MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v1.1 for the Arcade and Sony PlayStation (import) versions by Chris MacDonald Unpublished work Copyright 1998-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter series is (c) Capcom Co., Ltd. The Marvel characters are (c) Marvel Inc. Strider is (c) Moto Hikaku. All rights reserved. ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - Key to Controls - Basic Moves List - Using Easy Mode - Super Armor and Hyper Armor 2. CHARACTER MOVES LIST - Captain America - Captain Commando - Chun-Li - Gambit - Jin Saotome - Megaman - Morrigan - Hulk - Ryu - Ryu in Ken Mode - Ryu in Akuma Mode - Spider-Man - Strider Hiryu - Venom - War Machine - Wolverine - Zangief - Zangief in Mega Zangief Mode 3. HIDDEN CHARACTER MOVES LIST - High Speed Venom - Hyper Armor War Machine - Lilith-Style Morrigan - MSH Performance Hulk - Roll-chan - Shadow Lady 4. SECRETS AND TRICKS 5. PSX-SPECIFIC INFORMATION - Changes from the Arcade Version - Secrets and Tricks - Play as Onslaught - Using Beginner Mode 6. COMBO PRIMER 7. MISCELLANEOUS 8. AUTHOR'S NOTE - Revision History - Special Thanks ========================================================================= 1. H O W T O P L A Y ========================================================================= ----------------------------------------------------------------------- KEY TO CONTROLS ----------------------------------------------------------------------- This section outlines the basic controls for all characters: (joystick directions and results) ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch (button layout and effect) LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick (FAQ abbreviations) qcf / qcb - Press d,df,f or d,db,b on the joystick. hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick. Rotate 360 - Rotate the joystick in a complete circle. You can start and end the circle at any point (i.e. start at uf and end at uf, or b to b, etc.) PP / PPP - Press any two / all three Punch buttons. KK / KKK - Press any two / all three Kick buttons. (air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery). x~x - All possible ranges are allowed (for example, ub through uf, or MK through HP). dir. - Any direction can be used. ------------------------------------------------------------------------ BASIC MOVES LIST ------------------------------------------------------------------------ Standing Block Hold b when attacked Crouching Block Hold db when attacked Mid-Air Block Hold b / db when attacked while in air Advancing Guard While blocking, press PPP (can use repeatedly) Dash Tap f,f / press PPP (tap d to end dash) Backstep Tap b,b / press b + PPP (tap d to end backstep) Super Jump Tap d,ub~uf / press KK Dash Jump Press uf while dashing Throw Escape Perform a throw when you are thrown (air) Taunt (Chouhatsu) Press Start Hold Recovery Shake joystick and tap buttons when in a hold Dizzy Recovery Shake joystick and tap buttons when dizzied Recovery Roll b,db,d + P / K when knocked down Variable Counter b,db,d + P / K while blocking (at Level 1+) Variable Attack Press HP + HK Variable Assist Press MP + MK (has limited uses) Variable Cross qcb + HP + HK (at Level 2+) Variable Combination qcf + HP + HK (at Level 2+) - Using the Advancing Guard doesn't reduce the amount of damage taken; it only attempts to create more distance between you and your opponent. It's wise to not always use it as it's possible to be hit by an attack as you recover from pushing yourself forward. - You can Throw Escape out of almost any throw in the game, including ground and air throws, as well as: - Hulk's Gamma Tornado - Zangief's Flying Powerbomb / Mid-air Screw Piledriver - Zangief's Dash Throw (either version) - All of the "Variable" moves will switch your active character with your partner when the move finishes, except the Variable Assist. In the case of the Variable Combination and Variable Cross, you may not switch characters if the incoming ally is hit. - Remember that the Variable Assist can be used a certain number of times per battle, depending on the helper you've chosen. So be careful and don't waste this move if you can help it. - During the Variable Cross, both characters will come on screen and remain there for a while (it lasts longer if performed at Level 3). You can control both of them during this time, and you'll have an infinite Hyper Combo bar for the duration of the Variable Cross. - Also, note that during a Variable Cross, you cannot use your helpers (the Variable Assist move). This also means that you can't use a Variable Cross while one of your helpers is onscreen. ----------------------------------------------------------------------- USING EASY MODE ----------------------------------------------------------------------- Easy Mode functions just like Normal Mode, but with some notable differences: - To do your launcher, press LP + LK while standing or crouching. This is the _only_ way to launch someone, you can't do the launcher manually. - Tapping MP, MK, HP, or HK will result in a special move being performed (not all characters can use all the buttons). Some characters can do this in the air, too. - Pressing MP + HP or MK + HK will result in a Hyper Combo being performed if you have enough power (not all characters can use MK + HK). - If you hit an opponent with LP or LK while standing, crouching, or jumping, you can tap LP or LK repeatedly for a combo (or press any button to control the combo yourself). ----------------------------------------------------------------------- SUPER ARMOR AND HYPER ARMOR ----------------------------------------------------------------------- Normally, when you get hit, your character goes into "hit stun"; you can't do anything for the brief moment that they're reacting to getting socked in the head, etc. Characters with Super Armor have a one-hit buffer, so if you hit them once, they'll flash but will not go into hit stun. This means that if they were starting an attack as you hit them, they'll still go through with it and you'll get hit instead. This also means that they can't be launched unless you've just hit them previously (or depending on your ground chain type, if you've chained a hit before you did the launcher). This also applies to some special moves; Spidey and Venom's Web Throw attacks won't work on a person with Super Armor unless the Web Throw was preceeded by an attack. However, Super Armor isn't completely foolproof; sweep attacks, jumping heavy attacks, and most special moves (excluding projectiles), will still make a Super Armor user go into hitstun / get knocked down / etc. when they connect. So who has Super Armor? Luckily, just a few charactes; Hulk (only when he's on the ground or doing a special move), Zangief (only during his Flying Powerbomb, Final Atomic Buster, and Ultra Final Atomic Buster attacks), and Jin (but only when his life is low and his other teammate is out of comission). The other type of armor found in MvC is Hyper Armor. Unlike Super Armor, Hyper Armor gives it's user an infinite hit buffer. This means that they cannot be launched or sweeped (and Spidey / Venom cannot connect with their Web Throws, nor can Hulk connect with his Gamma Tornado). In addition, any Hyper Combo that results in an auto-combo (such as the Weapon X, Maximum Spider, Final Mission, etc.) will only hit once. What's more, Hyper Armor is always active, even if a character is in the air, etc. As if this wasn't bad enough, a character with Hyper Armor can never be dizzied! However, Hyper Armor users take added damage from "beam" HCs, like the Shinkuu Hadou Ken, Captain Sword, Proton Cannon, etc. Both Zangief (when in "Mega Zangief" mode) and Hyper Armor War Machine (duh!) have Hyper Armor. Coincidence or not, both of them move slowly and make the screen shake when they walk, in addition to not being able to jump very well. More importantly, they cannot block! This also means that you can't use the Advancing Guard or Variable Counter when using either of these characters. ========================================================================= 2. C H A R A C T E R M O V E S L I S T ========================================================================= Characters are listed alphabetically. All move names are official except those listed in lowercase in parenthesis. A short list of attack, combo, and Variable move information is shown afterwards: Ground Combo Chain: The chain type used when standing / crouching Jumping Combo Chain: The chain type used when jumping Super Jumping Chain: The chain type used when super jumping Aerial Rave Launcher: The attack used to start a Super Jumping chain Aerial Rave Finisher: Any attack that finishes a Super Jumping chain * Flying Attack: Any attack that sends an enemy flying away Knockdown Attack: Any attack that knocks an enemy off their feet Ground Throws: What throws a character has while on the ground Aerial Throws: What throws a character has while in the air Variable Counter: What move is used during a Variable Counter Variable Combination: What HC is used during a Variable Combination + * Depending on the size of your opponent, and whether you're in the corner or not, it's possible to hit your opponent after hitting them with a finisher. + If 2 attacks are listed for, the second one is used if this character is your partner who is not currently in use). Any important comments concerning each character are written after their moves list. For more information on chains and combos, please refer to section 5, the Combo Primer. This FAQ uses all of the Japanese names (since they're correct!) This means that Morrigan's "Soul Laser" is "Soul Eraser", and Strider's "Formation B" is the satellite summon, not the bomb drop (which is Formation C; these two got switched in the US version.) ------------------------------------------------------------------------ CAPTAIN AMERICA ------------------------------------------------------------------------ Shield Slash qcf + P (air) Charging Star qcf + K Stars & Stripes f,d,df + P Zenten hcb + P (aerial kick) In air, u + HK (heel kick) In air, d + HK (double kick) Press MK twice 2 Dan Jump Press ub~uf (perform 2 times) Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP (if opponent is in the air) Crouching HP Aerial Rave Finisher: HP, HK, Aerial Kick, Heel Kick Flying Attack: Standing HP (only when shield is equipped) Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Charging Star Variable Combination: Hyper Stars & Stripes (as current player) Hyper Charging Star (as partner) - The Shield Slash does less damage the further away you are from your opponent. Conversely, the Charging Star does more damage the further away you are. - If the Shield Slash is blocked or if it misses, then the Captain's shield will not return to him. Without the shield, he cannot use the Shield Slash, and all his Punch attacks do less damage (except for the standing and jumping LP, which don't use the shield). Also, Stars & Stripes inflicts less damage (although all other moves, including the Hyper Stars & Stripes, still do roughly the same amount of