou Shou / Sen Retsu Kyaku - The Sen'en Shuu and Kaku Kyaku Raku are both overhead attacks. - Chun-Li can injure a person with her taunt, but she cannot use it to kill them. - During the Kikou Shou, the field around Chun-Li will absorb most Hyper Combo beam / projectile attacks. ------------------------------------------------------------------------ GAMBIT ------------------------------------------------------------------------ Kinetic Card A qcf + P (air) Trick Card B qcb + P Cajun Slash C f,d,df + P Cajun Strike D Charge d,ub~uf + K Cajun Escape Charge d,u + P,P Royal Flush A+B qcf + PP Cajun Explosion C+D qcb + KK / qcf + KK Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Ground Throws : b / f + MP~HK Air Throws : b / f + MK / HK Variable Counter : Kinetic Card Variable Combination : Royal Flush - During the Cajun Strike, you can press in the opposite direction while touching a wall to leap to the other wall before attacking. - When using the Cajun Escape, you can press in the opposite direction while touching a wall to leap to the other wall before falling. While falling, you can adjust your descent by holding back or forward. - Use the qcf + KK version of the Cajun Explosion to jump to the wall in front of you before you start attacking, or the qcb + KK version to move to the wall behind you. ------------------------------------------------------------------------ HULK ------------------------------------------------------------------------ Gamma Tornado A hcb + P Gamma Slam B qcf + P Gamma Charge (Taichi) C Charge b,f + K, direction + K Gamma Charge (Taikuu) D Charge d,u + K, direction + K Gamma Wave A+B qcf + PP Gamma Crush C+D qcb + PP, direct b / f Gamma Quake qcf + KK Aerial Rave Launcher : Crouching HP Standing HK (versus an airborne opponent) Ground Chain : Weak to Any Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Gamma Charge (Anti-Ground; can redirect) Variable Combination : Gamma Wave - Also, he has Super Armor (on the ground only). This means that he can take one hit without going into hit stun. It also means that he must be hit once before he can be launched. He can still be reversed, though, and jumping HP and HK attacks will automatically negate his Super Armor. - All of the Hulk's punches and kicks cause block damage. - Spin the joystick in a 360 degree motion during the Gamma Tornado to inflict more damage. BTW, this move can be blocked, so watch out when you're trying to connect with it. - You can redirect the Gamma Charge in three directions (ub~uf) during the ground version, and 5 directions (b~u~f) during the air version. - The Gamma Crush hits on the way up as well as on the way down. ------------------------------------------------------------------------ JIN SAOTOME ------------------------------------------------------------------------ Saotome Typhoon A Charge b,f + P Saotome Dynamite B Charge d,u + P Saotome Crush hcb + K Saotome Fire Hold Start, tap P, K to cancel (sliding wind kick) d + HK (diving wind kick) Jump, d + HK Blodia Punch A+B qcf + PP Blodia Vulcan C+D qcb + PP Saotome Cyclone qcf + KK Aerial Rave Launcher : Standing MP Ground Chain : Weak to Any Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, d + HK Flying Attack : Standing HP / HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Saotome Dynamite Variable Combination : Blodia Punch - When Jin's partner dies and his life is too low, he'll begin glowing (the color of the sheen changes depending on what side you're playing on). He gets Super Armor during this time, which means that he has to be hit once before he goes into hit stun. Jin can't be launched or reversed, either. ------------------------------------------------------------------------ MEGAMAN ------------------------------------------------------------------------ Mega Buster A Press HP (air) Charge Shot Hold and release HP (air) Mega Upper B f,d,df + P Item Kougeki C qcf + P Eddie Yobi (Item Change) D qcb + K Sankaku Tobi Jump against a wall, press f (air kick) Jump, u + HK (sliding kick) d + HK Hyper Megaman A+B qcf + PP Rush Drill C+D qcf + KK, move b / u / f Beat Plane qcb + KK, direct, tap P / K Aerial Rave Launcher : Standing HK Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP (charged), HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Mega Upper Variable Combination : Hyper Megaman - Megaman actually turns and runs when you move backward. As disorienting as this may seem, he'll still block if he is attacked while moving backwards. - The Charge Shot does one extra hit for each second it is charged. The longer you charge it, the bigger the shot becomes. - Megaman starts off each battle with the Tornado Hold (it's his default Item Kougeki attack). However, he can change his weapon by performing the Item Change (use LK for the Megaball, MK for the Tornado Hold, or HK for the Leaf Shield). Note that Megaman must walk over the item ball before his new item is equipped, and that a rival Roll / Megaman player can steal the item that you made Eddie drop. - The Megaball must be hit with a Kick attack in order to launch it. It disappears after hitting an enemy or rebounding off the walls for a while without making contact with anything. You can redirect it by kicking it again, even in the air! - The Tornado Hold can hit OTG and works well as defense against both ground and air attacks. - The Leaf Shield, when activated, rotates around Megaman and gives him Super Armor (he must be hit once before he goes into hit stun or can be launched). If qcf + P is repeated, Megaman will fire the Leaf Shield. He can do this on the ground or in the air. - During the Rush Drill, you can move back or forward, or press u to hop upward. Pressing any button makes the Drill do more hits since it moves you forward slightly. - During the Beat Plane, you can move in 8 directions, and can fire shots by pressing P or drop bombs by pressing K. ------------------------------------------------------------------------ MORRIGAN ------------------------------------------------------------------------ Soul Fist A qcf + P (air) Shadow Blade B f,d,df + P (air) Vector Drain hcb + P Shell Kick Jump, d + MK Shell Pierce Jump, d + HK Kuuchuu Dash Jump, f,f / f + PPP Kuuchuu Backstep Jump, b,b / b + PPP Vania Dash Jump, u / d + PPP Soul Laser A+B qcf + PP Silhouette Blade C+D f,d,df + PP Darkness Illusion qcf + KK Eternal Slumber LP,MK,b,MP,HK (at Level 3) Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Soul Fist Variable Combination : Soul Laser - The Eternal Slumber projectile cannot be destroyed or guarded against. