MARVEL SUPER HEROES VS. STREET FIGHTER FAQ v0.5 for the Sega Saturn (import) by Chris MacDonald Unpublished work Copyright 1998-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976.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 of Japan. All Marvel characters are (c) Marvel. If you've been thinking of purchasing this game, I highly suggest you do so now. Marvel apparently has an issue with this game being imported into the US (they think people will mistake Norimaro for a Marvel character), and are pressuring Capcom into doing something about it. As a result, Capcom is cracking down on stores selling this title, and it's already getting hard to find. I'd suggest looking for a specialty store instead of trying for a video game chain store or a mail-order company. ================= TABLE OF CONTENTS ================= 1. HOW TO PLAY - Key to Controls - Basic Moves List - Using Easy Mode - Super and Hyper Armor 2. CHARACTER MOVES LIST - Blackheart - Captain America - Chun-Li - Cyclops - Dan Hibiki - Dhalsim - Gouki - Hulk - Ken - Norimaro - Omega Red - Ryu - Sakura Kasugano - Shuma-Gorath - Spider-Man - Vega - Wolverine - Zangief 3. HIDDEN CHARACTER MOVES LIST - Armor Spider-Man - Hiyakeshita Sakura - Mech-Gouki - Mega Zangief - Mephisto - Shadow - US Agent 4. SECRETS AND TRICKS - Bonus Options - Select the Hidden Characters - Fight a Hidden Team - "Mech-Gouki Now!!" Mode - Select Mech-Gouki - Change Characters - Quick Continue - Beat Up Your Opponent / Partner - Dan's Secret Introduction / Special Finish - Sakura's Win Poses - Norimaro's Quadruple Jump 5. COMBO PRIMER - Basic Combo Theory - Types of Chains - Starting and Finishing an Aerial Rave 6. MISCELLANEOUS - Survival Mode - Easy Mode Moves Chart - Translations - 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 ----------------------------------------------------------------------- Dash f,f / PPP Backstep b,b / b + PPP Super Jump d,u / KKK / ub~uf after hitting w/ a launcher Long Jump Tap uf during Dash / Tap ub during Backstep Block / Low Block Hold b / db against high / low attacks Air Block In air, hold b / db against an attack Advancing Guard While blocking, tap PPP rapidly (air) Tech. Hit Perform a throw as you are thrown (air) Recovery Tap b / f + P / K rapidly when dizzied Down Escape b,db,d + P / K when knocked down Variable Assist Press MP + MK Variable Attack Press HP + HK Variable Counter While blocking, b,db,d + HP + HK (at Level 1+) Variable Combination qcf + HP + HK (at Level 2+) - Zangief and Mega Zangief cannot Backstep or Long Jump backwards. - 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 Tech. Hit (Ukemi), out of almost any throw in the game, including ground and air throws, as well as: - Cyclops' Running Neckbreaker Drop - Dan's Otoko Michi - Hulk's Gamma Tornado - Spider-Man's Web Throw - Zangief's Flying Powerbomb / Air Spinning Piledriver - Zangief's Running Throw (either version) - Mech-Gouki's Air Shining Gou Shock - Shadow's Final Mission - When you use any of the 'Variable' moves (aside from the Variable Assist), you'll switch characters. This won't always happen in the case of the Variable Counter / Variable Combination, usually if your ally is attacked as he or she comes on-screen. Keep in mind that you have to have both characters alive to use any of the Variable moves. ----------------------------------------------------------------------- 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). In some cases, this also applies to sweeps (you have to hit them once, then sweep them if you want to knock them down). Note that the Web Throw / Carbonadium Coil attacks will not connect unless they combo it or have just hit their enemy with an attack within the last second or so, due to the effects of the Super Armor. Hulk has Super Armor; Zangief has it too, but only during certain special moves. Armor Spider-Man also has it but it seems to only apply to certain attacks (usually only LP or LK attacks; it varies against special moves--see his section for details). Hyper Armor works just like Super Armor, but provides it's user with an infinite hit buffer. This means that they cannot be launched or sweeped (and Spidey cannot connect with his Web Throw; nor can Blackheart connect with his HK demons, or Omega Red connect with his Carbonadium Coils). In addition, any HC that results in an auto combo (such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow's Final Mission, etc.) won't work (excluding either Sakura's Midare Zakura or Shadow's Cross Shadow Blitz). Also, a character's stun meter (the half circle surrounding the timer), will not increase if they are hit, so they can never be dizzied! Luckily, only Mega Zangief has Hyper Armor. ========================================================================= 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 Assist: What move is used during a Variable Assist 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 an ally and 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. ----------------------------------------------------------------------- BLACKHEART ----------------------------------------------------------------------- Dark Thunder hcf + P Inferno hcb + P Kuuchuu Dash In air, f,f / PPP Kuuchuu Backstep In air, b,b / b + PPP (long dash) f,f (hold f) (long backstep) b,b (hold b) Armageddon qcf + PP Heart of Darkness qcf + KK Judgment Day qcb + PP (air) Ground Combo Chain: Kick to Punch Jumping Combo Chain: Kick to Punch Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: MK, Judgment Day Flying Attack: Crouching MP Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MK / HK Variable Assist: LP Dark Thunder Variable Counter: LP Dark Thunder Variable Combination: Armageddon - Blackheart's HP attack produces demons that fly around, then return to him. If they hit an enemy, they latch on and slowly drain life from him or her. You'll lose less life if less demons are attached to you. Although an enemy is not stunned, they do get knocked around a bit (during the crouching HP attack, you have more than ample time to follow up with an attack or Hyper Combo while the demons knock around your foe). - Blackheart's HK attack produces demons that will move forward, then disintegrate. If they hit an opponent, they latch on to him or her and prevent them from moving. You can escape this the same way you would when dizzied (shake the joystick and tap the buttons), and you'll be stunned for a shorter period of time if less demons are attached to you. - The Judgment Day HC does the best block damage in the game. For a cheap tactic, jump towards an opponent with low