Marvel Super Heroes vs. Street Fighter(Saturn/PSX/Arcade)
                           6/27/99
                  bellybutton21@hotmail.com

Alright, I have recieved about 4 or 5 emails concerning the order and wackiness 
of this FAQ, so I have tried my best to rearrange them to benefit everybody. 
Also there is one thing that was updated and that's the GAMESHARK CODES!!! I 
highly urge you to check them out even though there are only 4 codes, they might 
interest alot of scrubs!!!!


NOTE: If this FAQ looks a little disoriented, email me, tell me the version of 
your browser, and MAYBE I can make it look neater. AND CAN SOMEONE HELP WITH THE 
CHARACTER QUOTES!!!

Editor's note: 
I decided to put the credits at both the top and bottom of my FAQs now. Most 
FAQs put the credits at the bottom, and I feel that's insulting to those people 
who have helped, and seen their names put all the way at the bottom, I mean put 
a border around it or something so it doesn't look like its trashy! These are 
the people that have helped composed this FAQ, without even one of them this FAQ 
would not be possible, well it would be possible it just wuldn't be nearly as 
good. So if you are reading this(Thank You!) and you do decide to type an FAQ in 
the future, please don't misdiscrete(this is not a real word, only discrete is a 
real word) any credits out, even if it's minor. Well thanks to Vesther 
Fauransy(vesther@verasnaship.net) for his advice on the copyright notice and to 
the infamous Kao Megura for their help in establishing, which would now be my 
official copy right notice.

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+-+-+-+-+-+-+-+-+-+-+-+-+-+-Copyright-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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This FAQ was solely intended for the public use on the www. It cannot be 
reproduced, retransmitted, or re-written in any other form except by the notice 
of the author. Any violation of this code will result in strict penalty and high 
fines susceptible by law. If this legal document is portrayed in any commercial 
use, you are therefor stricten under the code of law and will be punished.

Thank you for your time and patience. And remember the quote well.

"Do un to others as you want done to you"-Reverend Run(T.H.U.G.S.)

Copyright Dingo Jellybean; 1999

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+-+-+-+-+-+-+-+-+-+-+-+-+-End of Copyright+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
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*****************************************************************************
*********************************Credits*************************************
*****************************************************************************
*                                                                           *
* +-+ Capcom {www.capcom.com}                                               *
*     For making an excellent translation to the PSX and Saturn as well as  *
*     the excellent arcade blockbuster! Keep up the fantastic job ^_^       *
*                                                                           *
* +-+ GameFAQs.com {www.gamefaqs.com}                                       *
*     For posting up this FAQ, and for his hard work at the website ^_^     *
*                                                                           *
* +-+ Jeanne Burch {http://www.sigma.net/burch/faq.html#awards}             *
*     She is a brillaint editor of many numerous comicbook sites and has    *
*     helped me with the Mephisto and Blackheart bios. Thanks alot, and we  *
*     do need more women comic fans out there like you Jeanne! ^_^          *
*                                                                           *
* +-+ Robert Iu(RobertsMac@aol.com)                                         *
*     For his hard work on the quotes, check his FAQ out now! (^_^)         *
*                                                                           *
* +-+ Rolento {www.gpow.com}                                                *
*     For the arcade codes and Norimaro Gameshark Codes                     *
*                                                                           *
* +-+ MechGouki8(MechGouki8@aol.com)                                        *
*     For correcting me on my Akuma story and offering to help on the       *
*     character quotes. (^_^)                                               *
*                                                                           *
* +-+ James Chen {jchensor@ucla.edu}                                        *
*     For creating the complex yet simplistic combo system.                 *
*                                                                           *
* +-+ Migs Rustia {www.miggy.net/msf}                                       *
*     For his help in my MVC FAQ, and my inspiration! And for clarification *
*     of James Chen's combo system and his brilliant web site!              *
*                                                                           *
* +-+ John Culbert {tigeraid@geocities.com}                                 *
*     Brilliant FAQ. My 2nd Inspiration. Please cut out the foul language!  *
*                                                                           *
* +-+ Captain Commando {spidey_5@hotmail.com}                               *
*     For the Carbnadium Smasher Combo, and help in previous FAQs           *
*                                                                           *
* +-+ Edward Cheson Sy {cheson_sy@hotmail.com}                              *
*     For giving me some pointers in the Norimaro section.                  *
*                                                                           *
* +-+ Dingo Jellybean {bellybutton21@hotmail.com}                           *
*     For typing up this FAQ                                                *
*                                                                           *
*****************************************************************************