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Hadou Ken A qcf + P (air) Shou Ryuu Ken B f,d,df + P Tatsumaki Senpuu Kyaku C/D qcb + K Kuuchuu Tatsumaki Senpuu Kyaku Jump, qcb + K / qcb,ub + K Sa Kotsu Wari f + MP Senpuu Kyaku f + MK Shinkuu Hadou Ken A+B qcf + PP Shinkuu Tatsumaki Senpuu Kyaku C+D qcb + KK Shin Shou Ryuu Ken f,d,df + PP Mode Change hcb + P Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, u + HK, Hadou Ken, Tatsumaki Senpuu Kyaku Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Hadou Ken Variable Combination : Shinkuu Hadou Ken - The Sa Kotsu Wari is an overhead attack. - You can use the Mode change to give Ryu the abilities of Ken (use MK) or Akuma (use HK). If you want to change him back into Ryu, use LP instead. ------------------------------------------------------------------------ RYU in KEN MODE ------------------------------------------------------------------------ Hadou Ken A qcf + P (air) Shou Ryuu Ken B f,d,df + P (air) Tatsumaki Senpuu Kyaku C/D qcb + K Kuuchuu Tatsumaki Senpuu Kyaku Jump, qcb + K / qcb,ub + K Inazuma Kakato Wari f + MK Shou Ryuu Reppa A+B qcf + PP Shin Ryuu Ken C+D qcf + KK Shippuujinrai Kyaku qcb + KK Mode Change hcb + P Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, u + HK, Hadou Ken, Shou Ryuu Ken Flying Attack : Standing HK Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Shou Ryuu Ken (HP version) Variable Combination : Shou Ryuu Reppa - The Inazuma Kakato Wari is an overhead attack. - Tap K during the Shin Ryuu Ken for more hits. - You can use the Mode change to give Ryu the abilities of Ken (use MK) or Akuma (use HK). If you want to change him back into Ryu, use LP instead. ------------------------------------------------------------------------ RYU in AKUMA MODE ------------------------------------------------------------------------ Gou Hadou Ken A qcf + P Zan Kuu Hadou Ken Jump, qcf + P Gou Shou Ryuu Ken B f,d,df + P Tatsumaki Zan Kuu Kyaku C qcb + K Kuuchuu Tatsumaki Zan Kuu Kyaku Jump, qcb + K / qcb,ub + K Ashura Sen Kuu D f,d,df / b,d,db + PPP / KKK Tenma Kuu Jin Kyaku Jump, qcf + K Zugai Hassatsu f + MP Senpuu Kyaku f + MK Messatsu Gou Hadou A+B qcb + PP Messatsu Gou Shou Ryuu C+D qcf + PP Tenma Gou Zan Kuu A+B Jump, qcf + PP Mode Change hcb + P Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, u + HK, Zan Kuu Hadou Ken Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Gou Shou Ryuu Ken Variable Combination : Messatsu Gou Hadou - The Zugai Hassatsu is an overhead attack. - You can use the Mode change to give Ryu the abilities of Ken (use MK) or Akuma (use HK). If you want to change him back into Ryu, use LP instead. ------------------------------------------------------------------------ SPIDER-MAN ------------------------------------------------------------------------ Web Ball A qcf + P (air) Web Throw B hcb + P Spider Sting C f,d,df + P Web Swing D qcb + K (air) Sankaku Tobi Jump against a wall, press f Kuuchuu Dash Jump, f,f / PPP Maximum Spider A+B qcf + PP (air) Crawler Assault C+D qcf + KK Ultimate Web Throw qcb + PP Aerial Rave Launcher : Standing MP Standing HK (versus an airborne opponent) Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Spider Sting (one hit only) Variable Combination : Crawler Assault - You can spin the joystick during the Web Throw to increase the damage done. ------------------------------------------------------------------------ STRIDER HIRYUU ------------------------------------------------------------------------ Ame no Murakumo A qcf + P Cipher Jump, qcf + P / K Gram B f,d,df + P / K (air) Vagula C qcb + K Formation A D qcf + K Formation B Charge b,f + P (repeat to fire) Formation C Charge b,f + K Warp b,d,db + P / K Heki Hari Tsuki qcb + P Chaku Ji Press f after Heki Hari Tsuki Shimo Idou / Uwa Idou Press d / u after Heki Hari Tsuki Hantai Soku no Heki he Idou Tap b / f after Heki Hari Tsuki Cipher Kougeki Press P after Heki Hari Tsuki Jimen ni Tobi Keri Press K after Heki Hari Tsuki Sliding Kick d + HK 2 Dan Jump ub~uf (x2) Ragnarok A+B f,d,df + PP Legion C+D qcf + KK Urobolos qcf + PP Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : Standing HP Flying Attack : HP, HK, Gram Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Ame no Murakumo Variable Combination : Legion - You can use the Hantai Soku no Heki he Idou to switch from one wall to the other. - During Urobolos, Diplodocal Saucers rotate around Strider and fire when he attacks, adding to the number of hits done. Strider cannot throw during this Hyper Combo. ------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------ Venom Fang A qcf + P (air) Web Throw B hcb + P Venom Rush C/D qcf + K Kuuchuu Dash Jump, f,f / PPP Venom Web A+B qcf + PP Death Bite C+D qcf + KK Aerial Rave Launcher : Standing MP Ground Chain : Punch to Kick Chain Jumping Chain : Punch to Kick Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Venom Fang Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Venom Fang Variable Combination : Death Bite - Venom's Punch Throw will seal his enemy in web wrappings, leaving them open to attack. ------------------------------------------------------------------------ WAR MACHINE ------------------------------------------------------------------------ Shoulder Cannon A/B qcf + P (air) Low Shoulder Cannon qcf + K Repulsor Blast C hcb + P Smart Bomb D (b / f) + MP + LK (air) Hikou qcb + K (air) Kuuchuu Dash direction + PPP (air) (upward kick) Jump, u + HK (knee dive) Jump, d + MK (beam attack) Jump uf~df + HP (missile shot) d + HP (slide kick) d + MK Proton Cannon A+B qcf + PP War Destroyer C+D qcf + KK Aerial Rave Launcher : Standing HK Ground Chain : Weak to Strong Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : (none!) Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Repulsor Blast Variable Combination : Proton Cannon - You can change the Smart Bomb's range by holding b or f when you press the buttons. ------------------------------------------------------------------------ WOLVERINE ------------------------------------------------------------------------ Berserker Barrage A qcf + P, tap P Tornado Claw B f,d,df + P, tap P Berserker Slash C/D qcb + P Drill Claw (direction) + MP + LK (air) Fumitsuke Jump, d + HK Sankaku Tobi Jump against a wall, press f (double claw) Press MP,MP (repeatedly in air) (double knee) Press MK, if it hits, MK (sliding claw) df + HP Weapon X A+B f,d,df + PP Fatal Claw C+D f,d,df + KK (air) Berserker Barrage X qcf + PP Berserker Charge qcb + PP Aerial Rave Launcher : Standing HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP, Crouching HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Berserker Barrage Variable Combination : Berserker Barrage X - During the Berserker Charge, Wolverine moves faster, recovers from his attacks faster, and each attack he does hits more times. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Screw Piledriver A Rotate 360 + P (air) Double Lariat B PPP / KKK, move b /f Double Lariat B (b / f) + PPP / KKK Flying Powerbomb C hcf + K Atomic Suplex C When close, hcf + K Banishing Flat D f,d,df + P Aerial Russian Slam f,d,df + K Body Press Jump, d + HP Headbutt Jump, u + MP Double Knee Drop Jump, d + MK (falling elbow) Jump, d + MP (diving elbow) f + MP (iron claw) When close, df + MP / HP (dashing suplex) f,f Final Atomic Buster A+B Rotate 360 + PP Ultra Final Atomic Buster Rotate 360 + KK (at Level 3) Iron Body b,d,db + LK Aerial Rave Launcher : Crouching MP, MP Throw Ground Chain : None Jumping Chain : None Super Jumping Chain : Weak to Strong Chain Aerial Knockdown : HK Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Flying Powerbomb Variable Combination : Double Lariat / Double Atomic Buster - You can pass through projectiles with the Double Lariat, and cancel them with the Banishing Flat. - Zangief has Super Armor (he must be hit once more before going into hit stun or being launched), during the Flying Powerbomb and Final Atomic Buster. - You can use the Iron Body move to put Zangief in or out of "Mega Zangi" mode. ------------------------------------------------------------------------ ZANGIEF in MEGA ZANGI MODE ------------------------------------------------------------------------ Screw Piledriver A Rotate 360 + P (air) Double Lariat B PPP / KKK, move b /f Double Lariat B (b / f) + PPP / KKK Flying Powerbomb C hcf + K Atomic Suplex C When close, hcf + K Wocca Fire D qcf + P Aerial Russian Slam f,d,df + K Body Press Jump, d + HP Headbutt Jump, u + MP Double Knee Drop Jump, d + MK (falling elbow) Jump, d + MP (diving elbow) f + MP (iron claw) When close, df + MP / HP (dashing suplex) f,f Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK Iron Body b,d,db + LK Aerial Rave Launcher : Crouching MP, MP Throw Ground Chain : None Jumping Chain : None Super Jumping Chain : Weak to Strong Chain Aerial Knockdown : HK Ground Throws : b / f + MP~HK Air Throws : b / f + MP / HP Variable Counter : Flying Powerbomb Variable Combination : Double Lariat / Double Atomic Buster - You can pass through projectiles with the Double Lariat, and cancel them with the Wocca Fire - When in Mega Zangi Mode, Zangief has a three hit buffer before he goes into hit stun. He cannot be launched or reversed, either. However, he moves much slower and his jumping range is reduced, and he cannot block. - In addition, Mega Zangi is immune to all "single hit" style HCs, like the Captain Storm, Weapon X, Maximum Spider, etc. - You can use the Iron Body move to put Zangief in or out of "Mega Zangi" mode. ========================================================================= 3. HIDDEN CHARACTER MOVE LIST ========================================================================= ------------------------------------------------------------------------ HIGH SPEED VENOM ------------------------------------------------------------------------ Venom Crush qcf + P Venom Charge Jump, qcf + P Web Throw hcb + P Venom Storm qcf + K, tap K Kuuchuu Dash Jump, f,f / PPP Venom Web qcf + PP Death Bite qcf + KK Aerial Rave Launcher : Standing MP Ground Chain : Weak to Strong Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Venom Fang Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Venom Fang Variable Combination : Death Bite - This version of Venom takes incredible amounts of damage, but he is trailed by afterimages similar to Wolverine's Berserker Charge. ------------------------------------------------------------------------ HYPER ARMOR WAR MACHINE ------------------------------------------------------------------------ Shoulder Cannon qcf + P (air) Low Shoulder Cannon qcf + K Smart Bomb (b / f) + MP + LK (air) (upward kick) Jump, u + HK (knee dive) Jump, d + MK (beam attack) Jump uf~df + HP (beam shot) d + HP (slide kick) d + MK Proton Cannon qcf + PP War Destroyer qcf + KK Aerial Rave Launcher : Standing HK Ground Chain : Weak to Strong Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : (none!) Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Shoulder Cannon Variable Combination : Proton Cannon - This version of War Machine has a four hit buffer before he goes into hit stun. He cannot be launched or reversed, but he moves slowly and cannot block. - In addition, War Machine is immune to all "single hit" style HCs, like the Captain Storm, Weapon X, Maximum Spider, etc. - You can change the Smart Bomb's range by holding b or f when you press the buttons. ------------------------------------------------------------------------ LILITH STYLE MORRIGAN ------------------------------------------------------------------------ Soul Flash qcf + P (air) Shining Blade f,d,df + P Vector Drain hcb + P Shell Kick Jump, d + MK Shell Pierce Jump, d + HK Vania Dash Jump, u / d + PPP Brilliant Shower qcf + PP Splendor Love f,d,df + PP Darkness Illusion qcf + KK Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Soul Flash Variable Combination : Brilliant Shower ------------------------------------------------------------------------ MSH PERFORMANCE HULK ------------------------------------------------------------------------ Gamma Charge (Taichi) Charge b,f + K, direction + K Gamma Charge (Taikuu) Charge d,u + K, direction + K Gamma Tornado hcb + P Gamma Slam qcf + P Gamma Crush qcb + PP, direct b / f Gamma Wave qcf + PP Gamma Quake qcf + KK Aerial Rave Launcher : Crouching HP Standing HK (versus an airborne opponent) Ground Chain : Weak to Any Chain Jumping Chain : Weak to