life and use it repeatedly in air to whittle down their life and kill them. ----------------------------------------------------------------------- CAPTAIN AMERICA ----------------------------------------------------------------------- Shield Slash qcf + P (air) Charging Star qcf + K Stars & Stripes f,d,df + P Zenten hcb + P (double kick) Press MK,MK (heel kick) In air, d + HK 2 Dan Jump ub~uf (x2) Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP / Crouching HP Aerial Rave Finisher: HP, HK, Heel Kick, Shield Slash 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 Assist: MK Charging Star Variable Counter: HP Stars & Stripes Variable Combination: Hyper Stars & Stripes / Hyper Charging Star - Captain America can lose his shield if he misses a Shield Slash. Without the shield, he cannot perform the Shield Slash until he picks it up again by passing over it. Furthermore, his Punch attacks do less damage when he doesn't have the shield equipped, although they do come out faster than normal. If his shield falls off screen, it will drop from the sky into the Captain's hand a few moments later. - His Charging Star can neutralize normal projectiles (doing this reduces the speed and distance that this move goes, though). It won't neutralize projectiles if he doesn't have his shield. - Captain America's Zenten can be used to pass through most any attack, execept for special throws. - His Hyper Charging Star can pass through normal projectiles and resist Hyper Combo projectiles (at the cost of reducing his speed and distance travelled), but only if he has the shield. Otherwise, he can't pass through anything. ----------------------------------------------------------------------- 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 Yosou Kyaku In air, d + MK (can do repeatedly) (split kick) In air, u + LK (front kick) In air, f + HK Sankaku Tobi Jump against a wall, press f 3 Dan Jump ub~uf (x3) Kuuchuu Dash In air, f,f / PPP Kikou Shou qcf + PP Senretsu Kyaku qcf + KK Hazan Tenshou Kyaku f,d,df + KK Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Front Kick, Hyakuretsu Kyaku, Yousou Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: MP Kikou Ken Variable Counter: MP Kikou Ken Variable Combination: Kikou Shou / Senretsu Kyaku (w/ Chun-Li) - The Reishiki Kikou Ken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - The Sen'en Shuu and Kaku Kyaku Raku moves are overhead attacks and must be blocked high. - Chun-Li's Kikoushou can negate normal projectiles and resist Hyper Combo projectiles. - Chun-Li's taunt (press Chouhatsu) hits for minor damage. You can't kill someone with it, though. ----------------------------------------------------------------------- CYCLOPS ----------------------------------------------------------------------- Optic Blast qcf + P (air) Optic Sweep f,df,d + P Rising Uppercut f,d,df + P, tap P rapidly Cyclone Kick qcb + K Rapid Punches Charge b,f + P, tap P / K rapidly Running Neckbreaker Drop Charge b,f + K (optic bullet) Press HP while standing or crouching (double attacks) Press LP,LP / LK,LK / HK,HK (alternate attacks) In air, d + LK~HP 2 Dan Jump ub~uf (x2) Mega Optic Blast qcf + PP Super Optic Blast f,df,d + PP, direct (air) Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP, HK, Optic Blast, any Alternate Attack except d + LK Knockdown Attack: Crouching HK / MK (lifts them slightly upward) Ground Throws: b / f + MP / HP / HK (db / df + MK / HK) Aerial Throws: any direction but d / u + MP / HP Variable Assist: MP Rising Uppercut (can't add extra hits) Variable Counter: LP Optic Blast Variable Combination: Mega Optic Blast - The Optic Bullet is just a normal move, so you can fire it and cancel into any other attack while it's hitting. It's a useful setup for any of his long-range attacks. - You can direct Cyclops' MP throw; just hold in any direction immediately after it starts. The directions are reversed, too, so holding up-back _or_ down-back makes him fire them up-back. - When used, the Super Optic Blast "locks on" to your enemy. You can direct it in any of 8 directions by using the joystick, though. If the blast hits the floor, walls, or corners, it rebounds in the opposite direction. ----------------------------------------------------------------------- DAN HIBIKI ----------------------------------------------------------------------- Gadou Ken qcf + P Kouryuu Ken f,d,df + P Dankuu Kyaku qcb + K Premium Sign qcf + K Zenten Chouhatsu qcf + Chouhatsu Kouten Chouhatsu qcb + Chouhatsu Jump Chouhatsu In air, press Chouhatsu Shagami Chouhatsu Crouch, press Chouhatsu Shinkuu Gadou Ken qcf + PP Kouryuu Rekka qcf + KK Hisshou Burai Ken qcb + KK Chouhatsu Densetsu qcf,qcf + Chouhatsu Otoko Michi HP,LK,b,LP,LP (at Level 3) Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP Variable Assist: MP Gadou Ken Variable Counter: HK Dankuu Kyaku Variable Combination: Shinkuu Gadou Ken - Most normal characters and all small characters can crouch beneath the Dankuu Kyaku. - There is a 1-in-8 chance that Dan will flash during the Kouryuu Ken. If this happens, he becomes invincible while flashing (normally, the Kouryuu Ken isn't invincible). - The Premium Sign is an interesting attack. Dan will spend a while signing his autograph (depending on the button used), show it to his opponent, then throw it (the range and direction travelled also depends on the button used). When he's showing it, this move has really high priority and will out-hit most incoming attacks. When thrown, it can negate normal projectiles. - Dan gains HC energy from any of his taunt moves (including the rolling taunts), but not his Chouhatsu Densetsu. - If his opponent doesn't block, Dan can hit an opponent with any attack after his Kick throw, or even Super Jump up and air combo them. - If you connect with an Otoko Michi, you will lose all of your remaining life except for a tiny bit (so you'll die if you take even one hit of block damage, too). Furthermore, none of this damage is recoverable. However, doing another Otoko Michi later will not take away any more life. ----------------------------------------------------------------------- DHALSIM ----------------------------------------------------------------------- Yoga Fire qcf + P (air) Yoga Flame hcb + P Yoga Blast hcb + K Yoga Teleport f,d,df / b,d,db + PPP / KKK (air) Fuyuu qcb + KK, then move in any dir. (air) Drill Zutsuki In air, d + HP Drill Kick In air, d + K Yoga Inferno qcf + PP, then direct d / u (air) Yoga Strike qcf + KK Ground Combo Chain: None Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing close MP Aerial Rave Finisher: MP, MK, HP, HK Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP Variable Assist: MP Yoga Fire Variable Counter: MP Yoga Flame Variable Combination: Yoga Inferno (can't direct) - Dhalsim's limbs automatically extend if you're far away or contract if you're close by. This is pretty handy, but you have to make sure you're really close if you want to use the shorter version of his Punch or Kick attacks. - He has an automatic teleport that kicks in whenever there's a pause between you getting hit by one attack to the next. It's useful, but don't depend on it. - Dhalsim can teleport repeatedly in the air. - During the Fuyuu, you can move around and attack freely. You can use special moves, too (the Drill attacks or the Yoga Teleport will end this moe, the Yoga Fire / Inferno will not). Repeating the Fuyuu ends it. - You can cancel a weaker Drill Kick into a stronger one, and can cancel either the LK or MK Drill Kick into the Drill Zutsuki. If you like, you can cancel the Drill Kicks into normal Punch and Kick attacks instead. ----------------------------------------------------------------------- GOUKI ----------------------------------------------------------------------- Gou Hadou Ken qcf + P Zankuu Hadou Ken In air, qcf + P Tenma Kuujin Kyaku In air, qcf + K Gou Shouryuu Ken f,d,df + P Tatsumaki Zankuu Kyaku qcb + K (air) Ashura Senkuu f,d,df / b,b,db + PPP / KKK Zugai Hasatsu f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / u + HK Messatsu Gou Hadou qcb + PP Messatsu Gou Shouryuu qcf + PP Tenma Gou Zankuu In air, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP (at Level 3) 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, u + HK, Zankuu Hadou Ken, Tenma Kuujin Kyaku, Tenma Gou Zankuu Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP Variable Assist: MK Tatsumaki Zankuu Kyaku Variable Counter: LP Gou Shouryuu Ken Variable Combination: Messatsu Gou Hadou - The Zugai Hasatsu is an overhead and must be blocked high. - The Shun Goku Satsu is unblockable. ----------------------------------------------------------------------- HULK ----------------------------------------------------------------------- Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,(direction +) K Gamma Charge (Taikuu) Charge d,u + K,(direction +) K Gamma Wave qcf + PP Gamma Crush qcb + PP, then direct b / f Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit Aerial Rave Finisher: HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: LK Gamma Charge (Taichi) Variable Counter: HK Gamma Charge (Taichi) (can redirect) Variable Combination: Gamma Wave - The Hulk has Super Armor while on the ground. - His punches and kicks do block damage, too. - The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate the joystick repeatedly to increase the damage done. - 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 Charge hits on the way up. ----------------------------------------------------------------------- KEN ----------------------------------------------------------------------- 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 / u + HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap K rapidly Shippuujinrai Kyaku qcb + KK 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, u + HK, Hadou Ken, Shouryuu Ken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP Variable Assist: HP Shouryuu Ken Variable Counter: HP Shouryuu Ken Variable Combination: Shouryuu Reppa / Shinkuu Hadou Ken (w/ Ryu) - The Inazuma Kakato Wari is an overhead and must be blocked high. - If the Shippuujinrai Kyaku is blocked, Ken will stop the move early. ----------------------------------------------------------------------- NORIMARO ----------------------------------------------------------------------- Super Fantastic Treasure qcf + P (air) Great Fighting Jump f,d,df + P Powerful Rolling Arms qcf + K (spin kick) Jump ub / uf + MK 2 Dan Jump ub~uf (x2) 4 Dan Jump ub~uf (x4) Hyper Strong Miracle Treasure qcf + PP Ultimate Grand Champion Jump f,d,df + PP Ultra Variety Private Memories qcf + KK 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, Super Fantastic Treasure Flying Attack: Standing HP Knockdown Attack: Crouching HK / MP (lifts them slightly upward) Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MK / HK Variable Assist: MP Super Fantastic Treasure Variable Counter: MK Powerful Rolling Arms Variable Combination: Hyper Strong Miracle Treasure - Norimaro's standing HK makes him throw a banana peel. Walking over this causes minor damage (yes, Norimaro can dash into it himself). You can throw it, then cancel the HK into an attack to push your enemy back for 2+ hits, if you want to. - Norimaro can't use the 4 Dan Jump unless you've activated it via a code. To use it, hold (LP + MP + LK) between stages. You can't do the fourth and final jump right after the 3rd jump, you have to wait a moment beforehand. ----------------------------------------------------------------------- OMEGA RED ----------------------------------------------------------------------- Carbonadium Coil qcf + P (qcf + P / K in air) Death Factor Tap P after C. Coil / Energy Drain Energy Drain Tap K after C. Coil / Death Factor (single flip) Dir. + P / K from any of 3 above moves (double flip) Dir. + P / K from Coil -> Single Flip (coil retract) Before C. Coil hits, press P (air coil retract) Before air C. Coil hits, press P / K Omega Strike qcf + K (strike cancel) d + K during Omega Strike (strike recall) b + K during Omega Strike (coil hit) db~df + HK Kuuchuu Dash In air, f,f / PPP Omega Destroyer qcf + PP Omega Smasher* In air, qcf + PP Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP, HK, Carbonadium Coil, Omega Smasher Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: Standing HP Variable Counter: LK Omega Strike Variable Combination: Omega Destroyer - Using the Death Factor drains your foe's life and gives it to you. The Energy Drain does the same thing, but affects HC energy instead. Note that the Death Factor will even work if you've restored all your red life and so have only unrecoverable life remaining. - The Double Flip can't be used if you preceeded the first flip with the Death Factor or Energy Drain. You need to press in the desired direction + P / K as the first flip ends. It's considerably easier to do in the air than on the ground (but it is possible with practice). - If you want to retract a Carbonadium Coil after you've begun the move press any P to do so. This must be done before the coil is blocked or connects. In air, you can use P or K interchangably (so if you did qcf + MK in air, you could cancel it with any P and vice versa). * The manual (and