X-Men: Children of the Atom (SATURN) Moves, Combos and Tactics Guide version 1.9 By John "CUL" Culbert (tigeraid@geocities.com) June 29, '96 Version Changes: Akuma's Quote added MORE COMBOS added Storm's Hail Storm Hyper-X added Psylocke's Taunt added New Version Change: -new URL added for my homepage New version changes: -ANOTHER new URL for my homepage, new e-mail added. ******* LEGEND: BUTTONS ******* .-------------Jab D-PAD | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT= Quarter Circle Toward (roll the D-pad from D to F) QCB= Quarter Circle Back (roll the D-pad from D to B) HCT= Half Circle Toward (roll the D-pad from B to D to F) HCB= Half Circle Back (roll the D-pad from F to D to B) + = enter commands simultainiously G/A= Ground/Air (can be done on the ground or in mid-air, or both) A WORD ABOUT... SUPER METER: Underneath the life bar is an empty bar. This bar will fill with glowing energy every time you do a special move, Throw, or hit an opponent (blocking or not). Every time you reach a new power level, energy will glow around your legs, and the power level (1st, 2nd, etc.) will appear over the life bar. When the power is blue in the pow bar (1st level), only regular moves are allowed. When the meter becomes orange (2nd Level, about a third of it full), you can use some energy to perform special "X-Ability" moves. When the energy bar is full, the colors flicker, and you can perform one of the "Hyper-X" moves. DASHING: Tap forward twice to dash forward, and twice back to dash backward. An alternative way is to press three punches and hold the D-pad forward or backward. Reverse the stick to stop. During a dash, slide by pushing down and a button. Slides and dashes can be a good way to start combos. STUNS AND KNOCKDOWNS: Besides normal stuns, your character can be stunned on the ground. You can hit, or in the Sentinel and Colossus' case, Throw a downed opponent. Shake the D-pad to recover from a stun quicker. If you are knocked down, hold the D-pad forward or backward and press a punch button. This will cause your character to quickly roll forward or backward. The strength of the punch determines the distance. SUPER JUMPS: Besides normal jumps, your character can leap twice as high. Rapidly flick the D-pad from down to up. An alternate way is to tap all three kick buttons. The game will stay focused on the higher character, and a little marker shows the position of the lower one. Most importantly, a Super Jump will cancel any NORMAL move. Conversely, any special move will cancel a Super Jump. THROWING: Simply hold the D-pad forward with a Strong or Fierce punch (or for some it can be Forward and Roundhouse as well) to Throw. There are both air and ground Throws...every character is able to do both. When someone is trying to Throw you, it can be "reversed" by attempting to Throw the Thrower. Holding down and all three punch buttons will give you a "tech hit". If you've already been Thrown, the move allows you to land without taking further damage. The tech hit uses some of your X-Power. (you must have at least a third of the Super Meter, i.e. the first time your characer gets the glow around their feet.) SPECIAL CODES: To select the secret character Gouki with player 1, input the following commands at the select screen: Move to Spiral and count to 3, then move QUICKLY WITHOUT STOPPING through the following characters: Silver Samurai -> Psylocke -> Colossus -> Iceman -> Colossus -> Cyclops -> Wolverine -> Omega Red - > Silver Samurai. After ending on the Silver Samurai, count to 3 at the SAME speed as you did when on Spiral, then press and HOLD Fierce+Roundhouse+Short. To select Gouki with player 2, input this: Move to Storm and count to 3, then move QUICKLY WITHOUT STOPPING through the following chraracters -> Cyclops -> Colossus -> Iceman -> Sentinel (by tapping left at Iceman to bring you to the robot) -> Omega Red -> Wolverine -> Psylocke -> Silver Samurai -> Spiral. After ending on Spiral, count to 3 at the SAME speed as you did when on Storm, then press and HOLD Fierce+Roundhouse+Short. If you inputted the code correctly, the character's portrait to the right will go blank. FAST CHARACTER SELECT: at the wins/losses screen after a battle, hold all three punches+L button and hit start. The Wins/Losses chart will disappear and two cursors will appear on either side of the names in the center. From here you can choose ANY character selected, including Gouki (so you don't have to put the code in again :)). Note that player 1's cursor is difficult to see because of the backround... COMBOS: A combo is a series of moves that interupt the animation of the previous ones, making it a smooth, continous attack. There are many ways to combo in X-Men. The easiest of course is to connect with a normal, special or Hyper-X move that hits multiple times (eg. Spiral's standing Fierce, Wolverine's Tornado Claw, Iceman's Arctic Attack). One of the most common of methods is to interupt a standard move with a special move. Hitting multiple times in the air is the second way to combo. The third method is somewhat new, used by games like SFA and Darkstalkers; the auto-button chains. Now you can chain together hits, but not neccesarily in order from weakest to strongest. Here's the lowdown: MAGIC SERIES: ============= Dubbed the "Magic Series" in X-Men" CotA, this is the technique of cancelling normal attacks into other normal attacks. Each character has a differnet series, which are listed in their section. Each fighter also has the ability to perform a Magic Series while jumping and Super Jumping. If a Magic Series is more than two buttons long, the buttons in between can be skipped (eg. if the series is Jab, Short, Strong, Forward, Fierce, Roundhouse, you can just do Jab, Forward, Fierce, or something else...). Note that you cannot go backwards in a Magic Series (eg. if the series is Jab, Short, Strong, Forward, Fierce, Roundhouse you cannot do a Jab, Strong, Roundhouse and then back to a Forward.) The basic rules for the Ground Magic Series are that you can cancel an of the moves in the series with either a standing OR crouching move (eg. with Wolverine you can cancel a crouching Roundhouse into a crouching Fierce OR a standing Fierce. This applies in the reverse as well, i.e. you can do a standing Roundhouse cancelled into a crouching Fierce). The Jumping Magic Series are basically the same, as you can cancel a jumping attack in the series with another jumping attack, and you can also vary it with moves that require a D press (eg. with the Sentinel you can do a jumping Roundhouse cancelled into a jumping Fierce, or you can perform his Sawblade with D+Roundhouse and cancel into a jumping Fierce) The Super Jumping Magic Series, however, is a tad different; you can as many moves as possible in the Super Jumping Magic Series as possible, provided you don't have to recover from anything (eg. if you finish your series with a projectile, you cannot continue again into a series for more hits). For some, you can even repeat the series over for even more hits. SPECIAL MOVE CANCELLATION: ========================== Ah, the classic way to do a combo! Remember the classic standing Fierce cancelled into DP for Ryu and Ken? This is the same idea, with one major exception; you can now cancel ALL normal moves and even some Special Moves into a Special Move. This includes jumping and Super Jumping moves (eg. with Iceman you can jump in with a jumping Forward and cancel it IN MID-AIR with a Jab Ice Beam). This rule includes even single-button projectiles like Cyclops' standing Fierce. This allows for a LOT of freedom with combos. AIR JUGGLING COMBOS: ==================== This is the same basic idea as in the MK series; after knocking the enemy into the air with a "launcher" (eg. Cyclops' standing Strong), then hit them again on their way up (the enemy can block as soon as they begin to fall.) For example, with Psylocke, hit the enemy with a crouching Fierce, which produces an uppercut (a launcher); cancel this move emmediately with a Fierce Psi Flash for an instant two-hit! Whenever you manage to hit the enemy with a launcher, you should try and juggle, easiest and most effectively with a DP move (eg. Wolverine's Tornado Claw). As well, look for the opportunity to launch 'em up and juggle with a Hyper-X! (Eg. with Silver Samurai, launch 'em with crouching Fierce in the corner then perform his Lightning Surge Hyper-X for GREAT damage!) AIR COMBOS: =========== This is a system pretty much unique to X-Men: CotA. For an Air Combo to work, you must knock the enemy into the air with a launcher, then cancel the launcher with a Super Jump to follow them up, then perform your Super Jumping Magic Series on them as you go. For example, with Psylocke, launch the enemy into the air with a crouching Forward, and cancel it with a Super Jump; right after doing the jump, tap Jab, Short, Strong, Forward, Fierce, Roundhouse for a total of 7 hits! It is also possible to fit Air Throws into Air Combos; for example, if someone jumps in at you when you're Wolverine, especially if you have them cornered, knock them up out of the air with his standing Roundhouse and cancel it with a Super Jump and quickly tap F+Strong or Fierce for a total of two hits! As well, if you have a Throw that launches the enemy, you can Super Jump right after it is finished and perform an Air Combo, or even another Throw for two hits; a Throw-->Super Jump-->Air Throw can look quite impressive. (For example, with Storm, especially if the enemy is in the corner, Throw them with Fierce, follow emmediately with a Super Jump, then hit F+Strong for the Electrocution Grab.) The only disadvantage to Air Throws in Air Combos is that they can be tech hitted. THROW COMBOS: ============= Throws in X-Men do two seperate points of damage; once when you grab them, and secondly when the enemy hits the ground. For example, with Colossus' Strong Throw, the first damage given is when he drives his opponent's head into the ground, but further damage is given as they bounce onto the ground as Colossus breaks away from them. AS they are landing from the second hit, there is a brief window of time where the enemy is in their "reeling/pain" animations. At this time you can hit the enemy with any move that hits low to the ground (eg. Cyclops' crouching Roundhouse). You can also perform the first hit of your Magic Series from a crouch, which will bring the enemy to a standing position and you can continue with the rest of the series (eg. again with Cyclops, throw a crouching Short cancelled into a standing Forward and then a Roundhouse). For some, you may have to dash in a tad after the Throw (eg. Sentinel's Strong Throw if in a corner will push the robot away a few steps; remedy this by dashing in and then performing your combo). If you have trouble with big combos, then just stick with single hits (eg. Wolverine's hold D/F+Fierce) to hit 'em while their down. As well, some projectiles will hit the enemy on the ground (eg. Psylocke's Jab Psi Flash, or Iceman's Jab Ice Beam up close). CHARACTER SIZES: Not all combos will connect with all hits on certain characters. In X-Men, there are different body weights for each character, making them do their "reeling/pain" animations differently. For example, A launcher followed by an Air Combo wil lwork on someone like Cyclops easily, but will be very difficult to launch a large guy like Juggernaut because of his weight. For some, their reeling animations can even make some high moves miss totally, like Iceman. There are three sizes: light, medium and heavy. Gouki, Magneto, Cyclops, Wolverine, Iceman, Storm, Spiral and Psylocke are light, Omega Red and Silver Samurai are medium, and Colossus, Sentinel and Juggernaut are heavy. CHARACTER RATINGS: This is my personal rating of each character, which I try to the best of my ability to make accurate. Power is how much damage overall their attacks do, Speed is their all-around speed and agility, Combos is how well they perform combos, how powerful the combos are, etc..., Range is how well they do from a distance; this pertains a lot to the effectiveness of their projectiles. Throws is how powerful and how good in combos their Throws are, Hyper-X pertains to how effective their Hyper-X(s) are all-around, and finally, their Cheez Rating relates to how well they do at chipping away at opponents and setting them up for big combos/damage. Note that these are not exactly done mathamatically, only on my personal opinion and pretty experienced eye. For example, with the Speed rating one of the main things I based it on was wether or not the character can dash or Super-Jump when Magneto flies up an starts throwing his Magnetic Waves repeatedly; if you're using Wolverine, for example, you can dash forward in between his shots and hit him from underneath. On the other hand, Colossus is much too slow to dash under or Super Jump in between Magneto's shots (which is OK, he has other methods of escape...) NOTE: I have in some cases given my own titles to certain moves and even combos, and I hope I've been creative and witty. If the move involves the character actually exclaiming the move's title (eg. when you Fierce Throw with Spiral she exclaims "Spiral Buster!"), then I've used that name instead. CHARACTER PROFILES: ################### STORM "Learn from your defeat, child" name Ororo Munroe alias Beautiful Wind Rider origin New York, New York alignment good (X-Men) hair/eyes white/blue (white when using power) stature 5'11" (180cm) weight 127lbs (58kg) enemies The Shadow King, The Brood Ororo can mentally control weather over a limited area; her powers are affected by her emotions. Something of an Earth goddess, Storm draws her power from Gaia and is linked to it. She uses the wind to fly, and the storm to fight her enemies. OVERVIEW: She doesn't have a lot of moves, but the ones she has can do good damage. She is also quite fast and very manueverable in the air. Her regualar dash is extremely effective because she is invincible during it. Her Hyper-X is also quite useful, albeit weak. She's one of my favorites. RATINGS: (out of 5) ======== Power: 3 Speed: 4.5 Combos: 4 Projectiles: 3.5 Throws: 3 Hyper-X: 3 Cheez Rating: 3.5 REGULAR MOVES: ************** Jab: standing- small lightning burst (nothing special) crouching- low small lightning (ditto) jumping- small downward lightning burst (ditto) Strong: standing- forward lightning surge (decent range) crouching- ground surge (good under high attacks) jumping- lightning ball (projectile, direction controllable; go crazy with these in the air--if the enemy jumps in jump up and immediately pull one off in their face; see tactics vs. Magneto for a great cheez tactic) Fierce: standing- forward lightning blast (great range, good power, decent air counter) crouching- lightning upper (launches, GREAT air counter, or after ducking high attack) jumping- downward lightning blast (decent range, good jump-in) Short: standing- quick shin kick (no big deal) crouching- quick low kick (ditto) jumping- quick forward kick (ditto) Forward: standing- small hurricane (fairly good range, decent counterattack) crouching- double hurricane kick (good range, good under high attacks) jumping- flip kick (decent jump-in, GREAT air-to-air attack) Roundhouse: standing: high hurricane (GREAT launcher, great air counter, good range) crouching: low hurricane (good range, decent counterattack) jumping: forward flip kick (good jump-in) --------------------------------------------------------------------------- Strong Throw: Electrocution hold Decent power and looks painful; use it as your Air ReThrow after the High Wind Toss. Tap Strong repeatedly for more hits. You can toss a low directed Typhoon to hit 'em when they fall. --------------------------------------------------------------------------- Fierce Throw: High Wind Toss This is a great all-around Throw, and afterwards you can follow-up with many things; you can Lightning Attack up their with 'em for a few hits, you could try the Lightning Storm, Air Combo or, my fav, Super Jump and ReThrow with the Electrocution Hold... If you don't juggle, at least hit 'em while their down with a downwards directed Typhoon. See the combos section for some nifty combos with this, including the "Tornado Fury" and the "Whirlwind Fury"... SPECIAL MOVES: ************** -Typhoon: QCT+any punch (Storm exclaims "Typhoon" and releases a small whirlwind at the enemy) This an AWESOME projectile for a few reasons; It can be controlled, so if the enemy is trying to jump, especially away from it, direct it up to nail 'em. If they Super Jump, direct it up and slow it down--if they try to come down on you they'll get nailed... It also has speed control--hold back to slow 'er down and forward to speed it up. Not only this, but the strength of the punch also has a say in the speed; so, to throw a lightning fast Typhoon, do a QCT+Fierce and hold F. To top it all off, it has good recovery time AND it cannot be ducked. It will also hit downed opponents if directed. In a lot of cases the Lightning Attack is the mainstay of most of Ororo's combos, including "Tornado Fury", "Whirlwind Fury", and her best