Strong Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Gamma Charge (Anti-Ground; can redirect) Variable Combination : Gamma Wave - This version of Hulk doesn't have Super Armor, but there is more lag for you to punch in the buttons during his air combos, making them easier to perform. - All of the Hulk's punches and kicks cause block damage. - Spin the joystick in a 360 degree motion during the Gamma Tornado to inflict more damage. BTW, this move can be blocked, so watch out when you're trying to connect with it. - You can redirect the Gamma Charge in three directions (ub~uf) during the ground version, and 5 directions (b~u~f) during the air version. - The Gamma Crush hits on the way up as well as on the way down. ------------------------------------------------------------------------ ROLL-CHAN ------------------------------------------------------------------------ Roll Buster qcf + P Hana-Taba Bakudan qcb + P (air) Item Kougeki qcf + K Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f (air kick) Jump, u + HK (sliding kick) d + HK Rush Drill C+D qcf + KK, move b / u / f Beat Plane qcb + KK, direct, tap P / K Hyper Roll-chan A+B qcf + PP Aerial Rave Launcher : Standing HK Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP (charged), HK Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Hana-Taba Bakudan Variable Combination : Hyper Roll-chan - As the smallest character, Roll can avoid many attacks, even when standing. - Roll actually turns and runs when you move backward. As disorienting as ther may seem, she'll still block if she is attacked while moving backwards. - The Charge Shot does one extra hit for each second it is charged. The longer you charge it, the bigger the shot becomes. - Roll starts off each battle with the Tornado Hold (it's her default Item Kougeki attack). However, she can change her weapon by performing the Item Change (use LK for the Megaball, MK for the Tornado Hold, or HK for the Leaf Shield). Note that Roll must walk over the item ball before her new item is equipped, and that a rival Roll / Roll player can steal the item that you made Eddie drop. - The Megaball must be hit with a Kick attack in order to launch it. It disappears after hitting an enemy or rebounding off the walls for a while without making contact with anything. You can redirect it by kicking it again, even in the air! - The Tornado Hold can hit OTG and works well as defense against both ground and air attacks. - The Leaf Shield, when activated, rotates around Roll and gives her Super Armor (she must be hit once before she goes into hit stun or can be launched). If qcf + P is repeated, Roll will fire the Leaf Shield. She can do this on the ground or in the air. - During the Rush Drill, you can move back or forward, or press u to hop upward. Pressing any button makes the Drill do more hits since it moves you forward slightly. - During the Beat Plane, you can move in 8 directions, and can fire shots by pressing P or drop bombs by pressing K. ------------------------------------------------------------------------ SHADOW LADY ------------------------------------------------------------------------ Miracle Drill qcf + P Rainbow Missile qcf + K Infinity Leg Tap K rapidly Plasma Barrier f,d,df + P, tap P Sky Counter Crash hcb + K Kaku Kyaku Raku df + HK You Sou Kyaku Jump, d + MK Sankaku Tobi Jump against a wall, press f 3 Dan Jump ub~uf (x3) Kuuchuu Dash Jump, f,f / PPP Big Bang Laser qcf + PP Galaxy Missile qcf + KK Final Mission Charge b,f,b,f + KK (at Level 3) Aerial Rave Launcher : Standing HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain Super Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Front Kick Flying Attack : Taunt (Chouhatsu) Ground Throws : b / f + MP / HP Air Throws : b / f + MP / HP Variable Counter : Miracle Drill Variable Combination : Big Bang Laser ========================================================================= 4. COMBO PRIMER ========================================================================= This section is my attempt to explain how combos work in this game, as the Marvel / VS series' combo method is pretty complex and extensive. ----------------------------------------------------------------------- BASIC COMBO THEORY ----------------------------------------------------------------------- Although this game is full of massive chain combos, launchers, aerial raves, and all that other junk, the basic stuff still applies and is important. Here's a quick run-down of what you can do: A combo is any series of attacks which are unblockable after the fist hit connects. A basic combo usually falls into one of the four examples listed below. --------------------------------------------------------------------- Attack -> Special Move --------------------------------------------------------------------- Also known as a two-in-one. You simply perform an attack during the input for a special move (or Hyper Combo), and the two will occur rapidly upon execution. (i.e. down + Medium Kick, down- forward, forward + Punch would make Ryu combo a crouching kick into his Hadou Ken. Replace Punch with two Punch buttons and he'd combo into the Shinkuu Hadou Ken Hyper Combo.) --------------------------------------------------------------------- Jumping Attack -> Standing / Crouching Attack -> Special Move --------------------------------------------------------------------- Jumping attacks can preceed a two-in-one in order to do added damage. --------------------------------------------------------------------- Attack -(link)-> Attack -> Special Move --------------------------------------------------------------------- In any type of chain combo, the animation of one normal attack is cancelled by the animation of another. A link is when two normal attacks can combo without having their animation cancel. Usually, this is limited to quick attacks, like LP and LK. It may sound useless considering the many chains in this game, but for characters like Zangief, who has no ground chains, it's pretty handy. It's also useful for preceeding a chain combo (Wolverine can dash in and hit with his standing LP attack several times, then cancel normally into a chain combo). Then there's the new stuff, such as: --------------------------------------------------------------------- Dashing, then attacking --------------------------------------------------------------------- When you dash, you move forward (hehe)! Press any Punch or Kick while dashing (this even applies to crouching Punches or Kicks), and you'll still move forward a bit as your initial attack comes out. This means that you'll be closer to your opponent by the time you hit than you would be if you walked up and attacked him / her, and since you're closer, any attack that you follow up with also has a greater chance of hitting due to the decreased proximity between you and your foe. --------------------------------------------------------------------- Flying Attacks --------------------------------------------------------------------- Flying Attacks are somewhat useful, but they can also put a kink in your ground combos. When you hit someone with a Punch or Kick that also has the Flying Attack effect, your opponent will fly across the screen for a fair distance. This can be handy if you want to get your opponent away from you, but it can be annoying if you're performing a ground chain, and in the middle of it, send your foe flying before you can finish. --------------------------------------------------------------------- Oiuchi / Off The Ground (OTG) --------------------------------------------------------------------- The idea behind this is simple: in certain cases, if you knock your opponent to the ground and they don't roll away, you can hit them with any attack that is low to the ground (most crouching attacks, etc.) Doing so will bounce them up, and you can hit them again while they're airborne and continue to combo them. This doesn't work all the time, and you have to attack your enemy quickly or they will get up. This can be used in many ways: you can bounce your opponent up with Ryu's crouching HK and then juggle them with a Shinkuu Hadou Ken, or after an aerial rave, OTG them with an attack, then launch them, and keep comboing. ----------------------------------------------------------------------- TYPES OF CHAIN SYSTEMS ----------------------------------------------------------------------- This lists the type of chain combos you can do on the ground or in the air. --------------------------------------------------------------------- Hunter Chain* --------------------------------------------------------------------- This is the generic chaining system taken from DarkStalkers. Two rules apply to it, and they are: a weak attack can be followed by a strong one, and the button progression must go from Punch to Kick in regards to the same set of buttons. This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK. Or, you can skip buttons and do: LK -> MK -> HP -> HK. Or even: MP -> HP -> HK. However, you can't do a combo that violates the rules, such as: MK -> MP (violates 'Punch to Kick using same set of buttons' rule) HP -> LP (violates 'Weak to Strong progression' rule) * It's actually called 'the chain combo', but since that terminology is a little confusing, I'll use the commonly-accepted 'Hunter Chain' term which is referring to DarkStalkers / Vampire Hunter. --------------------------------------------------------------------- Weak to Strong Chain --------------------------------------------------------------------- This combo system functions on one premise of the Chain Combo, but not the other. You have to go from a weak attack to a stronger attack, but you cannot go from Punch to Kick in the same set of buttons. This means that LP -> MP -> HP or LK -> MP -> HK will work. However, LP -> MP -> MK will not because you're going from a Punch to a Kick in the same set of buttons (in this case, MP and MK). --------------------------------------------------------------------- Weak to Any Chain --------------------------------------------------------------------- The most limited of combo systems, this one states that you can go from any of the weakest attacks (Light Punch or Light Kick) into any other, stronger, attack. This means that LP -> HK or LK -> MK are both usable, but LP -> LK is not, nor is MP -> HP. This also means that unless a Punch or Kick hits more than once naturally, the best you can do is a two-hit combo. --------------------------------------------------------------------- Punch to Kick Chain --------------------------------------------------------------------- This type of chain combo is probably the most simple one to explain. You can interrupt any Punch attack with any Kick attack. So you can use LP -> HK, HP -> HK, MP -> LK, and so on. --------------------------------------------------------------------- None --------------------------------------------------------------------- Some characters simply can't combo a normal move into another one. ----------------------------------------------------------------------- STARTING AND FINISHING AN AERIAL RAVE ----------------------------------------------------------------------- Perform a combo while in the air (during a jump or super jump) and it's called an 'aerial rave'. Okay...whatever--it's still an air combo. However, there are some notable differences between the 'aerial rave' and a ground combo: --------------------------------------------------------------------- Launchers --------------------------------------------------------------------- All characters have an attack that, when it hits, will knock an enemy high into the air. You can always tell which attack is your launcher because there will be a bright flash when the 'launch' occurs. This can be used to 'force' a Super Jumping Chain, rather than having two characters Super Jump and meet in the air. If the 'launcher' attack hits, you have a small amount of time in which to press Up (or Up-Back, or Up-Forward), and you will Super Jump as well (as opposed to tapping Down, Up or pressing KKK). You can then steer yourself towards your opponent and hit them with an attack or chain combo, because your opponent cannot block until after he begins falling. --------------------------------------------------------------------- Continuing an Aerial Rave --------------------------------------------------------------------- There are two basic ways to do this. One is that, if your character has a double or triple jump, you can use it to stay in the air longer and keep hitting your opponent. Secondly, if you're able to land before your opponent does, you can then keep