Back from the grave! It's Charlie's ghost, Shadow! Now I'm not too sure what happened to good ol Charlie Nash, but he's definitely changed! On the positive side, he's a lot faster than he used to be. Almost as fast as Chun Li or Wolverine in terms of foot and attack speed! He was weight lifting or something in the underworld too cause he's a lot stronger than he used to be as well! His regular moves, his specials and his supers all do massive damage now! However, he does have his drawbacks. The addition of a stupid "shining eye" effect before every one of his supers makes them all extremely slow! Most of his comboes involving supers do still work but the timing is much more difficult to pull off. However, the added power of his supers makes them even more effective as counter attacks for missed moves and mistakes! All in all, Shadow is an excellent character to use if you are really good at comboing and if you're an old school Charlie/Guile kind of person! However, if you rely on your supers to win then look elsewhere!
Shadow Boom 
+P
Same old projectile from the first crossover, but pumped up with Psycho Power! It still requires you to charge for it but you're rewarded by an extremely quick starting projectile with almosty no recovery lag! It combos quite well but you have to remember to start charging while you are already whacking away at your opponent! It also travels slowly enough for Shadow to follow it and attack immediately afterward!
Shadow Kick 
+K
Yep, it's the flash kick! It seems to come out faster than Charlie's and I do believe that it causes more damage as well! It combos after most of his crouching kicks, and is very good as air defence! Watch out against the smaller characters cause even if you combo, it may miss them! The recovery is not that bad for a ground to air move but it still leaves him vulnerable so it's not a good idea to just throw this randomly! If you're using it as air defense, wait till the last possible moment to pull this move out so that all hits will connect and you'll catch them while they're trying to hit you! The priority of this move is very high and will usally beat or at least trade hits with the most high priority moves!
Shadow Slice(air) 

+K
This is a great move for catching those opponents that like to beat you just by turtling and hitting you with anti-air launchers when you try to jump in! This is one of Shadow's best turtle defence breakers! Just jump and pull off this move when you're at the peak of his jump. They won't expect it to come down so fast and they'll get knocked on their asses! Use it in combination with his S.FD.Forward to totally teach them not to block! It's also useful as an air combo finisher! The short version comes out almost instanly and the Roundhouse version has a slight pause before he attacks. It's useful for making them think that you're vulnerable and hitting them while they try to attack!
Shadow Break 

+2P(Level One)
The same as Charlie's multiple Sonic Boom super except for the friggin "shining eye" effect! It's really tough to combo this after a C.Forward now! You've gotta be right next to your opponent and you've gotta cancel the move as soon as it hits! Damnit Capcom.....why'd you make it so tough? Still chips a lot of damage though! Also, if you ram on the buttons, you throw out extra Shadow Booms! Dash in after it and try to catch em while they're still stunned!
Shadow Justice 

+2K(Level One)
Shadow crouches down and does the "shining eye" effect (again) then he does three Shadow Kicks that shoot out multiple blades of energy! Like the Shadow Blade, I used to be able to combo this all the time, but now the timing is very tough! It's still useful for countering missed supers, but you've gotta remember to do the motion earlier than you would with Charlie! It hurts more than the Somersault Justice but I'd still trade the damage for the ability to easily combo it! It still OTG's beautifully and it can be worked into most of his ground combos, just as long as you're fast on your move cancellation!
Cross Shadow Blitz 

+2K(Level One)
Yet again...it's the dreaded "shining eye", then he does the old Crossfire Blitz from X-men vs SF! I found it hard enough to combo in the old game but now it's nearly impossible! Timing this to catch missed dragon pumches is a bitch too, cause if done too early, he'll run right under them while doing it and to late will allow them to block! It hurts if it connects though! I'm told that this move has become more effective now that the other two supers have also suffered a start up delay! This works well against the big characters if they're controlled by the computer cause they usually get hit!
Final Mission 


+3P(Level Three)
Omigosh! Cool! Awesome! Charlie has a Raging Demon! Whoah! After you do the motion, the shining eye occurs and Shadow rushes forward with his launcher! If he connects, then he follows the launched opponent into the air and the screen is filled with sparks and the sounds of beaten flesh! After about fifteen or more hits, Shadow lands and does his taunt! What happened to the opponent? Oh, well he falls onto the ground shortly after and explodes! This move is impressive! It rivals the Final Atomic Buster as the coolest looking super in the game! If you manage to connect with it, then you will be hailed as a gaming god! The problem is that it takes a fair amount of luck to actually make this hit! I mean that this is a near impossible feat to accomplish against smart opponents! The problem is that it can't be comboed so you're gonna have to try to use it as a counter.....watch out though cause, unlike the other Raging Demons, it is blockable!
Shadow Boom MP+MK
This is a pretty good team attack cause it comes out quickly and will stay on the screen even after Shadow has left! It moves slowly enough that you can follow the projectile for an easy combo! Just let em block the Shadow Boom and sweep them from under!
Shadow Kick 

