MIGS AND SILVER SAGE'S
MARVEL VS. CAPCOM GUIDE
"ART OF SURVIVAL"

Hey True Believers of Capcom...and the Non, welcome to the page and get
ready to upgrade your skills cuz MvsC has broke new ground when It comes
to fast paced 2d fighters. This section will be an overall guide on how
to deal with and take advantage of the new "direct & indirect" features
that have come with this game. Now we won't get into detail of each
character yet. But to help you out with many things, We will brief you
on a few quality traits of each character. Let's get ready to rumble.

------RYU--------
Same as usual but made a packed with ken(speed) and akuma(all specials)
to fuse as one. bitchin. I've already seen more people choose akuma/evil
ryu as their prime character.
I have seen only once ryu turning into sean from sf3
and using his moves. I don't know how to do so don't ask :) but I
always wondered why he showed up with ken and ryu at the start of the
game. will we ever find out how? who knows.
-----CHUN LI-----
She will dominate the speed department and has an air super! Her throw
range from the original SF2 has returned so don't get cocky with her.
-----ZANGIEF--------
Capcom sure did do a makeover with him. He has a full line of air combos
and has a better grabbing range when he dashes(tapping forward twice).
He can even turn into Maga Zan at will and Mega Zan can occasionally
block! I didn't even believe it until I saw it. It's like every 4 hits
he takes in he will block on his own. The only problem is that the SPD
and FAB have been decrease in damage considerablly. It's still
impressive but don't count on it destroying your opponent in two grabs
:)
-----MORRIGAN------
Well I guess she has a thing for Shokotanners cuz that's what she pretty
much is. She can uppercut in mid air and can firball forever in the
air. Don't duck when she does cuz it will hit you. Hey what ever
happened to that drill move?? I liked it!
-----MEGA MAN/ROCK MAN----------
This little death bringer will hail you with tons of fireballs and goes
under some attacks (he's smaller than wolverine). But he can't duck
:)... don't think about sweeping all day, he can block down there. Many
people play him so they can run all day but if you don't get in on your
opponent, you're only using 35% of his true potential.
-----STRIDER-------
I loved that game. Strider is the real ninja. He hits hard, fast and
uses alot of deception so don't let him overcome you. Fortunately, like
Akuma, Strider cannont take hits well. He is a strategy character cuz
he has the ability to use outside arsenal to attack or go hand to hand
or both. If you want to play him, master thinking ahead of time and
calculating & you've got your opponents on the run.
-----JIN------
Jin and Juice!! Though his personality isn't, Jinn is actually a
patience character. Stretch characters will enjoy using him. He has
everything you need to keep people away from you but all the abilities
to go headstrong. Due to his temper, his attacks have a longer recoil
time cuz they are so damaging when used right.
----CAPTAIN COMMANDO--------
Yes! This was a fun and funny game. Now he is the metroplex general of the game
and one of my favorite characters. Many think he is cheap cuz he has a
team to fight with him but in actuallity, that's when he is most
vunerable for a super...oops did I say that? He has speed and great
defense but his attacks can be ackward in the hands of a linear player
who like ryu. The best guy to get to lead a Variable CrossOver (we'll
get into that) and the best to command your helpers and put fear into
cheesy competitors.
----SPIDERMAN-----
Still the best ever in good players eyes but the worst when it comes to
cheesy users. At least with the revised features, his reign will be
short lived. His new super is very impressive though.
----VENOM-------
This is another favorite of mine! Everything about him is anti
spider...really. The usuall tactics for spidey players won't work with
him. His combos are swift yet bulky, confusing and have the same magic on the
ground and the air. His fierce reaches the middle of the screen and his
supers are awesome. Very few special moves but they flow smoothly and
painfully with his other attacks and combos. Expect him to dominate in
the hands of a scorned spider player.
-----WOLVERINE-----
Well, for those who don't have the difficulty setting or damage setting
on high at their arcade, you will find that Wolvie is toned down
drastically. Same combos but not as damaging in the air, Fatal Claw is
toned down and so has his speed and actual hitting range of his claws.
Throw range has increased so watch out.
-----HULK-------
Another favorite turned godly. Still same old Hulkie except for a new
super which hurts bad and can be linked at the end instead of using a
fierce punch(I'm giving too much away!!) Also, he is faster with his
combos and the fierce cancels twice as fast, YES! Plus they swapped the
animation frames of his strong and jab punch. Though one thing they
added was that you can stop him from doing a super with a heavy attack.
On MSHvsSF, if he was already in the motion, he would just shrug off the
attack and kill you. Now there is no excuse for us Hulk users and alot
of fear for you others :)
-----CAPTAIN AMERICA---------
Thank you! My prayers have been answered. They returned the Cap back to
the way he was before on the original MSH game. He is deadly now just
like old times. His super come like a bat out of hell and he has his
original speed. You can even use the crouching fierce as a launcher!
He's toned down in damage unlike MSHvsSF but he is better now so never
underestimate the red white and blue.
-----WAR MACHINE--------
People are having mixed emotions for this guy. His shoulder cannon can
be fired from standing or ducking like cyclops' eye blast. The crouching
strong is no longer the launcher but the standing roundhouse is and has
a better range of hit. His air combo's are fantastic and the new super
does tons of damage like ken's vertical uppercut. Proton cannon still is
deadly but cannot be linked. I'm sure to see old Iron Man players
returning from the grave on this one.
----GAMBIT-------
Another favorite of mine. Though his first appearance had a flaw with a
long recovery on his super, I never lost faith and I guess Capcom didn't
either. They left him unchanged and shortend the recover of his
Royal Flush and gave him a crafty new Super that will devistate you if
you do not pay attention. Gambit players now have new life and a reason
to kick butt!

