X-MEN VS. STREET FIGHTER FAQ v0.4 for the Sega Saturn (import) by Chris MacDonald Unpublished work Copyright 1998-2001 Chris MacDonald This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Chris MacDonald . It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. I expressly forbid the following publishers/publications from using this FAQ, namely: Ziff-Davis Video Game Group (publishers of Expert Gamer), Future Publishing, Ltd. (publishers of PlayStation Power, Official UK PlayStation Magazine, etc.), IDG Media, Game 13th Magazine, Brady Games, and Prima Games. Remember, plagiarism is a crime and is punishable by law. The Street Fighter series is (c) Capcom of Japan. All Marvel characters are (c) Marvel. ================= TABLE OF CONTENTS ================= 1. BASIC CONTROLS - Basic Commands 2. CHARACTER MOVE LIST - Cammy - Chun-Li - Dhalsim - Gouki - Ken - Nash - Ryu - Vega - Zangief - Cyclops - Gambit - Juggernaut - Magneto - Rogue - Sabretooth - Storm - Wolverine 3. SECRETS AND TRICKS 4. COMBO PRIMER 5. MISCELLANEOUS - Translations - Revision History - Special Thanks ======================================================================== 1. BASIC CONTROLS ======================================================================== ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch LP MP HP Light Punch Medium Punch Hard Punch LK MK HK Light Kick Medium Kick Hard Kick qcf - d,df,f hcf - b,db,d,df,f 360 - f,df,d,db,b,ub,u,f qcb - d,db,b hcb - f,df,d,db,b 720 - 360 (x2) (air) - the move can be done on the ground or while jumping x~x - all possible ranges are allowed (ub / u / uf for example). Tech. Hit - this throw can be Tech. Hit out of. If you select Auto Mode, the gameplay changes somewhat: - You can press LP + LK to automatically perform your character's launcher when standing or crouching. If it hits, you'll automatically jump up and perform a few attacks in the air. This can be used to ignore the normal rule of combo progression (i.e. Cyclops can follow an MK with LP + LK to launch, even though his launcher is a standing MP). - You'll block all attacks and take reduced damage. The only time when an attack will connect is if you've left yourself open (like being in the animation of a special move, etc.), or if it is a throw attack. - You can only store up to 2 levels of Hyper Combo power in your gauge. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Dash f,f / PPP Backstep b,b / b + PPP Super Jump d,u / KKK / u after a successful Launcher Guard / Air Guard Hold b / db (air) Advancing Guard Tap PPP rapidly while guarding (air) Down Kaihi b,db,d + P / K when reversed Ukemi (Nage Nuki) Press any direction but u + MP / MK / HP / HK just as you are thrown (Tech. Hit) Reversal Tap b / f + tap P / K rapidly when dizzied Variable Attack Press HP + HK Variable Counter b,db,d + HP + HK (1+ level of power) Variable Combination qcf + HP + HK (2+ levels of power) - Advancing Guard doesn't reduce damage taken--it only attempts to create more distance between you and your enemy so you will take less hits / push yourself out of the line of fire. It's wise to not always use it as it's possible to push yourself and then get hit by an attack. - When you use any of the 'Variable' moves, you'll switch characters. Note that this doesn't always happen in the case of the V. Counter and V. Combination, if an ally is hit too early when they come in, or if their attack misses entirely. ======================================================================== 2. CHARACTER MOVE LIST ======================================================================== Characters are listed alphabetically, SF players first, then Marvel characters. Special moves are written first, then any special abilites that person has, then their Hyper Combos. After that is a short list of Variable Attack and combo information: Aerial Rave Launcher : What can be used to set up a S. Jumping Chain. Ground Chain : The chain system used when standing / crouching. Jumping Chain : The chain system used when jumping. S. Jumping Chain : The chain system used when Super Jumping. Aerial Knockdown : What attacks will knock down an enemy during a Jumping Chain / Super Jumping Chain. Flying Attack : What attacks cause an opponent to fly back when hit. Throws: What throws a character possesses. Variable Counter : What attack a character will use during a Variable Counter. Variable Combination : What attack you use during a V. Combination. For more information on chains and combos, please refer to the 'Combo Primer' section. ------------------------------------------------------------------------ CAMMY ------------------------------------------------------------------------ Axle Spin Knuckle qcf + P Cannon Drill qcf + K (air) Cannon Spike f,d,df + K Cannon Revenge hcb + P Cannon Strike qcb + K in air Hooligan Combination qcb + K, press MK / HK (Tech. Hit) 2 Dan Jump Press ub~uf, then press ub~uf Spin Drive Smasher qcf + KK Killer Bee Assault qcb + KK (air) Aerial Rave Launcher : Close Standing HK Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HK, Cannon Strike Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / MK / HP / HK (air) Variable Counter : Cannon Spike Variable Combination : Spin Drive Smasher - If you don't press anything during the Hooligan Combination, Cammy will land with a sliding kick. If you press MK or HK when Cammy is close to an opponent, Cammy will grab them and slam them to the ground. Do this when Cammy's almost ready to land and she'll use a side throw instead. Press it when she's not near her foe, and she'll land on her feet. This move will hit jumping, standing, and crouching opponents. - If hit during the Cannon Revenge, Cammy will counter with an attack. It's possible for her counterattack to miss, though, and she can't counter all attacks (in particular, projectiles). - Note that Cammy has two sets of Punches and Kicks: one set is used when she's far away, and the other is used when she's closer. ------------------------------------------------------------------------ CHUN-LI ------------------------------------------------------------------------ Kikou Ken hcf + P Sen'en Shuu hcb + K Hyakuretsu Kyaku Tap K rapidly (air) Tenshou Kyaku Charge d,u + K Yousou Kyaku Jump, d + MK Kaku Kyaku Raku df + HK Kuuchuu Dash Jump, f,f / PPP 3 Dan Jump ub~uf (x3) Sankaku Tobi Jump against a wall, press f (short kick) Jump, u + LK (front kick) Jump, f + HK Kikou Shou qcf + PP Senretsu Kyaku qcf + KK Hazan Tenshou Kyaku qcb + KK Aerial Rave Launcher : Standing HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Front Kick Flying Attack : Taunt (Chouhatsu) Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Kikou Ken Variable Combination : Kikou Shou Senretsu Kyaku (if you're using 2 Chun-Lis) - The Sen'en Shuu and Kaku Kyaku Raku are both overhead attacks. - Remember that performing a Super Jump counts as one of your jumps during the 3 Dan Jump (i.e., you can Super Jump, then jump twice in air, or jump three times starting from the ground). - Chun-Li can injure a person with her taunt, but she cannot use it to kill them. - During the Kikou Shou, the field around Chun-Li will absorb most Hyper Combo beam / projectile attacks. ------------------------------------------------------------------------ DHALSIM ------------------------------------------------------------------------ Yoga Fire qcf + P (air) Yoga Flame hcb + P Yoga Blast hcb + K Yoga Teleport f,d,df + PPP / KKK (air) Yoga Teleport b,d,db + PPP / KKK (air) Drill Zutsuki Jump, d + HP Drill Kick Jump, d + K Yoga Inferno qcf + PP, direct d / u Yoga Strike qcf + KK (Tech. Hit) Aerial Rave Launcher : Standing MP Ground Chain : None Jumping Chain : Weak to Strong Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HK Flying Attack : Close HK Throws : b / f + MP / MK / HP / HK (ground) db / df + MK / HK (ground) b / f + MP / HP (air) Variable Counter : Yoga Flame (MP version) Variable Combination : Yoga Inferno - The Yoga Strike will only hit an airborne opponent. However, take this literally--even if your enemy's feet are just off the ground, the Yoga Strike can connect, with proper timing! It's even possible to catch Ryu out of his Senpuu Kyaku with it! - Dhalsim can also interrupt one Drill Kick with another or with the Drill Zutsuki. - Dhalsim has an automatic teleportation ability that he'll use to avoid being floored or when he's been hit by an Aerial Rave combo that didn't end with a 'finisher'. You can't use it manually. - Like Cammy, Dhalsim has a different set of Punch and Kick attacks depending on his distance from his opponent. ------------------------------------------------------------------------ GOUKI ------------------------------------------------------------------------ Gou Hadou Ken qcf + P Zankuu Hadou Ken Jump, qcf + P Tenma Kuujin Kyaku Jump, qcf + K Gou Shouryuu Ken f,d,df + P Ashura Senkuu f,d,df / b,d,db + PPP / KKK Tatsumaki Zankuu Kyaku qcb + K (air) Zugai Hasatsu f + MP Senpuu Kyaku f + MK (split kick) Jump, u + MK (single kick) Jump, u + HK Messatsu Gou Hadou qcb + PP Messatsu Gou Shouryuu qcf + PP Tenma Gou Zankuu Jump, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Single Kick, Zankuu Hadou Ken Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / HP (air) Variable Counter : Gou Shouryuu Ken Variable Combination : Messatsu Gou Hadou - The Zugai Hasatsu is an overhead attack. ------------------------------------------------------------------------ KEN ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shouryuu Ken f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Inazuma Kakato Wari f + MK (split kick) Jump, u + MK (single kick) Jump, u + HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap K rapidly Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Single Kick, Hadou Ken, Shouryuu Ken Flying Attack : Standing HK Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / HP (air) Variable Counter : Shouryuu Ken (HP version) Variable Combination : Shouryuu Reppa Shinkuu Hadou Ken (if Ken's partner is Ryu) - Ken's Inazuma Kakato Wari is an overhead attack. ------------------------------------------------------------------------ NASH ------------------------------------------------------------------------ Sonic Boom Charge b,f + P Somersault Shell Charge d,u + K Moonsault Slash Jump, u,uf,f + K Spinning Back Knuckle f + HP Jump Sobat