MVC2-chrctrs

Date started: 00.7.29
Last revised: 00.9.22

Marvel VS Capcom2

 Here is a list of the characters I like to use in MVC2.

1. Iceman
2. Akuma
3. Captain Commando
4. Blackheart
5. Psylocke
6. Silver Samurai
7. Sakura
8. Sentinel
9. Cammy
10. Guile
11. Charlie
12. Ryu
13. Jill
14. Captain America

My Favorite Characters

 Before going into the specifics of each character I use, here is a categorization of the characters.

1. Most reliable combo character: Iceman
I can almost always pull off the air combo ? Arctic Attack combo.

2. Best keepaway: Blackheart
Blackheartfs demons with good projectile and anti-air assists make it hella hard for anyone to get close to Blackheart.  If they stay away, they get chipped; if they jump-in, they get nailed by anti-air.

3. Best solitary character: Psylocke, Iceman
Psylocke is good alone because her LK Psi Spin is excellent air defense and she can combo her super.  She can also teleport if she needs to get close.
Iceman is good alone because his super air combo can take off hella damage.  His Icebeams are also good for chipping and keepaway.  It is also a plus that he cannot be chipped by energy projectiles.

 4. Best follow-up super: Commando, Blackheart, Silver Samurai
Commando is good in the respect that his Captain Sword can hit the opponent no matter where he is on the screen.  However, he is vulnerable if his super is blocked.
Blackheartfs Heart of Darkness is excellent because it targets the opponent no matter where they are.  However, it doesnft always lock on properly.  Judgment Day is good for switching in Blackheart because he is safe afterward.  Armageddon is good when the opponent is getting hit near the top of the screen.
As long as the opponent is in the air, Silver will do a ton of damage.  Yeah!

5. Best projectile assist: Iceman, Blackheart
Iceman is a little better than Blackheart because he beats everything.
Blackheart is good because his thunder goes under everything and keeps going even if Blackheart gets hit.  It also lasts a long time too.

6. Best anti-air assist: Commando, Psylocke, Ryu, Cammy/etc.
Commando is the best anti-air assist because it cover hella range and does a lot of damage.
The opponent can be OTGed after Psylockefs assist hits.
Ryu, Akuma, and Ken are good anti-airs against high priority jump-ins because they are all invulnerable.  They can also hit characters that are flying or high in the air.  However, they have huge delay afterwards.
Cammy and similar anti-air assists are similar to the Shotokaners except that they are not invulnerable.

7. Best expansion assist: Akuma
Because Akumafs assist keeps hitting the opponent a couple times, almost any super can be comboed during the assist.  It is also easy to tell if the opponent is getting hit because they become electricuted.  However, this assist will not hit small characters and it is hard to to launch them for an air combo.  This assist is best with characters with fast, decent range supers.

8. Best ground assist: Silver Samurai
Samurai is almost as good as Akuma because he also hits multiple times, trapping the opponent.  Samuraifs assist is better than Akumafs assist in the respect that it hits low and sets up air combos easier.  However, it is harder to determine if the opponent is getting hit, making it more difficult to connect a super afterwards.  This assist is good for characters who can do powerful air combos.

 
 Now, here are in-depth details on the characters I like to use.

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(1) Iceman
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I like Iceman because he takes no block damage from energy attacks, can combo his super in an air combo very easily, can play keepaway, and has an excellent projectile assist attack.  He is my most reliable combo character ? I can almost always do air combo ? Arctic Attack combo.
The only problem is that he doesnft have a good jump-in attack.  His HK does fine, but is ineffective against good launchers.
My favorite color is purple (MK).  The rest look all the same to me.

 One good technique to use with Iceman is normal jump backwards and fire the LP Ice Beam while he is falling back.  The Ice Beam will fall with him.  Just firing the LP Ice Beam is not a good idea because it can be jumped over, leaving Iceman vulnerable.  Another good technique is jumping forward and firing the HP Ice Beam.  If you think the opponent is going to super jump, super jump and fire the LP Ice Beam.  This is good against Blackheart.  If the opponent already super jumped from far away, fire the HP Ice Beam on the ground.

