Marvel vs Capcom Beginners FAQ by Dingo bellybutton21@hotmail.com Onslaught strats courtesy of Solid Snake. spidey_5@hotmail.com Version 4.0 2/7/99: Tired of losing to every single Wolverine player? Well I decided to make a section dedicated entirely to beating this cheapo! It should be all the way at the bottom. Also some recommended games if you like MvC. 2/1/99: Added some new combos for Captain America(#'s 7&8 Easy, number 7 hard) and War MAchine (number 6 hard), plus tips against Onslaught in Ken and Akuma mode. And some new strategies for Hulk. RYU HAS AN INFINATE? CHECK NUMBER 6 FOR RYU.(4.0) 1/14/99: Got some new combos for Ken and Shadow Lady and added final comments for each character. 11/30: I've finally revised this thing and some notes on Shadow Lady's Galaxy Missle.(3.7) 11/11: Well I've added one very important tip that might interest beginners near the end of this FAQ it's called "Ticking". Beware its very cheap and its known to start fist fights!!!(3.6) 10/1: I've added some breif endins as well.(3.5) 10/1: I've added more partner duos this time and some background info on the ever popular helper characters.(3.4) 10/1: I've added some tricks like how to do this and that to fight against secret characters and how to switch to your other partner before the battle starts.(3.3) 10/1: I've added the quotes!!! Yay! And adjusted some errors I have made.(3.1) 9/30: I've added background info on characters including special comments on techinues and strategies on how to beat certain characters.(3.0) 9/29: A huge update this time I've added combos and other secret characters along with combos. Grammatical errors have been corrected. I've thrown in some extra tips on beating Onslaught as well.(2.0) 9/7: Just started this FAQ and will contain alot of stuff for beginners. Intro: I'm like way off from the release date of this game, but who cares but you. Your hear to achieve greatness on MvC and I'm hear to help. I've provided tons of info and constantly updating. To be honest I'm growing tired of this game and I came so close to Shadow Lady's ending. She's just not all that great against Onslaught. And who is that voice? You know when you put in the quarters, is that Megaman? Well this is the best fighting game I have ever played and will most likely make its way to the PSX console in May 99. But on to the FAQ!! Buttons: Use this lengend to get the knowledge of what I'm talking about when I say "HP" or "SK" ( ) JP(or JP) ( ) MP ( ) FP(or HP) ( ) SK(or LK) ( ) FK ( ) RK Jab/Short-They both have good speed and have no recovery delay but are very weak. Strong/Forward-They both have good strength fair speed and have a average recovery delay. Fierce/Roundhouse-They both are very strong have good range, but poor recovery time and slow speed. Don't always rely on the stronger punches to bail you out a victory because you will most likely get countered and often losing alot of damage. For beginners just jump in with the Fierce or Roundhouse punches and kicks but use jab or short to connect while your on the ground. Only Zangief and Hulk normal attacks will do chipping damage while the others will do none. Scale: (1-10) 10 being the best. This is how I will rate the characters weakness and strong points. Hero Strength Durabilty Speed Ryu 6 6 6 Ken 5 5 7 Akuma 7 3 7 Chun-Li 6 5 9 Zangief 9 7 3 *Zombie 10 10 2 MegaMan 5 6 7 Captain C. 6 4 6 Strider Hiryuu 5 4 7 Morrigan 5 4 6 Jin 8 4 4 Power-up 10 7 4 Hulk 9 10 2 Captain A. 8 9 4 W/O Shield 6 6 7 Venom 7 5 5 War Machine 7 7 5 Spider-Man 5 5 10 Wolverine 4 7 9 Gambit 6 4 8 Secret Characters Shadow-Lady 7 4 10 Orange-Hulk 8 7 6 *Mega-War Machine10 10 4 Lilith 5 4 7 Hyper-Venom 5 2 10 Roll 3 4 8 Bosses Onslaught 1st form: 9 10 1 2nd form: 1**** 3 1 This is all based on the hits Ryu put on this guy including other like Cap A., CapCom, Chun-Li, and Hulk. * This asterisk means that the player cannot block so becareful!!! Select Characters: ** This will result if Cap loses shield. *** This double asterisk means that beam supers will kill the character almost instantly although he might have high durability in normal attacks he is the weakest against beams. **** He doesn't rely on his hits because he'll mostly get his helpers to attack to and often use his special moves involving no physical attack. He mostly does alot of supers that are way to strong for even Mega War Machine to handle. <---------------------------------------------------------------------------> Partners Well in this section I like to put what I think can be key to partners to win. So here we go. Ryu/Chun-Li This duo is absoulutely dangerous in the hands of an expert because of Ryu's strength and durability and Chun-Li's speed and strength can make anybody eat pavement!!! So as you can see that Ryu and Chun-Li are pratically balanced out. Special notes: Ryu: His Shinku Hadoken can be done in the air making it the most versatile super in the game. For people who like to block low hit -> & MP this move is unblockable when ducking low but beware it has a start-up delay and will get tripped somtimes. Chun-Li: Her Kikosho is the best chipper in the game simply because it brings you inside the giant bubble where the energy gets more intense. For beginners what you would like to do is use the lightning kicks alot because of its chipping potential just simply jump in with a RK and hit the kick button rapidly and watch the life chip away. Chun-Li has a triple jump so use this to jump in but when they are about to attack just hit up again and dive in for the lightning kicks!! She can also bounce off the walls, just simply jump towards a wall then immediately hit the opposite direction. <---------------------------------------------------------------------------> Ryu/Cap A. Special notes: Cap's Charing Star can absorb fireballs and still it the fireballer while still in fireball motion. Not to mention his hyper charging- star will absorb beam supers but will not hit and also takes no damage. He is very durable but when he loses his shield like during a shield-slash his defense comes down but his speed soars and you will be able to do more combos more easily!!! Ryu: His Shinku Hadoken can be done in the air making it the most versatile super in the game. However it will not OTG a downed opponent so don't waste your time on it. For people who like to block low hit -> & MP this move is unblockable when ducking low but beware it has a start-up delay and will get tripped somtimes. <---------------------------------------------------------------------------> Strider/Cap A. Special notes: Strider is an absoulutely an excellent combo character so even for beginners can still get up to 5-7 hits there first go around by hitting the buttons on EASY MODE. He is still affective on Normal Mode as well. Strider can also hang onto the walls which either confuses the opponent and gives you time to attack or it messes you up and gives the opponents time to attack. When Strider misses his jumping FP or RK he will get stuck in his slash pose, so becareful!!! Special notes: Cap's Charing Star can absorb fireballs and still it the fireballer while still in fireball motion. Not to mention his hyper charging- star will absorb beam supers but will not hit and also takes no damage. He is very durable but when he loses his shield like during a shield-slash his defense comes down but his speed soars and you will be able to do more combos more easily!!! <---------------------------------------------------------------------------> Hulk/Zangief The power team!!! These 2 will tear anyone apart if they are not playing keep away. Special notes: Hulk: Hulk has a super shield that will allow him to counter attack if someone trys to sweep him or launch him(you know when you see people boucning in the air, that's a launcher!!!) So becareful and play keep-away with characters like Gambit, Ryu, Captain Commando, or somebody that has a fast and wide projectile. Zangief: Watch out!! This guy is just as dangerous as Hulk when not careful, so use keep-away characters. Zangief as well has a super armor that allows him to take a few hits before starting to feel the effects of it. He has a Final Atomic Buster that is unblockable and does great damage so when you see shadows trail behind him just jump back or throw a projectile. When he turns into Zombie or Mechanized Zangief(as some would call it) use a beam super and ram the buttons while your in the middle of the beam super and watch about 65% of his life drain away!!! Supers like Final Justice, Captain Storm or Maximum Spider will not work so beware. <---------------------------------------------------------------------------> Ryu/Captain Commando These 2 are the one of the keep away characters in the game because of there good sized projectile and they both go screen distance. Captain Commando- Although he doesn't take hit very well he has good range in his projectile and has a extremly useful Captain Corridor that's good for stoping incoming attacks from above. His Captain Sword is unescapable and will do major damage that won't even connect half the way!!! Ryu- His Shinku Hadoken can be done in the air making it the most versatile super in the game. For people who like to block low hit -> & MP this move is unblockable when ducking low but beware it has a start-up delay and will get tripped somtimes. <---------------------------------------------------------------------------> Morrigan/Ryu Morrigan- is very easy to use because she can be used exactly like Ken and has a good fireball that rivals Ryu's. However her supers are not the same as Ken but she has a beam super though. Ryu- His Shinku Hadoken can be done in the air making it the most versatile super in the game. For people who like to block low hit -> & MP this move is unblockable when ducking low but beware it has a start-up delay and will get tripped somtimes. <---------------------------------------------------------------------------> Shadow Lady/Chun-Li Shadow Lady- Those who have mastered Ryu and Chun-Li shouldn't have a problem with Shadow Lady. Her projectiles comes out extremely slow but will track down her opponent and will do incredible chip damage. Instead of a fireball she has a drill that will push opponents away doing good damage as well as great chip damage. She has the same air manuvers as Chun-Li and well as the Axe Kick and the Lightning Legs. She is also stronger and faster than Chun-Li but doesn't take hits as well. Chun-Li- Her Kikosho is the best chipper in the game simply because it brings you inside the giant bubble where the energy gets more intense. For beginners what you would like to do is use the lightning kicks alot because of its chipping potential just simply jump in with a RK and hit the kick button rapidly and watch the life chip away. Chun-Li has a triple jump so use this to jump in but when they are about to attack just hit up again and dive in for the lightning kicks!! She can also bounce off the walls, just simply jump towards a wall then immediately hit the opposite direction. <---------------------------------------------------------------------------> Megaman/Roll This is one of the best duos in the hands of a master simply because there easy to master especially Megaman. Megaman- he is about 40% smaller than Ryu but can still get hit by supers like the Final Justice or Captain Storm. But when he's ducking he will avoid all standing attacks. Megaman will beat out anybody in the game with fireballs because there so easy to use. Mega can charge his Mega Buster for along period of time and will do damage infinately. So the longer Mega charges the stronger the buster. He also has one of the best supers in the game like the Rush Drill or the Hyper Megaman which can be done in the air. Both supers do tremendous chip damage as well as normal damage. Mega is invincible while in the Rush Drill and will beat anyone who uses a super against him. Roll- she is about 70% smaller than Ryu and supers like Captain Storm, Final Justice, or the Ragnarok will just not work even when she is standing. She can even walk under the Proton Cannon!! Her Hyper Roll will do heavy damage but if the opponent is blocking low he will not lose chip damage even though missiles still hit them. She has the same supers as Mega but she doesn't have a anti-air move that will keep the opponents away but most likely when they try to come in they'll miss her!!! So keep that in mind. She can use her bouquet where she throws up the flowers forcing the opponet to block up even though it does poor damage, this will allow her to dash at the opponent and knock them down or just launch them. Mega is better but her size will give her a huge advantage. <---------------------------------------------------------------------------> Spider Man/Orange Hulk Spider Man- can hang onto walls and will dash under projectiles. However he doesn't take hits well so watch out. Orange Hulk- has no super armor, so he can no longer absorb hits before feeling the affects of it so Jabs and Shorts do well against him. He takes hits like Ryu now which isn't bad but is bad compared to Hulk. His attacks have been weaken so he hits like a Ryu as well. Hulk's Supers do the same damage as regular Hulk. Orange Hulk's speed has been rosen drastically and he can do combos like a Spider Man now, so expierienced Spider Man users shouldn't have a hard time with this guy. Becareful not to start out combos with a S. Fierce or a S.Roundhouse because it'll send your opponent flying across the screen. Beam supers like the Big Bang Laser or Shinku Hadoken do wonders on him so block often! <---------------------------------------------------------------------------> War Machine/Mega War Machine War Machine- has a full arsenal at his disposal so doing his special moves shouldn't be too hard. His Proton Cannon will do huge damage but that comes with a huge start-up delay and huge recovery time. Often rely on his War Destroyer because after this missles are released from his backpack he can block while his opponent is blocking the missles. He has the ability to fly while unblocking in the air so use this to your advantage and keep dropping those smart bombs. Mega War Machine- has a full arsenal as well but he cannot fly or block, but makes up in the strength and durability department. His supers are little different because he relies on missles instead of beams but still act the same way as regular War Machine. He also cannot be