combo, "Environmental Disaster". --------------------------------------------------------------------------- -Lightning Attack: any punch+any kick (same strength) (Storm exclaims "Lightning Attack!" and flies in the desired direction torpedo-like with a ball of lightning in her hands) This is IMO a very useful move; after it has been done (ala Psylocke's Hyper-X) you can hold in another direction and repeat it. This is the key to defeating Magneto; when he starts whipping off Magnetic Waves, dash under him and do a Lightning Attack straight up; wether it connects or not, keep holding up and hitting Punch+Kick and Storm'll repeat when she's done. And, like Wolverine's Drill Claw, this is one of the MANY ways Storm can play defensively; if the enemy is pressuring you, Super Jump and Lightning Attack all over the place, to confuse 'em. If timed correctly, this can be used as an air counter if directed upward; just start it ahead of time because its initiation is not very quick. And here's an interesting tidbit from Yu De Lin's Storm FAQ: Storm's Lightning Attack will take out Logan's Drill Claw! This can also be used in or to start combos (see combo section)... --------------------------------------------------------------------------- -X-Ability; Wind Currents: QCB+all three punches (Storm takes to the skies) This is really a waste of X-Power, because you can just Lightning Attack around the screen or Air Dash/Quick Flight anyway. The good thing about it is that you can do her jumping Strong repeatedly to pester the enemy. --------------------------------------------------------------------------- -X-Ability; Puffs: QCB+all three kicks (Storm blows a series of dust swirls along the ground) Not a terribly effective attack, and I see no use for it; Storm will fly up as the enemy is drawn by the dust UNDER her, but I can't seem to find a follow-up...Just forget about it unless you've found a use for it. --------------------------------------------------------------------------- -X-ability; Puffs II: QCT+all three kicks (Storm blows a series of dust swirls along the ground, pushing the opponent) This IMO is a little more useful than the above version, and will blow away ALL opponents, even Juggernaut. BTW, it will blow at least Wolverine's Berserker Barrage, so use it when he comes at you with this. --------------------------------------------------------------------------- -Hyper-X; Lightning Storm: QCT+all three punches (Maximum Hits=25) (Storm causes arcs of lightning to shoot forth from her body, all over the screen) Even in combos, this is a PITIFULLY weak Hyper-X. The only definite place it might hit is of course if the opponent is dizzy, or MAYBE after a launcher, but your best bet is to jump in or over the opponent when they pull off a grounded slow-recovery attack (especially a Hyper-X; a great example'd be Cyclop's Mega Optic Blast), do the Lightning Storm right over them. Then you can whip off a Downward Typhoon for maybe an extra hit. This can also work if they're slowly decending from a Super Jump onto your head, or just to finish 'em off if they have few pixels on their meter... Incidentally, her recovery from this happens before the enemy hits the ground--so, try and follow it with a FAST Typhoon or, vs. airborne opponents, a directed Lightning Attack. --------------------------------------------------------------------------- -Hyper-X; Hail Storm: QCT+L (Maximum Hits=80!!!!!!!!) (Storm floats up and crystals form on her finger; then the whole screen is blanketed in ice shards) This is a GREAT Hyper-X if it connects and is THE most powerful move in the game, and can score up to 80 hits!. The big problem is the initiation time between when she floats up and lifts her fingers and when the shards start coming down. If you get the enemy across the screen (possibly with a Throw...), Whip off a shitload of fast and alternating Typhoons and occasionally a controlled jumping Strong Punch. Eventually, the opponent might make a mistake, then NAIL 'em and watch 'em die! :) Or launch 'em, maybe hit 'em with a little juggle, then dash away and do the Hail Storm, and they will at least eat the block damage. NOTE: in order for this Hyper-X to work, the L button must be set to a - in the setup screen, not all three punches or kicks. --------------------------------------------------------------------------- MISC: ***** Storm can perform a "quick flight: by hitting all three punches or all three kicks while Super Jumping. Storm can float gently to the ground by holding up when descending. Storm creates a barrier of wind when she dashes forward, which grants her temporary invulnerability. She also has an extra bonus when recovering--as you hit the ground to recover, do a QCT or QCB and hit a kick button and she will stand up with the wind barrier, also granting temporary invulnerability. CYCLOPS "I don't lead the X-Men for nothing!" Name: Scott Summers Origin: Anchorage, Alaska Team: X-Men (Blue Team) Hair: Brown Eyes: red (from optic energy) Height: 6'3" Weight: 175 lbs Enemies: Mr. Sinister, Magneto, Juggernaut, Apocalypse Cyclops has the ability to release blasts of powerful energy from his eyes. Because of this he must wear special ruby/quartz glasses so that the beams won't blast out everytime he opens his eyes. With these glasses, concentration, and practice, he can level a building or blast a fly off the wall with pin-point accuracy. Scott Summers is also extensively trained in the martial arts. It appears he utilizes mainly kickboxing skills, among other styles. A no-nonsense man of action, he doesn't take BS from anyone. OVERVIEW: Cyclops is one of my favorite characters, and in my opinion, is more like Ken than Ryu. He has very well rounded Ratings and AWESOME combos. He can be a little advanced and difficult to use at first, but it if mastered can be formidable. And his mutant power is just so damn cool! RATINGS: (out of 5) ======== Power: 3 Speed: 3.5 Combos: 4 Projectiles: 4 Throws: 4 Hyper-X: 4 Cheez Rating: 2.5 REGULAR MOVES: ************** Jab: standing- jab (nothing special) crouching- low jab (ditto) jumping- air drawback jab (slow coming out; don't bother with it) Strong: standing- double-fisted uppercut (best launcher; great after a jump-in, a Gene Splice is the easiest follow-up) crouching- high elbow (launches; best after ducking a high attack up close) jumping- high uppercut (good when both fighters are in the air) jumping+D- jumping knife hand (decent horizontal range) Fierce: standing- quick optic burst (projectile; can also be put in the series; if this hits from a few steps away, don't be afraid to follow up with a Gene Splice) crouching- low optic burst (projectile; good when ducking high attacks from a distance; again, if this connects a few steps away, go ahead and cancel with a Gene Splice) jumping- jumping side uppercut (good when both fighters are in the air) jumping+D- double hammer (good jump-in combo starter, short range though) Short: standing- quick side kick (nothing special) crouching- low slip kick (ditto) jumping- knee drop (ditto) Forward: standing- high side kick (decent range) crouching- "upperkick" (launches; good after ducking high attack up close) jumping- jumping axe kick (good attack on opponent jumping above you) jumping+D- jumping front kick (good horizontal range) Roundhouse: standing- high kick (good range, power) standingx2- high kick/flip kick (good double hit, great cancelled Gene Splice) crouching- low swing kick (good power, decent range, can hit downed opponents) jumping- jumping flip kick (good for air-to-air combat, bad jump-in) jumping+D- drop kick (excellent jump-in combo starter, decent range) --------------------------------------------------------------------------- Strong Throw: Optic drill (hold B or U/B to drill Diagonally U/B, hold F or U/F to drill Diagonally U/F, hold D, U or N to drill straight up) If you drill them diagonally U/F in the corner, try to follow up with a Gene Splice, Fierce Optic Blast, or a standing Strong and continue to combo. Also in the corner, if you have your Super Meter charged, do the Strong Throw and direct it U/F or straight up, then do the Optic Array and aim it to follow. I'm pretty sure this is unblockable, but even if it isn't it still does some block damage (So far I haven't seen anyone block it, though). Use the same technqique if you Air Throw 'em; follow the Throw with a downward firing Mid-air Optic Array. Cyke exclaims "Optic Blast!" as he does this Throw. --------------------------------------------------------------------------- Fierce Throw: body slam This allows great Throw combos, as the bounce afterward is considerably long. If you're fast enough, you can do a standing Fierce during the bounce and cancel into a Gene Splice, or just a Gene Splice alone. Also, if your meter is full, do an Optic Array and direct downward. This is included in "Cyclops' Combo"... SPECIAL MOVES: ************** -Optic Blast (Ducking): QCT+Jab (Cyclops crouches, exclaims "Optic Blast!" and fires an optic beam from his eyes straight forward) This does well to go under a lot of attacks. If up close, try to duck and hit 'em with a crouching Forward instead of this for a combo, and stick with the Blast from a distance. An ideal place to use this is when another Cyclops fires a standing Forward Optic Blast. Make sure to NEVER do this when the enemy is in the air, because they'll have an eternity to set up a nice jump-in combo... --------------------------------------------------------------------------- -Optic Blast (Forward): QCT+Strong (Scott exclaims "Optic Blast!" and fires an optic beam from his eyes straight forward) This is your basic beam attack, and is default for all punches if the autoblock is on. This has decent power and will reach the whole screen. It is however avoidable by a crouch, and many low attacks will go under it (eg. Sentinel's crouching Fierce Mouth Missle). As well, if the enemy ducks from fairly close they can go into a combo, so you must be careful when and where to use this. The opponent can also jump over it, but you can catch them in the air on their way up or way down, but NEVER use it if they're at the apex of their jump or if they're Super Jumping, 'cause you'll get nailed. Basically stick with this in some combos or as a juggle, or to counter a missed or blocked Hyper-X from across the screen (of course if you have your meter charged a Mega Optic Blast would be more appropriate), or if they pull off a slow-recovering move from a distance (eg. Silver Samurai's standing Strong.) -------------------------------------------------------------------------- -Optic Blast (Diagonal U/F): QCT+Fierce (Scott tilts head slightly, exclaims "Optic Blast!" and fires an optic beam from his eyes upward at an angle) This is pretty much the worst of the three standing Optic Blasts. Because the angle is so exact, it is difficult to time this on an airborne opponent, so you shouldn't bother with it as an air counter. NEVER use this when the opponent is on the ground, because they'll have an eternity to throw a projectile, Hyper-X projectile, or dash in and combo you. This is involved in some corner combos, though. --------------------------------------------------------------------------- -Air Optic Blast: QCT+any punch in mid-air (Scott hovers in the air, exclaims "Optic Blast!" and fires an optic beam from his eyes straight forward) This is OK when you and your opponent are both in the air, and can be used in a jumping Magic Series. It is especially effective when Magneto flies and starts throwing those damn Magnetic Waves; time your Super Jump in between every two shots, then fire this off QUICKLY (or else he'll shoot his E.M. Disruptor straight at you first). This is also pretty good if you Super Jump or Double Jump and the enemy pulls off a Hyper-X, hoping you'll fall into it; just pull off the Air Blast and Cyclops should hover and land when the Hyper-X has finished (this will NOT work on screen-covering Hyper-Xs, like Omega Red's Omega Destroyer!) Just try not to pull this off close over a standing opponent, or you're in for a DP move, or maybe an Air Throw. The Air Optic Blast is also in some combos, and an especially potent Jump-in combo on larger fighters... --------------------------------------------------------------------------- -Gene Splice: F, D, D/F+any punch (tap punch repeatedly for more hits) (In a typical DP fashion, Cyclops exclaims "Gene Splice!" and rises into the air with an uppercut, spinning with multiple hits and finishing with an upward optic blast; as a note of interest, when you get game over and the continue screen comes up and the computer suggests a move, this is called simply a "Rising Uppercut") This is your basic DP, so of course make sure it connects or you'll be left wide open. All by itself it does respectable damage with all hits, and is great in combos. If you like keeping things simple, when the enemy throws an upward projectile (eg. Iceman's Fierce Ice Beam) from a distance, dash in and perform a Gene Splice. SPECIAL NOTE: I don't know if it works in the arcade version, but for sure on the Saturn, you can make Scott Double Jump DURING the Gene Splice and continue the uppercut! Note that this is not very good in combos, as it reduces the number of hits and Cyke will actually fly over his enemy's head. But, this is good if you wanna surprise a Super Jumper, or to stay up in the air longer when the opponent pulls off a Hyper-X. To perform the "Double-Air Gene Splice", tap F, then roll D, D/F, F, U/F, then hold U while simultainiously hitting your punch. --------------------------------------------------------------------------- -Leg Throw: hold D/B or D/F+Forward or Roundhouse (close) (Cyclops performs a handstand and grabs the enemy between his legs, then flip over to smash them into the ground) In the arcade version this is Cyke's X-Ability, but it takes no X-Power in the Saturn version. All the better! Whenever you get this in it is excellent for Throw Combos, so follow up with at least a crouching Roundhouse, or it can also be followed up with a WELL-TIMED Gene Splice, or if your meter is full, the Optic Array. Remember though that it can be tech hitted. --------------------------------------------------------------------------- -Dashing Pummel: F, F+Jab+Short (Cyke dashes forward with two jabs, then goes into an auto combo) If you just key in these motions, Scott will dash forward and jab twice. If you press the punch buttons rapidly, you'll get more hits, up to six. As well you can cut it short at the fifth and Scott will do his crouching Strong High Elbow. This will launch and you can follow with a combo. The best place to use the Pummel is inside a combo, and you don't actually have to dash for it to come out, you must just be precise with the motions. This is also great if the enemy fires an upward projectile (eg. another Cyclops's Fierce Optic Blast); just dash in and combo. One of the key places where this can be put is in "Cyclops' Combo"... --------------------------------------------------------------------------- -Dashing Tackle Throw: F, F+Fierce+Roundhouse (Scott stoops low, then dashes forward; if he connects, he goes rolling forward with the opponent and slams them to the ground) If this misses, Scott sticks his shoulder out and slows down to a stop; he is quite vulnerable during the whole thing, so you must be careful where to use this; a great place is when the enemy fires an upward projectile--just dash in and Throw. Or, use it after you've blocked a Hyper-X from fairly close. --------------------------------------------------------------------------- -Hyper X; Mega Optic Blast: QCT, all three punches (Maximum Hits= 17) (Cyclops rears up, exclaims "Optic Blast!" then fires a HUGE surge of optic energy at the enemy, racking many hits up and doing major damage) This is a very powerful Hyper-X, and is best used in only certain circumstances: a) after blocking or avoiding a SLOW recovering move (i.e. one of Colossus' missed Russian Bombers) b) when the enemy is beginning their jump or about to land from one c) when the enemy is dizzy. This can be put in combos of sorts (after launching an enemy with standing Strong in the corner)but really isn't worth it, as it is weakened considerably inside the combination--looks cool though, but try and use it in other places. Make sure not to do this if the enemy is at the apex of their jump or in a Super Jump, because they could land on Cyke and put a world of hurt on him. Likewise, it is OK if the enemy blocks it, as it'll do about as much damage blocked as a connecting Gene Splice, but make sure that they aren't close when they block, because they can counter Scott easily during his recovery animations. --------------------------------------------------------------------------- -Hyper X; Optic Array: QCB, any punch (direct blast with D-Pad) (Scott exclaims "Optic Blast!" and fires a thick beam of optic energy in a desired direction) This is a great move for venting frustration on smug enemies who like to jump and cross you up constantly; roll the QCB and hit punch, then roll the D-Pad in all directions; if the Array hits the floor it will