Marvel vs. Capcom 2: New Age of Heroes FAQ
For Arcade/Naomi
v1.0 (April 8, 2000)

This document Copyright 2000 Robert Iu 

This document is for private and personal use only.  If you make use of 
something you find here give credit where it is due.  Please do not put this in 
anything that is to be sold for money or otherwise profit from.

The Street Fighter series and the Capcom characters are Copyright Capcom Co., 
Ltd. and Copyright Capcom U.S.A., Inc.  The Marvel characters are Copyright 
Marvel Characters, Inc.  Strider Hiryu is Copyright Moto Hikaku.  All rights 
reserved.

I'm going to focus on the US arcade/Naomi version of the game since I actually 
can confirm stuff for it. A lot more work needs to be done here as it is very 
disorganized and is still missing a lot of character info. I'll try to keep this 
up-to-date as possible before Kao Mengura (Chris MacDonald) does one (and I hope 
soon, cause I want to know the moves too.)

First of all, thanks goes to the people on #capcom, especially DannyCat, Dasrik, 
Viscant, along with Shoryuken.com for providing the most current info on the 
game, MadMan's Cafe (http://mmcafe.syste.ms) for keeping me updated on the game, 
and Ford City for having this game so quickly.

This FAQ can be found at:
   http://www.gamefaqs.com
   http://www.geocities.com/liquidfists/

History:
-------
1.0: big update; added unlocking order, colors, snapbacks, assists, more Jill, 
Silver Samurai info (big thanks to DannyCat again)
0.9: some corrections and a note added to DC users
0.8: found character move lists from Capcom's secret stash!
0.7: added more Hayato, Anakaris comments, some info on Wolverine-2
0.6: added some Chun-Li info, US DC date, and more various character comments


WHAT IS IN HERE:
---------------
0. Notes
1. When is it coming out?
2. Who are the characters in the game?
   A. How are the hidden characters unlocked?
   B. What does those gold boxes around the characters mean?
3. What's changed?
   A. Attack buttons
   B. Assist buttons
      a. Snapback
      b. Duo/Triple Hyper Combo
   C. How do you switch characters?
      a. Delayed Hyper Combos
      b. Crossover Counters
   D. Misc.
4. Characters
   A. New Characters
   B. Old Characters
   C. Abyss


0. Notes
     This FAQ focuses on the US arcade version of the game. This will not 
mention anything on the 'D' 'V' and 'N' points thing on getting the hidden 
stuff. (BTW, check out http://www.gamefaqs.com/mvc2vms.html as CJayC has put up 
a hacked VMU with all the secrets unlocked; believe me, that's probably the only 
reasonable so far.) This FAQ also assumes that you've at least played Marvel vs. 
Capcom and the other Vs. games. I didn't want to fluff this FAQ too much by 
adding stuff most people already know.


1. When is it coming out?
     It's already out in various places across the country starting 3/16/00. 
Check the arcades in your area. For you importers, the release date for the 
Japanese Dreamcast was moved up to 3/28/00. The DC US version seems to have a 
date of 5/02/00 so far, but I also heard that it won't be out until July and 
even September.


2. Who are the characters in the game?
     There were supposed to be 52 characters in the arcade version of the game 
and 40 for the Dreamcast version originally. But it seems that all 56 are going 
to be in there even thought there are 52 boxes. On the Japanese Dreamcast 
version, more boxes revealed themselves when you unlocked past the 40 original 
ones:

     Capcom               Marvel
     ------               ------
     Akuma                Cable
     Amingo               Captain America
     Anakaris             Cyclops
     BB Hood              Dr. Doom
     Captain Commando     Gambit
     Guile                Hulk
     Hayato               Iceman
     Jin Saotome          Juggernaut
     Morrigan             Magneto
     Ruby Heart           Marrow
     Ryu                  Shuma Gorath
     Sonson               Spider-Man
     Strider Hiryu        Venom
     Zangief              Wolverine

and 28 need to be unlocked:
          Capcom          Marvel
          ------          ------
Block 1:  Cammy           Omega Red
          Jill            Psylocke
          Sakura          Rogue
          Tron            Storm

Block 2:  Roll            War Machine
          Megaman         Wolverine (Admantium-less)

?:        Charlie         Blackheart
          Chun-Li         Colossus
          Dan             Iron Man
          Dhalsim         Sabertooth
          Ken             Silver Samurai
          M. Bison        Spiral

Block 4:  Felicia         Sentinel
          Kobun           Thanos

It seems like Capcom will give all 56 to both the DC and Naomi versions. You can 
try to make out the hidden characters during the intro for the game, which shows 
all the characters, or their outline if they are still hidden.

     A. How are the hidden characters unlocked?

     The US version is not using the VMU from the Dreamcast at all. I think 
their reasoning was that people will mess with it in the arcades here or that 
people won't really bother with it at all. The hidden characters are unlocked by 
Exp.(experience) points that is shown on the character selection screen and 
title screen. Each coin/token put into the machine gives you one experience 
point (this may vary depending on the operator's setting.) Points are also given 
in what seems like set time intervals (like every 10 hours the game is on, 100 
exp is added.) This is so that even a machine in a smaller place will eventually 
get the characters unlocked. Hitting the service trigger to cheat this system 
may not work as it stops counting after 9 credits. Every 400 exp raises the 
Lv.(level) by 1 and does something.

  Lv.1   400 Exp Marvel character gets unlocked
  Lv.2   800 Exp gold box around a random character
  Lv.3  1200 Exp gold box
  Lv.4  1600 Exp Capcom character gets unlocked
  Lv.5  2000 Exp gold box
  Lv.6  2400 Exp gold box
  Lv.7  2800 Exp Marvel character get unlocked
  Lv.8  3200 Exp gold box

So basically you get Marvel character, gold box, gold box, Capcom character, 
gold box, gold box, Marvel character, ect. There seems to be an order to the 
unlocking of characters. First the characters in block 1 are unlocked 
(alternating between Marvel and Capcom characters) and then 2 and so on. What I 
have listed for Block 1 and 2 are confirmed from various machine across the 
country. Block 4 is a guess from the DC version. The unlocked characters just 
become selectable on the selection screen without any notice or message.

     B. What does those gold boxes around the characters mean?

     The thing now is that we think the gold boxes mean that the character now 
has one or two more color that can be chosen (with the Assist buttons.) Whoopee! 
In other words, the gold boxes are generally useless.


3. What's changed?

     A lot...

     A. Attacks buttons

     Jab     Fierce    Assist 1 
      _         _         _
     (_)       (_)       (_)
      _         _         _
     (_)       (_)       (_)
    Short  Roundhouse  Assist 2

     The biggest change is the new setup of the buttons. If you don't know yet, 
the Strong and Forward buttons are gone and are now the Fierce and Roundhouse. 
In place of Fierce and Roundhouse are the assist button, Assist 1 and Assist 2. 
Most are guessing the main reason for this change was to conform to the standard 
Dreamcast controllers, which were horrid for playing MvC. Another reason may be 
that doing allowed for Capcom to put things into the game like Snapback and 
assist characters, without having players worry about hitting the wrong two 
buttons. The change isn't too bad, most players adapted after a few games.
     The Strong and Forward attacks can still be done, usually inside a combo. 
This is because the Jab and Short also double as Strong and Forward. Strider for 
example can hit Jab-Short-Jab-Short-Fierce-Roundhouse and the second time the 
Jab and Short are hit his Strong and Forward from MvC will come out. For a 
character like Ryu who had a Weak to Strong chain, pressing Jab-Short would 
result in a Jab-Forward coming out for him, because he can't chain a Short after 
his Jab. 
     So for most characters, doing the 'full' air combo would now require 
launching and then hitting Jab-Short-Jab-Short-Finisher.
     Some of those who have launchers that is either Strong or Forward can also 
do them by holding down-forward on the controller and hitting either Fierce or 
Roundhouse, depending on what your character has for a launcher. And if your 
character's old launcher was either a Strong or Forward like Zangief's then you 
done have to chain into their launcher.