damage). He can reclaim his shield simply by walking over it. If the screen is scrolled away from the shield, it will fly out of the air after a while and land in the Captain's hand. - The Zenten can be used to move behind an opponent, and to go through projectiles and other attacks (even Hyper Combos)! You can be thrown during this move, though. - The Charging Star can negate normal projectiles, but only if the Captain has his shield. Furthermore, upon passing through a projectile, the range and speed of the Charging Star is reduced. - Similarily, the Captain can pass through projectiles with the Hyper Charging Star, but with no loss in speed or range. He can go through HC projectiles, but the speed and range are drastically reduced. For instance, against the Beat Plane, he is slowed down by the multiple hits, and will not get close enough to hit Megaman unless he was relatively close by when the Beat Plane started, in which case he'll be able to push through eventually). - Note, though, that without his shield, the Hyper Charging Star cannot go through anything at all (even normal projectiles). It still has it's start-up invincibility, though. - You can attack someone off of Captain America's MK or HK throw. It doesn't have to be a jumping attack, either (for example, you can launch them with his standing MP, then do a normal aerial rave). ------------------------------------------------------------------------ CAPTAIN COMMANDO ------------------------------------------------------------------------ Captain Fire qcf + P (air) Captain Collider qcb + P Captain Kick qcb + K Commando Strike qcf + K Captain Sword qcf + PP Captain Storm qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK / Crouching MP Aerial Rave Finisher: HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: HP Captain Collider Variable Combination: Captain Sword - When using the Commando Strike, LK calls Sho, a ninja who does a jumping downward sword slash. MK calls out Genity, a mummy armed with knives who flies across the screen (low enough to hit jumpers but not to hit standing opponents). Using HK summons Hoover, a baby who fires a missile at his enemy. While any of your allies are on screen, you cannot use your Hyper Combos, although you can combo off your allies' attacks. - Captain Commando's MP and HP throws have four random results; either Sho, Genity, or Hoover will attack, or the Captain will electrify his foe and kick them away, just like his MK and HK throws. The interesting thing about this is, since your allies are on screen, you cannot use a Hyper Combo just after any of the "ally" throws. Furthermore, if one of your allies is already on screen when you do a throw attempt (for example, you call Genity, then attempt a MP or HP throw), you'll always get the electrifying type. - If your opponent is in the corner of the screen and you use a MP or HP throw, you can follow with a Captain Collider after the Sho throw. If you use the electrifying hold, you can even follow with a Captain Sword! - Like all holds, you can tap the buttons and wiggle the joystick during the electrying hold move to do more damage. In the arcade version, though, you can do insane amounts of damage to your CPU opponent by mashing the buttons like mad (I've seen someone do 35% damage this way, you could probably do a lot more if you're fast enough). ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Kikou Ken hcf + P Sen'en Shuu hcb + K Tenshou Kyaku f,d,df + K Hyakuretsu Kyaku Tap K rapidly (air) Reishiki Kikou Ken f + HP Kaku Kyaku Raku df + HK Yousou Kyaku In air, d + MK (can repeat Sankaku Tobi Jump against a wall, press uf~df 3 Dan Jump Press ub~uf (perform 3 times) Kuuchuu Dash In air, tap f,f / press PPP Kikou Shou qcf + PP, tap buttons rapidly Senretsu Kyaku qcf + KK, tap buttons rapidly Hazan Tenshou Kyaku f,d,df + KK Shichisei Senkuu Kyaku In air, qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Shichisei Senkuu Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Kikou Ken Variable Combination: Kikou Shou (as current player) Senretsu Kyaku (as partner) - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks. - The Reishiki Kikou Ken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - During the Kikou Shou, Chun-Li is completely invincible. - Chun-Li cannot use the Shichisei Senkuu Kyaku during a Variable Cross. You can input the command, but nothing will happen. - Chun-Li's taunt hits for minor damage. You can't kill someone with it, though. ------------------------------------------------------------------------ GAMBIT ------------------------------------------------------------------------ Kinetic Card qcf + P (air) Trick Card qcb + P Cajun Slash f,d,df + P Cajun Strike Charge d,ub~uf + K Cajun Escape Charge d,ub~uf + P, (b / f + P) Royal Flush qcf + PP Cajun Explosion (Zenpou) qcf + KK Cajun Explosion (Kouhou) qcb + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Counter: LP Cajun Slash Variable Combination: Royal Flush - During the Cajun Strike or Cajun Escape, you can charge ub or uf to make Gambit leap to that wall. Normally (when you just use d,u) Gambit leaps to the wall in front of him. While in air, you can press in the opposite direction upon touching a wall to jump across to the opposite wall before attacking. - Using the qcf + KK version of the Cajun Explosion makes Gambit leap to the wall opposite him; the qcb + KK version makes him cling to the wal behind him. If you do this move but can't land on a wall (i.e. you don't move far enough back or forward), then you'll land without wasting any HC power. - You can tap the buttons and wiggle the joystick during Gambit's MK or HK hold to do more damage. ------------------------------------------------------------------------ HULK ------------------------------------------------------------------------ Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,K (or direction + K) Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP (direct b / f) Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit Aerial Rave Finisher: MP, HP, HK Flying Attack: Standing MP, MK, HP, HK / Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MK Gamma Charge (Taichi) Variable Combination: Gamma Wave - The Gamma Tornado can be blocked. - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Crush can hit on the way up. If it does so, your enemy is knocked to the ground, and you're guaranteed the hits (unless you press b to make Hulk move away). However, the Gamma Crush will hit less times and do less damage overall. - All of the Hulk's normal punches and kicks cause block damage. - The Hulk has Super Armor when on the ground or performing any special move. ------------------------------------------------------------------------ JIN SAOTOME ------------------------------------------------------------------------ Saotome Typhoon Charge b,f + P Saotome Dynamite Charge d,u + P Saotome Crush hcb + K Saotome Fire Taunt, then tap P rapidly (sliding cyclone) d + HK (diving cyclone) In air, d + HK Blodia Punch qcf + PP Blodia Vulcan qcb + PP Saotome Cyclone qcf + KK Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Any Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: MP, MK, HP, HK, Diving Cyclone Flying Attack: Standing MK, HK, HP / Crouching MK / HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Saotome Dynamite Variable Combination: Blodia Punch - Jin has limited invincibility during the Saotome Dynamite. - The Saotome Crush is blockable. - An opponent can be injured by the Saotome Fire. Jin even has an infinite with this taunt; he can perform it after his opponent super jumps or uses some other method to go high into the air. They will land atop him and keep being juggled as long as you tap P. However, the damage is miniscule, so you'll have to do it for a long time to do any serious damage. - Jin cannot use the Blodia Vulcan during a Variable Cross. If you attempt one, you get the Blodia Punch instead. - Once Jin's partner dies and his life is almost gone, Jin will do a special pose at his first opportunity to stand still. Once he has done this, he will begin to glow, and he gains Super Armor at all times. - You can tap the buttons and wiggle the joystick during Jin's MK or HK hold to do more damage. ------------------------------------------------------------------------ MEGAMAN (ROCKMAN in Japan) ------------------------------------------------------------------------ Mega Buster Press HP (air) Charge Shot Hold HP and release (air) Mega Upper f,d,df + P Item Kougeki qcf + P Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f Sliding d + HK Hyper Megaman qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move around / rush forward Beat Plane qcb + KK, tap P / K, move around (air) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HK, Mega Buster, Charge Shot Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MP Mega Upper Variable Combination: Hyper Megaman (without the missiles!) - The longer your charge the Charge Shot, the more hits it does. You can even release it, and while your opponent is being hit, run up through your own fireball and attack them. - Megaman starts off with the Tornado Hold at the beginning of each new battle (just input qcf + P). However, if you want to give him a different weapon, use the Item Change. When Eddie appears and drops the item you want, just run over it. But remember that a rival Megaman or Roll can pick up your dropped item, too. The items you can get include: Rockball (qcb + LK) - When used, a soccer ball appears that can be knocked around by hitting it with a crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (qcb + MK) - When used, Megaman throws out a little fan that creates a tall tornado. The Tornado Hold can hit an opponent while they're lying prone on the ground, and is tall enough to hit jumping opponents. Leaf Shield (qcb + HK) - When used, Megaman creates a shield of spinning leaves around him that gives him a one-hit auto block. This means that, if he is hit, he takes no damage, but the shield dissolves. Unlike Super Armor, this means that he is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and he will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! When the Item Kougeki command is repeated (qcf + P), Megaman will fire the shield forward. This attack can be used in air. Note that you can't pick up another item while the Leaf Shield is active, and that it wears off when you're hit, or after a certain amount of time has passed. - During the Rush Drill, you can move back or forward, or even jump ub~uf. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles. ------------------------------------------------------------------------ MORRIGAN AENSLAND ------------------------------------------------------------------------ Soul Fist qcf + P (air) Shadow Blade f,d,df + P (air) Vector Drain hcb + P (misses from afar) Shell Kick In air, d + MK Shell Pierce In air, d + HK Kuuchuu Dash In air, tap f,f / press PPP Vania Dash (Ue) In air, tap f,uf / u + PPP Vania Dash (Shimo) In air, tap f,df / d + PPP Mysterious Arc df + HP Necro Desire f + HK Soul Eraser qcf + PP, tap buttons rapidly Darkness Illusion qcf + KK (air) Silhouette Blade f,d,df + PP Eternal Slumber LP,MK,b,MP,HK at Level 3 Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Soul Fist, Shadow Blade Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Soul Fist Variable Combination: Soul Eraser - You can interrupt the Vania Dash with an attack, just as with a normal air dash. - You can combo out of the Shell Kick into an HP, HK, or special move, by the way. - The Darkness Illusion hits more times if done in air, but does slightly less damage. - The Vector Drain and Eternal Slumber are unblockable. A small character like Megaman or Roll can duck under the Eternal Slumber projectile while it is moving upwards, though. - Morrigan cannot use the Eternal Slumber during a Variable Cross. If you attempt one, you get the Soul Eraser instead. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shouryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / HK Shinkuu Hadou Ken qcf + PP, tap buttons rapidly (air) Shinkuu Tatsumaki Senpuu Kyaku qcb + KK Shin Shouryuu Ken f,d,df + PP Mode Change hcb + P (MP for Ken, HP for Akuma) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadou Ken, Tatsumaki Senpuu Kyaku, Shinkuu Hadou Ken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Hadou Ken Variable Combination: Shinkuu Hadou Ken - The Sakotsu Wari is an overhead attack. - When the Mode Change is used, Ryu's costume changes and he gains the moves of Ken or Akuma (see below). All of his normal attacks change as well, excluding his jumping MP. Using the command to change into the same character won't do anything (i.e. using hcb + LP while playing with Ryu or hcb + HP while Ryu is in Akuma Mode). Ryu will stay in Ken or Akuma Mode until you use hcb + LP to turn him back into Ryu, or the battle ends. ------------------------------------------------------------------------ RYU in KEN MODE ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shouryuu Ken f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Inazuma Kakato Wari f + MK (alternate kicks) In air, u + MK / HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap buttons rapidly Shippuujinrai Kyaku qcb + KK Mode Change hcb + P (LP for Ryu, HP for Akuma) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadou Ken, Shouryuu Ken, Tatsumaki Senpuu Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Hadou Ken Variable Combination: Shouryuu Reppa - The Inazuma Kakato Wari is an overhead attack. - Ken Mode's fireball only goes for a short distance before dissapating. ------------------------------------------------------------------------ RYU in AKUMA MODE (GOUKI MODE in Japan) ------------------------------------------------------------------------ Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Tenma Kuujin Kyaku In air, qcf + K Ashura Senkuu f,d,db / b,d,db + PPP / KKK Zugai Hassatsu f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / HK Messatsu Gou Hadou qcb + PP, tap buttons rapidly Messatsu Gou Shouryuu qcf + PP Tenma Gou Zankuu In air, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP at Level 3 Mode Change hcb + P (LP for Ryu, MP for Ken) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Zankuu Hadou Ken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Gou Shouryuu Ken Variable Combination: Messatsu Gou Hadou - The Zugai Hasatsu is an overhead attack. - The Shun Goku Satsu is unblockable. - Ryu cannot use the Shun Goku Satsu during a Variable Cross. If you attempt one, you get the Messatsu Gou Hadou instead. ------------------------------------------------------------------------ SPIDER-MAN ------------------------------------------------------------------------ Web Ball qcf + P (air) Web Swing qcb + K (air) Web Throw hcb + P Spider Sting f,d,df + P, if it hits, press P again Sankaku Tobi Jump against a wall, press uf~df Kuuchuu Dash In air, tap f,f / press PPP Maximum Spider qcf + PP (direct d / f / u) (air) Crawler Assault qcf + KK Ultimate Web Throw qcb + PP Ground Combo Chain: Weak to Strong Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Standing HK (if opponent is in the air) Aerial Rave Finisher: HP, HK, Web Ball Flying Attack: Standing HP Crouching MK (lifts them slightly upward) Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MP Spider Sting Variable Combination: Crawler Assault - An opponent hit by the Web Ball is encased in web wrappings. The stronger the button used, the longer they remain encased. You can attack an encased opponent any way you'd like, but using a second Web Ball will not re-trap them. - The Web Throw will not connect if Spidey hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been hit by the Web Ball and is trapped. Once you catch someone with the Web Throw, rotate the joystick repeatedly to make him spin them around faster, and to increase the damage done. - The Maximum Spider can home in on your enemy's location a bit, but not very well. If someone is above you or below you, it's best to direct the attack by pressing up or down. If they're in front of you, hold f to dive straight forward. - Spidey's second launcher is a standing HK. If he hits an enemy with it, you can press up to Super Jump--however, the enemy will not fly up into the air with you. They won't be launched unless they get hit by the HK while they're already airborne. So, if you want to get both you and your enemy in the air at the same time, either hit them with the HK while they jump at you, or knock them off the ground with a crouching MK and chain into the standing HK. ------------------------------------------------------------------------ STRIDER HIRYU ------------------------------------------------------------------------ Ame no Murakumo qcf + P Excalibur In air, qcf + P / K Gram f,d,df + P / K (f,d,df + P in air) Warp b,d,db + P / K Vajra qcb + K Formation A qcf + K Formation B Charge b,f + P (formation B fire) After Formation B, charge b,f + P (air) Formation C Charge b,f + K Heki Hari Tsuki qcb + P Shimo Idou / Uwa Idou Move d / u after Heki Hari Tsuki Chakuji Press f after Heki Hari Tsuki Hantai Soku no Heki e Idou Tap b,f after Heki Hari Tsuki Cipher Kougeki Press P after Heki Hari Tsuki Jimen ni Tobigeri Press K after Heki Hari Tsuki Sankaku Tobi Jump against a wall, press uf~df 2 Dan Jump Press ub~uf (perform 2 times) Sliding Kick df + HK Ragnarok f,d,df + PP Ouroboros qcf + PP, then attack to fire lasers Legion qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Excalibur Knockdown Attack: Crouching HK, Sliding Kick Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Ame no Murakumo Variable Combination: Legion - The Vajra is a teleport kick. No matter what side of the screen you're on, LK makes you appear to the far left, while HK makes you appear on the far right. - You can use the Hantai Soku no Heki e Idou to switch from one wall to the other. - During the Ouroboros, satellites rotate around Hiryu and injure anybody who touches them. If you make an attack, the satellites will also fire ring lasers. You cannot throw during this Hyper Combo. ------------------------------------------------------------------------ VENOM ------------------------------------------------------------------------ Venom Fang qcf + P (air) Venom Rush qcf + K Web Throw hcb + P Kuuchuu Dash In air, tap f,f / press PPP Venom Web qcf + PP Death Bite qcf + KK Ground Combo Chain: Punch to Kick Jumping Combo Chain: Punch to Kick Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MP Venom Fang Variable Combination: Death Bite - If you try to throw something with MP / HP, Venom will trap them in spider webs. They will be momentarily defenseless, and Venom can then attack them. - The Web Throw will not connect if Venom hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been encased in webbing using his Punch Throw. - During the Web Throw, you can spin the joystick and mash on the buttons to increase the number of times Venom slams his opponent around, and to do more damage. ------------------------------------------------------------------------ WAR MACHINE ------------------------------------------------------------------------ Shoulder Cannon qcf + P (air) Low Shoulder Cannon qcf + K Repulsor Blast hcb + P Smart Bomb (b / f) + MP + LK (air) Hikou qcb + K, repeat to end (air) Kuuchuu Dash Any dir. + PPP (air or during Hikou) (double punches) Press LP,LP (knee dive) In air, d + MK (upward kick) In air, u + HK (laser blast) In air, uf~df + HP (missile launcher) d + HP Proton Cannon qcf + PP War Destroyer qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HK, Laser Blast (f / df + HP only) Flying Attack: Standing HP / Crouching HK Crouching MP (lifts them slightly upward) Knockdown Attack: Crouching MK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: Repulsor Blast Variable Combination: Proton Cannon - You can change the Smart Bomb's range by holding b or f when you press the buttons. - During the Hikou, you can move in eight directions, but you cannot block. You can perform any aerial move during this time, though. - War Machine cannot use the Hikou during a Variable Cross. You can input the command, but nothing will happen. ------------------------------------------------------------------------ WOLVERINE ------------------------------------------------------------------------ Berserker Slash qcb + P Berserker Barrage qcf + P, tap P rapidly Tornado Claw f,d,df + P, tap P rapidly Drill Claw (any direction) + MP + MK (air) Sankaku Tobi Jump against a wall, press f Fumitsuke In air, d + HK (double claw) Press MP twice (air) (knee kick) Press MK twice (sliding claw) df + HP Berserker Barrage X qcf + PP Berserker Charge qcb + PP Weapon X f,d,df + PP Fatal Claw f,d,df + KK (air) Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Drill Claw Flying Attack: Standing HP / Crouching HK Crouching MP (lifts them slightly upward) Knockdown Attack: Sliding Claw Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: LP Berserker Barrage (can't add extra hits) Variable Combination: Berserker Barrage X - The Drill Claw goes straight forward unless you hold in a direction while pressing the buttons. On the ground, you cannot Drill Claw backwards or in any of the downward directions. - You can use the Drill Claw after a successful Fumitsuke and vice versa. - During the Berserker Charge, Wolverine is followed by afterimages. For a short period of times, all of his attacks come out faster and recover faster, allowing him to perform longer combos. He also moves faster. - You can tap the buttons and wiggle the joystick during Wolverine's ground throw to do more damage. