Date: Sat, 27 Mar 1999 20:49:17 -0600 MARVEL SUPER HEROES vs. STREET FIGHTER by Capcom, the undisputed king of 2D figthters Sony PlayStation FAQ by Weapon X OVERVIEW: For those of you unfamiliar with the Capcom “Vs.” series (yes, both of you), here the gist of it. Capcom mizes some of their most famous characters with the superstars of the Marvel Universe, and slaps them together into one game, all possessing huge muscles, vibrant animation, and killer fill-the-screen super moves. What you do is, you have a selection of, say, 16 characters to choose from. You choose your two favorites, and you pit both of them against two other characters in a battle to the death. On the PlayStation version of these games, at any one time, you don’t actually play as your second character; their main purpose is an occasional team counter and cross-over Super Combo. GAMEPLAY: Ever played a Street Fighter game? put in large fireballs, forward and backwards dashes, and five-story high super jumps, and you’ve got the basic idea of how to play this game. For those who’ve played X-men: CoTA, Marvel Super Heroes, or X-men vs. Street Fighter know what I’m talking about. GAME MODES: BATTLE: The closest thing you have to arcade mode. You choose a main character to play as, then you pick your “helper” fighter. You’re put up against another fighter and his/her helper, and you fight that character for several rounds. You fight team after team, until you work your way up to Apocalypse. Defeat him (good luck) and you’ll get face off with the boss of the game, Cyber-Akuma. Beat him (good luck) and you’ve beaten the game. VERSUS: LIke this really needs an explanation. You and a friend pick your teams, and kick each others butts. Complicated? I thought not. TRAINING: Here, you get to work on your specials, supers, crossovers, and combos. Choose your main character, your helper, and your opponent, and go all-out against him/her. An excellent way to practice up for those Crossover Combination Supers. HERO BATTLE: Do you like the Street Fighter or the Marvel Super Heroes better? Well, here’s your chance to prove your fav’s superiority over the other. Choose a team of either Street Fighters of MSH’s, and face off against a team of the other guys. The game ends either when you beat all the other team’s fighters, or they beat all of your fighters. CROSS-OVER: Probably one of the coolest modes. You choose one character from the roster, and the computer randomly chooses your partner. You then fight a mirror image of your team. This is the closest thing to Arcade Mode this game will get, beacuse you have the ability to switch between your two fighters at ANY TIME during gameplay. When you beat both your opponents, in the next match you play as the character you were randomly given, and the computer gives you another random helper, and you go through it all over again. MOVES LEGEND: U - Up D - Down B - Back F - Forward DF - Down/Forward DB - Down/Back UF - Up/Forward UB - Up/Back O - 360-degree rotation Charge - hold button for two seconds L - light M - medium H - hard P - Punch K - Kick 3P - 3 punches 3K - 3 kicks UNIVERSAL MOVES: Forward Dash - F, F or 3P Backward Dash - B, B or B+3P Block - Hold B (can be done in mid-air) Throw - F + MP or HP Throw escape - When being thrown, any direction except U + MP, HP, MK, or HK Super Jump - D, U or 3K Safe landing - when falling, B, DB, D + P or K Advancing Guard - 3P while blocking Counter - B, DB, B + P or K while Blocking Dizzy Recovery - while dizzy, and direction + rapid P or K Partner Attack - MP + MK Crossover Combination Super Combo - D, DF, F + LP + LK AIR COMBOS: When you knock an opponent into the air, like with an uppercut, you can jump up after him/her and follow up the hit with an air combo and dish out more damage. When the opponent is send into the sky, press up, and you will automatically super jump and be able to start in on more