     B. Assist Buttons
     Remember how in Marvel vs. Street Fighter you can call your partner to 
assist you with Strong + Forward? Well, that's what the main use of the Assist 
buttons are for. As you all should know by now, there are 3 characters on your 
team. After picking each of your character, you are given a choice of 3 assist 
types. Some of these are pretty obvious (Projectile type, Anti-Air type, Dash 
type, Heal type, ect.) Others such as Variety type, Expansion type and Balance 
type, are less descriptive in what they are (Expansion is 'movement' in the 
Japanese import.) After you pick them, you cannot change them until you lose and 
choose your team again. With the Assist buttons you call your first character 
under the main life bar out with Assist 1 and the bottom character with Assist 
2. This can be used at almost any time you can do a move except while you are 
Super Jumping. This mean you can do it while sitting back charging with Guile, 
while you are in the middle of a chain combo, anytime you can buffer into 
something, right as you are jumping at or over an opponent, ect. After using an 
Assist, you have to wait for the 'Assist OK' over the assist character you had 
just used to go away before calling another assist or switching out with that 
character. I don't think you can ever have all three characters on screen at the 
same time except during a Triple Hyper Combo. Using your assists characters is 
one of the key thing you most likely will have to be good at to be good at this 
game. Be careful though, your assist character seems to take extra damage when 
hit, but all done to them is red (aka recoverable) damage. But they cannot be 
thrown (or autocomboed?) I know Jill's Tyrant super fails after the initial hit, 
but Maximum Spider worked.
          a. Snapback
          QCF + Assist 1 or 2 will do your character's Snapback attack. You will 
have a light effect coming from you as you do a normal move. This uses up one 
super level and is a blockable attack that if connects will force your 
opponent's current character out and force in another character, depending on 
which Assist button you used (Assist 1 to force his middle character in, Assist 
2 to force his bottom character in.) The character forced out is also unusable 
for the opponent until the red 'X' over the life bar has gone away. Some 
characters can combo these in. These may also becoming important as we learn 
more about the game and may become one of the main ways to stop people from 
overusing their assist characters.
          b. Duo/Triple Hyper Combo
          Pressing both Assist 1 and Assist 2 may do either a super, duo super, 
or triple super. It will make use of as many characters and super meter as it 
can. If you have only 1 character left and 5 levels of meter you get a regular 
super since there are no more characters left to do more, if you have all three 
characters but only 1 level of super meter you still get a regular super because 
you don't have enough meter to do more. If you have 2 characters and 2 or more 
levels you'll get a Duo Super using 2 level of meter up. Having 3 characters and 
3 or more levels will allow you to do a Triple Super using 3 levels up. Doing 
these DO NOT switch your character out like it did in the previous versus games. 
These generally do not do enough damage to warrant the use of 3 levels, as you 
do not switch your character out. Also, the supers you do depend on which assist 
type you picked for your characters.

     C. How do you switch characters?
     Hitting Jab + Short will tag out your character and tag in you middle 
character. Hitting Fierce + Roundhouse will tag in your bottom character. 
Tagging in has been made fairer now. Where in MvC a blocked tag in usually meant 
eating a super and hitting with your tag in only resulted in a little damage 
done. Now if you hit with your opponent with a tag in, they get popped up 
allowing you to combo them. They can roll out once they hit the ground so it's 
best to hit them before then (duh.)
     To switch the starting character before a match, hold either Assist 1 to 
switch with your middle character or Assist 2 to switch with the bottom 
character when the screen showing you and your opponent's characters in a 
hexagon right before the match.
          a. Delayed Hyper Combo (DHC)
          I put this under here because this is probably the best way for you to 
tag in characters in this game. To do this, while you are doing a super (it can 
be anytime from when you start it until the background changes back to normal.) 
Let's say you have Ryu, Morrigan, and Captain Commando (in that order). Ryu does 
his super fireball, anytime during it you can do QCF+PP to have Morrigan jump in 
and do her Soul Eraser or QCF+KK to have her do her Darkness Illusion. There are 
a few things to consider here, first off, you most likely would want to wait as 
long as possible before canceling to get the most out of Ryu's super. Then 
depending on how far the opponent is from you the Darkness Illusion may or may 
not connect. But you may want the Darkness Illusion over the Soul Eraser because 
you can cancel into CapCom's Captain Sword while she has them up there or maybe 
you want to do a Captain Storm after a Soul Eraser (Note: I'm not sure if these 
would actually connect, this is just a scenario I made up.) Some of these DHC's 
do insane damage (I know Guile-Captain America-Gambit has one that does 70-80% 
and 99% on Akuma and Strider.) These will most likely replace the duo team 
beating from MvC as the cheapest way to do damage. You can only do up to 3 super 
this way and Level 3 supers are included (this is probably why 5 levels of super 
is the max.) The last character doing this stays in.
          b. Crossover Counters (b, db, d + Assist 1 or 2)
          Another relatively safe way to switch your character. Works the same 
as previous, while blocking an attack do the motion (the assist button you use 
determines who comes out, Assist 1 for your middle character and Assist 2 for 
your bottom character) and you character will tag out and your partner will come 
and do an attack.

     D. Misc.
     Super canceling from the PSX EX games are now doable. Just do a special 
move and before the character recovers do that character's super. Push blocking 
is now done with the 2 Punch buttons and Super Jumping can be done with the 2 
Kick buttons. There is no Easy Mode to pick from anymore (or at least the 
default settings don't have it.) Throws are harder to do off someone's jump-in 
attack. The announcer is very reminiscent of the Alpha 3 announcer. The music 
for the game is jazzy, elevator music sounding. The backgrounds are awesome, too 
bad it only make the characters look so much worse in comparison. You play 7 
stages against the computer before reaching Abyss. There is only one universal 
ending for all characters. There are also no win quotes or pose points. The 
computer will use the hidden characters once they are unlocked, but not before.


4. Characters

Key:
   QCF: fireball motion
   QCB: hurricane kick motion
   DP: dragon punch motion
   RDP: reverse dragon punch motion
   HCF: half circle forward
   HCB: half circle back
   Hunter aka zigzag
   Weak to Strong aka Stronger
   OTG: Off the ground

     A. New characters

        a. Amingo
        Moves:
           Daiti no Kodomo (grab): QCB + K
           Daiti no Kodomo (punch): QCF + Short
           Daiti no Kodomo (kick): QCF + Roundhouse
           Midori no Kanki: QCB + P
           Kaze no Sakeb: QCF + P (air) (rushing move)
        Supers:
           Shokubutsu no Okite (Law of Vegetation): QCB + PP
           Taiyou no Megumi (Sun's Blessing): QCF + KK
        Assists:
           A-Heal Type: he grows a vegetable, slow / Taiyou no Megumi
           B-Enhance Type: Defense Up plant / Taiyou no Megumi
           C-Balance Type: Midori no Kanki / Taiyou no Megumi
        Launcher: C.Strong and C.Forward
        Snapback: S.Fierce
        Ground Chain: Weak to Strong
        Air Chain:
        Super Jump Chain: Hunter
        Colors (Hat/Pants):
           Jab: Blue/Yellow      Fierce: Red/Blue       A1: Purple/Yellow
           Short: Purple/Brown   Roundhouse: Blue/Red   A2: Red/Yellow
     His beanstalk super connects after his launchers. His maraca super seems 
useless for now as it does little damage and is blockable and kind of slow. He 
drops a plant on the ground and it goes across the screen. Supposedly if mashed 
right, it does a lot of damage. His normals are good as they have good range and 
hit multiple times.