First off I have read serveral arcade FAQs on this game and let me just say that 
they were all exceptionally well done. The reason why I am typing up this FAQ is 
because I think I can honestly say that I am a master and expert at the game and 
I have discovered combos that weren't in other people's FAQs like the double 
jump combos for Captain America, Cyclops, and Chun-Li. Frankly I wasn't as good 
in Marvel vs. Capcom as I am in this game, and that's why my MvC FAQ has alot of 
bugs. Also I have recently saw John Culbert's FAQ and thought that he could ease 
out the foul language, but his FAQ is probably the best I have seen out there. 
There are also alot of BS combos that are cleary uncomboable and if you so 
happen to find them on this FAQ they will be noted as *possible*. This FAQ has 
combos that will completely work except for the combos that I will put as 
*possible.* 


Well basically we all know this game had exceeded expectations, and the people 
who still put this game out are really ignorant. Well I'm not going to talk much 
about how good this game is, but I am going to give you everything you need to 
know about this game incluing combos which will take the format of James Chen's 
fabulous combo system. I think people should stick to this system because alot 
of combo FAQs I've read are hard to understand, but I'm not going to name any 
names. Well onto the FAQ!

NOTE: Captain America and U.S. Agent are exactly the same, and that includes the 
move list. The same goes for Mephisto and Blackheart, Armored Spider-Man and 
Spider Man, and Mech Zangief and Zangief.


Game functions
Game Modes
Control Modes
Magic Series
Combo Legend
Best pertners/duos
Characters
    -Akuma
       -Background
       -Moves
       -Combos
       -Strategy
    -Apocalypse(Real name: En Sabah Nur)
       -Background
       -Moves
       -Strategy
    -Armored Spider-Man
       -Background
       -Moves
       -Combos
       -Strategy    
    -Blackheart
       -Background
       -Moves
       -Combos
       -Strategy
    -Captain America
       -Background
       -Moves
       -Combos
       -Strategy
    -Chun-Li
       -Background
       -Moves
       -Combos
       -Strategy
    -Cyber Akuma
       -Background
       -Moves
       -Combos
       -Strategy
    -Cyclops
       -Background
       -Moves
       -Combos
       -Strategy
    -Dan
       -Background
       -Moves
       -Combos
       -Strategy
    -Dark Sakura
       -Background
       -Moves
       -Combos
       -Strategy
    -Dhalsim
       -Background
       -Moves
       -Combos
       -Strategy
    -Hulk
       -Background
       -Moves
       -Combos
       -Strategy
    -Ken
       -Background
       -Moves
       -Combos
       -Strategy
    -M.Bison
       -Background
       -Moves
       -Combos
       -Strategy
    -Mechanized Zangief
       -Background
       -Moves
       -Combos
       -Strategy
    -Mephisto
       -Background
       -Moves
       -Combos
       -Strategy
    -Norimaro
       -Background
       -Moves
       -Combos
       -Strategy
    -Omega Red
       -Background
       -Moves
       -Combos
       -Strategy
    -Ryu
       -Background
       -Moves
       -Combos
       -Strategy
    -Sakura
       -Background
       -Moves
       -Combos
       -Strategy
    -Shadow
       -Background
       -Moves
       -Combos
       -Strategy
    -Shuma Gorath
       -Background
       -Moves
       -Combos
       -Strategy
    -Spider-Man
       -Background
       -Moves
       -Combos
       -Strategy
    -U.S.Agent
       -Background
       -Moves
       -Combos
       -Strategy
    -Wolverine
       -Background
       -Moves
       -Combos
       -Strategy
    -Zangief
       -Background
       -Moves
       -Combos
       -Strategy
Miscellaneous
Credits


<------------------------------------------------------------------------>
<------------------------------------------------------------------------>