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Special moves:
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Icebeam: QCF + P

 Iceman sticks out his arms and fires a beam of ice across the screen.  The LP goes horizontally, and the HP goes diagonally up.  In the air, the HP goes diagonally down.  This move does four ticks of block damage.

Ice ball: QCF + K

 Iceman swings his hand from up to down and drops a huge ice ball.
 I donft use this move.

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Combos:
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1. D. C. LK, C. HK /\ SJ: LP, LK, MP, MK ? Arctic Attack
2. J. HK \/ C. LK, C. HK /\ air combo
3. C. HK /\ air combo
4. (blocked) C. LK, C. HK ? LP Ice Beam

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Assists Types:
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a) Projectile: LP Ice Beam

This is one of the best projectile assists in the game because it reaches to the end of the screen instantly and does good block damage.  An excellent projectile assist to follow behind.

b) Variety: Ice ball

c) Balance: LP Ice Beam

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Versus strategy:
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1. Opponent throws lots of crap:
Super jump and do HP Ice Beam

2. Iron Man, War Machine, Storm fly:
HP Ice Beam

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(2) Akuma
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I like Akuma because he has many ways to combo his super and can also play keepaway with his air fireballs.  His expansion assist is good at close range.
However, he is apparently the third weakest character in the game.  For example, he takes 75% damage from a Gamma Crush, which is way too much damage.

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Colors:
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My favorite color is black and white (HP).

LP:   HP: white Assist 1: purple
LK: gray HK: red Assist 2: gray with gray hair

My favorite color is white (MP).  There is also red, purple, black, and brown.

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Combos:
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1. C. LK, C.MK ? Messatsu Gou Shouryu

This is the basic combo Akuma has had in all of the Versus games.  However, because this game is fast, you have to cancel the MK immediately.  I only do this combo when I know it is going to hit, such as when an opponent has just switched in.

2. D. C. LK, C. MK ? HK Tatsumaki Zankuukyaku ? Tenma Gou Zankuu

This is the combo I go for most of the time.  It is very easy to tell when the opponent is getting hit just by watching if they get electricuted by the spinkick.  It can also nail the opponentfs assist character is s/he was just called out (as long as isnft a dragon punch type assist).  Donft do the spinkick against small characters (Strider, Spidey, Roll, Ko-bun, etc.) cuz they can duck and hit with something.

3. C. HP /\ SJ: LP, LK, MP, MK, HK Tatsumaki Zankuukyaku ? Tenma Gou Zankuu

Tenma Gou Zankuu must be done right after the first hit of the spinkick or it wil miss or do very little damage.

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Assists Types:
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a) Projectile: Hadoken

Team super: Messatsu Gou Hadou

b) Anti-air: HP Shouryuken

Team super: Messatsu Gou Shouryu

c) Expansion: HK Tatsumaki Zankuukyaku

Team super: Spinkick super

 I like to use this assist type the most because many supers can combo off of this.

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Versus strategy:
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1. Opponent throws lots of crap on ground:
Super jump in the air and throw LP Hadokens
2. Jumping in on characters with a high priority launcher
Dive kick

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(3) Captain Commando
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Commandofs advantages are that he can combo his super in many ways and his anti-air assist has excellent priority and good range for an anti-air attack.  Captain Sword is also excellent for nailing the opponentfs assist character.
Commando has so many disadvantages that discourage me from using him much anymore.  Commandofs first weakness is that his Captain Fire has huge delay.  If it gets jumped over, prepare to be punished.  Next, his super combos donft always connect or do much damage.  For example, the Corridor ? Sword combo only does maximum damage if the opponent doesnft fly against the wall.  If itfs against the wall, Sword only does ticks of damage.  The C. LK, C. HP ? Captain Sword combo doesnft always connect all the time.  This means that it is very hard for Commando to reliably do lots of damage at once.

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Colors:
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My favorite color is black and white (HP).

LP: dark blue & white  HP: black & white  Assist 1:
LK:     HK: light blue & white Assist 2: pink

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Combos:
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1. D. C. LK, C. HP ? Captain Storm

The HP must be cancelled very fast - watching for the electricution will be too late.

2. J. HP \/ C. HP ? Captain Storm

3. LP Captain Corridor ? Captain Sword

As soon as you see the opponent get electricuted, do Captain Sword or it will be too late.