them in air with your launcher, or else jump or super jump back up to continue hitting them. In all cases (especially the last one), timing is crucial. --------------------------------------------------------------------- Aerial Rave Knockdowns --------------------------------------------------------------------- Certain attacks, when used during an aerial rave, will cause your opponent to quickly fall to the ground, and the screen will scroll after him or her. Doing this almost always prevents you from continuing the combo in the air (although there are some exceptions, see below). Note that in most cases, the knockdown move will not cause the screen to scroll unless it was preceeded by another move aside from the launcher. For example, with Ryu (in Ken Mode), Launcher -> HK would make Ryu's enemy fly to the ground, off-screen. Launcher -> LP -> HK would have the screen follow Ryu's opponent as he smashes into the ground. Ryu will leap onto the screen a moment later. So what's the importance? Well, if the screen doesn't scroll, you can still perform moves after the aerial rave has technically ended. If it does scroll, then you can't move and will dash on screen a moment later, regardless of your location in the air at the time that the screen began scrolling. Note that some attacks will also cause the screen to scroll (Wolverine's Berserker Barrage is one of them, if you get all the hits in). Keep in mind that you can bend the rules a bit when it comes to ending an aerial rave. For example, if you finish a jumping or super jumping chain without ending it with a knockdown attack, it's possible to hit again with another attack (even with the same button), while you fall. In some situations, you can even do this if you did connect with a knockdown blow (for instance, in the corner with Chun-Li, you can knockdown with her HP, but press HK and it will still connect as her enemy plummets to the ground). You may be thinking "well, not all attacks cause a knockdown, but they still prevent me from doing anything afterward, so it's still the same". This isn't entirely true. For instance, Ryu (again in Ken Mode) can finish an aerial rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a Shou Ryuu Ken as he falls. The key here is to just be creative and try to see what you can do after a non-knockdown attack or special move. ========================================================================= 5. CODES AND TRICKS ========================================================================= ----------------------------------------------------------------------- LEADER CHANGE ----------------------------------------------------------------------- Hold PPP between rounds to make your 2nd character the leader in the upcoming fight. ----------------------------------------------------------------------- BEAT UP YOUR OPPONENT ----------------------------------------------------------------------- Press Start after winning the match. ----------------------------------------------------------------------- STEAL OPPONENT'S HELPER ----------------------------------------------------------------------- After you kill your second opponent during any battle, but before the 'pose points' counter appears, hold down all three kick buttons (KKK), and keep holding them. You'll have your opponent's helper at the start of the next battle. ----------------------------------------------------------------------- SELECT YOUR HELPER ----------------------------------------------------------------------- After selecting your second character, quickly hold down Start and the buttons shown. To select your opponent between rounds, hold these buttons once the round ends but before you return to the Stage screen. --------------------------------------------------------------------- NAME BUTTON CODE USES PER BATTLE --------------------------------------------------------------------- Unknown Soldier LP 4 times Lou MP 8 times Saki HP 7 times Pure and Fur LK 5 times Psylocke MK 5 times Michelle Heart LP + LK 6 times Iceman MP + MK 4 times King Arthur LP + MP 8 times Ton-Pu LP + HP 9 times Juggernaut LP + MK 3 times Devilot MP + HP 5 times Thor LK + MP 8 times Magneto LK + HP 7 times US Agent MK + HP 5 times Cyclops LP + LK + MP 7 times Storm LP + LK + HP 6 times Colossus LP + MP + MK 5 times Anita LP + MP + HP 5 times Shadow (hidden) LP + MK + HP 4 times Sentinel (hidden) MP + MK + HP 3 times Jubilee LK + MP + HP 8 times Rogue LP + MP + HP + LK 7 times ----------------------------------------------------------------------- POSE POINTS ----------------------------------------------------------------------- Press Start to move after winning a round, and perform any action. You'll get more points if the animation you're doing when the game stops looks cool. ----------------------------------------------------------------------- PLAY AS THE HIDDEN CHARACTERS ----------------------------------------------------------------------- Follow the directions below. Most of these codes create number- like patterns, but it's frankly too hard to display using only text: --------------------------------------------------------------------- HIGH-SPEED VENOM --------------------------------------------------------------------- Move your cursor to Chun-Li and enter the following code: R, Dx4, L, Ux4, Rx2, Dx2, Lx2 Dx2, Rx2, Ux4, Lx2, U --------------------------------------------------------------------- HYPER ARMOR WAR MACHINE --------------------------------------------------------------------- Move your cursor to Zangief and enter the following code: Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2 Lx2, Dx4, Rx2, Ux2, Lx2, Dx2, Rx2, Ux5 --------------------------------------------------------------------- LILITH STYLE MORRIGAN --------------------------------------------------------------------- Move your cursor to Zangief and enter the following code: Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4, R, D --------------------------------------------------------------------- MSH PERFORMANCE HULK --------------------------------------------------------------------- Move your cursor to Chun-Li and enter the following code: Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U --------------------------------------------------------------------- ROLL-CHAN --------------------------------------------------------------------- Move your cursor to Zangief and enter the following code: Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2 --------------------------------------------------------------------- SHADOW LADY --------------------------------------------------------------------- Move your cursor to Morrigan and enter the following code: U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2, Rx2, Ux2, Lx2, Dx5 The last direction you press in during the code will take your cursor off-screen while revealing the hidden character portrait. ----------------------------------------------------------------------- FIGHT THE HIDDEN CHARACTERS ----------------------------------------------------------------------- The universal prerequisite to fighting a hidden character is that neither of your characters can die, you can't continue, and no one else can join in. Otherwise, simply refer to the table shown below: --------------------------------------------------------------------- TO FIGHT HIGH-SPEED VENOM --------------------------------------------------------------------- - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes. - Furthermore, you must defeat your opponents as quickly as possible during every round. --------------------------------------------------------------------- TO FIGHT HYPER ARMOR WAR MACHINE --------------------------------------------------------------------- - Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - However, you have to have at least 2 Variable Cross Finishes. --------------------------------------------------------------------- TO FIGHT LILITH STYLE MORRIGAN --------------------------------------------------------------------- - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - Use your special partner to kill one of your opponents 2 times. --------------------------------------------------------------------- TO FIGHT MSH PERFORMANCE HULK --------------------------------------------------------------------- - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. --------------------------------------------------------------------- TO FIGHT ROLL-CHAN --------------------------------------------------------------------- - For 6 battles straight, use up all your Helper stocks (it doesn't matter if they hit or miss). - Get 2 Variable Cross Finshes. - Get 3 finishes (you can use a mix of Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes). --------------------------------------------------------------------- TO FIGHT SHADOW LADY --------------------------------------------------------------------- - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes. - Use your special helper to kill one of your opponents in every round. - Furthermore, you must defeat your opponents as quickly as possible during every round. ========================================================================= 6. MISCELLANEOUS ========================================================================= ----------------------------------------------------------------------- CHARACTER ENDINGS ----------------------------------------------------------------------- Don't read these if you're not interested in them, or don't want to have the ending spoiled for you. RYU: Ken is telling Sean how Ryu created all the special moves involved in Shotokan karate and that he should ask Ryu for training. Once he does, Ken jumps away saying "Now I can go shopping with Eliza!" and Ryu says something like "Okay Sean... give me your best shot!" CHUN-LI: The Chunster confronts Bison, saying that he is trapped, but then Bison says that SHE is the one who is trapped, and she gets zapped by something. Bison plans to bring her to Shadoloo, but then Shadow jumps in and gives Bison a Somersault Justice. Chun comes to and wonders who it was that saved her. ZANGIEF: Boasts about his invincible iron body and then picks a fight with a Cyberbots robot. A view is shown of the Earth with an explosion, presumably Zangief FAB'ed it. STRIDER: "Target terminated. Mission completed." He jumps onto his hang glider, then jumps on to the back of a whale. The End. (if you didn't beat the arcade Strider, you might not get the reference). CAPTAIN COMMANDO: Back at Avengers HQ, a guy mentions that Onsalught has been defeated. Then, Captain appears on the big-ass monitor of theirs and says "We have defeated Onslaught. Now some peace will be restored to the world." "Who are you?" "I am Captain Commando." (Note: if you've seen the end of the Captain Commando arcade game, this should look familiar) MEGAMAN: The blue bomber picks up the item left behind by Onslaught then teleports away. A screen is then showing saying "You got Magnetic Shockwave!" with Mega Man doing a Magnetic Shockwave. Cute. (I see the rumors have already started so let me say right now... NO YOU CAN'T USE IT!!) MORRIGAN: She states that there isn't anyone strong enough, then Ryu jumps on the screen to challenge her. The game does a "READY... FIGHT!" message, but then they end up playing Puzzle Fighter! Best ending by far! JIN: Onslaught (as a bunch of molecules) says that he is not defeated, and then Jin does his Jin Tornado move. The screen whites out, and Ryu is looking up at the sky, wondering if Jin will return. SPIDER-MAN: Gets the idea for a great headline "Spider-Man and team up to defeat Onslaught!" and so he takes a picture of themselves. He says that "J.J. will probably make me look like the bad guy, but I need the money to make a living!" CAPTAIN AMERICA: All the "good guys" are back at Avengers HQ, where he tells them that they were summoned here to help fight Onslaught, and that now that he's been defeated they can return to where they came from. HULK: Captain America sacrifices himself to defeat Onslaught's final form (as those molecules or whatever). Hulk tries to stop him, but to no avail. Professor X tells Hulk and the other Marvel characters that what he did was unselfish and brave, or something. Cool ending. GAMBIT: Hits on Morrigan, but Rogue shows up saying "Havin fun without me sugah?" and carries him away. WOLVERINE: Logan and Professor X talk about how Onslaught was created from the bad side of the Prof and Magneto, or something. Professor X says that he's not fit to lead the X-Men since he's made mistakes, but Wolverine tells him that he's