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Helper Select Tips

All the helpers in the game have a predetermined code that lets you choose the one that you want before every match. The specific code for each one will be provided below.

- Helper codes must started after the last playable character is selected but before the helper selection screen shows up.

- All codes require you to be holding down the Start button in addition to the specific codes.

Unknown Soldier - Forgotten World
Class B
Number of uses: 4
Selection Code: LP
After he jumps out, he shoots his opponent with both his gun and a little box at his knee. The beams hit both high and low but he can be seen coming and is usually blocked. He does a lot of block damage though. So use him to chip, play keep away or as a surprise for your opponent when they super jump.

Lou - Chariot
Class B
Number of uses: 8
Selection Code: MP
Lou hops onscreen and shoots arrows at your opponent from his gun. He flashes the peace sign and hops away. His projectiles move very slowly and can be seen coming but he does good chipping damage and he can be used a whopping eight times. The thing about his attack is the fact that the arrows are spaced far apart. If an opponent blocks the first arrow, chances are he'll get hit by the second one when they stop blocking. If used against an opponent while in close range, they'll get hit by the cloud of flames above Lou's head for extra damage.

King Arthur - Ghouls n Goblins
Class B
Number of uses:
8
Selection Code: LP+MP
Arthur jumps in and throws three lances at his opponent. He stays on screen for a very long time and is good for distracting your opponent. His lances are also hard to block because he throws three of them with gaps in between each one. Chances are that your opponent will try to hit him during a gap and get hit themselves. A great tactic to do is to call him and then jump over your opponent. They'll get confused and try to block the wrong way. He's not invincible though and if he's attacked, he loses his armor and ends up in his jocks.

Saki - Nigiirochou no Kiseki
Class B
Number of uses: 7
Selection Code: HP
Saki pops out and shoots an electric beam at her opponent with a gun. She does good damage and has excellent range. When she connects, you can follow up with pretty much any super that you want cause she leaves the opponent stunned and floating in the air. However, she is quite slow and takes a while to actually start shooting the beam. Try to surprise your opponent with her.

Ton-Pooh - Strider
Class C
Number of uses:
9
Selection Code: LP+HP
Ton-Pooh does a long range kick in the middle of the screen that reaches about three fourths of the screen. She's very quick, but she hits only once and knocks the opponent away, making her attack almost impossible to combo off of. She also takes forever to come out, making her easy to block.

Devilot - Cyberbots
Class B
Number of uses:
5
Selection Code: MP+HP
Devilot rises from under the ground with her suite and on top of her mech, Super-8. She then self destructs, doing unblockable damage to any opponent nearby and making her look crispy fried. Use her as a time bomb by making your opponent walk or jump into the blast. You could also hide behind her and use her as a temporary shield. She is an excellent keep away helper and is great for stopping opponents that love to pull off dash in combos.

Anita - Darkstalkers
Class B
Number of uses: 5
Selection Code: LP+MP+HP
Coffins, doll heads and all sorts of other neat stuff surround her as she enters the screen, making her into a temporary shield. After a while, she'll throw them at her opponent, hitting about 9 times. The problem is that she is usually blocked cause of how slow she attacks. She's great for crossing your opponent up cause many times, they'll jump over her and get hit by the projectiles.

Pure & Fur - Capcom Mascot
Class C
Number of uses: 5
Selection Code: LK
She makes a whole bunch of dice rain down on your character. In my opinion, the most useless helper cause she can be seen coming a mile away and your opponent has to be right on top of her for it to hit. Use her to chip or to act as a shield. You'll be lucky if any of the dice connect though.

Michelle Heart - Wings of Ales
Class B
Number of uses: 6
Selection Code: LP+LK
Michelle flies onscreen and shoots three sets of fireballs in three directions. She's useful for pinning your opponent to the wall because her projectiles are very difficult to avoid. Also, she will appear on the same vertical plane as your opponent, making her a great helper to use against Onslaught's second form. On a personal note, she's a very distracting helper. I always end up looking at her skimpy clothes instead of watching the fight. Hehehehe....

Thor - Marvel Comics
Class B
Number of uses: 8
Selection Code: LK+MP
Thor flies down and holds up his mystical hammer while shooting lightning across the screen. Be careful cause he is extremely tall and his thunder will pass over all the short characters and anyone that is ducking. If they do manage to crouch underneath the beam, have your character jump in with a high attack. Thor's beam holds the opponent stunned for the longest time and it can be followed up by pretty much any super.