b / f + MK Step Kick b / f + HK Sonic Break qcf + PP, tap P rapidly Crossfire Blitz qcf + KK Somersault Justice qcb + KK Aerial Rave Launcher : Crouching HP Ground Chain : Weak to Strong Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / HP (air) Variable Counter : Somersault Shell Variable Combination : Somersault Justice - You can perform the Moonsault Slash just off the ground by entering the controller motion while standing. Note that it cannot be comboed from the ground, though. - The Rolling Sobat is an overhead attack. ------------------------------------------------------------------------ RYU ------------------------------------------------------------------------ Hadou Ken qcf + P (air) Shou Ryuu Ken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK (split kick) Jump, u + MK (single kick) Jump, u + HK Shinkuu Hadou Ken qcf + PP (air) Shinkuu Tatsumaki Senpuu Kyaku qcb + KK Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Single Kick, Hadou Ken, Tatsumaki Senpuu Kyaku Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / HP (air) Variable Counter : Hadou Ken Variable Combination : Shinkuu Hadou Ken - The Sakotsu Wari is an overhead attack. ------------------------------------------------------------------------ VEGA ------------------------------------------------------------------------ Psycho Shot hcf + P Psycho Field hcb + P Double Knee Press hcf + K (air) Head Press Charge d,u + K (air) Somersault Skull Diver Press P after Head Press Somersault Skull Diver Charge d,u + P, (hold) P (air) Vega Warp f,d,df + P / K (air) Hikou qcb + KK (air) Psycho Crusher qcf + PP (air) Knee Press Nightmare qcf + KK Aerial Rave Launcher : Standing HP Ground Chain : Weak to Any Chain Jumping Chain : Weak to Strong Chain S. Jumping Chain : Weak to Strong Chain Aerial Knockdown : HP, HK Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Double Knee Press Variable Combination : Knee Press Nightmare - During the Psycho Crusher, Vega can absorb multiple-projectile HCs, like the Tenma Gou Zankuu, Sonic Break, or Yoga Inferno. ------------------------------------------------------------------------ ZANGIEF ------------------------------------------------------------------------ Double Lariat PPP, move b / f (Quick) Double Lariat KKK, move b / f Air Double Lariat Jump, (b / f) + PPP Air (Quick) Double Lariat Jump, (b / f) + KKK Screw Piledriver Rotate 360 + P (air) Banishing Flat f,d,df + P Aerial Russian Slam hcb + K (Tech. Hit) Flying Powerbomb hcf + K Atomic Suplex When close, hcf + K Body Press Jump, d + HP Double Knee Drop Jump, d + MK Headbutt Jump, u + MP (long punch) Jump, f + HP (elbow dive) Jump, d + MP (elbow drop) f + MP (instant dashing throw) Hold MP / MK / HP / HK, f,f (delayed dashing throw) f,f, then MP / MK / HP / HK Final Atomic Buster Rotate 360 + PP Aerial Rave Launcher : Crouching MP, MP Throw Ground Chain : None Jumping Chain : None S. Jumping Chain : Weak to Strong Chain Aerial Knockdown : HK Throws : b / f + MP / MK / HP / HK (ground) db / df + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Flying Powerbomb (Atomic Suplex) Variable Combination : Double Lariat (increased range / more hits) - During the Flying Powerbomb and Final Atomic Buster, Zangief has one-hit Super Armor. See Juggernaut's section for more info. on how this works. - Zangief can throw someone behind him during the Dashing Throw. To do so, use the delayed version (f,f), then press b + MP / HP once you grab onto your opponent. Zangief can also switch sides with larger opponents (like Juggernaut), by performing this version of the Dashing Throw but not pressing any buttons. This also has a nice use as a fakeout since you can wait until Zangief lets go, then quickly attack or launch your enemy. ------------------------------------------------------------------------ CYCLOPS ------------------------------------------------------------------------ Optic Blast qcf + P (air) Optic Sweep f,df,d + P Rising Uppercut f,d,df + P, tap P rapidly Cyclone Kick qcb + K Running Neckbreaker Drop f,f, then HP + HK (Tech. Hit) Rapid Punch f,f, then LP + LK, tap P rapidly 2 Dan Jump ub~uf,ub~uf (eye blast) HP while standing or crouching (alternate attacks) Jump, db~df + any button but LP (double fist) Press LP,LP (double leg) Press LK,LK (double kick) Press HK,HK Mega Optic Blast qcf + PP Super Optic Blast f,df,d + PP, direct (air) Aerial Rave Launcher : Standing MP / Crouching MK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK, Alternate Attack (df + MP) Throws : b / f + MK / HP / HK (ground) db / df + MK / HK (ground) b / f + HP (air) Variable Counter : Optic Blast (LP version) Variable Combination : Mega Optic Blast - Remember that performing a Super Jump counts as one of your jumps during the 2 Dan Jump (i.e., you can Super Jump, then jump once in the air, or jump twice starting from the ground). - You can direct the Super Optic Blast in any of eight directions. It will rebound off the walls and ground, too. ------------------------------------------------------------------------ GAMBIT ------------------------------------------------------------------------ Kinetic Card qcf + P (air) Trick Card qcb + P Cajun Slash