reflect off at an angle, which may catch jumping opponents off guard. It is also great in combos after a Throw or cancelled out of a jumping attack (see combos section). Another great place to use it is after jumping a projectile, especially a Hyper-X version like Gouki's GouShinkuuHado, as it will hover Scott as he fires it--just direct it D/F. Basically it is best used in combos or on downed opponents after Throws, but see the combos section for details. --------------------------------------------------------------------------- MISC. ***** Cyclops can Double Jump by tapping U during any jump. This is a great tactic for avoiding even high attacks from the ground. WOLVERINE "I've scrapped with the best, pal, and you ain't it!" name Logan alias Patch, Weapon X origin Canada hair/eyes black/brown alignment good (X-Men) stature 5'3" (160cm) weight 195lbs (88kg) enemies Sabretooth, Silver Samurai, Lady Deathstrike, Cameron Hodge A product of Canada's ultrasecret Weapon-X program, Logan possess an unbreakable adamantium-laced skeleton, razor sharp claws, and a mutant healing factor...as well as a short temper. OVERVIEW: The hozer from up north is the ultimate "Go-apeshit-on-the-buttons-and-win" character. In the hands of a regular button masher he can be quite dangerous, but in the hands of an expert he is even more devastating. He has multi-hitting powerful combos and a great Hyper-X for comboing. He is a great fighter and very good for beginners. And besides, he's a Canadian hoser like myself, eh? :) RATINGS: (out of 5) ======== Power: 3.5 Speed: 4.5 Combos: 4 Projectiles: 1 Throws: 2.5 Hyper-X: 3 Cheez Rating: 3 REGULAR MOVES: ************** Jab: standing- quick claw jab (good for dashing combos, fast) crouching- low quick claw (no big deal) jumping- quick jumping down claw (ditto) Strong: standing- cross-slash (tap repeatedly for criss-cross slashes; decent in combos) crouching-claw upper (decent air counter, but doesn't launch) jumping- jumping down claw (no big deal) Fierce: standing- double cross slash (launches, good damage, decent air counter. Always try to follow up with Tornado Claw) crouching- double sliding slash (if not cancelled will hit twice; good for going under high attacks, good in combos) crouching D/F- claw slide (also decent in combos under high attacks; launches a little) jumping- forward flip slash (decent in air-to-air combat/combos) Short: standing-quick shin kick (no big deal) crouching- quick low kick (ditto) jumping- quick jumping kick (ditto) Forward: standing- knee (it's a KNEE) standingx2- knee/high kick (1st hit must connect; looks nifty, good in combos) crouching- double low sweep kick (no big deal) jumping- jumping axe kick (good in air-to-air combat) jumping+D- stomp (fast recovery+bounce away) Roundhouse: standing- high clawstand kick (launches; GREAT air counter, try and cancel with Tornad Claw or Super Jump+Air Combo. Attempt to juggle with this in the corner after Tornado Claws) crouching- sliding double kick (GREAT in combos, goes under high attacks, but slow recovery) jumping- jumping double split side kick (GREAT in air-to-air combos/combat, will connect with both hits vs. Sentinel, Juggernaut and Colossus. Do NOT use it on short characters, will miss totally) --------------------------------------------------------------------------- Strong Throw: shoulder mount adamantium hell This looks really cool and you can follow up with a crouching Roundhouse or crouching D/F Fierce in the corner. --------------------------------------------------------------------------- Fierce Throw: ground mount adamantium hell This has basically the same properties as the Strong version, and also looks really cool. Try and follow it up with at least a crouching Roundhouse. SPECIAL MOVES: ************** -Tornado Claw: F, D, D/F+any punch (Logan exclaims "Tornado Claw!" and rises into the air spinning with claws extended) This DP type move is GREAT inside combos, and is decent air counter as well. Whenever you connect with ANY standing move, you should cancel into this. This is involved in pretty much all of his combos, including "Canadian Bacon" :). Remember though, that like any DP move, it will leave Logan wide open if it is blocked or misses. As with Cyclop's Gene Splice, it is possible for Wolverine to do an extra-high Tornado Uppercut using the following motions: F, D, D/F, F, U/F, U+any punch. This will cause Wolverine to do a very high Tornado Claw; this reduces its number of hits, so don't use it in a combo, but it is great for surprising Super Jumpers or giong over Hyper-Xs. --------------------------------------------------------------------------- -Drill Claw: any Punch+any Kick (same strength) (Wolverine exclaims "Drill Claw!" and spins torpedo-like in the desired direction with claws extended) This is almost useless in combos, but is a VERY effective evasion move; use it to avoid any ground attack and gain some air, or to come down after the opponent misses a projectile and you're too far away for a jump-in combo. This is also an EXTREMELY safe move to use, because if blocked Wolverine will bounce off the opponent to relative safety. This can also be used to a certain extent as a DP-like move to air counter by holding U/F for it... --------------------------------------------------------------------------- -Sharpener: Jab, Forward, Forward, Fierce, Strong (Logan scrapes his claws together) This is Wolverine's taunt and will build good X-Power. But, I never bother with it, because Wolverine can already build X-Power fast. Use it to piss off the enemy who's dizzy and you're ahead. --------------------------------------------------------------------------- -X-Ability; Healing Factor: QCB+all three kicks (Logan spreads his arms and regains some health) I use this if I'm in big trouble and need the health. It doesn't fill a whole lot, but it can be enough to help finish the fight. Make sure the enemy is a fair distance, and they usually won't hit you... --------------------------------------------------------------------------- -X-Ability; Berserker Charge: QCB+all three punches (Wolverine produces some images of himself and moves considerably faster) I really don't bother with this because he's fast enough already, and some may have trouble controlling him. Save it for the Hyper-X and tech hits. --------------------------------------------------------------------------- -Hyper-X; Berserker Barrage: QCT+all three punches (Maximum Hits= 11) (Wolverine exclaims "Berkser Barrage!!" and dashes forward with a frenzy of slashes) This doesn't do much damage, except in a combo. When you have the meter full, replace your Tornado Claw in combos with the Berserker Barrage for major damage. Tap punches repeatedly for more hits, and you can sometimes tack on another hit in the corner. Make DAMN sure you connect with this, because Logan does a little rage after this connects and he's left wide open. --------------------------------------------------------------------------- MISC: ***** Logan can Triangle Jump by tapping in the opposite direction when you jump back into a wall. Follow this with a Drill Claw to easily avoid ground attacks. Logan apparently regenerates his life slowly, about a pixel/5 seconds. OMEGA RED "You are beneath my notice, worm!" name Arkady Russovich alias none origin Russia alignment evil hair/eyes blonde/red stature 6'6" (198cm) weight 300lbs (136kg) enemies The X-Men An attempt to create a super-soldier for the former Soviet Union, the psychotic Omega Red is a deadly opponent. His Carbonadium tentacles are indestructible, and he secretes a "death pheromone" that causes the body's organs to fail (only Wolverine's healing factor can overcome this aura). OVERVIEW: Omega Red is another of my favorites, and is bar none the cheeziest character. He's the easiest character to go through the game with, and although a tad on the slow side and doesn't have many combos, he makes up for it with his devastating setups and damage potential. He also has a very effective Hyper-X. RATINGS: (out of 5) ======== Power: 4 Speed: 2.5 Combos: 2.5 Projectiles: 3.5 Throws: 3 Hyper-X: 4 Cheez Rating: 4 REGULAR MOVES: ************** Jab: standing- chop (nothing special) crouching- low chop (can hit downed opponents) jumping- carbonadium helicopter (good but weak jump-in; don't bother) Strong: standing- uppercut (launches; easiest standing launcher to work with) crouching- coil uppercut (launches; great vertical range, also not a bad air counter) jumping- jumping uppercut (good for air-to-air combat) Fierce: standing- snake coil (GREAT range, will hit downed opponent) crouching- spinning frenzy (launches, multihit, powerful) jumping- carbonadium rage (powerful multihit jump-in, not bad as combo starter) Short: standing- quick kick (nothing special) crouching- low quick kick (ditto) jumping- jumping quick kick (ditto) Forward- standing- high back kick (decent range) crouching- crescent sweep (decent range) jumping- jumping side kick (no big deal) Roundhouse- standing- double thrust kick (GREAT range, good cancelled out of crouching Fierce in combo) crouching- center ground coil (comes up in center screen; good surprise, will hit downed opponent, great follow-up to Throws) crouching D/F- far ground coil (comes up in corner; also good surprise, will hit downed opponents, good Throw follow-up) crouching D/B- close ground coil (comes up fairly close; good surprise, will hit downed opponent, great after any knockdown from close (eg. Fierce Throw) jumping- jumping half roundhouse (decent range, powerful) --------------------------------------------------------------------------- Fierce Throw: Power Bomb This is a powerful Throw and can always be followed up with a crouching D/B ground coil, provided the opponent doesn't roll away. If the enemy doesn't roll in recovery, hop over them and perform a Roundhouse Coil down on them for a ReThrow. --------------------------------------------------------------------------- Strong Throw: upward coil drop If you Throw the enemy into the corner with this you can follow up with the appropriate ground coil. As well, if you stay close to the opponent you can combo afterwards. Note: in the air, this Throw is also a power bomb as with Fierce. SPECIAL MOVES: ************** -Carbonadium Coil (Straight): QCT+Jab (Omega Red whips out one of his coils straight forward to snag the enemy) This has a number of follow-ups, and can be used in some combos. Use it to counter a slow recovering move from a distance (eg. a Hyper-X). Make sure not to do this when the enemy is in the air, or the Commie will be punished. As a special note--the Carbonadium Coil with precise timing will cause Magneto's Magnetic Shockwave Hyper-X to pass THROUGH Omega Red and it will snag Maggie! In the air, this is good if the enemy is on the other side of the screen, especially if they miss an airborne move. Tap a button to cancel the Coil early. --------------------------------------------------------------------------- -Carbonadium Coil (Diagonal U/F): QCT+Strong (Omega Red whips one of his coils up at an angle to snag the enemy) This if timed properly will grab an airborne opponent, and it can be used in some combos. Make sure not to do it when the opponent is on the ground, or you'll be left wide open to their mercy. BTW, this WILL connect against a STANDING Sentinel up close, snagging it in the head... Tap a button to cancel the Coil early. In the air this is pretty useless IMO, unless they are above you in a Super Jump. --------------------------------------------------------------------------- -Carbonadium Coil (Vertical): QCT+Fierce (Omega Red whips one of his coils straight up in the air to snag the enemy) If the enemy jumps up, it is possible with good timing to get under them and snag 'em with this. As well, if the opponent is slow to react and doesn't hold back after being thrown straight up with a Coil Slam, Omega Red can keep doing this Coil to juggle them until they get smart. Again, don't do this if the opponent is standing, or you'll get nailed. Tap a button to cancel the Coil early. Likewise with the Diagonal version, this is pretty useless in the air unless the opponent is over your head in a super jump. --------------------------------------------------------------------------- -Air Carbonadium Coil (Straight): QCT+Short (Same as QCT+Jab in air, but can only be done in air) --------------------------------------------------------------------------- -Air Carbonadium Coil (Diagonal D/F): QCT+Forward (Omega Red whips one of his coils downward at an angle to snag the enemy) This is IMO Omega Red's most useful move for many reasons: a) if you've jumped over a projectile you can snag the enemy with it b) from a distance, wether they block or not it is uncounterable... This is your main weapon vs. the CPU; jump back and use it repeatedly--if it grabs, do a Death Factor into a Coil Slam combo, and if it is blocked (wit hteh exception of Iceman) it will tick off damage and build up your meter for the Omega Destroyer. Tap a button to cancel the Coil early. --------------------------------------------------------------------------- -Air Carbonadium Coil (Down): QCT+Roundhouse (Omega Red whips one of his coils straight down to snag the enemy) This is a good move if you manage to get over the enemy's head, and will also grab a downed opponent. If you are close to the opponent after a combo or Throw, hop up and grab them with this for more damage; if you're a short distance away, simply Air Dash over and do it. Tap a button to cancel the Coil early. --------------------------------------------------------------------------- -Coil Slam: any direction+any punch after grabbing with Coil (Omega Red flips the enem around with his coil and throws them away) For TWO Slams throw straight down first then the direction you desire. This packs good power and you should always throw them across the screen to follow up with a crouching D/F ground coil for an easy hit, or throw them close into the corner and pull off the Omega Destroyer if its charged and you're close enough. As well, always try to drain something from them before slamming. --------------------------------------------------------------------------- -Death Factor: tap any punch repeatedly after grabbing with Coil (Omega Red's coil flashes as he sucks life from the opponent and gives it to himself) This is how to survive as Omega Red; always go for this or the Energy Drain plus a Coil Slam whenever you snag them with a Coil; this doesn't give a heck of a lot of life to him (about the same as Wolverine's Healing Factor), but it's worth it. Note that if you just repeatedly tap punch you'll drain 'em then drop them; you must cancel the Death Factor with the Coil Slam for it to work. --------------------------------------------------------------------------- -Energy Drain: tap any kick repeatedly after grabbing with Coil (Omega Red's coil flashes as he sucks X-Power from the opponent and gives it to himself) This isn't absolutely needed, because Omega Red can just cheez the opponent with blocked hits to build his X-Power up. Go for it if you've got a good amount of life, otherwise go for the Death Factor. Remember to cancel this with the Coil Slam. --------------------------------------------------------------------------- -Omega Strike (Straight): QCT+Short (Omega Red plants two coils into the ground, exclaims "Omega Strike!" then flies forward with both feet) This has decent power and, if blocked, Omega Red will pass through the opponent (which is good unless you end up in the corner). Use it mainly as a counter to a blocked attack from a fair distance, or as an occasional juggle. Push D+any button to cancel the Strike early. This Short version is a part of his "Red Plague" combo. --------------------------------------------------------------------------- -Omega Strike (Diagonal U/F): QCT+Forward (Omega Red plants two coils into the ground, exclaims "Omega Strike!" then flies up at an angle with both feet) This can be used to knock the enemy out of the air, but has basically the same angle as the Diagonal U/F Carbonadium Coil, so if this can connect, you should be going for the Coil instead. Use this to get in teh air wher you can start some cheez with the Air Coils. This can be used to a certain extent as an air counter. Push D+any button to cancel the Strike early. --------------------------------------------------------------------------- -Omega Strike (Vertical): QCT+Roundhouse (Omega Red plants two coils into the ground, exclaims "Omega Strike!" then flies straight up with both feet) If you have trouble timing the Vertical Carbonadium Coil, then this is a good alternative to getting under the enemy and attacking. This is also a good evasion technique; when you anticipate a grounded Hyper-X, do the Vertical Omega Strike and then Air Dash over the enemy's head. Push D+any button to cancel the Strike early. --------------------------------------------------------------------------- -Taunt: Forward, Jab, D, Short, Strong (Omega Red growls at the opponent and stretches his coils) This builds X-Power, but use the Energy Drain instead, and stick with this if you're ahead