Faq Written in WordPad 1.0, Microsoft Windows 95 Marvels Superheroes vs Street Fighter (co, Capcom 1998). Omega Red, Cyclops, Shuma Gorath, Blackheart, Spiderman, Wolverine, Apocalypse, and Captain America are creations from Mavel comics. Ryu, Ken, Chun Li, Norimaru, Zangief, M. Bison, Dhalsim, Akuma, Cyber Akuma, and Dan are trademarks of Capcom. WELCOME to the SEGA SATURN, MARVEL SUPER HEROES VS STREET FIGHTER, CYCLOPS AND RYU FAQ! Version 1.0. by Slym Summers, aka J. Craft THE REASON I WROTE THIS FAQ IS BECAUSE I COULDN'T FIND ANY DECENT MSF CYCLOPS OR RYU FAQS ON THE WEB!!! SHEEESH!! Any questions or comments about this FAQ can be mailed to: JasonTC01@aol.com, or posted on the "Marvel vs Capcom: The Site! Message Board" at: http://blackhole.winsocket.com/~migs/mvc/board.html. Hopefully, this will make it to Game Faqs! This is my first FAQ, so if I don't have flashy ASCII designs, don't be too rough on me! Why Cyclops and Ryu? Because they are two of the best freaking characters in the games, and when joined together, they are UNSTOPPABLE! Now lets get started! ************************************************************************ ************* The following Legend is from John Culbert's MSF Faq, version 1. Check it out. Thanks alot! ******* LEGEND: BUTTONS ******* .-------------Jab JOYSTICK | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT = Quarter Circle Toward (roll the joystick from D to F) QCB = Quarter Circle Back (roll the joystick from D to B) HCT = Half Circle Toward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) + = enter commands simultaniously MS = Magic Series MSH = Marvel Super Heroes XvSF= X-Men Vs. Street Fighter MvSF= Marvel Superheroes Vs. Street Fighter BBX = Berserker Barrage X (Wolverine: QCT+all three Punches) BB = Berserker Barrage (Wolverine: QCT+any Punch) OTG = Off the Ground FS = Flying Screen J. = Jumping SJ. = Super Jumping S. = Standing C. = Crouching FL. = Flying AD. = Air Dashing ************************************************************************ ************************************* This is not an indroductory FAQ, so I will skip terms like "Flying Screen," "Air combos," "OTG" and others because they can be found in other FAQS. RYU- Ryu just has an easy feel to him. He is quick and powerful. He can punish foes from close and far away, on the air and on the ground. Using him for keep away is a mistake because he has some wicked combos. Basically, he's one of the most versatile characters in the game. He can chain an SC in an air combo, doing major damage. Top-tier character. Height: 5' 10" Weight: 150 lbs Art: Shotokan Karate Ground Magic Series: Stronger Air Magic Series: Stronger SJ Magic Series: Zig Zag Entering pose: Ryu stands in a raging horse stance Starting pose: Ryu ties his headband Winning pose 1: Ryu turns his back Winning pose 2: Ryu fold his arms and his headband blows in a spontaneously generated wind. **Note: If a move is in quotes, Ryu and Cyclops actually say the name of the move. EX- For "Hadouken", Ryu will actually say "Hadouken." Otherwise, they do something else. (Air)- indicates the move can be done in the air. All damage percents are done on a character with average defenses (Ryu). More damage is done on characters like Wolverine, Spidey, etc, and less damage may be done on character like Cyclops, Cap America, Hulk,etc. (Air)"HADOUKEN": QCT + punch (the strength of the punch will determine the speed) 10% damage. Still quite fast coming out, and are good for pestering you opponents.This is still Ryu's best AC finisher besides the Shinkuu Hadoken. (Air)"TATSUMAKI SENPUKYAKY": QCB + kick (the strentgth of the kick will determine how far Ryu travels) 10% Damage. There really isn't that much this move can do because the Hadoken is alot safer. In an air combo, this move causes the Flying Screen to shift downward, so you can't do the nasty things that were possible in XSF "SHORYUKEN": DP + Punch (the strength of the punch will determine how high Ryu rises) 15% Damage. The standard ARK air defense LEVEL ONE (Air)"SHINKUU HADOUKEN": QCF + 2Punches 33% Damage, 18-21 hits. A beam projectile. This move can be used in an air combo off of a C. Fierce. That's why you don't jump at Ryu! On the ground, Ryu can incorporate it into combos that will drain half of the enemy's life bar. This is Ryu's most useful SC. "SHINKUU TATSUMAKI SENPUKYAKU" : QCB + 2Kicks 33% Damage, 18 hits. This is a stationary hurricane kick with short range. This move can OTG after a sweep, but if the roll, it's over. Also, if the enemy blocks, they can push and leave Ryu spinning to his death. "SHIN SHORYUKEN": DF + 2Punches (if enemy is on the ground or close to the ground) 33% Damage, 3 hits, (if enemy is in the air) 7 hits, 25% damage. This is a vertical dragon punch. It's risky to use his as air defense, because if the enemy blocks, it's open season on Ryu. TEAM SUPER: Shinkuu Hadouken. Ryu will shout "Do it (I think)," and then perform the super. TEAM COUNTER: Hadouken. Don't use while the enemy is in the air TEAM ASSIST: Hadouken REGULAR MOVES S. Jab- This is your basic jab, nothing to talk about. Decent Priority. C. Jab- Basic jab Jumping jab - Basic jumping jab that points downward S. Strong- A mini-uppercut with so-so range. Good Priority F + Strong - An Overhead punch that can only be blocked high. C. Strong- A ducking straight punch with so-so range J. Strong - an jumping uppercut that hits when the opponent is above you S. Fierce - a standing straight punch with medium range. It is fast and has High Priority. Cancel into the Shinkuu Hadouken. C. Fierce - Ryu's only lancher, a full-blown uppercut. This will take almost any air attack out. J.Fierce - A jumping punch that points downward. S. Short - a shin kick. High Priority C. Short- A basic ducking kick J. Short - A knee that points dowward S. Forward- A axe kick with crappy range. Decent Priority up close though. C. Forward - a ducking kick with great range. It has good priority too. J. Forward- A kick that points downward. F. + Forward- This is a hoping kick that takes out low attacks. Cancel into the Shin Shoryuken with this. J.