f,d,df + P Cajun Escape Charge d,u + P,P Cajun Strike Charge d,ub~uf + K Royal Flush qcf + PP Aerial Rave Launcher : Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Throws : b / f + MP / MK / HP / HK (ground) b / f + MK / HK (air) Variable Counter : Kinetic Card Variable Combination : Royal Flush - When using the Cajun Escape, you can press in the opposite direction while touching a wall to leap to the other wall before falling. While falling, you can adjust your descent by holding back or forward. - During the Cajun Strike, you can press in the opposite direction while touching a wall to leap to the other wall before attacking. ------------------------------------------------------------------------ JUGGERNAUT ------------------------------------------------------------------------ Avalanche Punch f,df,d + P Juggernaut Punch hcf + P Juggernaut Body Press hcf + K (air) Nail Slam qcb + K (Tech. Hit) Cyttorak Power-Up f,d,df + PP (double punches) Press LP,LP (forward punch) f + HP Juggernaut Headcrush qcf + PP Aerial Rave Launcher : Crouching HP Standing HP (versus an airborne opponent) Ground Chain : None Jumping Chain : None S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Juggernaut Punch Variable Combination : Juggernaut Headcrush - After using the Cyttorak Power-Up, the next attack you perform using Juggernaut will cause increased damage. - Juggernaut has Super Armor, which means that he can be hit once and will not go into block stun. Because of this, if he starts an attack and you hit him, he will be able to finish the attack unless you land another hit on him. This also means that he has to be hit twice in order to launch him. For characters with no ground chains, the window of time in which to hit him twice is a bit more lenient. His armor is not effective against jumping HP or HKs, nor will it protect him from any ground knockdown attack (usually a crouching HK for most characters). ------------------------------------------------------------------------ MAGNETO ------------------------------------------------------------------------ E-M Disruptor hcf + P (air) Hyper Gravitation hcb + K Magnetic Force Field hcf + K Magnetic Blast Jump, u,uf,f + P Hikou qcb + KK (air) Kuuchuu Dash Jump, direction + PPP Magnetic Shockwave qcf + PP Magnetic Tempest qcf + KK (air) Aerial Rave Launcher : Standing MP or HK (2nd hit) / Crouching HP Ground Chain : Weak to Any Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / MK / HP / HK (air) Variable Counter : E-M Disruptor Variable Combination : Magnetic Shockwave - If Magneto is attacked while his force field is showing during the Magnetic Force Field, his enemy will be knocked away. This defense only works against physical attacks and not projectiles. - You can perform the Magnetic Blast just off the ground by entering the command while standing. ------------------------------------------------------------------------ ROGUE ------------------------------------------------------------------------ Repeating Punch qcf + P (air) Rising Repeating Punch f,d,df + P Power Dive Punch f,d,df + K Power Drain - Aite no Nouryoku Kyuushuu qcb + K (air) - Nouryoku Shiyou qcf + K after Kyuushuu Kuuchuu Dash Jump, f,f / PPP (diving kick) Jump, d + HK Goodnight Sugar qcf + PP Aerial Rave Launcher : Standing HK / Crouching HP Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP, Taunt (Chohatsu) Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Repeating Punch Variable Combination : Repeating Punch (higher hit count) - You can use the Power Drain (Aite no Nouryoku Kyuushuu) or the Goodnight Sugar Hyper Combo to absorb an ability from your opponent, as listed: Cammy Cannon Drill Chun-Li Kikou Ken Dhalsim Yoga Flame Gouki Zankuu Hadou Ken and Shun Goku Satsu Ken Shou Ryuu Ken Nash Sonic Boom Ryu Hadou Ken Vega Psycho Shot Zangief Screw Piledriver Cyclops Optic Blast Gambit Kinetic Card Juggernaut Earthquake Punch Magneto Hyper Gravitation Rogue (nothing) Sabretooth Berserker Barrage Storm Whirlwind Wolverine Berserker Barrage Note that both Wolverine and Sabretooth will give you the same ability. As for Gouki, the Zankuu Hadou Ken can only be used while jumping. If you have one level of Hyper Combo power stored, you can also use the Shun Goku Satsu (it's performed the same as Gouki--press LP,LP,f,LK,HP). Don't forget that Rogue's stolen abilities aren't exactly like her opponent's. For instance, her Optic Blast doesn't go in three directions, and she cannot perform the Shou Ryuu Ken in mid-air. Her Screw Piledriver can be Tech. Hitted! - Rogue can injure a person with her taunt, but she cannot use it to kill them. ------------------------------------------------------------------------ SABRETOOTH ------------------------------------------------------------------------ Berserker Claw qcf + P Wild Fang hcb + P (Tech. Hit) Armored Birdie hcb + K Sankaku Tobi Jump against a wall, press f Berserker Claw X qcf + PP Weapon X Dash f,d,df + PP Heavy Armored Birdie hcb + KK Aerial Rave Launcher : Standing HP (2nd hit) / crouching HP Ground Chain : Weak to Any Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HK Flying Attack : Standing MP, Crouching