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.