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Double Lariat Press PPP, move b / f (air) Quick Double Lariat Press KKK, move b / f (air) Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex hcf + K when close Banishing Flat f,d,df + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Drop In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (in air, d + MP) (instant dash throw) Hold MP / MK / HP / HK, tap f,f (delayed dash throw) Tap f,f, then press MP / MK / HP / HK Final Atomic Buster Rotate 360 + PP Ultra Final Atomic Buster Rotate 360 + KK at Level 3 Iron Body b,d,db + LK Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Body Press, Long Punch Flying Attack: Standing HK (knocks into air) Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: MK Flying Powerbomb (without super armor) Variable Combination: Double Final Atomic Buster (as current player) Hyper Double Lariat (as partner) - You can move back or forward as you start the Double Lariat, or after it begins. - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Throw, FAB, and UFAB are all unblockable. - Zangief has Super Armor during the Flying Powerbomb, Final Atomic Buster, and Ultra Final Atomic Buster. - The Banishing Flat can negate projectiles. - When the Iron Body is used, Zangief changes into Mega Zangief, and his moveslist changes (see below). He'll stay in Mega Zangief mode until you repeat the Iron Body command, or until the next battle begins. Note that if he's hit during the Iron Body transformation, he won't turn into Mega Zangief. - Zangief cannot backstep or dash jump forward. - You can tap the buttons and wiggle the joystick during Zangief's db / df + MP / HP throw, or his MK / HK throw (normally or done during a dash) to do more damage. - Zangief cannot use the Ultra Final Atomic Buster during a Variable Cross. If you attempt one, you get the normal FAB instead. ------------------------------------------------------------------------ ZANGIEF in MEGA ZANGIEF MODE ------------------------------------------------------------------------ Double Lariat Press PPP, move b / f Quick Double Lariat Press KKK, move b / f Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex hcf + K when close Vodka Fire qcf + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Drop In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (in air, d + MP) (instant dash throw) Hold MP / MK / HP / HK, tap f,f (delayed dash throw) Tap f,f, then press MP / MK / HP / HK Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK Iron Body b,d,db + LK Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Body Press, Long Punch Flying Attack: Standing HK (knocks into air) Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster (as current player) Hyper Double Lariat (as partner) - Mega Zangief has Hyper Armor at all times. - You can move back or forward as you start the Double Lariat, or after it begins. - The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Throw, and FAB are all unblockable. - Mega Zangief cannot backstep or dash jump forward. - You can tap the buttons and wiggle the joystick during Mega Zangief's db / df + MP / HP throw, or his MK / HK throw (normally or done during a dash) to do more damage. ========================================================================= 3. H I D D E N C H A R A C T E R M O V E S L I S T ========================================================================= None of these characters are normally available. Prior to each moves list is the code you have to input to select them. If you are going to pick a hidden character and a normal character, you need to pick the hidden character _first_. If you want to have two hidden characters on your team, it doesn't matter which code you enter first. See the next next section (Secrets and Tricks) to find out how to get the characters. ------------------------------------------------------------------------ HIGH-SPEED VENOM ------------------------------------------------------------------------ Venom Crush qcf + P, tap P rapidly Venom Storm qcf + K, tap K rapidly Venom Charge In air, qcf + P Web Throw hcb + P Kuuchuu Dash In air, tap f,f / press PPP Venom Web qcf + PP Death Bite qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HP Aerial Rave Finisher: HP Flying Attack: Crouching HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Venom Crush (can't add hits) Variable Combination: Death Bite - This version of Venom is followed by afterimages. All of his attacks come out faster and recover faster than normal Venom's, allowing him to perform longer combos. He also moves faster than normal Venom. Although he cannot dash or backstep, his normal moving speed more than makes up for it :) Sadly, he also takes more damage than any other character in the whole game! - If you try to throw something with MP / HP, Venom will trap them in spider webs. They will be momentarily defenseless, and Venom can then attack them. - The Web Throw will not connect if Venom hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been encased in webbing using his Punch Throw. - During the Web Throw, you can spin the joystick and mash on the buttons to increase the number of times Venom slams his opponent around, and to do more damage. ------------------------------------------------------------------------ HYPER ARMOR WAR MACHINE ------------------------------------------------------------------------ Shoulder Cannon qcf + P (air) Low Shoulder Cannon qcf + K Smart Bomb (b / f) + MP + MK (air) (double punches) Press LP,LP (knee dive) During a Super Jump, d + MK (upward kick) In air, u + HK (laser blast) In air, uf~df + HP (laser counter) d + HP Proton Cannon qcf + PP War Destroyer qcf + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HK, Laser Blast (f / df + HP only) Flying Attack: Standing HP / Crouching HK Crouching MP (lifts them slightly upward) Knockdown Attack: Crouching MK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Counter: Shoulder Cannon Variable Combination: Proton Cannon - Hyper Armor War Machine has Hyper Armor, obviously :) Also, all of his laser attacks now fire missiles instead (i.e. his Shoulder Cannon and Proton Cannon). - His sole beam attack is his crouching HP. This is a really weird move, because it can hit more times and do more damage if War Machine is hit as he starts this move. For example, it might grow in length and hit two times if you do it in the middle of a chain combo, or while getting hit, by say, Chun-Li's Senretsu Kyaku. But if you do it and Strider hits you with his Gram at the exact same moment, you get a Low Shoulder Cannon-like beam that hits 5 times for massive damage (the same amount as getting full hits from his Proton Cannon)! The best I've gotten so far is 9 hits (and 75 points of damage against Captain Commando). Since this sort of timing is hard (since WM is so slow), it's best to do this move while getting hit by a multi-hit SC, so that you have a much higher chance of taking a hit just as the crouching HP beam is coming out. For some reason, this move can hit Strider twice when you're up close; it only hits once on other characters. - You can change the Smart Bomb's range by holding b or f when you press the buttons. - War Machine can still dash jump, it's just not very noticable. :) ------------------------------------------------------------------------ LILITH-STYLE MORRIGAN ------------------------------------------------------------------------ Soul Flash qcf + P (air) Shining Blade f,d,df + P Vector Drain hcb + P (misses from afar) Shell Kick In air, d + MK Shell Pierce In air, d + HK Kuuchuu Dash In air, tap f,f / press PPP Vania Dash (Ue) In air, tap f,uf / u + PPP Vania Dash (Shimo) In air, tap f,df / d + PPP Mysterious Arc df + HP Necro Desire f + HK Brilliant Shower qcf + PP Luminous Illusion qcf + KK (air) Splendor Love f,d,df + PP Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Soul Flash, Shining Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Soul Flash Variable Combination: Brilliant Shower - This version of Morrigan plays just like the normal version, but with no Eternal Slumber and altered special moves and Hyper Combos. - The Soul Flash has a limited range. - The Vector Drain is unblockable. - You can combo out of the Shell Kick into an HP, HK, or special move, by the way. - You can interrupt the Vania Dash with an attack, just as with a normal air dash. - The Luminous Illusion hits more times if done in air, but does slightly less damage. - During the start of the Splendor Love, Morrigan cannot be hit by projectiles. ------------------------------------------------------------------------ MSH PERFORMANCE HULK ------------------------------------------------------------------------ Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,K (or direction + K) Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP (direct b / f) Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit Aerial Rave Finisher: HP, HK Flying Attack: Standing HP, HK / Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: MK Gamma Charge (Taichi) Variable Combination: Gamma Wave - This version of the Hulk has no Super Armor, but it's easier to air combo with him (the attacks come out faster, and his MP is no longer an air combo finisher). - The Gamma Tornado can be blocked. - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Crush can hit on the way up. If it does so, your enemy is knocked to the ground, and you're guaranteed the hits (unless you press b to make Hulk move away). However, the Gamma Crush will hit less times and do less damage overall. - All of the Hulk's normal punches and kicks cause block damage. - The Hulk has Super Armor when on the ground or performing any special move. ------------------------------------------------------------------------ ROLL-CHAN ------------------------------------------------------------------------ Roll Buster qcf + P (air) Hana-taba Bakudan qcb + P (air) Item Kougeki qcf + K Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f Sliding d + HK (swipe kick) In air, u + HK Hyper Roll qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move around / rush forward Beat Plane qcb + KK, tap P / K, move around (air) Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Swipe Kick Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Roll Buster Variable Combination: Hyper Roll (without the missiles!) - Roll starts off with the Tornado Hold at the beginning of each new battle (just input qcf + P). However, if you want to give her a different weapon, use the Item Change. When Eddie appears and drops the item you want, just run over it. But remember that a rival Roll or Megaman can pick up your dropped item, too. The items you can get include: Rockball (qcb + LK) - When used, a soccer ball appears that can be knocked around by hitting it with a crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (qcb + MK) - When used, Roll throws out a little fan that creates a tall tornado. The Tornado Hold can hit an opponent while they're lying prone on the ground, and is tall enough to hit jumping opponents. Leaf Shield (qcb + HK) - When used, Roll creates a shield of spinning leaves around her that gives her a one-hit auto block. This means that, if she is hit, she takes no damage, but the shield dissolves. Unlike Super Armor, this means that she is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and she will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! - During the Rush Drill, you can move back or forward, or even jump ub~uf. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles. ------------------------------------------------------------------------ SHADOW LADY ------------------------------------------------------------------------ Miracle Drill qcf + P Rainbow Missile qcf + K Sky Counter Crash hcb + K Plasma Barrier f,d,df + P, tap P rapidly Infinity Leg Tap K rapidly (air) Kaku Kyaku Raku df + HK Yousou Kyaku In air, d + MK (can repeat) Sankaku Tobi Jump against a wall, press uf~df 3 Dan Jump Press ub~uf (perform 3 times) Kuuchuu Dash In air, tap f,f / press PPP Big Bang Laser qcf + PP, tap buttons rapidly Galaxy Missile qcf + KK Final Mission Charge b,f,b,f + KK at Level 3 Ground Combo Chain: Hunter Jumping Combo Chain: Hunter Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK Flying Attack: Taunt Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Counter: Miracle Drill Variable Combination: Big Bang Laser - The Rainbow Missile and Galaxy Missile attacks will home in on Shadow Lady's opponent for a small period of time. - The Sky Counter Crash and Kaku Kyaku Raku are overhead attacks. - The Final Mission can be blocked. - Shadow Lady cannot use the Final Mission during a Variable Cross. You can input the command, but nothing will happen. - Shadow Lady's taunt hits for minor damage. You can't kill someone with it, though. ========================================================================= 4. S E C R E T S A N D T R I C K S ========================================================================= LEADER CHANGE ------------------------------------------------------------------------ Hold PPP between battles to make your partner the first character to fight in the upcoming battle. POSE POINTS ------------------------------------------------------------------------ Press Start to move after winning a round, and perform any action. You'll get more points if the animation you're doing when the game stops looks cool. BEAT UP YOUR OPPONENT ------------------------------------------------------------------------ Press Start after winning the match, then attack your fallen enemy. STEAL OPPONENT'S HELPER ------------------------------------------------------------------------ After you kill your second opponent during any battle, but before the 'pose points' counter appears, hold down all three kick buttons (KKK), and keep holding them. You'll have your opponent's helper at the start of the next battle. SELECT YOUR HELPER ------------------------------------------------------------------------ After selecting your second character, quickly hold down Start and the buttons shown. To select your helper between rounds, hold these buttons once the round ends but before you return to the Stage screen. NAME BUTTON CODE USES PER BATTLE -------------------------------------------------------------------- Unknown Soldier LP 4 times Lou MP 8 times Saki HP 7 times Pure and Fur LK 5 times Psylocke MK 5 times Michelle Heart LP + LK 6 times Iceman MP + MK 4 times King Arthur LP + MP 8 times Ton-Pu LP + HP 9 times Juggernaut LP + MK 3 times Devilot MP + HP 5 times Thor LK + MP 8 times Magneto LK + HP 7 times US Agent MK + HP 5 times Cyclops LP + LK + MP 7 times Storm LP + LK + HP 6 times Colossus LP + MP + MK 5 times Anita LP + MP + HP 5 times Shadow (hidden) LP + MK + HP 3 times Sentinel (hidden) MP + MK + HP 4 times Jubilee LK + MP + HP 8 times Rogue LP + MP + HP + LK 6 times PLAY AS A HIDDEN CHARACTER (RICARDO'S METHOD) ------------------------------------------------------------------------ None of these characters are normally available; a code is required (see below). If you are going to pick a hidden character and a normal character, you need to pick the hidden character _first_. If you want to have two hidden characters on your team, it doesn't matter which code you enter first. Ricardo's method is way simpler than the old method I had used in this FAQ, and a lot easier to remember, to boot. Anyways, to quote Ricardo: "The trick to doing the secret character codes (except for Roll) is that, in all cases, it inolves drawing two sequential numbers on the screen. First you move to a certain character, draw the 1st number, then move clockwise to a certain character, draw the 2nd number, move counter-clockwise to a certain character, then move past the selection screen." The codes are put in by moving to the character shown and drawing a number, then: "High-Speed Venom: Chun-Li, 1, Chun-Li, 2, Chun-Li Hyper Armor War Machine: Zangief, 5, Zangief, 6, Zangief Lilith-Style Morrigan: Zangief, 9, Zangief, 0, War Machine MSH Performance Hulk: Chun-Li, 3, Chun-Li, 4, Ryu Shadow Lady: Morrigan, 7, Zangief, 8, Gambit Roll is a special case. For Roll, you go to Zangief, draw a 5, then tap up once, right once, up twice, and right twice." PLAY AS A HIDDEN CHARACTER (DETAILED METHOD) ------------------------------------------------------------------------ Well, if you don't quite see how the simple method works, you can still use the detailed hidden character select, listed below. If you are going to pick a hidden character and a normal character, you need to pick the hidden character _first_. If you want to have two hidden characters on your team, it doesn't matter which code you enter first. Anyway, here are the codes, using the notation R = right, L = left, U = up, D = Down, x# = move cursor in the direction the listed number of times: - To play as HIGH-SPEED VENOM, move the cursor to Chun-Li, then enter: R, Dx4, L, Ux4, Rx2, Dx2, Lx2, Dx2, Rx2, Ux4, Lx2, U - To play as HYPER ARMOR WAR MACHINE, move the cursor to Zangief, then enter: Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2, Lx2, Dx4, Rx2, Ux2, Lx2, Dx2, Rx2, Ux5 - To play as LILITH-STYLE MORRIGAN, move the cursor to Zangief, then enter: Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4, R, D - To play as MSH PERFORMANCE HULK, move the cursor to Chun-Li, then enter: Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U - To play as ROLL-CHAN, move the cursor to Chun-Li, then enter: Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2 - To play as SHADOW LADY, move the cursor to Morrigan, then enter: U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2, Rx2, Ux2, Lx2, Dx5 The last direction you press in should take your cursor off-screen to a blank character selection box. At that point, press any button, and bingo! You've got a hidden character on your side. FIGHT THE HIDDEN CHARACTERS ------------------------------------------------------------------------ I got this information from Capcom of Japan's page, but I've been told it's not entirely correct. I've managed to get the MSH Hulk fight to work, but can anyone out there lend a hand and let me know what's wrong with the other "fight the hidden character" methods? Anyway, the universal prerequisite to fighting a hidden character is that neither of your characters can die, you can't continue, and no one else can join in. Otherwise, simply refer to the table shown below: TO FIGHT HIGH-SPEED VENOM - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes by the time you reach Stage 7. - Furthermore, you must defeat your opponents as quickly as possible during every round. TO FIGHT HYPER ARMOR WAR MACHINE - Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - However, you have to have at least 2 Variable Cross Finishes by the time you reach Stage 7. TO FIGHT LILITH STYLE MORRIGAN - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. - Use your special partner to kill one of your opponents 2 times. TO FIGHT MSH PERFORMANCE HULK - Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes. TO FIGHT ROLL-CHAN - For 6 battles straight, use up all your Helper stocks (it doesn't matter if they hit or miss). - Get 2 Variable Cross Finshes. - Get 3 finishes (you can use a mix of Hyper Combo Finishes, Variable Combo Finishes, or Variable Cross Finishes). TO FIGHT SHADOW LADY - Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross Finish for every round. - However, you have to have at least 4 Variable Cross Finishes by the time you reach Stage 7. - Use your special helper to kill one of your opponents in every round. - Furthermore, you must defeat your opponents as quickly as possible during every round. ========================================================================= 5. P S X - R E L A T E D I N F O R M A T I O N ========================================================================= ----------------------------------------------------------------------- MOD CHIP PROTECTION ----------------------------------------------------------------------- This game is mod-chip protected. On my PSX, the Game Shark codes wouldn't work (I have a v1.99 Game Shark), but it does work on version 1.92, so go figure. The code is: D00F1376 - 1040 800F1376 - 1000 It looks like the game can run on some modded PSXs without needing any Game Shark codes, but I'm not sure why that's possible. ----------------------------------------------------------------------- CHANGES FROM THE ARCADE VERSION ----------------------------------------------------------------------- Whew! There are a bunch of them--Capcom really tweaked this game when porting it to the PlayStation. Changes include: - The addition of the 'Partner Heroes' and 'Special Heroes' modes. - The addition of 'Beginner' mode. - Special helpers (like Jubilee) can be selected manually, instead of randomly or with a button combination like in the arcade version. - Taunting is now done with the Select button. - You can press LP + LK for a launcher even in Manual Mode. - Variable Assists (calling your helper) can be done infinitely. - It doesn't cost any HC power to do a Variable Counter. - Variable Combinations can be done with qcf + P + K, not just HP + HK. - Variable Crosses can be done with qcb + P + K, not just HP + HK. - You cannot use Variable Combinations or Variable Crosses when fighting Onslaught. - Battles consist of two-round, one-on-one matches. Due to memory limitations, there are no Variable Attacks in the game, and in fact, none of the 'Variable' moves make you switch characters, as you cannot do this. Your ally is really only there for Variable Counters, Variable Combinations, and Variable Crosses. - Since the fighting format is by rounds instead of characters defeated, Jin's Super Armor only kicks in after the first round (he retains it for the rest of the battle). - For some reason, your if your partner is Ryu, they do not stay in Ken or Akuma Mode when you attempt a Variable Combination. So the only VC you'll get when Ryu is your partner is a Hadou Ken. - You can now use super canceling. This means that you can cancel special moves into Hyper Combos, and Hyper Combos can be canceled into different Hyper Combos, or into Variable Combinations. For example, if I were playing with Morrigan, I could do a Soul Fist into the Soul Eraser, into either a Silhouette Blade or a V. Combination. After the Silhouette Blade, I could go back to the Soul Eraser, or do a Darkness Illusion. PARTNER HEROES MODE - In this mode, you can select a second character as your ally, like you normally would. During a round, you cannot use Variable Assists, but you can still use Variable Counters and Variable Combinations. If you attempt a Variable Cross, a clone of your opponent will come out (for example, if you were Morrigan