MK Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Berserker Claw (enemy is stunned afterwards) Variable Combination : Berserker Claw (yup, just a plain ol' Claw!) - It's possible to trade hits with the Wild Fang, in which case your enemy will be hit but not thrown. This will leave them stunned for a moment, so if you recover fast enough, you can get close and attack them. ------------------------------------------------------------------------ STORM ------------------------------------------------------------------------ Whirlwind qcf + P (air) Double Typhoon qcb + P (air) Lightning Attack (direction) + MP + LK (x3; air) Hikou qcb + KK (air) Kuuchuu Dash Jump, direction + PPP (air float) Hold ub~uf after jumping (spark ball) Jump, (direction) + MP Lightning Storm qcf + PP (air) Ice Storm qcb + PP Aerial Rave Launcher : Standing HK / Crouching HP or HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP Throws : b / f + MP / MK / HP / HK (ground) b / f + MP / HP (air) Variable Counter : Lightning Attack (can redirect) Variable Combination : Lightning Storm - You can redirect the Lightning Attack by pressing in any direction before or after Storm starts flying. You can also start a new Lightning Attack during the old one. ------------------------------------------------------------------------ WOLVERINE ------------------------------------------------------------------------ Berserker Barrage qcf + P, tap P rapidly Tornado Claw f,d,df + P, tap P rapidly Drill Claw (direction) + MP + LK Sankaku Tobi Jump against a wall, press f (claw slide) df + HP (dive knee) Jump, d + MK (repeated claw) Jump, tap MP repeatedly (double claw) Tap MP,MP (double kick) MK, press MK if first one hits Berserker Barrage X qcf + PP Weapon X f,d,df + PP Aerial Rave Launcher : Standing HK Ground Chain : Hunter Chain Jumping Chain : Hunter Chain S. Jumping Chain : Hunter Chain Aerial Knockdown : HP, HK Flying Attack : Standing HP, Crouching HK Throws : b / f + MP / HP (ground) b / f + MP / HP (air) Variable Counter : Berserker Barrage (tap P for more hits) Variable Combination : Berserker Barrage X ======================================================================== 3. SECRETS AND TRICKS ======================================================================== ------------------------------------------------------------------------ ENABLE GOUKI ------------------------------------------------------------------------ Highlight any of the characters on the top row, then press Up. ------------------------------------------------------------------------ FIGHT GOUKI ------------------------------------------------------------------------ Get two Variable Combination finishes before the 6th match. If you're successful, your 6th match will be against someone and Gouki. ------------------------------------------------------------------------ PLAY WITH SF ZERO CHUN-LI ------------------------------------------------------------------------ Highlight Chun-Li, hold Start, then press any button. ------------------------------------------------------------------------ RANDOM SELECT ------------------------------------------------------------------------ During the character select screen, go to the extreme right or left columns and hold Left or Right depending on which side your cursor is on. After a moment, the random select will begin. If you change your mind, press in any direction to end random select. ------------------------------------------------------------------------ SHARPEN SOUND EFFECTS ------------------------------------------------------------------------ In the Options menu, highlight Audio and press the R or L buttons to turn on or turn off the sharp sound effects option. ------------------------------------------------------------------------ LOTS OF EXTRAS ------------------------------------------------------------------------ Beat the game on any difficulty level (whether you continue or not), and you get the following extras: - You can select the same character twice. - The character color layout changes for most characters: C and Z will give you new colors. - There are now more turbo speeds (up to 8 stars), and if you can even choose two negative speeds (denoted as diamonds). Beat the game without having your or your partner die, and you get a new option in the Options Menu: - When activated, your Hyper Combo Gauge automatically refills when it is used, allowing for near-infinite use of attacks that cost HC power. Note that this effects both characters, and the computer will take advantage of this sometimes. ------------------------------------------------------------------------ QUICK REMATCH ------------------------------------------------------------------------ After losing a match either against a friend or the CPU, the loser can restart the same match by pressing or holding the L or R button when the winner's quote screen starts to apear. You'll know if it worked because you'll hear a sound cue. ------------------------------------------------------------------------ BEAT UP YOUR OPPONENT ------------------------------------------------------------------------ After you defeat both of your opponents, you can press