        b. Anakaris
        Moves:
           Coffin Fall: d, d + P or K (air)
           Cobra Blow: b, f + P (air)
           Mummy Drop: QCF + P (air)
           Royal Curse: QCF + K in air
        Supers:
           Pharaoh Magic: Roundhouse, Jab, d, Short, Fierce
           Pharaoh Coffin Fall: d, d + PP
           Pharaoh Illusion: Jab, Jab, f, Short, Fierce
           Pharaoh Cobra Blow: b, f + PP
        Assists:
           A-Ground Type: Cobra Blow / Pharaoh Cobra Blow
           B-Throw Type: Mummy Drop / Pharaoh Illusion
           C-Variety Type: Coffin Fall / Pharaoh Magic
        Launcher: C.Fierce
        Snapback: S.Fierce
        Colors:
           Jab: Yellow/Blue   Fierce: Green            A1: Brown
           Short: Pink/Red    Roundhouse: Red/Yellow   A2: Monochrome
     Still have not gotten the hang of this guy. His Pharaoh Coffin Fall seems 
useless and his Pharaoh Cobra Blow seems blockable even after the opponent gets 
hit by the first wave of attack (it hurts assist characters when mashed though.) 
I read somewhere that timing the button presses is key to getting the most of 
out this super. His Pharaoh Illusion causes him to go into the background and 
you control his hands by using the attack buttons. Jab make the left hand hit 
sideways, Fierce makes the right hand hit sideways, Short makes the left hand 
hit downward and Roundhouse makes the right hand hit downward. You can still be 
hit while in this super. Weird character when compared to the rest of the cast.


        c. B.B. Hood
        Moves:
           Smiling Missile: Charge b, f + P or K
           Happy Missile: Charge d, u + P or K
           Shy Strike: QCB + P
           Cheer of Fire: DP + P (air)
        Supers:
           Cruel Hunting: QCF + PP
           Beautiful Memory: HCF + KK
           Apple For You: HCB + KK
        Assists:
           A-Projectile Type: Smiling Missile / Cruel Hunting
           B-Anti-Air Type: Cheer of Fire / Cruel Hunting
           C-Variety Type: Shy Strike / Cruel Hunting
        Launcher: S.Forward
        Snapback: f, f + Fierce
        Ground Chain: Hunter
        Air Chain: 
        Super Jump Chain: Hunter
        Colors:
           Jab: Red      Fierce: Purple      A1: Dk. Blue
           Short: Blue   Roundhouse: White   A2: Black
     She can double jump. Her Cruel Hunting does massive block damage. Fierce is 
good for jumping in on and her Roundhouse attacks are landmines that have good 
range and knocks the opponent away. Not sure if she's better as a keep away 
character or offensive character.


        d. Cable
        Moves:
           Viper Beam: QCF + P (air)
           Psimitar: DP + P
           Electro Trap: QCB + K (air)
           Psy Charge: HCB + P
           (rush punch): QCF + K
        Supers:
           Hyper Viper Beam: QCF + PP
           Time Flip: QCF + KK (can hit opponent while clone attacks)
        Assists:
           A-Projectile Type: Viper Beam / Hyper Viper Beam
           B-Anti-Air Type: Psimitar / Hyper Viper Beam
           C-Variety Type: Electro Trap / Hyper Viper Beam
        Launcher: S.Strong
        Snapback: S.Roundhouse
        Ground Chain: Weak to Strong
        Air Chain: 
        Super Jump Chain: Hunter
        Colors:
           Jab: Blue       Fierce: Lt. Green   A1: Dk. Green
           Short: Purple   Roundhouse: Olive   A2: Dk. Blue
     Primary a keep away character thanks to the long recovery after his 
projectile attacks. His Fierce make him shoot his gun, which can be canceled 
into Viper Beam, which if hits can be super canceled into his Hyper Viper Beam 
for insane damage.


        e. Felicia
        Moves:
           Delta Kick: DP + K (air)
           Rolling Buckler: QCF + P, P or K
           Sand Splash: QCF + K
           Cat Spike: DP + P
        Supers:
           Dancing Flash: QCF + PP
           Please Help Me: QCB + KK
           Hyper Sand Splash: QCF + KK
        Assists:
           A-Expansion Type: Delta Kick / Hyper Sand Splash
           B-Ground Type: Sand Splash / Hyper Sand Splash
           C-Variety Type: Cat Spike / Hyper Sand Splash
        Launcher:
        Snapback: C.Forward
        Ground Chain:
        Air Chain: 
        Super Jump Chain: Hunter
        Colors (hair/fur):
           Jab: Blue/White    Fierce: Black/Orange     A1: Grey/White
           Short: Red/White   Roundhouse: White/Pink   A2: Red/Black

        f. Guile
        Moves:
           Sonic Boom: Charge b, f + P
           Somersault Kick: Charge d, u + K (Air d, u + K)
        Supers:
           Sonic Hurricane: QCF + PP
           Somersault Strike: QCB + KK
           Crossfire Blitz: Air, QCF + KK
        Assists:
           A-Anti-Air Type: Somersault Kick / Somersault Strike
           B-Projectile Type: Sonic Boom / Sonic Hurricane
           C-Balance Type: Sonic Boom / Sonic Hurricane
        Launcher: C.Fierce
        Snapback: f + Fierce
        Ground Chain: Weak to Strong
        Jumping Chain: Weak to Strong
        Super Jump Chain: Hunter
        Colors:
           Jab: Olive Green   Fierce: Grey        A1: Olive Green w/tan
           Short: Purple      Roundhouse: Brown   A2: Purple w/tan
     All of Guile's super can be cancel into. On the ground you can chain 
anything into S.Fierce or S.Roundhouse into either super, preferably Sonic 
Hurricane. For his air combo he can connect with all 6 hits or can go into his 
air super. I use to do it after a Jab-Short-Strong-Forward chain, but it being 
blocked 25% of the time and he being open afterwards I just try do finish the 
chain which does almost the same damage and leads to an OTG in the corner. He 
can OTG after his Roundhouse air throw. His Somersault Kick, if blocked usually 
knocks the opponent too far away for them to hit him before he recovers. By far 
one of the better characters in the game so far.


        g. Hayato
        Moves:
           Siden: QCF + P
           Guren: DP + P (air)
           Plasma Combo: b + Jab, Jab, Jab, Jab
           Shirotora Hou: b, f + PP
        Supers:
           Rasetsu Slash: QCF + KK
           Crescent Moon: QCF + PP
           Plasma Field: QCB + KK (air)
           (Level 3): Jab, Fierce, b, Short, Roundhouse
        Assists:
           A-Expansion Type: Siden / Crescent Moon
           B-Anti-Air Type: Guren / Rasetsu Slash
           C-Balance Type: Siden / Rasetsu Slash
        Launcher: C.Fierce
        Snapback: S.Roundhouse (2nd hit)
        Ground Chain: Weak to Strong
        Air Chain:
        Super Jump Chain: Hunter
        Colors:
           Jab: White/Grey     Fierce: White/Red         A1: Red
           Short: White/Blue   Roundhouse: White/Brown   A2: Black
     Think Strider mixed with Ryu. Not too great as his moves have enough 
recovery time for opponent to counter. Decent reach thanks to his sword. Plasma 
Field makes him turns bluish for a limited time and it gives him the ability to 
use supers without using meter when the bubble hits the opponent. This can be 
comboed in after his air combo-Guren. He can even do his Level 3 with less than 
3 levels while it is in effect. There are variations of his Plasma Combo (b + 
Jab, Jab, Fierce, Roundhouse, Jab, Jab); (b + Fierce, Jab, Fierce, Jab, Fierce.)