and were fighting Jin, then a second Jin would come out as your ally during a V. Cross). SPECIAL HEROES MODE - In this mode, you get to select one of the helpers (like Thor or Devilot) as your ally. During a round, you can use Variable Assists by pressing MP + MK, and you can summon a helper as often as you like. If you attempt a Variable Counter, your ally comes out instead of a normal character (like Anita instead of Ryu). You cannot do Variable Combinations, and during Variable Crosses, your ally will come out and attack repeatedly until the V. Cross ends. I should mention that in this mode, the official names for some of the moves has changed (Variable Cross is Special Hyper Combo, Variable Assist is Special Assist, and Variable Counter is Special Counter), but that just serves to confuse people, so forget about it. ^_^ BEGINNER MODE - This is sort of a souped-up 'Easy Mode'. Pressing MP, MK, HP, or HK makes you do a special move (so in effect, you cannot do normal attacks with these buttons unless something prevents you, like if you try to throw a fireball with MP while one's already onscreen). The button-to-move listings are the same as in Easy Mode, it's just that now you don't have to tap the buttons to make a move come out. - Furthermore, your LP and LK attacks are now rapid-fire moves. If they connect, your character does a three-hit chain combo (you can hold LP or LK to switch between attacks, and can crouch to make the combo a crouching one. - If you launch an opponent (this is really only possible with LP + LK, which can be pressed during a chain combo before the launching hit), then you'll do an automatic air combo on them. This works pretty much like ground combos (above). - Hyper Combos can be done by pressing the PPP or KKK buttons. These have the same effects as pressing MP + HP or MK + HK in Easy Mode. ----------------------------------------------------------------------- PSX-ONLY MODES OF PLAY ----------------------------------------------------------------------- GALLERY MODE: In here, you can watch the endings of the characters you've beaten the game with, look at pieces of artwork (earned by beating the game with a character), and look at the abilities of each helper (earned by beating the game once). CROSS OVER MODE: This mode is pretty similar to the arcade version, with some limitations. In this mode, you get to fight the computer or another player, and you both get to pick a character, who's duplicated for the other team (so if you pick Jin and your opponent picks Hulk, then your team is Jin and Hulk, and their team is Hulk and Jin). Just like the arcade, your Variable Assist helpers are chosen at random (unless you use the button codes to select them, like holding Start + LP for the Unknown Soldier). In terms of actual fighting, the game is also more like the arcade version. You cannot use Variable Counters, and Crosses and Variable Combinations can only be with qcb / qcf + HP + HK, and not any P + K. However, you do get the original graphics (the large portraits) during a Variable Cross, and you can use Variable Attacks (press HP + HK) as well. In addition, your Variable Assists have limited uses, just like the arcade version. And finally Jin's super armor won't go into effect unless his teammate is dead and his life is very low. ----------------------------------------------------------------------- PSX-RELATED SECRETS ----------------------------------------------------------------------- Most of the Arcade secrets and tricks work with the PSX version, but some work differently. There are some PSX-only tricks, as well. EX OPTIONS ----------------------------------------------------------------------- To enable EX Options, beat the game once. Then at the title screen, highlight Options, hold Select, and press Start. ENABLE THE HIDDEN HELPERS ----------------------------------------------------------------------- To enable Shadow and Sentinel, simply beat the game once. They can be picked by moving to the bottom of the screen and pressing Down when highlighting Iceman or Colossus. ENABLE THE HIDDEN CHARACTERS ----------------------------------------------------------------------- To enable a hidden character, simply beat the game with their counterpart: For High-Speed Venom, beat the game with Venom. For Hyper Armor War Machine, beat the game with War Machine. For Lilith-Style Morrigan, beat the game with Morrigan. For Magnetic Megaman, beat the game with Megaman. For MSH Performance Hulk, beat the game with Hulk. For Onslaught, beat the game with any character. For Roll, beat the game with Megaman. For Shadow Lady, beat the game with Chun-Li. PLAY AS THE HIDDEN CHARACTERS ----------------------------------------------------------------------- To select these hidden characters after releasing them, do the following: For High-Speed Venom, move to Chun-Li and press Up. For Hyper Armor War Machine, move to Zangief and press Up. For Lilith-Style Morrigan, move to War Machine and press Down. For Magnetic Megaman, highlight Megaman, hold Select, and pick him. For MSH Performance Hulk, move to Ryu and press Up. For Onslaught, move to Wolverine and press Down. For Roll, move to Megaman and press Right. For Shadow Lady, move to Gambit and press Down. FIGHT THE HIDDEN CHARACTERS ----------------------------------------------------------------------- The requirements have been simplified a lot for the PSX version. Just do the following: - Don't lose a round. - Don't continue. - Don't have a second player join in. - Get the following special finishes: - To fight MSH Performance Hulk + Sentinel, get 3 Hyper Combo, Variable Combination, or Variable Cross finishes. - To fight Lilith-Style Morrigan + Shadow, get 4 Hyper Combo, Variable Combination, or Variable Cross finishes. - To fight Hyper Armor War Machine + Sentinel, get 5 Hyper Combo, Variable Combination, or Variable Cross finishes. - To fight Roll + Shadow, get 2 Variable Cross finishes, and 3 Hyper Combo, Variable Combination, or Variable Cross finishes. - To fight High Speed Venom + Sentinel, get 3 Variable Cross finishes, and 3 Hyper Combo, Variable Combination, or Variable Cross finishes. - To fight Shadow Lady + Shadow, get 4 Variable Cross finishes, and 2 Hyper Combo, Variable Combination, or Variable Cross finishes. The 'finishes' only count for the last round, btw. In any case, if you fulfill all the requirements, you'll fight your character on the seventh battle. So for example, if I finish two battles with a Hyper Combo, two with a Variable Cross, and one with a Variable Comination, then my opponent on stage will be Roll and Shadow. USE THE SAME CHARACTERS IN A TEAM ----------------------------------------------------------------------- Just beat the game once, and you can do teams like Gambit + Gambit. START OFF IN ANOTHER MODE ----------------------------------------------------------------------- You can pick Ryu or Zangief and have them start off in their other modes by doing the following: For Ken Mode, highlight Ryu, hold Select, and pick him. For Akuma Mode, highlight Ryu, hold Start, and pick him. for Mega Zangief, highlight Zangief, hold Select, and pick him. USING LEADER CHANGE AND STEAL OPPONENT'S HELPER TRICKS ----------------------------------------------------------------------- These function differently from the Arcade version. They are still done by holding PPP before the start of a battle (to switch places with your other character), or to hold KKK after a battle (to get your enemy's second partner), but the following things have been changed: - You cannot use the PPP switch if your partner is a helper character (like Psylocke). - If you use the PPP switch with your other character, then you assume control of them, and your other character only comes out for V. Counters and V. Combinations. - You can use the KKK steal to take an opponent's helper for use in the next round, and you can also take their character as well! For example, if you were fighting Spider-Man and Chun-Li, and you held KKK after the round, your partner for the next battle would be Chun-Li. You wouldn't have your helper at all, and the game would now play as if you'd picked 'Partner Heroes' mode. - You could even do the leader switch afterwards to end up playing as Chun-Li, then steal your opponent's helper to end up as Chun-Li back in 'Special Heroes' mode! As you can see, this allows you to end up with a totally different team than the one you chose in the beginning. HIDDEN CHARACTER MOVELISTS ----------------------------------------------------------------------- Here are brief movelists for the two PSX-only hidden characters: MAGNETIC MEGAMAN Mega Buster Press HP (air) Charge Shot Hold HP and release (air) Mega Upper f,d,df + P Item Kougeki qcf + P Eddie Yobi (Item Change) qcb + K Sankaku Tobi Jump against a wall, press f Sliding d + HK Hyper Megaman qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move around / rush forward Beat Plane qcb + KK, tap P / K, move around (air) Magnetic Shockwave qcb + PP - This version of Megaman plays just like the normal version, except for his new Hyper Combo (the Magnetic Shockwave). All other info. (chain combo types, launchers, etc.) are the same as the normal Megaman. ONSLAUGHT (first form) Magnetic Tempest qcf + P Head Crush qcf + K Hyper Gravitation f,d,df + P Warp qcb + K Mini Sentinel Kuubaku Press P / K Sentinel Assist Press MP + MK Mega Optic Blast qcf + PP Magnetic Shockwave qcf + KK Partner Change qcb + KK ONSLAUGHT (second form) Beam qcf + P Dash Punch qcf + K Hyper Gravitation f,d,df + P Punch Press P Mini Sentinel Kuubaku Press K 3 Rensha Beam qcf + PP 5 Rensha Beam hcf + PP - When the Partner Change is used, Onslaught moves into the background, and you control a copy of the person you're fighting. Once you die or after enough time has passed, Onslaught automatically warps back in and you regain control of him. - Once Onslaught's first form is destroyed, you will then control his second form. Note that in Arcade Mode, you do not get to fight another Onslaught; the game merely ends at the match prior to fighting him. - Onslaught's second form can move in any direction. His moves can be done no matter where he is (for the Dash Punch, he returns to ground level to do it). ========================================================================= 6. C O M B O P R I M E R ========================================================================= This section is my attempt to explain how combos work in this game, as the Marvel / VS series' combo method is pretty complex and extensive. However, for a more experienced explanation of how all this works, I'd suggest reading James Chen's X-Men vs. Street Fighter FAQ at GameFAQs (www.gamefaqs.com). Sure it's for a different game, but most of the stuff in there still applies, and James knows what he's talking about. ------------------------------------------------------------------------ BASIC COMBO THEORY ------------------------------------------------------------------------ Although this game is full of massive chain combos, launchers, aerial raves, and all that other junk, the basic stuff