Start once you go into your winning pose and be able to move around. You can even attack your opponent and use Hyper Combos, should you have any levels of energy stored. However, you cannot use any of the Variable Attacks, nor can you use the L or R buttons. ======================================================================== 4. COMBO PRIMER ======================================================================== This section is my attempt to explain how combos work in this game, as the Marvel / VS series' combo method is pretty complex and extensive. ------------------------------------------------------------------------ BASIC COMBO THEORY ------------------------------------------------------------------------ Although this game is full of massive chain combos, launchers, aerial raves, and all that other junk, the basic stuff still applies and is important. Here's a quick run-down of what you can do: A combo is any series of attacks which are unblockable after the fist hit connects. A basic combo usually falls into one of the four examples listed below. ----------------------------------------------------------------------- Attack -> Special Move ----------------------------------------------------------------------- Also known as a two-in-one. You simply perform an attack during the input for a special move (or Hyper Combo), and the two will occur rapidly upon execution. (i.e. down + Medium Kick, down- forward, forward + Punch would make Ryu combo a crouching kick into his Hadou Ken. Replace Punch with two Punch buttons and he'd combo into the Shinkuu Hadou Ken Hyper Combo.) ----------------------------------------------------------------------- Jumping Attack -> Standing / Crouching Attack -> Special Move ----------------------------------------------------------------------- Jumping attacks can preceed a two-in-one in order to do added damage. ----------------------------------------------------------------------- Attack -(link)-> Attack -> Special Move ----------------------------------------------------------------------- In any type of chain combo, the animation of one normal attack is cancelled by the animation of another. A link is when two normal attacks can combo without having their animation cancel. Usually, this is limited to quick attacks, like LP and LK. It may sound useless considering the many chains in this game, but for characters like Dhalsim, who has no ground chains, it's pretty handy (he can link his crouching LP into a crouching LK). It's also useful for preceeding a chain combo (Wolverine can dash in and hit with his standing LP attack several times, then cancel normally into a chain combo). Then there's the new stuff, such as: ----------------------------------------------------------------------- Dashing, then attacking ----------------------------------------------------------------------- When you dash, you move forward (hehe)! Press any Punch or Kick while dashing (this even applies to crouching Punches or Kicks), and you'll still move forward a bit as your initial attack comes out. This means that you'll be closer to your opponent by the time you hit than you would be if you walked up and attacked him / her, and since you're closer, any attack that you follow up with also has a greater chance of hitting due to the decreased proximity between you and your foe. ----------------------------------------------------------------------- Flying Attacks ----------------------------------------------------------------------- Flying Attacks are somewhat useful, but they can also put a kink in your ground combos. When you hit someone with a Punch or Kick that also has the Flying Attack effect, your opponent will fly across the screen for a fair distance. This can be handy if you want to get your opponent away from you, but it can be annoying if you're performing a ground chain, and in the middle of it, send your foe flying before you can finish. ----------------------------------------------------------------------- Oiuchi / Off The Ground (OTG) ----------------------------------------------------------------------- The idea behind this is simple: in certain cases, if you knock your opponent to the ground and they don't roll away, you can hit them with any attack that is low to the ground (most crouching attacks, etc.) Doing so will bounce them up, and you can hit them again while their airborne and continue to combo them. This doesn't work all the time, and you have to attack your enemy quickly or they will get up. This can be used in many ways: you can bounce your opponent up with Ryu's crouching HK and then juggle them with a Shinkuu Hadou Ken, or after an aerial rave, OTG them with an attack, then launch them, and keep comboing. Some characters can really play cheap with this--Gouki can use his Shun Goku Satsu on someone and they'll remain on the ground afterwards (and in this case, they can't roll away). He can then knock them upwards and perform an Aerial Rave, or even juggle them up into the path of a Messatsu Gou Hadou or worse. ------------------------------------------------------------------------ TYPES OF CHAIN SYSTEMS ------------------------------------------------------------------------ ----------------------------------------------------------------------- Hunter Chain* ----------------------------------------------------------------------- This is the generic chaining system taken from DarkStalkers. Two rules apply to it, and they are: a weak attack can be followed by a strong one, and the button progression must go from Punch to Kick in regards to the same set of buttons. This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK. Or, you can skip buttons and do: LK -> MK -> HP -> HK. Or even: MP -> HP -> HK. However, you can't do a combo that violates the rules, such as: MK -> MP (violates 'Punch to Kick using same set of buttons' rule) HP -> LP (violates 'Weak to Strong progression' rule) * It's actually called 'the chain combo', but since that terminology is a little confusing, I'll use the commonly-accepted 'Hunter Chain' term which is referring to DarkStalkers / Vampire Hunter. ----------------------------------------------------------------------- Weak to Strong Chain ----------------------------------------------------------------------- This combo system functions on one premise of the Chain Combo, but not the other. You have to go from a weak attack to a stronger attack, but you cannot go from Punch to Kick in the same set of buttons. This means that LP -> MP -> HP or LK -> MP -> HK will work. However, LP -> MP -> MK will not because you're going from a Punch to a Kick in the same set of buttons (in this case, MP and MK). ----------------------------------------------------------------------- Weak to Any Chain ----------------------------------------------------------------------- The most limited of combo systems, this one states that you can go from any of the weakest attacks (Light Punch or Light Kick) into any other, stronger, attack. This means that LP -> HK or LK -> MK are both usable, but LP -> LK is not, nor is MP -> HP. This also means that unless a Punch or Kick hits more than once naturally, the best you can do is a two-hit combo. ----------------------------------------------------------------------- None ----------------------------------------------------------------------- Some characters simply can't combo a normal move into another one. :( ------------------------------------------------------------------------ STARTING AND FINISHING AN AERIAL RAVE ------------------------------------------------------------------------ Perform a combo while in the air (during a jump or super jump) and it's called an 'aerial rave'. Okay...whatever--it's still an air combo. However, there are some notable differences between the 'aerial rave' and a ground combo: ----------------------------------------------------------------------- Launchers ----------------------------------------------------------------------- All characters have an attack that, when it hits, will knock an enemy high into the air. You can always tell which attack is your launcher because there will be a bright flash when the 'launch' occurs. This can be used to 'force' a Super Jumping Chain, rather than having two characters Super Jump and meet in the air. If the 'launcher' attack hits, you have a small amount of time in which to press Up (or Up-Back, or Up-Forward), and you will Super Jump as well (as opposed to tapping Down, Up or pressing KKK). You can then steer yourself towards your opponent and hit them with an attack or chain combo, because your opponent cannot block until after he begins falling. ----------------------------------------------------------------------- Continuing an Aerial Rave ----------------------------------------------------------------------- There are three basic ways to do this. One is that, if your character has a double or triple jump, you can use it to stay in the air longer and keep hitting your opponent. Secondly, if you have a multi- directional Kuuchuu Dash (Storm and Magneto only), you can use it to stay next to your opponent to continue attacking them. The third method can be performed by anyone, but it's trickier. If you're able to land before your opponent does, you can then keep them in air with your launcher, or else jump or super jump back up to continue hitting them. In all cases (especially the last one), timing is crucial. ----------------------------------------------------------------------- Aerial Rave Knockdowns ----------------------------------------------------------------------- Certain attacks, when used during an aerial rave, will cause your opponent to quickly fall to the ground, and the screen will scroll after him or her. Doing this almost always prevents you from continuing the combo in the air (although there are some exceptions, see below). Note that in most cases, the knockdown move will not cause the screen to scroll unless it was preceeded by another move aside from the launcher. For example, with Ken, Launcher -> HK would make Ken's enemy fly to the ground, off-screen. Launcher -> LP -> HK would have the screen follow Ken's opponent as he smashes into the ground. Ken will leap onto the screen a moment later. So what's the importance? Well, if the screen doesn't scroll, you can still perform moves