launched or knocked down and supers like Captain Storm or Maximum Spider won't work either. His artilery is different from War Machine because he doesn't have a Repulstor Blast that will keep people from juming in but that's what his launcher is for. His launcher, like War Machine's will send a missle flying up and knocking the opponent even on super jumping ones as well. <---------------------------------------------------------------------------> Basic moves Push Block:B+3P(while taking hit) This is a great counter move because it cuts down chip damage by about 80%. Some supers and helpers cannot be push blocked especially dashing helpers and supers like the Thousand Burst Kick. Do this everytime so you won't get cheaped to death. Dash:F,F This is another basic move with high priority because it allows you to get close to your opponent quicker giving them less time to counter. There is a down side to this and that is that everybody has a recovery delay. But there is another upside and that is that every character can air dash. Switch-hit:FP+RK This is a great move to use when your opponent has just pummeled you, so use this and switch off when your low on life. However this becomes predictable when used often. The player that comes in will pose for a while leaving them open for attack. Here are good times to use this technique: When you have just launched your opponent just hit FP+RK and the opponent won't be able to do a thing because it strikes them giving you time to set up. When your opponent is super jumping. Helper Attack:SP+FK This will call upon your helper. Each helper has special attributes that can make them comboable or just plain suck. The computer will select a helper for you each helper can be used a certain amount of times though so don't waste them. Try to save them for the end when your opponent is low on life, because most helpers will just do brilliant chip damage. Counter Attack:D,DB,B+HK+HP This move is very useful in certain cicumstances like your being comboed and your low on life, just do this motion and your partner comes in to attack back. But for me its hard to do because the joystick often won't move the way I want it to. But avoid using this because it takes away one level of super for a normal attack. Team-up:D,DF,F+HK+HP(Level 2) Ah!!! The most intimadating of all combos!! Your partner will come in and do his/her super combo doing heavy chipping damage. Duo-Attack Mode: D,DB,B+HP+HK(Level 3) This is by far the best thing added to the game. You can control both your partners and have unlimited supers for about 10 seconds, so chip away!! This does insane chip damage if you can pull of the motion enough times. Here's a tip: What you wanna do is go straight up to your opponent when doing this move and throw them!!! They can't do a thing but just block because your partner keeps throwing his super. The throw is unblockable as well!!! They should either get hit by the long beam super you pulled off or just get the throw damage. Do this often if you have Chun-Li,Ryu,or Shadow Lady because there supers come out extremely quick. Well if you don't want ot try that then just jump over them!!! Just don't forget to perform your super. <---------------------------------------------------------------------------> Beginners advance Ah the beginners section. You'll find some key ways to attack your opponent while taking as less damage as possible. First and most important lesson is: Block!!!! What I have found out on beginners is that they just don't block or forget to block. When your a beginner its best that you set your commands on EASY MODE. Yes it may sound corny and a little embarrassing at times, but that's how everybody starts out. This is a very bad disadvantage because this cause your chip damage intake to nearly double!!!And always set your speed at the opposite of your opponents. This causes some of their combos to misconnect do to your different speed variation. When playing against the computer use TURBO. You'll be able to move quicker with this mode and take less chipping damage!!!When players like to jump in alot just block high and then block low and then sweep them. Time is critical in this game as it is in all fighting games. When you have knocked your opponent on the ground its best that you kick while there on the ground!!! You'll get the extra hit without taking the extra damage. Another and last important note is to RAM THE BUTTONS!!! This way you'll get the most out of your super because this extends the time length of your super causing more damage as well as block damage. The characters I would use as a beginner are as follows: Ryu Chun-Li Captain Commando Mega Man These characters are all very easy to use for beginners especially MegaMan which you can play him like you would on a NES or SNES!!! Just charge for the mega buster!!! His projectiles are easy to do just hit FP!!! <---------------------------------------------------------------------------> Helpers This section is based on your third uncontrollable character which comes out and helps you set up supers like the Proton-Cannon!!!! Ouch!! I'll give an in-depth report on each helper and what I think is the best. The computer will automatically choose your helper unless you hit Start before selecting your 2nd character and entering the code for each character based upon on which you want to use for the battle. What I saw in other FAQs is that they lack the background information of each helper so I decided to read a few comics bring out some old games and took a look at some websites and even expanded the imagination a little bit to get you all an understanding of why the helpers are here. Please email me and thank me!!! Unknown Soldier: On the Forgotten World turmoil plagues all around and justice has no meaning. While one soldier of fortune aids his world to help bring peace back it must be averted because of Onslaught's wrath will destroy the Forgotten World killing its only hope for peace. He will come out quick and fire a gun that hits multiple times and will help you set up some beam supers. He does good chipping damage and cannot be pushed blocked. # of uses: 4 Code: LP Lou: This little guy is very powerful in his world because he can control and play with fire as he pleases, but only to serve the good. He has always considered peace over brute force, but when all else fails he will do what must be done. This little guy will throw 3 flaming arrows that does great chipping damage and if the opponent is up close to the helper he will get hit by the flames for more damage. Becareful when using him though he takes a sec to actually start shooting them, but there are gaps between arrows so most likely the opponent will get hit the second time. # of uses: 8 Code: MP King Arthur: I've never played the game before, but its a sure bet he's from Gouls n' Goblins. He once had to rescue a princess from a wrath of some guy, but has stumbled upon a portal created by the magic wizard Merlin and learned that the future of his world rest in his hands. He has somehow lost his enchanted Gold Armor and his powerful Holy sword which we all know it as Excalibur in the process of coming two thousand years to the future. So instead he is equipped with a much cheaper Silver armor and thanks to one of his buddy's he now aquires Holy(I hope I'm not sying this word too much and if so, sorry) lances to aid him in the fight against Onslaught. His royalty will come out quick and throws the first lance out fast and did I mention about the gaps between them? He throws 3 fireball strength Lances that does great damage as well as chipping damage. If he gets hit he loses his armor, but don't worry you can use him again. # of uses: 8 Code: LP+MP Saki: She came from Nigiirochou no Kisek and I have no idea what it means. I'm guessing she is on a hit cartoon series in Japan by Capcom. Sorry no background info on this one. She comes out with an electric gun that has great range and does good damage. She will leave the opponents stunned in the air leaving them open for a beam super. Fair block damage though. # of uses: 7 Code: HP Toon-Pooh: She is a member of Strider Hiryuu's Earth defense team and she will use her skills of Tai Kwon Do do defeat the wrath of Onslaught. When all else fails Toon-Pooh and Strider will come along and stop any maniac and that means Onslaught as well. Is one of the best characters to waste on keeping people away. She comes out and takes a little while to kick in a wide V shape that does incredible damage and chips nicely as well. But she has fair range so use this when the opponent is half-screen distance away. # of uses: 9(!!!) Code: LP+HP Devilot: I think she's from the same world as Jin Saotome, but I'm not sure. She has found Onslught's wrath will plague her world pretty soon after he's done with Earth. She will do anything possible to stop this menace even taking her own life, and with Devilot that's no idle threat! A gaint carousel(forgive the spelling) comes out and takes about 3 seconds to explode, and my opinion the worst helper. But its a great way to suprise jump-in players, but if you get hit, she'll just go away having you wasting a helper. The bright side to this is that its unblockable and does heavy damage. But I wouldn't pick her. # of uses: 5 Code: MP+HP Anita: Basically from the same dimension as Morrigan. However she doesn't feed on souls but her black magic would prove helpful in the fight against Onslaught as well. Comes out with objects like dolls, drawers, and mirrors flying aroung her after waiting about 2 seconds they fly at the opponent doing alot of block and normal damage. Most people would use it as a shield to use to get out of corner traps, but after 2 secs they come flying at them with good speed. But becareful when people jump over it(they'll com in for a combo and you'll have wasted your helper), but when they do that just use an anti-air move like Stars & Stripes or Ryu's Dragon Punch. # of uses: 5 Code: LP+MP+HP Pure & Fur: She and that little cat is currently the Capcom Mascot which she overrided Captain Commando. She is willing to help against Onslaught in anyway possible even if it means dropping Adamantium made giant dices!! She's not that bad at all compared to what other people have said. This works well against jump-in players or dashing players because it hits up to 5 times and does good damage and comes out rather fast. The chipping damage very heavy because I used her and the opponent got as much blocking damage as a Proton Cannon!. Basically use her as a defensive move. # of uses: 5 Code: LK Michelle Heart: Well I don't know much about her so there won't be a background info, but she is from the Wings of Ales. So could she be an angle? But she's here to help against Onslaught. Comes out quickly, but waits about 3/4 of a second and then fires up, straight, and down. It goes practically screen distance and will follow the opponents in the air even if they super jump!!! So use this to catch people super jumping. It does poor chipping damage as well. # of uses: 6 Code: LP+SK Thor: Thor, an extremely powerful Asgardian (and son of the ever powerful god, Odin) even stronger than Hulk is the God of Lightning. However on earth there is a Thor trainee of somewhat and the real Thor is unavailable. So this Thor trainee can actually shock and stun Onslaught. His powers are great but uncomparable compared to the actual Thor but still is incredibly powerful. Will basically come out gather lightning for a sec and fire the bolt high and will miss short players or ducking ones. The bright side to this is that it leaves the opponents stunned for about 1-2 secs so use this wisely!!! This does do fair chipping damage. #of uses: 8 Code: SK+MP Cyclops: When Cyclops was little he was always picked on because he was cursed with an uncontrollable Optic Blast that would pierce Adamantium and was often called a "mutie". Now as a leader of the X-Men and commander of the blue team he takes his power to lead the fight against Onslaught. Comes out and shoots a low beam that can hit up to 4 times for good block damage as well. If he connects(which most likely will not) use a beam super. # of uses: 7 Code: JP+SK+MP Magneto: Magneto, after being killed by Charles Xavier he is somewhat a part of him now giving him evil thoughts of destruction. His power of Magnetism will somewhat stun Onslaught, but how did he become a helper I thought he was dead remember? Floats in with an EM disrutor that will stun them. So use that beam super!!! Does low chip damage and comes out rather fast. # of uses: 7 Code: SK+HP Storm: Storm, after seeing her parents die a slow death in the dark she later could not save a little girl so she literally ripped her heart out. She did not start to see her powers grow until she was thirteen. She has always let nature do her stuff never to interfere with the weather. Now as Co leader of the X-Men and commander of the gold team her elemental powers are a big help in the destruction of Onslaught. Is one of the worst helpers in the game, not only is she slow but has poor range and chips away about 2% of your life. Once they get sucked in they will get hit 13 times that does poor damage, but will be unable to block as they come down. Try avoiding using her to often. But this will connect with a beam super. # of uses: 6 Code: LP+SK+HP Jubilee: Jubilee, once in the care of foster parents she now sides with X-Men. She now has the ability to control her powers thanks to Professor Xavier and she is willing to risk her life to stop the menacing Onslaught. Her powers act rather as a decoy then of help and will get the heroes to attack. Her powers are somewhat weak and are so weak that it won't even kill humans. So she has summed up all her bubble gum and firecracker power and now joins the fight of her life. She comes in and takes awhile to attack then lets loose her firecrackers going around through the screen hitting no more than 3 times, but most likely hitting twice. Then she blows a bubble from her gum and then leaves. Oh yeah the chip damage is poor. # of uses: 8 Code: SK+MP+HP Rogue: Rogue, once lived a noraml life but recently she had absorbed her boyfriend Cody's strength leaving him unconcious for a while. She was then asked to help her mother Mystique a Shapeshifter to help bring down Ms. Marvel, the super hero who was sent to stop Mystique. Not knowing that she would gain the powers of Ms. Marvel pernamently she