still applies and is important. Here's a quick run-down of what you can do: A combo is any series of attacks which are unblockable after the fist hit connects. A basic combo usually falls into one of the four examples listed below: --------------------------------------------------------------------- Attack -> Special Move --------------------------------------------------------------------- Also known as a two-in-one. You simply perform an attack during the input for a special move (or Hyper Combo), and the two will occur rapidly upon execution. (i.e. down + Medium Kick, down- forward, forward + Punch would make Ryu combo a crouching kick into his Hadou Ken. Replace Punch with two Punch buttons and he'd combo into the Shinkuu Hadou Ken Hyper Combo.) --------------------------------------------------------------------- Jumping Attack -> Standing / Crouching Attack -> Special Move --------------------------------------------------------------------- Jumping attacks can preceed a two-in-one in order to do added damage. --------------------------------------------------------------------- Attack -(link)-> Attack -> Special Move --------------------------------------------------------------------- In any type of chain combo, the animation of one normal attack is cancelled by the animation of another. A link is when two normal attacks can combo without having their animation cancel. Usually, this is limited to quick attacks, like LP and LK. It may sound useless considering the many chains in this game, but for characters like Zangief, who has no ground chains, it's pretty handy. It's also useful for preceeding a chain combo (Wolverine can dash in and hit with his standing LP attack several times, then cancel normally into a chain combo). --------------------------------------------------------------------- Dashing, then attacking --------------------------------------------------------------------- When you dash, you move forward (hehe)! Press any Punch or Kick while dashing (this even applies to crouching Punches or Kicks), and you'll still move forward a bit as your initial attack comes out. This means that you'll be closer to your opponent by the time you hit than you would be if you walked up and attacked him / her, and since you're closer, any attack that you follow up with also has a greater chance of hitting due to the decreased proximity between you and your foe. --------------------------------------------------------------------- Flying Attacks --------------------------------------------------------------------- Flying Attacks are somewhat useful, but they can also put a kink in your ground combos. When you hit someone with a Punch or Kick that also has the Flying Attack effect, your opponent will fly across the screen for a fair distance. This can be handy if you want to get your opponent away from you, but it can be annoying if you're performing a ground chain, and in the middle of it, send your foe flying before you can finish. --------------------------------------------------------------------- Oiuchi / Off The Ground (OTG) --------------------------------------------------------------------- The idea behind this is simple: in certain cases, if you knock your opponent to the ground and they don't roll away, you can hit them with any attack that is low to the ground (most crouching attacks, etc.) Doing so will bounce them up, and you can hit them again while they're airborne and continue to combo them. This doesn't work in all cases, and you have to attack your enemy quickly or they will get up. This can be used in many ways: you can bounce your opponent up with Spidey's crouching HK and then juggle them with a Crawler Assault, or after an aerial rave, OTG them with an attack, then launch them, and keep comboing. ------------------------------------------------------------------------ TYPES OF CHAINS ------------------------------------------------------------------------ There are lots of different chain combos in this game, each character using different varieties. They are explained in detail here: --------------------------------------------------------------------- Hunter Chain* --------------------------------------------------------------------- This is the generic chaining system taken from DarkStalkers. Two rules apply to it, and they are: a weak attack can be followed by a strong one, and the button progression must go from Punch to Kick in regards to the same set of buttons. This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK. Or, you can skip buttons and do: LK -> MK -> HP -> HK. Or even: MP -> HP -> HK. However, you can't do a combo that violates the rules, such as: MK -> MP (violates 'Punch to Kick using same set of buttons' rule) HP -> LP (violates 'Weak to Strong progression' rule) * It's actually called 'the chain combo', but since that terminology is a little confusing, I'll use the commonly-accepted 'Hunter Chain' term which is referring to DarkStalkers / Vampire Hunter. --------------------------------------------------------------------- Weak to Strong Chain --------------------------------------------------------------------- This combo system functions on one premise of the Chain Combo, but not the other. You have to go from a weak attack to a stronger attack, but you cannot go from Punch to Kick in the same set of buttons. This means that LP -> MP -> HP or LK -> MP -> HK will work. However, LP -> MP -> MK will not because you're going from a Punch to a Kick in the same set of buttons (in this case, MP and MK). --------------------------------------------------------------------- Weak to Any Chain --------------------------------------------------------------------- This chain combo states that you can go from any of the weakest attacks (Light Punch or Light Kick) into any other, stronger, attack. This means that LP -> HK or LK -> MK are both usable, but LP -> LK is not, nor is MP -> HP. This also means that unless a Punch or Kick hits more than once naturally, the best you can do is a 2 hit combo. --------------------------------------------------------------------- Punch to Kick Chain --------------------------------------------------------------------- This type of chain combo is probably the most simple one to explain. You can interrupt any Punch attack with any Kick attack. So you can use LP -> MK, HP -> HK, MP -> LK, and so on. --------------------------------------------------------------------- None --------------------------------------------------------------------- Some characters simply can't combo a normal move into another one. :( ------------------------------------------------------------------------ STARTING AND FINISHING AN AERIAL RAVE ------------------------------------------------------------------------ Perform a combo while in the air (during a jump or super jump) and it's called an 'aerial rave'. Okay...whatever--it's still an air combo. However, there are some notable differences between the 'aerial rave' and a ground combo: --------------------------------------------------------------------- Launchers --------------------------------------------------------------------- All characters have an attack that, when it hits, will knock an enemy high into the air. This can be used to force a Super Jumping Chain, rather than having two characters Super Jump and meet in the air. If the 'launcher' attack hits, you have a small amount of time in which to press Up (or Up-Back, or Up-Forward), and you will Super Jump as well (as opposed to tapping Down, Up or pressing KKK). You can then steer yourself towards your opponent and hit them with an attack or chain combo, because your opponent cannot block until after he begins falling. --------------------------------------------------------------------- Aerial Rave Finishers --------------------------------------------------------------------- Certain attacks, when used during an aerial rave, will cause your opponent to quickly fall to the ground, and the screen will scroll after him or her. Doing this almost always prevents you from continuing the combo in the air (although there are some exceptions, see below). Note that in most cases, the knockdown move will not cause the screen to scroll unless it was preceeded by another move aside from the launcher. For example, with Ryu, Launcher -> HK would make his enemy (let's say Ken) fly to the ground, off-screen. Launcher -> LP -> HK would have the screen follow Ryu's opponent as he smashes into the ground. Ryu will leap onto the screen a moment later. So what's the importance? Well, if the screen doesn't scroll, you can still perform moves after the aerial rave has technically ended. If it does scroll, then you can't move and will dash on screen a moment later, regardless of your location in the air at the time that the screen began scrolling. Note that some attacks will also cause the screen to scroll (Wolverine's Berserker Barrage is one of them, if you get all the hits in). Keep in mind that you can bend the rules a bit when it comes to ending an aerial rave. For example, if you finish a jumping or super jumping chain without ending it with a knockdown attack, it's possible to hit again with another attack (even with the same attack), while you fall. In some situations, you can even do this if you did connect with a knockdown blow (for instance, in the corner with Strider, you can knockdown with his HP, but press HK and it will still connect as his enemy plummets to the ground). The key here is to just be creative and try to see what you can do after a non- knockdown attack or special move. ========================================================================= 7. M I S C E L L A N E O U S ========================================================================= ----------------------------------------------------------------------- EASY MODE MOVES CHART ----------------------------------------------------------------------- This section lists what buttons produce what moves for Easy Mode users: CAPTAIN AMERICA Tap MP : Shield Slash (air) Tap HP : Stars & Stripes Tap MK / HK : Charging Star Press MP + HP : Final Justice Press MK + HK : Hyper Charging Star CAPTAIN COMMANDO Tap MP : Captain Fire (air) Tap HP : Captain Collider Tap MK : Captain Kick Tap HK : Captain Kick Press MP + HP : Captain Sword Press MK + HK : Captain Storm CHUN-LI Tap MP : Kikou Ken Tap HP : Tenshou Kyaku Tap MK : Hyakuretsu Kyaku (air) Tap HK : Sen'en Shuu Press MP + HP : Kikou Shou Press MK + HK : Senretsu Kyaku GAMBIT Tap MP : Kinetic Card (air) Tap HP : Trick Card Tap MK : Cajun Slash Tap HK : Cajun Strike Press MP + HP : Royal Flush Press MK + HK : Cajun Explosion HULK Tap MP : Gamma Tornado Tap HP : Gamma Slam Tap MK : Gamma Charge (Taichi) Tap HK : Gamma Charge (Taikuu) Press MP + HP : Gamma Wave Press MK + HK : Gamma Crush JIN SAOTOME Tap MP : Saotome Typhoon Tap HP : Saotome Dynamite Press MP + HP : Blodia Punch Press MK + HK : Blodia Vulcan MEGAMAN Tap MP : Mega Buster (air) Tap HP : Mega Upper Tap MK : Item Kougeki Tap HK : Eddie Yobi (Item Change) Press MP + HP : Hyper Megaman (air) Press MK + HK : Rush Drill MORRIGAN