hits. A NOTE ON SUPER COMBOS: You can only perform super moves when your power meter is at level 1 or higher, and Crossover Combination supers can only be performed at level 2 or higher. For certain supers, like Akuma’s Raging Demon and Shuma Gorath’s Chaos Dimension, can only be done at level 3. Keep this in mind. CHARACTER MOVES: AKUMA: Special Moves Fireball D, DF, F + P (can be done in air) Dragon Punch F, D, DF + P Hurricane Kick D, DB, B + K (can be done in air) Diving Kick Jump, D, DF, F + K while in air Teleport F, D, DF or B, D, DB + 3P or 3K Super Moves Super Fireball D, DB, B + 3P Super Dragon Punch D, DF, F + 3P Raging Demon LP, LP, F, MK, HP (at level 3 super power) Playing tips: When using Akuma, you can keep opponent at a distance with ground and air Fireballs. If things are getting a little too close-quarters for you, you can simply zip out with a teleport move. Hit jumping opponents with Dragon Punches to fend them off. When attempting the Raging Demon, make sure you’re at level 3, and always execute the move while relatively close to your opponent. It’ll be worth the trouble when you take out half of your opponent’s life bar. ;-) M. BISON: Special Moves Psycho Shot B, DB, D, DF, F + P (can be shot in 3 directions) Psycho Field F, DF, D, DB, B + P Scissor Kick B, DB, D, DF, F + K Head Stomp Charge D, U + K Psycho Dive Charge D, U + P, or P after Head Stomp Teleport F, D, DF, + P or K Flight D, DB, B + 3K Super Moves Psycho Crusher D, DF, F + 3P Super Scissor Kick D, DF, F + 3K Playing tips: The Psycho Shot is kind of slow in coming out, so try to keep opponents at a distance with the scissor kick. Get out of tight situations with a teleport. When using a super move, an opponent can sometimes duck under the Super Scissor Kick, so the Psycho Crusher is the better one to use. With that, if you get one hit, you get them all. BLACKHEART: Special Moves Dark Thunder B, DB, D, DF, F + P (can be shot in three directions) Inferno F, DF, D, DB, B + P Super Moves Armageddon D, DF, F + 3P Demon Storm D, DB, B + 3P Heart of Darkness D, DF, F + 3K Playing Tips: When using the hard punch or kick, Blackie sends these weird demons from his body. The hard kick demons has hold the opponent in place for several seconds. Because of his limited number of moves, using the Dark Thunder is what you can use to keep the opponent away. Armageddon is a limited attack, and Heart of Darkness rarely connects, for Demon Storm is your best bet for super moves. CAPTAIN AMERICA: Special Moves Sheild Slash D, DF, F + P (can be shot in three directions) Stars & Stripes F, D, DF + P Charging Star D, DF, F + K Super Moves Final Justice D, DF, F + 3P Hyper Charging Star D, DF, F + 3K Hyper Stars & Stripes F, D, DF + 3P Playing tips: Shield Slash can keep opponents at a distance. Use the Stars & Stripes on jumpers, and Charging Star on opponents running at you. Make sure you’re relatively close when using Final Justice, and the same with Hyper Stars & Stripes. Hyper Charging Star is the best to you use for ground-based fighters. CHUN LI: Special Moves Fireball B, DB, D, DF, F + P Rising Bird Kick F, D, DF + K Lightning Kick Tap K rapidly Somersault Kick F, DF, D, DB, B + K Super Moves Flash Bomb D, DF, F + 3P Super Lightning Kick D, DF, F + 3K Super Rising Bird F, D, DF + 3K Playing Tips: Fireballs will keep opponents away, and the Rising Bird Kick or Lightning Kick can knock them away when they’re too close. Use the Bird Kick on jumpers, and simply don’t use the Somersault Kick. Use the Flash Bomb when relatively closeto the opponent, and only use the Super Rising Bird on jumpers or when right next to the opponent. The Super Lightning Kick can be used from any distance, and works best when the adversary is on the ground. CYCLOPS: Special Moves Optic Blast D, DF, F + P (can be shot in three directions) Rising Uppercut F, D, DF + P (tap P for multiple hits) Cyclone Kick