        h. Jill ('?' next to Guile)
        Moves:
           Kinsetsu Sentou A (Close Combat A): QCF + P (air) (Fierce version can 
be held)
           Grenade Launcher: DP + P (can be held)
           Kinkyuu Kaihi A (Emergency Evasion A): QCB + K (Short for zombie that 
holds opponent, Roundhouse for exploding zombie)
           Kinkyuu Kaihi B (Emergency Evasion B): QCF + Short (dog)
           Kinkyuu Kaihi C (Emergency Evasion C): QCF + Roundhouse (bird)
           Ousen Shageki (Return Fire): HCB + P (Beretta counter-attack)
        Supers:
           Kinsetsu Sentou A+ (Close Combat A+): QCF + PP (air)
           Code: T-002: QCB + KK
           Rocket Launcher: QCF + KK
        Assists:
           A-Heal Type: Life Up herb, fast / Rocket Launcher
           B-Dash Type: Close Combat A / Close Combat A+
           C-Projectile Type: Grenade Launcher / Rocket Launcher
        Launcher: C.Fierce
        Snapback: S.Roundhouse
        Ground Chain: Weak to Strong
        Air Chain: Weak to Strong
        Super Jump Chain: Hunter
        Colors:
           Jab: Blue     Fierce: Orange/Yellow    A1: Brown/Grey
           Short: Pink   Roundhouse: Blue-Green   A2: Grey
     Mostly a pixie character though you can kind of set up a Captain Commando-
like keep away game with her 'helpers.' She can combo into her charging super 
very easily on the ground and in the air after most moves. She has no limit on 
how many 'helper' attackers are on screen, so if you want she can have the dog, 
bird, a zombie, and an assist character onscreen at the same time. Her Grenade 
Launcher isn't much of a projectile and is more so anti-air. Her Rocket Launcher 
works kind of like Proton Cannon where if it hits as she brings it out, it'll 
connect fully, otherwise it is very avoidable (she even falls back afterwards 
like Chun-Li does in Pocket Fighter.) Her Tyrant super is insanely hard to hit 
with as you have to have the opponent the right distance from you, on or very 
close to the ground and not blocking. Right afterwards, you can do her Rocket 
Launcher to hit Tyrant into the opponent for a little more damage. Her zombies 
along with her animal attacks can be hit down, in fact you, your animal, and 
your assist character can knock your zombie over and it'll stay on the ground 
for a bit grabbing the opponent if they get near just like they do in the 
ResEvil series. Her zombies come in from behind you and keep moving forward 
really slowly. She can OTG after her Roundhouse either into Close Combat A or 
Short-C.Fierce-AC. Her Fierce Close Combat A can be charged much like Megaman's 
Mega Buster. Not really worth it as she loses her launcher and gets more 
recovery after the move. Holding down the button after the Grenade Launcher 
increases the range of it.


        i. Kobun
        Moves:
           Kobun Fire: QCF + P (air) (can be held)
           Call for Help (Rush!): QCB + Jab
           Call for Help (Seize!): QCB + Fierce
           Call for Help (Air!): QCB + K
           Robot Attack: QCF + K
        Supers:
           Lunch Rush: QCF + PP
           King Kobun: QCF + KK
        Assists:
           A-Projectile Type: Call For Help (Rush!) / Lunch Rush
           B-Anti-Air Type: Kobun Fire (up) / King Kobun
           C-Balance Type: Kobun Fire (forward) / Kobun 'Legion'
        Launcher: S.Roundhouse
        Snapback: C.Roundhouse
        Colors:
           Jab: Blue      Fierce: Pink             A1: Red
           Short: Black   Roundhouse: Blue-green   A2: Purple
     Wow, and you thought Roll was small. It is not as small as it looks as some 
moves that looks like it should miss, don't on it. Almost no range what-so-ever 
on most attacks. What Kobun does for his Lunch Rush depends on what his assist 
is.


        j. Marrow
        Moves:
           Boneerang: QCF + P (air)
           Towering Spine: DP + P
           Ricochet Slash: QCB + K
           Ride & Slash: HCB+P (air)
        Supers:
           Stinger Bones: QCF + PP
           Bone Buster: QCB + PP (air)
        Assists:
           A-Projectile Type: Boneerang / Bone Buster
           B-Anti-Air Type: Towering Spine / Bone Buster
           C-Expansion Type: Ricochet Slash / Stinger Bones
        Launcher: C.Fierce
        Snapback: S.Fierce
        Ground Chain: Hunter
        Air Chain:
        Super Jump Chain: Hunter
        Colors:
           Jab: Green    Fierce: Lavender        A1: Grey
           Short: Blue   Roundhouse: Lt. Green   A2: Purple
     A pixie character. Has a double jump. Her Boneerang stays in place for a 
bit and allows her to zone. Has the potential to replace Wolverine.


        k. Ruby Heart
        Moves:
           Schwarzalle: QCF + P (air)
           Sublimation: QCF + K
           Fantome: QCB + K
           (Anchor): HCB + P
        Supers:
           (Hyper Schwarzalle): QCF + PP (air)
           Barutoneeru: QCF + KK
           Miru Fantome: QCB + KK
           Tooru Do Maji: Roundhouse, Jab, d, Short, Fierce
        Assists:
           A-Anti-Air Type: Sublimation / Barutoneeru
           B-Capture Type: Fierce Anchor / Miru Fantome
           C-Enhance Type: Power Up / Hyper Schwarzalle
        Launcher: C.Fierce
        Snapback: S.Fierce
        Colors (Hair/Suit):
           Jab: Blonde/Blue   Fierce: Pink/Brown       A1: Blonde/Green
           Short: Grey/Blue   Roundhouse: Grey/Olive   A2: Red/Dk. Purple
     Her Schwarzalle and Hyper Schwarzalle can be redirected with a direction + 
P (up to 2 times for regular and I think 5 times for super.) Try to control it 
so you land safely. Her Tooru Do Maji is when she drops a barrel on you. It 
seems to be 'timing' super where you have to hit the right buttons at the right 
time to get the max damage out of it.


        l. Sonson
        Moves:
           Fuusetuzan (Wind-slash Beheading): Tap P (air)
           Sienbu (Little Monkey Dance): QCF + P (air)
           Seitenrengeki: DP + P (air)
        Supers:
           Tenchi Tsuukan (Pass Through Heaven and Earth): QCF + PP (air)
           Saruou (Monkey King): QCB + PP
           POW: QCF + KK
        Assists:
           A-Heal Type: Life Up fruit / Saruou
           B-Projectile Type: Sienbu / Saruou
           C-Anti-Air Type: Seitenrengeki / Tenchi Tsuukan
        Launcher: C.Roundhouse
        Snapback: S.Fierce
        Colors:
           Jab: Red        Fierce: Green      A1: Pink
           Short: Yellow   Roundhouse: Blue   A2: Purple
     Money King super can do a lot of block damage with her fire breath. The 
stick super will hit the opponent with the stick on the way up. POW, well, it 
can be use against jump-ins but is risky otherwise very hard to connect and does 
too little damage.


        m. Tron ('?' next to Ryu)
        Moves:
           Command Shot: QCF + P
           Bonne Strike: QCF + K (air)
           Lunch Henchmen Charge: DP + P
        Supers:
           Lunch Rush: QCF + PP
           King Kobun: QCB + PP
        Assists:
           A-Throw Type: Fierce throw / Lunch Rush
           B-Anti-Air Type: S.Forward / King Kobun
           C-Projectile Type: C.Strong / King Kobun
        Launcher: C.Fierce
        Snapback: S.Fierce
        Colors:
           Jab: Green    Fierce: Purple      A1: Grey
           Short: Pink   Roundhouse: Olive   A2: Lt. Pink
     Her Command Shot is slow in coming out and if it hits, holds the opponent 
in place for a bit. Lunch Rush works kind of like Command Shot where she shoots 
the opponent to lock them in place for the rush. If you have the Lunch Rush as 
you team super, do it by doing a team super (Assist 1 + Assist 2) instead of QCF 
+ PP, because the serve bots will come out even if you don't hit the opponent 
with the gun. A lot of her normals are like Jin's where they seem like special 
moves.