and want to piss off the opponent when they're dizzy. --------------------------------------------------------------------------- -Hyper-X; Omega Destroyer: QCT+all three punches (Maxiumum Hits= 10 (Omega Red hunches his back, turns to face the screen, grins and exclaims "Omega Destroyer" as coils lash out of his back repeatedly all over the screen) This Hyper-X has great range, and is best used up close after a Coil Slam as an alternative to the ground coil. Otherwise, use it against airborne enemies and make sure not to do it when they're right up close and not stunned or dizzy, because they can nail you. --------------------------------------------------------------------------- MISC: ***** Omega Red can Air Dash by tapping F, F in mid-air, even after a Super Jump. Use it to get over an enemy during one of heir projectiles and snag them with a downward Coil. SENTINEL "Superior programming ensures victory" name none alias none origin manufactured in Genosha alignment evil hair/eyes none stature 20 feet (varies) weight 30 tons (varies) enemies all mutants Created to enforce anti-mutant paranoia, the sentinels "protect" normal humans by capturing and exterminating mutants. These awesome robots have incredible strength and a multitude of weaponry, allowing them to perform their job with a ruthless effeciency. OVERVIEW: He's terribly slow, but he more than makes up for it with his devastating damage potential and great range. He is the ultimate keep-away fighter; the majority of his regular moves are long-ranged or projectiles, and even up close he can hold is own with VERY potent Throws. He doesn't have a whole lot of combos, but the ones he has are easy to do and the standing Forward is horribly effective. Good character for beginners, and devastating in an expert's hand (like myself :).) RATINGS: (out of 5) ======== Power: 5 Speed: 1 Combos: 2.5 Projectiles: 3.5 Throws: 3.5 Hyper-X: 3 Cheez Rating: 3 REGULAR MOVES: ************** Jab: standing- low jab thrust (will hit crouchers, decent range) crouching- lower jab thrust (ditto, less range) jumping- downward double knife (good downward range, little horizontal range) Strong: standing- downward missle (can hold strong, then release; great range, good against crouchers, slow recovery) crouching- lower missle (ditto, good to go under projectiles up close) jumping- double hammer (slow, good jump-in) jumping+D- delayed slam punch (VERY slow, powerful, good range) Fierce- standing- mouth beam (crosses whole screen, good power, slow recovery) crouching- mouth missle (GREAT going under high projectiles) jumping- big gear (GREAT range, power, looks really funky) Super Jumping+D- spinning body splash (powerful, Sentinel will bounce to dafety if it is missed or blocked) Short- standing- knee thrust (no big deal) crouching- downward short thrust kick (ditto) jumping- long knife slash (fairly good range) Forward- standing- half-crescent grenade kick (launches; IMO best attack! GREAT air counter, luancher, WILL cancel opponents projectiles, cancel with Fierce Rocket Punch) crouching- forward low thrust kick (decent range) jumping- step kick (decent range) jumping D/F, D, D/B- lower step kick (good coming down from high jump) jumping F, B- jumping boot kick (good horizontal range in air-to-air combat) jumping U, U/F, U/B- high boot (decent attack against Super-Jumping enemies) Roundhouse- standing- half roundhouse (GREAT range, GREAT power) crouching- double thrust kick (GREAT range, hits twice, good on downwed opponents) jumping- jumping half roundhouse (GREAT range, GREAT power) jumping+D- Buzzsaw (decent range, decen power, multi-hitting) --------------------------------------------------------------------------- Strong Throw: blow away This is a good all-around Throw, but difficult to put in combos. It is his only combo-able Throw, but only in the corner... --------------------------------------------------------------------------- Fierce Throw: grabbing rocket punch (hold U, U/F or U/B to punch up, F or B to punch forward, or D, D/B, D/F to punch down) This is the better Throw, and in the corner, punch 'em forward and try to combo. Always follow this with a crouching Roundhouse. Or anywhere, guide it down and follow with a Jab Rocket Punch IF they don't roll. SPECIAL MOVES: ************** -Rocket Punch (Diagonal D/F): QCT+Jab (The Sentinel exclaims "Rocket Punch!" and extends his arm to punch forward) This has good horizontal range but isn't really a projectile. Use it to punish an opponent who misses an atack from a distance, or to knock them out of the air as they start their jump (it can be air blocked, remember). Try not to use it up close, because if ducked it has a very slow recovery and the robot will get nailed. --------------------------------------------------------------------------- -Rocket Punch (Diagonal U/F): QCT+Fierce (The Sentinel exclaims "Rocket Punch!" and extends his arm to punch up at an angle) If timed well this will hit opponets out of the air, but you should be trying to hit 'em with a standing Forward for a combo. This is a good move to use in launching combos, and is a very easy hit to get in if you cancel a standing Forward with it. Not a good idea to use this on the ground because the Sentinel will be left wide open. --------------------------------------------------------------------------- -Sentinel Force (Line): QCT+Short (The Sentinel points to the opponent and a line of three flying robots shoot out at the them) The direction is controllable with either up or down. Good for ticking off block damage and can catch opponents in the air if timed correctly. Even if up close, if the Sentinel gets hit while his finger is stuck out, the robots'll keep flying. This is also involved in some nasty combos. --------------------------------------------------------------------------- -Sentinel Force (Wall): QCT+Forward (The Sentinel points to the opponent and a wall of three flying robots shoot out at the them) Tapping Forward during this will cause one of the the robots to angel downward. This has a big vertical range and is better for catching airborne opponents. If they are crouching, just tap Forward when the robots get close. --------------------------------------------------------------------------- -Sentinel Force (Air Raid): QCT+Roundhouse (The Sentinel points to the opponent and a line of three flying robots fly overhead and drop little grenades all over the ground) If you're up close when this connects, wail on the oppponent with standing Forward and a combo for lots of hits. This will also hit downed opponents, and it's difficult to avoid unless you're in the air or right on the opposite side of the screen. IF the enemy manages to jump over it, the Sentinel could be in trouble. To deploy the grenades later, keep holding Roundhouse until you wish to drop 'em. The Air Raid is involved in the "Mutant Killer" combo... --------------------------------------------------------------------------- -Body Lift: D+any punch on fallen opponent (close) (The Sentinel hoists the opponent high over his head, and if punch is hit he performs his Strong Throw) Sometimes, no matter how acurately I do the motions, I end up getting his crouching Fierce. This is a bad thing if the enemy recovers in time, as the mouth missle will miss them and the Sentinel will get nailed. Try for it after knocking 'em down up close, anyway, because the damage is worth it. How easily you pick up the opponent might have something to do with how hard they were hit... I'll try and have it solved when and if I make an update. --------------------------------------------------------------------------- -X-Ability; Jet Blast: QCB+all three kicks (The Sentinel's jets turn blue and he can fly above the ground) IMO, pretty useless move. You can only do the Rocket Punch, and the Sentinel can move slightly faster in the air. But, he can be hit out of this fairly easily. Save the X-Power for Tech Hits and the Plasma Storm. --------------------------------------------------------------------------- -Hyper-X; Plasma Storm: QCT+all three punches (Maximum Hits: 10) (The Sentinel holds up both hands, and the whole front of his body basically splits open in different places; he exclaims "Plasma Storm!" and a yellow ball forms between his hands, then it spreads open into a large wave and flies across the screen) Here's the lowdown; if you keep tapping the punches, the color of the plasma ball changes to blue--when you stop tapping the buttons, the wave will be released, but if you emmediately tap the punches again, pause, then again, you can throw one or two more waves! If you build the plasma up to blue it does GREAT damage and it becomes fairly easy to time up to three wave releases; but, this leaves the Sentinel wide open, so you can rairly build up to blue. The yellow is weaker and more difficult to time the releases, but the Sentinel can build it up faster. This Hyper-X covers the whole vertical height of the screen and only Super Jumping can avoid it. I can also be used in some combos. Just try not to use it up close, because the Sentinel can get nailed as he is building it up. The Plasma Storm is involved in the Sentinel's "Mutant Killer" Combo. ICEMAN "Let's see how you like being on ice for a while!" Name Robert "Bobby" Drake Origin Long Island, New York Team (X-Men) Hair Brown Eyes Brown Height 5'8" Weight 145 lbs enemies Magneto, Juggernaut, Sentinels, Apocalypse Reckless and usually goofing off, Iceman was enrolled in Xazier's School for Gifted Youngsters and joined the original X-Men. Not being able to take the discipline, Bobby Drake left the X-Men, dawdled around with other Super teams for a few years, then rejoined the original cast to form the team X-Factor. Today he is a member of the X-Men Gold Team. Iceman has the ability to manipulate the moisture in the air around him to solidify and do form different shapes. Through practice and concentration he can form weapons, encase his body in ice, our put some ice cubes in someone's drink. OVERVIEW: Bobby's a weird character, but fairly easy to get used to. He doesn't many combos, but the ones he does do GREAT damage and rack up a lot of hits (50+!). His Strong Throw is a great asset, and although he's a tad weak in attack power, the Club Fist helps that problem. He's good with cheez, and not taking any projectile damage is definetely a BIG asset. RATINGS: (out of 5) ======== Power: 2.5 Speed: 3 Combos: 3.5 Projectiles: 3 Throws: 4 Hyper-X: 3 Cheez Rating: 3 REGULAR MOVES: ************** Jab: standing- mid jab (nothing special) crouching- elbow thrust (ditto) jumping- ice surge (ditto) Strong: standing- elbow glacier (fairly good range) crouching- high elbow (nothing special) jumping- ice lance (great range, looks cool) Fierce: standing- small ice club (powerful, good range) crouching- ground chunk throw (fairly good range) jumping- ice blade slash (great range powerful, OK to start Jump-in combos) jumping+down- dropping ice ball (good range, drop on opponents from a Super Jump) Short: standing- quick side kick (nothing special) crouching- toe kick (ditto) jumping- ice knee (ditto) Forward: standing- high slice kick (good air counter) crouching- low ice poke (good range) jumping- jumping ice poke (good range) Roundhouse: standing- glacier (BEST launcher, good range, good air counter) crouching- upward ice drill (launches, good air counter) jumping- jumping slice kick (good for air-to-air combat) jumping+D- ice knife (good horizontal range, looks cool) --------------------------------------------------------------------------- Strong Throw: Freeze Grab This is why most consider Iceman cheezy, and is a great way to start combos. This will freeze the enemy and stop them cold for a few seconds (they can shake from it faster like a dizzy) and allows Bobby to do a big combo. Get this in whenever possible. Iceman exclaims "Freeze!" as he does this Throw. BTW, this is involved in Iceman's "Absolute Zero" combo... --------------------------------------------------------------------------- Fierce Throw: Ice Drop This is a farely powerful Throw and you can follow up easily with a crouching Forward cancelled into a standing Roundhouse, or a Jab Ice Beam. SPECIAL MOVES: ************** -Ice Beam Beam (Diagonal D/F): QCT+Jab (Iceman exclaims "Ice Beam!" and fires a small beam of ice at the ground) One the ground this is pretty much useless, except to hit downed opponents up close. Make sure the enemy is not jumping when you do this, because you'll get nailed with a Jump-in. In the air, however, it has considerable range and you should use it at least for block damage, or to jump over and counter projectiles or Hyper-X projectiles. --------------------------------------------------------------------------- -Ice Beam (Forward): QCT+Strong (Iceman exclaims "Ice Beam!" and fires a beam of ice upward at an angle) If timed correctly this will hit jumpers, but is best used as a juggle, especially in the corner. Always try and follow a standing Roundhouse in the corner with this beam for acceptable damage. Do NOT perform this if the enemy is on the ground, or they'll dash up and do whatever they wish to you. The only real reason to use this in the air is if the opponent is over your head in a Super Jump. --------------------------------------------------------------------------- -Avalanche (close): Jab+Short (Bobby raises his hand and forms a large ball of ice, and drops it in front of him) Despite its appearance, this is a good air counter if the opponent is jumping deep. If you like to keep it simple, you can use this as a counter after blocking a slow attack up close, and maybe even score a few hits along with it. This will also hit downed opponents, so if you're close, especially in the corner, and have just finished a big combo, pull this off emmediately and provided the enemy did not perform a Ground Roll, it will connect. In the air this is also a good way to tack on some extra damage after an Air Combo, or, if you like simplicity, this can be used after jumping over a projectile to hit 'em on top of the head, but you really should be going for a combo instead. --------------------------------------------------------------------------- -Avalanche (Center): Strong+Forward (Bobby raises his hand and forms a large ball of ice, and drops it in the center of the screen) This is a good tactic if the enemy likes to jump around, and in the air this will also catch them at the apex of their jump. If you knock the enemy down and they land about half a screen away, this should connect unless they roll as they hit the ground. --------------------------------------------------------------------------- -Avalanche (Away): Fierce+Roundhouse (Bobby raises his hand and forms a large ball of ice, and drops it across the screen) This is a decent surprise attack, and is great if they miss an attack and you're too far to connect with anything but the Ice Beam. Also, if you do manage to knock the opponent that far, this will hit them onthe ground if they don't roll. --------------------------------------------------------------------------- -X-Ability; Ice Club: QCB+all three punches (Iceman holds his hand up and fashions a large ice ball on his fist) This is a good all-around move, as Iceman's single attack power isn't the best. Make sure to pull it off from a distance to reduce the chance of them hitting you out of it. After you perform this, try for your biggest combo. --------------------------------------------------------------------------- -Hyper-X; Arctic Attack: QCT+all three punches (Maximum Hits=50!) (Iceman spreads his arms and hail stones stream from his body) This hits more times than anything in the game (except Storm's Hail Storm, if I knew how to do it!), and on top of that it can be put into a combo for even more hits! Its power is not amazing outside of a combo, so you should try and put it in one whenever possible. The closer the opponent is to Iceman and the closer they are to the corner will dictate the amount of hits. This is OK as an air counter provided you have enough time to initiate it safely. As a bare minimum you should perform this after launching 'em in the corner with a standing Roundhouse. See the combos section. This is part of Iceman's "Absolute Zero" combo... COLOSSUS "Be thankful I was pulling my punches!" name Piotr "Peter" Nikolaievitch Rasputin alias The Proletarian origin Siberia alignment good (X-Men) hair/eyes black/blue (black/silver when transformed) stature 6'6" (198cm) 7'5 when transformed weight 250lbs (227kg) 500lbs when transformed enemies Juggernaut, The Shadow King, The Marauders With a thought, Piotr can transform the tissue of his entire body into an organic "steel". While in this state, Colossus has super-human strength and stamina, and does not breathe! OVERVIEW: The Russian packs a LOT of power, and if he grabs a hold of the enemy he can put a world of hurt on the opponent. He also has some effective air combos and counters. Just make sure his moves connect... RATINGS: (out of 5) ======== Power: 5 Speed: 2 Combos: 3 Projectiles: 1 Throws: 5 Hyper-X: 2 Cheez Rating: 3 REGULAR MOVES: ************** Jab: standing- jab (no big