4. S. LK, S. HK ? Captain Sword

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Assists Types:
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a) Projectile: Captain Fire

b) Anti-air: Captain Corridor

Team super: Captain Sword

 This is one of the best anti-assists in the game because it covers good horizontal range for an anti-air move and goes to the top the screen.

c) Expansion: HK Captain Kick

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Versus strategy:
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1. Iron Man, War Machine, Storm, Sentinel fly around:
Captain Sword.  If no super bar, then Janette assist (mummy with knives)

2. Opponent normal jumps in with high priority attack:
LP Captain Corridor ? Captain Sword
This is kind of risky because if the opponent blocks the Corridor, Commando will be open to quick attacks.

3. Opponent super jumps above me:
LP Captain Corridor ? Captain Sword
 This is the best time to use Captain Corridor because there is no way the opponent can nail Commando afterwards.

4. Opponent calls assist partner out and Commando can attack:
Captain Sword.  Watch out for Magneto and Cable though, because they can hit him after blocking the Sword.

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(4) Blackheart
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I really like Blackheart because he is very good keepaway against most of the characters in this game and has a decent chance against some of the dominant characters.   Although he cannot combo like he did in MSF, he is still good.

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Strategy:
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 If you want to switch Blackheart out using a double super, do it with a SJ. Judgment Day because it is the safest.  A NJ. Judgment Day will be asking to be killed by air supers, and there is a possibility for error for the ground Judgment Day.  For example, you might throw a portal or dash, which I have done and been punished for.  Heart of Darkness and Armageddon leave Blackheart vulnerable.
 The safest way to switch Blackheart in is with Judgment Day.  Heart of Darkness is okay against characters who donft have air supers or anti-air supers like Captain Sword.  Use Armageddon only when the previous super was an air super that connected in the corner.  Otherwise, Blackheart will be left completely vulnerable.

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Colors:
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LP: Blue (MSF) ?  HP: black  A1: purple
LK: Faded blue (MSF) HK: black  A2: D. purple

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Special moves:
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Inferno:

 In this game, all of Blackheartfs Infernos are the Ice.  The HP Inferno targets the opponent.

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Supers:
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Armageddon:

 The rocks fall much faster now.

Heart of Darkness:

 This super can now be comboed after the HP Inferno.  However, Judgment Day cannot be comboed after Heart of Darkness anymore because the opponent pops away after the last hit.

Judgment Day:

 Although the demons come out hella faster now, it does not chip as much as it did in MSF.  Also, there is a delay after the air Judgment Day, which makes it difficult to throw consecutive air Judgment Days.

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Combos:
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1. J. LK \/ C. LK, C. MK, C. LK, C. MK
The last two hits donft get in, but sometimes it reaches and if the opponent wasnft blocking, theyfll get hit.

2. HP Dark Inferno ? Heart of Darkness
The Dark Inferno must be cancelled immediately after entering the command.  This means that you cannot wait for the Inferno to hit then do the Heart of Darkness.

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Assist Types:
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a) Ground Type

Assist: LP Dark Thunder
Team super: Judgment Day

b) Anti-air Type

Assist: HP Dark Inferno
Team super: Heart of Darkness

Blackheart does his HP Dark Inferno which targets the opponent.
This assist is good because it targets where the opponent is.  However, because it takes a while for Blackheart to open the portal, he can easily be hit beforehand.  Nearly everytime I did it when the opponent normal jumped at me, Blackheart was hit before he could throw the portal.  This assist should only be used only against super jumps or turtlers.

c) Launch Type

Assist: S. MP (launcher)
Team super: Armageddon

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(5) Psylocke
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I like Psylocke because she was my favorite character in MSH.  Although she isnft my best character, I like to use her when Ifm tired of using my main team.
One problem is that there is bad recovery on Psylockefs launcher, even when it is blocked.

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Colors:
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LP: Blue (MSH) MP: Glowing purple Assist 1: Tanned skin, purple hair,
L. blue suit
LK: D. blue suit MK: Dark blue Assist 2: Tan skin, blue hair, D. blue suit

My favorite color is glowing purple (MP).

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Special moves:
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Psi Blast: QCF + P

 The Psi Blast can either go diagonally down or forward.  Only one can thrown in the air during one jump; if you double jump, you can throw two.