absorbed her powers and her deadly thoughts that would overcome her consious and make her go insane sometimes, but that battle is long over with the help of Psylocke, Jean Grey and Professor X and she now sides with the X-Men taking on the almighty Onslaught! Will come out quickly at an angle and hit up diagonally hitting multiple times doing good damage and block damage. Just like Toon-Pooh, just use as a keep away character. # of uses: 7 Code: JP+MP+HP+SK Psylocke: Psylocke, once called Britain's most beautiful woman called it quits on the model carrer because she was telepath or in other words a mutant. She had her eyes clawed out but were replaced by mechanical eyes by the help of Mojo. She has had a major make over making her look more oriental than british because Mojo wanted her to fit in like an Asian to help aquire the rings from the Mandarin. She now joins sides with the X-Men along with the help of other heroes. Her help will be sorely needed in the fight against Onslaught because of her Ninja like abilities she aquired from Kwannon. Will do a weaker version of the Psi-Thrust super that goes the screen length and comes out rather fast and does good damage and will most likely combo a beam super. It does great chipping damage is good as well, but most likely people will tend to jump over it so don't use it too often unless you are sure it'll connect. But still is one of the best helpers in the game. She will nullify projectiles and still hit the opponent. She cannot be push blocked as well and will push the character away out of traps. # of uses: 5 Code: MK Collosus: Collosus, with his trusted friend Zangief he too will help the fight against Onslaught. A long time ago the military released a deadly soldier called Omega Red which had the ability to give anyone the Omega Virus. After is narrow victory he has sided with the X-Men nad will take down Onslaught by hiimself if he has too because he poses a threat to his sister Illiana. He will come out extremely quick filling up the screen and tackel his opponent and will set up nicely for any beam super. He will nullify projectiles as well and push away the character out of corner traps. In my opinion the best helper. # of uses: 5 Code: MK+MP+JP Iceman: Iceman, once partner to Spider Man and Firestar but has found his way to Professor X's school for the gifted and talented mutants. His ability to use the subzero department of water will be sorely needed against Onslaught. He will come out rather fast and drop icicles on top of you doing good normal and block damage. He plays well in the keep away catagory as well. Use him sparingly though cause most people block it. He good if used against Onslaught though. # of uses: 4 Code: MP+FK Juggernaut: Juggernaut, the half-brother of Charles Xavier is a mutant hater. The X-Men has once saved his life by restoring his power, and has not attack the X-Men ever since. He pays back the X-Men by helping them defeat the wrath of Onslaught because Onslaught is a huge threat to him while messing with his head. He does a weaker version of the Juggernaut-Headbutt. He comes out quick and does good block and normal damage and is easy to combo with a beam super. One of the best helpers as well. He will also push your opponent away as well. # of uses: 3 Code: JP+FK U.S. Agent: Steve Rogers a scrawny little runt who was no help to his country in WWII but he decided to be a Guinea Pig for a super soldier formula. This was also given to Spidey's partner the Black Cat. The formula has been upgraded somewhat and U.S. Agent has gained a strength stroner than Captain America and the speed of up to a hundred twenty miles per hour. He is now a current member of the Avengers West Coast and will do anything he can to help out. Its a shame he wan's a useable cahracter in this game cause I be the first one to pick him up. Well some of you know him from the comics and others from MSHSF. He is quicker and stronger than CAP A. in MSHSF, not only that but he can combo better as well but a little bit weaker on the durability side. But in this game he's a helper and does a charging star all the way across the screen. This move will push away opponents eat fireballs and hit multiple times and do heavy block damage. He fills up half the screen and most likely players will not be able to jump over him in time and did I mention he cannot be pushed blocked? By far the 3rd best helper in the game. # of uses: 5 Code: FP+MK Shadow: A long time ago Guile and Charlie served in the military mission to stop Bison, but Charlie and Guile were captured but Guile and Charlie managed to escape. But Charlie soon later died in the jungles, leaving Guile with a trail of Vengence. Somehow M.Bison has made a Cyborg clone of Charlie(it also happened the same way with Shadow Lady) and is out now to do Bison's evil bidding. Although its only a cyborg Bison is rapidly losing control of it and Shadow has become, day by day a little more like Charlie. Charlie has been transformed to a shadow by the evil Bison and comes out doing a toned down version of the Shadow Justice Super from XSF. By far he is the strongest helper doing practically a half damage of most beam supers and hits multiple times. 9 hits is the max I think, but it'll rise them in the air and knock them down unable to block so use your beam super to do heavy damage. After that he poses then leaves. He has poor range though and does fair chip damage. # of uses: 3 Code: JP+FK+HP Sentinel: The X-Men's prime enemy and Onslaught's smallest threat. These mutant hunting robots will seek out and destroy any living mutant, but now thanks to Henry Macoy they have been reprogramed to be used in battle but only manage to capture four of them, pretty cheesy huh? But how else would Gambit and Wolverine use them? They just won't willingly help them would they? Onslaught has also gained help from Master Mold and can use an unlimited amount of them. A 20-foot high moving wall comes at you doing heavy block damage while missiles fly at you as well. He moves a bit slower than Collosus but comes out just as fast. He pushes your opponent back and will sometimes take some damage of a beam super, pretty nifty huh? The 4th best helper in the game. I'm not saying he's that bad its just that you can't use him as much as Collosus or Psylocke. # of uses: 4 Code: JP+MP+FK <---------------------------------------------------------------------------> Most combos are courtesy of Migs Rustia: squatter@iconn.com.ph <---------------------------------------------------------------------------> Note: Most combos require you to dash after the first jumping hit, if you have trouble doing that(like me) just make your hits deep, at least that works for me. That way you don't lose any distance from your opponent as opposed to not dashing. Combos: Legend Well basically people who have difficulty doing comboes might want to start here. All you do is just follow the button patterns sorta like a 1,2,3 method. Examples are shown at the bottom. This is called a magic series because it chains very easily almost like magic!. Zigzag - All six buttons can be chained into a single zigzag combo. ex. Jab, Short, Strong, Forward, Fierce, Roundhouse Stronger- Three hits can be chained from weak to strongest. ex. Short, Forward, Roundhouse Weak Start- Only one weak punch/kick into a stronger punch/kick. ex. Jab, Fierce None- No series. The biggest chain is a single hit into a special move. This chart down here indicates what I'm saying during combo notations. , is used to indicate normal move chaining --> indicates Special Move cancellation /\ indicates that you cancel the current move with a Super Jump \/ indicates that you land after the last move and continue on the ground S. stands for standing C. stands for crouching DN. stands for holding down on the controller while attacking during a jump UP. stands for holding up on the controller while attacking during a jump T. stands for holding towards on the controller (direction you are facing) J. stands for jumping SJ. stands for Super Jumping D. stands for Dashing before performing the move AD. stands for Air Dashing F. stands for Flying (OTG) means this will hit opponent off the ground (FS) means that the move you just did initiated the Flying Screen AC - Air Combo AC Finisher - A move that will end an air combo by initiating the FS All moves shown at the bottom are from the left side, if you are on the right side just switch the motion of the joystick. You can get more hit out of comboes by basically using the weaker punches/kicks but they do less damage then there stronger counterparts. <---------------------------------------------------------------------------> Not much is known about Ryu's past but the fact that he does live for the fight and he never lets his skills deteriorate because of his constant training to perfection. He has grown up training with Ken learning the good side of Shatoken Karate. He takes little damage and his has good strength. His speed is good as well but Ken is a little fast. He too can combo all of his supers as well. Quotes - "Power, determination and skill decide the victory." - "Don't be so reckless, you must focus on the fight!"' - "Not bad. Don't restrain yourself next time!" - "I hope you have learned well from our battle." - "Train yourself well, then challenge me again." - "Fight your absolute best, or don't fight at all!" - "You must believe you can win, in order to win!" Strategies Well basically keep away from him because he will combo you to death although he would not be classified as a combo character his attacks are strong and the CPU plays him well. There is a small note and that is that Ken's Jumping Fierce is one of the most dominating moves in the game. It'll beat out or at least trade hits with any standing attack. Ryu's is a little less effective, so keep that in mind. Ryu: Hadoken: D,DF,F+P This is basically the best projectile in the game. It has good width and damage and should be used often. The punch used determines the speed of the fireball. He can do 2 of them in a row but not at the same height. Use this in the air while an opponent is dumb enough to do a beam while your in the air to slow you down and doing this long enough you should avoid block damage. Tatsumaki-Senpuukyaku: D,DB,B+K This is Ryu's hurricane kick and will hit no more than 2 times. This is a very powerful kick that will sometimes strike(I mean it will fling 'em across the screen) an opponent. Watch for the recovery delay. Shoryuken: F,D,DF+P This is one of the best moves in the game simply because its counters air attacks and does good damage. Supers: Shinku Hadoken: D,DF,F+2P This is one of the best supers in the game not only that it can be done in the air it does good damage as well. This is a poor chipper though. The average hits you can get is about 17-20 hits. I once ram the buttons and got 27 hits out with this alone and this also doubles the chipping damage as well. This can be done in the air as well. Ryu recovers very fast from this so don't worry. Shinku Tatsumaki Senpukyaku: D,DB,B+2K One of the most feared supers in the game. Ryu starts of a hyper Tatsumaki- Senpuukyaku creating a huge vortex that brings in the opponent doing heavy chipping damage. The first hit does insane damage while the rest do little so ram those buttons and see if you can get 30 hits like I did once. Becareful of the recovery delay though. Shin Shoryuken: F,D,DF+2P Boy this move is hard to do because it basically screws up what you want to do. Why couldn't they have made it like this: D,DF,F+3K ? When people try this move they end up doing the Shinku Hadoken after they launch somebody. But this is the strongest super in Ryu's arsenal and will hit 7 times off his launcher and will hit 3 times off the ground. Shatoken Switch: F,DF,D,DB,B+P The jab turn's Ryu back to Ryu if you have already turned into another player. The strong turns Ryu into Ken there for obtaining his moves, but Ken's Hadoken has nearly quadrupled in size since XSF and the distance is cut in half, but his defense power has weakened. The fierce turn's Ryu into Evil Ryu having all the moves of Akuma. Akuma's Hadoken is the best out of all three because it comes down diagonally when in the air and goes faster than Ryu's. But beware he takes hits like he was being hit by a truck but his strength has went up a little. Ken Mode Ken's huge ego has reminded every single one of his opponents that he is the greatest fighter in the world and that ego led to a brutal beating courtesy of Akuma. Recent years Ken would spend time on the beach with his Girlfriend Elisa and would let his skills deteriorate. Only a match with Ryu has rekindled his spirit to fight in the World Warrior Tournament. That is long gone now and an even bigger threat than Akuma lies awake, the wrath of Onslaught! After Ken's humiliating defeat he was forced to stay in the hospital to heal his wounds which would take weeks, but before that him and Ryu have been training together and Ryu has learned and mastered the forms of the Shatoken Hiryuu Fist and now takes on Onslaught with the help of other heroes and street fighters like Chun- Li and Zangief. Ken takes hits worst then Ryu so becareful not to do anything stupid. He can combo all of his supers and has better speed than Ryu. Strategies Well you can't play well in the keep away catagory because Ken is no keep away character. He takes hits worst than Ryu so be on the offensive on him but try not to jump in while he has a super charged up. Don't forget to use his Shinryuken to counter those other Shoryu Reppas or missed Dragon punches. Hadoken: D,DF,F+P This is basically the same as Ryu's but one important flaw should be mentioned and that is that it goes only half-screen distance!!! So its useless as keep away. While in the air it goes down a 60 degree angle. Tatsumaki-Senpuukyaku: D,DB,B+K This move is a little different from Ryu's because it hits up to 5 times while rising the opponent in the air and then finishes with an axe kick that knocks them down. Its a bit risky to do if you haven't connected with a roundhouse because Ken will sorta fly up leaving him vulnerable to attack so don't get to predictable with this move. Ramming the button only brings you one extra hit so start ramming. Shoryuken: F,D,DF+P The 2nd best anti-air move in the game(second only to CapCom's Captain Corridor)!!! This is the strongest non-super anti air move you can have because