made lots of mistakes but the important thing is to look at the future, not at the past. Then Professor X thanks him for being a good friend. WAR MACHINE: "Mission completed", and Iron Man... er, War Machine flies away, "The war for peace still continues", blah blah blah. VENOM: Decides to team up with whoever his partner is to fight evil. I don't really remember this one either, it was pretty cheesy. LILITH-STYLE MORRIGAN: Lilith is trapped in Morrigan's body and she tries to return to her own body by headbutting the forehead of her (Lilith's) body. Zangief shows up and joins on the headbutting! Morrigan and Lilith get away from him and return to Castle Aensland. However, it turns out that Lilith didn't transfer her consciousness back to her old body, she transferred it to Zangief! ROLL-CHAN: After defeating Onslaught, Roll runs towards Rush while saying "I finished the stage before Megaman did!" A projector pops out of Rush's back and Dr. Light's image appears, congratulating Roll. He tells her that Dr. Wily is causing him trouble, then gives her enhancements that turn her into Hyper Roll. She rockets away, saying that she will protect the world. Dr. Light tells her to be careful. With everyone gone, Megaman runs in, expecting a fight, but Onslaught's already dead. He proceeds to drop to one knee and cry. SHADOW LADY: Bison shows up and traps Jin in a floating electric field. He tells Jin that he is pathetic and lets him fall to the ground before leaving. Shadow Lady and Shadow (Charlie) show up. Shadow Lady says that they were too late. Shadow Lady hear's Jin's heartbeat and Shadow says that the only way to save him is via cybernation. You then see Shadow Jin holding his arm and wondering what happened to him. ----------------------------------------------------------------------- TRANSLATIONS ----------------------------------------------------------------------- These were done by me and may not be completely correct / accurate: GENERAL Down Kaihi Down Evade Oiuchi Pursuit Attack Ukemi (Nage Meke) Tumble (Throw Escape) CAPTAIN AMERICA 2 Dan Jump 2 Grade Jump Zenten Forward Revolve CHUN-LI Ha Zan Ten Shou Kyaku Supreme Mountain Rising Heaven Leg Hyaku Retsu Kyaku Hundred Rending Legs Kaku Kyaku Raku Crane Leg Drop Kikou Ken Chi Fist Kikou Shou Chi Palm Kuuchuu Dash Mid-Air Dash Rei Shiki Kikou Ken Zero Style Chi Fist Sankaku Tobi Triangle Hop Sen'en Shuu Spinning Circle Kick Sen Retsu Kyaku Thousand Rending Legs Ten Shou Kyaku Rising Heaven Leg You Sou Kyaku Sparrow-Hawk Talon Leg HULK Gamma Charge (Taichi) Gamma Charge (Anti-Ground) Gamma Charge (Taikuu) Gamma Charge (Anti-Air) MEGAMAN Eddie Yobi (Item Shutsugen) Eddie Summon (Item Appear) (the 1st time you use "Item Change") Item Kougeki Item Attack ROLL-CHAN Hana-Taba Bakudan Flower Bundle Bomb RYU Hadou Ken Surge Fist Kuuchuu Tatsumaki Senpu Kyaku Mid-Air Tornado Whirlwind Leg Tatsumaki Senpuu Kyaku Tornado Whirlwind Leg Sa Kotsu Wari Collarbone Split Senpuu Kyaku Whirlwind Leg Shin Shou Ryuu Ken True Rising Dragon Fist Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpu Kyaku Vacuum Tornado Whirlwind Leg Shou Ryuu Ken Rising Dragon Fist RYU in KEN MODE Inazuma Kakato Wari Lightning Flash Heel Split Shin Ryuu Ken God Dragon Fist Shippuujinrai Kyaku Lighting Speed Leg Shou Ryuu Reppa Rising Dragon Render RYU in AKUMA MODE Ashura Sen Kuu (God of Destruction) Air Flash Gou Hadou Ken Great Surge Fist Gou Shou Ryuu Ken Great Rising Dragon Fist Kuuchuu Tatsumaki Zan Kuu Kyaku Mid-Air Tornado Sky Slashing Leg Messatsu Gou Hadou Great Surge of Murder & Destruction Messatsu Gou Shou Ryuu Great Rising Dragon of Murder & Dst. Shun Goku Satsu Imprisoning Death Flash Tatsumaki Zan Kuu Kyaku Tornado Sky Slashing Leg Tenma Gou Zan Kuu Demon Great Slashing Sky Tenma Kuu Jin Kyaku Demon Air Blade Leg Zugai Hassatsu Skull Destroyer STRIDER HIRYUU Ame no Murakumo Rain Cloud Mass (a sword from Japanese legend) Heki Hari Tsuki Attach (and) Cling to Wall Chaku Ji Arrive (at) Ground Shimo Idou / Uwa Idou Move Down / Move Up Hantai Soku no Heki he Idou Move to Opposite Side of Wall Jimen ni Tobi Keri Jump Kick to Ground WAR MACHINE Hikou Aviation WOLVERINE Fumitsuke Treading (i.e. to step on / trample) ----------------------------------------------------------------------- REVISION HISTORY ----------------------------------------------------------------------- Version 0.7 (July 31, 1998) - Some quick updates, lots of Shadow Lady info. corrected. Version 0.6 (June 26, 1998) - _Lots_ of additions and corrections. Version 0.5 (June 8, 1998) - More corrections and additions. Version 0.4 (April 24, 1998) - Hi! Sorry for lack of updates, I've been busy these last few weeks and the closest MvC machine is 75c! Come on! Anyway, I've decided to nix my main FAQ and just concentrate on the mini-FAQ, since there are few good 'moveslist' FAQs out there for this game. Besides, Ed Ma's big FAQ is really impressive and should answer all your gaming questions--this FAQ will just concentrate on moves, codes, and other misc. stuff. Main FAQ date v0.0 - v1.1 / Mini FAQ date v0.1 - v0.3 ========================================================================= 7. SPECIAL THANKS ========================================================================= I'd like to thank all the people who have contributed or who I've borrowed information from: Ismat psu19527@odin.cc.pdx.edu Galen Henderson bigkamehame@hotmail.com Mehdi Malek (Dr. P Venkman) mehdi@andrew.cmu.edu Orochi Herman orochi_herman@hotmail.com Daemon23 daemon23@aol.com Miguel Raya foreignermiguel@hotmail.com RpM cscc1k@bayou.uh.edu Carlos Alexandre c_alex@geocities.com Ben Vargas chaos_106@hotmail.com Team Red Herring hammad@pc.jaring.my Rolento rolento@geocities.com Shinichi Nakada snaka00@nx30.mik.uky.edu Dark Blaze dblaze890hotmail.com Ezekiel Li 8986@ipoline.com Matt Hall LordBBH@aol.com Ken "Hoju" Gaskell none Edward T. Ma amsoulde@aol.com Silver Sage chromeluv@hotmail.com Lancer gamer@technologist.com Migs Rustia squatter@iconn.com.ph Capcom of Japan www.capcom.co.jp Anthony Cannon ponder@best.com James Kuroki Gundam3108@aol.com Henry Moriarty madmanscafe@deathsdoor.com John Culbert tigeraid@geocities.com Yow Hong Chieh oka@mindless.com Nammy NammyX@aol.com Charles Washington crw3165@lxe.com That's it! Yahooey! Unpublished work Copyright 1998 Kao Megura