Psi Spin: QCF + K

 Psylocke spins forward and up.  This move can also be done in the air.
 The LK version is the best because Psylocke can recover quickly even this move is blocked.  The opponent can also be OTGed afterward if s/he does not roll.

Teleport: QCB + P/K

 Psylocke disappears and four image of Psylocke appear on all the corners of the screen.  The location Psylocke will emerge from depends on the button hit.  Although she cannot block or attack after teleporting, this delay can be cancelled by doing the Psi thrust (a direction and punch).

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Combos:
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1. D. C. LK, C. HP /\ SJ: LP, LK, /\ + HK ? Kochou Gakure

This is the main combo I go for because it is the easiest way for her to link a super.  After hitting the /\ + HK, watch for it (upward kick) to come out.  As soon as you see it, then do the super.  Otherwise, the opponent may not be high enough for the super to connect.

2. D. C. LK, C. HP /\ SJ. LP, LK, MP, MK, HK Psi Spin ?  Butterfly super (Kochou Gakure)

I donft go for this combo because it is hella hard to do and I mess up too much.

3. (opponent normal jumps at Psylocke) LK Psi Spin, (OTG) C. LK, C. HP /\ air combo

If the opponent doesnft roll, you can get them everytime.  Even if the opponent blocks, the Psi Spin, Psylocke will recover in time to block.

4. (blocked) C. LK, C. HP ? Assist or LP Psi Blast

If you donft cancel the launcher with something, Psylocke will be left vulnerable to pain.

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Assists:
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a) Projectile Type

Assist: HP Psi Blast
Team super: Kochou Gakure

b) Anti-air Type

Assist: LK Psi Spin
Team super: Psi Spin

I like this assist because the opponent can be OTGed after Psylocke hits.

c) Balance Type

Team super: Psi Thrust

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(6) Silver Samurai
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 A slow character, Silver cannot be used like Cammy or Psylocke to dash in and combo constantly.  His attacks also have good reach but poor combo potential, not comboing all the time.  However, his launch ? Raimei-ken combo does hella damage, and he is excellent for comboing after an air combo super.  His Ground assist is also excellent for trapping the opponent and setting up combos.  I think the best way to win with Silver is to make the opponent come to you by throwing his Shuriken or using a projectile assist.  Once they are close, go for the launch ? Raimei-ken combo.  Because this will take a long time, it will be best if he comes in second or third so the other characters can heal.

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Colors:
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LP: white  HP: white  Assist 1: black
LK: gray  HK: gray  Assist 2: white

 My favorite color is black ? all the rest look the same.

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Special moves:
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Shuriken: QCF + P, joystick direction

Silver throws a huge ninja star that multi-hits.
After throwing the ninja star, its direction can be changed by moving the joystick in the desired direction.

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Supers:
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Super Shuriken: QCF + 2P

 Silver throws out three Shurikens horizontally across the screen.

Raimei-ken: QCF + 2K

 Silver Samurai holds his katana up in the air while bolts of lightning fly out to everywhere from his body.  This super can be comboed off the launcher.
 If you want this super to connect, make sure the opponent is in the air.  If s/he is on the ground, itfll just do a couple ticks of damage and thatfs it.  The best times to do this super is after hitting the opponent with the launcher or while they are falling down from a vulnerable move (Dragon punch, Shouryu Reppa, etc.).  The exception is hitting assist characters ? no matter where they are, they will take up 25% damage.
 Versus the third and final form of Abyss, this super will do 80% damage against him.

Power up: QCB + P/K

Ice: QCB + LP

 Defense goes up, but attack goes down 25%.  Attacks will freeze the opponent.

Lightning: QCB + LK

 Speed goes up, and attack power goes down 25%.

Fire: QCB + HP

 Attack power goes up 25%, and defense goes down 75%.  Yes, 75% reduction in defense!  Do not ever use this power up unless you have a death wish!

Fire: QCB + HK

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Combos:
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1. C. LP, C. HP ? Raimei-ken
This is the main combo I go for.  The C. LP OTGs.

2. C. LP, C. HP /\ SJ. air combo: LP, LK, MP, MK, LP Shuriken
This is the combo I go for when I donft have a super bar.

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Assists Types:
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a) Ground: Silver slashes his katana multiple times

This is Silverfs best assist because it can trap the opponent and set up lots of combos.