its hits multiple times and does a huge amount of damage!!! This can be done in the air as an AC finisher as well. Supers Shoryu Reppa: D,DF,F+2P This is one of my favorite moves in the game!!! Ken is immune to hits during start up and will do alot of block damage if up close. This move can be chained easily into a combo for some heavy damage. If you do manage to get up close you will be able to get 12 hits. This move should be used often because it just does tremendous block damage when up close so you can kill those pesky people who just block all day. If Ken misses then he will be left in the air unable to block so watch out. Shinryuken:D,DF,F+2K An excellent anti-air move because it has full verticle range and will do heavy damage if connected. Did I mention that this move chips extremely well? Well it doesn't it chips fairly like a regular Shinku Hadoken. This super can be set up by his launcher. Basically Ken does a giant Dragon Punch that leaves his opponent engulf in flames. Ramming the button works very nicely as well. If Ken misses he will be left up in the air unable to block. Shippu Jinrai Kyaku: F,D,DF+2P This move is great for punishing mistakes because it comes out fast and does good damage. Its similar to Chun-Li's Thousand Burst Kick but doesn't hit as much but does equal damage. The chipping damage is great and once connected Ken will rise the opponent and finishes them off with an axe kick. The recovery time can only be countered by something quick like a Shinku Hadoken and nothing else so the recovery time is marvelous unless your playing against Ryu. Shatoken Switch:F,DF,D,DB,B+P You know same drill just read above because I'm too lasy to type this out again. Akuma Mode Akuma has tracked down Ryu and Ken and has sworn to destroy them both in combat. After defeating Ken, Ryu has sworn to avenge Ken's defeat and Akuma finds Ryu in a forest and has set where he has wanted to see Ryu's defeat. Ryu was not forced to use Evil Shatoken techniques but his victory did not come easy. After the defeat of Akuma Ryu left him on the shores of water as he sailed off finding an isolated island. Ryu has learned to use Akuma's Techniques but uses them for good not evil. So basically this is Ryu but in a different form. This mode allows Ryu to use any moves Akuma has at his disposal. Strategies Akuma will most likely play keep away all day with you. Don't try fighting against his keep away skills because he is able to throw several in a row. Only Megaman will beat him out. He doesn't take hits well so always be on the offensive with him no matter what and wait until he throws a fireball because he has the worst recovery time in the game. When you see a level three on him back up and use a helper to keep him away because you'll get pounded by his raging demon. Gou Hadoken: D,DF,F+P This is best fireball from the 3 because it goes a little faster than Ryu's with the same width and it comes down diagonaaly like Ken's. He has the ability to throw 2 in a row making him a great keep away character. But he doesn't stand a chance if he's going against Megaman because Mega has the ability to throw several in a row while charging his Mega Buster. Gou Shoryuken: F,D,DF+P This is basically the same as Ken's but alot weaker. It has less horizontal range then Ken's but will do just as well as an anti-air defender. Gou Tatsumaki-Senpuukyaku:D,DB,B+K This, in my opinion is the second best from the three other than Ken's of course. Fields of electricity comes flying from his feet knocking the opponent 5 times doing good damage. This does not have the recovery time that Ken's or Ryu's does but is the weakest of all three. Diving Demon Kick: D,DF,F+K(air) This move will hit the opponent multiple times and has little recovery lag. Ryu comes down at a 60 degree angle extremely fast doing good damage. Demon Slide: F,D,DF+3P or 3K This is a great move to get out of corner traps because Ryu slides across the floor through his opponent while not hitting them at all. The punch buttons goes 3/4 screen distance while the kicks go 1/3 screen distance. Supers Messatsu Gou Shoryu: D,DF,F+2P This has the same properties of the Shoryu Reppa doing heavy block damage and comboes easily. Tenma Gou Zankyu: D,DF,F+2P(air) Ryu sets up and fires 36-40 Gou Hadokens at his opponent doing absolutely tremendous block damage. Not all the fireballs connect though that's why he fires so many. It comes down a 60 degree angle so it won't go horizontal very well. So capitalize on this move and hit Ryu with an air Shinku Hadoken teaching him never to use it again. The Legion, Captain Sword, Big Bang Laser, Proton Cannon, Hyper Roll&Megaman, Rush Drill,Soul Eraser, and Siberian Blizzard are all great ways to counter for his mistake. The Siberian Blizzard and the Shinryuken you must be directly under Ryu for this to connect fully. Messatsu Gou Hado: D,DB,B+2P This is basically the same as the Shinku Hadoken but it last in about a second and does very little chip damage, but same normal damage. It'll leave him a little more vulnerable than reular Ryu though. Shun Goku Satsu: JP,JP,F,FK,FP(Level 3) This move is great because its unblockable and comes out just as fast as the Captain Storm. It loses the opponent half their life so don't depend on this giving you victories because the damage it does is not worth 3 levels of super. Basically Ryu comes at you, catches you and pummels you while the screen goes dark as a Chinese letter appears in the background. Combos Ground Magic: Stronger Air Magic: Stronger Super Jump Magic: ZigZag Strikes: None Knockdowns: C.Roundhouse Air Launchers: C.Fierce AC Finishers: Fierce, Roundhouse, Hadoken, Hurricane Kick, Strong Air Throw, Shinkuu Hadoken(Ryu), Dragon Punch(Ken), Tenma Gou Zankyu(Akuma) Universal Combos 1) D.C.Short --> Hadoken 2) D.C.Fierce --> Shoryuken 3) D.C.Short --> Tatsumaki-Senpukyaku 4) D.S.Short, S.Fierce --> Hadoken 4) J.Roundhouse \/ C.Short, C.Forward --> Hadoken 5) D.S.Short, S.Forward, S.Roundhouse 6) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong --> AC Finisher 7) J.Roundhouse \/ C.Foward --> Hadoken Ryu: 1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG) 2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super Cancel the Fierce immediately with the Shinkuu and the opponent will be unable to block it! For the team super version, have a partner that can back it up for maximum damage! 3) Helper Attack --> Shinkuu Hadoken or Team Super Have a helper that'll keep the opponent stunned long enough for the beam to connect someone like Collosus or Thor. 3) D.C.Short, C.Fierce --> Shin Shoryuken Just make sure you pull off the super immediately. 4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku After the air Shin Shoryuken, the opponent will fall to the ground, unable to block, just relaunch and repeat! You can finish up with a third Shin Shoryuken or an air combo. 5) C.Strong, Hop Kick --> Repeat This is his infinate combo! If you have any questions contact Solid Snake at spidey_5@hotmail.com Thanks to Solid Snake for this combo!!! Ken: 1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super 2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken 3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super 4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS) 5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick to connect. 6) J.Fierce, \/ S.Fierce --> Shoryu Reppa This move is done extremely easily and you won't need to dash because you'll still pound out all the hits just be sure to cancel quickly. 7) D.S.Jab, S.Strong, C.Fierce, --> Shinryuken This move is done very easily as well because the launcher sets them up perfectly for the "God Dragon Fist" to connect. 8) J.Roundhouse, C.Short, C.Foward, C.Fierce, --> Shinryuken Don't worry I tried it and it works very well, plus you'll look like a true expert just be sure to cancel quickly. Akuma: 1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane The classic Akuma hurricane OTG. Just learn the timing and hit em as soon as you land from the first one. 2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super Same idea as the Shinkuu Hadoken combo for Ryu mode. 3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu 4) J.Strong \/ D.S.Jab, S.Jab, F, S.Short, S.Fierce 5) C.Roundhouse, Raging Demon Another Raging Demon setup. Make sure to start the demon just as they're getting up so that they won't expect it and jump away. <---------------------------------------------------------------------------> When she was just a little girl M.Bison murdered her father. Since then she has been sworn to avenge her father's death training her whole life. She tracks down Bison only to be narrowly defeated. She then trains with Interpol learning about Bison's whereabouts and gaining some new moves on the way. Bison's savage can wait, for now lies an even bigger threat, the threat of Onslaught! During the battle, Bison follows her while not infering with the battle in anyway. After the defeat of Onslaught he tries to capture her and use her for evil but then an old friend of Guile comes to the rescue, proving that the Shadowloo cannot over come the human heart. Chun-Li has huge throw priority and an amazing chipping super along with the lightning kicks. She is an excellent combo character and is the most deadliest when mastered. Quotes - "Look at me again and I'll hit you even harder!" - "You underestimated me. That's why you lost." - "You underestimated me! Enjoy your defeat!" - "I'd fight you again if I thought you had a chance." - "I thought you liked the rough stuff?" - "You aren't the hero you make yourself out to be." - "You have wasted enough of my time! Later, loser!" - "I guess I overdid it again!" - "I hope I didn't hurt your ego too badly...... Oops!" - "Fighting isn't the only thing I'll best you at!" Strategies Well you should first off keep her away because most of her moves will do heavy chip damage especially the Lightning Kick. She takes hits as well as Ryu so don't expect her to be as easy as Akuma. Play keep away all day and that shouldn't be a problem. Chun-Li: Mini-Kikosho: F+P This is a great anti air attack and will hit multiple times and has no recovery delay and will nullify incoming fireballs. Great for combos. Neck-Braker: F+RK This is a great move cause opponents will get crossed up and won't know which way to block. Kioken: B,DB,D,DF,F+P This fireball is too slow and too hard to do on a joystick and should not be used often. It is a very poor keep awayer. Rising Bird Kick: F,D,DF+K This moves does very good damage and it lifts the opponent in the air. It hits no more than 5 times, and watch out if it misses cause the recovery delay is fair though but don't rely on it too much. Lightning Kick: Push K rapidly This is one of the best moves Chun-Li has at her disposal because its chips like crazy and it pushes the opponents away and has low recovery time. The hits do just a little more damage than the chipping damage so it doesn't matter if they block it. Remember in SSF2 when this move just did way too much damage? Well if you noticed its been toned down drastically. Axe Kick: F,DF,D,DB,B+K This move does alot of damage and will knock out anybody who decides to block low. Supers: Kikosho: D,DF,F+2P This is a great move that does tremendous chipping damage. If you just let this thing it you'll notice that it only hits 9 times but if you ram the buttons you should get at least 13 hits. It does incredible damage because the opponent is sucked into the giant energy ball and into the core where the energy forms. If you have a helper like Collosus or Juggernaut then quickly pull this move before they reach the opponent and you'll actually get a few more hits from your helper because it pulls your helper in causing them to slow down!!! But they still do the same damage. If your really close to an opponent pull this move off quickly because the opponent are ready inside the core and don't forget to ram those buttons, plus with your aided helper attack you can throw away up 40% of there life!!! Senretsu Kyaku: D,DF,F+2K Remember this move from way early in SSF2T? Well its here as well and it does good damage and if you ram the buttons you can get up to twice as many hits!!! I call it the Thousand Burst Kick. Chun-Li starts up and rushes at your opponent with a series of kicks that will do alot of damage. Ramming the buttons works extremely well with this super and it will chip nicely. If the opponent blocks then Chun-Li will finish in her standing Roundhouse pose for a long time. Hazan Tenshou Kyaku: F,D,DF+2K This is the super version of the rising bird kick and does trmendous damage and will combo right after her standing RK. If missed she will be left in the air in a pose unable to block so watch out. Shichisei Senkuu Kyaku : D,DF,F+2K(in air) This is one of the coolest looking supers in the game!!! Once she connects the screen will start to turn black with 5 chinese letters appearing with 50% of there life bar gone!!! You only need one level of super for this!!! But it does no block damage. Combos: Ground Magic: Stronger Air Magic: Stronger Super Jump Magic: ZigZag Strikes: None Knockdowns: C.Roundhouse Air Launcher: S.Roundhouse AC Finishers: Fierce, Roundhouse Lightning Legs, Strong Air Throw 1) C.Short, C.Roundhouse --> Lightning Kick(OTG) Simple combo, just start ramming on a kick button as soon as you knock em down. 2) C.Short, C.Roundhouse --> Kikosho(OTG) 3) J.Fierce \/ C.Short --> Rising Bird Kick 4) J.Roundhouse --> Lightning Kick After the J.Roundhouse connects, ram on the button and hopefully, you'll hit em while you're still in the air. 5) D.C.Forward, C.Fierce --> Senretsu Kyaku This combo is Chun-Li's bread and butter. Master it and you'll be whooping the floor with your opponents. 6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku The Launcher will set them up perfectly for the Hazan Tenshou Kyaku. Just be quick about cancelling into it. 7) D.S.Short, S.Forward --> Hazan Tenshou Kyaku 8) Helper Attack --> Senretsu Kyaku or Shichisei Senkuu Kyaku Collosus, Psylocke, Juggernaut, Sentinel, Thor and Saki are the preferrable helpers to use when you wanna use the Senretsu Kyaku. Rogue and Shadow are the best to use for connecting the Shichisei Senkuu Kyaku 9) Stomp Kick, J.Roundhouse --> Air Lightning Legs 10) D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG) This combo is kind of risky because sometimes, the super knocks them upward to safety. Cancel immediately for the best effect. 