deal) crouching- low jab (ditto) jumping- jumping jab (ditto) Strong: standing- elbow thrust (good in combos) crouching- uppercut (decent air counter, cannot launch though) jumping- forearm drop (good in air-to-air combat) Fierce: standing- double fist thrust (GREAT power, GREAT range, very slow recovery) crouching- double fisted swing (ditto) jumping- superman attack (GREAT range, good in air combos) jumping+D- overhead hammer (decent jump-in) Short: standing- knee (no big deal) crouching- low kick (ditto) jumping- knee drop (ditto) Forward: standing- side kick (no big deal) crouching- low swing kick (ditto) jumping- jump kick (no big deal) Roundhouse: standing- high boot (GREAT launcher/air counter, follow with air combo or Roundhouse Shoulder Tackle) crouching- low power kick (good on downed opponents, powerful, slow recovery though) jumping-jumping side kick (decent in air combos, good in air-to-air combat) Strong Throw: piledriver This is IMO Colossus' best Throw, and can always be followed up with a good combo. If you can ReThrow, do it with this. See combos section for more... --------------------------------------------------------------------------- Fierce Throw: drop back toss This can be put in combos to a certain extenet, but I really don't use it. Use it if you want to gain some distance from the opponent. BTW, if you do the Fierce Air Throw, it is the Piledriver, not this. SPECIAL MOVES: ************** -Human Windmill Toss: QCT+any punch (Colossus' slides forward and if he connects he swings the enemy around by their legs and throws them across the screen) This IMO is not a very effective move. Use it to grab slow-recovering enemies but its recovery is much too slow if blocked and he WILL get nailed. If it does connect you can combo (see combo section.) If you roll the D-Pad all over you'll swing them around faster, which appears to throw 'em farther. --------------------------------------------------------------------------- -Shoulder Tackle (Forward): QCT+Short (Colossus charges forward with his shoulder extended) This will cancel all projectiles. If the enemy does throw one, it will slow the Russian's momentum, though. This will hit downed opponents and does good damage in some combos, including the "Colossal Combo"... This can be cancelled early by hitting a kick, which can prevent some counters and even surprise blocking opponents. --------------------------------------------------------------------------- -Shoulder Tackle (U/F): QCT+Forward (Colossus rises upward at an angle with his shoulder extended) This is ESSENTIAL to defeating Magneto, as it cancels his Magnetic Waves and counterattacks. Use it against Super Jumpers, mainly. This can also be cancelled by hitting a kick again. --------------------------------------------------------------------------- -Shoulder Tackle (Vertical): QCT+Roundhouse (Colossus rises upward ALMOST vertically with his shoulder extended) This works as a good juggle in some combos and will also cancel projectiles. Otherwise use it against airborne opponent. This can be cancelled by hitting kick again. --------------------------------------------------------------------------- -Body Lift: D+any punch on fallen opponents (close) (Colossus lifts a downed opponent over his head) If you hit Jab he'll toss them forward and you may combo. If you hit Strong he'll do his piledriver (IMO the best) and if you hit Fierce you'll do his Fierce Throw. I find a lot of times I miss this and get his crouching Fierce, which will get you in big trouble. If you get this off you can set up for a nice Throw combo. --------------------------------------------------------------------------- -X-Ability; Super Armor: QCB+all three punches (Collosus grunts and activates his mutant ability, turning his skin into organic steel) This IMO is what you should use your X-Power for; he cannot be knocked down except for Throws, and takes much less damage. Try and go a little more offensive when this is activated... --------------------------------------------------------------------------- -Hyper-X; Russian Bomber: QCT+all three punches (Maximum Hits=3) (Colossus rises into the air, and he then dives head first into the opponent) Tap D+any punch to dive sooner, and you can put it in a few combos. If it misses however, Colossus takes at least a full SECOND to recover, so you MUST make sure it connects. Stick with it in combos uless you feel REALLY lucky. --------------------------------------------------------------------------- MISC: ***** Colossus has a weird special Magic Series: Jab, Forward, Fierce. This will produce a Jab, a Forward and then a KNEE LUNGE. I really don't know any use for this, mind you... PSYLOCKE "How considerate of you to stand still while I defeat you" name Elizabeth "Betsy" Braddock alias none origin Malden, England alignment good (X-Men) hair/eyes black/black stature 5'11" (180cm) weight 155lbs (70kg) enemies The Mandarin With her telepathic powers, Psylocke can send blasts of psionic energy, or fashion a "psychic knife" which cuts both physically and mentally. As a favor to the Mandarin, Spiral blended Betsy's genes with those of a ninja warrior (this is also why she appears Asian). OVERVIEW: She's a COMBO machine! She can rack up a lot of hits and can put her Hyper-X easily into devastating combos. She's very well-rounded and is lightning fast. She also has the most versitile Magic Series in the game! With a little practice she can be devastating. RATINGS: (out of 5) ======== Power: 3 Speed: 5 Combos: 4.5 Projectiles: 3.5 Throws: 3 Hyper-X: 3 Cheez Rating: 3.5 REGULAR MOVES: ************** Jab: standing- open hand strike (can cancel some projectiles) crouching- low punch (same as above) jumping- nothing special Strong: standing- psi punch (quick, good zoning move) crouching- open hand upward punch (decent counterattack/air counter) jumping- jumping psi punch (good range, decent jump-in) Fierce: standing- Psi Knife (GREAT range, powerful and can cancel well into Psi Flash) crouching- Psi Upper (GREAT launcher, decent air counter, cancels great into Fierce Psi Flash) jumping- jumping Psi Knife (good range, good jump-in) Short: standing- quick kick (no big deal) crouching- low kick (ditto) jumping- jumping quick kick (ditto) Forward: standing- Mid Kick (good horizontal range) standing+F- Forward Flip Kick (will avoid low attacks, cancel with a Jab Psi Flash, will also go through Omega Red's Coils!) crouching- Upper Kick (decent launcher, good in a dash combo) jumping- jump kick (nothing special) Roundhouse: standing- ducking Mid Kick (good range, hits crouchers, avoids most attacks) standing+B- Tumble Forward Flip Kick (evades jumping attacks, avoids some high attacks while tumbling) crouching- leg sweep (good range, decent combo finisher, try and cancel with Jab Psi Flash, or PsiThrust directed diagonal downwards) Jumping- jump kick (good range, good jump-in combo starter) SPECIAL MOVES: ************** -Psi Flash (Diagonal D/F): QCT+Jab (Psylocke exlaims "Psi Flash!" and throws a surge of psychic energy from her forehead down to the ground) On the ground the only real use for this is to hit close downed opponents. Make sure not to do it if the opponent is in the air, or Betsy'll get nailed. In the air, this is a good attack if you manage to jump over the enemy's projectile, epsecially a Hyper-X. --------------------------------------------------------------------------- -Psi Flash (Straight): QCT+Strong (Psylocke exlaims "Psi Flash!" and throws a surge of psychic energy from her forehead straight at the opponent) Once it's in the air it isn't very fast, so stick with it in combos, or to counter a missed attack. Up close it can be ducked, so be careful. In the air use it if the enemy is at your level, and you shouldn't be too worried about a counter up there. --------------------------------------------------------------------------- -Psi Flash (Diagonal U/F): QCT+Fierce (Psylocke exlaims "Psi Flash!" and throws a surge of psychic energy from her forehead up in the air at an angle) This is a GREAT juggle and awesome in many combos; whenever you throw 'em up in the air with a launcher, you should at least go for this. It is also a decent air counter as the enemy jumps in at you, because it comes out fast, but you should try and air counter 'em with a a crouching Fierce+ a combo instead. In the air it is pretty useless unless the enemy is over your head in a Super Jump. --------------------------------------------------------------------------- -PsiBlade (Straight): QCT+Short (Psylocke exclaims "PsiBlade!" and surrounds herself with psychic energy, spinning forward) This is decent as a counterattack if the enemy misses a fairly close attack, but it can be jumped over fairly easily. The same technique applies in the air with it. It is GREAT in combos, especially cancelled into a Forward Psi Spin then a Roundhouse one. (Yes, all THREE PsiBlades can be cancelled into the next from Short to Forward to Roundhouse. If they are cancelled after each's third hit, that means a max of 9 hits!) NOTE: To cancel into the Forward PsiBlade then a Roundhouse PsiBlade, you need only do a QCT+Short, then hit Forward, then Roundhouse; not motions are required for the next two. The three cancelled PsiBlades are part of her "Ninja Fury" combo. --------------------------------------------------------------------------- -PsiBlade (Diagonal U/F): QCT+Forward (Psylocke exclaims "PsiBlade!" and surrounds herself with psychic energy, spinning upward at an angle) This is your basic DP move, but has better horizontal range. It is great for catching opponents who jump in, even really deep. This cancelled into the next Roundhouse Blade acts as a GREAT 6 hit juggle after a crouching Fierce in the corner. In the air, use it if the enemy is decsending on you from a Super Jump. As I already said, the Forward version can be cancelled into the Roundhouse simply by hitting Roundhouse during it. --------------------------------------------------------------------------- -PsiBlade (Vertical): QCT+Roundhouse (Psylocke exclaims "PsiBlade!" and surrounds herself with psychic energy, spinning upward vertically) This is a decent air counter if the enemy is jumping over you for a cross-up, or attempting an escape with a torpedo move (eg. knock Logan out of his Drill Claw if he tries to get over you with it). The same idea applies in the air if they are above you. Try not to do this on the ground, because like other rising moves, Psylocke will be left wide open. Since this is the Roundhouse version it cannot be cancelled with the others, but IT will cancel both Short and Forward simply by tapping Roundhouse during them. --------------------------------------------------------------------------- -Taunt: L button (Betsy layfully teases her opponent and says "come on...") This builds X-Power and WILL hit the opponenet for minor damage up close. She will continue to taunt until you move or perform an attack. --------------------------------------------------------------------------- -X-Ability; Ninjutu: QCB+any button (Psylocke creats five images to mix along witH her own) To perform a Teleprt, you must do her Taunt during the Ninjutu, but since I don't how to do her Taunt, I don't know how to do the Teleport. This is still OK for confusing the opponent. Still, I prefer to save her X-Power for her Hyper-X in combos and tech hits. The button tapped determInes where Psylocke will be mixed with her images. Jab positions her on the far left of the screen, Roundhouse puts her on the far right, and the rest in between. --------------------------------------------------------------------------- -Hyper-X; PsiThrust: QCT+all three punches (Silver Samurai throws a large six-pointed Shuriken at the opponent) This will only go in one direction, but makes up for it in power and considerable block damage. Don't be afraid to use it, the recovery is quite good. In the air it is good to hit opponents at the same height as you, but the Shuriken is best used in combos. Always try to tack this on after launching 'em with a crouching Fierce in the corner, unless you have a Hyper-X charged up. --------------------------------------------------------------------------- -The Mincer: tap any punch repeatedly or F, D, D/F+any punch (Silver Samurai slices rapidly forward with his katana) BTW, You can dash during this move. This does MAJOR damage and is a great defensive move if you get it off fast. It starts out really slow and you'll ALWAYS get one of whatever punch you get first. After a jump-in, you can basically go crazy with this. Just don't start right off with this if you're up close, or the Samurai'll get nailed. This is also a decent air counter... --------------------------------------------------------------------------- -X-Ability; Blink: QCT+any kick (Samurai performs a BRIEF teleport, then re-appears in the same position) This is a fast and VERY effective evasion move; if you like using it, use it, but I personally prefer to just block and save my X-Power for other stuff. --------------------------------------------------------------------------- -X-Ability; Thunder Sword: QCB+Jab (Silver Samurai holds up his sword and charges it for a certain amount of time with electrical power) This will up his attack power, but I prefer to use the others. This may do something else to the Samurai or his opponent, I'll have to research a little... Remember that charging the sword takes a second or so, and the Samurai is left open. BTW, when the Thunder Sword is in effect, the Samurai's attacks DO NOT build X-Power :(. --------------------------------------------------------------------------- -X-Ability; Ice Sword: QCB+Strong (Silver Samurai holds up his sword and charges it for a certain amount of time with freezing power) If you hit an opponent with any regular atack you will freeze them like Iceman's Strong Throw, as well as up the attack power slightly. Connect with this, then procede to wail on 'em with your best combo! Again, the Samurai is vulnerable while charging the sword for a brief amount of time, so choose where to initiate it. This is also a great move because if the sword is still charged after freezing the opponent, the next hit will unfreeze him, then the next will refreeze! When this is in effect, the Samurai can't build X-Power. --------------------------------------------------------------------------- -X-Ability; Fire Sword: QCB+Fierce (Silver Samurai holds up his sword and charges it for a certain amount of time with flaming power) This appears to give the most damage increase, and if you wail on the opponent while this is going, you'll create a big bonfire. Again, he is vulnerable while the sword charges up. As with the other two, this power-up will not let the Samurai build X-Power as it is used. --------------------------------------------------------------------------- -X-Ability; Bushin Images: QCB+all three kicks (The Samurai generates a series of images that follow him and mimics his moves, turning one hit potentially into six) This is great if you like combos, and in the corner with this you can totally devastate the opponent. Do it if you feel like it, but you have the potential to do as much damage with the Ice Sword. --------------------------------------------------------------------------- -Hyper-X; RaiMeiKen Lightning Surge: QCT+all three punches (Maximum hits= 28) (Silver Samurai exclaims "RaiMeiKen!" and bolts of lightning scatter the whole screen) In a combo this can do MAJOR damage, and like Omega Red's, it is best used out of a combo to catch airborne opponents, or opponents recovering from a slow move. It takes him a second to build it up, so try not to do it so close and the enemy won't hit you out of it. This is involved in the Samurai's "Bushido Rage" combo... --------------------------------------------------------------------------- -Shuriken Frenzy: QCB+all three punches (Maximum Hits= 8) (The Samurai throws three large Shurikens) This does pretty cool damage and can go anywhere a regular Shuriken can in a combo. Remember, though; try to get the Lightning Surge if you can, it's more powerful. SPIRAL "Your powers are a joke to me!" name Rita alias none origin another dimension (Mojo World) alignment evil hair/eyes white/white stature unknown weight unknown enemies The X-Men Spiral was created by Mojo, a crazed interdimensional film director. The multi-talented Spiral wields weapons with savagery and parts the space/time curtain with ease. OVERVIEW: She has really weird moves, but is powerful, fast, and can be played extremely cheezy. Throwing repeated swords can really tick damage from the opponent, and her various X-Abilities can be used really effectively. Her Hyper-X is also really effective and cheezy. RATINGS: (out of 5) ======== Power: 3 Speed: 4.5 Combos: 3.5 Projectiles: 3.5 Throws: 3.5 Hyper-X: 3.5 Cheez Rating: 4 REGULAR MOVES: ************** Jab: standing- three hand chop (nothing special) crouching- triple low punch (ditto) jumping- triple drop punch (ditto) Strong: standing- coil punch (decent range) crouching- low peck (fair range) jumping- triple side punch (good horizontal range against airborne