Team super: Silver slashes his katana while dashing forward.

b) Projectile: Shuriken

Team super: Super Shuriken

c) Launch: C. HP

Team super: Raimei-ken

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(7) Sakura
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 Sakura is back from MSF new and improved now.  Her LP Shouken can now combo off of weak attacks, and both Shoukens can be cancelled into any super!  Her launcher is actually decent now ? it comes out fast and can combo well.  She can also turn into Evil Sakura.  They both do the same damage, so itfs just the moves that are different.  I like normal Sakura because she can throw fireballs upward and it easier to link supers after her close range supers.  Evil Sakura is good for punishing long range mistakes, bombarding fireballs, and the Shun goku satsu, which does over half life now.   Her friend also dances with her now ?
 One problem with normal Sakura is it is not safe to switch Sakura during the consecutive supers if she doesnft hit.  The safest is Midare Zakura, but that still has some recovery time.  The best way to switch in during consecutive supers is changing forms.  If you are Evil Sakura, there is nothing to worry about ? you just need to do the Shinkuu Hadoken.  Also, it is not very safe to start a switch out with normal Sakura either.

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Colors:
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LP:   HP: navy blue  Assist 1: blue ?
LK: gray HK: pink ??  Assist 2: brown

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Supers:
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Evil Sakura/Normal Sakura transformation: Backwards DP + K

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Combos:
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1. C. LK, C. HP /\ SJ: LP, LK, HK Shunpuukyaku
She cannot do a full zigzag or finish with the Shoouken anymore.  But thatfs okay cuz this air combo does a lot of damage.

2. C. LK, C. MK ? LP Shouken ? Shinkuu Hadoken or Haru Ichiban
Whatever super you do, itfs best to wait a split second during the Shoouken or the opponent will still be on the ground and be out of range.  The Shinkuu is the better bet because Haru Ichiban misses if you do it too late.  Ifve only missed once with the Shinkuu. Also, Haru Ichiban will not hit small characters if they are still on the ground.  Also, many supers can follow the Shinkuu, while only a few can follow Haru Ichiban.  This is my favorite combo with Sakura.  I donft think Midare Zakura can combo.
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Good partners:
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The best partners for Sakura are the ones who have a super that can link off of Sakurafs supers.  Here is a partial list of the supers that can follow up Sakurafs supers, starting with her Shinkuu Hadoken:

? Mega Optic Blast, Raimei-ken, Judgement Day, Arctic Attack, Somersault Justice, Final Justice, Super Psi Spin
? Must be done early: Shinkuu Hadoken, Shinkuu Tatsumaki Senpuukyaku, Messatsu Gou Hadou
? In the corner: Heart of Darkness

The supers that can link after Haru Ichiban are:

? Raimei-ken, Captain Sword, Armageddon, Doomfs uppercut super, Super Optic Blast
? Doesnft do much damage: Shinryuken, Heart of Darkness, Akumafs kick super

Supers that can link after Midare Zakura are:

? Shinkuu Hadoken, Messatsu Gou Hadou, Captain Storm, Crossfire Blitz, Sonic Hurricane, etc.  Many supers can follow Midare Zakura.

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Assists Types:
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1) Dash: HP Shoouken

Normal Sakura

This is hella good because it beats projectiles and goes across the screen.  Even if she is blocked, she bounces far away, leaving her safe from projectile supers like Judgment Day, Royal Flush, Mega Optic Blast, etc.  Sakura can go through Icemanfs Icebeam, but she canft go through Cablefs Viper Beam.  Damn Cable!

Dark Sakura

Dark Sakurafs dash is not as good as Normal Sakurafs because she can no longer run through projectiles.  Also, she always finishes with an uppercut, which leaves her vulnerable.

Team super: Haru Ichiban

2) Projectile: HP Hadoken

When Sakura is in the normal form (not in evil form), she throws a diagonally up Hadoken.  It is too slow for air defense.
If Sakura is in the evil form, her fireballs will go horizontally.  Her super will also be the beam.

Team super: Shinkuu Hadoken

3) Expansion: HK Shunppukyaku

I tried using this one in MSF, but it just sucked.  Thankfully, in this game it targets the opponent.