     B. Old characters

        a. Akuma
        Assists:
           A-Projectile Type: fireball / super fireball
           B-Anti-Air Type: dragon punch / super dragon punch
           C-Expansion Type: hurricane kick / super hurricane kick
        Snapback: f + Fierce
        Colors(Hair/Gi):
           Jab: Red/Black      Fierce: Red/White        A1: Blonde/Purple
           Short: White/Grey   Roundhouse: Orange/Red   A2: White
     Takes more damage yet again. But can play a good keep away game. Supposedly 
one of the better character as he has easy to do damaging combos (C.Short-
C.Forward-Roundhouse hurricane kick-super air fireball) and can run. He has his 
hurricane kick super from the SF3 series (QCF + KK.)

        b. Blackheart
        Assists:
           A-Ground Type: Dark Thunder / Judgment Day
           B-Anti-Air Type: Inferno / Heart of Darkness
           C-Launcher Type: S.Strong / Armageddon
        Snapback: C.Strong
        Colors:
           Jab: Blue         Fierce: Black          A1: Purple
           Short: Lt. Blue   Roundhouse: Dk. Blue   A2: Dk. Purple
     Move list is unchanged from MvSF

        c. Cammy ('?' next to Strider)
        Assists:
           A-Anti-Air Type: Sonic Spike / Spin Drive Smasher
           B-Dash Type: Sonic Drill / Spin Drive Smasher
           C-Expansion Type: Spin Knuckle / Killer Bee Assault
        Snapback: S.Fierce
        Colors:
           Jab: Lt. Blue   Fierce: Dk. Blue   A1: Magenta
           Short: Green    Roundhouse: Pink   A2: Black suited,
                                              pink-haired,
                                              deep tanned Cammy...
     She can air combo into her Killer Bee Assault after a Sonic Spike. She also 
gains her drill super from Alpha 3 (QCB + KK).

        d. Captain America
        Assists:
           A-Projectile Type: Jab Shield Slash / Hyper Charging Star
           B-Anti-Air Type: Stars & Stripes / Hyper Stars & Stripes
           C-Dash Type: Charging Star / Hyper Charging Star
        Snapback: S.Roundhouse
        Colors:
           Jab: Blue      Fierce: Shiny Lt. Blue   A1: Shiny Dk. Blue
           Short: Green   Roundhouse: Shiny Grey   A2: Dk. Blue
     Pretty much can be played the same as his MvC counterpart except for losing 
the S.Strong as anti-air. No ground level Shield Slash, Jab version goes strait 
ahead. His Jabx3 -> double jump air combo is still there; just that you have to 
time it now or else his Strong comes out. Still has Short-Forward-Hyper Stars 
and Stripes. His Dash Type assist is great in countering beam traps.

        e. Captain Commando
        Assists:
           A-Ground Type: Captain Fire / Captain Sword
           B-Anti-Air Type: Captain Corridor / Captain Sword
           C-Expansion Type: Captain Kick / Captain Sword
        Snapback: S.Fierce
        Colors:
           Jab: Blue    Fierce: Lt. Green   A1: Black
           Short: Red   Roundhouse: Gold    A2: Pink
     He did not lose his Hoover/Baby helper. It can be done with QCF + Short + 
Fierce. Seems to play the same but it looks like he is easier to get in on now 
that you can abuse assist characters. S.Roundhouse into Captain Sword still 
works along with Captain Storm into Captain Sword.

        f. Charlie
        Assists:
           A-Projectile Type: Sonic Boom / Sonic Break
           B-Anti-Air Type: Somersault Shell / Somersault Justice
           C-Balance Type: Sonic Boom / Somersault Justice
        Snapback: f + Fierce
        Colors (Vest/Pants):
           Jab: Yellow/Blue   Fierce: White/Blue        A1: Green/Tan
           Short: Red/Grey    Roundhouse: Yellow/Grey   A2: Red

        g. Chun-Li
        Assists:
           A-Projectile Type: Kikouken / Kikoshou
           B-Anti-Air Type: Tenshou Kyaku / Hazan Tenshou Kyaku
           C-Expansion Type: Axe Kick / Senretsu Kyaku
        Snapback: f + Fierce
        Colors:
           Jab: Blue     Fierce: Green     A1: Purple
           Short: Pink   Roundhouse: Red   A2: Black
     Old df + Roundhouse is now db + Roundhouse. Her head stomp is (air) d + 
Roundhouse. You can no longer chain a Fierce or Roundhouse after her head stomp. 
Her air super from MvC seems to be gone now.

        h. Colossus
        Moves:
           Giant Swing: QCF + P (air)
           Power Tackle: QCF + K (air)
        Supers:
           Super Dive: QCF + PP (air)
           Super Armor: QCB + PP
        Assists:
           A-Dash Type: Short Power Tackle / Super Dive
           B-Anti-Air Type: Roundhouse Power Tackle /Super Dive
           C-Launcher Type:  /Super Dive
        Launcher:
        Snapback: S.Fierce
        Colors:
           Jab: Red        Fierce: Dk. Red       A1: Salmon
           Short: Yellow   Roundhouse: Lt. Red   A2: Magenta

        i. Cyclops
        Assists:
           A-Projectile Type: Jab Optic Blast / Mega Optic Blast
           B-Anti-Air Type: Gene Splice / Mega Optic Blast
           C-Expansion Type: Cyclone Kick / Mega Optic Blast
        Snapback: S.Roundhouse
        Colors:
           Jab: Blue     Fierce: Faded Blue     A1: White
           Short: Grey   Roundhouse: All Grey   A2: Grey with glowy
                                                    green trim...
     He's much improved over his MvSF counterpart; Mega Optic Blast does great 
block damage again and can be done in air now. Supposedly another good character 
because of keep away game with assists and his J.Roundhouse. Iceman kills him, 
as Iceman takes no block damage from most of his attacks.

        j. Dan
        Assists:
           A-Projectile Type: Gadoken / Shinkuu Gadoken
           B-Anti-Air Type: Koryuken / Koryurekka
           C-Variety Type: Premium Sign / Hisshou Burai Ken
        Snapback: S.Roundhouse
        Colors:
           Jab: Pink       Fierce: Purple          A1: Yellow
           Short: Orange   Roundhouse: Lt. Green   A2: Lt. Blue
     Can do Gale Kick in air now. His Level 3 super, Otoko Michi, now does very 
good damage when mashed.

        k. Dhalsim
        Assists:
           A-Projectile Type: Yoga Fire / Yoga Inferno
           B-Ground Type: Yoga Flame / Yoga Inferno
           C-Anti-Air Type: Yoga Blast / Yoga Inferno
        Snapback: S.Roundhouse (close)
        Colors (Skin/Clothes):
           Jab: Brown/Yellow     Fierce: Brown/Blue   A1: Dk. Brown/Blue-green
           Short: White/Purple   Roundhouse: Lavender/Yellow   A2: Grey/Pink
     He can now chain his weak attacks to a strong attack. I guess this makes up 
for him losing his poking with Strong and Forward.

        l. Dr. Doom
        Moves:
           Plasma Beam: QCF + P (air)
           Photon Shot: HCB + P (air)
           Molecular Shield: HCB + K
           Flying: QCB + KK (air)
        Supers:
           Photon Array: HCB + PP (air)
           Electric Cage: QCF + PP
           Sphere Flame: QCF + KK
        Assists:
           A-Variety Type: Photon Shot / Photon Array
           B-Anti-Air Type: Molecular Shield / Sphere Flame
           C-Projectile Type: Plasma Beam / Electric Cage
        Launcher: C.Fierce, S.Forward
        Snapback: S.Strong
        Colors:
           Jab: Blue-green    Fierce: Dk. Green   A1: Dk. Blue
           Short: Lt. Green   Roundhouse: Brown   A2: Lighter Green 
     His Sphere Flame combos after his launcher. His Electric Cage looks sort of 
like Chun-Li's super puffball only it moves forward as a small fireball and then 
gets bigger when it hits.