opponents) jumping+D- triple down punch (good jump-in) Fierce: standing- 6-hit fist pummel (powerful, easy to use in combos, good juggle, slow recovery but it pushes the opponent far away enough to be safe) crouching- big fist (launches diagonally, good range/power) jumping- three hand spread (great range, good air-to-air attack) jumping+D- dropping punches (decent jump-in) Short- standing- side kick (no big deal) crouching- low kick (ditto) jumping- jumping side kick (ditto) Forward: standing- upperkick (launches, best up close, good air counter) crouching- split kick (decent range) jumping- jumping half roundhouse (decent range) Roundhouse: standing- hopping mule kick (great range, powerful) crouching- upper mule kick (launches, great air counter) jumping- jumping high kick (good in air-to-air, especially with opponent above) --------------------------------------------------------------------------- Strong Throw: grab 'n punches This is good if you're trying to delay the opponent, but otherwise don't use it; it's too weak. Hit Strong repeatedly for more hits. --------------------------------------------------------------------------- Fierce throw: Spiral Buster (setup for juggle; hold up to Throw up, F to Throw forward) This is a great Throw, because not only does it have decent power alone, but you can follow it up with many things, including a Super Jump into an Air Throw! You can also try the Six-Hand Grapple, or a combo. To follow it up properly, hold in the direction of the corner as you Throw...it is difficult to follow up if you toss the enemy upward. --------------------------------------------------------------------------- Roundhouse/Forward throw: Leg Toss This is a decent all around Throw, and you can hit the downed opponent up close quickly with a Jab Ring Toss or crouching Forward. As well, right after doing the Throw you can hold down and emmediately hit Fierce for a juggle. SPECIAL MOVES: ************** -Dancing Swords: HCB+any two punches (Spiral exclaims "Dancing Swords!" A ring of six swords appears and floats around Spiral) Release the swords one by one by tapping a punch. You should ALWAYS have some swords around you, because a lot of her moves rely on it... --------------------------------------------------------------------------- -Ring Toss (Diagonal D/F): QCT+Jab after Dancing Swords (Spiral launches the ring of swords down toward the floor diagonally) This will hit downed opponents, but make sure they're down, otherwise Spiral is left wide open for a jump-in. In the air use this when jumping over the enemy's projectiles. --------------------------------------------------------------------------- -Ring Toss (Straight): QCT+Strong after Dancing Swords (Spiral launches the ring of swords towards the opponent) This is a fairly fast projectile and her recovery is good. Use it to pester the enemy or as a counterattack. In the air this is great if the enemy is at the same height as you are. --------------------------------------------------------------------------- -Ring Toss (Vertical): QCT+Fierce after Dancing Swords (Spiral launches the ring of swords straight up in the air) The only reason to use this is if the enemy tries to jump over you. Otherwise Spiral is left open to a counterattack, so don't bother. --------------------------------------------------------------------------- -Six-Hand Grapple: D, U+any punch (Spiral floats upwards to grab the enemy) If she grabs, she can Throw upwards in the same fashion as her Fierce Throw, so if you manage to grabs the enemy when you get under them, Throw 'em then try for a juggle or Air Throw. After a standing Forward if the enemy is not careful, this can catch them as they fall... --------------------------------------------------------------------------- -X-Ability; Sword Explosion: QCT+Short after Dancing Swords (The ring of swords explodes outward) This is like a small Hyper-X because it covers a lot of the screen. Use it as a juggle if possible, otherwise use it to catch the opponent when they're airborne. --------------------------------------------------------------------------- -X-Ability; Sword Spinner: QCT+Forward after Dancing Swords (The ring of swords spin outwards like a cyclone) This is also a good way to counter airborne enemies, but comes out a little slower. Not a terribly important move. --------------------------------------------------------------------------- -X-Ability; Homing Sword: QCT+Roundhouse after Dancing Swords (The ring of swords explodes and each homes in on the opponent) One of Spiral's main weapons. Always chuck these off, and most opponents will get nervous; then dash or jump in and Throw 'em (or something else). These are great for countering slow moves as well, and can catch the enemy off guard. --------------------------------------------------------------------------- -X-Ability; Switch Dance: QCB+Jab (Spiral will teleport both her and the enemy, switching their positions) Do this when the enemy is performing a Special Move; sometimes the move will finish, and sometimes it'll be in a different direction. This is also great for just plain confusion, and in this case use it when they're jumping in at you, when you trade positions, they'll be on the recieving end of a jump-in combo! --------------------------------------------------------------------------- -X-Ability; Teleport Dance: QCB+Forward (Spiral teleports to one of six positions) This is quite effective for evading attacks and can save your arse in a pinch. The definite best place to use this is to teleport behind them when they pull off a Hyper-X! This is especially effective against those with Hyper-Xs where they don't move (eg. Magneto!!!). Teleport and combo away. You can also counterattack in this fashion by re-appearing right on the enemy's head during one of their moves with a jump-in combo, or Hyper-X (see Hyper-X for more info). After hitting Forward, emmediately tap one of these: Jab=high front Short=low front Strong=above Forward=far above Fierce=high behind Roundhouse=low behind --------------------------------------------------------------------------- -X-Ability; Power Dance: QCB+Short (Spiral begins to glow red and does more damage) Try and get in some big combos while this is going, but I really don't use it very much; she's already powerful enough, and you should rely more on her speed and cheez. --------------------------------------------------------------------------- -X-Ability; Speed Dance: QCB+Strong (Spiral glows white and moves A LOT faster) I don't use it simply because I have difficult controlling her at that speed. Besides, she's already fast enough. Save the X-Power for Teleports, Hyper-X, etc... --------------------------------------------------------------------------- -Dimensional Dance: QCB+Roundhouse (Spiral turns invisible) Also pretty useless, as you can sometimes catch a glimpse of her anyways, and you may screw YOURSELF up if you lose track of her. Use the X-Power for something else. --------------------------------------------------------------------------- -Hyper-X; Metamorphosis: QCT+all three punches (Maximum Hits=21) (Spiral will glow multi-colors; if she connects with a Throw at this time, she will morph into each character while doing a multi-hit combo) This is an EXTREMELY effective Hyper-X; first of all, when you first do the motion Spiral will get a distortion around her, which will hit and briefly stun opponents wiht minor damage; this is the essential way to use this Hyper-X. Initiate the QCT+all three punches when DIRECTLY over the opponent's head--the distortion will stun them, and you can then hold F and hit Fierce for the Super. If you're in corner, you can add an easy 6 extra hits by juggling afterwards with her standing Fierce. BTW, you can also do this Hyper-X by holding D/F while Throwing, which will produce an interesting effect--Spiral will morph into each character in the CROUCHING position for each hit! See the combos section for some juicy ones... SPECIAL CHARACTER: GOUKI "I am the master warrior!" name Gouki alias Akuma origin unknown alignment evil hair/eyes red/black stature unknown weight unknown enemies Goutetsu, Gouken, Ryu, Ken Once again, Akuma is in another game as a secret character. Called by his Japanese name, Gouki, in X-Men:CotA, he really has no story pertaining to the X-Men, and as usual he's in the fight to kick a little ass... The "Gou" in his name translates as "great" and the "ki" in this context means demon. He is the brother of Gouken, (or in America, the famous "Sheng Long") and killed both his sibling and their master, Goutetsu. He is the supreme enemy of Ryu and Ken Masters (of Street Fighter fame), both students of Gouken. OVERVIEW: He is EXTREMELY powerful and fast, and has AMAZING combos. There is very little wrong with him, except a lot of his moves has bad recovery... and of course, the code is a bitch to put in. He's my favorite chracter, tied with Cyclops and Storm. RATINGS: (out of 5) ======== Power: 4 Speed: 4.5 Combos: 5 Projectiles: 4 Throws: 4 Hyper-X: 4 Cheez Rating: 3 REGULAR MOVES: ************** Jab: standing- jab (no big deal) standing close- high elbow (ditto) crouching- low jab (ditto) jumping- down jab (ditto) Strong- standing- straight punch (decent range) standing close- roundhouse elbow (decent power, good combo starter, looks cool cancelled into a Dragon Punch) crouching- low punch (no big deal) jumping- jumping punch (dito) Fierce: standing- straight punch (fair range) standing close- Side Uppercut (GREAT in combos, will come out if you air counter with Fierce, good power) crouching- uppercut (also great air counter, good combo starter) jumping- down punch (good for jump-in combos) Short: standing- shin kick (no big deal) crouching- toe kick (good for starting dash-in combos) jumping- jumping knee (no big deal) jumping straight- jumping high kick (no big ditto) Forward: standing- high kick (decent range but weak) crouching- slip kick (decent combo starter, also good in dashing combos) jumping- jumping front kick (good cross-up jump-in) jumping straight- straight jumping high kick (no big deal) Roundhouse- standing- roundhouse (GREAT air counter, follow with DP) standing close- double hit Axe Kick (GREAT power with both hits, good in combos) crouching- low crescent sweep (great knockdown, hits downed opponents) jumping- jumping front kick (good jump-in, nice power) jumping straight- jumping half roundhouse (GREAT air counter, good in air-to-air combat) --------------------------------------------------------------------------- Strong Throw: Shoulder Toss Decent power, and can be followed up in the corner with a crouching Roundhouse. He has better... This is Ryu's Strong/Fierce Throw from SFA. --------------------------------------------------------------------------- Fierce Throw: Stomach Throw Also decent power and can be followed up with a small combo. This is Ryu's Forward/Roundhouse Throw from SFA. --------------------------------------------------------------------------- Forward Throw: Grab `n' Knee IMO his best Throw, it does good damage and it launches the enemy up into the air enough for a good juggle. Out of the corner go for a DP, in the corner do a standing Fierce into a Dragon Punch or GouShoryureppa! Tap Forward for more knees... This is Ken's Forward/Roundhouse Throw from SFA. --------------------------------------------------------------------------- Roundhouse Throw: Rolling Stomach Throw This is impossible to combo with, but has good power and will put a good distance between you and your enemy. This is Ken's Strong/Fierce Throw from SFA. SPECIAL MOVES: ************** -GouHadoken: QCT+any punch (Gouki throws a ball of fire from his hands) This is GREAT in combos and is your standard fireball. Use it otherwise to pester the enemy. Remeber he has three speeds for this, so mix it up to try and catch 'em as they jump. --------------------------------------------------------------------------- -Shakunetsu GouHadoken: HCT+any punch (Gouki rears back and throws a larger ball of fire from his hands) This comes out slow but is more powerful than his regular fireball; use it to hit early or late jumpers from a distance, but not up close, or they can nail you with a quick attack. The Fierce version hits twice. Once it's in the air, BTW, it moves faster than the GouHadoken. --------------------------------------------------------------------------- -ZankuuHadouken: QCT+any punch in mid-air (Gouki hovers and throws two fireballs downward at an angle, one from each hand) These are also great for pestering opponents, and come out fast enough to be put in some combos; use them after jumping over projectiles for a counterattack. Mix the the punch strengths up frequently for different speeds to cheez the opponent. --------------------------------------------------------------------------- -GouShoryuken: F, D, D/F+any punch (Gouki rises into the air with a Dragon Punch) This is THE DP move, and hits up to EIGHT times. This is the PERFECT combo finisher (next to the Hyper-X version, of course). Remeber of course if it misses or is blocked he's left wide open for punishment. The Fierce version will hit the most times and will give flame damage to the enemy (note the BLACK flame on his fist). If you hit the enemy with this in a combo it looks like a bonfire! BTW, like Wolverine and Cyclops, Gouki has the ability to do a SUPER-high DP, even higher than the other two! Do these motions: F, D, D/F, F, U/F, U+any punch. This will cause Gouki to fly REALLY high 'till only his feet show at the top of the screen! This reduces its amount of hits in a combo so don't use it in one, but instead use it to surprise overconfident Super Jumpers! --------------------------------------------------------------------------- -TatsumakiZankuuKyaku: QCB+any kick (Gouki spins around in the direction desired with his foot extended) This will hit multiple times and is OK in combos, just make sure to direct it toward the opponent. In the air it will follow the speed and arc of your jump, and is great for air-to-air combat. If it is blocked he is left open to a quick counter, however, so don't overuse it. --------------------------------------------------------------------------- -Bullet Kick: QCT+any kick in mid-air (Gouki dives at the enemy with foot extended) This will hit up to 3 times and is a very safe move because Gouki bounces off the enemy wether it hits or not. It can be used in a few select combos against standing LARGE opponents, and can cancel a Roundhouse to hit jumping enemies. Use it often. BTW, you can do this while jumping over the enemy and Gouki will turn around and do it by himself. --------------------------------------------------------------------------- -X-Ability; Dragon Reversal: QCB+any punch when opponent performs any normal attack up close (Gouki holds out his arm, hand open. If the enemy attacks him while the hand is out, he will grab their attack, pull them in close and set them on fire with a Dragon Punch) You can't put it in any combos, but this still ROCKS! Use it frequently and don't worry about the X-Power, because Gouki refills his quickly enough. Make absolutely sure they're up close when you do this, because Gouki stands still with his arm out for about a full second, and sadly he cannot reverse projectiles OR Special Moves. On the same token, using this can involve a bit of luck, because up close if the enemy sees this coming they then can just do a projectile or DP, or even worse, a Hyper-X... --------------------------------------------------------------------------- -X-Ability; AshuraSenkuu Shadow Teleport (Forward): F, D, D/F+all three Punches or all three kicks (Gouki slides forward, trailing shadows as he goes) Gouki is TOTALLY invulnerable when he does this, so use it wisely. A key place is to do it when the enemy pulls off a Hyper-X (eg. Cyke's Mega Optic Blast) and teleport behind them; insert combo here... All three punches will teleport you right behind the opponent, and all three kicks will teleport you just in front. Use the front one if the enemy has stuck himself across the screen in the corner and is firing of an air projectile (eg. Magneto!!), and you teleport right under him for a combo, or DP, or Air Throw... --------------------------------------------------------------------------- -X-Ability; AshuraSenkuu Shadow Teleport (Back): B, D, D/B+all three punches or all three kicks (Gouki slides backward, trailing shadows as he goes) The only real reason I can think of to use this is to evade a jump-in attack and when you're done whip off a GouHadoken and they may fall for it. Tap all three punches to teleport right back into your corner, or all three kicks to teleport back a few steps... --------------------------------------------------------------------------- -Hyper-X; GouShinuuHadoken: QCT, QCT+any punch (Maximum Hits= 6 ?) (Gouki rears back and throws a large orange ball of fire) One of his Super Combos from SFA, this does GREAT damage in a combo and comes out pretty fast. It is small compared to other Hyper-X projectiles, however, making it quite easy to jump over and counter. So, try and stick with it in combos. BTW, it's proper name from SFA is actually MessatsuGouShinkuuHado (the "ken" is dropped because there is no "punch in the literal translation; whew!). --------------------------------------------------------------------------- -Hyper-X; GouShoryureppa: F, D, D/F, F, D, D/F+any punch (Maximum Hits=18) (Gouki jumps into the air with a flaming DP, then swings around and repeats) This is bar-none THE most devastating-LOOKING move in the game; it does massive damage inside a combo, and the screen pretty much lights up with fire! Always look for a place to stick this in a combo, and once you've mastered its somewhat annoying motions, forget about the other Hyper-X in combos all-together. Of course, if this misses Gouki's in for it... so make sure it connects. BTW, it's proper SFA name is MessatsuGouShoryureppa... COMBO SECTION: ############## (Only read this section if you thouroughly understand the explanations given at the beginning of this FAQ) Combo LEGEND: ************* , = no special cancellation required -> = indicates this move is cancelled into the next by the character's Magic Series XX = indicates this move is cancelled into the next Special Move S. = standing C. = crouching D. = dashing J. = jumping SJ. = Super Jumping SERIES: ******* Zig-Zag 1: indicates the character's Magic Series moves in a zig-zag pattern: Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse Zig-Zag 2: indicates the character's Magic Series moves in the opposite zig-zag pattern: Short -> Jab -> Forward -> Strong -> Roundhouse -> Fierce Weaker-Stronger: any attack can be cancelled into any more powerful attack: Jab -> Strong or Forward or Fierce or Roundhouse Short -> Strong or Forward or Fierce or Roundhouse Strong -> Fierce or Roundhouse Forward -> Fierce or Roundhouse Punch to Kick: cancel ANY punch with ANY kick Kick to Punch: cancel ANY kick to ANY punch Weak Start: cancel Jab or Short into anything stronger (ie. can NOT cancel Strong or Forward with anything) Throw Combo Starters: Throws that can be followed with a combo to hit the enemy AS they bounce Launchers: Attacks that knock the enemy up into the air for a combo. Here we go... COMBOS: ******* Storm: ------ Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: Zig-Zag 1 Throw Combo Starters: Fierce, Strong Launchers: S. Roundhouse, C. Fierce COMBO IDEAS: ------------ 1) C.Short, C.Short, C.Strong -> C.Roundhouse XX Typhoon Notes: Typhoon must be directed downward slightly; the Typhoon doesn't count as part of the combo, but provided the enemy doesn't do a recovery roll it will connect. 