11) S.Short, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku A variation on Chun Li's bread and butter combo. This one requires her to be way up close to her opponent to connect. Harder Combos 1) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Chun Li's basic AC. The jump in is very confusing and they'll end up blocking the wrong way. You can skip it if you want, but it really helps her set up the combo. 2) Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --> SJ.Jab, SJ.Short --> Shichisei Senkuu Kyaku You must be very, very fast when canceling into the Air Super. If it's a split second too slow, she'll miss. 3) AD.J.Short, J.Forward, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Senretsu Kyaku You must be close to the ground when doing the air dash. As soon as you're near enough, pull off the air chain and immediately go into the ground chain as you land. 4) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick, --> AC Finisher 5) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick, Stomp Kick --> Lightning Legs This is a combo that Silver Sage calls the Razor Wind. After the SJ.Short, do Chun Li's Stomp kick twice. Keep hitting the kick button and she'll do the lightning legs. 6) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short --> Sichisei Senkuu Kyaku This is harder to pull off than the regular Sichisei Senku Kykau air combo, but it does more damage and is flashier. 7) In Corner: C.Short, C.Forward --> Hazan Tenshou Kyaku \/ Kikosho Ouch! This may not work on heavier characters. Immediately do the Kikosho after you land and they should fall into it. 8) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher This is an awesome air combo for Chun Li. Immediately restart the AC after the stomp kick or Chun Li will bounce away from her opponent. 9) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse -- > Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher She can OTG and then launch because at no time is an AC Finisher pulled off except for at the end of the combo. 10) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse - -> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short --> Shichisei Senkuu Kyaku This combo is just for show. Why? Well chances are, if they survive the two Hazan Tenshou Kyaku's they'll only have a few pixels of life left. You'll actually be lucky if they survive long enough for the air super to connect! 11) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick etc. etc. Would you believe that Chun Li has an infinite? This combo is quite hard to do because of the rhythym and the fact that Chun Li and her victim fly off the screen. Get the timing down to do it infinitely. 12) J.Roundhouse, \/ D.S.Short, S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong --> Shichisei Senkuu Kyaku This move is great because its not that hard to pull off, but I think there is a pause motion in this, but I forgot where. Sorry. <---------------------------------------------------------------------------> Captain America will do just anything for his country and he believes that all men are created equal no matter what and anyone who decides to abuse the power of the Declaration of Independence will get crushed. That has led him to the battle against Onslaught who is against the Bill of Rights. For a guy this strong Captain America is an unbelievable combo character, in fact he is the only one with combos that will do the most damage no other player comes close. When Cap A. loses his shield he becomes an even deadlier combo character making him a superior combo character. When he loses his shield he loses durability and strength, but can combo all his supers so keep that in mind when playing him. Quotes - "I fight loudly for those with no voice." - "It only takes one man to make the difference." - "For Truth, Justice, and the American Way!" - "What is your sense of patriotism? Stand up!" - "Believe your country, but believe in yourself!" - "Rest well, soldier. The time is yours." - "Victory is yours if you believe in yourself." Strategies Well you should stay away from him as much as possible because his charging star will eat your projectiles and pummel you. His shield slash plays well against your projectiles so don't expect to win much battles with this guy because he is simply one of the toughest characters in the game. Have a dashing helper and use your beam super. He takes all beam supers extremely well and will most likely take 6 Shinku Hadokens w/helper attack before he's dead but hey it works. Just a small note: when he loses his shield he gains incredible speed and ability to combo his supers, but he loses range and 40% durability. He lacks in speed with his shield so use that to your advantage. Captain America Shield Slash: D,DF,F+P Use the JP to hit the opponent low usually after you've knock them down. Use the SP to go straight in the head. Use the FP to use as an anti-air attack. These all go the same speed and all have the same strength. Stars & Stripes: F,D,DF+P The punch determines the height and recovery of the move. This is like the Shoryken, but Captain America style. Great anti-air defender and should be used over the shield slash. Charging Star: D,DF,F+K This is one of the best moves in the game because it eats fireballs and can still knock your opponents as well. It does great chipping damage as well. Cartwheel: F,DF,D,DB,B+P This is very useful becuase he's invincible while doing this and will go behind the opponent and through all attacks, but I'm not sure about supers though. Supers: Final Justice: D+DF+F+2P This is one of the coolest looking supers in the game. Cap A. rushes at you with a uppercut while yelling out "Final Justice!" (pretty cool huh?)that has you falling down on your head but before you can hit the ground he hits you with a 7 hit combo then launches you up and Cap A. comes up and does a tremendously powerful suplex that loses 15% of your life alone with an explosion. It is visually impressive and does alot of damage taking away 35% of your life. Ramming the buttons don't work though because its one of them all or nothing supers and it hits 10 times. This however will go through fireballs during start up. This does not work on Mechanized Zangief though and it will not catch opponents in the air. Truly the coolest looking super in the game. I say this all the time but this time I mean it, I just simply love using it whenever I get the chance. Very hard to combo off of though. Watch for the recovery time though its horrible and it does no block damage. Hyper Stars & Stripes: F,D,DF+2P Captain America does this move exactly like Ken's Shoryu Reppa, but looks cooler and is stronger. This is probably as strong as the Final Justice if not stronger. Once again this move cannot be made stronger buy ramming the buttons. This works better if Cap A. has no shield. This is Cap's super that has the less recovery time but it leaves him in the air a long time. When your up close to your opponent this will chip like crazy even more than the Rush Drill! Hyper Charging Star: D,DF,F+2K The hyper version of his Charging star will eat other beam supers but will not hit after that. Cap rushes at his opponent with a huge energy forming around his shield and does alot of damage. However this is an extremely poor chipper and probably his the best super to use with a dashing helper. But watch for the recovery time as well. Combos Ground Magic: Stronger Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.Fierce Knockdowns: C.Roundhouse Air Launchers: C.Fierce, S.Strong AC Finishers: Fierce, Roundhouse Shield Slash, Strong Air Throw 1) C.Roundhouse --> Charging Star(OTG) 2) D.S.Short, S.Forward, S.Fierce 3) J.Roundhouse --> Jab-Air Shield Slash A simple combo, just throw the Shield as soon as the kick connects and tag em while they're still reeling. 4) Helper Attack, Final Justice! Call in your helper, then pull off a Final Justice while they're trying to hit the helper. Either that or you could actually let the helper attack connect and if you're lucky, the Final Justice will connect after it. 5) J.Fierce \/ C.Short, C.Roundhouse --> Jab-Shield Slash(OTG) This is one of Cap's most effective combos. The Jab Shield Slash will always combo off of the knockdown as long as your opponent does not roll. 6) D.C.Short, C.Forward, S.Roundhouse --> any special or super move Cap's S.Roundhouse is simply awesome. It sets up all of his supers and all of his special moves. Whichever one you want to pull off is up to you and your skills. 7) In corner: Hyper Charging Star --> Hyper Stars & Stripes Can anybody say major headache? Just make sure you cancel quickly. This will only work while your opponent is in the corner and don't worry I tried this myself by accident and people were awed! This really works because your opponent will be pinned to the wall for the longest time, if they're on the ground or close to it, use the Final Justice, this even works with the shield! If you don't have any levels of supers after the Hyper Charging Star just use his regular Stars & Stripes. 8) D.Short, S.Short, S.Roundhouse --> Final Justice This works completely with the shield. His S.Roundhouse is awsome! It stuns the opponent for any super to connect but to connect with the Final Justice? Yes it will do that. You must cancel quickly or it will be blocked. Harder Combos 1) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher Cap's standard air combo. Skip the SJ.Forward cause it'll mess it up. 2) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce --> Jab- Shield Slash The Shield Slash will usually get blocked, but it's unavoidable and will do chipping damage. 3) J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Helper Attack --> Final Justice The only helpers that'll work in this situation are Juggernaut and Sentinel. Try to be in the corner when doing this combo so that the helper reaches your opponent before they get up. 4) Lose Shield, D.S.Short, S.Fierce --> Any Super Try doing a Fierce Shield Slash and then dashing to your opponent to lose your Shield. Without it, Cap's S.Fierce will act like Ryu's S.Fierce, stunning the opponent long enough to hit em with a super. 5) J.Jab, J.Strong \/ D.S.Short, S.Forward --> Hyper Stars & Stripes or Team Super Cap's easiest setup for a super or team super when he has a Shield. Use this whenever you get a chance. 6) J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars & Stripes(OTG) A tricky combo cause the sweep is often hard to set up and it can be rolled out of. It's mostly for show cause it doesn't do as much damage as the other Stars & Stripes combo. 7) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Strong, SJ.Forward --> AC Finisher Another tricky showoff combo for Cap! It does a little more damage than the standard AC but it's a lot harder to pull off. You've gotta hit em with the Jab three times and then double jump. Continue on with the AC afterwards. 8) J.Jab, J.Strong \/ C.Fierce, SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse Yes you can pull off his Roundhouse after the Fierce, just like it did in MSH. <---------------------------------------------------------------------------> During the 30th anniversary issue of Iron Man issue Tony Starks had a bad heart and was forced to use the NTU-150 Series Neuromimetic Telepresence Unit to stop the deadly robots who were on a dealy ramage. However the robots have found James Rhodes, but Iron Man comes to his rescue and reliazes he cannot be Iron Man everywhere and he decides to make another armor for Rhodes and is a better improvement of the last one giving him massive firepower. He is now a member of The Avengers West Coast and now helps deal out his missles on the brute maniac Onslaught. War Machine is very manuverable in this game and his hits do alot of damage and his durablity is very strong in the rankings. He also can fly for a long time and has good speed. So is there a weakness to him? Yes he cannot combo his Proton Cannon which takes for ever to start up and forever to put back in his shoulder, his attacks have a huge recovery time as well. Quotes - "No, not Iron Man; War Machine!" - "You can chalk up that loss to experience!" - "Not even a scratch on the surface." - "Barely had to dip into my bag of high-tech tricks!" - "Superior technology triumphs once again." - "Repulsors are primed and ready for more action!" Strategies Keep away is useless on this guy because he's a finest at it too. But whenever you see a Proton Cannon coming up quickly use a beam super like Hyper Megaman or a Shinku Hadoken so catch him before he ever brings out his bad ass cannon. He his really a fustrating character because he so balanced out with high rate. But poke and block will win with this guy because his War Destroyer will do heavy damage so watch out. Have a dashing character and use your beam super. War Machine Missle Blast: D+P War Machine will fire one single missle at high speeds that will cancel fireballs but won't do very much chipping damage. There is one huge default in this though and that is that War Machine waits until it connects and then has time to block. Shoulder Cannon: D,DF,F+P This is a good move that will hit multiple times and does great block damage and remember the recovery delay if you use Fierce cause its horrible!!! Try using Jab more often then Fierce. Low Shoulder Cannon: D,DF,F+K This is the low version of the Shoulder Canon and will hit people too short or just blocks low alot. Repulsor Blast: F,DF,D,DB,B+P This is a great anti-air move because it juggles them in the air and will hit multiple times, but most likely not set up for the War Destroyer because it knocks 'em down. Can also be used on dashing opponents as well. Smart Bombs: JP+MK This is a great move that does good damage as well as block damage. Its also easy to do and can be done in the air as well. The distance is half screen and has fair recovery time. Rocket Boosters: D,DB,B+3K This will have him flying in the air, so this is useful for people who have ground supers like Captain America. While your in the air hit JP+MK and watch the life chip away. But be very careful because he cannot block!!! Supers: Proto Cannon: D,DF,F+2P This is a very powerful weapon that does tremendous damage. The problem is that it takes far to long to start up and anybody should be able to counter with a beam super when he brings this cannon up. This cannon however will hit the opponent into the beam if they happen to touch it without blocking. This cannon will do alot of chipping damage. War Destroyer: D,DF,F+2K This is the super that should be used often because it will follow the opponents and it inflicts good block damage. The recovery time is better than the proto cannon though so use this on jumping opponents or super jumping opponents that'll surprsie 'em cause it comes out fast. Combos Ground Magic: Zigzag Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.Fierce, C.Roundhouse Knockdowns: C.Forward Air Launchers: S.Roundhouse AC Finishers: SJ.DN.Fierce, Shoulder Cannon Strong Air Throw 1) D.C.Short, C.Roundhouse 2) C.Fierce --> Shoulder Cannon Same idea as Cyclops' Optic Bullet to Optic Blast combo. As soon as you launch the missile cancel into the Shoulder Cannon. 