+ U Forward - A jumping kick that points above Ryu S. Roundhouse- A .. . well. . Roundhouse kick with shorter range than the S. fierce. C. Roundhouse - A sweep with good range. Use it to cancel into the Shinkuu Tatsumaki Senpukyaku. J. Roundhouse - A downward kick J. + U Rounhouse - A kick that points straight out. THROWS: Ryu has 3 throws F + Roundhouse: A leg flip throw. I don't think you can OTG after this one, but I could be wrong. F+ Fierce: Basically, this is a slam that still leaves your opponent close to you. (air) F+ Fierce: An air version of Ryu's air flip throw. Dash: It's quite a fast dash that makes it easy to cover ground when you are at midscreen or closer. It's changed from Ryu's hop in XSF to a slide in MSF. Taunt: Ryu adjusts his head band. STRATEGIES: Air: In the Air (outside of Air combos), Ryu is okay, nothing fancy though like Double Jumps, and Air Dashes. Ryu's air fireball and Shinkuu Hadouken are good weapons when the enemy is parallel to you. If the enemy is trying to jump up to catch you, and you are above them, use the J. Roundhouse. If the enemy is above you, use the J. Strong. And of course, if the enemy is rubbing against you and not attacking, throw them. Best Air Defense: Use the ducking fierce for enemies without air fierballs, or dive kicks (like Akuma). Take them into a AC (listed in the combo section). If the enemy does have an air fireball, or other downward air attacks, you could try to knock them out of the air with a J. Strong, J. Jab (then cancel into a Shinkuu Hadouken or Tatsumaki Senpukyaku), use the Shoryuken, or you could meet them with a J.Jab and chain it into an J. Roundhouse, and then cancel into a Tatsumaki Senpukyaku. On the Ground: Basically, Ryu's pokes are average. Your best bet is to use the C. Forward and chain it into S. Fierce, XX Hadouken. If you skip the S. Fierce, you might accidentally do a Shoryuken, which opens you up to big damage. Remeber to dash sparingly (or for that fact, use any strategy sparingly because the enemy might catch on). If you're in close, use the S. Jab, S. Strong, S. Fierce, XX Hadoken (or Shinkuu Hadouken). If the enemy makes a mistake, punish then with this combo or any other appropriate combo listed in the combo section. The Hadouken is also a formidable weapon. To zone, use the jab Hadouken at half the screen and if the enemy jumps, hit then with a Shoryuken. Remember, they must be on the ground, and use this strategy sparingly, or any keepaway strategy sparingly. At full screen, mix up your Hadokens, but beware of people who dash and jump. You can throw a Jab Hadouken and then dash after it. I really don't use the Tatsumaki SenpuKyaku. Ryu also has an excellent tick. Try a S. Jab to tick into a Strong Throw. Confusion: Yes! My favorite tactic. Confusion strategies are when you mess up your opponent's mind. Just for the heck it, dash in and out, doing absolutely nothing. You can dash back and throw hadokens. You can dash forward, do nothing and throw. You can jump into the air, do nothing, and then throw your opponent. You can jump at them, do nothing, and then attack low. Mix up some air fireballs too at a full screen away, but make sure the enemy can't walk under them. Or you can dash forward, and if the enemy blocks low, use the overhead strong. Remember, the utilization of these strategies depends on your opponent, and always mix up your style. If your opponent is too lazy to push, just keep harrassing them with ducking shorts. COUNTERS: block the move (unless indicated otherwise), and then do the attack listed. WOLVERINE Berserker Barrage X (BBX): Use a Shinkuu Hadouken. If you are in the corner, S. Fierce, XX Hadouken (or Shinkuu Hadouken) Fatal Claw: After the fireworks are over, nail him with a Shinku Hadouken OMEGA RED Omega Destroyer: Push and then do Shinkuu Hadouken RYU: Shinkuu Hadouken (air). Duck. If you still take block damage, wait until the Super ends and then use the Shinkuu Hadouken Tatsumaki Senpukyaku: For Ken and Ryu, duck and do the following: C. Fierce, into any air combo Shinkuu Tatsumaki Senpukyaku: Who doesn't know? Push and then do a Shinkuu Hadouken AKUMA: Tatsumaki Senpukyaku: Duck and then launch him. SAKURA Running dragon punch: do a Hadouken. This will counter even the jab version. For her stronger versions use the Shinkuu Hadouken Hurricane kick: S. Fierce, XX Shinku Hadouken, (or Hadouken) SHUMA GORATH: Mysic Smash: Block and then counter with a Hadouken or Shinku Hadouken BLACKHEART Inferno: Shinkuu Hadouken Dark Thunder: Shinku Hadouken M. BISON/VEGA Psycho Crusher: When you turn around, use a Shinku Hadouken Knee Press Nightmare: Lauch into an air combo, or do a Shinku Hadouken/any SC or your choice. SPIDERMAN: Web Swing: S. Short, S. fierce, Shinkuu Hadouken (or Hadouken), or launch him with a C. Fierce. Or alternatively, a Shin ShoryuKen. Maximum Spider: Shinkuu Hadouken Crawler Assault: Push block, then do the folowing chain: S. Fierce, XX Hadouken, (or Shinkuu Hadouken), or Lauch him with a C. Fierce. CAPTAIN AMERICA: Hyper Charging Star or Charging Star: S. Jab, S. strong, S. Fierce, XX Hadouken (or Shinkuu Hadouken). Or independently any SC or your choice. DHALSIM: Jab Yoga Flame: Hadouken, or Shinku Hadouken Strong Yoga Flame: Block the first hit, push, and then do a Shinkuu Hadouken Fierce Yoga Flame: Block the first hit, push, and do a Shinkuu Hadouken Yoga Inferno (VERY CLOSE, as in almost rubbing against Dhalsim): Block, and then launch, or do a S. Jab, S. Strong, S. Fierce, XX Shinkuu Hadouken, or independly, any SC or your choice Yoga Inferno (close): As soon as the screen freezes, do a jumping block (up-back on the controller). When the Yoga Inferno finishes, you will be pulled in towards Dhalsim. Do the combo listed above or the SC of your choice. Yoga Inferno (mid screen or further): As soon as the screen freezes, jump back. You won't take block damage. Wait until the end of the Inferno and then do a Shinkuu Hadouken. HULK: Gamma Crush: Shinkuu Hadouken Gamma Charge : S. Jab, S. Strong, S. Fierce, Shinkuu Hadouken (or Hadouken), or any other SC. CHUN LI: Senretsu Kyaku: Block and then do a S. Fierce into a Shinkuu Hadouken (or Hadouken) Kikosho: Block and do a Shinkuu Hadouken combo. If you are out of the Kikosho's range, wait and do a Shinkuu Hadouken Axe Kick: S. Short, S. Fierce, XX Shinkuu Hadouken (or Hadouken) ************************************************************************ ************************************* CYCLOPS- In XSF, Cyclops used to incorporate many moves into long combos, However, Cyclops does major damage this times around so he can put some major hurt on an enemy without those long fancy combos. He also still has some thow combos, although most of them involve OTG. He is also quick and his dash the longest range in the game (along with Chun Li, maybe a few others too). He's an excellent counterattacker, but doesn't necessarily have to wait for an opponent's mistake. Using him just for keepaway is a mistake because he has great priority on his normal moves. A top-tier character. Height: 6' 3" Weight: 195 lbs Art: Judo, Kickboxing, and a number of other styles Ground Magic Series: Zig Zag Air Magic Series: Stronger SJ Magic Series: Zig Zag Entering pose: Cyclops rears back and says, "Yes!" Starting pose: Cyclops throws his X-men Jacket up and says, "Come and get me!" Leaving pose: Cyclops says, "Your turn." (Air)"OPTIC BLAST": QCT + Punch ( Jab= Ducking Optic Blast, Strong = Standing Optic Blast, Fierce = Upward Optic Blast) 10-12% damage, anwhere from 2-4 hits. Although