THE SUPER HEROES AND SUPER VILLIANS


Spider-Man

Moves :

Web Swing : QCB + kick  [air]
     Spidey cast a web line into the background and swings across screen
An excellent air to air combat move, at all times this takes a large amount
of damage and has excellent priority. Like a dragon punch, the opponent will
AT BEST only trade hits if they try and knock Spidey out of it. As he is
landing, there is some recovery time, but not as severe as it was in MSH.

Web Throw : HCB + punch
            (jp =3D straight /mp=3D45 angle up / fp =3D straight up)
    Spider-Man casts a webline across the screen at an angle. If it connects
he swings you over his head three times and then throws opponent away like
a two dollar hoe. He finishes by taunting the opponent. At close range this
is a throw, at long range a projectile. Another high damaging special move
that works best if used in moderation.

Web Ball :  QCF + punch [air]
        Spider-Man shoots some webbing at his opponent.
This is not your typical Capcom projectile. On the ground, it usually will
not dissolve other projectiles, but instead goes through them. When it
connects, it will ensnare the victim. How long it lasts depends on whether
the opponent shakes out of it or not as well as what you hit them with
before the move connected. Also the jab version will not hold the victim as
long, but recovers quicker than the fierce, which holds the opponent the
longest.

Spider Sting : DP + punch, punch
        Spidey's Dragon punch that Sean copied after he saw it in a daydream
before he ran into the third (or was it fourth) fireball Ryu threw at him.
In this version, you must continue hitting the second punch until it comes
out.
 

Supers :

Maximum Spider : QCF +  2 punch [air] then aim joystick at opponent
     Spider-Man flies back towards the wall very fast. He then dives at the
opponent. If he connects, he then flies across the screen until he hits the
opponent five times. If he misses...
     At all times you control where Spidey is going so remember to aim.
Aiming nothing will make him fly straight across the screen.

Crawler Assault : QCF + 2 kicks
  He runs across screen doing a crazy looking combo, reminiscent of Guy's
super. This super is pretty hard to air block and push since Spidey's style
is so awkward that it knocks people out of the air. But has a significant
lag time which leaves him open for quick supers and attacks.
 

TEAM MOVES:
Team Attack  : Web Swing (Horrible recovery time)
Team Counter : Spider Sting (A very good counter, best range for a DP)
Team Super   : Crawler Assault
 

COMBOS:

The air combos Spidey can do are now dependent on the launcher you use.
Following a standing MP you can do (jp,sp,fp), (sk,mk,rk), or (jp,mp,mk,rk
or special move.). Usually, it is best to just start your air combos with
the Medium strength attacks after this launcher.

Using his other launcher (d + MK followed by standing RK) lets you do the
full (jp,sk,mp,mk, Web Ball (FP), let opponent land then do either super).

Unlike most characters, Spidey can also use his air combos without super
jumping, thus, you can do a (jp,mp,fp) as a regular jumping attack against
ground based opponents, you can also 2n1 a web ball or web swing while
still airborne.

On the ground, use his sweep (d + RK) can be followed with 2n1 Web-Swing or
a super, specifically a crawler assault.

COMBOS:
[1]  The brackets {} indicate you must be fast to add this extra hit, the
     hit is not necessary to the combo, however.
 (j. jab, j. medium, j. fierce, {j. short},  s. jab, s. short, c. forward,
  s. roundhouse, j. jab, j. short. j. medium, j. forward, 2n1 Web Ball(FP),
  land on ground, team super)

[2] (s. jab, s. jab, s. SK, s. MK, c. FK, 2n1 Crawler Assault)
 

Ending :
     Peter Parker finishes another day of saving the world from destruction
and returns home to Mary Jane
   Pic : Peter, with mask off in windowsill on the right. MJ on the left
         turning as he comes in "How was your day, Tiger?"
   Pic : Peter and MJ embracing in a hug. Yep, just like his ending in MSH.


Wolverine

NORMAL MOVES :

Head Stomp: D + FK  [air only] Wolvie stomps on your head and then bounces
into the air. If timed correctly you can link some normal moves after this
causing Wolvie to land on the ground and start a really long combo.
 