               Character by character analysis chart

_________                ________         _______         _____
Character+-+-+-+-+-+-+-+-Strength+-+-+-+-+Defense+-+-+-+-+Speed+-+-+-+-+-+-+-

Akuma                      6                4              7
Apocalypse                 8                10             2
Armored Spider-Man         4                9              9
Blackheart                 4                5              4
Captain America            8                7              5
  Without Shield           5                6              6
Chun-Li                    6                5              9
Cyber Akuma                10               10             8
Cyclops                    5                6              7
Dan                        7                4              5
Dark Sakura                5                5              6
Dhalsim                    4                5              6
Hulk                       9                9              4
Ken                        5                5              7
M.Bison                    6                5              6
Mechanized Zangief         9                7              3
Mephisto                   4                5              4
Norimaro                   4                6              5
Omega Red                  6                6              5
Ryu                        6                6              6
Sakura                     5                4              6
Shadow                     7                5              8
Shuma Gorath               5                5              6
  Chaos Split Mode         6                5              6
Spider-Man                 7                4              9
U.S.Agent                  8                7              5
  Without Shield           5                6              6
Wolverine                  4                5              9
  Berserker Mode:          4                5              10
Zangief                    8                7              4


________
Strength-- Strength is measured at how fast the character takes down the Red Bar 
not the life meter, the Red Bar is the Bar behind the life meter that often 
shows how much recoverable life the opponent has left.

_______
Defense-- Defense is measured at how fast the character's Red Bar does down, not 
by the Life meter. The quicker the drop of the Red Bar the lower the defense of 
the character.

_____
Speed-- Speed is measured how fast the player moves, moves back, dashes, and 
dashes back. Wolverine quite possibly has the fastest dash in the game while he 
is in berserker mode, simply because Wolverine's dash can reach all the way to 
the end of the screen before Blackheart's dash can even reach to the helf of the 
screen.


You can measure the defense and strength parts for yourself, not by training 
mode because in training mode they only show how much damage you do and you will 
notice that Spider Man does the same amount of damage to Ryu as to Zangief. Play 
versus mode and have both characters put their strength down to 1 star, pick any 
two characters you like and combo the crap out of each character, you should see 
who still has the most and least amount of red bar.

<------------------------------------------------------------------------>
<------------------------------------------------------------------------>

                          Game functions
This is what the game revolves around on, not only combos but blocking and other 
things alike. 

________
Blocking: B(while blocking an attack)
Basically without this, you are pretty much dead meat(ala Mech Zangief). 
Whenever you see an attack immediately block, or you can block in advance if you 
anticipate an oncoming jumping attack. When you block a special move you will 
take a little bit of the normal damage, however it is recoverable by the red 
bar. 

____________
Air blocking: B(while blocking an attack)
When your in the air you should block incase you are fighting an opponent with a 
high priority launcher, you might want to consider air blocking. In the Alpha 
series you can easily air block but you couldn't air block regular stading 
attacks or supers. However in the crossover series air blocking means you can 
block anything besides Zangief's Aerial Russian Slam.

______
Supers: Special motion+ 2P or 2K
In this game supers are the prime key to to winning, next to cheapness and 
combos of course. Super combos do an obsurd amount of damage and some of them 
can be comboed and some of them are just plain weak. Supers often tend to do 
alot of block damage sometimes and the way you can tell if you can perform a 
super or not is by looking at the bar on the bottom of the screen, if it is 
completely highlighted with a level 1 sign, that means you can do a super. Save 
these when you can chip your opponent to death.

_______________
Variable Assist: SP+FK
In this game your partner can perform an attack that are very similar to helpers 
in Marvel vs. Capcom. Unless you are in versus mode, I wouldn't reccommend 
calling your partner out too often. Here certain attack varies depending on the 
character, some might even help you set up supers that are uncomboable like 
Shadow's Cross Shadow Blitz. However when you call out your character they do 
not come out in an instant, rather the character that is calling out the helper 
taunts a little like Wolverine shaving his claws. This can be extremely 
hazardous to both your characters in Crossover mode because you never know when 
an opponent can pull off an unexpected super. 