this move starts a tad slower than in the previous game, this move is just about completely safe and causes more damage (more hits) in MSF as opposed to XSF. It's still lighting fast and Cyclops can fire these off like wildfire, although it is advised that you don't. A much improved move. "CYCLONE KICK": QCB + Kick 16% damage. A 2 hit kick. This is a good move to use when you dash in for a short ground combo, and also will stop people dead in their tracks when they dash in with ducking shorts.Only few characters can counter it consistently, (Omega Red's "Omega Strike", Captain America's S. Fierce, Dhalsim's S. Fierce, and Wolverine's "Fatal Claw," and "BBX") especially is you don't use it when Cyclops is too close to the enemy. Inproved damage from XSF. RUSHING PUNCHES : Charge Back, Foward + Punch repeadedly 15% damage. A 6 hit punch and kick combo that ends with the Optic Bullet (S. Fierce). This move is almost useless because three reasons: 1) it is a charge move and is hard to combo, 2) Cyclops's combos do so much more damage in MSF, so there is no need to chain then into long combos like in XSF, 3) There are no combo possibilities afterward anymore! BULLDOG: Charge Back, Forward + Kick 19% A running throw that is unblockable. There is a little bit more delay on the startup than in XSF, and it is a charge move. Still, it is very effective to tick your opponents with the Optic Bullet and then pull this move off for some good damage. Also, don't forget, you can OTG after this throw, so get the timing down. "OPTIC SWEEP" + Forward to down, + Punch 10% damage. An Optic Blast reflected off of the ground. Same as in XSF, but there are a few more hits (which means extra damage). "GENE SPLICE": DP + Punch 15% damage. A standard Shotokan air defense move. Not much to say here. The number of hits depends on the strength used. Fierce punch will give you the most hits. LEVEL ONE MEGA OPTIC BLAST (MOB): Cyclops says, "Behold! Optic Blast!" QCF + 2Punches 50% damage close (up to 37 hits), 40% damage elsewere ( up to 20 hits). A huge beam of death, but don't use it too close. (Air)SUPER OPTIC BLAST (SOB): Cyclops says, "Behold! Optic Blast!" forward to down + 2Punches 38% damage. 3 of these will easily kill an opponent with room to spare. A medium size Optic Blast that can be reflected off of the floor. This is Cyke's best Super and it is a great counterattack. (12-14hits) TEAM SUPER: QCT + (Fierce + Roundhouse) Mega Optic Blast. If Cyke starts the team super, he will say "Here we go!." If he is on the sidelines, he will say, "Yes." TEAM ASSIST: Strong punch + forward kick Gene Splice If Cyke summons Ryu, he will say, "Do it!" Otherwise, Cyke will perform his Gene Splice if summoned. TEAM COUNTER: Back to down + (Roundhouse + Fierce) (Level one) Optic Blast ** SPECIAL: Cyclops also has a double jump. REGULAR MOVES S.Jab: Basic Jab, but slower than his S. Kick. You can chain two of these together. C. Jab: Basic Jab J. Jab: Basic Jab S. Strong: Cyclops's launcher. Like all of his punches, it isn't too quick. Use only in combos. C. Strong: An elbow type move. The priority is decent. J. Strong: A jumping uppercut, useful for when the enemy is above Cyke. J.+D Strong: This looks like his J. Fierce and serves the same purpose. Don't use it in an Air combo. S. Fierce: The Optic Bullet. You can cancel it into a Cyclone kick, GeneSplice, Optic Blast, or any other Super or Special move. C. Fierce: Quicker than the S. Fierce. This move should be used instead of the S. Fierce because enemies can't duck it. J. Fierce: A horizontal chop. Good for air to air combat, although not as good as the J. Roundhouse. J+D Fierce: A Double-fisted downward blow. Great Priority. S. Short: Like most of Cyclops's kicks, the priority on this move is HIGH. Use it to poke or start a long combo. You can chain two of these together. C. Short: Slower than the S. Short, so don't use it too much. You can chain many of these together. J. Short: A Knee attack that is excellent for crossing the opponent up. J +D Short: It's a Diving kick of some sort. Cyclops pokes his leg downward in a greatly prioritized move. S. Forward: Another High priority move that is excellent for poking. C. Forward: You guessed it, High priority. It has limited range though. J. Forward: It looks like an air version of the C. Forward. Useful for when the opponent is above you. J +D Forward: A straight kick in the air. Don't use it in Air combos. S. Roundhouse: A fast kick with Excellent Priority. Beware of people who duck. You can chain a second S. Roundhouse with the first. C. Roundhouse: A sweep with Good Priority and awesome range. Nice for setting up an OTG. J. Roundhouse: A flip kick with excellent coverage. Use it in air to air combat. J+D Roundhouse: A Drop Kick with HIGH Priority. THROWS: Cyclops is a throw specialist. He has 6 throws, and you can even OTG into big damage. F+ Strong: An optic surge that can be directed up, or up-forward. Bulldog: Mentioned above. Also see the OTG combos in the combo section. F+D + Roundhouse: Cyclops's famous leg flip throw. If Cyclops finds himself able to throw while he's cornered, he can use this move and follow up with an OTG. F+Roundhouse: Cyclops's Optic drill. Cyclops will hold the enemy, fill him with solar radiation, and then let go. If you throw the enemy into the corner, don't forget to use an OTG. F + Fierce: I don't use this move anymore. Cyclops slams the enemy into the ground, but the enemy bounces up and recovers in the air. (Air) F+ Strong or Fierce: Cyke's air throw. It forces them against the pavement with a downward thrust Optic Blast. Dash: One of the best in the game! It's not only is quick, but it goes ALL the way across the screen, making it better than Wolverine's or Spiderman's. Taunt: Cyclops says "COME ON!" and touches his visor. STRATEGIES Air combat (not air combos): Cyclops is very good in the air with great priority. The Air Optic Blast is quick across the screen, albeit a bit thin. His SOB can locate enemies ANYWHERE on the Screen, and plus, he has a double jump. For air to air combat use the Air Optic Blast, or J. Roundhouse. If the enemy is trying to jump and they are below you, use a D+ Roundhouse or a D+ Fierce to bring them back to earth. If they are above you, use a air Strong or air Forward. The Air Roundhouse, and the Air short are excellent for cross ups. Use them. Air Defense: The crouching Forward has lost air priority from XSF, so don't use it normally (although it is great on the ground). The Gene Splice is great for opponents with air fireballs, or downward air attack. also, you can meet them with a 3 hit air combo. If your luck you can try to chain the SOB into the air combo, but this only works consisently on very small characters. If the enemy doesn't have air fireballs, you can back up and use the S. Roundhouse and