2) Fierce Throw, Typhoon Notes: Typhoon is easier to connect with if it is guided; timing is crucial. 3) (corner) Fierce Throw, C.Short, C.Short, C.Strong -> C.Roundhouse XX Typhoon Notes: remember to hit with the first C.Short during the BOUNCE of the Throw, although I believe it is possible to juggle them on the way down with the combo... 4) (corner) C.Fierce XX U/F Lightning Attack Notes: You can also tack on another U/F Lightning Attack after the first. 5) "Environmental Disaster" S.Fierce -> S. Forward XX Typhoon Notes: IMO her most effective combo; easy, fairly powerful, impossible to counter after first hit. You can replace the S.Fierce and S.Kick with crouching ones as well (it would be best in that case to replace the Fierce with a Strong when crouching for horizontal range). It is also good because it is difficult to counter if it is blocked. Use frequently. 6) (corner) Fierce Throw, U Lightning Attack Notes: the U Lightning Attack can be repeated. 7) (corner) Fierce Throw, SJ.Air ReThrow (Strong or Fierce) Notes: depending on size of chracter, you may have to guide the first Throw U. Must catch with ReThrow ON THE WAY UP--practice the timing. 8) (corner) Fierce Throw, SJ.Fierce or Roundhouse Notes: same as #7 9) "Tornado Fury" (corner) Fierce Throw, SJ.Fierce ReThrow, SJ.Roundhouse XX Typhoon Notes: GREAT damage; depending on size of character, may have to direct first Throw U. Must catch with ReThrow on the way up and the Roundhouse will catch them EMMEDIATELY after that Throw, then cancel with the Typhoon. 10) (corner) Fierce Throw, SJ.Fierce XX Typhoon Notes: a simplified version of "Tornado Fury", a little easier to do. The same requirements are needed for it to work. 11) "Whirlwind Fury" (corner) Fierce Throw U, SJ.Fierce ->SJ.Roundhouse XX Typhoon Notes: similiar to "Tornado Fury" but only works on LARGE characters. Remember you must hit them with the SJ.Fierce on the way up. 12) (corner) F Lightning Attack, C.Fierce XX U/F Lightning Attack Notes: I'm still not sure exactly how it works; sometimes the C.Fierce comes out fast enough, sometimes it doesn't... 13) (corner) Lightning Storm, U Lightning Attack Notes: as far as I know this only works in the corners, but adds a little more damage to the Lightning Storm and is easy to do. Cyclops: -------- Ground Magic Series: Weaker-Stronger Jumping Magic Series: Weaker-Stronger Super Jumping Magic Series: Weaker-Stronger Throw Combo Starters: Fierce, Strong, Leg Throw Launchers: S.Strong, S.Forward, C.Forward, C.Strong COMBO IDEAS: ------------ 1) C.Short -> S.Strong XX Gene Splice 2) (corner) S.Jab -> S.Strong XX Fierce Optic Blast Notes: combo's a little easier if you dash in first... 3) "Cyclops' Combo" (corner) D.C.Short -> S.Fierce XX Dashing Pummelx5, Gene Splice Notes: Yes, you can cancel S.Fierce with the Dashing Pummel; make sure you only go as far as 5 hits with the Dashing Pummel to launch, then juggle with the Gene Splice. You can also juggle with the Optic Array for more damage and hits... 4) Strong Throw, C.Short -> S.Strong XX Gene Splice Notes: this is more easily done if you direct the blast U/F...make sure the C.Short hits them during the bounce, and it will "stand" them up for the rest of the combo. 5) (corner) S.Roundhousex2 XX Fierce Optic Blast Notes: pretty much a simplified version of #2. 6) SJ.Short -> SJ.D+Roundhouse, C.Short -> C.Roundhouse Notes: This is much easier to time against larger opponents, and you may even not have to Super Jump in that case... 7) (corner) Fierce Throw, C.Short -> S.Fierce XX Dashing Pummelx5, Gene Splice Notes: thanks to James Chen's Combo FAQ for this one--If all hits connect it is an instant dizzy combo. Hit them with the C.Short while they bounce from the Throw, and this will stand them up; then hit F+Fierce to cause Scott to stand up with the Fierce. Then QUICKLY hit F+Jab+Short for the Dashing Pummel (the first F of the Pummel was keyed in with the S.Fierce--makes it easier and faster) and hit a punch only FIVE times, so Cyke'll finish the Pummel with the High Elbow, launching the enemy. Then juggle with the Gene Splice. 8) Dashing Pummelx5, Gene Splice Notes: basically a simplified version of "Cyclops' Combo" and #7. Use it when the enemy misses an U/F projectile; dash in and combo away... 9) (corner) S.Short or S.Jab -> S.Strong XX Optic Array Notes: good damage if it works; remember to guide the Array U/F to juggle; you MAY be able to follow the Array with a Gene Splice... 10) (corner) Strong Throw, Optic Array Notes: direct the Throw U/F, or even up can work, although the former is easier. Then guide the Optic Array approprietely. 11) (corner) S.Jab -> S.Strong XX Mega Optic Blast Notes: despite as it sounds, the Hyper-X is weakened considerably in the combo, so don't use this unless you're showing off, 'cause it looks cool. 12) (corner) Roundhousex2 XX Gene Splice 13) Fierce Throw, Optic Array Notes: This requires a bit of timing; as the enemy bounces, EMMEDIATELY pull off the Optic Array and direct it D/F; if done correctly and fast enough, the Beam will REFLECT off the ground and catch the bouncing enemy in the air... Note that this combo will work with his Leg Throw as well, but you may have to guide the blast differently. 14) S.Jab -> S.Strong -> S.Roundhouse XX Gene Splice Notes: This is a very useful combo that does decent damage and is really easy to pull off. Use it frequently. BTW, it is easier to perform if you dash in first. 15) (corner) D.C.Jab -> C.Strong XX Fierce Optic Blast Notes: this is basically the same thing as #2, but if the enemy tries a high hitting attack to counter you as you dash in this may still catch. 16) "Air Volley" J.D+Strong -> J.D+Roundhouse XX Optic Array Notes: one of Scott's more powerful combos, this works on large characters ONLY. The D+Roundhouse must be cancelled QUICKLY and the Optic Array guided D/F. If your meter isn't full, just replace the Array with an Air Optic Blast, easier but weaker. BTW, if you're fighting a smaller character cut this down by doing a simple J.D+Roundhouse cancelled into the Optic Array. In this case if you do the Air Optic Blast instead, the D+Roundhouse must connect deep. This can also work against any chracter as a total air combo, i.e. you're both in the air. 17) Fierce Throw, Gene Splice Notes: the Gene Splice must come out INSTANTLY for it to connect and lift the falling opponent in their bounce. If the Splice is too late it may miss altogether, or the first hit will connect and he'll rise with the rest missing, both leaving him wide open. 18) (corner) Strong Throw U/F, Gene Splice or Fierce Optic Blast Notes: the Throw must be directed U/F, and the Optic Blast is easier to hit with than the Splice. This is a simplified version of #10. 19) Strong Throw U/F or U/B, Fierce Optic Blast Notes: use this if you drill the enemies diagonally upward and not into the corner (ie. across the screen) Wolverine: ---------- Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Zig-Zag 2 Throw Combo Starters: Strong Launchers: S.Roundhouse, S.Fierce, C.D/F+Fierce COMBO IDEAS: ------------ 1) "Hoser's Combo" J.Roundhouse, C.Roundhouse -> C.Fierce (both hits) XX Berkserker Barrage Notes: If you're fighting small characters the two-hit Roundhouse, even BOTH hits, will usually miss. Remember to keep tapping punch for more hits with the Barrage 2) "Canadian Bacon" :) C.Roundhouse -> C.Fierce (both hits) XX Tornado Claw Notes: IMO his easiest and most useful combo, use it whenever you duck a high attack from fairly close. The C.Fierce can also be a C.D/F+Fierce 3) "Air Canada" :) J.Roundhouse, S. Roundhouse -> SJ.Roundhouse (both hits) -> SJ.Fierce Notes: again, the J.Roundhouse initally may not hit smaller characters; this is one of the easiest air combos in the game. 4) (corner) S.Roundhouse -> S.Fierce XX Tornado Claw Notes: cancel into the S.Fierce fairly early or it may miss... 5) (corner) S.Forwardx2 -> S.Fierce XX Tornado Claw 6) (corner) S. Roundhouse XX Dril Claw Notes: must direct Drill Claw U/F. Omega Red: ---------- Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: Zig-Zag 1 Throw Combo Starters: Fierce, Air Fierce Launchers: S.Strong, S.Forward, C.Fierce, C.Roundhouse COMBO IDEAS: ------------ 1) Fierce Throw, S.Fierce XX Short Omega Strike Notes: You must be FAIRLY close to the enemy after being Thrown, so the S.Fierce connects. This is a dizzy combo. 2) C.Strong XX Strong Carbonadium Coil Notes: finish the combo off with a Death Factor and a Coil Slam... You can also use a Forward Omega Strike instead of a Coil. 3) "Red Plague" S.Fierce -> S.Roundhouse XX Short Omega Strike Notes: IMO his most useful easy combo. Get it in whenever possible. 4) (corner) C.Fierce -> S.Roundhouse XX Strong Carbonadium Coil Notes: The Coil requires good timing for it not to miss. Follow it up with a Death Factor and Coil Slam. I find it easier to ime on large opponents... 5) (corner) C.Fierce -> S.Roundhouse XX Forward Omega Strike Notes: try and make as many hits of the C.Fierce connect as possible 6) J.Fierce (overhead) XX Roundhouse Carbonadium Coil Notes: make damn sure you're right overhead as you use it so the Coil connects... Sentinel: --------- Ground Magic Series: Weak Start Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Kick to Punch Throw Combo Starters: Strong Launchers: S.Fierce, S.Forward COMBO IDEAS: ------------ 1) C.Short -> S.Roundhouse XX Jab Rocket Punch 2) Roundhouse Sentinel Force, D.C.Short -> S.Roundhouse XX Jab Rocket Punch Notes: hold Roundhouse until the Sentinel Force is over their head, then release for the grenades and dash in for the combo. 3) Short Sentinel Force, Strong Rocket Punch Notes: This can be done basically anywhere 4) (corner) Strong Throw, C.Short -> S.Roundhouse XX Jab Rocket Punch Notes: This usually dizzies; remember to hit them with the C.Short while they bounce from the Throw. 5) Throw with Strong into the corner, C.Short XX Plasma Storm Notes: Make sure the Plasma Storm is yellow level and do all three waves. The C.Short "stands" the enemy up, and the sphere of plasma will keep them there until the first wave, which will knock them up into the are; each subsequent wave will keep juggling 'em. 6) S. Forward XX Fierce Rocket Punch Notes: This combination is present in a lot of the Sentinel's combos, and you should try and connect with the Rocket Punch whenever you hit with the S.Forward. Remember to let all the hits (4, I believe) of the S.Forward connect for maximum damage. It doesn't do a whole LOT of damage, mind you. 7) J.D+Roundhouse -> J.Fierce XX Jab Rocket Punch Notes: whenever you manage to get in the air, you should come down on them with this. A Simplified version would be do not use the J.Fierce. 8) Roundhouse Sentinel Force, S.Forward XX Fierce Rocket Punch Notes: hold the Roundhouse until the bombs are over their head then release and hit Forward. Not terribly powerful but racks up a lot of hits, especially in the corner. 9) (corner) Fierce Throw during Roundhouse Sentinel Force Notes: Basically, you want the Sentinel Force to hit them as they fall. 10) (corner) Strong Throw during Roundhouse Sentinel Force, C.Short -> S.Roundhouse XX Jab Rocket Punch Notes: an advanced version of #9, this requires you to connect with the Sentinel Force and the C.Short at pretty much the same time. Does good damage. 11) (corner) C.Short -> S.Forward -> SJ.Roundhouse XX Strong Air Rocket Punch Notes: Make sure all hits of the S.Forward connect, otherwise they won't fly high enough for the SJ.Roundhouse to hit. Depending on the opponent's size, you may have to use a Fierce Rocket Punch. 12) (corner) S.Forward XX Plasma Storm Notes: Do all three waves of the YELLOW Plasma (see #5 for more info) for maximum damage. Try and make all hits of the S.Forward connect. 13) "Mutant Killer" (corner) Roundhouse Sentinel Force, S.Forward XX Plasma Storm Notes: have to hold Roundhouse to hit the enemies in the corner, and let all hits of the S.Forward connect. Then follow with all three waves of the YELLOW Plasma Storm. This is an advanced version of #12, and can do MAJOR damage. Iceman: ------- Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: ZigZag 1 Throw Combo Starters: Fierce, Strong Launchers: S.Forward, S.Roundhouse, C.Roundhouse COMBO IDEAS: ------------ 1) (corner) S.Fierce -> S.Roundhouse XX Fierce Icebeam Notes: you sometimes have to make a brief pause between the Fierce and the Roundhouse 2) S.Fierce -> S.Roundhouse XX Avalanche Notes: only works on light oppnents 3) (corner) Fierce Throw (into corner), S.Fierce -> S.Roundhouse XX Fierce Icebeam Notes: you must be cornered for this, because Iceman changes positions for his Throw. This combo should dizzy. 4) S.Strong -> S.Roundhouse XX Fierce Icebeam Notes: This is a more simplified version of #1 that requires easier timing. 5) (corner) Fierce Throw (into corner), Jab Icebeam 6) (corner) S.Strong -> S.Roundhouse XX Arctic Attack, Icebeam Notes: This packs major power; on light characters you must finish with a Strong Icebeam, and on heavier characters you can do a Fierce. It may be possible if you're still close to the corner after the Hyper-X to juggle with a S.Roundhouse cancelled into the Icebeam... 7) (corner) S.Roundhouse XX Avalanche Notes: use Jab+Short for the Avalanche 8) "Absolute Zero" (corner) J.D+Fierce, S.Roundhouse XX Arctic Attack, SJ. S.Air Throw, C.Fierce -> S.Roundhouse XX Fierce Icebeam Notes: OUCH!!! This will totally devastate the opponent and looks spectacular; it also racks up over 50 hits!!! The J.D+Fierce doesn't have to be done of course, but if you do, make sure it's just over the enemy's head so you can land quickly and continue the combo. The hardest part of the combo is to connect with the Strong Throw; it must be done EMMEDIATELY after Super Jumping when the Arctic Attack is finished; it is actually easier on light opponents because the Hyper-X throws them higher up in the air... After the Air Throw, alnd with them and from here do any combo of your choice; the one I put down is the best one I can think of, but if you have a better ground combo, then by all means do so! Of course, there is one major drawback; the enemy can tech hit the Strong Throw and stop the combo right there. But if they don't they're toast. :) Colossus: --------- Ground Magic Series: Weak Start Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Kick to Punch Throw Combo Starters: Strong, Fierce, Windmill Toss, Jab or Strong after Body Lift Launchers: S.Roundhouse, C.Strong COMBO IDEAS: ------------ 1) "Colossal Combo" C.Short -> C.Roundhouse XX Short Shoulder Tackle Notes: This is IMO Piotr's most useful combo, and ALWAYS try to get it in after Throwing 'em into the corner with the Strong Throw. The Shoulder Tackle won't count in the combo, but will always connect unless they roll away. Hit a kick to cancel the Tackle early and you shouldn't get countered. 