________________
Variable Counter: B,DB,D+P or K(B,DB,D+RK+FP in Crossover mode)
Whenever an opponent is on the constant verge of winning and you don't want to 
switch out because he can pull a super, then this might be your answer to 
"safety switching." This is only safe when you are blocking regular attacks, but 
if you are blocking supers and you decide to call your partner out, that means 
your partner will be eating the super. You should use this whenever you can in 
versus and Team Battle mode because your assist character can never die. You 
should use this after you have blocked some supers like Final Justice or Weapon 
X, because the opponent cannot block the counter in time.

__________
Team Super: D,DF,F+P+K(of same strength)(D,DF,F+FP+RK in Crossover mode)
Ouch! Hopefully a medic is near by after you have eaten one of these. When you 
perfrom this motion you must need at least two levels of super, then your 
partner will come out and perform his or her super along with your super. In 
crossover mode the partner that had started the team super goes out and the 
partner that was previously resting comes in and takes a crack at the opponent. 
Supers that were often not comboable can now be comboed with the help of your 
character. For example:
-+- Omega Red cannot combo his Omega Destroyer alone. Then lets say Ryu was his 
partner. Ryu dashes in with a S.Jab, S.Strong, S.Fierce --> Team Super
-+- Since Ryu's Shinkuu Hadouken can be comboed more easily than Omega Red's 
that means that while Ryu's Shinkuu Hadouken is stunning the opponent it gives 
Omgea Red enough time to start his super and connect with it at the same time.

___________
Safety Roll: B,DB,D+P or K(after being knocked down)
Often is the crossover series the opponent likes to OTG you. That means even 
though the opponent has knocked you down, you can still be hit and into another 
combo sometimes. To avoid the opponent's additional attacks simply perform the 
motion as described above and you will roll to safety and get up quicker than 
normal. Also you can even catch opponents in their recovery stance and start 
attacking them even though the opponent connected with their attack.

_____________
Super Jumping: D,U(quickly) or 3K (Launcher, U) 
Super jumping is essential for keeping yourself from eating chipping damage and 
also for air combos. When opponents see you on the run about to get demolished 
they will often try to use supers to chip you to death, you can avoid 
practically all supers(except for Cyclops' Super Optic Blast) by supering 
jumping and thus avoid chipping damage. Also immediately when you launch your 
opponent simply press U on the directional pad so that you can follow up with an 
air combo.

_______
Jumping: U/UF/UB
You might not always want to super jump your way out because otherwise you won't 
recover in time to counter your opponents' missed supers. Also you can jump in 
with attacks as well and sometimes special moves. However while you are jumping 
you can only perform a special move once.

_______
Dashing: F,F or B,B(quickly) or 3P or B+3P
Dashing is essential for most characters to fully perform their combos and also 
moving in on an opponent quicker to counter. You can dash back as well and 
escape any ground combos your opponent is trying to pull on you. Zangief and 
Mech Zangief are the only players in the game without a dash, when you perform 
this motion they will come in and grab the opponent.

______________________________
Advancing Guard(Push Blocking): 3P(while blocking an attack)
Sometimes you can avoid your opponent's supers by push blocking, key examples 
are Ryu's Shinkuu Tatsumaki Senpuu Kyaku or Ken's Shinryuken. When the opponent 
is close to you press all three punches at the same time and you will push the 
opponent back. This way you have more time to set up to counter the opponents' 
missed supers. Also you can push block a normal attack as well and also you can 
push block in the air. Push blocking during beam supers are basically useless 
and you cannot nullify any block damage while push blocking.

______
Throws: F or B+P or K
Certain characters might not have a Kick throw or a punch throw but all 
characters have at least one. Throws are unblockable and cause a fair amount of 
damage. You must always be up close to your opponent to throw them and also its 
useful for people who block alot.

_________
Tech hits: F or B+P or K(immediately after throw)
Often when you are thrown you suffer a good amount of damage that you don't want 
to suffer. You can either completely nullify the throw damage or at least cut it 
in half, depending on how early you do it. When you expect a throw always 
preform this motion.

_____________________
Quick Dizzy Recovery: Go crazy on controller(or joystick)
When you are dizzy after a couple of attacks you can make your dizzy recovery go 
much quicker by shaking on the control pad and ramming the buttons. Very useful 
when your opponent tries to pull a super or a lengthy combo.