        m. Gambit
        Assists:
           A-Projectile Type: Kinetic Card / Royal Flush
           B-Expansion Type: Jab Cajun Slash / Royal Flush
           C-Launcher Type: C.Fierce / Royal Flush
        Snapback: S.Fierce
        Colors:
           Jab: Tan      Fierce: Brown           A1: Purple
           Short: Grey   Roundhouse: Grey with   A2: Cyan
                                     purple hair
     Plays pretty much the same, without his infinite of course. Might be more 
recovery on his Jab Cajun Slash.

        n. Hulk
        Assists:
           A-Ground Type: Jab Gamma Slam / Gamma Wave
           B-Dash Type: Gamma Charge / Gamma Crush
           C-Anti-Air Type: Gamma Charge (up) / Gamma Quake
        Snapback: S.Fierce
        Colors (Skin/Shorts):
           Jab: Green/Red     Fierce: Green/Blue             A1: Lt. Grey/Blue
           Short: Grey/Blue   Roundhouse: Lt. Green/Orange   A2: Green/Purple
     His C.Fierce launcher is better and his Gamma Charge has also improved. 
Comparable to how he was in MSF.

        o. Iceman
        Moves:
           Ice Beam: QCF + P (air)
           Ice Avalanche: QCF + K (air)
           Ice Fist: QCB + P
        Super:
           Arctic Attack: QCF + PP (air)
        Assists:
           A-Projectile Type: Ice Beam / Artic Attack
           B-Variety Type: Ice Avalanche / Artic Attack
           C-Balance Type: Ice Beam(?) / Artic Attack
        Launcher: C.Roundhouse
        Snapback: S.Fierce
        Colors:
           Jab: Bluish          Fierce: Dk. Bluish    A1: Greenish
           Short: Also Bluish   Roundhouse: Pinkish   A2: Also Greenish
     No block damage from most 'energy' projectile attacks, another insane keep 
away game (starting to see pattern here?), and a fast dash is making him one of 
the best characters so far. He only seems to have one super, Arctic Attack (QCF 
+ PP) but it can be easily combo off his air combo or S.Fierce. Ice Beam is a 
very good assist as it nullifies any of you opponent's and their assist's 
projectiles. I have no idea what doing Ice Fist adds to you.

        p. Iron Man
        Assists:
           A-Projectile Type: Unibeam / Proton Cannon
           B-Anti-Air Type: Repulsor Blast / Proton Cannon
           C-Launcher Type:  / Proton Cannon
        Snapback: S.Fierce
        Colors:
           Jab: Red/Yellow      Fierce: Red/Orange         A1: Red/White
           Short: Blue/Yellow   Roundhouse: Red/Lavender   A2: Orange/Lt. Green
     He is like how he was in MSH. He cannot chain after the knee dive.

        q. Jin Saotome
        Assists:
           A-Expansion Type: Saotome Typhoon / Saotome Cyclone
           B-Anti-Air Type: Saotome Dynamite / Blodia Punch
           C-Launcher Type: S.Strong / Blodia Punch
        Snapback: C.Fierce
        Colors:
           Jab: White          Fierce: Red/Black         A1: Pink/White
           Short: Black/Gold   Roundhouse: Green/White   A2: Blue/Yellow
     He is better because his air Roundhouse drill attack hit more times making 
them safer. He can combo into his Saotome Cyclone after his launcher. C.Strong-
Blodia Punch is still there but is harder to connect.

        r. Juggernaut
        Assists:
           A-Ground Type: Earthquake Punch / Headcrush
           B-Dash Type: Juggernaut Punch / Headcrush
           C-Variety Type: Body Splash / Headcrush
        Snapback: f + Fierce
        Colors:
           Jab: Brown    Fierce: Lavender    A1: Orange
           Short: Grey   Roundhouse: Green   A2: Red
     Headcrush comes out fast and does great damage. Almost anything bigger than 
a Jab or Short blocked, mean a Headcrush.

        s. Ken
       Assists:
           A-Anti-Air Type: dragon punch / Shinryuken
           B-Projectile Type: fireball / Shoryuu Reppa
           C-Expansion Type: hurricane kick / Shoryuu Reppa
       Snapback: S.Roundhouse
       Colors:
          Jab: Red        Fierce: White        A1: Purple w/tan
          Short: Yellow   Roundhouse: Purple   A2: Green
     A hurricane kick in an air combo does insane damage if it fully connects.

        t. M.Bison
       Assists:
           A-Projectile Type: Psycho Shot / Psycho Crusher
           B-Variety Type: Psycho Field / Psycho Crusher
           C-Expansion Type: Scissor Kick / Knee Press Nightmare
       Snapback: S.Roundhouse
       Colors:
          Jab: Red      Fierce: Dk. Red     A1: Dk. Grey
          Short: Blue   Roundhouse: White   A2: Black/Gold
     Gains a new super, Psycho Explosion (HCB + PP) which is an enhanced version 
of his HCB + P move.

        u. Magneto
        Assists:
           A-Projectile Type: E.M. Disruptor / Magnetic Shockwave
           B-Capture Type: Hyper Gravitation / Magnetic Tempest
           C-Launcher Type:   / Magnetic Tempest
        Snapback: S.Fierce
        Colors:
           Jab: Red/Lt. Purple   Fierce: Purple           A1: Red/Dk. Purple
           Short: Blue           Roundhouse: Dk. Purple   A2: Red/Black
     His 'force field' move is now a counterattack like Cammy's and Jill's. It 
you hit him, he'll do a one hit Magnetic Shockwave.

        v. Megaman
        Assists:
           A-Projectile Type: Mega Buster / Hyper Megaman
           B-Anti-Air Type: Mega Upper / Hyper Megaman
           C-Balance Type: Mega Buster / Hyper Megaman
        Snapback: S.Roundhouse
        Colors:
           Jab: Blue    Fierce: Green      A1: Grey
           Short: Red   Roundhouse: Gold   A2: Red/Yellow
     The motions for Item Change has changed. QCF + K for Rockball, DP + K for 
Tornado Hold, and QCB + K for Leaf Shield. There seems to be more start-up on 
his supers.

        w. Morrigan
        Assists:
           A-Anti-Air Type: Shadow Blade / Silhouette Blade
           B-Projectile Type: Soul Fist / Soul Eraser
           C-Balance Type: Shadow Blade / Silhouette Blade
        Snapback: S.Fierce
        Colors (Hair):
           Jab: Grey       Fierce: Pink            A1: Pink/Red wings
           Short: Blonde   Roundhouse: Lt. Green   A2: Blonde/Red wings
     Her Shell Kick is now QCB + K in the air. She seems to have lost her 
Eternal Slumber from MvC.

        x. Omega Red ('?' under Shuma Gorath)
        Assists:
           A-Throw Type: Jab Coil / Omega Destroyer
           B-Anti-Air Type: Roundhouse Omega Strike / Omega Destroyer
           C-Ground Type: db + Roundhouse / Omega Destroyer
        Snapback: S.Fierce
        Colors (Hairs/Clothes):
           Jab: Blonde/Red       Fierce: Lt.Blonde/Lt.Red   A1: Dk.Blonde/Dk.Red
           Short: White/Purple   Roundhouse: White/Pink     A2: Blonde/Tan
     He still has the Coil that goes upwards. It can be done like Captain 
Commando's Hoover which requires two button. Life absorb coil still gives you 
back more life than you have in red, but it is really little. His supers have 
been changed in their motion to QCB + PP for both. QCF + PP gives you the coil 
that goes upward. The same applies for his kick attack; QCF + KK goes upward.