SPECIAL MOVES:

Drill Claw : (Press MP + SK while aiming with joystick)  [air]
  Wolverine dives towards the opponent with claws extended. After hitting he
bounces off the opponent. If blocked, you are screwed. Very useful at ending
air or ground combos. If you end an air combo with a drill claw going
straight up you can hit your opponent with a combo as they fall. Opponents
can block this, but they usually will not.
  Also, if you Drill Claw into a wall, you can bounce off of it with another
Drill Claw.

Berserker Barrage : (QCF + punch)
Wolvie charges opponent slashing wildly 4 to 9 times
  A very decent move that ends most Wolvie ground combos and chips away
large amounts of life if the opponent is blocking. This will leave you
open to attack, however, if timed correctly chains with a Tornado Claw
and most of his normal moves, especially s. MK.

Tornado Claw : (DP + punch) Wolvie jumps into the air while spinning
               his arms around himself.
  Perhaps the hardest dragon punch to air block since it can cross you up
by itself. This move chains with many things it should not fairly
inconsistently, making it all the more aggravating for turtling opponents.
 

Supers:

Fatal Claw :  (DP + 2 kicks) [air]  {1 level}
   Wolverine floats into the air releasing energy from his body in the
pattern of a X. Anything within range gets sucked in.
   The usefulness of this move has yet to be realized, but it has very
little delay time and takes decent damage. I believe it air combos
(Seriously, I messed up my timing, and almost got my opponent anyway.)

Berzerker Rage : (QCB + 2 punches) { 1 level }
    Wolverine's original level one from X-Men.  He slashes once in the air
and then shadow images of himself appear behind them adding hits and making
him ridiculously fast for 10 real time seconds.
  I am serious people, he is as fast as Cyber-Akuma (this game's boss) and
has infinitesimal delay time after specials.

Berserker Barrage X : (QCF + 2 punches) (1 level}
   Wolverine charges at you slashing rapidly for 18 hits.
The ultimate combo super is one of the few that still combos with every
normal move in the game and most specials.  If you know you have messed up
and think you are going to be hit, do this and you will usually be saved.

Weapon X : (DP + 2 punches) { 1 level }
  Wolverine dashes at the opponent, during the dash he is invincible. After
connecting he does a 13 hit combo and finishes with a X-slash. In corner,
do any ground combo ending in down-forward + RK and you can 2n1 a Weapon X.
This makes you look like a gaming God.

Combos : Wolverine is a combo, so every conceivable link will work.
         D+MP, RK is the best way to start his air combo.

 (All moves are standing unless otherwise noted)
 These are not the best Wolvie Comboes, just a small appetizer of death.

[1] Ground : jab, jab, short, c. (crouch) forward, c. strong, roundhouse
             (launch) j.  jab, j. short, j. strong, j. strong, j. forward,
             2n1 Fatal Claw OR DRILL CLAW up, {The rest is pure cheapness,
             it can be blocked, but if they block you can catch them with
             the throw} j. JP, j. JP, j. MP, j. FP

        As they are falling throw them on or just above the ground Berzerker
        Barrage X. Follow by doing a diagonally up or straight up drill claw
        or standing RK. Sometimes you will catch them sleeping.

[2] (j. jab, j. MP, j. MP, j. MK, j. FP, s. jab, c. jab, s. MP, s. MK,
     s. MK, c. FP, 2n1 Berserker Barrage or Berserker Barrage X)
[3] (Turn on the Berserker Rage, press a lot of buttons while doing circles)
     13 hits minimum

Team Counter : Tornado Claw
Team Attack  : Berserker Barrage
Team Super   : Berserker Barrage X

Ending :
    Pic : A wary Wolverine standing to the side of a Shaolin temple looking
          to the left at the moon as it bathes light over a wicked looking
          Akuma. A must see.
      "Why are you following me Akuma. Tell me now or I end this here."
Akuma actually speaks back to him. "You are not ready to know this Logan,
but soon I shall reveal everything to you."



 
 

Blackheart

Normal Moves:
  FP - All Blackheart's fierce punch moves release little RED demons into
the air that go out 1/3 the screens distance then come back to him.
They hit the opponent going both ways and if they connect Blackheart's hits
do extra damage for 2 seconds.