chain it into an Standing Optic Blast or SOB. On the ground: Heh, this is a great place for Cyke to be! Use the Mega Optic Blast for countering Dragon Punches, but that's about all. Otherwise, for comoboing, use the SOB. You can mix in an optic blast here and there, and if they are in the air, fire a standing optic blast to force them to the edge of the screen. In the corner, slowly tick a S. short, into a D. short, into a C. Fierce, XX Bulldog to catch the opponent by suprise. If they don't roll, follow up with an OTG. Also try this tick: hit you opponent with a S. short and then flip him with the Leg Flip (D.F + Roundhouse) or Optic Surge (F+Roundhouse). These are NASTY ticks, so use them. You shouldn't really stick soely to keep away, because you can only do limited damage and your oponnent will eventually catch up with you. On smaller, faster opponents, use the Optic Blast less, and use you reach advantage to poke them. The Optic bullet is an excellent poke, and one of the best. Move to mid-screen and fire an optic bullet, if they block, do a Cyclone kick, but if the jump, cancel into a Gene Splice. This is a good zoning technique that can be use with Cyclops's retreat technique. Cyclops's retreat technique consist of dashing backwards, and using a low optic blast if they are on the ground, and if they are in the air, dash backwards and time the optic blast to hit them as they reach the ground. Beware of super fireballs! A good Cyclops player combines zoning, keepaway, poking, ticking, and fighting up close. Like in XSF, don't use Cyclops's punches as combo starters because his priority lies in his kicks. Confusion: This is also a good technique for Cyclops to use. Constantly dash back and forth and use his double jump to confuse opponent. If the enemy likes to jump alot, and they probably will against Scott (e.g. trying to avoid your optic blast), jump away from them and fire an optic blast in the air. Most of the time, they'll be hit. If the enemy is turtling, you can run up to them, and while they are anticipating an attack, just toss them with Cyclop's Leg Flip. If the enemy persistently blocks jump ins, jump and do nothing, and then throw them when they reach the ground. You can also jump in, do nothing, and then attack low. If they are in the corner (as most turtles are), they will be in a world of hurt with Cyclops's throw combos. COUNTERING: For this section, block the move mentioned, and then perform the counter unless indicated otherwise. WOLVERINE Berserker Barrage X (BBX): Use a jab optic blast, or SOB, or if you are in the corner, use this chain: S. Short, S. Roundhouse, XX Cyclone kick, (or SOB) Drill Claw: As soon as you come out of block stun, fire an optic blast or SOB. Fatal Claw: After the fireworks are over, nail him with a MOB or SOB combo. S. Fierce: This move has loads of recovery for a standard punch. Shoot him with a Jab Optic Blast as soon as you exit block stun, or if you are good, you can even connect with the Super Optic Blast. OMEGA RED Omega Strike: As soon as you block the this move, do an Optic Blast or a Super Optic Blast. You will hit him even if he recoils. Omega Destroyer: Push and then do a SOB after the coils subside. You can do a MOB, but the timing is more precise. RYU: Shinkuu Hadouken (mid-screen): Alright, this one's a toughy. First thing to do is block and then push (but sometimes you won't even push!). If you do manage to push, as soon as the super stops (and Cyclops recovers) fire a SOB or Optic blast. If you are too early with the SOB on the Saturn controller, you will push again. Shinkuu Hadouken (full screen): Easier than the previous one. Hold up as soon as the screen freezes. Cyclops will jump. Double jump forward and aim a SOB down on his head. Shinkuu Hadouken (Ryu in the air). Duck. If you still take block damage, wait until the Super ends and then use the MOB. Tatsumaki Senpukyaku: For Ken and Ryu, duck and do the following: D. Forward, XX Fierce Optic Blast. Or, D. Forward, S. Roundhouse, XX Optic Blast/SOB (remember to aim). Shinkuu Tatsumakisenpukyaku: Who doesn't know? Push and then MOB. AKUMA: Tatsumaki Senpukyaku: Push, and then do an Optic Blast. SAKURA Running dragon punch: do a Cyclone kick quickly. This will counter even the jab version. For the stronger versions use the MOB. Hurricane kick (short): S. Roudhouse, XX Cyclone Rouhouse kick or SOB SHUMA GORATH: Mysic Smash: Block and then counter with a jab Optic blast or a SOB BLACKHEART Inferno: SOB, MOB, or optic blast Dark Thunder: Optic Blast, SOB Judgement day (full screen): Don't block, just super jump and aim a SOB down on him. M. BISON: Psycho Crusher: When you turn around, use a MOB Knee Press Nightmare: S. Roundhouse, S. Roundhouse, SOB (aim). Or, a nice little combo I do that does good damage: C. Forward, XX Fierce Optic Blast. Alternatively, you can use an air combo. SPIDERMAN: Web Swing: S. Roundhouse, S. Roundhouse, Cyclone Kick (or SOB) Maximum Spider: MOB Crawler Assault: Push, then do the folowing chain: S. Roundhouse, XX Cyclone kick (or SOB) CAPTAIN AMERICA: Hyper Charging Star or Charging Star: S. Roundhouse, S. Roundhouse, XX Cyclone kick (or SOB) DHALSIM: Jab Yoga Flame: Block and then do an Optic Blast, or SOB Strong Yoga Flame: Block the first hit, push, and then do a SOB, or Optic Blast Fierce Yoga Flame: Block the first hit, push, and do a MOB Yoga Inferno (VERY CLOSE, as in almost rubbing against Dhalsim): Block, and then do a Roundhouse, XX Cyclone Kick (or SOB). Yoga Inferno (close): As soon as the screen freezes, do a jumping block (up-back on the controller). When the Yoga Inferno finishes, you will be pulled in towards Dhalsim. Do the combo listed above. Yoga Inferno (mid screen or further): As soon as the screen freezes, jump back. You won't take block damage. Wait until the Inferno has almost ended and then do a MOB. HULK: Gamma Crush: MOB Super Gamma Wave (close): Don't block, just double jump straight up quickly, do the SOB, and follow the computer's aim. Direct it as necessary. Super Gamma Wave (mid screen): Don't block, just double jump straight up quickly, do the SOB, and aim downward. Super Gamma Wave (full screen): Don't block, just double jump straight up quickly, do the SOB, and aim downward. Gamma Wave: do the same thing for the super gama wave, but you don't have to double jump for this one. If you're close, use a jump in. CHUN LI: Senretsu Kyaku: Block and then do a S. Roundhouse, S. Roundhouse, SOB (or just the SOB alone) Kikosho: Block and do a SOB. If you are out of the Kikosho's range, wait and do a MOB. Axe Kick: S. Roundhouse, XX Cyclone kick, (or SOB) CYCLOPS: Mega Optic Blast: SOB Cyclone kick: Optic Blast ************************************************************************ ************************************* VS Section: How to Fight Certain Characters. General