---------------------THE HELPERS---------------------
We all know how to call helpers and that they have a limited amount of
times to be summoned, but there are few things that we have to be aware
of now. Helpers are not damaging teammates. Their mission is to break
down you opponent's offense or defense. So using them like crazy won't
save the day, you have to use them as "foreseen counters". Helpers open
up your opponent for your attacks, combos, supers etc. That's why many
don't do that much damage. Helpers break combos being done to you if you
summoned them before you got hit. So use them wisely and time them.
There are a few helpers that many don't know what to do with. Rogue as a
helper is an anti air move and also a middle screen guarder. As an
offensive tactic, call upon her when your opponent is somewhat near the
middle of the screen. When she comes down, dash and jump at your
opponent. If they try to launch you, their launcher will get hit by
rogue and they will be juggled while you are already in the air to combo
or just land on the ground and quickly do your super. Defensively, If
you know your opponent is going to run or attack near the middle of the
screen, like Wolverine, Rogue is a great surprise attack cuz she will
come down and smash them then take them into the air. Devilot has the
worst range for a helper but the best defense on the game cuz you have
to use her like Strider's falling bombs. Anticipate that your opponent
is coming in to attack and while they are attacking, she will blow up
and they will be open for a super or just knock them off of you if they
connected with any of their hits.
Or if your opponent flinches into defense, you can either back up or just
throw...oops did I say throw hehehehehe.
The little elf, Lou seems to be the stupidest, but in actuallity, he is
one of the cheesiest! His little arrows count as a low attack so you
can't block standing!!!!!!!!!! You must duck. Now in your favor that
means, attacking with a jump kick!!!! Now you see why Lou is good??
Don't drool just yet, Lou's arrows are slow so if someone knows what to
do, they'll just take to the skies and avoid all of you.