  RK - All Blackheart's roundhouse kick attacks release little GREEN demons
that surround and capture you for three seconds. During this time the
opponent is at Blackheart's mercy. But unless all six of the demons hit,
this move is ridiculously easy to shake out of, and it is now very hard to
combo a Heart of Darkness behind this.

  MP - On the ground, this is his launcher. In the air I have watched this
move knock Ryu out of his Dragon fairly consistently (50%) with utter
amazement at what I was seeing, why it was happening to me, and plenty of
"how in the hell did I do it, oh yeah, I'm from hell." statements. His best
attack, even the crouching MP is good air defense.
 

Special Moves :

Lightning Stream : (QCF + punch)
   jab = lightning from his hands travels along the ground
   strong = lightning from his hands travels horizontally across screen
   fierce = lightning from his hands travels 45 degrees up into the air

Blackheart's fireball is hard to hit since the lightning emanating from
his hands can tag you no matter where you are in the air. Still a cautious
Blackheart player will guess where you are going and force you to air block
accordingly. Notice, most SF characters can walk under the STRONG Lightning
Stream.

Inferno : (HCB + punch)
   jab = close to Blackheart
   fierce = far away

A pentagram opens in the ground and erupts a geyser of hellfire to the top
of the screen.

This move is now best used against jumping opponents since it no longer
lingers around. Thus, if blocked, the opponent can walk through it and hit
Blackheart. If the opponent does not block it the old linger around effect
from MSH is still there. The best setup for a Heart of Darkness since the
opponent cannot block while falling down.
 

Supers:

Judgment Day: (QCB+ 2 punches) [air] {1 level}
  Blackheart powers up then releases about 25 demons across the screen.
Kind of like the Magnetic Tempest, but not quite as good at chipping life.
Still, an air super is something he needed, so I'm glad he got it.
 

Armaggedon :(QCF + 2 punches) [ground only]
  Blackheart lifts his hands into the air and fire and brimstone rains
from the sky. This move is easily pushed away, but can combo off his
standing MP.

Heart of Darkness : (QCF + kicks) [ground only]
  Blackheart floats into the air as a pentagram appears beneath opponent.
Demons then begin to spiral up from the pentagram carrying opponent to the
top of the screen. At the top, Blackheart chuckles to himself and then the
pentagram erupts with a geyser of Hellfire as Blackheart falls to the
ground. In the corner Blackheart can hit the opponent as they land.
 

TEAM MOVES :
Team Counter : Lightning Stream along the ground  (very slow)
Team Attack : Lightning Stream along the ground (extremely slow)
Team Super : Armageddon
 

Combos : Seriously, all his good combos in MSH involved special moves, and
         since his special moves are f*cked, so is he.
 [1](j, MP, c.jab, c.jab, s. SK, s. MP, j. jab, j. SK, j. MK, j. MP, j. FK)
      This is not a real combo, but is quite effective due to the returning
      demons
 [2](Air Dash, j. MK, j. FP, c. SK, c. SK, (red demons return to hit
     opponent) s. MP,  2n1 Armageddon)
 

ENDING : Pic 1 : Blackheart looking at his electrified fist
                          BLACKHEART : Father, I have done as you bid.
      Pic 2 : Blackheart, hands outstretched, looking at a wall of hellfire
              Behind him lays the bodies of Cap, Ryu, Ken, Cyclops
                          BLACKHEART : These mortals were no match for me.
                                       I bring you yet another offering to
                                       your greatness, father.


Captain America
 

MOVES:

Shield Slash : (QCF + punch) [air]
    Cap throws the shield at opponent depending on which button is used.
As long as the opponent is hit or blocks the shield, it will bounce back
to Cap. If Cap totally whiffs, he must retrieve the shield by touching it
with any part of his body. The delay time on this has increased and now
both Cap and the shield light up for a second before he throws it.
            JP = skims shield across the ground
            MP = throws shield across screen at shoulder height [air]
            FP = throws the shield up at 40 degree angle [air]
           [air JP] = throws the shield down at 40 degree angle
 

Stars n' Stripes :  (DP + punch)
     Cap's dragon punch. Regretfully, he no longer has the 8 hit Tiger
effect when he does this without the shield. Also, without the shield it
is pretty easy to kick CAP out of this uppercut.
 