Capcom's web page) list this move as the "Omega Smasher". Omega Red himself says, "Carbonadium Smasher". But in the game, what appears on the screen (and what the announcer says) is "Carbonadium Smash". Hey, go figure! ;) ----------------------------------------------------------------------- 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 / u + HK Shinkuu Hadou Ken qcf + PP (air) Shin Shouryuu Ken f,d,df + PP Shinkuu Tatsumaki Senpuu Kyaku qcb + KK 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, u + HK, Hadou Ken, 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 Assist: LP Hadou Ken Variable Counter: LP Hadou Ken Variable Combination: Shinkuu Hadou Ken - The Sakotsu Wari is an overhead and must be blocked high. - The Shin Shouryuu Ken hits 3 times if you hit an opponent with it; if they evade the intial hit then they'll take around 8 hits as you rise up. ----------------------------------------------------------------------- SAKURA KASUGANO ----------------------------------------------------------------------- Shouo'u Ken qcf + P (air) Hadou Ken qcb + P (air) Shunpuu Kyaku qcb + K (air) Flower Kick f + MK Midare Zakura qcf + PP Shinkuu Hadou Ken qcb + PP Haru Ichiban qcb + KK 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 Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MK / HK Variable Assist: HK Shunpuu Kyaku Variable Counter: HP Shou'ou Ken Variable Combination: Shinkuu Hadou Ken - The Shou'ou Ken has a shield around it that will negate normal projectiles. If Sakura can't hit her opponent, she'll stop and won't do the uppercut part. In the air, she'll just drop the the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Sakura's taunt (press Chouhatsu) hits for minor damage. You can't kill someone with it, though. ----------------------------------------------------------------------- SHUMA-GORATH ----------------------------------------------------------------------- Mystic Stare Charge b,f + P Mystic Smash Charge b,f + K (air) Devitalization hcb + K Sekika In air, d + MK (upward stare) In air, u + HP Chaos Dimension qcf + PP (at Level 3) Chaos Split qcf + KK Ground Combo Chain: Punch to Kick Jumping Combo Chain: Punch to Kick Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MK Aerial Rave Finisher: HP, HK, Upward Stare, Sekika Flying Attack: Standing / Crouching HP, Standing HK Knockdown Attack: Crouching MK / HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP / MK / HK Variable Assist: LK Mystic Smash Variable Counter: MK Mystic Smash Variable Combination: Hyper Mystic Smash - If the Mystic Stare hits, Shuma's eyes cling to his opponent for a while, flash brown, then explode. While clinging to his foe, Shuma can't use the Mystic Stare. To get the eyes off yourself, simply hit Shuma with an attack or switch characters. Note that this move only causes damage if it is blocked or if the eyes explode--actually hitting with it causes no damage. - During Shuma's Kick Throw, he gains back life that he drains from his opponent, even if he only has non-recoverable life remaining. - Once Shuma activates the Chaos Dimension, he will glow for a while. His LP and LK attacks remain the same, but his Medium and Hard attacks all change to short-ranged touch attacks whether Shuma is crouching, standing, or jumping. You must hit an opponent with one of these "touches" in order to trigger the actual attack. - It should be noted that Shuma can't use _any_ move (even the Upward Stare), during the Chaos Dimension. Any moves that were previously in effect (the Chaos Split, or an attached Mystic Stare), will end. - However, Shuma can hit an opponent with the "activation" frame of this move (which occurs just as you press qcf + PP), then jump after them and touch them in air easily. You can even kill someone with the activation, and it will still count as an HC finish (even though the activation won't trigger the actual throw part of this move; you have to touch someone to do that). - During the Chaos Split, Shuma is followed by a double, which does everything that he does. If you try the Mystic Stare, the double will go through all the animations but no eyes are fired. If that isn't bad enough, you can't even perform the Devitalization, nor can you perform any type of normal throw or air throw. The Chaos Split ends if you get hit or if some time passes. ----------------------------------------------------------------------- SPIDER-MAN ----------------------------------------------------------------------- Web Ball qcf + P (air) Web Throw hcb + P Web Swing qcb + K (air) Spider Sting f,d,df + P,P Sankaku Tobi Jump against a wall, press uf~df Maximum Spider qcf + PP, then direct d / f / u (air) Crawler Assault qcf + KK Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP, Crouching HK (see notes) Aerial Rave Finisher: HP, HK, Web Swing Flying Attack: Standing HP Knockdown Attack: Crouching HK / MK (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: LK Web Swing Variable Counter: MP Spider Sting (can add extra hit) Variable Combination: Crawler Assault - Hitting someone with a Web Ball will stun them momentarily. - The Web Throw can be blocked. Once Spider-Man grabs someone, rotate the joystick repeatedly to make him spin them around faster (doesn't seem to increase damage, though). - Spidey's Sankaku Tobi works a little differently than other character's wall jumps. Once you press in any forward direction, Spider-Man clings to the walls. He'll stay there for a few seconds, or until you release whatever direction you were pressing in. - 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. - 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. ----------------------------------------------------------------------- VEGA ----------------------------------------------------------------------- Psycho Shot hcf + P Psycho Field hcb + P Double Knee Press hcf + K (air) Head Press Charge d,u + K (air) Somersault Skull Diver (b / f) + P after Head Press (air) Somersault Skull Diver Charge d,u + P,P (or hold P) (air) Vega Warp f,d,df + P / K (air) Hikou qcb + KK, then move in any dir. (air) Psycho Crusher qcf + PP (air) Knee Press Nightmare qcf + KK Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Strong Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Standing HP Aerial Rave Finisher: HP, HK, Psycho Crusher Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: MP Psycho Shot Variable Counter: HK Double Knee Press Variable Combination: Knee Press Nightmare - You can use the Vega Warp repeatedly in the air. - During the Hikou, you can move around and attack freely. You can use special moves, too (but using any move will end the Hikou). Repeating the Hikou ends it. - Vega's Psycho Crusher can negate normal projectiles and resist certain Hyper Combo projectiles (the multiple kind, like Dhalsim's Yoga Inferno, Gouki's Tenma Gou Zankuu, or Shadow's Shadow Break). However, if he resists an HC projectile, he'll spin in place and won't move forward. ----------------------------------------------------------------------- WOLVERINE ----------------------------------------------------------------------- Berserker Barrage qcf + P, tap P rapidly Tornado Claw f,d,df + P, tap P rapidly Drill Claw (direction +) MP + LK (air) Fumitsuke In air, d + HK (repeated claw) In air, tap MP rapidly (double claw) Press MP,MP (double kick) Press MK, if it hits, press MK again (sliding claw) df + HP Sankaku Tobi Jump against a wall, press f 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: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Drill Claw, Fumitsuke Flying Attack: Standing HP Knockdown Attack: Crouching HK / MP (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: any direction but d / u + MP / HP Variable Assist: LP Berserker Barrage (can't add extra hits) 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, afterimages trail Wolverine, who moves faster and jumps further. In addition, all his moves come out faster and are easily cancelled. ----------------------------------------------------------------------- ZANGIEF ----------------------------------------------------------------------- Double Lariat Press PPP / KKK (move b / f) Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex When close, hcf + K Banishing Flat f,d,df + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Press In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (or in air, d + MP) (instant running throw) Hold MP / MK / HP / HK, f,f (delayed running throw) f,f, then MK / HK or b / f + MP / HP Final Atomic Buster Rotate 360 + PP 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, Headbutt, Double Lariat, Screw Piledriver Knockdown Attack: Crouching HK (standing HK knocks into air) Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: any direction but d / u + MP / HP / MK / HK Variable Assist: KKK Double Lariat (can't move b / f) Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster / Hyper Double Lariat - You can move back or forward as you start the Double Lariat, or after it begins. - Zangief has Super Armor during the Flying Powerbomb and Final Atomic Buster. - The Banishing Flat can negate projectiles. ========================================================================= 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. You must use a code to select them; please refer to section 4 (Secrets and Tricks) for information on how to do this. ----------------------------------------------------------------------- ARMOR SPIDER-MAN ----------------------------------------------------------------------- He plays just like Spider-Man, but with Super Armor (which only functions while on the ground) However, Spidey's Super Armor seems to only work against certain attacks (i.e. it will stop a Shield Slash, but not a Carbonadium Coil). ----------------------------------------------------------------------- HIYAKESHITA SAKURA ----------------------------------------------------------------------- Hadou Ken qcf + P (air) Shunpuu Kyaku qcb + K (air) Shou'ou Ken f,d,df + P (air) Ashura Senkuu f,d,df / b,d,db + PPP / KKK Flower Kick f + MK Shinkuu Hadou Ken qcf + PP Midare Zakura qcf + KK Haru Ichiban qcb + KK Shun Goku Satsu LP,LP,F,LK,HP (at Level 3) 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 Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MK / HK Variable Assist: HK Shunpuu Kyaku Variable Counter: HP Shou'ou Ken Variable Combination: Shinkuu Hadou Ken - In the air, the Shou'ou Ken has a shield around it that will negate normal projectiles. This version of Sakura does the uppercut part of this move regardless of whether she hits or misses. Like normal Sakura, she'll bounce away if the move is blocked, but if you're far enough to allow her to do the uppercut part, the enemy will take those hits for block damage. If this move is done in the air and misses, Sakura will drop to the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Sakura's taunt (press Chouhatsu) hits for minor damage. You can't kill someone with it, though. She gains HC energy from taunting, by the way. ------------------------------------------------------------------------ MECH-GOUKI ------------------------------------------------------------------------ Mech Gou Hadou Ken qcf + P Mech Zankuu Hadou Ken In air, qcf + P Mech Tenma Kuujin Kyaku In air, qcf + K Mech Gou Shouryuu Ken f,d,df + P Mech Tatsumaki Zankuu Kyaku qcb + K (air) Mech Ashura Senkuu f,d,df / b,b,db + PPP / KKK Mech Zugai Hasatsu f + MP Mech Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / u + HK (hard knuckle) Press HP while standing or crouching High Mega Gou Beam qcb + PP Scramble Gou Punch qcf + PP Thunder Gou Shower In air, qcf + PP Shining Gou Shock LP,LP,f,LK,HP (air) (at Level 1) 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, u + HK, Mech Zankuu Hadou Ken, Mech Tenma Kuujin Kyaku, Thunder Gou Shower, Shining Gou Shock Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: any direction but d / u + MP / HP - Mech-Gouki can only be used by himself, so he has no 'Variable' moves. - The Mech Zugai Hasatsu is an overhead and must be blocked high. - CPU Mech-Gouki can interrupt the Scramble Gou Punch with the Shining Gou Shock while he's on the ground. I don't know if you can do it if you're using Mech-Gouki. - The Shining Gou Shock is unblockable. ----------------------------------------------------------------------- MEGA ZANGIEF ----------------------------------------------------------------------- Double Lariat Press PPP / KKK (move b / f) Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex When close, hcf + K Vodka Fire qcf + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Press In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (or in air, d + MP) (instant running throw) Hold MP / MK / HP / HK, f,f (delayed running throw) f,f, then MK / HK or b / f + MP / HP Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK 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, Headbutt, Double Lariat, Screw Piledriver Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Knockdown Attack: Crouching HK (standing HK knocks into air) Variable Assist: KKK Double Lariat (can't move b / f) Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster / Hyper Double Lariat - You can move back or forward as you start the Double Lariat, or after it begins. - Zangief has Hyper Armor while on the ground and in the air. However, he cannot block or air block, and his speed / jumping range are severely reduced. ----------------------------------------------------------------------- MEPHISTO ----------------------------------------------------------------------- He plays just like Blackheart, but any physical attack (LP through MK, and his crouching HP or standing HK from up close) will set an enemy on fire. This doesn't seem to cause any extra damage though, so I'm still unsure what makes him better than Blackheart. ----------------------------------------------------------------------- SHADOW ----------------------------------------------------------------------- Sonic Boom Charge b,f + P Somersault Shell Charge d,u + K Moonsault Slash In air, u,uf,f + K Jump Sobat b / f + MK Step Kick b / f + HK Spin Back Knuckle f + HP Shadow Break qcf + PP, tap P rapidly Cross Shadow Blitz qcf + KK Shadow Justice qcb + KK Final Mission Charge b,f,b,f + PP (at Level 3) 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, Moonsault Slash Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: HP Sonic Boom Variable Counter: HK Somersault Shell Variable Combination: Shadow Justice - The Jump Sobat is an overhead and must be blocked high. - The Final Mission can be blocked. ----------------------------------------------------------------------- US AGENT ----------------------------------------------------------------------- He plays just like Captain America...and that's just about it. I don't know what's supposed to be different about him. ========================================================================= 4. S E C R E T S A N D T R I C K S ========================================================================= ----------------------------------------------------------------------- BONUS OPTIONS ----------------------------------------------------------------------- Beat the game once (on any difficulty, even if you lose and continue), and you get an infinite Life Gauge option, eight speed stars total, and same character select. The color layout changes from Punch or Kick for two colors to LP / MP or LK / MK for two colors, minus HP for one new color or HK for another new color. Beat the game again (on eight star difficulty, even if you lose and continue), and you get a Hyper Combo Gauge option. Optionally, beat the game one time on eight star difficulty and don't lose to get all of these options enabled. ----------------------------------------------------------------------- SELECT THE HIDDEN CHARACTERS ----------------------------------------------------------------------- To play as a hidden character, simply highlight the character listed, hold Start, and press any P or K, or even the L or R buttons. Armor Spider-Man : Highlight Spider-Man Hiyakeshita Sakura : Highlight Hulk Mega Zangief : Highlight Blackheart Mephisto : Highlight Omega Red Shadow : Highlight Dhalsim US Agent : Highlight Vega If you want to, you can use two hidden characters in the same team. You can't use the same two hidden characters, though, unless you've activated the bonus option for "select same character" (see above). Until that option is activated, note that you can't use Spider-Man and Armor Spider-Man in a team, either. However, there is a trick to do just that: pick anyone for your first character, then Spidey for your second. Play and lose, then continue and pick Armor Spider-Man. The cursor will then default to Spider-Man, who you can pick, because he was your last chosen character. ----------------------------------------------------------------------- FIGHT A HIDDEN TEAM ----------------------------------------------------------------------- To fight a special team consisting of one hidden character and either Gouki or Vega, fulfill the following requirements before Stage 6: MEGA ZANGIEF and VEGA - No continues - Don't let yourself or your ally die - Get 2 Variable Combination Finishes - Get Hyper Combo Finishes on all other rounds HAYAKESHITA SAKURA and GOUKI - No continues - Don't let yourself or your ally die - Get 4 Variable Combination Finishes - Get Hyper Combo Finishes on all other rounds SHADOW and VEGA - No continues - Don't let yourself or your ally die - Get 4 Variable Combination Finishes - Get the 'First Attack' bonus on each round. - Use the Change Characters trick (hold PPP between rounds) between each round. ----------------------------------------------------------------------- MECH-GOUKI NOW!! MODE ----------------------------------------------------------------------- Beat Survival Mode once (on any difficulty) and this becomes available. To use it, highlight "Survival Mode" in the main menu and press L or R once. It will now read "Mech-Gouki Now!!" mode. If you select it, you can fight Mech-Gouki. However, note that, like Survival Mode, none of the bonus options work in this mode. ----------------------------------------------------------------------- SELECT MECH-GOUKI ----------------------------------------------------------------------- To select Mech-Gouki, beat Mech-Gouki!! mode once (at any difficulty). You also need to beat the game once (to enable same character select). Then, in Arcade or Versus mode, highlight Gouki, hold Start, and press any button. Highlight Gouki again (for your second choice), hold Start, and press any button. You'll get Mech-Gouki instead. Note that Mech-Gouki can only be used by himself. If killed, he cannot be attacked with the "Beat Up Your Opponent" trick. If you beat the game with Mech-Gouki, another one will fall down and you can attack it. Mech-Gouki actually gets one line of text here, but the ending is the same generic kind you get for using the Marvel hidden characters (Armor Spider-Man, Mephisto, or US Agent). ----------------------------------------------------------------------- CHANGE CHARACTERS ----------------------------------------------------------------------- Normally, the character you pick first fights first. However, if you'd like your second character to go first from now on, simply hold down PPP between stages, and the character order is switched for all the rest of the stages. If you want to switch back, simply repeat the trick between the next two stages. You can do this trick twice between rounds (i.e. if you switch once so that Dan is first and Sakura is 2nd, then change your mind and press PPP again, Sakura will show up first once the round starts). ----------------------------------------------------------------------- QUICK