Tips for Cyclops: If you are fighting a opponent who loves to dash in with D. Shorts, the Cyclone kick will deal with them nicely. For opponent who like to dash standing, the D. short has more range than most other character's attacks. If you would rather avoid a dash in, simply jump. If you can pin your opponents back with Optic Blast and make them dash from a full screen, you will have more time to anticipate your opponent and snuff his attack. More than likely, your opponent will be jumping/dash-jumping alot against Cyclops in an effort to get close.. Take them out of the air if they like to dash-jump, and if they are regular jumping from over half the screen, a Standing Optic Blast should back them up. The S. Roundhouse will work against certain characters, but it is safer to do the air combo because of two reasons: A) If you get hit on the ground, you can loose a ton of life, as opposed to getting hit in the air, and B) Characters with air Hadoukens, and such will eat you up. If you dash backwards as the enemy dash-jumps forward, you can usually score an Optic Blast (along with an Optic Bullet) because they will swing and miss you. Make sure you superjump if you are close to the corner. Once the opponent is close, Cyclops's C. Forward will take almost ANY similar strength attack out, whether it be Chun Li's C. Forward, or Wolverine's S. Strong. At worst, the only thing it will trade hits with is Chun Li's S. Strong. Follow up with a S. Roundhouse and cancel into a Super Optic Blast, or Regular Optic Blast for nice damage. Cyclops's standing Short is awesome as well, and will at least trade hits with most other normal moves (including Wolverine's and Chun Li's). Link it together in a combo for good damage. Those are your basic combo starters for Cyclops. If you are sick of blasting through fireballs, just jump straight up and aim a Super Optic Blast down on their head. Remember to cross the opponent up in all fights. Combine these tatics with the tatics mentioned above. General Tips for Ryu: You can run with Ryu in the Same fashion as you run with Cyclops. This is good against certain characters like Zangief. If any opponent tries to jump at Ryu and doesn't have a downward air fireball or spear kick, use Ryu's C. Fierce. This will beat just about any attack. Afterwards, follow up with an air combo ending in a Shinkuu Hadoken. If you can intercept an opponent in the air, you can use the J. Jab and cancel into a Shinkuu Hadoken for nice damage. You can poke with Ryu using a C. Forward, but sometimes if you try to cancel into a Hadoken after a short dash, you will do a Shoryuken instead. The solution to this is to get close enough to chain a S. Fierce and then cancel into a Hadouken. When Ryu is close, he should use the S. Short because its priority is almost ultimate. You can chain this move into a S. Fierce and then follow up with a Shinkuu Hadouken. For turtles that like to just sit and crouch, use the S. + F Strong to make them stand at attention. If the opponent likes to dash with a C. Short, use the F+ Forward to do the Hop Kick. Cancel this into a Shin Shoryuken. Wolverine: His stamina has decreased since XSF and the range on his dash has been cut, but for such a small guy, he is a great cross-up target. Cyclops's J. Short will connect almost anywhere behind him, and best of all, you can screw up the guy's Fatal Claw rotation. Ryu's U+J. Forward requires more precise timing though, although it is great to use also. Remember, if you ever block a Fatal Claw or Drill Claw, retaliate with full force, and use the Berserker Barrage X, and S. Fierce counters listed above. Cyclops should also try to poke with S. Shorts, and S. Forwards because his range is just as good as Wolvie's. He should also do alot of tick and follow up with the Leg Flip or Optic Surges. If he happens to land in the corner and doesn't roll, follow up with a punishing Throw combo. Ryu should tick using the S. Jab and then throwing with the Fierce punch. Of course, these ticks should be used in every fight, so I will not mention them in every section. Remember though, ONLY SCRUBS THROUGH EXCESSIVELY. If you want to play keepaway, do so with caution, but if you need to run, Ryu and Cyclops should have no problem matching Wolverine's speed. Omega Red: Systematically Dismantle him using the Omega Strike and Omega Destroyer counters listed above, and he will wish he never heard of the "Omega Strike" or "Omega Destroyer". If he tries either of these moves, quickly make him pay before he can recall. Most of all, stay in the air, because he will eat you up on the ground. If you do that, you will have a good chance of winning, because Red's S. strong, and Upward Omega Strikes can easily be outprioritized. Like Wolverine, he is an excellent cross up target. Also remember that Omega Red needs room to operate (his optimal range is about half-screen), so stay top of him, and you should be able to win most priority wars. Ken: Well, he really isn't that good this time around. If he tries to use his Fireball, you know what to do. Cyclops should use his Optic Blast, and Ryu should use his Shinkuu Hadouken. His air hurricane kick now has recovery when he reaches the ground, so make him pay for using this move. Ryu should poke with the D. Forward and Cyclops with a S. Short or S. Forward. Akuma: Watch out for this guy. If he hops over an Optic Blast of Hadouken, he could follow up with a Tenma Gou-Zankuu. Be careful with your projectiles, and if he jumps, knock him out of the air with an air combo, because his air -to- air priority isn't that great. If Akuma gets hit, he feels it, so you probably won't need to connect that often. If his air hadokens get predictable, use the Mega Optic Blast or Shinkuu Hadoken to fry him as he falls. Alternatively, Cyclops can jump up and shoot him out of the air with a Optic Blast or SOB. Remember, Akuma cannot block after an air fireball, so if you can dash under him, he will be in a world of hurt. Your crossups of choice should be Ryu's J. U+Forward Kick and Cyclops's J. D+Roundhouse kick. Ryu: Cyclops should use his Optic Blast against the Hadouken, and also, he should use the Shinkuu Hadouken counter listed at the begginning of the faq. Other than that, he's a standard ARK. Like Akuma, Ryu cannot block after an air Hadouken. Use the Mega Optic Blast or the Shinkuu Hadouken to burn him if he whiffs with that move. Cyclops: Ryu should be careful with his Hadoukens. Eating an Optic Blast up with a Shinkuu Hadouken will be hard to do if the Cyke player is good. Keep the pressure on him and if you block a Mega Optic Blast up close, retaliate with a nice combo. Cross Cyclops up as you would Wolverine. Blackheart: Almost all of his moves can be countered and snuffed with no problem. If you are Cyclops, and he does a Judgement Day from across