HP+HK
Great for up close attacks! This will counter both ground and air attacks! However, like most counters, don't try to counter projectiles or beam supers!
Shadow Justice 

HP+HK(Level Two)
This is good when used as a team super if Shadow is the one waiting in the sidelines cause it doesn't matter if he does the shining eye crap! It hurts and it'll catch airborne opponents even if they dodge your partners attack!
When i was playing XSF, I found Charlie to be a very well rounded character that really had no flaws and noone could give him a problem! Maybe that's cause he was my best character and I just kicked everyone's ass with him but honestly, I had no real problems!
However, Shadow does not play exactly like Charlie and he does have a lot of weaknesses. First of all, his supers are just too damn slow! They take forever cause of that shining eye! Arrghhhh!!! I just hate it so much!!! Arrghhhh!! Why couldn't he wear contact lenses! Oh well enough bitching! Anyways, watch out for Cyke cause Shadow's projectile really can't stand up to those Optic Blasts! However, just keep jumping in after him with a lot of Roundhouses, mixed in with some Shadow Slices to surprise him and he should be no problem!
Also watch out for the bad boys, Spiderman and Wolverine cause of their numerous ways of attacking and the speed advantage that they've got!
Combos!
Ground Magic: Stronger
Air Magic: Zigzag
Super Jump Magic: Zigzag
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Shadow Slice
Easy Combos
1) C.Forward --> Shadow Kick
2) C.Roundhouse --> Shadow Justice(OTG)
3) J.Roundhouse --> Shadow Slice
4) Jab-Shadow Boom, D.C.Short, C.Forward, C.Fierce
Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward --> Shadow Kick
2) J.Roundhouse \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
3) J.Fierce, J.Roundhouse \/ D.S.Jab, C.Forward, C.Roundhouse --> Shadow Justice(OTG)
You don't have to wait a split second anymore after downing your opponent! The shining eye effect does it for you already! Just cancel immediately after the C.Roundhouse!
4) J.Fierce \/ S.Jab, S.Strong --> Shadow Boom
Begin charging the Shadow Boom as soon as you leave the ground so that it is ready to throw once you hit em with the S.Strong!
Theoretical Combos
1) Jab-Shadow Boom, Shadow Blade, Shadow Blade, Shadow Blade
Hmmm....three Shadow Blade's in a row? I dunno....I'm told that this will work but I'm still skeptical! What about the shining eye effect?
2) In Corner: J.Roundhouse \/ C.Forward --> Shadow Blade, Shadow Justice
This is another wierd looking combo! Is this possible? I'd think that the opponent would be too far away after the Shadow Booms!
3) J.Roundhouse \/ D.S.Jab, S.Strong, S.Fierce --> Shadow Blitz
This combo is simple enough but I'm not sure if anything will combo with the Shadow Blitz!
4) J.Jab, J.Roundhouse \/ D.S.Jab, S.Strong --> Shadow Blade, D.C.Forward --> Sonic Blade, C.Forward --> Shadow Justice
5) J.Fierce, J.Roundhouse \/ C.Forward --> Shadow Blade, C.Forward --> Shadow Blade, C.Forward --> Shadow Blade
The two combos up above are questionable cause I don't know about the comboability of the Shadow Blades!
6) J.Roundhouse \/ C.Short, C.Fierce /\ SJ.Short, SJ.Strong, Strong-Air Throw \/ Shadow Justice(OTG)
Can Shadow get the Shadow Justice out fast enough to hit after an air throw?
7) Get enemy near the corner. J.Roundhouse \/ C.Short, C.Fierce /\ SJ.Short, SJ.Strong, Strong-Air Throw \/ C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce (FS), SJ.Roundhouse, SJ.Roundhouse
Whoah! This one is just insane! First of all, it has two OTG's and it has an OTG after an air throw! It might work because the air throw does not cause the flying screen and therefore, the rule about not being able to launch after an OTG does not apply! Could work, but I still need verification!
Go to the Silver Sage Shadow Guide for some more good info!
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1998 Migs Rustia: [email protected]
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