after the aerial rave has technically ended. If it does scroll, then you can't move and will dash on screen a moment later, regardless of your location in the air at the time that the screen began scrolling. Note that some attacks will also cause the screen to scroll (Wolverine's Berserker Barrage is one of them, if you get all the hits in). Keep in mind that you can bend the rules a bit when it comes to ending an aerial rave. For example, if you finish a jumping or super jumping chain without ending it with a knockdown attack, it's possible to hit again with another attack (even with the same button), while you fall. In some situations, you can even do this if you did connect with a knockdown blow (for instance, in the corner with Cammy, you can knockdown with her HP, but press HK and it will still connect as her enemy plummets to the ground). You may be thinking "well, not all attacks cause a knockdown, but they still prevent me from doing anything afterward, so it's still the same". This isn't entirely true. For instance, Ken can finish an aerial rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a Shou Ryuu Ken as he falls. The key here is to just be creative and try to see what you can do after a non-knockdown attack or special move. ======================================================================== 5. MISCELLANEOUS ======================================================================== ------------------------------------------------------------------------ TRANSLATIONS ------------------------------------------------------------------------ All translations were done by yours truly. My Japanese is not that great, so there are undoubtedly some mistakes. Some translations were also based on information contributed by readers to my other FAQs. GENERAL Down Kaihi Down Evade Oiuchi Pursuit Attack Ukemi (Nage Meke) Tumble (Throw Escape) CHUN-LI 3 Dan Jump Three Level Jump Hazan Tenshou Kyaku Supreme Mountain Ascension Kick Hyaku Retsu Kyaku Hundred Rending Kick Kaku Kyaku Raku Crane Leg Drop Kikou Ken Chi Fist Kikou Shou Chi Palm Kuuchuu Dash Mid-Air Dash Sankaku Tobi Triangle Hop Sen'en Shuu Spinning Circle Kick Senretsu Kyaku Thousand Rending Kicks Tenshou Kyaku Ascension Kick Yousou Kyaku Hawk Talon Kick DHALSIM Drill Zutsuki Drill Headbutt GOUKI Ashura Senkuu (God of Destruction) Air Flash Gou Hadou Ken Great Surge Fist Gou Shouryuu Ken Great Rising Dragon Fist Messatsu Gou Hadou Great Surge Deadly Attack Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack Shun Goku Satsu Imprisoning Death Flash Tatsumaki Zankuu Kyaku Tornado Sky Slashing Kick Tenma Kuujin Kyaku Demon Air Blade Leg Tenma Gou Zankuu Demonic Great Sky Slasher Zugai Hasatsu Skull Destroyer KEN Inazuma Kakato Wari Lightning Flash Heel Split Shinryuu Ken Divine Dragon Fist Shouryuu Reppa Rising Dragon Renderer ROGUE Power Drain - Aite no Nouryoku Kyuushuu Absorb Enemy's Ability - Nouryoku Shiyou Use Ability RYU Hadou Ken Surge Fist Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick Sakotsu Wari Collarbone Split Senpuu Kyaku Whirlwind Kick Shinkuu Hadou Ken Vacuum Surge Fist Shinkuu Tatsumaki Senpu Kyaku Vacuum Tornado Whirlwind Kick Shouryuu Ken Rising Dragon Fist STORM Hikou Aviation Kuuchuu Dash Mid-Air Dash ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ ---------------------------------------------------------------------- James Morsbach shanjigoku@aol.com ---------------------------------------------------------------------- - For some minor corrections. ---------------------------------------------------------------------- James Chen www.geocities.com/TimesSquare/Arcade/6645 jchensor@ucla.edu ---------------------------------------------------------------------- - Various combo information borrowed from his arcade version FAQ. ---------------------------------------------------------------------- Charles MacDonald cgfm2.home.ml.org cgfm2@hooked.net ---------------------------------------------------------------------- - For discovering that the Juggernaut Body Press can be done in air. ------------------------------------------------------------------------ AUTHOR'S NOTE ------------------------------------------------------------------------ It's all about Dan Hibiki! You can spot him in Apocalypse's stage in one of the lower containers to the left, and in Storm's ending. Ken also has a quote where he says, "Yatta ze, Oyajiiii!", Dan's trademark cry. :) Also, two questions: I've been searching for info. on Rogue's different winning poses, which are supposedly selectable. The most complete information I could find on the Net was at N. Cheung's page: (http://lynx.dac.neu.edu/n/ncheung/arcade/roguechange.html/). However, nothing I've tried seems to work on the Saturn version of this game. If anyone knows how to select her different outfits, I wouldn't mind hearing from you. My other question is: is it just me, or does the 'new' color extra only work for some characters? I assume that X / A give you the normal colors, Y / B give you the Auto colors, and Z / C give you the new colors, but it doesn't seem to be that way with some characters. That's it! Unpublished work Copyright 1998-2001 Chris MacDonald