-------SELECTING HELPERS--------
Helpers are somewhat random. There are alot of elements that play into who you get. I've been studying this with some friends and keeping track.
Now after you choose your fighters, the helper screen pops up quickly and starts moving across the pics. It will only do this twice fast so if you want to try to get a character you like you'll have to press a button to make it stop or it will stop for you...hence random select. Even if you master the timing perfectly, you won't get the same helper but you can try to by pressing the same button you did last time and not just any button. For example: if I knew that I U.S. agent came as a helper by waiting for a hot second and pressing roundhouse more often than using jab, then my chances are greater than any only using roundhouse. It seems that the helper are in groups accordingly to the buttons you press. I like psylock with Cap'Commando so I use the strong button and wait until the blinker passes through everyone once. Now this is no exact technique, you'll always have a break in the chain but it does help getting your favorites. Also by rapidly pressing the jab button after you choose your fighters, you'll get the first helper almost 85% of the time. Use any other button and you don't get him too often, usually the 2nd 3rd or 4th. Also, the technique stops when you win with a team super 2 times in a row. Or use up you helper each time and win at least 3 times. If you don't use your helper hardly and win, your chances of getting the same helper will increase. I had thor one time and use him like a mule 2 and won twice in a row. After that, I never saw him again :)

----------------NARROWER SCREEN-----------------
To keep them damn runner from doing the cross country mile on you, the
fighting area is narrower, a little taller, but not as wide. Thank you
Capcom! This is a fighting game not a "run like a scared girl" game. Use
this to your advantage cuz now the only way for A runner to escape is to
super jump but you can still get to them and air combo hahahahaha Omega
Destoryer!!!! Oops, he's no longer around.

--------------DECEPTIVE BACKGROUNDS--------------------
The background are no long passive. They are teeming with activity so
stay focused and use this to your advantage. This is where the game get
complicated. So you have a narrower screen, stuff happening in the
background and then you have helpers running amuck while you are
fighting! Now that's action. Your eyes may be destracted from time to
time if you're not used to the mayhem but you might at well use it to
your advantage. Strider, Chun Li, Mega Man, Venom, Captain Commando,
Gambit and Ryu can take full advantage of this feature when mixed with
the usage of helpers and good timing. So when you see you are on a
background with a lot of stuff happening, get aggresive and lock em in.

------------AC FINISHERS ARE ALL OR NOTHING-----------
Now you have to be selective of what you use for an AC Finisher and the
recovery time. An example would be: Ryu using Roundhouse hurricane kick
as an AC would usually jam them to the ground. Not any more, That
roundhouse will have you spinning while the opponent has recovered from
the hit and is now attacking you! Guess you'll just have to use short or
forward kick so you can defend. Be cautious of the AC you use in the
air, almost everything can be reversed in a heatbeat. The only sure fire
way to jam them into the ground without risk is just using regular
fierce or roundhouse. When you get pretty, you just may get hurt. Now
since they do get up faster, you can cover your butt by using a special
air move that way they won't try anything unless they just have you up a
devil's creek without a paddle.

-----------ADVANCING GUARDS ARE BETTER---------
THEY HAVE ATTRIBUTES!!! Cool...so what does that mean? Well, depending
on what super they use is how well the guard will be. Projectile supers
usually don't let you advance, just stay in one place. Pending on who is
advance guarding you can advance or you just may fall back a little.
Captain America, Hulk, Jinn, W. Machine and Ryu I have seen move
forward vs super projectiles. Chun Li, MegaMan, Morrigan, and Wolverine
I've seen go back, not sure on everyone else. Air advance guard is
better and you can actually fight back instead of doing wishful
thinking. Watch out though, now that the advance guards are better,
people are starting to throw once they get close enough when advancing!

----------OTG IS THE WAY FOR ME-----------------
It's time to launch people from OTG. It's easier and faster, hell Hulk
can't do it but he tries by doing a short gamma charge them doing a
standing fierce to smash them to the ground...well nice try green boy
but you'll need practice. Anywho, start practicing to sweep, use a
crouching short kick then launch. Don't try to super if you've tapped
them once OTG. They corrected that glitch so you better just super them
while on the ground. Ryu Players, sweep and super hurricane will be a
mandatory move for survival. Learn how to aviod these attacks by
remembering to roll over once you've been OTG. Even if you know that
running into them will mean death, you've gotta practice. IF you don't
you'll never know how to use it when you really need it. Check Mig's
section on rolling or if you need a mobile file, download Ed's FAQ for
details!