Charging Star : (HCF + kick)
      Cap dashes at the opponent. If he has his shield, this goes through
all projectiles but Spider-Man's webs. This move was not that hot in MSH,
now it has a small startup delay and a massive lag time after it's finished.
It's still comboable, but hardly worth the risk since Cap's normal standing
FP does more damage than this in a combo.
      As a team attack however, this is very useful.  Not only does the
Charging Star beat most moves, but if the opponent jumps behind you it will
cross them up.

Cartwheel : (HCB + punch)
       Cap does a cartwheel through an opponents attack, during this time
he cannot be hit by normal attacks. Surprisingly, he can now be thrown
during his cartwheels, which was not the case in MSH. Still, this is move
has many uses and should be utilized.
 

Supers :

Hyper Charging Star : (QCF + 2 kicks)      {1 level}
     Cap does his old Power gem variant of the Charging Star. It is now
a super with a larger hit area as he runs the full length of the screen.
It hits 10 times and is great for chipping energy. Has delay after it is
completed, however, so use it wisely.
 

Hyper Stars n' Stripes : (DP + 2 punches)   {1 level)
     Another Power gem variant, this time of the Stars n' Stripes. Cap does
three Dragon punches across the screen. Like most DP supers, it combos off
all normal attacks but surprising drains little life. Other than that, a
typical super DP and like all super DP's is an excellent team super starter.
 

Final Justice : (QCF + 2 punches)   {1 level}
      Cap charges at his opponent. He is invincible while charging so long
as he has the shield, if not everything hits him. Upon hitting the opponent,
Cap administers a 9 hit beat down, throws the opponent into the air, jumps
and catches the opponent and slams him/her to the ground.
      Unfortunately, if this move still combos, I do not know how and the
old ways (off FK or a throw w/kicks) do not work, so now I combo it off the
team attack. No it is not a true combo, but since most people try to hit the
vulnerable teammate, it catches them.

TEAM MOVES :

NOTE : Cap is a real team player, and actually will vary the team attack
       and team super he does based upon whether he is on the screen at the
       time or off screen at time of move.

Team Counter : Stars n' Stripes
Team Attack  : Stars n' Stripes / Charging Star
Team Super   : Hyper Stars n' Stripes / Hyper Charging Star
 

COMBOS : I will say this once, after all of Cap's combos throw the shield.
         People are mad after the red, white and blue boy finishes with
         them so teach them to keep their player blocking.
[1]  (j. FP, s. jab, c. SK, s. MK, s. MK, s. FP)
   This combo does not seem like much, but it takes about a third of a bar
   of life.
[2]  (c. SK, c. FP, j. jab, j. SK, j. MP, j. MK., j. FK, j. FP)
   The FP does not hit constantly, but if it does, there goes another third
   of life.
[3]  (j. SK, j. MK, j. FK, s. jab, c. SK, c. MK, 2n1 Hyper Stars n' Stripes)
   A wonderful end to an opponents life with a team super.
[4]  (c. SK, c. MK, c. FK, 2n1  jab Shield Slash)
   A basic fundamental CAP combo.
 

ENDING :
  Pic 1 : A nice shot of Cap shaking Ryu's hand, not as cheesy as the
              Cyclops / Ryu handshake in X v. SF
        CAP : Thank you, Ryu. Your help was invaluable. Maybe you should
              consider joining us [the Avengers]. We could show each other
              a thing or two.
        RYU : Thanks, but no. I still have much more training ahead of me.
        CAP : Well maybe, when you finish, you can come back again.
  Pic 2 : Ryu, in the background, walking away, as Cap watches him
        RYU : Yeah... maybe... someday.
        CAP : Until that day...



 
 

Cyclops

Normal Moves : Cyke has a number of variants on moves
    d + FP [air only] A two fisted downward strike, beats most ducking
                       uppercuts.
    d + FK [air only] A double footed downward kick... Amazing priority.
    FP [ground only]  A mini fireball. Combos with all of his beams.
 

SPECIAL MOVES :
Holyfield ! (Cyke's rushing punches): (charge B, F + punch  tap punch)
     A 6 hit combo that end in Cyke's normal fierce punch.
     Yet again they have changed up the combos you can do after this move.
It no longer combos off of any of his ducking moves because the optic blast
will ALWAYS come out, there really is no way around it. While standing, the
best linker is now MK (it was JP) and with the additional ranges comes
additional power, this move will now take a BLOCK and a half (out of 9
blocks) of damage.