Cyclops - X-Men
Class B
Number of uses:
7
Selection Code: LP+LK+MP
Good ol Cyke jumps in and fires a low Optic Blast at his opponents. It's an extremely useful long range attack cause it does great chipping damage, crosses the screen instantaneously and will cancel out incoming fireballs. The problem with Cyke is that he takes a while to jump onto the screen before shooting so he's easily blocked. If you've got a level of super to play with, call Cyke in and immediately follow up with a beam super. If Cyke's attack isn't blocked, the follow up super will definitely connect.

Magneto - X-Men
Class B
Number of uses: 7
Selection Code: LK+HP
Magneto floats onscreen and throws out an EM disruptor. His attack is extremely quick and does good damage to boot. He is invincible to jump attacks so most opponents that try to hit him cause he looks vulnerable will end up getting hit instead. He's one of the best helpers to use against Onslaught cause his attack will make Onslaught freeze for about two seconds.

Storm - X-Men
Class C
Number of uses: 6
Selection Code: LP+LK+HP
Storm flies down and throws out a typhoon at her opponent. It's the vertical pillar type and will hit multiple times. This move acts almost exactly like a launcher. If you're fast, you can position your character for an air combo or a vertical super like the Shinryuken and War Destroyer. The crappy thing about Storm is that she is extremely slow and has bad range. Most of the time, your character will end up getting hit while trying to call her in.

Jubilee - X-Men
Class B
Number of uses:
8
Selection Code: LK+MP+HP
Jubilee hops in, shoots out her firecracker power pops her gum and leaves. The sparklers track your opponent and are very hard to avoid. She's a very helpful keep away helper. However, her attack is somewhat slow, making her almost useless in terms of damage or comboability.

Rogue - X-Men
Class B
Number of uses:
7
Selection Code: LP+MP+HP+LK
Rogue flies in and does her rushing punch special from XSF. She jumps into the middle of the screen and her attack goes diagonally upward. If you get the positioning just right, she will carry your opponent upward with her punches. They will then fall back down toward the ground, unable to block. Follow up with a beam super. She is extremely fast and is a great counter attack for people that play keep away. You might be able to stop dashers with her but the timing will have to be dead on.

Psylocke - X-Men
Class A
Number of uses:
5
Selection Code: MK
Psylocke flies in and does a toned down version of her Psi-Thrust super straight across the screen. She comes out quickly, is useful as a surprise attack and her attack hits multiple times. She will cancel out fireballs so use her to hit your opponent while he's still in his stun animation. Follow up with a super and watch the life bar drain away. One of the best and easiest helpers.

Juggernaut - X-Men
Class A
Number of uses: 3
Selection Code: LP+MK
When called, the big bad unstoppable behemoth comes barreling toward the opponent, doing a toned down version of his Juggernaut Headcrush. He's pretty much invincible while moving across the screen, cancelling fireballs and shielding your character. He's one of the best helpers. Too bad he can only be called three times.

Iceman - X-Men
Class B
Number of uses: 4
Selection Code: MP+MK
Iceman jumps in and motions downward with his hands making a whole bunch of ice spikes fall from the ceiling. His icicles cover the whole middle of the screen and are useful for distraction as well as doing good damage. He's usually blocked, but it never hurts to use him now and then as a keep away attack.

Colossus - X-Men
Class A
Number of uses: 5
Selection Code: LP+MP+MK
Colossus flies onto the screen hitting multiple times and dragging his opponent across the screen. This attack is extremely easy to combo with almost any long distance super. Not only is it easy to follow up his attack, it's also easy to get it to connect because he comes out almost instantly. On top of all that, he does incredible chipping damage as well. He's either the best or the cheesiest helper, you decide.

US Agent - MSH vs SF
Class A
Number of uses: 5
Selection Code: MK+HP
U.S. Agent runs onscreen and does a Charging Star all the way across. Omigosh, I can't believe Capcom did this! Were they running out of helper ideas? Anyway, he'll nullify fireballs and hit multiple times. Also a top class helper, he can be used to set up lots of supers. Watch out cause he comes out slower than Psylocke and Collosus, making the timing trickier.

Sentinel - X-Men
Class A
Number of uses: 4
Selection Code: MP+MK+HP
Sentinel flies onto the screen and physically attacks his opponent. Think of him as a big moving wall. He will OTG downed opponents and set up long distance supers. Though he's a great helper, he's far from being the best. Useful for showing off that you know secret helper codes, but other than that, Collosus serves the same purpose, only better.

Shadow - MSH vs SF
Class B
Number of uses: 4
Selection Code: LP+MK+HP
Shadow does a toned down version of his Shadow Justice Super taunts and then leaves. The attack comes out extremely quickly and it's hard to avoid too. If all the hits connect, the opponent will fall toward the ground, unable to block. This will set em up for any long distance supers.

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