Team super: Midare Zakura

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(8) Sentinel
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 I like Sentinel because he is one of the most dominant characters in the game.  He does tons of damage with each attack, has super armor and takes little damage, and can combo his supers.  He also has hella range and is good for countering the cheap-ass Cable.  Yeah, he does too much damage, but itfs better than just getting cheaped to death by Cable.
 It is crucial that Sentinel have an anti-air assist.  If he is bum rushed, he will have a very difficult time getting away because he is so huge and slow.

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Colors:
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LP: blue HP: blue & purple Assist 1: red & blue ?
LK: pale gray HK: black  Assist 2: gray & blue

Launcher: S. HK

Flying: QCB + 2K

This move is good to use when your opponent is doing something on the ground like a super and you want to stay above it.  This also allows Sentinel to attack with his LP Rocket Punch.

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Supers:
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Plasma Storm: QCF + PP

 Although super has very short range, it can be comboed.

Sentinel Force: QCF + KK

 This super should be used mainly to nail assist characters wherever they are on the screen (even behind Sentinel) and chipping opponents to death.  It can also be used to hit characters far away, but it requires some timing.  This is the best super to use to switch Sentinel in if the first super didnft hit.

Super Dash: (in the air) QCF + PP

 This super can be comboed in air combo just like Shinkuu Hadoken can.

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Combos:
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1. J. HP or HK ? LP Rocket Punch
2. HP ? HP Rocket Punch
3. HP ? Super Sentinel Force
4. J. LP or HK ? S. LP, S. MP (1 hit) ? LP Rocket Punch
5. S. LP, S. MP (1 hit) ? Plasma Storm
6. S. HK /\ SJ: LP, LK, MP, MK ? Dash super

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Assists Types:
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a) Projectile: LP Rocket Punch

This assist sucks because it has short range.

b) Launch: S. HK

c) Ground: LP Sentinel Force

This is Sentinelfs best assist because the Sentinel Force travel the entire screen and is good for block damage.  Sentinel is also relatively safe during this assist as long as the opponent blocked the Sentinel Force.
One problem with this assist is that it is slow, so it cannot be used against bum rushes.

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(9) Cammy
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Cammy has been improved a lot since XSF.  Her S. HP is a new additional launcher.  Her S. HK launcher also comes out all the time as long as the joystick is neutral or forward.  The Killer Bee Assault super now targets like Maximum Spider and can be comboed off of a SJ. HK Cannon Drill.
Her disadvantages are that she has to be close range to do any damage and cannot play keepaway.  It is best to have a good projectile assist for Cammy to attack behind.

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Colors:
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LP: blue HP: dark blue  HK: purple
LK: green HK: pink  HK: dark skin

My favorite color is dark blue (MP).

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Supers:
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Super Cannon Drill: QCF + KK

Killer Bee Assault: QCB + PP

Super Cannon Spike: QCB + KK

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Combos:
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1. D. C. LK, C. HP /\ SJ. LP, LK, MP, MK, HK Cannon Drill ? Killer Bee Assault
2. J. HP \/ C. LK, C. HP /\ Air combo

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Assists Types:
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a) Anti-air: HK Cannon Spike

 This is probably Cammyfs best assist.

b) Dash: HK Cannon Drill

 Ryufs Shinkuu Hadoken and Akumafs Messatsu Gou Hadou can combo off this if you do it as soon as the assist hits.  Captain Sword and Captain Storm are not fast enough to combo off of it.

c) Expansion: HP Backfist

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(10) Guile
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Guile is pretty much the same as Charlie except for the supers.  Guile is better than Charlie because his Sonic Boom super combos and has a comboable air super.  The Sonic Boom super is also very fast and covers has good range.

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Colors:
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LP: green HP: gray  Assist 1: tan w/ gray pants
LK: blue HK: brown  Assist 2: tan w/ blue pants

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Combos:
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1. D. C. LK, C. MK ?  Sonic Hurricane
2. C. HP ?  SJ: LP, LK, MP, MK ? Rush up super (QCF + 2K)

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Assists Types:
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a) Projectile Type: Sonic Boom

Team super: Sonic Hurricane

b) Anti-air Type: Somersault Kick

Team super: Flash kick super

c) Balance Type: Sonic Boom only (I think)

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(11) Charlie
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Unfortunately, Charlie has been weakened since XSF.  His LK Somersault Kick no longer has amazing recovery and he cannot combo Sonic Break anymore.  Ifm not sure if he can do a throw ?  Sonic Break.  Charlie is faster than Guile.