Bulldog slam :  (charge B, F + kick ) [unblockable running throw]
      They took away most of the combo possibilities after this move since
it no longer jacks the opponent into orbit and Cyke now has some delay after
connecting with it. Still, an excellent move, it is the one most likely to
have your opponents calling Cyke a cheap bastard.

Optic Blast : (QCF + punch) [air] Now has more delay time after it connects
but it pushes your opponent pretty far back and hits opponents multiple
times like the blast in X-Men COTA. Shorter delay time when you 2n1 it with
the FP but the beam still disappears when your opponent does a super.

Optic Sweep : (HCB + punch)
Cyke lays on ground and bounces an optic blast onto the ground. If it hits
the opponent is tripped and falls to the ground. Massive delay time and is
generally a screw up move.

Gene Splice : (DP + punch, tap punch)
    Cyke punches the opponent into the air multiple times, he ends the
attack with a vertical Optic Burst (like his ground FP). It is harder to
hit Cyke now after he connects since even if  you block the move you are
pushed very far away (note this is the same for all dragon punchers.)
    Unlike most DPs, the Splice has specific ranges depending on where the
opponent is on the screen. If you mess up, stop pressing buttons, this will
cause Cyke to just fire the Optic Burst.
    If an opponent super jumps, it is wise to do a quick Gene Splice. The
fat beam will usually tag the opponent.
 

Super Kick :  (QCB + kick)  Cyke hits you with a standing kick followed by
a low sweep. This is the best ender for all of Cyke's ground combos and
though it leave him open, opponent will rarely be able to retaliate with
a super.
 

SUPER MOVES:

Mega Optic Blast : (QCF + 2 punches) rapidly hit all buttons for more hits
   The ultimate super. Can hit up to 40 + times. Does a ton of block damage,
it cannot be pushed. And stops everything except the Maximum Spider and
rushing Dragon Punch supers. Super jumping is the only escape. No longer
combos with standing RK, but still hits any low swept opponents.

Super Optic Blast : (QCB + 2 punches) [air] Aim with joystick
    This move has been improved in two ways. First, if you are hit with any
part of it, you can no longer block. Second, whatever way you are holding
after the Super Move pause is the way you will shoot.  NO more waiting
until Cyke turns his head around. However, it will no longer combo in the
air.

TEAM MOVES:
Team Counter: Optic Blast
Team Attack : Gene Splice - Easily one of the best team attacks in the game.
Team Super  : Mega Optic Blast
 

COMBOS : They took away Cyke's multi-hit air to ground combos, but even with
         that loss, he still has more combos than anybody. As a default, I
         will use the super kick as an ender, but his other special moves
         will combo just as easily.
[1]  (j. jab, j. MP, s. jab, s.jab, s. SK, c. MP, s. MK, s.FK, s. FK,
      2n1 optic blast)
      I usually omit the c.MP, since it will not always connect.
[2]  (while sliding in, c. SK, c. MK, s. MP, j, jab, j. SK, j. MP, hold up
      j. MK, 2n1 Super Optic Blast)
      This combo is now a bitch to complete, 2n1 ing the S.O.B. requires
      perfect timing.
[3]  (j. SK, j. MK, d + j. FK, s. jab, s. SK, s. MK, 2n1 Holyfield press
      button 3 times 2n1 fierce Gene Splice)
      Another very hard combo to do. I've only completed it twice mainly
because the Holyfield does not like to 2n1 or lead into 2n1's.
[4]  (d + FP, s. SK, s. MK, s. FK, 2n1 Super Kick)
      Finally, something easy.
[5]  (c. SK, c. SK., c. SK, c. FK, 2n1 Super Kick)
      And something cheesy.

Ending : Pic 1 : Ryu shaking Cyclops' hand. Behind them is a giant face
                 resembling Cyber Akuma.
          Cyke : Thanks again for your help Ryu, we couldn't have done it
                   without you.
           Ryu : Your welcome Cyclops, anytime. Watch Out!
         Pic 2 : A giant Cyber Akuma getting Optic blasted by Cyke. In the
                 background, Ryu is Hurricane Kicking the robot's head.