the screen, super jump straight up and shoot a Super Optic Blast down on his head. This shouldn't be one of your difficult fights. Shuma Gorath: Don't try to outpoke the pokester. You should cross him up however with the J. Forward for Ryu, and the J. Short for Cyclops. If the Shuma Player is good, he can run under an optic blast, so keep the Optic Reflect handy for such occasions. If he tries a Chaos Dimmension, I have some advice for you: RUN, RUN, RUN! Otherwise, treat him like Omega Red and don't give him any room to Operate. Stay in his FACE.. . ehr. . Eye! Captain America: He, like Wolverine, is also an excellent cross up target. Ryu should use the J +U Roundhouse, and Cyclops should use the J. Short. He basically has lost most of his MSH priority, so get in close (watch out for the S. Fierce) and you should be able to snuff most of his attacks. Spiderman: IMHO, this one's harder than the Wolvie fight, but like Wolvie, his stamina is lacking. You should, however, be able to contain Spiderman's aerial attack by using some good defensive counters. On the ground though, it will get harder. Cyclops's range is slighly better than Spidey's and he should use some nasty ticks, and combine it with keepaway CAUTIOUSLY. The J.+ Down Roundhouse will serve as a better cross up for this fight. Ryu should use the J. Forward or J. Roundhouse to cross up and try to poke with D. Forward. Chun Li: Unless she has the Super Bar filled, she's a tamed puppy. Once she does, however, it's a different story. Her C. Forward is about the best poke in the game, but she can't follow it with a Senretsu Kyaku like she could in XSF. Otherwise, the range on most of Chun Li's attacks sucks (Priority is nothing without range). Therefore, try to poke her with Ryu's C. Forward, and Cyclops's S. Short, and S. Forward. Cyclops as always should tick, and use the J. + Down Roundhouse to Cross her up. When in close, Cyclops's C. Forward will outprioritize MANY of her normals and the S. Short is no slouch either. Chain these moves into other normals moves, and then into super moves for good damage. She's probably the poorest cross-up target (along with Sakura). Try to use Ryu's J. Short, and Cyclops's J. Short. Dhalsim: If he trys to slide under an optic blast, use an Optic Reflect, and of course, a Cyclone kick will eat up almost any low attack. Otherwise, he can't compete up close or in keepaway. His Yoga Inferno is slow and uncomboable, and it doesn't even go the full screen. Use Cyclops's Optic Bullet alot to nail Dhalsim's limbs if he trys to poke at you, and use the Optic blasts to eat up his projectiles. Don't forget to look in the counters section as well. Ryu should get close and beat the stuffing out of him. Just beware of his air counters and it shouldn't be a difficult fight. Use Cyclops's J+D Roundhouse and Ryu's J. Short for cross ups. Dan: If you handle him like Ken or Ryu, you should do very well, because he isn't as good as Ken or Ryu. Dan's priority isn't great so you can either fight him close or far anway (because his fireball sucks). If you make a mistake, he will use his Supers, so as in any fight, be careful. Zangief: Is he a projectile magnet or what? He's basically Optic-bait or Hadoken-bait. If you run all day, you should do just fine, because Cyclops and Ryu are so much faster. If you feel like jumping in, you can do that too, because he is short on air counters. Some Gief players will try to knock you out of the air, but you should be able to outprioritize any of his normal air attacks. You should have a field day crossing Zangief up. Use Cyclops's J. Short or Ryu's J.+U Forward. Hulk: One word describes him- SLOW. Even though he has super armor, you should be able to dial it away with quick attacks. If you block a S. Fierce, super him with a Super Optic Blast or a Shinkuu Hadouken. He's a little weak in air defense, save his Gamma Crush. Therefore, it is wise to wait until the last possible moment to attack him from the air, because the Gamma Crush has a small startup delay. Fortunately, Cyclops and Ryu have Fierce attacks that stun the Hulk, as opposed to others who don't (Wolverine). HE CAN NOT ABSORB AN OPTIC BLAST. Feel free to do this from across the screen. If a Hulk player is foolish enough to take to the air, Ryu should use a short air combo, ending in a Shinkuu Hadouken, and Cyclops should do a short air combo. Make sure you also use Cyclops's Gamma Wave Counter listed in the counters section. You should have a field day crossing Hulk up. Use Cyclops's J. Short or Ryu's J.+U Forward. Norimaru: ?? I've never seen anyone play this guy so I don't have any tips on him. Sorry!! Sakura: If she hits you with he air Hadoken, you can Super her as she falls back down to earth. Make sure to retaliate with full force. Her Shoryuken goes through projectiles, but sometimes she can get predictable with it- MAKE HER PAY. Use the counters mentioned in the counters section as well. You'll have a hard time beating her J. Roundhouse on the ground, so take to the air were you can outprioritize her. Jumping at her is relatively safe, but just watch out for the Shinkuu Hadouken when she has a level of the super bar. Use Cyclops's J. Short and Ryu's J. Short. Make sure you try out the MOB combo listed below. ************************************************************************ ************************************* COMBOS: Now the fun begins. **Note, if you see two moves joined like "Mega Optic Blast/Team Up Super", the damage listed only pertains to the first move. Either move will fit into the combo though. CYCLOPS 1.) J. Roundhouse (land and dash), S. Short, C. Forward, S. Fierce, XX Mega Optic Blast/Team Up Super Comments: (70% damage on Chun Li, 55% on Sakura) Yes!!! Finally a way to combo the Mega Optic Blast!. It only works on Sakura and Chun Li, though. When fighting Chun Li, the combo meter will reset before the S. Fierce, but I had a friend "test block" for me, and he couldn't block it (I don't know why the combo meter screwed up). Therefore, the damage done to Chun Li is ENORMOUS, around 70%, while on Sakura, it does less damage that combo#2. That makes me wonder what's the big deal about comboing the MOB anyway. 2) J. Roundhouse (land and dash), S. Short, S. Roundhouse, S. Roundhouse, XX Super Optic Blast. Comments: (55% damage)Totally awesome damage, and even more than Wolverine's Fatal Claw combo. 3) J. Roundhouse (land and dash), S. Short, S. Forward, C. Roundhouse, XX Mega Optic Blast/Team up Super Comments: (60-65% damage)This combo only works on Wolverine. Don't ask me why. 4) (dash) S. Roundhouse, S. Roundhouse, XX Cyclone Kick Comments: (30% damage). This combo hurts. This should be your combo of choice for countering switches and Dragon Punches when you don't have a super. 