**SHADOW LADY FAQ** MARVEL VS. CAPCOM: CLASH OF SUPER HEROES By Carlo Antonio [carloproto@hotmail.com] ================= TABLE OF CONTENTS ================= I. Introduction II. Key III. Basics IV. Special Moves V. Combos VI. Strategies ============ INTRODUCTION ============ Hey there! First of all, I'm writing [actually typing] this gameFAQ just for the heck of it, and of course Shadow Lady is a very cool secret character to use. She's one of my favorite characters [along with Chun-li, Jin and Strider] in the game. Since this is my first FAQ, feel free to send any suggestions, combos, corrections and other shtuff that could help this FAQ..more helpful! Aah..the Shadow Lady. She is Chun-li turned Shadow Lady by Shadaloo, yknow how M. Bison's mind runs. Anyway, here's the Shadow Lady code: ? Put the cursor on Morrigan, then tap the joystick U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D, R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D. === KEY === ATTACK BUTTONS: MOTIONS: JP - Jab Punch QCF - D, DF, F SP - Strong Punch QCB - D, DB, B FP - Fierce Punch HCF - B, DB, D, DF, F SK - Short Kick HCB - F, DF, D, DB, B FK - Forward Kick CBF - charge B[2 sec.], then tap F RK - Roundhouse Kick JOYSTICK: OTHER: U - Up PPP - push all 3 punches simultaneously UF - Up-forward KKK - push all 3 kicks simultaneously F - Forward DF - Down-forward D - Down P - push any punch button DB - Down-backward K - push any kick button B - Backward OTG - "on the ground" attacks UB - Up-backward COMBOS: S. - standing C. - crouching J. - jumping/jump-in DC. - dash with a crouching attack DS. - dash with a standing attack JC. - jump in chain AC. - air combo --> - to next level [from jump-ins --> ground --> air] ====== BASICS ====== Advance - tap F, F / PPP Retreat - tap B, B / B + PPP High Block - hold B Low Block - hold DB Offensive Crouch - hold DF Air Block - hold B / DB Super Jump - tap D, U / KKK Advancing Guard - tap PPP while blocking Recovery Roll - B, DB, D + P / K if hit by a knockdown attack or throw Helper Assist - SP + FK [costs 1 Helper stock] Switch Characters - FP + RK Variable Counter - B, DB, D + FP + RK while blocking [Level 1] Variable Combination - QCF + FP + RK [Level 2] Variable Crossover - QCB + FP + RK [Level 2] ============= SPECIAL MOVES ============= DRILL: HCF + P [ground] Shadow Lady goes into the Kikkoken stance but instead a drill comes out of her palms. This is a very good energy chipper and it is very hard to counter if blocked because it pushes her away from the opponent. And yeah, it combos too. The punch button pressed indicates the number of hits and range. ELECTRIC FIELD: F, D, DF + P [ground] She surrounds her entire body with electricity that comes out in a flash. The punch button pressed indicates the number of hits and the duration of the electricity. It has good recovery time but has very bad range, so be careful. Also, this move is an excellent anti-air attack. LIGHTNING KICKS: tap K rapidly [ground / air] Same ol' lightning legs here. Lightning kicks in the air to psyche people out. It OTGs and an excellent energy chipper. HOMING MISSILES: QCF + K [ground] Shadow Lady bows down and missiles come out from her back and chases down her opponent. I think the missiles track down opponents even if they super jump over it. Good anti-air attack. It trades hits and cancels some supers [cos I did this move at the same time Gambit did his Royal Flush, the missiles hit him then cancelled his move and we just traded hits]. AXE KICK: HCB + K [ground] Use this against turtlers [yknow, peeps who block low a lot]. The kick buttons pressed will determine the distance, so know your distance between you and your opponent because you might press the wrong button and you'll hop over you opponent and leave yourself open for an attack. KNEE DROP: DF + RK [ground] Another move for turtlers. If they blocked it high, follow it up with an RK just in case they block low. If they do block low, the RK will nail them and leave them open for an attack. FALCON KICK: D + FK [air] Welp, not much about this move. I use this as a sneaky move: air dash over you opponent then Falcon kick. Can also be used as a jump-in then connect a RK after. Other moves: Triple jump: tap U, U, U Air dash: tap F, F / F + PPP [air] Throw: B / F + SP / FP Air Throw: B / F + SP / FP [air] Launcher: S. RK AC Finishers: RK, FP, Lightning kicks, Air throw HYPER MOVES: BIG BANG LASER: QCF + PP This time Shadow Lady goes in her Kikosho stance but instead a huge ass laser comes out of her palms. The laser is wider than War Machine's Proton Cannon but I think they have the same amount of hits. Obviously, it doesn't combo but an ok energy chipper. Use it only if your opponent made a really big mistake. If you picked any helper that goes through the screen horizontally [like Collosus, Psylocke...], Big Bang Laser after they connect. Be careful though, it has the same recovery time as the Kikosho. GALAXY MISSILE: QCF + KK Shadow Lady bows and releases tons of homing missiles from her butt. Ah..a very useless hyper move for a very good character. It is very slow in coming out so it would be impossible to connect. FINAL MISSION: CBF + KKK [level 3] Heh..my favorite Hyper move. This is like Akuma's Raging Demon..in the air! She does the Senretsu Kyaku pose then charges towards her opponent with her S. Roundhouse. If it connects, she launches her opponent to the air, chases them then the screen turns white and flashes, just like the Raging Demon. After that Shadow Lady taunts then her opponent lands with a huge explosion! Welp, it is very hard to connect and I'm still trying to find out if its possible to connect with a S./C. Fierce. I recommend using it after your opponent made a big mistake. Don't worry if they blocked it cos she'll recover fast enough. And remember the range is almost half screen. ====== COMBOS ====== Combo 1) S. JP, S. SP, S. FP Combo 2) C. SK, C. FK, C. RK Combo 3) DS. JP, C. SK, C. RK + Lightning Kicks Combo 4) S. JP, C. FK, C. FP + Drill Combo 5) S. SK, S. RK --> [AC.] JP, SK, SP, FK + Lightning Kicks Combo 6) J. RK --> S. RK --> [AC.] JP, SK, SP + Air Throw Combo 7) J. JP, JC. FK --> S. RK --> [AC.] JP, SK, SP, FK , FP/RK Combo 8) Throw, DC. SK, S. RK --> any AC. Of your choice ** for combo 6, don't tap the buttons really fast during the AC. Or the air throw will be very hard to connect. ** for combo 8, DC. SK is an OTG and you have to throw your opponent towards the corner so there's little space between you and your opponent in order for the SK to connect. Watch out for rollers. ========== STRATEGIES ========== Here are some pointers: - always dash in with a C. SK. Don't worry, you can always cancel the dash by holding the opposite direction if you see that if they're coming up with something. Remember that you could only cancel that dash while in the middle of it. - After beating a character of the other team, jump to the side of the screen where the second character comes out and do Roundhouse Lightning Kicks, you'll chip away their energy. - Always connect a Fierce Drill after a blocked C. RK, or S./C. FP. You'll always catch them if they try to react after the RK or FP. - CHEAPS!! Hehheh..my specialty. If they blocked your SK dash ins, walk in and grab `em! This is also a good way to start combo 8 if they're in the corner. WELL THIS IS THE END OF THIS FAQ. SEND ANY SUGGESTIONS, COMBOS AND OTHER SHTUFF TO carloproto@hotmail.com.