 
 

THE HULK

NORMAL ATTACKS: All of Hulk's normal attacks take block damage and his
punches now push you far away. His FP takes its normal damage + 1.5 times
whatever you hit him with if it connects (The Dudley Cross-Counter Effect)

SPECIAL MOVES:
Ground Wave : (QCF + punch)  Hulk rips up concrete from the ground
   This is a combination of Hulk's Ground Rip (d, d +punch) and Ground toss
from MSH. Hulk rips up the ground with his ducking FP animation so jumping
in and attacking him is pretty much useless. This move also trades hits
with all the super fireballs too, if he does it first. Quick.

Gamma Throw : (HCB + punch)
Hulk extends his arm to reach for a throw, the throw is blockable
   Much slower than it was in MSH, Hulk now stands there for a second before
he grabs you. But since he's super armored, hitting him in this situation is
not a wise move for the opponent. Has a long delay after move so Hulk
players need to use it sparingly.

Gamma Charge : (charge b, f + kick, aim with joystick, press kick again)
            or (charge d, u + kick, aim with joystick, press kick again)
Hulk charges at opponent with super power armor (i.e. it takes three hits
to stop him instead of two.) Afterwards he can redirect by pressing kick.
  Massively damaging, however, if opponent blocks the first hit you are
eating a super. However, the reward is worth the risk. If someone super
jumps at you, Charge under them, then redirect Charge at the opponent. Like
in MSH, this crossup is hard to block even if you know it is coming.

Supers :
Gamma Wave - (QCF + 2 punches, press all buttons rapidly)  {1 level}
   Hulk does a ground wave that goes all the way across the screen. Hulk is
invincible when he does this super. DO NOT try to hit him with a jumping
attack since he has super armor and you do not. This move takes a staggering
45% of life when you trade hits with it. It beats all super fireballs
(Opponents will hit him with part of their super, all of his will connect.)
but can be pushed off. This super should be used frequently since it has
zero recovery time and pushes opponents far away.

Gamma Crush - (QCB + 2 punches, aim with joystick) Note:(Holding down makes
  him come back down on the spot he jumped from immediately.} {1 level}
  Hulk jumps into space, grabs a piece of Asteroid M, and brings it back on
opponents head. This is a great anti-air move, but delay time is huge if
you fail to connect with it.

TEAM MOVES:
Team Counter - Gamma Charge (RK distance plus redirect)
Team Attack  - Gamma Charge (SK distance, no redirect)
Team Super   - Gamma Wave  (Mash those buttons)

COMBOS : The super armor enhancement really has tampered with Hulk's combos,
         so these few are it until I can find some more.
[1] (j. SK, j. MK, c. FP, j. jab, j. SK, j. MK, hold up + j. FK, j. FK)
[2] (s. jab, s. SK, s. MK, 2n1 Gamma Charge, redirect)
[3] (j. FK, s. jab, s. FP) This combo just takes mad life.

ENDING : Hulk sits beside Blanka on a bench.
         Hulk : Yes, I can understand how you feel being bombarded by
                radiation
       Blanka : Gyaaargh!
         Hulk : Um-hmm... I experienced similar frustrations early in my
                life. Yeah, pretty damn stupid.


OMEGA RED

Normal Moves:

(1) Standing MK chains with the MK Omega Strike for an air Launcher
(2) Standing MP, when close is an air Launcher
(3) Crouching FK on ground (Omega stabs tentacles into ground and they
    break through the pavement) has three controllable ranges
db = Coils appear close to Omega
d  = Coils appear in the middle of the screen
df = Coils appear on the far edge of the screen
(4) Jumping FP is an auto air combo of six hits, it has a startup delay
    unless you put it in a combo
(5) AIR DASH : Omega can dash forward in the air by tapping forward twice
(6) Most moves involving the coils are immune to energy projectiles (but
    remember, the optic blast is a energized force beam)
 

Special Moves :