5) (dash)C. Fierce, XX Cyclone Kick/ Comments: (25% damage). This is excellent for poking at people! The Bullet will push them back far enough so you will be relatively safe after the Cyclone Kick. 6) (dash) S. Forward, C. Fierce, XX Cyclone Kick Comments: (28% damage). This is also good for poking. 7) (dash) S. Short, S. Forward, XX Cyclone Kick. Comments: (20% damage) 8) J. Roundhouse (land and dash), S. Forward, S. Roundhouse, XX Cyclone Kick Comments: (30% damage) 9) J. Roundhouse (land and dash), S. Jab, S. Short, S. Forward, C. Roundhouse, XX Optic Sweep/XX Cyclone Kick Comments: (30% damage) 10) J.+D. Short, J. Forward, J. Roundhouse, (land and dash), S. Jab, S. Short, C. Strong, S. Forward, C. Roundhouse, XX Optic Sweep Comments: This is a 10 hitter that only works on taller character (like Cap America) in the corner. 11) J.+D. Short, J. Forward, J. Roundhouse, (land and dash), S. Jab, S. Short, S. Strong, SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, SJ. Fierce, SJ. Roundhouse, OTG C. Short, S. Forward, S. Roundhouse, S. Roundhouse. Comments: this is a cool 16 hitter that works on taller characters in the corner. The OTG in this 16 hit combo is very hard to pull off. 12) J. Roundhouse, (land and dash), S. Short, S Strong, (Super Jump), SJ. Jab, SJ. Short, SJ. Strong, XX Super Optic Blast. Comments: (50% damage). I have yet to pull this combo off consistently, but it does work once in a blue moon. Don't rely on it. 13) J. Roundhouse, (land and dash), S. Short, S Strong, (Super Jump), SJ. Jab, SJ. Short, SJ. Strong, Air Throw Comments: This is a cool looking combo. 14) J. Roundhouse, (land and dash), S. Short, C. Forward, S. Fierce, XX Optic Blast/Gene Splice. Comments: Beware of heavy characters, as this won't work on them. 15) Roundhouse Thow / Leg Flip/ Bulldog (into corner), OTG, C. Forward, S. Roundhouse, XX Optic Blast/Super Optic Blast Comments (with SOB, 50%, with Optic Blast, 30%). This is one of Cyclops's throw combos. If you are fighting Spiderman, Captain America, or Omega red, use this sequence for the OTG: C. Short, S. Forward, S. Roundhouse, XX Optic Blast/Super Optic Blast. If you are fighting Chun Li, Sakura, and even Dhalsim, you can actually hit them BEFORE they hit the ground (using the Roundhouse Throw and Bulldog). Heck, I've even managed to OTG XX Mega Optic Blast Chun Li after the Bulldog while out of the corner! You can even try to SOB her before she hits the ground after the Bulldog. If you are using the Leg Flip (D+Forward + Roundhouse), Cyclops must be cornered so he can flip the enemy into the corner. Sometimes, during the SOB, I have managed to "trap" the enemy against the wall and score a ton of hits. I don't know how I did it, but it seems to happen at random. 16 ) J. D+Fierce, XX Air Super Optic Blast (land), S. Short, S. Roundhouse, XX Super Optic Blast. Comments (65% damage). I love this combo. You have to be in the corner, but it will work on character even as short as Wolverine and Spiderman. 17) J. Roundhouse, (land and dash), S. Short, S. Forward, XX GeneSplice Comments: A standard Gene Splice combo. 18) J. Roundhouse, (land and dash), S. Short, S. Strong, XX Super Optic Blast Comments: This is a tough one. In the corner, after the S. Strong, super jump straight up and do the SOB quickly (aim it forward). You should repeatedly nail the enemy against the wall for alot of hits. This may or may not work on certain characters. Out of the corner, super jump straight up and aim the SOB appropriately. 19) J. Roundhouse, (land and dash), S. Short, S. Forward, C. Roundhouse, OTG XX Super Optic Blast Comments: Sometimes I have managed to "trap" the enemy with the SOB in the corner, and I scored a ton of hits. More than likely though, you will have to aim the SOB. ************************************************************************ ************************************* RYU 1) (dash) S. Jab, S. Strong, S. Fierce, XX Hadouken Comments: (20% damage) A standard combo to use when the enemy makes a mistake and you don't have a super. 2) (dash) C. Forward, S. Fierce, XX Hadouken Comments: (20% damage). This is Ryu's "poking" combo. It should be used while dashing in. 3) J. Roundhouse, S. Jab, S. Strong, C. Roundhouse, OTG XX Shinkuu Hadouken/Team up Super. Comments: (45% damage) The Shinkuu Hadouken will OTG in MSF. Beware of rollers.You can replace the Shinkuu Hadouken with a Team up Super. 4) (Ryu in corner) XX Shinkuu Tatsumaki Senpukyaku, OTG C. Short, C. Fierce, XX Shin Shoryuken, C. Fierce, SJ. Jab, SJ. Short, XX Shinkuu Hadouken. Comments (50-60%). Wow! Ryu can chain all of his Super combos together in one combo. Amazing. If Ryu is in the corner, the Shinkuu Tatsumaki Senpukyaku will toss the enemy into the corner. Follow up with the OTG. After the Shin Shoryuken, the enemy will fall down. Juggle them with a C. Fierce and complete the combo. 5) (Ryu in corner) XX Shinkuu Tatsumaki Senpukyaku, OTG XX Shinkuu Tatsumaki Senpukyaku Comments (45% damage) I've only gotten this combo to work once. The first super will throw the enemy into the corner and you can do the second super. 6) J. Short, J. Forward, (land and dash), S. Short, C. Fierce, XX Shin Shoryuken, C. Fierce, XX Shin Shoryuken, C. Fierce, Shin Shoryuken, C. Fierce, SJ. Jab, SJ. Short, SJ. Fierce. Comments: This is a waste of the superbar. The Shin Shoryuken does do little damage in this situation. On smaller characters, use a J. Roundhouse instead of the J. Short and J. Forward. You can make this into an infinite if you have the Combo meter set on "Full." Just keep repeating the C. Fierce, XX Shin Shoryuken. 7) J. Roundhouse, (land and dash), S. Short, C. Fierce, SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, XX Shinkuu Hadouken. Comments (45% damage). This is Ryu's typical air combo with a super on the end. Doing the whole super jump chain is risk, because it is unreliable (especially on smaller characters). What I do is skip the SJ. Strong and SJ. Forward. 8) J. Roundhouse, (land and dash), S. Short, XX Shin Shoryuken Comments (35% damage) Another waste of the super bar. It's best to do the Shinkuu Hadouken combo. BTW you can substitute the Shin Shoryuken with a regular Shoryuken. 9)J. Roundhouse, (land and dash), S. Jab, S. Strong, S. Fierce, XX Shinkuu Hadouken/Team Up Super Comments (50% damage). this is the combo that should be used most often when you have a level available. You can replace the Shinkuu Hadoken with a Team up super. 10). J. Roundhouse, (land and dash), S. Short, D. Strong, C. Fierce, SJ. Jab, SJ. Short, SJ. Strong, SJ. Forward, SJ. Fierce. Comments: This is a standard air combo. For small characters, omit the D. Strong. Also, replace the SJ. Strong, and SJ. Forward with a SJ. U+Forward. You can finish the combo with a Hadouken, or a Tatsumaki
Senpukyaku as well.  If you don't decide to do that, you will be able to 
tack on a SJ. Roundhouse in the corner.