        y. Psylocke ('?' above Cyclops)
        Assists:
           A-Anti-Air Type: Roundhouse Psi Blade / Psi Maelstrom
           B-Projectile Type: Jab Psi Blast / Kochou Gakure
           C-Balance Type: Jab Psi Blast / Psi Thrust
        Snapback: S.Fierce
        Colors:
           Jab: Blue      Fierce: Pink             A1: Lt. Blue w/tan
           Short: Black   Roundhouse: Dk. Purple   A2: Dk. Blue w/tan
     From those who used her in MSH, they say she is a lot faster. Dash in with 
her C.Short. That move has insane range and priority. She can do the full Hunter 
series into her C.Fierce launcher on almost everybody. The better players here 
have been super canceling her Psi Blade into her Kochou Gakure to finish her air 
combos. Her Ninjitsu Teleport only goes to 4 places on the screen now.

        z. Rogue ('?' above Magneto)
        Assists:
           A-Anti-Air Type: Rising Repeating Punch / Super Rushing Punches
           B-Rush Type: Repeating Punch / Super Rushing Punches
           C-Throw Type: Power Drain / Super Rushing Punches
        Snapback: S.Roundhouse
        Colors (Jacket/Suit):
           Jab: Green/Grey       Fierce: Grey              A1: Blue/Yellow
           Short: Green/Yellow   Roundhouse: Grey/Yellow   A2: Lt. Green/Yellow
     No longer does the opponent's move when she absorbs their powers. She now 
gets enhancements, such as Power-up from Juggernaut and Hulk, or Speed-up from 
Wolverine. Supposedly annoying when she has Speed enhancement. She also has 
Meter-up, Life-up, and Defense-up. She might have an infinite while she has 
Speed-up.

       aa. Roll
       Assists:
           A-Projectile Type: Mega Buster / Hyper Roll
           B-Variety Type: Flower Bomb / Hyper Roll
           C-Balance Type: Flower Bomb / Hyper Roll
       Snapback: S.Roundhouse
       Colors:
          Jab: Red      Fierce: Pink        A1: Blue
          Short: Grey   Roundhouse: White   A2: Purple
     Same as Megaman for Item Change. Flower Bouquet is DP + P. Has double jump 
now.

       bb. Ryu
       Assists:
           A-Anti-Air Type: dragon punch / Shinkuu Hadoken
           B-Projectile Type: fireball /  Shinkuu Hadoken
           C-Expansion Type: hurricane kick / Shinkuu hurricane kick
       Snapback: f + Fierce
       Colors:
          Jab: White      Fierce: Lt. Tan          A1: Lt. Grey
          Short: Purple   Roundhouse: Blue-green   A2: Dk. Grey
     No more mode switching now that Akuma and Ken are in the game. He is a bit 
faster. Still has his Fierce into super fireball. Air comboing into the super 
fireball is also easier to do. His Snapback is his overhead. Shin-Shoryuken now 
uses 3 Levels.

       cc. Sabertooth
       Assists:
           A-Expansion Type: Berserker Claw / Berserker Claw X
           B-Projectile Type: Armed Birdie / Hyper Armed Birdie
           C-Launcher Type:   /Hyper Armed Birdie
       Snapback: S.Strong
       Colors:
          Jab: Red/Yellow     Fierce: Black/Yellow       A1: Brown/Lt. Yellow
          Short: Pink/White   Roundhouse: Green/Orange   A2: Black/Orange
     Move list is unchanged from XvSF

       dd. Sakura ('?' next to Morrigan)
       Assists:
           A-Dash Type: Sho-oh-ken / Haru Ichiban
           B-Projectile Type: Hadoken / Shinkuu Hadoken
           C-Expansion Type: hurricane kick / Midare Zakura
       Snapback: S.Roundhouse
       Colors (Gloves/Skirt):
          Jab: Red/Blue        Fierce: White/Lt. Blue   A1: Yellow/Blue
          Short: Purple/Grey   Roundhouse: White/Red    A2: Brown
     She can transform into Dark Sakura with RDP + Short (3 Levels.) Both 
version have the same moves as MvSF.

       ee. Sentinel
       Moves:
           Rocket Punch Low: QCF + Jab (air)
           Rocket Punch Strait: QCF + Fierce (air)
           Rocket Punch Diagonal: DP + P (air)
           Sentinel Force: QCF + K
           Flying: QCB + KK
       Supers:
           Plasma Storm: QCF + PP
           Hard Drive: air QCF + PP
           Hyper Sentinel Force: QCF + KK
       Assists:
           A-Projectile Type: Rocket Punch / Hyper Sentinel Force
           B-Launcher Type:   / Hyper Sentinel Force
           C-Ground Type: Sentinel Force / Hyper Sentinel Force
       Snapback: S.Roundhouse
       Colors:
          Jab: Blue/Purple         Fierce: Purple/Blue   A1: Red/Purple
          Short: Lt. Purple/Grey   Roundhouse: Black     A2: Dk. Blue/Grey
     Has super armor. He also seems to have some pretty sick combos in the 
corner with Fierce Rocket Punches and Hyper Sentinel Forces.


       ff. Shuma Gorath
       Assists:
           A-Projectile Type: Mystic Stare / Hyper Mystic Smash
           B-Expansion Type: Mystic Smash / Hyper Mystic Smash
           C-Balance Type: Mystic Stare / Hyper Mystic Smash
       Snapback: S.Fierce
       Colors:
          Jab: Green      Fierce: Orange      A1: Grey
          Short: Purple   Roundhouse: Black   A2: Greenish White
     His life absorb throw only recovers up to what he has in red energy after 
that it recovers him really slowly. Chaos Dimension hurts a lot and you can OTG 
afterwards. He can also do his Hyper Mystic Smash (QCF + KK)

       gg. Silver Samurai
       Moves:
           Shuriken: QCF + P (air)
           Repeating Slash: Tap P (f, f to run forward)
       Supers:
           Triple Shuriken: QCF + PP (air with Sword Power-up Thunder)
           RaiMeiKen: QCF + KK
           (Sword Power-up-Lightning): QCB + P
           (Sword Power-up-Ice): QCB + Short
           (Sword Power-up-Flame): QCB + Roundhouse
        Assists:
           A-Ground Type: Repeating Slash / Hyper Repeating Slash
           B-Projectile Type: Shuriken / Triple Shuriken
           C-Launcher Type: C.Fierce / RaiMeiKen
        Snapback: S.Forward
        Colors:
           Jab: Blue-grey     Fierce: Silver    A1: Black
           Short: Dull Grey   Roundhouse: Tan   A2: Lt. Grey
     Shuriken is controllable with u and d on the controller. The Triple 
Shuriken chips for good damage. Lightning gives him more speed and allows him to 
do the Triple Shuriken in the air. Fire gives him more power and QCB + KK will 
do a fire column. Ice gives him armor and QCB + KK will do a ground ice super 
which has to be blocked low.

        hh. Spider-Man
        Assists:
            A-Capture Type: Web Ball / Crawler Assault
            B-Expansion Type: Web Swing / Crawler Assault
            C-Anti-Air Type: Spider Sting / Crawler Assault
        Snapback: S.Fierce
        Colors:
           Jab: Orange/Lt. Blue   Fierce: Red/Blue          A1: Lt. Red/Purple
           Short: Orange/Black    Roundhouse: Green/Black   A2: Orange/Dk. Blue
     Seems to play the same. Air combo still does good damage and he doesn't 
have to worry about Zangief now.

        ii. Spiral
        Moves:
            Dancing Swords: HCB + P (air)
            Sword Toss (Forward): QCF + Jab (air)
            Sword Toss (Up): QCF + Fierce (air)
            Sword Toss (Circle):QCF + Short (air)
            Sword Toss (6-Way): QCF + Roundhouse (air)
        Supers:
            Metamorphosis (L3): QCB + PP, then P (air)
            Stampede Swords: QCF + PP
            Speed Dance: QCF + KK
            Power Dance: QCB + KK
        Assists:
            A-Projectile Type: Jab Sword Toss / Stampede Swords
            B-Variety Type: Fierce Sword Toss / Stampede Swords
            C-Ground Type: S.Fierce / Metamorphosis
        Snapback: C.Fierce
        Colors:
           Jab: Lt. Blue   Fierce: Lt. Green    A1: Grey
           Short: Blue     Roundhouse: Purple   A2: Dk. Blue
     Metamorphosis will cause Spiral to morph into each of the Marvel characters 
and do a hit each with them. Does great damage.