Carbonadium Coil : (QCF + punch) [in air Omega can use any button]
   Omega throws a tentacle to a specified location on the screen. However
long the button performing the move is held determines how far the tentacle
travels and Omega's delay time after the move's completion.
  JP : Omega throws the coil directly in front of him [air]
  MP : Omega throws the coil upwards at a 45 degree angle [air]
  FP : Omega throws the coil straight up into the air [air]
  SK : Omega throws the coil directly in front of him [air only]
  MK : Omega throws the coil down at a 45 degree angle [air only]
  RK : Omega throws the coil straight down to  the floor [air only]
After connecting with the Coil you can :
  Rapidly tap PUNCH, to drain life from opponent's life bar
  Rapidly tap KICK, to drain Chi from opponent's super meter bar
  Press b, d, f, d in order to slam opponent on the ground twice (very hard)
After finishing the moves above you can :
  Throw the opponent to whatever location on the screen you wish (including
  straight up) by holding the joystick in that direction.
 

Omega Strike :  (QCF + kick)
     Omega uses his coils to propel himself across the screen while kicking.
He will propel himself forward until he hits a boundary.
      SK : Omega kicks straight across the screen
      MK : Omega kicks upwards at a 45 degree angle (air launcher)
      FK : Omega kicks straight up

At any time this move can be interrupted two ways
(1) Tapping BACK + KICK on the joystick makes him pull himself back to
    where he originally planted the tentacles. While he is moving back
    pushing FORWARD will make him recall the tentacles from the ground,
    allowing him to attack immediately with a normal attack.

(2) Tapping DOWN + PUNCH on the joystick will cause Omega to recall the
    tentacles from the ground. While doing this Omega will float upwards,
    enabling him to finish off an air combo if he used the MK Omega Strike.
    (See normal moves)
 

SUPERS :

Omega Destroyer : (QCF + 2 punches)    [ground only]         {1 level}
     Omega lets loose and flails his Coils wildly across screen. One of the
few full screen supers left in the game. This no longer chips incredible
life, but is still a good chipping super, especially against airborne
opponents. It's normal damage is variable depending on where you caught the
opponent with it, but I have seen it take a third of a bar, which is not
shabby in MSH v. SF.
     BTW, this is the highest priority move in the game and once it is out
nothing will penetrate it.
 

Carbonadium Smash :  (QCF + 2 punches) [air only]    {1 level}
     Omega dashes at his opponent, if he connects he does a twelve hit air
combo ending with his FP, grabs the opponent with a coil as they are falling
then whips the opponent over his head and slams them back onto the ground
with a gigantic explosion.
     Think of this as the airborne Weapon X, it has immense priority and
only select supers (Final Justice, Weapon X, Maximum Spider, and Ryu magic)
go through it. Omega can use this at a level barely above the ground and
that usually catches opponents off guard. Also, even if you miss, it has no
recovery time, so it is worth using once for every two Omega Destroyers.

TEAM MOVES:
Team Counter : Omega Strike
Team Attack : Standing FP
Team Super : Omega Destroyer

COMBOS :
[1] (jump back, air dash forward hitting FP, s. jab, s. SK, s. MP, j.jab,
     j. SK, j. MK, j. MP after which one can do :
  i. FP for another six hits
 ii. 2n1 a Carbonadium Coil to suck some life
iii. 2n1  the Carbonadium Smash if your timing is perfect
[2] (j. SK, j. MK, j. FK, s. SK, s. MK,  after which one can :
  i. s. FK, 2n1 Omega Strike (SK version)
 ii. down back crouching. FK, c. FP
iii. 2n1 Omega  Strike (MK) hold down, j. jab, j. MP, j. FP

Ending :
         Pic : Arkady on the right of the screen, looking over his shoulder
at Ken, who is holding the limp body of Ryu.
        KEN : Ryu... Ryu! Wake up. H- He's gone... You murderer, how many
              lives have you ended?
      OMEGA : Do you count the number of breaths you have taken?
        KEN : Damn you.  I going to kill you.
      OMEGA : Don't be foolish, boy...
        Pic :  A black screen.


Shuma - Gorath

 Moves :

Regeneration : When close, throw with the kicks, press kick rapidly [air]
     Shuma glows yellow and drains life from his opponent into his life bar
People wonder why I consider this a special move, I do because as far as
throw ranges go, it is large like the Spinning Piledriver and it combos
easily.