11). (dash) S. Jab, S. Strong, XX Tatsumaki Senpukyaku.

Comments:  None.

12) (dash) S. Short, C. Roundhouse, OTG XX Shinkuu Tatsumaki SenpuKyaku.

Comments:  None.

13) F+Forward, XX Shin Shoryuken

Comments:  This is excellent for fending off oponents who like to dash 
with S. Shorts.
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My Rankings chart (top 5) in no particular order.  You can disagree with 
me if you want, but I don't need 100,000 emails trying to convince me 
why Blackheart, Shuma, or etc is the best.


CYCLOPS

Speed and Priority-4

What can I say.  His dash is as fast as any of the pixies, except maybe 
Chun Li.  His attack speed on his kicks is on par with their's as well.  
In the air, the SOB and S. Rounhouse rule.

Power-4.

This is what makes him better than the Pixies IMHO.  He can do a hell of 
alot more damage by chaining into his SOB.  Don't let me block a switch 
or you could loose 55% of you life.  His throw combos are also powerful.

Defense- 4.

This also makes him better than the Pixies.  he has more stamina than 
Chun Li, Spidey, or Wolvie.

Comboability- 5:  Cyclops has more ground finishers than anyone, may it 
be the Rushing Punches, Cyclone kick, Optic Blast, Optic Sweep, or Gene 
Splice.  His moves are some of the safest in the game if block.  No 
problems here.

Overall 4.5.

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SPIDERMAN  

Speed an Priority-4

He's also good in this area.  He doesn't get a 5 in speed because his 
walking speed is in fact SLOWER than Cyclops and Ryu.  Although his dash 
gives him "push"  it's still not faster and it doesn't cover as much 
ground as Cyclops's.

Power-3.

The fact that he can't chain into supers must be counted in here.  
However, his air combos are so easy to do that it won't really matter.  
His ground combos don't do crap in terms of damage.

Defense-3.

Spidey looses alot of life.  Not as much as Akuma, but he still looses 
quite a bit.

Comboability-5:

Yawn, the same old boring Spidey air combo.  Still, he does combo well.   
If you're looking for a character you can master in an hour, Spidey is 
it.

Overall 4.5

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RYU

Speed and Priority-4

Like Cyclops, his dash is just as fast as the Pixies.  His priority lies 
more in his punches than in his kicks (except his standing short).  In 
close, he can hang with the dialers.

Power-4

He's a little weaker than Cyclops, but not as weak as Spiderman on the 
ground.  The thing about Ryu is that he can cause a heck of a lot more 
damage in his air combos than these two.  That's why he gets a 4.

Defense-3.5.

Ryu's got a tough shell, simply put.

Comboability-4.5.

Although Ryu has had his magic series shortened since XSF, everything 
flows together nicely.  If you can get the air combo timing down, he 
becomes downright deadly.  Most of his moves don't have very good range, 
so there might be a problem with wiffing at first.

Overall 4.5
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WOLVERINE

Speed and Priority-4.

Like Spiderman, his walking speed is a little slower than Cyclops or 
Ryu.  As for priority, he basically invented the term.  He's got more 
options than anyone else when it comes to prioritized combo starters.

Power: 3-5.

He's got that darn Fatal Claw combo that does as much as Ryu's Shinkuu 
Hadoken combo.  Other than that, he's about equal with Ryu on the 
ground, although he can't cause a ton of damage in the air.

Defense: 3.

Like Spiderman, he suffers from the same problem

Comboability 5.

Basically, close you eyes and dial up a combo.  He's another character 
you can master in an hour.

Overall: 4.5
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OMEGA RED

Speed and Priority-3.0.

He's a good deal slower than the above characters, and his normal moves, 
while excellent poking attacks, can't compete with the pixes when he's 
at close range.  He basically needs room to operate.

Power- 4.

He can cause big damage with his air combos, and he can get life back as 
well.  The fact that he can't combo his supers doesn't really hurt him 
because of his damaging air combos.

Defense-3.5.

He takes hits well, but he has some of the worst air defense in the 
game!  He'll need those coils!

Comboability-5.

No problems here.  

Overall 4.

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SPECIAL THANKS

I would like to thank John Culbert for his legend.