3) D.S.Short, S.Roundhouse --> War Destroyer 4) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon This combo is a bit unreliable cause many opponents will be able to block the S.Fierce. However, if it does connect, immediately cancel into the Shoulder Cannon. It'll catch them as they fly to the corner. Harder Combos 1) D.C.Short, C.Strong, S.Fierce --> Shoulder Cannon This is similar to easy combo number four except the timing is trickier. The pay off is that the S.Fierce is impossible to avoid. Immediately after hitting them with the C.Strong, release the joystick and get into a standing position. Then hit em with a S.Fierce and cancel into the Shoulder Cannon as they land. 2) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce --> Jab-Shoulder Cannon This is War Machine's basic AC. It's also very customizable. You can skip the C.Strong if you want to, but it helps set up ther launcher. Also, you can point the Fierce downward to use as an AC finisher if you don't wanna do a Shoulder Cannon. 3) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse This combo is simple until it gets to the OTG. As soon as you can move, knock em off the ground and hit em with the C.Roundhouse. 4) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce --> AC Finisher War Machine is the one of the lucky few that can OTG after a throw. Just dash in quickly and OTG before they can recover. Then follow up with the AC of your choice. 5) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce --> Shoulder Cannon This is similar to his standard air combo except for the additional hits during the set up. As soon as the Knee Stomp connects, cancel into the Fierce so that he lands normally. Then dash in and finish up the AC. 6) Knee Stomp, DN.Fierce \/ C.Strong, S.Roundhouse SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward, SJ.UP.Fierce, Shoulder Cannon Okay this is a combo I made myself, this practically has the same properties as it did in MSH while playing as Iron Man. But the fierce in the air was his AC finisher but in this game War MAchine can go into the Shoulder Cannon. Just make sure you cancel into the fierce after the stomp quickly and you should be fine. Any questions, just email me. This works best if in the corner. <---------------------------------------------------------------------------> Once born as a theif in the swamp area of Louisiana he found out that he was a mutant. He has the ability to charge any object with kinetic energy to form high explosions. Not only that but he is an expert at playing poker and always has a trick up his sleeve. He is now a member of the X-Men and with his powers the heroes stand a better chance at defeating Onslaught. Gambit is an amzing Combo character, that means like any other combo character the recovery time is very little he can chain hits, cancel, and combo his supers extremely well. But alot like combo characters his strength and durability is weak, very weak. Quotes - "Hey, I think I bent my staff over your head......" - "Style means everything, and you don' have any!" - "Lebeau...... Remy Lebeau...... Remember dat name!" - "Good looks, charm, wit, style and modesty, too!" - "Not dealing with a full deck you say?" - "Don't like that hand? I'll deal you another." - "First class beating...... Cajun style!" - "You've dealt yourself a full hand, but I am all aces!" Strategies Well basically keep him away because your fireballs will eat his kinetic card up can go right through it. He doesn't take hits well so be on the offensive because he really doesn't have an anti air attack. However Gambit is extremely cheap because all his supers do heavy chipping damage and all his moves have no recovery time and he is just too darn quick. But keeping him away will do nicely. Gambit Kinetic Cards: D,DF,F+P This is one of the best and most used projectile in the game by Gambit players. It goes lightning quick and cannot be seen coming. However this will not go through or nullify Hadokens or any other projectile and will most likely get eatin up and over powered. Ace: D,DB,B+P This is basically the same thing as the kinetic cards except it goes diagonally upwards. Cajun Slash: F,D,DF+P The buttons used determines the little recovery time or no recovery time and the range, strength and length of the attack. Jab: Gambit will come at you with one big swipe that is a great surprise move. Has no recovery time. Strong: He will come at you with 3 swipes of his staff and has very little recovery time. Fierce: He will also hit 3 times except you can hit the opponent while they are down and has little recovery time. Cajun Strike: D,U+P or K This move will have Gambit bounce off a wall and hit the opponent and will strike fast and cannot be countered by any normal move. But does fair damage. Just hold the joystick in the desired direction and hit the attack button whenever your ready to hit. Supers Royal Flush: D,DF,F+2P This is a quick super that does tremendous chip damage and good normal damage as well. Ramming the button works nicely and if the opponent is hit by the staff they'll be eating aces all day! Don't forget that this thing OTG's. Cajun Explosion:D,DF,F+2K or D,DB,B+2K This move is alot like the Ultimate Web throw and will often be seen and will often be blocked. It does do heavy chipping damage and will do major damage if the opponent is blocking and in the corner. I think the down to back motion will have Gambit do the Explosion from above your opponents head and will really mess them up sorta like Chun-Li's neck breaker. But don't get fooled when Gambit is right above you doing the Cajun Explosion just block the way as if he were in front of you. Combos Ground Magic: Zigzag Air Magic: Zigzag Super Jump Magic: ZigZag Strikes: S.Fierce Knockdowns: C.Roundhouse Air Launchers: C.Fierce AC Finishers: Fierce, Roundhouse Forward Air Throw 1) D.S.Short, S.Roundhouse --> Jab-Kinetic Card 2) C.Roundhouse --> Fierce-Cajun Slash or Royal Flush(OTG) 3) J.Fierce \/ S.Roundhouse --> Jab-Cajun Slash 4) J.Fierce, J.Roundhouse \/ Jab-Cajun Slash 5) Helper Attack, Royal Flush Harder Combos 1) J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card 2) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Jab-Cajun Slash 3) J.Fierce, J.Roundhouse \/ D.S.Short, C.Roundhouse --> Fierce-Cajun Slash (OTG) 4) J.Fierce \/ D.C.Jab, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong, SJ.Forward --> AC Finisher 5) J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse --> Royal Flush(OTG) Gambit's most painful combo so far. Be quick when cancelling into the Royal Flush or it'll miss. 6) In Corner: Fierce Throw, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong, SJ.Forward --> AC Finisher Hehehe....I love this combo. I only use it on Wolverine though. Just throw them. It'll be impossible to avoid the OTG combo unless they roll. Have fun! 7) J.Fierce, J.Roundhouse \/ D.S.Short, C.Fierce --> Royal Flush You must be right next to your opponent after launching them in order for the Royal Flush to connect. Gambit's staff will knock them down into the cards. 8) J.Short, J.Forward, J.Fierce\/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card, D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong, SJ.Forward --> AC Finisher Ouch ouch ouch! When the kinetic card hits, immediately dash in and OTG into the air combo. You can pull off a Royal Flush instead of the air combo if you want to stick a super in there. <---------------------------------------------------------------------------> Bruce Banner, the highly intelligent rocket scientist was testing an atom bomb while a lunatic drove in the test area and Bruce was able to say the dumb guy while he absorbed the radiation. He, despite his size, strength, and durability was a well-mannered walking giant when he encountered someone of his size named Frost. This Frost guy is stronger than Hulk( wow! and he looks so human) and well I'm not going to get into this story because its not important. He has heard of Onslaught's wrath and comes to the aid of his other heroes as he takes on the brute. Hulk is the strongest Character in the game besides the exception of Mega War Machine. He is still to fast for a big guy and his combos have been lengthened since MSHSF. He is a little better than he was the last version and still has a super armor which allows him to take some hits before feeling the effects of it thus he can stop combos before they occur. Hulk can trade hits with Onslaught but my money goes to Onslaught because of his damaging supers. Quotes - "Brains and body...... What a perfect combo!" - "Gamma charged and ready for the next match up!" - "I've had a harder time squatting mosquitoes." - "Catch you later. I've got some researching to do." - "Barely flexed a bicep that time, who's next?" - "Hey! Quit hitting my fists with your head!" - "Still the strongest in this and any other world!" - "That was pathetic. Are you trying to be funny?" - "All this and I can tore bails too!" - "You tried to beat me with muscle? We could've talked, use your brain" Strategies Basically keep this guy away! Because his strength will kill you in an instant. He has a ground wave that will eat fireballs and will hit you in stun motion. He doesn't use this much and your beams won't have a good affect on him. Final Justice, Captain Storm, and Maximum Spider will eat him alive so these all or nothing supers work well. If you do happen to have Chun-Li as a player than use her Kiosho when Hulk takes time to grab a comet and immediately use it and Hulk will take huge chipping damage and you end up with the same amount of lives you've had in the beginning. Watch out though he will chip you with his normal attacks, but it won't kill you. Use Hulk's S.Jab alot because its pratically impossible to counter. Watch out for his C.Fierce because it'll have to hit twice for the launcher to connect. Take note of his S.Roundhouse as an air launcher, it has high priority and will beat out alot of moves, plus if they block they'll take chipping damage. It will not launcher off the ground however. Hulk Ground Wave: D,DF,F+P This is extremely useful because it will nullify projectiles and hit the opponents in fireball stun motion. This is a heavy chipper as well and will go screen distance. Gamma Charge: Charge B then F+K or hold D,U+K Hulk Charges at you and will eat fireballs(taking no damage of course) and hit the opponent for good damage, but if blocked he will be stuck for a while so use this to your advantage. Hulk can do 2 of these in a row, after you complete the motion hit another direction again and push kick. Gamma Tornado: F,DF,D,DB,B+P This will swing the opponents to the other side of him and do incredible damage but watch for the recovery time cause he is KORT(King of Recovery Time) and will get countered alot so becareful when playing him. This is blockable as well. Supers: Gamma Wave: D,DF,F+2P This is the super version of the ground wave, but does fair damage and good chip damage. When your up close to the opponent you can get serious damage!!! Gamma Crush: D,DB,B+2P Hulk goes up reaches for a comet and crushes it on you doing good damage and heavy chip damage. If the opponent is jumping at you they will get hit and drop on the floor unable to block, but there is also a down side to this as well. When they get knocked they'll either just fall in front of you or half screen distance away from you. If they fall in front of you, you'll completely miss the damage!!! For those of you wondering what do you mean where does he get it? He is massively strong and has a giant leaping ability surpassing Michael Jordan's(yes this is possible) and will jump so high reaching outer space to get a comet or a piece of the moon. Jeez has everybody for gotten their astronomy? Gamma Quake: D,DF,F+2K This is the move that should be used the most because it practically goes screen distance except when someone is all the way on the other corner, that causes the opponent to escape any damage. Use this on jumping opponents as well. It does good damage and fair chip damage as well. Combos Ground Magic: Weak Start Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.Strong, S.Forward, S.Fierce, C.Roundhouse Knockdowns: None Air Launchers: C.Fierce, S.Roundhouse AC Finishers: Strong, Fierce, Roundhouse, Strong Air Throw 1) S.Short, S.Fierce --> Ground Wave The Ground Wave is not really part of the combo but it pushes away the opponent leaving Hulk safe in case they block. 2) C.Fierce --> Jab-Gamma Tornado Immediately cancel the C.Fierce with the Tornado so that the second hit does not connect. If it does, then your opponent will get launched and Hulk will be left grabbing at air. 3) J.Roundhouse \/ Gamma Quake Hit em deep with the kick and do the super as soon as you land. They'll be able to block if the kick is not extremely deep. 4) C.Short, C.Forward --> Gamma Quake A simple and easy to do combo. However, Hulk needs to be right up next to his opponent for this to connect. 5) D.C.Short, C.Fierce --> Gamma Crush The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos. It works great on people that like to jump in on you! 6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave If you time it just right, the wave should catch them before they get launched. Even if they block the C.Fierce, this is a very safe combo cause it'll push em away. 7) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Fierce Hulk's basic air combo. It should work on every character. If you try to tack on any more hits, he'll either miss the Fierce or finish the AC prematurely. Harder Combos 1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge This combo is Hulk's easiest and most painful ground combo. The trick is to start charging for the Gamma Charge as soon as you start the combo. 