CONTINUE ----------------------------------------------------------------------- If, at the end of an Arcade or Versus Mode match, you decide you'd like a rematch using the same characters, just have the loser press L or R and the message "Quick Continue" will appear. After the winner delivers his winning quotes, the match will restart. ----------------------------------------------------------------------- BEAT UP YOUR OPPONENT / PARTNER ----------------------------------------------------------------------- After beating both opponents, you can press Start to make your character stop his or her victory pose. You can now move around and use special moves (and even Hyper Combos if you have enough power left). You can't use Variable moves, though. Hitting your opponent knocks them into the air, allowing you to beat them up for a couple of seconds until the game continues onto the next stage. Once you beat Mech-Gouki and your opponent drops down, you can do the same thing to attack him or her. If you keep hitting them, they'll fight back! ----------------------------------------------------------------------- DAN'S SECRET INTRODUCTION / SPECIAL FINISH ----------------------------------------------------------------------- To see Dan slam into the floor in an explosion, make sure that he's the first up to fight, and hold LP prior to the battle starting. This has no effect on the game but is always worth a laugh ;) Dan also has a special finish; if he kills a person with his Premium Sign attack (even if they're killed by block damage), you'll get the black finish usually reserved for Hyper Combos. Note that this only works if they're hit by the _thrown_ autograph, not if they're killed while Dan is holding his autograph. ----------------------------------------------------------------------- SAKURA'S WIN POSES ----------------------------------------------------------------------- When using Sakura or Hiyakeshita Sakura, hold down a button after winning a round to select your win pose, as shown below: Hold LP - Sakura throws her arm up and cherry blossoms appear. Hold MP - Sakura does some attacks and her shoe hits her head. Hold HP - Sakura does some attacks and yells. Hold LK - Sakura does her groovy dance from SFA2. Hold MK - Sakura rubs her nose and holds out her hand. Hold HP - Kei (Sakura's friend) flies in and lands on her face. ----------------------------------------------------------------------- NORIMARO'S QUADRUPLE JUMP ----------------------------------------------------------------------- To use Norimaro's quadruple jump, hold down LP + MP + LK before the battle begins. Once it has begun, Norimaro can now jump 4 times in a row (just like Chun-Li's triple jump or Cyclops' double jump). If you want to keep using this trick, you have to do it between every stage. His quadruple jump is a little different from most people with mid-air jumps in that you have to wait a moment between the 3rd and 4th jumps. ========================================================================= 5. 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. ------------------------------------------------------------------------ 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 Dhalsim, who has no ground chains, it's pretty handy (he can link his crouching LP into a crouching LK). 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 their airborne and continue to combo them. This doesn't work all the time, 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 (or Kick to Punch) Chain --------------------------------------------------------------------- This type of chain combo is probably the most simple one to explain. You can interrupt any Punch attack with any Kick attack. If your character uses Kick to Punch instead, they can interrupt any Kick with any Punch. So you can use LP -> HK, 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 Knockdowns --------------------------------------------------------------------- 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 Ken, Launcher -> HK would make Ken's enemy fly to the ground, off-screen. Launcher -> LP -> HK would have the screen follow Ken's opponent as he smashes into the ground. Ken 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 Cyclops, you can knockdown with his HP, but press HK and it will still connect as his enemy plummets to the ground). You may be thinking "well, not all attacks cause a knockdown, but they still prevent me from doing anything afterward, so it's still the same". This isn't entirely true. For instance, Ken can finish an aerial rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a Shouryuu Ken as he falls. The key here is to just be creative and try to see what you can do after a non-knockdown attack or special move. ========================================================================= 6. M I S C E L L A N E O U S ========================================================================= ----------------------------------------------------------------------- SURVIVAL MODE ----------------------------------------------------------------------- This mode can be pretty fun. You have to fight through 14 stages, all with pre-set characters :( However, you get to fight against teams of hidden characters / normal characters near the end. If you lose both characters, the game ends with no chance to continue. The distinguishing feature of this mode is that after every stage, any lost life changes to red (recoverable), even if it was unrecoverable previously, so you can earn back to full health again. Furthermore, if one character should die, in the next stage, they'll be usable again but with a small amount of life. Both characters also gain back some life after every stage, too. The only downside is that none of the Bonus Options work in this mode (so you can't use the same character, or the new colors, or Mech-Gouki, etc.) Only the bonus turbo speed settings will work here. ----------------------------------------------------------------------- EASY MODE MOVES CHART ----------------------------------------------------------------------- This section lists what buttons produce what moves for Easy Mode users: BLACKHEART Tap MP : Dark Thunder Tap HP : Inferno Press MP + HP : Armageddon Press MK + HK : Judgment Day (air) CAPTAIN AMERICA Tap MP : Shield Slash (air) Tap HP : Stars & Stripes / Shield Slash in air Tap MK / HK : Charging Star Press MP + HP : Final Justice Press MK + HK : Hyper Charging Star 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 CYCLOPS Tap MP : Optic Blast (air) Tap HP : Rising Uppercut / Optic Blast in air Tap MK : Cyclone Kick Tap HK : Running Neckbreaker Drop Press MP + HP : Mega Optic Blast Press MK + HK : Super Optic Blast (air) DAN HIBIKI Tap MP : Gadou Ken Tap HP : Kouryuu Ken Tap MK : Dankuu Kyaku Tap HK : Premium Sign Press MP + HP : Shinkuu Gadou Ken Press MK + HK : Hisshou Burai Ken DHALSIM Tap MP : Yoga Fire (air) Tap HP : Yoga Flame / Yoga Fire in air Tap MK : Yoga Blast Tap HK : Yoga Teleport (air) Press MP + HP : Yoga Inferno (air) Press MK + HK : Yoga Strike GOUKI Tap MP : Gou Hadou Ken / Zankuu Hadou Ken in air Tap HP : Gou Shouryuu Ken / Zankuu Hadou Ken in air Tap MK : Tatsumaki Zankuu Kyaku (air) Tap HK : Ashura Senkuu / Tenma Kuujin Kyaku in air Press MP + HP : Messatsu Gou Hadou Press MK + HK : Messatsu Gou Shouryuu 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 KEN 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 NORIMARO Tap MP : Super Fantastic Treasure (air) Tap HP : Great Fighting Jump / S.F. Treasure in air Tap MK / HK : Rolling Powerful Arms Press MP + HP : Hyper Strong Miracle Treasure Press MK + HK : Ultra Variety Private Memories OMEGA-RED Tap MP / MP : Carbonadium Coil (air) Tap MK / HK : Omega Strike / Carbonadium Coil in air Press MP + HP : Omega Destroyer Press MK + HK : Omega Smasher (only in air) RYU Tap MP : Hadou Ken (air) Tap HP : Shouryuu Ken (air) Tap MK / HK : Tatsumaki Senpuu Kyaku (air) Press MP + HP : Shinkuu Hadou Ken (air) Press MK + HK : Shinkuu Tatsumaki Senpuu Kyaku SAKURA KASUGANO Tap MP : Shou'ou Ken (air) Tap HP : Hadou Ken (air) Tap MK / HK : Shunpuu Kyaku (air) Press MP + HP : Midare Zakura Press MK + HK : Shinkuu Hadou Ken SHUMA-GORATH Tap MP / HP : Mystic Stare Tap MK : Mystic Smash (air) Tap HK : Devitalization / Mystic Smash in air Press MP + HP : Chaos Dimension Press MK + HK : Chaos Split SPIDER-MAN Tap MP : Web Ball (air) Tap HP : Spider Sting / Web Ball in air Tap MK : Web Swing (air) Tap HK : Web Throw / Web Swing in air Press MP + HP : Maximum Spider (air) Press MK + HK : Crawler Assault VEGA Tap MP : Psycho Shot Tap HP : Psycho Field Tap MK : Double Knee Press (air) Tap HK : Head Press (air) Press MP + HP : Psycho Crusher (air) Press MK + HK : Knee Press Nightmare WOLVERINE Tap MP : Berserker Barrage / Drill Claw in air Tap HP : Tornado Claw / Drill Claw in air Press MP + HP : Berserker Barrage X Press MK + HK : Fatal Claw 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 HIYAKESHITA SAKURA Tap MP : Shou'ou Ken (air) Tap HP : Hadou Ken (air) Tap MK : Shunpuu Kyaku (air) Tap HK : Ashura Senkuu / Shunpuu Kyaku in air Press MP + HP : Midare Zakura Press MK + HK : Shinkuu Hadou Ken MECH-GOUKI Press LP + LK : Mech Gou Hadou Ken MEGA ZANGIEF Tap MP : Screw Piledriver (air) Tap HP : Vodka Fire Tap MK : Flying Powerbomb / Atomic Suplex when close Tap HK : Aerial Russian Slam Press MP + HP : Final Atomic Buster Press MK + HK : Siberian Blizzard SHADOW Tap MP / HP : Sonic Boom Tap MK / HK : Somersault Shell / Moonsault Slash in air Press MP + HP : Shadow Break Press MK + HK : Shadow Justice ----------------------------------------------------------------------- TRANSLATIONS ----------------------------------------------------------------------- All translations were done by yours truly. My Japanese is not that great, so there are undoubtedly some mistakes. Some translations were also based on information contributed by readers to my other FAQs. BLACKHEART Kuuchuu Dash Mid-Air Dash Kuuchuu Backstep Mid-Air Backstep CAPTAIN AMERICA Zenten Forward Spin 2 Dan Jump Two Level Jump CHUN-LI Kikou Ken Chi Fist Sen'en Shuu Spinning Circle Kick Tenshou Kyaku Ascension Kick Hyakuretsu Kyaku Hundred Rending Kicks Yousou Kyaku Sparrow Talon Kick Kaku Kyaku Raku Crane Leg Drop Reishiki Kikou Ken Zero Style Chi Fist Sankaku Tobi Triangle Hop Kikoushou Chi Palm Senretsu Kyaku Thousand Rending Kick Hazan Tenshou Kyaku Supreme Mountain Ascension Kick DAN HIBIKI Gadou Ken Self Taught Fist Kouryuu Ken Shiny Dragon Fist Dankuu Kyaku Sky Cutting Kick Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Jump Chouhatsu Jump Taunt Shagami Chouhatsu Crouching Taunt Shinkuu Gadou Ken Quaking Sky Self Taught Fist Kouryuu Rekka Shiny Dragon Conflageration Hisshou Burai Ken Certain Victory Bandit Fist Chouhatsu Densetsu Legendary Taunt Otoko Michi Path of Man DHALSIM Fuyuu Floating Drill Zutsuki Drill Headbutt GOUKI Gou Hadou Ken Great Surge Fist Zankuu Hadou Ken Sky Slashing Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Tatsumaki Zankuu Kyaku Tornado Sky Slashing Kick Tenma Kuujin Kyaku Demon Air Blade Kick Ashura Senkuu 'God of War' Air Flash Zugai Hasatsu Skull Destroyer Senpuu Kyaku Whirlwind Kick Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Tenma Gou Zankuu Demonic Great Sky Slashing Shun Goku Satsu Imprisoning Death Flash HULK Gamma Charge (Taichi) Gamma Charge (Anti-Earth) Gamma Charge (Taikuu) Gamma Charge (Anti-Air) KEN Hadou Ken Surge Fist Shouryuu Ken Rising Dragon Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Inazuma Kakato Wari Lightning Flash Heel Splitter Shouryuu Reppa Rising Dragon Render Shinryuu Ken Divine Dragon Fist Shippuujinrai Kyaku Swift as Lightning Kick RYU Sakotsu Wari Collarbone Splitter Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick Shin Shouryuu Ken True Rising Dragon Fist SAKURA KASUGANO Shou'ou Ken Cherry Blossom Fist Shunpuu Kyaku Spring Breeze Kick Midare Zakura Cherry Trees Blooming in Profusion Haru Ichiban First Storm of Spring SHUMA GORATH Sekika Petrification VEGA Hikou Aviation WOLVERINE Fumitsuke Trampling HIYAKESHITA SAKURA ("Sunburned" Sakura) Shun Goku Satsu Spring Imprisoning Flash MECH-GOUKI High Mega Gou Beam High Mega Great Beam Scramble Gou Punch Scramble Great Punch Thunder Gou Shower Thunder Great Shower Shining Gou Shock Shining Great Shock ----------------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------------- People I'd like to thank: Ultima - For many various corrections. Capcom (www.capcom.co.jp/) - For Mech-Gouki name info. taken from their FAX Section. OccyValdes - For some misc. info taken from his MSH vs. SF FAQ. John Culbert - For some misc. info. taken from his MSH vs. SF Omega Red FAQ. Darklancer - For the trick to select Sakura's win poses. Peter Parker - For the trick to use Spidey and Armor Spider-Man together. R. Hopkins - For the Hidden Character codes. The Axledental DJ - For how to do Mech-Gouki's Shining Gou Shock in air. James Chen - For various combo information taken from his X vs. SF FAQ. Charles Washington - For misc. info taken from his MSH vs. SF FAQ. Hiro - For the Mech-Gouki Now!! and Select Mech-Gouki codes. Unpublished work Copyright 1998-2001 Chris MacDonald