D, DB, B + K Running Grab and Slam Charge B, F + K Optic Sweep F, DF, D + P Rapid Punch Charge B, F + P, then rapid P or K Super Moves Mega Optic Blast D, DF, F + 3P Super Optic Blast F, DF, D + 3P (use D-pad to shoot beam in multiple directions) Playing Tips: Use Optic Blasts to keep opponents at a distance, and the Rising Uppercut on jumpers and when you’re right next to the opponent. The Mega Optic and Super Optic Blast are equally useful. Use the Mega Optic when the opponent is on the ground, and the Super Optic can be shot in any direction, so you can use it any old time. DAN HIBIKI: Special Moves Weak Fireball D, DF, F + P Dragon Punch F, D, DF + P Spinning Kick D, DB, B + K Autograph Attack (!?!) D, DF, F + K Super Moves Super Fireball D, DF, F + 3P Super Dragon Punch D, DF, F + 3K Certain-Victory-Relying-On-Nobody-But-Myself Combo D, DB, B + 3K Self-Destruct HP, LK, B, LP, LP Playing Tips: The only way this guy is useful is if he isn’t used it all. His moves are weak, and some of them are just plain stupid. Like the Autograph Attack? He signs a picture of himself and tosses it at you. And the Self-Destruct? It more takes more damage out of YOUR life bar than the opponents. Just lay off this guy, unless you’re really, REALLY good! DHALSIM: Special Moves Yoga Fire D, DF, F + P Yoga Flame F, DF, D, DB, B + P Upwards Yoga Flame F, DF, D, DB, B + K Teleport F, D, DF or B, D, DB + 3P or 3K Flight D, DB, B + 3K Super Moves Yoga Inferno D, DF, F + 3P Yoga Air Throw D, DF, F + 3K (Opponent must be in the air) Playing Tips: Since Dhalsim’s arms and legs stretch with just about every normal moves, you can hit your opponent from a safe distance. Use Yoga Fire and Flame to keep opponents at a distance, and the Upwards Flame on jumpers. Use Teleports to get out of sticky situations. Keep in mind, when using the Yoga Inferno, you can control where the flames go when he’s blowing them out. HULK: Special Moves Tornado Throw F, DF, D, DB, B + P Gamma Slam D, DF, F + P Gamma Charge Charge B, F + K Upward Gamma Charge Charge D, U + K Super Moves Gamma Wave D, DF, F + 3P Gamma Crush D, DB, B + 3P Playing Tips: The HP can knock opponents away when they’re getting to close. Gamma Slam can keep them away. Use the Upward Charge on jumpers, and the Ground Charge on people running at you. Once you knock someone into the air, hold a direction button plus the Kick and you’ll go after him/her with another Charge. The Gamma Wave is good on grounded opponents. You can get an extra hit with Gamma Crush when you execute it when right next to the opponent. KEN: Special Moves Fireball D, DF, F + P (can be done in air) Dragon Punch F, D, DF + P Hurricane Kick D, DB, B + K Super Moves Shadow Dragon D, DF, F + 3P Rising Fire Dragon D, DF, F + 3K Hurricane Smasher D, DB, B + 3K Playing Tips: Use fireball when relatively close to the opponent; for some stupid reason, they dissolve in mid-flight. Use Dragon Punches on jumpers, and only use the Hurricane Kick when right next to the opponent. All of Ken’s supers should only be done when right next to the opponent, to ensure they connect, and that the maximum damage is dished out. OMEGA RED: Special Moves Carbonadium Coil D, DF, F + P (can be shot in three direction, can be done in air) Downward Carbonadium Coil D, DF, F + K (can be shot in three directions, can ONLY be done in mid-air) Coil Toss Direction + P (after Coil) Death Factor (drains life energy) rapid P (after Coil) Energy Drain (drains super power) rapid K (after Coil) Omega Strike D, DF, F + K (can be shot in three directions) Super Moves Omega Destroyer D, DF, F + 3P Carbonadium Smasher D, DF, F + 3P (can only be done in mid-air) Playing Tips: When using the Coil Toss, slam the opponent downwards first, then instantly toss in another direction for two tosses. Use the Death Factor when you’re running low on life energy; what you drain from the opponent will be transferred