2) In Corner: J.Short, J.Forward \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Strong, SJ.Roundhouse This is Hulk's most damaging air combo. Since his SJ.Strong is an AC Finisher, it shouldn't be possible to hit em with the Roundhouse right? Well the range that he's got on that sucker is awesome and will catch his opponents if done in a corner. 3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma Charge, C.Fierce(OTG) --> Gamma Wave I've yet to make this combo connect cause frankly, my Hulk sucks. The idea is for Hulk to land before his opponent and mini launch them into the Gamma Tornado or Wave. It's a waste to do the wave though, cause it'll do pitiful damage, with your opponent being in the corner and all. 4) In corner: C.Short --> Gamma Quake, Gamma Crush This is a combo from Fluffy's Hulk FAQ. Pull off the Crush as soon as the Quake is over to catch em while they're still falling. 5) In corner: J.Short, J.Forward \/ S.Jab, S.Fierce --> Gamma Quake --> Gamma Crush You've gotta be very deep in the corner for this to work. Immediately after the Fierce, hit em with the quake. If you did it right, then they should be stuck in the air momentarily. Catch em with the Gamma Crush. I'm pretty sure that this combo will kill if it all connects. <---------------------------------------------------------------------------> Well he used to be the Capcom Mascot but the role given to Pure & Fur. He even had his own game called Captain Commando(duh) with the same powers he had now. He protects the lives of innocent people while whooping punks and drug dealers on the streets. He is your basic crime fighter like Batman, but without the tragic past. Now he's got a bigger task at hand, the takedown of Onslaught. Captain Commando has great strength and speed and has the ability to combo both supers. He has other Commandos come to aid him in his quest whenever he needs it. Sho the Ninja is probaly his only other Commando that he can call to finish his ground combos. Quotes - "Burn, baby, burn!" - "Get up, go home, and tell 'em who defeated you." - "Thank you for playing this game!" - "I welcome your challenge! You can become the best!" - "Capcom's first game was Vulgus, which was released in 1984." - "We stand for justice, fair play and character." - "Graphics aren't everything. Gameplay is the key!" - "You would make a great soldier." Strategies You won't win keep away with this guy because he has excellent keep away skills that rivals Megaman's. He doesn't take hits well and has tremendous ground to super combos, so be on the lookout for it. Have a dashing helper and use your beams on him because he doesn't take beams well either. But stick to keep away and he'll give up eventually. Captain Commando Captain K.O.: D,DF,F+P This is not Captain Fire its called Captain K.O.(he yells this out when he does it anyways) because remember the CapCom game for the SNES a while back and he used this to finish of opponents and just knock them out!!! This has good strength and should be used often and will go screen distance. Doing good chip damage. Captain Corridor: D,DB,B+P This is simply a great anti-air move probably the best in the game and has fair distance as well. Use this on jumping characters or to set up the Captain Sword. Captain Kick: D,DF,F+K This is a great surprise move because it goes screen distance in less than a sec, but the recovery time is lame. Sometimes and most likely he will, he will completely miss the opponent and go over there head leaving him open for attack. Use this kick on Zangief and Hulk but start hitting them after that because they won't feel the effects of anything after a few hits so that gives them room to counter back. Commando Strike: D,DF,F+K SK- Sho the ninja comes out very quickly and can be comboed easily because he hits multiple times and does good damage. FK- Jennety comes up and down while spinning a knife doing good damage and is basically used as a anit-air attack. RK- Hoover will launch a missle at you at head height and will not only do poor chipping damage but poor normal damage as well. He takes awhile to actually shoot the missle so its usually blocked, but comes at you fast. The worst of all three. Supers Captain Sword: D,DF,F+2P This is an incredibly damaging super for something that doesn't even connect half the way. It goes up and comes at you going screen distance while doing weak block damage. When you combo this with a helper make sure you pull it off immediately because it'll do very little damage if it OTG. Captain Storm: D,DF,F+2K Almost like the Final Justice but a little more flashier. CapCom rushes at you with an uppercut that hits you high up then all of his teammates come out and gets a beating on your opponent rising them up and while the opponent comes down CapCom has prepared a huge Captain Corridor that will bounce your opponent while your group poses for a shot doing a total of 12 hits. This move however will not do chip damage and its another all or nothing super. But the recovery time is long so use this to your advantage if you've blocked. This will also go under fireballs. Oh yeah its very comboable as well. Combos Ground Magic: Stronger or ZigZag Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.Fierce Knockdowns: C.Roundhouse Air Launchers: C.Strong, S.Roundhouse AC Finishers: Fierce, Roundhouse, Captain Fire, Strong Air Throw 1) D.S.Jab, S.Jab, C.Short, S.Roundhouse --> Captain Corridor 2) D.S.Short, S.Roundhouse --> Captain Sword This combo is CapCom's bread and butter. It'll do insane damage and it is extremely easy to pull off. 3) D.C.Jab, C.Forward, C.Fierce --> Captain Fire, Captain Corridor or Short- Commando Strike Capcom's Crouching Fierce is awesome. It leaves the opponent stunned long enough for almost all of his special moves to connect. 4) Helper Attack, Captain Fire or Captain Storm 5) J. Foward, \/ D.S.Fierce, S.Roundhouse --> Captain Sword Harder Combos 1) D.S.Jab, S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher 2) J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Fierce-Captain Corridor(OTG) Always use the Fierce Corridor because the weaker ones will miss. 3) In corner: D.C.Short, C.Forward, C.Fierce --> Captain Storm If it's not done up close and in a corner, they'll have enough time to block the Captain Storm, leaving him vulnerable. A very powerful combo otherwise though. 4) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm, C.Short(OTG), S.Roundhouse --> Captain Sword Ouch.....yep fellers, he can OTG after a Captain Storm. This sets up the Captain Sword beautifully. Don't expect them to survive this one. 5) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm, C.Short(OTG), S.Roundhouse --> Captain Sword, D.C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher If they're still alive after that last one, then OTG them again after the Captain Sword. If you have another level of super meter, you can hit em with another Captain Sword. 6) J.Fierce, D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce --> Short Commando Strike You should make this combo as as quick as possible without any stops in between, or if you do stop make sure your amount of time between attacks are all equal. His crouching fierce should set up nicely for the Ninja to come in through. <---------------------------------------------------------------------------> Long after his fight against Carnage he served helping the innocent and has his hatred for Spider Man has cooled off. Once again the dynamic duo of Spidey and Venom has set their sights to stop Onslaught. Quotes - "Spider-man will pay for ruining my innocence!" - "We're going to eat your brain!" - "That's just a sample of what I'm gonna do to Parker!" - "My symbiote's tops. Everyone should have one." - "You broke the rules and you were punished for it." - "Innocent death is always unpleasant. For you." - "And righteous triumphs once again." Strategies Basically he doesn't take anything well. His anti air attack is very weak so anything works on him. Venom Lunge Bite: F+HP This move is very strong and is like a mini version of the venom fang. Hit will push opponents away making it a great keep away move, but does no chipping damage and can be used as a ground combo finisher. Venom Fang: D,DF,F+P This will have Venom arching in a blob form that does good damage and can also be done in the air. The button use determines the height and arch of the blob so becareful not to miss. Web Throw: F,DF,F,DB,B+P If this catches the opponents then it will start slamming them across the screen doing super strength damage if you manage to ram the buttons. Jab- will go straight across Strong- will go at a 45 degree angle Fierce- will go straight up Web Rush: D,DF,F+K This is an anti-air attack that goes around Venom, but it has huge recovery delay. Supers Venom Web: D,DF,F+2P This will catch you in his web then starts to tear the crap out of you while doing decent chip damage as well. Death Bite: D,DF,F+2K This super does good chip damage and if caught you will ge surfed along the Symbiote doing good damage. Combos: Ground Magic: Stronger/Punch to Kick Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.FD.Fierce Knockdowns: C.Roundhouse Air Launchers: S.Strong AC Finishers: Fierce, Roundhouse, Venom Fang, Strong Air Throw Combos Easy Combos 1) C.Strong --> Venom Fang 2) C.Roundhouse --> Short-Venom Fang(OTG) 3) J.Roundhouse \/ S.Roundhouse --> Death Bite or Team Super 4) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush 5) D.S.Strong /\ SJ.Jab, SJ.Strong --> Venom Fang This is an easy air combo set up and AC for Venom. It's easy to use the Venom Fang to end it. If you're not that good at cancelling, just do the following combo. Harder Combos 1) J.Roundhouse \/ C.Jab, C.Roundhouse --> Short-Venom Fang(OTG) Probably Venom's longest ground combo. It's a very simple one, just be quick about OTGing with the Venom Fang. 2) Fierce Throw, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong --> Strong Air Throw Pause for a very quick split second after the throw. Most guys try to hit the launch too quickly and miss the window of opportunity. Just pause and you'll catch em before they break out. Follow up with an AC and another throw for some insane damage. 3) Fierce Throw, S.Jab, S.Foward -->Death Bite or Team Super Works best if you're in a corner. Very useful and very cheesy. 4) J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Typical Venom AC. Use it a lot cause it really hurts. 5) In corner: Fierce Throw, D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Strong Air Throw \/ Death Bite or Team Super Can anybody say Sabretooth? You Sabretooth players will find this combo very familiar! However, it will only work in the corner I'm told. 6) In corner: J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Roundhouse --> Fierce-Venom Fang \/ Fierce Web Throw <---------------------------------------------------------------------------> Her personality is always on the sexual nature. She seduces men and when there asleep she takes their soul. But living as a Suucubus this is as natrual as her life can get. She then found out that Onslaught was going to destroy every living soul on Earth and she doesn't like that because she won't have nobody to take their soul from. This led her to use her powers to fight against the supreme Onslaught. Quotes - "I shouldn't have gone so easy on you!" - "Eternity can be lonely. Please keep me company." - "My beauty can overcome brains and brawn." - "Your soul is strong...... May I borrow it? Forever......" - "Stay down, it's easier that way." - "It gets rough sometimes...... Just stay on your back." - "Your soul is not worthy of me." - "You can get hurt...... Don't exert yourself next time." Strategies She is a finesse at keep away because she acts like a Ken. She takes hit well and has lethal combos. Be on the offensive side because she doesn't like to play defense that often. Morrigan Shell Kick: D+MK(air) This is sort of a drill like move that will either beat out your opponents launch attack or just trade hits. Beware the recovery time is great so its hard to counter. Shell Pierce: D+HK(air) Bats will fly around her legs and she will sorta drill at you, so use this like a Chun-Li stomp kick. Soul Fist: D,DF,F+P This is exactly like Ryu's Hadoken and should be used often. It has the same damage,speed and width. It has good power both on the normal and chipping side. Shadow Blade: F,D,DF+P This move is exactly like the Shatoken Dragon Punch and should mostly be used as an anti air attack. This can also be used in the air as well. Vector Slam: F,DF,D,DB,B+P This is a very powerful move that flys the opponent up and she slams them down, but this move is blockable though. If she misses she'll start swinging her arms to regain her balance so attack when necessary. Supers Soul Erasor: D,DF,F+2P This move is very powerful but takes awhile to start up. The bats help her set up this beam of death practically killing anyone who doesn't block. Use a dashing helper like Collosus or Psylocke to stun them long enough to use the beam. This has good recovery time though so use it often. Silohuette Blade:F,D,DF+2P This move is the weakest of all her supers but still very damaging and is the easiest to set up from combos. Lilith images will appear and connect very fast but does little chip damage. Darkness Illusion:D,DF,F+2K This is one of the coolest supers in the game!!! This is another all or nothing supers that have to connect for damage. She'll rush at you with her rockets(?) and uppercuts you doing a devastating combo. Not only that but she calls upon Lilith to help her beat the crap out of the opponent. This move can do 33+ hits, so ramming the buttons won't work. This is the strongest super of her arsenal but does no chip damage so becareful cause this will leave her stunned for awhile. Eternal Slumber: JP,MK,B,SP,FP(Level Three) This move is unblockable but comes out very slow, but don't worry people who haven't seen this before will just block the heart and end up getting beat up behind the curtains. But use it wisely cause it'll eat up 3 levels of super. Combos Ground Magic: Zigzag Air Magic: Zigzag Super Jump Magic: Zigzag Strikes: None Knockdowns: C.Roundhouse Air Launchers: C.Fierce AC Finishers: Fierce, Roundhouse, Soul Fist, Shadow Blade, Strong Air Throw Combos Easy Combos 1) D.C.Short, C.Forward, S.Roundhouse 2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse 3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade 4) D.C.Short, C.Forward --> Silhouette Blade 5) C.Roundhouse --> Silhouette Blade(OTG) 6) Kill first character, Eternal Slumber Yeah I know it's cheesy but it works. unless they're smart and pull off an escape move, they'll jump right onto the heart and get raped by the Eternal Slumber. 