2) Strong Throw (into corner) C.Short -> C.Roundhouse XX Short Shoulder Tackle Notes: A more powerful version of "Colossal Combo", this will also work with his Air Throws into the corner. 3) Human Windmill Toss, Short Shoulder Tackle Notes: Basic two-hitter doing great damage. Always try to tack the Tackle on after the Windmill Toss unless you're near the corner, in which case go for the "Siberian Basher". 4) Strong Throw (into corner), C.Short -> C.Strong XX Forward Shoulder Tackle Notes: A different version of #2 that launches the enemy with a C.Strong. Again, try and cancel the Shoulder Tackle early to prevent a possible counter. 5) (corner) S.Roundhouse -> SJ.Roundhouse -> SJ.Fierce Notes: actually, you just have to make sure you hit the enemy INTO the corner so the SJ.Roundhouse will connect. This one only works on light characters and timing must be practiced. 6) Human Windmill Toss (into corner), SJ.Roundhouse -> SJ.Fierce Notes: again, you must Throw the enemy into the corner for the Roundhouse to catch. This is a more powerful version of #5. 7) S.Roundhouse XX Roundhouse Shoulder Tackle Notes: Use this as an air counter and only use the Tackle if you're too far away from the corner to use #5. 8) Strong Throw (into corner), C.Short -> S.Roundhouse -> SJ.Forward -> SJ.Fierce XX Russian Bomber Notes: You must press D+any punch RIGHT AWAY after doing the Dive to make Colossus go into his Dive right as HE hits the ground. Also, against Silver Samurai, Omega Red, Iceman, and Cyclops, replace S.Roundhouse with C.Strong. However, this move doesn't knock the enemy into the air as high as S.Roundhouse so you may miss with the SJ.Forward. 9) (corner) Human Windmill Toss, Russian Bomber Notes: the closer to the corner, the better. Remember to hit D+any punch early to make him dive at the appropriate time. Psylocke: --------- Ground Magic Series: Zig-Zag 1 Jumping Magic Series: Zig-Zag 1 Super Jumping Magic Series: Zig-Zag 1] Throw Combo Starters: Fierce, Strong Launchers: C.Forward, C.Fierce COMBO IDEAS: ------------ 1) S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce -> S.Roundhouse Notes: Yes, this ALL 6 hits of her Series. This will only work on large opponents and maybe Siliver Samurai; leave the D-pad in a neutral position when doing this--in the corner, you can even finish it with a Strong PsiFlash 2) (corner), S.Fierce XX Short PsiBlade XX Forward PsiBlade XX Roundhouse PsiBlade Note: In order to pull this combo off, perform the next PsiBlade RIGHT when the third hit connects. If you wait any longer, the PsiBlades will not cancel any further. Remember you can easily pull off all three PsiBlades simply by peforming the first then tapping Forward to cancel, then Roundhouse to cancel. Also note you can cancel the S.Fierce with a S.Roundhouse first if you're fighting a large opponent... 3) "Ninja Fury" (corner) J.Fierce -> S.Fierce XX PsiThrust, Short PsiBlade XX Forward PsiBlade XX Roundhouse PsiBlade Notes: This combo is DEVASTATING; as far as I can tell, you cannot do the two PsiThrusts and then the PsiBlades; make sure the PsiThrust is STRAIGHT into the corner. If you're fighting a large opponent, you can instead jump in with a Roundhouse cancelled into an air Jab PsiFlash for even more juicy hits! 4) Fierce or Strong Throw (into corner), C.Short -> C.Strong -> C.Roundhouse 5) (corner) C.Strong -> C.Fierce XX Fierce PsiFlash Notes: easier to do when dashing in. 6) S.Jab -> S.Strong XX Short PsiBlade Notes: This is her standard combo, in or out of the corner. If you drive them into the corner with it, the Blade can cancelled into the next two. 7) S.Jab -> S.Strong -> S.Fierce XX Strong PsiFlash Notes: use it whenever you like, it's another standard combo like #6. 8) J.Roundhouse XX Air Jab PsiFlash Notes: her easieast air combo, use it whenever jumping in, and it can be continued on the ground vs. big characters. 10) (corner) D.S.Strong -> S.Fierce XX PsiThrust, C.Fierce XX Roundhouse PsiBlade Notes: this one's kinda weird; sometimes I'll get the C.Fierce, sometimes I won't... 11) (corner) Strong Throw, Roundhouse PsiBlade Notes: you can also Super Jump and do an air combo... 12) (corner) S.Strong -> S.Forward -> C.Fierce XX Strong PsiFlash 13) (corner) S.Strong -> S.Forward -> C.Fierce XX Short PsiBlade XX Forward PsiBlade Silver Samurai: --------------- Ground Magic Series: Weak Start Jumping Magic Series: Weak Start Super Jumping Magic Series: Weak Start Throw Combo Starters: None, but after Fierce try for a C.Roundhouse anyhow Launchers: S.Strong (second hit), S.Roundhouse, C.Fierce, C.Forward COMBO IDEAS: ------------ 1) (corner) Shuriken, C.Short -> C. Strong Notes: The C.Short will connect after all 6 hits of the Shuriken if you're right up close. 2) (corner) Shuriken, C.Short -> C.Roundhouse XX Shuriken Notes: more powerful than #1 and follows the same principle; note, however, that the Shuriken can miss if the enemy rolls. 3) "Bushido Rage" (corner) S.Strong (both hits) XX RaiMeiKen Notes: this one of the most powerful combos in the game, and is horribly easy to do! You may find the S.Strong difficult to use, so instead use C.Fierce for SLIGHTLY less damage. After the Lightning Surge connects, try and juggle again with a S.Fierce. The closer this is to the corner, the more hits you'll get plus the more damage you get. 4) Bushin Images, S.Fiercex2 Notes: normally the second slash of the S.Fierce will not combo. With the Multi-Images, however, it will hit more than 6 times altogether! This one also does GREAT damage. 5) S.Roundhouse XX Shuriken Notes: you must cancel the Roundhouse just as the Samurai connects with the slash; this should still have him in the air, and you'll actually get a mid-air Shuriken in the combo for 7 hits. Spiral: ------- Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Zig-Zag 2 Throw Combo Starters: Fierce (must throw forward; only on light characters), Roundhouse, Six-Hand Grapple (also Throw forward) Launchers: S.Forward, S.Roundhouse, C. Fierce, C.Roundhouse COMBO IDEAS: ------------ 1) C.Forward -> C.Fierce Notes: S.Fierce doesn't always work... 2) S.Roundhouse -> S.Strong 3) (corner) Fierce Throw (forward), C.Forward -> C.Fierce 4) Speed Dance, S.Jab repeatedly Notes: keep holding forward and tapping Jab until the Speed runs out. You can get 40+ combos if your fingers are fast enough! 5) (corner) C.Fierce XX Metamorphosis Notes: after the Metamorphosis' distortion connects, the enemy can sometimes get confused or attempt to block any further hits; simply keep holding foward and hit a punch when they land for the Hyper-X!! 6) (corner) Metamorphosis Combo, S.Fierce Notes: This adds more hits to the Hyper-X; on larger chracters you can get all six hits of the standing Fierce to connect, on smaller only a few. 7) Roundhouse Throw, C.Fierce Notes: the C.Fierce is a JUGGLE, not after they bounce 8) Fierce Throw (forward), J.Fierce Notes: after Throwing them, juggle 'em with a Fierce on your way down... 9) (corner) S.Forward XX Six Hand Grapple Notes: I believe light characters can avoid the Grapple somehow, but large characters actually get caught by the Grapple on the way up, so it is a combo. After this, make sure to Throw them forward into the corner and combo on your way down, or the Hyper-X if you're charged! 10) (corner) Fierce throw (forward), SJ. Fierce ReThrow Notes: try for a combo after the ReThrow, or finish this combo with a Roundhouse ReThrow to put 'em in the ground... 11) (corner) Fierce Throw, SJ. Metamorphosis, Hyper-X Notes: the Hyper-X will not connect as part of the combo, but as in #5 the opponent will probably be confused and may fall for the grab. 12. S.Roundhouse -> C.Fierce Gouki: ------ Ground Magic Series: Zig-Zag 1 (standing), Zig-Zag 2 (crouching; for some reason, his crouching Series is different than the standing one) Jumping Magic Series: Zig-Zag 1 Super Jumping Magic Series: Zig Zag 1 Throw Combo Starters: Strong, Forward Launchers: C.Fierce COMBO IDEAS: ------------ 1) (corner) C.Roundhouse -> C.Fierce XX Fierce GouShoryureppa Notes: MASSIVE damage, looks like a bonfire! The C.Fierce must come out FAST. 3) J.Fierce -> S.Strong -> S.Fierce XX Fierce GouShoryuken Notes: This is Gouki's main combo, and can be varied in many different ways. You can of course get rid of the J.Roundhouse and start from the ground... With the Jump-in on large characters, do a J.Fierce cancelled into a J.Roundhouse for great damage... 4) J.Fierce -> S.Strong -> S.Fierce XX GouShoryureppa Notes: another that does GREAT damage, it doesn't have to be in the corner; use the GouShinkuuHado if you have difficulty with the GouShoryureppa. As with #3, do a J.Fierce -> J.Roundhouse on bigger fighters. 5) J.Fierce -> S.Roundhouse -> S.Fierce XX Fierce GouShinkuuHado, S.Fierce XX GouShoryuken Notes: OUCH!!!! Like some other similiar combos with other fighters, sometimes the S.Fierce won't come out after the Hyper-X... Again if you are fighting bigger characters, do a J.Fierce cancelled into a J.Roundhouse. 6) J.Fierce -> J.Roundhouse XX Fierce ZankuuHadoken Notes: only works on big characters, otherwise just use J.Fierce for three hits; good damage. 7) J.Fierce -> J.Roundhouse -> S.Jab -> S.Strong -> S.Roundhouse XX GouHadoken Notes: a very easy combo to vary, it can be done many different ways; both jumping hits only work on big characters, so just do a J.Fierce on small ones--once on the ground, you can also add a S.Jab before the S.Strong, although it is easier without it, and will weaken the subsequent hits, so stick with just the Strong. Then cancel into a S.Roundhouse; you can also use S.Fierce or C.Fierce, but I think the Roundhouse looks cooler. Then cancel into ANY of his ground Special Moves: GouHadoken, GouShinkuuHado, GouShoryuken, GousHoryureppa, or TatsumakiZankuuKyaku (directed forward) 8) D.C. Shortx5 -> C.Roundhouse XX GouHadoken or GoushinkuuHadoken Notes: at first this may seem silly, but you can rack up a LOT of those quick kicks; a GouShryuken can sometimes miss, so finish with the Fireballs. 9) C.Roundhouse XX GouHadoken or GouShinkuuHado Notes: whenever you get off the C.Roundhouse, QUICKLY cancel into a Fireball move before they land. 10) (corner) Forward Throw, S.Fierce XX GouShoryuken or GouShoryureppa Notes: this involves knees :), and does great damage; the Forward Throw will knock them up slightly for the Fierce to juggle. 11) Fierce GouShinkuuHado, S.Fierce XX GouShoryureppa Notes: as with other character's Hyper-Xs, the S.Fierce sometimes comes out in time... TACTICS VS MAGNETO: ################### I'd have to say the Master of Magnatism is probably the hardest pain in the arse out of all the fighting game bosses. He does have a few weaknesses though... Storm vs. Magneto: ------------------ Can be a pain, but if you take your time and use some cheez you'll be alright. First off, he'll start the fight usually just blocking; if so, walk up calmly and Fierce Throw him for a combo (although he sometimes surprises you first with a Throw...). Once he gets up there and starts whipping them Magnetic Waves, you have two choices; 1) Super Jump and just as you get to his level whip off a FAST Typhoon. 2) if you have your X-Meter filled, get under him and calmly do a Lightning Storm, then juggle with an upward directed Lightning Attack for some more damage. Now, here's the big cheez; (thanks to Yu De Lin's Storm FAQ) try and stay in the air whenever he's on the ground; whip off a J.Strong (Lightning Ball) and direct it to hit him while quickly following it down; he should block, or if he jumps up to meet you he'll get nailed with it. If he blocks, as you land IMMEDIATELY pull off a C.Roundhouse and he will usually fall for it. To avoid the Hyper Grab, Super Jump and Lightning Attack straight up off the screen. This will work if you're fast enough. Cyclops vs. Magneto: -------------------- A tough fight; at the beginning if you get close, go for a Throw if he's doing his repeated blocking. Once he starts throwing the Magnetic Waves, it is best to dash under him and either do the Super-Jump Gene Splice technique (see Scott's moves section), or the Optic Array directed upwards if your meter's full. Otherwise, just try to chip away at him with your blasts, and just block his Hyper-X. Wolverine vs. Magneto: ---------------------- Also an annoying fight; again, if he blocks at first try for a Throw; when he does his Magnetic Waves, you're best to do an Extra-High Tornado Claw undernath 'em (see Logan's moves section). One of the mains things that keep me alive in this fight is is Healing Factor; it doesn't give him much, but Logan gains X-Power fast; once you have a full meter and you're in need of health, pull it off twice--I find Magneto doesn't hit you out of it too often of you aren't close. The one place to use the Berserker Barrage would be if you block his Magnetic Shockwave up close; cancel it with the Hyper-X. Other than that try and play keep away with air Drill Claws all over the place. Omega Red: ---------- Right off start whipping off your Carbonadium Coils, from all angles. Despite what you may think, it is difficult to position yourself quickly under him when he does his Waves to grab with the Fierce Coil. Instead, use a Roundhouse Omega Strike or if your meter's charged, the Omega Destroyer. If you manage to grab him with the Coil, drain some life and then Throw (although he'll frequently tech hit the Coil). Once he's on the ground let loose with the appropriate C.Roundhouse, or the Hyper-X if it is available. Also remember, Omega Red's Coil will cause Magneto's Hyper-X to pass through him and you'll snag Magnus! This takes some timing. If you need to get away quickly, do a Roundhouse Omega Strike. Sentinel: --------- Just don't let up on him; always be chucking Sentinel Forces to pin him back. When he starts throwing the Magnetic Waves, you can cancel them with his S.Forward and escape, or do a WELL TIMED Super Jump and Air Rocket Punch. If you connect with any attack cancel it with the Plasma Storm if charged. Iceman: ------- If he blocks right off, Throw and combo Magnus. When he starts his Magnetic Waves, either Super Jump and Icebeam, or dash under and do the Arctic Attack plus a juicy juggle. Remember, he takes no damage from projectiles... Colossus: --------- If you block the Shockwave, do a Human Windmill Toss and combo. When he throws his Magnetic Waves, super Jumping will do nothing and he's too slow to dash. Instead, absorb Magneto's Waves with a Forward Shoulder Tackle; once you get up there he may block, but hold Forward and try for an Air Throw when you're done the Tackle. Psylocke: --------- One of the easier fights, she was the first one I beat the game with. Throw if he blocks at the beginning of the round and combo. When you get under him, do PsiThrust up if you have it, or a short jump and a Roundhouse PsiBlade. When you're in the air constantly pester him with Jab PsiFlashes to tick off block damage. Betsy can totally evade the Shockwave by Super Jumping plus a Double Jump with timing. This will also work for that damn Hyper Grab if you're fast enough. Silver Samurai: --------------- He's really hard for Silver Samurai (I still haven't beaten it with him). Once you're under him, go for the RaiMeiKen of course, or a jumping Strong otherwise. You can also time a Super Jump and a Shuriken when he does his Waves. If you block a projectile or his Hyper-X up close, do a standing Roundhouse into a Shuriken for an easy combo. Spiral: ------- At the beginning of the round try for a Throw if he blocks plus a combo. Once you get under him as he throws Waves, either Super Jump and try for an Air Combo or Throw (or a Hyper-X grab if it's charged), or do it easiest by pulling off a Dancing Swords and throw a Fierce Ring Toss. The best thing to do with Rita is to stay away and build X-Power, then when he does his Shockwave, Teleport behind and combo! Gouki: ------ Cheez him with alternating Fireballs constantly, and try for a Forward Throw plus combo whenever possible. When he does his Magnetic Waves, do a Super-High DP (see Gouki's moves section) or the GouShoryreppa. Also mix up your Air Fireballs when he's on the ground. If you have X-Power and he throws his Shockwave, use the closest Teleport and combo away! CREDITS: ######## Thanks to J.D. Baptie and Jason Jamieson for some combos, the guys at the arcade for some starting tips before it came out for Saturn, and the following FAQ writers: -James Chen (jchensor@ucla.edu) for a GREAT Combo FAQ -Yu De Lin (yulin@cs.buffalo.edu) for an in-depth Storm FAQ -RPM (cscc1y@elroy.uh.edu) for his Spiral, Gouki and Sentinel FAQS -Solo for a cool but different Psylocke FAQ This and other FAQs can be accessed at my new homepage: http://www.geocities.com/SiliconValley/Heights/1910 You can also e-mail me at: tigeraid@geocities.com And, of course, thanks to Capcom for another GREAT game! "I said it before and I'll say it again--democracy simply doesn't work!" -Kent Brockman, the Simpsons