to your life bar. Use the Omega Destroyer when relatively close, and do the Carbonadium Smasher when close to the ground before you land, and close to the opponent. RYU: Special Moves Fireball D, DF, F + P (can be done in air) Dragon Punch F, D, DF + P Hurricane Kick D, DB, B + K Super Moves Super Fireball D, DF, F + 3P (can be done in air) Super Hurricane Kick D, DB, B + 3K Super Dragon Punch F, D, DF + 3P Playing Tips: The perfect character for the novice. Fireballs keep opponents at a distance. Use Dragon Punches on jumpers, and Hurricane Kicks on runners. The Super Fireball is the best super to use; both the Super Hurricane and Super Dragon should only be done when right next to the opponent. SAKURA: Special Moves Fireball D, DB, B + P (can be done in air) Rushing Dragon Punch (can be done in air) D, DF, F + P Hurricane Kick D, DB, B + K Super Moves Super Dragon Punch D, DF, F + 3P Super Fireball D, DB, B + 3P Super Hurricane Kick D, DB, B + 3K Playing Tips: The strange thing about Sakura in this game is, her fireballs go upwards, so they should be used on jumpers. Fortunately, they go downwards when shot in the air, so if your opponent is a ground based fight, like Blackheart, jump in the air first. The Rushing Dragon goes quite a distance, so use that on grounded opponents as well. All of Sakura’s supers should be done with right next to the opponent, but they can get the job done. A fun, yet somewhat difficult character to play as. SHUMA GORATH: Special Moves Mystic Stare Charge B, F + P Mystic Bounce Charge B, F + K Devitalization Throw F, DF, D, DB, B + K (near opponent) Super Moves Chaos Split D, DF, F + 3K Chaos Dimension D, DF, F + 3P (at level 3, then hit opponent) Playing Tips: Why they made it so you can only do Chaos Dimesion as level 3 super power, I’ll never know. Mystic Stare can keep opponent’s at a distance. Mystic Bounce is good to use on jumpers, or when they’re at the appropriate distance away from you. Chaos Split simply makes a copy of Shuma, and doubles whatever hits you get on the opponent. Sounds cool, right? In reality, it’s a pretty useless super, ‘cause the double dissolves when hit by the opponent. Stick with Chaos Dimension. SPIDER MAN: Special Moves Web Ball D, DF, F + P Spider Sting F, D, DF + P (tap P for an extra hit) Web Swing D, DB, B + K Web Throw F, DF, D, DB, B + P (can be shot in three directions) Super Moves Maximum Spider D, DF, F + 3P Crawler Assault D, DF, F + 3K Playing Tips: For those of you familiar with Sub-Zero from Mortal Kombat, Web Ball is like his Deep Freeze. It holds the opponent in place temporarily, and is the perfect setup for a combo. Use Spider Sting on jumpers, and Web Swing on runners. Use the Crawler Assault when right next to the opponent. The Maximum Spider can zoom in on an opponent wherever they are on the ground, and sometimes in the air, so that’s the best super to use. WOLVERINE: Special Moves Berserker Barrage D, DF, F + P (tap P for extra hits) Tornado Claw F, D, DF + P (tap P for extra hits) Drill Claw Direction + MP + LK Super Moves Berserker Barrage X D, DF, F + 3P Fatal Claw F, D, DF + 3K Weapon X (my personal favorite) F, D, DF + 3P Berserker Charge D, DB, B + 3P Playing Tips: Berserker Barrage is good on runners, and Tornado Claw on jumpers; both are good to use in combos. Because of the PlayStation’s awkward controller design (what the hell were they thinking anyway?), stay away from the Drill Claw, otherwise, change the controller setting to your liking. Use Berserker Barrage X and Fatal Claw when close to the opponent. Weapon X goes all the way across the screen, but only works when the opponent is on the ground and not blocking. Berserker Charge makes Wolfie go a lot faster, so you can link a lot of moves together in long string combos. ZANGIEF: Special Moves Spinning Pile Driver O + P Spinning Lariat (can be done in air) 3P or 3K Flying Power Bomb B, DB, D, DF, F + K Glowing Punch F, D, DF + P Jump & Slam F, D, DF + K Super Moves Final Atomic Buster O + 3P Playing Tips: The Spinning Lariat is probably Zangief’s most effective move, since it can be done in air as well as on the ground, and you can move him around while doing it. Pile Drivers should ONLY be done while right next to the opponent. Glowing Punch can be used to cancel out fireballs, and the Grab & Slam can be used on jumpers. Like the regular Pile Driver, the Atomic Buster should ONLY be used when next to the opponent. When doing so, Zangief will instantly grab the opponent and do the move. SECRET CHARACTERS: ARMORED SPIDER-MAN: To Play As: Place the selection cursor on Spider-Man, hold SELECT, and press any attack button. This Spider-Man is a little slower, and can take weak hits without being affected by. He still takes the damage, he just isn’t moved by them. He has all the same moves as regular Spider Man. DARK SAKURA: To Play As: Place the selection cursor on Hulk, hold SELECT, and press any attack button. Her moves are more like Ryu’s and Akuma’s in that her fireballs actually go forward when shot. Special Moves Fireball D, DF, F + P (can be done in air) Rushing Dragon Punch F, D, DF + P Hurricane Kick D, DB, B + K Super Moves Super Fireball D, DF, F + 3P Super Dragon Punch D, DF, F + 3K Super Hurricane Kick D, DB, B + 3K Raging Demon LP, LP, F, MK, HP (at level 3 super power) U.S. AGENT: To Play As: Place the selection sursor on M. Bison, hold SELECT, and press any attack button. He’s just like Captain America. MECHANICAL ZANGIEF: To Play As: Place the selection cursor on Blackheart, hold SELECT, and press any attack button. His moves are just like the normal Zangief’s, except: Flame Breath D, DF, F + P IMPORTANT NOTE!!!! Mech-Zangief CANNOT block! When using this character, you must always be on the offensive. On the upside, he cannot be knocked down by ANYTHING. MEPHISTO: To Play As: Place the selection on Omega Red, hold SELECT, and press any attack button. He’s just like Blackheart, except most of his normal moves set the opponent on fire. SHADOW: To Play As: Place the selection on Dhalsim, hold SELECT, and press any attack button. He’s nothing more than a Noob Saibot-ish version of Charlie from X-men vs. Street Fighter, but for those of you who don’t know him, here are his moves: Special Moves Sonic Boom: Charge B, F + P Flash Kick: Charge D, U + K Somersault Slash U, UF, F + K (can only be done in air) Super Moves Sonic Break D, DF, F + 3P Crossfire Blitz D, DF, F + 3K Super Flash Kick D, DB, B + 3K Playing Tips: Sonic Booms can keep opponents at a distance, and Flash Kicks are best used on jumpers and in combos. Crossfire Blitz is just like Wolverine’s Weapon X, but should be done when relatively close to the opponent. Super Flash Kick should only be used when right next to the opponent. TIPS FOR FIGHTING THE BOSSES: APOCALYPSE: Keep in mind, only his head and his left hand can be attacked. When a satellite in sent after you, shoot it down first, then get back to Apocalypse. If he targets you, then block immediately. When you see him start his Mega Drill attack, AVOID IT AT ALL COSTS! If you can’t avoid it, block it and pray to God you’ve got enough energy left to survive it. Unblocked, it will take away over 50% of your energy; blocked, I’m not sure, but it’s still a significant amount of damage. CYBER-AKUMA: You’ll have to make your own judgement about how to take him on. I haven’t lasted long enough against the butthole to know how to fight him. -------------------------- SPECIAL THANKS: My Mom, for getting me this game for my birthday, in association with my Dad, for getting me the Playstation. My friend and fellow gamer Owen, for mentioning the game to me in the first place. Capcom, for making such a kick-@$$ game. Words to live by: “Some mother-f*ckers are always trying to ice-skate uphill...” - Blade, vampire hunter