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Colors:
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My favorite is blue and white.

LP: Green (XSF)  HP: Blue & white  Assist 1: Dark skin
LK: red shirt, brown pants HK: Yellow shirt, gray pants Assist 2: red

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Assists Types:
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a) Projectile Type: LP Sonic Boom

Team super: Sonic Break

b) Anti-air Type: Somersault Kick

Team super: Somersault Justice

c) Balance Type: Sonic Boom only (I think)

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(12) Ryu
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Ryu is kind of like XSF & MSF Ryu in MVC2 but not as good.  He can combo the Shinkuu Hadoken in air combo like the MSF Ryu can, but he canft combo it off of a sweep anymore.  He has the MSF Hadoken back, but his launcher is still the crappy one from MVC.  He has an Alpha fast hop kick now.  His Shin Shouryuken is now a Level 3 super and does 50% damage.

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Colors:
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LP: white HP: white   Assist 1: gray (MVC)
LK: purple HK: dark blue/gray (Alpha) Assist 2: brown?

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Combos:
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1. D. S. LK, S. HP ? HP Hadoken ? Shinkuu Hadoken
2. C. HP /\ SJ: LP, LK ? Shinkuu Hadoken

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Assist Types:
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a) Projectile Type: Hadoken

This assist is okay but not the best because it can easily be beat by Icemanfs, Cablefs, and Ironmanfs assists (there may be other too).

Team super: Shinkuu Hadoken

b) Anti-air Type: HP Shouryuken

This is probably Ryufs best assist because it is invulnerable.

Team super: Shinkuu Hadoken

c) Expansion Type: HK Tatsumaki Senpuukyaku

Team super: Shinkuu Tatsumaki Senpuukyaku

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(13) Jill
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The thing I like about Jill the most is that she can combo her dash super in the air as easily as Ryu can combo his Shinkuu Hadoken.  She can also throw out a lot of animals for keepaway and has a mummy that can grab the opponent.  Her life heal assist  also makes her an interesting character to use.
The problems with Jill is that her supers do not do much damage.

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Colors:
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LP: blue  HP:   Assist 1:
LK: red & pink HK:   Assist 2:

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Special Moves:
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Charge: QCF + P (ground or air)

Dog: QCF + LK

Crow: QCF + HK

Zombie: QCB + K

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Combos:
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1. D. C. LK, C. HP /\ SJ: LP, LK ? Dash super
2. Projectile assist, Mummy, Crow, dash and jump over opponent, C. LK, C. HP /\ air combo
This is more of a strategy than a combo.  It is way to throw so much stuff at the opponent that they mess up their block direction or get grabbed by the mummy.

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Assists:
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a) Heal
b) Dash
c) Projectile

Throws a grenade.

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(14) Captain America
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Colors:
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LP: Blue HP:   Assist 1:
LK:   HK:   Assist 2: Blue & yellow

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Assists:
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a) Projectile

LP Shield Slash

b) Anti-air

HP Stars & Stripes

c) Dash

HK Charging Star

 This assist is really good because it goes across the entire screen.

Chun

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Colors:
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LP: blue HP: green Assist 1: light purple ?
LK: pink HK: red Assist 2: gray (SF2)

Ken:

LP: red  HP: white Assist 1: tan & D. blue
LK: yellow HK: purple Assist 2: green

Hulk:

LP:   HP: green & blue  Assist 1: gray
LK:   HK: green & red  Assist 2: green & blue ?

Dan:

LP:   HP: purple Assist 1: yellow
LK: orange HK: green Assist 2: L. blue

Cap:

LP: blue HP: navy blue  Assist 1: blue & yellow
LK: green HK: L. blue  Assist 2:

Gambit:

LP:    HP: glowing gray  Assist 1: blue ?
LK: gray (MVC) HK: brown cape  Assist 2: light blue (XSF)
 
 

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