Stone Drop : (D + MK) "Get a piece of the rock, LOSER." -Scott [air only]
     Shuma turns to stone and drops straight down
This move is incredibly useful since it drops incredibly fast. In addition,
since he turns into a block of stone, this beats all normal moves. He
recovers quicker than he did in MSH as well.

Tentacle Slam  AKA Devitalization :  (HCB + kick) [unblockable throw]
Shuma morphs into a pink blob with small tentacles on the end. These have a
pretty short range but if they touch the opponent he grabs you with two
tentacles, lifts you into the air and slams you on the mat like dominos.
Afterwards, he faces the screen and says "Whose the beessst?" This combos
well.

Shuma-Ball : charge b, f + kick [air]
     Shuma turns into a spiked eyeball and rolls across the screen leaving
a trail of Shadow images behind him. Low damage. This has very high delay
time so refrain from using it on ground based opponents. And like in MSH,
it has ridiculously low priority for a special move, so unless you use the
right trajectory, Shuma is usually hit out of it cleanly by normal moves.
The shadow images also hit the opponent as they fly across, and against
jumping opponents it is good strategy to do the SK version beneath them and
let them land on the shadows.

Mystic Stare: charge b, f + punch
Shuma fires six eyeballs at his opponent [Hard to jump, high recovery time]
     When the Mystic Stare hits you the eyeballs now will stick to the
opponent. While stuck you cannot use another Mystic Stare. After a few
seconds the will blink fast and turn brown just before the eyes blow up and
do more damage as they knock off your opponents block. Timing your attacks
to correspond with the eyes exploding is a key Shumaism. If Shuma is hit
while the eyes are on opponent the eyes will vanish.

Supers :
The Spawning : (QCF + 2 kicks) {1 level}
    Shuma splits into two Shumas both of which are really him. THE SECOND
SHUMA CANNOT THROW PROJECTILES and will last for either 20 ticks of the
round clock, until one of them is hit, or you exceed a 10 hit combo. It will
perform whatever move you did last. However due to either design or RAM
space, his attack speed is reduced and comboing is difficult.

Chaos Dimension :  HCF + 2 punches  {LEVEL 3 SUPER}
     Shuma powers up for ten seconds. Unlike MSH, Shuma is not invincible
when he turns the Chaos Dimension on. During this time all his punches are
throws. If you grab the opponent he will lose 50% of a life bar, guaranteed.
You can no longer combo after this move. Also, Capcom left in a lot of
glitches on this move so you will find your tentacle going through people
quite often. Best example (Shuma will not grab anybody if the opponent does
a team attack.)
 
 

TEAM MOVES :
Team Counter : Shuma Ball (very weak)
Team attack  : Shuma Ball (works well)
Team super   : Mystic Bash (This is the super's real name)
               - Shuma pauses and then releases 15-20 ball size Shumas that
                 fly across the screen. When coupled with certain supers
                 this is impossible to push-off and for a super projectile
                 has very quick startup time.
 

COMBOS

Shuma's bread and butter has always been air combos, his ground combos have
been slowed down like many of the characters in the game and do not work as
well. These are some of his best combos.

[1]  (c. jab, s. short, c. medium, 2n1 c. forward, 2n1 Mystic Stare (FP)
[2]  (s. jab, s. medium, c. forward, s. fierce,  {in corner} s. roundhouse)
[3]  Air to air or in air combo (j. jab, j. medium, j.forward, 2n1 Shuma
     Ball [FK])
[4]  Best COMBO :
         (j.  medium, j. forward, s. jab or s. short, s. medium, s.forward,
          j. jab, j. short, j. medium, j. forward, hold up w/ j. fierce,
          2n1 Regeneration)

This part only works in MSH :

{2n1 Shuma Ball (MK), c. jab,  2n1 Chaos Dimension, grab with Chaos
Dimension , j. short, s. forward, j. jab, j. medium, j. MK, 2n1 Shuma Ball,
s. RK}
 

ENDING : In MSH, Shuma ate the Marvel Universe with the aid of the Infinity
         Gems. In MSH v. SF he simply settles for a small snack, the Earth.
         Total death and destruction is the only answer.

Picture : Shuma begins the spawning and about 25 nation size Shuma's begin
          to cover every portion of the Earth.


Credits
Charles Washington: For most of the stuff here