        jj. Storm ('?' under Hulk)
        Assists:
           A-Projectile Type: Whirlwind / Lightning Storm
           B-Expansion Type: Lightning Attack / Lightning Storm
           C-Variety Type: Double Typhoon / Hail Storm
        Snapback: S.Fierce
        Colors:
           Jab: Grey     Fierce: Pink       A1: Purple-Grey
           Short: Gold   Roundhouse: Cyan   A2: Purple
     Seems to play the same.

        kk. Strider Hiryu
        Assists:
           A-Ground Type: (rainbow slash) / Legion
           B-Variety Type: Vajra (teleport kick) / Legion
           C-Projectile Type: (bird) / Legion
        Snapback: S.Roundhouse
        Colors:
           Jab: Lavender/Red   Fierce: Green/Orange       A1: Grey/White
           Short: Tan/Red      Roundhouse: Brown/Orange   A2: Red/White
     Ohh, let's see... now that the Strong and Forward buttons are gone, he can 
no longer poke with those. His S.Fierce and S.Roundhouse now knocks the enemy up 
a bit and away so his Roundhouse no longer connects afterwards. His Ouroboros 
does not last as long and you cannot do a super while in it, except maybe DHC 
during the start-up, which is mostly a waste. He has a lot more recovery after 
Legion. One can now easily Super Jump over the whole thing and land behind him 
with time to hit him. A lot of people say that his assists all suck, but someone 
here manage to do well with his teleport kick assist, just make sure you keep 
his ass covered afterwards cause he take damage like Akuma.

        ll. Thanos
        Moves:
           Titan Crush: QCF + P (air)
           Death Sphere: QCF + K
        Supers:
           Gauntlet Power: QCF + PP (rolling ball)
           Gauntlet Reality: QCB + PP (two slabs of rock)
           Gauntlet Space: QCF + KK (rock shower)
           Gauntlet Soul: QCB + KK (health drain)
        Assists:
           A-Capture Type: Death Sphere / Gauntlet Power
           B-Dash Type: Titan Crush / Gauntlet Reality
           C-Launcher Type:   / Gauntlet Space
        Launcher: C.Fierce
        Snapback: S.Roundhouse
        Colors:
           Jab: Lt. Blue/Orange   Fierce: Lt. Blue/Peach   A1: Purple/Orange
           Short: Blue/Yellow     Roundhouse: Blue/Red     A2: Purple/Red

        mm. Venom
        Assists:
           A-Expansion Type: Venom Fang / Death Bite
           B-Variety Type: Venom Rush / Death Bite
           C-Launcher Type: S.Strong / Death Bite
        Snapback: S.Fierce
        Colors:
           Jab: Blue         Fierce: Orange   A1: Purple
           Short: Dk. Blue   RH: Green        A2: Grey
     Seems to be better as his Venom Fang seems to do more damage. His Alpha 
assist is mad cheasy, just make sure to cover him when he taunts after he does 
it. His air combo is harder to do for some reason, I don't know what I'm doing 
wrong. He is supposedly easier to play now. Can combo Venom Bite after 
S.Forward.

        nn. War Machine
        Assists:
           A-Projectile Type: Shoulder Cannon / Proton Cannon
           B-Anti-Air Type: Repulsor Blast / War Destroyer
           C-Variety Type: Smart Bomb / War Destroyer
        Snapback: S.Fierce
        Colors:
           Jab: Grey/White     Fierce: Green/White          A1: Blue/Tan
           Short: Blue/White   Roundhouse: Dk. Blue/White   A2: Dk. Grey/White
     He has the moves of GWM from MvC (missiles instead of beams.) Much faster 
on this projectile attacks. No more canceling after the knee dive and no more 
refly.

        oo. Wolverine
        Assists:
           A-Expansion Type: Berserker Barrage - Berserker Barrage X
           B-Anti-Air Type: Tornado Claw / Fatal Claw
           C-Dash Type: Drill Claw / Fatal Claw
        Snapback: S.Fierce
        Colors (Gloves & Boots):
           Jab: Blue    Fierce: Purple         A1: Green
           Short: Tan   Roundhouse: Lt. Blue   A2: Dk. Purple
     Ouch, he has lost a lot. He is slower, his Drill Claw is slower, it is much 
harder to combo into his supers (Jab-Short-Strong-BBX seems to be it for now), 
his dive kick no longer cancels into Roundhouse nor another divekick. He can 
still pressure, but the rewards are not as high anymore and with assist 
characters the risks are greater. Berserker Rage is now done with QCF + KK.

        pp. Wolverine-2 (aka LAW, Bonerine)
        Assists:
           A-Ground Type: S.Fierce
           B-Launcher Type: S.Roundhouse
           C-Variety Type: df + Fierce
        Snapback: S.Fierce
        Colors(Gloves & Boots):
           Jab: Blue         Fierce: Brown          A1: Dk. Purple
           Short: Tan              RH: Black          A2: Dk. Brown
     He loses some moves (Fatal Claw, Berserker Claw, and Berserker Rage) and 
gains the ability to do Tornado Claw in air. He has better range on his Jab 
thanks to his longer claws, C.Forward does not knock down and his dive kick is 
XvSF style.

        qq. Zangief
        Assists:
           A-Ground Type: Lariat / Hyper Lariat
           B-Throw Type: Running Bear Grab / Hyper Lariat
           C-Air Throw Type: Aerial Russian Slam / Hyper Lariat
        Snapback: S.Fierce
        Colors:
           Jab: Red      Fierce: Pink        A1: White w/black skin
           Short: Blue   Roundhouse: Black   A2: Yellow w/black skin
     He no longer has his Triple Option. If you don't know what that is then you 
shouldn't be using him in the first place. His old Strong throw is now a command 
motion (QCB + Jab.) But missing it means getting his Elbow Drop. His Spinning 
Piledriver does a lot more damage, about 20-30%, but with a game full of 
unlimited helpers that cannot be thrown, he is gonna have a hard time getting in 
to do it. When he is in his Iron Body mode, he is much quicker now. And his 
Hyper Lariat that he does during team supers is doable. Just press both Assist 
buttons when you only have 1 level of super meter or when he is the last 
character.

C. Abyss
     From what I can remember, he is one of the sons of Apocalypse and appeared 
during the War of the Gems saga. The boss of the game now comes in 3 forms and 
each has hyper armor. His first form is kind of like Onslaught's first form but 
much slower and telegraphs his attacks. He has moves like Onslaught (the charge, 
the beam) and a hail storm-like attack. After he is defeated, he melts into a 
small green thing which mostly uses projectile attacks and will catch you off 
guard once in a while as you attack him. His third form is kind of like a huge 
Venom as he does his Venom Fang and creepy as he is the stage and will keep 
going offscreen. The black ball floating around is hittable. This form is easy 
if you have a super that hit a lot and can connect with it.


Acknowledgements:
----------------
Many thanks to DannyCat for all the translations he has done and info he has 
provided.

Jeff "CJayC" Veasey for his Marvel Vs. Capcom 2 FAQ for some move names and for 
that great VMU hack.

Chris MacDonald aka Kao Mengura for various FAQs in which I took some names from 
and as the inspiration of how I did the formatting.

Jeffery's Japanese<->English Dictionary Server 

The people who post on 
Capcom 
http://www02.u-page.so-net.ne.jp/momo/muni/
Senio "Akuma" Rotondi and his Darkstalkers 3 FAQ
Rich Joseph and his X-MEN: Children of the Atom FAQ
Johnny Foodmaster and his Jill FAQ
Bronzefist
Iori908
EvilNeil

And to NickNack for being 'unstoppable.'

If you have any questions, comments or something to add send it to 


00001.00101.11001.10010


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