Tap MP : Soul Fist (air) Tap HP : Shadow Blade (air) Press MP + HP : Soul Laser Press MK + HK : Silhouette Blade RYU Tap MP : Hadou Ken (air) Tap HP : Shouryuu Ken Tap MK / HK : Tatsumaki Senpuu Kyaku (air) Press MP + HP : Shinkuu Hadou Ken (air) Press MK + HK : Shinkuu Tatsumaki Senpuu Kyaku RYU in KEN MODE Tap MP : Hadou Ken (air) Tap HP : Shouryuu Ken (air) Tap MK / HK : Tatsumaki Senpuu Kyaku (air) Press MP + HP : Shouryuu Reppa Press MK + HK : Shinryuu Ken RYU in AKUMA MODE Tap MP : Gou Hadou Ken / Zankuu Hadou Ken in air Tap HP : Gou Shouryuu Ken Tap MK : Tatsumaki Zankuu Kyaku (air) Tap HK : Ashura Senkuu / Tenma Kuujin Kyaku in air Press MP + HP : Messatsu Gou Hadou / Tenma Gou Zankuu in air Press MK + HK : Messatsu Gou Shouryuu SPIDER-MAN Tap MP : Web Ball (air) Tap HP : Web Throw Tap MK : Spider Sting Tap HK : Web Swing (air) Press MP + HP : Maximum Spider (air) Press MK + HK : Crawler Assault STRIDER HIRYU Tap MP : Ame no Murakumo / Excalibur in air Tap HP : Gram (air) Tap MK : Vagula Tap HK : Formation A Press MP + HP : Ragnarok Press MK + HK : Legion VENOM Tap MP : Venom Fang (air) Tap HP : Web Throw Tap MK / HK : Venom Rush Press MP + HP : Venom Web Press MK + HK : Death Bite WAR MACHINE Tap MP / HP : Shoulder Cannon (air) Tap MK : Repulsor Blast Tap HK : Smart Bomb (air) Press MP + HP : Proton Cannon Press MK + HK : War Destroyer WOLVERINE Tap MP : Berserker Barrage Tap HP : Tornado Claw Tap MK : Berserker Slash Tap HK : Berserker Slash Press MP + HP : Weapon X Press MK + HK : Fatal Claw (air) ZANGIEF Tap MP : Screw Piledriver (air) Tap HP : Double Lariat (air) Tap MK : Flying Powerbomb / Atomic Suplex when close Tap HK : Banishing Flat Press MP + HP : Final Atomic Buster ZANGIEF in MEGA ZANGIEF MODE Tap MP : Screw Piledriver (air) Tap HP : Double Lariat Tap MK : Flying Powerbomb Tap HK : Vodka Fire Press MP + HP : Final Atomic Buster Press MK + HK : Siberian Blizzard ----------------------------------------------------------------------- TRANSLATIONS ----------------------------------------------------------------------- These were done by me and may not be completely correct / accurate: CAPTAIN AMERICA Zenten Forward Revolve 2 Dan Jump Two Level Jump CHUN-LI Kikou Ken Chi Fist Sen'en Shuu Spinning Circle Kick Hyakuretsu Kyaku Hundred Rending Kicks Tenshou Kyaku Heavenly Ascention Kick Kaku Kyaku Raku Crane Leg Drop Yousou Kyaku Eagle Talon Kick Reishiki Kikou Ken Zero Style Chi Fist Kikou Shou Chi Palm Senretsu Kyaku Thousand Rending Kicks Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick Shichisei Senkuu Kyaku Seven Star Air Flash Kick HULK Gamma Charge (Taichi) Gamma Charge (Anti-Earth) Gamma Charge (Taikuu) Gamma Charge (Anti-Air) MEGAMAN Item Kougeki Item Attack Eddie Yobi (Item Shutsugen) Eddie Summon (Item Appear) (the 1st time you use "Item Change") ONSLAUGHT Mini Sentinel Kuubaku Mini Sentinel Air Raid 3 Rensha Beam 3 Rapid Fire Beams 5 Rensha Beam 5 Rapid Fire Beams ROLL-CHAN Hana-Taba Bakudan Flower Bundle Bomb RYU Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Sakotsu Wari Collarbone Splitter Senpuu Kyaku Whirlwind Kick Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick Shin Shouryuu Ken True Rising Dragon Fist RYU in KEN MODE Inazuma Kakato Wari Lighting Flash Heel Split Shouryuu Reppa Rising Dragon Render Shinryuu Ken Divine Dragon Fist Shippuujinrai Kyaku Swift as Lightning Kick RYU in AKUMA MODE Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Air Slashing Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick Ashura Senkuu (evil demonic spirit) Air Flash Tenma Kuujin Kyaku Demon Air Blade Leg Zugai Hasatsu Skull Destroyer Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Tenma Gou Zankuu Great Demon Sky Killing Shun Goku Satsu Imprisoning Death Flash STRIDER HIRYUU Ame no Murakumo Rain Clouds Amassing (a sword from Japanese legend) Vajra (a type of weapon) Heki Hari Tsuki Attach (and) Cling to Wall Chakuji Arrive (at) Ground Shimo Idou / Uwa Idou Move Down / Move Up Hantai Soku no Heki e Idou Move to Opposite Side of Wall Jimen ni Tobigeri Jump Kick to Ground Ouroboros (a mythical creature) Ragnarok (the Norse version of Armageddon) WAR MACHINE Hikou Aviation WOLVERINE Fumitsuke Trampling ----------------------------------------------------------------------- CHARACTER ENDINGS ----------------------------------------------------------------------- Don't read these if you're not interested in them, or don't want to have the ending spoiled for you. All the endings were contributed by other people, btw. RYU: Ken is telling Sean how Ryu created all the special moves involved in Shotokan karate and that he should ask Ryu for training. Once he does, Ken jumps away saying "Now I can go shopping with Eliza!" and Ryu says something like "Okay Sean... give me your best shot!" CHUN-LI: The Chunster confronts Bison, saying that he is trapped, but then Bison says that SHE is the one who is trapped, and she gets zapped by something. Bison plans to bring her to Shadoloo, but then Shadow jumps in and gives Bison a Somersault Justice. Chun comes to and wonders who it was that saved her. ZANGIEF: Boasts about his invincible iron body and then picks a fight with a Cyberbots robot. A view is shown of the Earth with an explosion, presumably Zangief FAB'ed it. STRIDER: "Target terminated. Mission completed." He jumps onto his hang glider, then jumps on to the back of a whale. The End. (if you didn't beat the arcade Strider, you might not get the reference). CAPTAIN COMMANDO: Back at Avengers HQ, a guy mentions that Onsalught has been defeated. Then, Captain appears on the big-ass monitor of theirs and says "We have defeated Onslaught. Now some peace will be restored to the world." "Who are you?" "I am Captain Commando." (Note: if you've seen the end of the Captain Commando arcade game, this should look familiar) MEGAMAN: The blue bomber picks up the item left behind by Onslaught then teleports away. A screen is then showing saying "You got Magnetic Shockwave!" with Mega Man doing a Magnetic Shockwave. Cute. (I see the rumors have already started so let me say right now... NO YOU CAN'T USE IT!!) MORRIGAN: She states that there isn't anyone strong enough, then Ryu jumps on the screen to challenge her. The game does a "READY... FIGHT!" message, but then they end up playing Puzzle Fighter! Best ending by far! JIN: Onslaught (as a bunch of molecules) says that he is not defeated, and then Jin does his Jin Tornado move. The screen whites out, and Ryu is looking up at the sky, wondering if Jin will return. SPIDER-MAN: Gets the idea for a great headline "Spider-Man and team up to defeat Onslaught!" and so he takes a picture of themselves. He says that "J.J. will probably make me look like the bad guy, but I need the money to make a living!" CAPTAIN AMERICA: All the "good guys" are back at Avengers HQ, where he tells them that they were summoned here to help fight Onslaught, and that now that he's been defeated they can return to where they came from. HULK: Captain America sacrifices himself to defeat Onslaught's final form (as those molecules or whatever). Hulk tries to stop him, but to no avail. Professor X tells Hulk and the other Marvel characters that what he did was unselfish and brave, or something. Cool ending. GAMBIT: Hits on Morrigan, but Rogue shows up saying "Havin fun without me sugah?" and carries him away. WOLVERINE: Logan and Professor X talk about how Onslaught was created from the bad side of the Prof and Magneto, or something. Professor X says that he's not fit to lead the X-Men since he's made mistakes, but Wolverine tells him that he's made lots of mistakes but the important thing is to look at the future, not at the past. Then Professor X thanks him for being a good friend. WAR MACHINE: "Mission completed", and Iron Man... er, War Machine flies away, "The war for peace still continues", blah blah blah. VENOM: Decides to team up with whoever his partner is to fight evil. I don't really remember this one either, it was pretty cheesy. LILITH-STYLE MORRIGAN: Lilith is trapped in Morrigan's body and she tries to return to her own body by headbutting the forehead of her (Lilith's) body. Zangief shows up and joins on the headbutting! Morrigan and Lilith get away from him and return to Castle Aensland. However, it turns out that Lilith didn't transfer her consciousness back to her old body, she transferred it to Zangief! ROLL-CHAN: After defeating Onslaught, Roll runs towards Rush while saying "I finished the stage before Megaman did!" A projector pops out of Rush's back and Dr. Light's image appears, congratulating Roll. He tells her that Dr. Wily is causing him trouble, then gives her enhancements that turn her into Hyper Roll. She rockets away, saying that she will protect the world. Dr. Light tells her to be careful. With everyone gone, Megaman runs in, expecting a fight, but Onslaught's already dead. He proceeds to drop to one knee and cry. SHADOW LADY: Bison shows up and traps Jin in a floating electric field. He tells Jin that he is pathetic and lets him fall to the ground before leaving. Shadow Lady and Shadow (Charlie) show up. Shadow Lady says that they were too late. Shadow Lady hears Jin's heartbeat and Shadow says that the only way to save him is via cybernation. You then see Shadow Jin holding his arm and wondering what happened to him. ANY HIDDEN CHARACTER: The character is shown posing while the background shows a blue sunburst effect. The message "Congratulations!!! You beat the game with a secret character!!!" shows up as well. ========================================================================= 8. A U T H O R ' S N O T E ========================================================================= ----------------------------------------------------------------------- REVISION HISTORY ----------------------------------------------------------------------- Version 1.1 (April 5, 2000) - Sat down with a PSX copy of MvC and checked out the entire FAQ. A lot of fixes have been made, and some PSX-specific info. has been added, taken from the cheats found at Capcom of Japan's FAX page, which you can find at . Version 0.0 started a long time ago.... ^_^; ----------------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------------- I'd like to thank all the people who have contributed or who I've borrowed information from (e-mails removed since some readers like to spam entire contributor lists....): Jinston, Mike Z, Ismat, Galen Henderson, Mehdi Malek, Orochi Herman, Daemon23, Miguel Raya, RpM, Carlos Alexandre, Ben Vargas, Team Red Herring, Rolento, Shinichi Nakada, Dark Blaze, Ezekiel Li, Matt Hall, Ken "Hoju" Gaskell, Edward T. Ha, Silver Sage, Lancer, Migs Rustia, Capcom of Japan, Anthony Cannon, James Kuroki, Henry Moriarty, John Culbert, Yow Hong Chieh, Nammy, and Charles Washington. I'd also like to thank Ricardo A Lafaurie Jr for all the corrections in revision 1.0 (11/15/99). A major pat on the back to Ricardo for his numerous additions and fixes! Thanks also goes to Charles MacDonald for helping me test some stuff in this update (v1.1). Unpublished work Copyright 1998-2001 Chris MacDonald