7) Helper attack --> Soul Eraser As far as I can tell, this is the only way to set up the Soul Eraser. It's best to have a helper that will keep the opponent stunned long enough for the cannon to form and fire. 8) D.S.Jab, S.Short, S.Strong --> Darkness Illusion Harder Combos 1) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher 2) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG) If done fast enough, the Darkness Illusion will OTG, but for only one measly hit. <---------------------------------------------------------------------------> This wall crawler used to be a geek until being bitten by a radioactive spider. This gave him the superior strength and agility of an Arachnid. He decided to use his powers for wrestling making big bucks during one of the nights he was due to wrestle he was possesed by how much money could earned and gave no help to help catch a crook. That same night the same burglar broke into Uncle Ben's house killing Peter's dear uncle. He has always told to himself " with great power comes great responsability " and that has led him to the fight against Onslaught. Quotes - "J.J. doesn't pay me enough for this." - "Hope M.J. doesn't mind if I'm late." - "And I still have enough time to make it back for dinner." - "You got a beef with me pal? Well, I've got one for you, too!" - "Best two out of three? You're on!" Strategies Well play offensive on him because he rarely uses his Spider Sting and doesn't take hits well. He will often get you in corner traps and keep comboing you all day so keep switching because he rarely blocks. Any super works on him so keep filling up that meter. Spider Man Web Catch: D,DF,F+P This will catch the opponent and hold them there unable to block or move. This does good damage as well. If you use the fierce punch you will have enough time to actually use your Maximum Spider. However the start up delay is long and the jab version is best at keep away. Web Throw: F,Df,D,DB,B+P This move will come out and catch the opponent and Spidey will start to swing aroung and the release doing heavy damage. However this is blockable and will leave him vulnerable. Web Swing: D,DB,B+K This move comes out extremely fast and will surprise anyone. However if you connect you can get to the other side of your opponent. Once your on the other side your opponent will most likely have blocked in time so you can't do a thing. Spider Sting: F,D,DF+P This is one of the moves practically all Spider Man users won't use. This is use for an anti air attack just like the Shatoken Dragon Punch. If you can master this you can make Spider Man one of the best Defensive Characters in the game. Supers Maximum Spider: D,DF,F+2P This is an extremely damaging move and will juggle your opponent in the air doing 5 hits that does a ton of damage. However this does no chip damage and will leave Spider Man vunlnerable to wide supers like Captain Sword or the Big Bang Laser. Crawler Assult: D,DF,F+2K This is Spider Man's only chipping super and will do heavy damage if you can ram the buttons long enough. Spider Man does a wicked dance-like combo that leaves shadows behind him and is extremely fast and will be anyone who makes a mistake. It's hard to roll out of this though, but only if Spidey has started this super while your in the air and about to fall. If your on the ground Spidey will still be able to OTG this but you should be able to roll out of it easier. Ultimate Web Throw: D,DB,B+2P This is the strongest of all of Spider Man's supers. If the opponent is standing right in front of Spidey(and he has to) and not blocking Spidey will catch this guy and start to gain momentum then finally he releases the opponent hurtling into the wall doing extrememly powerful damage. This will not chip so don't use it often and will have a start up delay. Try spinning the joystick in the same direction Spidey's swinging the opponent for maximum damage. Combos: Ground Magic Stronger Air Magic: Stronger Super Jump Magic: ZigZag Strikes: S.Fierce Knockdowns: C.Roundhouse Air Launchers: S.Strong, C.Forward(small launcher), S.Roundhouse(air launcher) AC Finishers: Fierce, Roundhouse, Web Swing, Strong Air Throw Combos Easy Combos 1) J.Roundhouse \/ C.Jab, C.Strong, C.Fierce 2) D.S.Short, S.Forward --> Jab-Web Ball 3) D.S.Jab, S.Strong --> Strong-Web Throw This combo is not a sure thing. It is very tricky cause it only works on the bigger characters. 4) D.C.Short, C.Strong, C.Roundhouse --> Web Swing(OTG) 5) Fierce Air Web Ball, Maximum Spider This is the only way to combo the Maximum Spider. As soon as you see the ball connect, immediately pull off the super to hit em before they shake free. 6) J.Short, J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Strong, SJ.Fierce Harder Combos 1) J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher This will be the bulk of your offense with Spidey. Get this to connect reliably and you'll already be a master at Spidey. 2) J.Jab, J.Strong, J.Fierce \/ D.S.Short, C.Forward --> Fierce Spider Sting 3) J.Roundhouse \/ D.S.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Jab-Web Ball This is Spidey's alternate air combo. Skip the SJ.Forward to get a web ball to connect. The beauty of this AC is the fact that Spidey lands after the opponent gets up. You can then confuse them into blocking the wrong way and relaunch. 4) J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Same as Spidey's regular air combo except for the additional hits during the jump in. Do this for show or if you wanna rack up the combo meter. 5) J.Roundhouse \/ D.C.Short, C.Strong, C.Roundhouse --> Crawler Assault(OTG) 6) J. Fierce \/ D.S.Jab, S.Jab, S.Short, S.Foward, C.Fierce, C.Roundhouse --> Crawler Assault (OTG) <---------------------------------------------------------------------------> After the World Warrior Tournament years past and Zangief was getting bored of wrestling bears and he soon heard that Onslaught's wrath might fall apon mother Russia. Wasting no time he hurried to New York with the other heroes and was now engaged in battle with Onslaught. Zangief is very strong in this game and most of his special moves are unblockable. He has a deadly unblockable Final Atomic Buster that just hurts. He is the weakest combo character in the game though. Quotes - "I'd shake your hand, but your arms are over there." - "I'm sorry. Do you require medical assistance?" (poor attempt at Charlie's 'Red Cross is on the way') - "Not bad. You're still in one piece. Then again......" - "A tough country breeds an even tougher man!" - "Wow! You make me feel so powerful!" - "I apologise. I have damaged the floor with your head!" - "Towards all odds, I'll prevail, Mother Russia!" - "Fool! You wish to be pulverized by my muscle?" Strategies Keep him away at all cost!! He is more lethal than Hulk because his supers are unblockable and his special grabs are unblockable as well. Keep him away, that all you'll need to win. When he changes to his Mega Zangief mode use your beam super because he will eat it up and lose over half his life. Zangief Spinning Clothesline: 3P Ah! good old Zangief who has a great sense of humor, a sensitive heart will happlessly spin himself around whacking the opponent doing crazy damage as well as chip damage. But if the opponent is blocking he can be sweeped and will leave him vulnerable if blocked. Spinning Lariat: 3K Once again this is the same move as above but comes out quicker has better recovery time and does the same chip damage. However this move is weaker than the clothesline but you should stick with this one. Siberian Slap: F,D,DF+P This move is great because it will simply absorb fireballs and slap the opponent for good damage. Try not to use it too much though because it gets very predictable. Air Suplex: F,D,DF+K This is simply a fair anti air move but when the opponent is caught he will be thrown down on the pavement and will do very powerful damage. So when there's power you know there will be some catches to it as well. Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away) This move is unblockable but slow and will do great damage. Zangief will come at you, grab you then puts you down on your head. This is simply one of the best moves in Zangief's powerful arsenal. Siberian Suplex: 270 degrees+K(up close) This move is unblockable as well and will do twice the damage and can be comboed after his jumping FP if timed right. This does an insane amount of damage and should be used whenever your near an opponent. Spinning Pile Driver: 270 degrees+P Zangief's Favorite move simply because it hurts! Once your up close use this move because its also unblockable. It has no start up delay but will leave him vulnerable if he misses, just a really small character like Roll, but that's it. Don't worry about Hulk it doesn't matter if he ducks cause he's just too darn big. Supers Final Atomic Buster: D,DF,F+2P Use this like you would a Raging Demon because it hurts and its unblockable but its a little slower. First he puts you in a Siberian Suplex that does practically low damage, then his patented pile driver that also does pathetic damage, but then he puts you in a Super Spinning Pile driver that takes away 20% of your life tallying up to a total of 30% damage!!! However if the opponent is not in range he will have wasted a super and leaving him vulnerable as well. Ultra Final Atomic Buster: (Level 3) D,DF,F+3K The super version of the Final Atomic Buster!!! Wow just saying it puts fear into opponents. Basically he'll do the same thing but with 60% damage!!! Yeah it does sound cheesy, so stick with the regular Final Atomic Buster. Mecanized Zangief: B,D,DB+2K The super version of Zangief, ouch!!! This guy is a walking Zombie and will come at you at will. He doesn't take that much damage, but if you have a beam super use it at will because he doesn't take beams well. In fact about 1 1/2 of the should finish him off!! Watch out though because he cannot block!!. Mechanized Zangief Spinning Clothesline: 3P Ah! good old Zangief who has a great sense of humor, a sensitive heart will happlessly spin himself around whacking the opponent doing crazy damage as well as chip damage. But if the opponent is blocking he can be sweeped and will leave him vulnerable if blocked. Spinning Lariat: 3K Once again this is the same move as above but comes out quicker has better recovery time and does the same chip damage. However this move is weaker than the clothesline but you should stick with this one. Siberian Slap: F,D,DF+P This move is great because it will simply absorb fireballs and slap the opponent for good damage. Try not to use it too much though because it gets very predictable. Air Suplex: F,D,DF+K This is simply a fair anti air move but when the opponent is caught he will be thrown down on the pavement and will do very powerful damage. So when there's power you know there will be some catches to it as well. Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away) This move is unblockable but slow and will do great damage. Zangief will come at you, grab you then puts you down on your head. This is simply one of the best moves in Zangief's powerful arsenal. Siberian Suplex: 270 degrees+K(up close) This move is unblockable as well and will do twice the damage and can be comboed after his jumping FP if timed right. This does an insane amount of damage and should be used whenever your near an opponent. Spinning Pile Driver: 270 degrees+P Zangief's Favorite move simply because it hurts! Once your up close use this move because its also unblockable. It has no start up delay but will leave him vulnerable if he misses, either when somebody is ducking or just a really small character. Don't worry about Hulk it doesn't matter if he ducks cause he's just too darn big. Siberian Blast: D,DF,F+P Wow! A projectile coming from a guy this strong!! It does good damage and goes 3/4 screen distance and will stop most incoming supers. The recovery time is just like Dhalsim's so becareful!!! Supers Final Atomic Buster: D,DF,F+2P Use this like you would a Raging Demon because it hurts and its unblockable but its a little slower. First he puts you in a Siberian Suplex that does practically low damage, then his patented pile driver that also does pathetic damage, but then he puts you in a Super Spinning Pile driver that takes away 20% of your life tallying up to a total of 30% damage!!! However if the opponent is not in range he will have wasted a super and leaving him vulnerable as well. Siberian Blizzard: B,DB,D,DF,F+2K An absoltuely great anti air attack that does major unthinkable damage!!! Zangief will go high up and smack his opponent to death!!! He has low recovery time and will do great chip damage, but it doesn't bring the opponent in like Ryu's Hyper Hurricane Kick. Normal Zangief: B,D,DB+2K This should turn the machine into the regular good natured guy back into his natural self. Combos: Ground Magic: None Air Magic: None Super Jump Magic: Stronger Strikes: None Knockdowns: C.Roundhouse Air Launchers: C.Strong, Strong Throw AC Finishers: Fierce, Roundhouse, SPD, Lariat, Strong Air Throw Combos Easy Combos 1) C.Fierce --> Fierce Green Hand 2) J.Roundhouse \/ C.Roundhouse --> Siberian Bear Crusher or Final Atomic Buster 3) S.Roundhouse --> Short-Air Grab This combo is very easy to pull off. The Roundhouse knocks the opponent up in the air, setting them up perfectly for the grab. The cool thing about this combo is that Zangief looks so fast while doing it. Harder Combos 1) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward, SJ.Roundhouse The easiest Zangief air combo to pull off. You'll find yourself doing this a lot if you screw up your lariat. 2) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Air SPD This is in the expert section cause the SPD is so friggin hard to connect! This is a very painful combo though and it makes you look like a master. Skip the Forward for heavier characters. 3) J.DN.Forward \/ C.Strong /