----------THREE MAN SUPER!!!!???-------
I tried to do a team super after my helper hit my victim but it didn't
come out. You may not be able to do it. Or maybe you can. Someone write
back to me on this one! You can do one super but not everyone doing it.
This is why I need clearance on this...

----------THE VARIABLE CROSSOVER---------------
This is a new feature not many know about...and even few who do know it
use. But this is an ability to take advantage of. Both characters come
out, taunt, then attack like shuma's spawning super on MSH. When one
defends, the other defends, when one attacks, the other one will.
There will be a time bar that will appear to let you know how long they
will stay together. You can do as many supers as you want and
Massive damage and combos can come from this. Your special moves will be
done by both characters too. I'll use Venom and Cap'Commando since they
are my favorite teamup. Commando is out and does Variable Crossover.
Venom is now by his side and they agree that their opponent Wolverine
needs a fresh can of Whoop Ass! Wolverine thinks, I'm in deep dog dung
cuz he doesn't have a level 2 on his super meter to do this let alone
know how they did it!!! So Wolvie tries to jump in...like a fool...and
attack them, Commando has to crouch in order to do one of his launchers.
Commando Launches but at the same time Venom attacks with a low strong,
Wolvie is up in the air, and Commando is doing the Combos but look who's
just now coming! Venom starts his on wolverine, Commando has finished
with an AC finisher but Wolvie is still locked in combos from Venom who
jams him into the ground. Here's another situation: Both are out and Ryu
says hell with that, I'm throwing fireballs, well it's time to do a
super and end of story. Though doing supers is a little redundant, as
Migs says the chipping power is extraordinary. I myself like to know
the character well before trying to use this feature. This is how I
would set it up: Ok, they are both out and They feel that Gambit needs a
few bones broken for good measure so I do a fireball rotation with the
fierce button. Venom does venom fang across the screen while Commando
does commando fire. Gambit blocks it all at throws Venom cuz he's the
closest. Well, just because Venom is grabbed doesn't mean Commando is
unable to do anything. Commando sends in a helper then calls on his Mech
partner to shoot that funny torpedo(Taboo). Now as soon as Gambit
finishes throwing Venom, he gets tagged by the helper then tagged by the
torpedo, by this time Venom is up and (if timed fast enough) can pull
off a team super. This game has gone mental Folks. I will ask Migs if we
can start taking in questions on Variable Crossover Strategies with
different people. We won't make a whole guide (are you crazy!!!?) just
answer your questions on how to effectively use this feature. If you
have any good ones to share as advice, send them in(to me or Migs)
as long as you've been able to pull them off and they are effective for
other people to use.
Now what happens if Venom did the venom fang and leaped over Gambit?
Well, this is where you have to really think on your feet and know who
you are using. Only one can block now at a time while the other may
walk towards the opponent if you are doing a standing block!!! This did
happen to me. I knew that since Gambit could only block one way, one of
us could hit if the move was fast enough but if Gambit Blocks the right
one, he's sure to block the other attack (remember SFA where you could
fight Bison with both Ryu and Ken? Bison couldn't take an attack one
after another but he could block both of them if he was already in that
position.). So I did a fireball motion with the kick (Venom Bite) thinking
about venom. Well, Venom attacked but the attack went way on the other side!
:( Gambit trips me when I realized that where commando was
positioned at, the joystick motion I just did called on his commando
kick! It clocks Gambit in the back of the head and now commando is back
on the same side of the screen where Venom is.
So you see, Variable CrossOver is a Mixed blessing. You have to know
your fighter well and think quick. If they get supered, they all will
hurt. Deep ain't it?

Good luck on Fighting and when I start finalizing the fighters, Their
strategies vs humans page will be up. In the meantime, check out Ed's
FAQ. It's good and printable!! :)

Suggestions, questions or feedback? Mail Migs and Silver Sage here!


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