_______________
Variable Attack: FP+RK(Crossover Mode only)
During this mode you can switch out at any time by hitting the hard punch and 
kick buttons at the same time. Your partner will come in and perfrom a quick 
attack and stay in battle and get a crack at defeating your opponents. Meanwhile 
the character you were previously using goes out and their life meter gradually 
recovers. 

________
Recovery: Avoid attacks(character must be resting in Crossover mode)
Basically when you avoid attacks for awhile your character will slowly regain 
their red lifebar, depending on which speed you set the recovery guage at(EX 
Options menu) your guage will recovery slowly, normally, or quickly. In 
Crossover Mode only the resting character will recover their red guage and re 
guage only. All chipping damage incurred is recoverable.

_________
EX CANCEL: Special attack --> Super, Super--> Another Super
You can only do this when you are in Versus Mode, Training Mode, Battle Mode, 
and Hero Battle Mode. Normally in Crossover Mode you can do a normal move but 
you try to combo a super afterwards you will notice that the opponent can block 
it. With the help of the EX Cancel you can cancel a special move into any 
super(or supers that can be used after the EX CANCEL). One thing to remember is 
that each time you cancel a super the background changes color and also the 
super gets weaker and does less damage than it normally does.

<------------------------------------------------------------------------>
<------------------------------------------------------------------------>

                             Game Modes
Battle Mode: In this mode you fight the normal arcade battles against all the 
bosses and random battles except you cannot switch out. Beat the game with the 
character and see the ending. You cannot set the damage level though. You choose 
a character and also a support character that comes out when your perform a Team 
Super, a Team Counter, or a Variable Assist. A second character can always join 
in by selecting start.

Versus Mode: In this mode its just like the Battle mode, except you do not fight 
bosses(unless you select them of course) and you fight against a friend until 
you two decide to stop. You select a character and a support character, this 
time you can set the damage guage and also select the stage.

Training Mode: In this mode you select a character and a support character while 
selecting a dummy you wish to to make a new face for. Here both the dummy and 
you are given endless life and endless and effortless to build super meters. In 
this mode you can select many options like if the opponent should jump, super, 
jump, crouch, or stand. Also you can decide whether they block all the time, 
block only when combos don't connect, or they don't block at all. Also you can 
make the dummy fight back at you and set the difficulty level of the dummy(which 
really doesn't matter since they hardly fight back anyways) and also you can 
replay the combo you did. There are many more options in here as well.

Hero Battle Mode: In this mode you select a team of Marvel Super Heroes or the 
Infamous Street Fighter agressors. Here you cannot set the damage guage or 
select a stage. The rounds and time varies depending on how your options are set 
up. Here you select two fights from each universe one of them being your support 
character. You will fight battles against the other team and each loss you take 
is permanent meaning that your losses continue to the next round or match. The 
first group to lose all their characters loses and the group that wins gets a 
nice picture. When you lose your characters you pick another set of characters 
until all are gone.

Crossover Mode: Here you cannot select the stage or the damage guage, but you 
can switch out during the middle of your battles at any given time. Here you 
will select one character and the computer will select another character(or your 
friend if he or she decides to join in). Here you will face a true tag team 
match battling the reverse order of your team, also you can be two Spider-Man's 
and your friend can be two Spider-Man's as well or have four of any character, 
that's why there are 4 colors for every character.

Option Mode: You know, select your number of rounds in versus mode, crank the 
volume up, etc.

Gallery: Here once you beat the game with a certain character the picture for 
that character will open up and also you can view his or her ending again if you 
like. You must save your game to a memory card then your endings and 
illustrations can be saved.

<------------------------------------------------------------------------>

                        _____________
                        Control Modes
Basically these are the modes within the game's battle modes. Each one of them 
is specifically designed for the use of everybody depending on their 
expieriences of the game. 

___________
Manual Mode: Perform all special moves by special motions given in the manual. 
Primarily where experts and masters play at. 

_________
Easy Mode: Special moves and supers are very easy to do, just keep pressing a 
button rapidly and a special moves comes out automatically. Continuously hit 
Jab+SHort together to launch the opponent and rapidly press those two buttons to 
automatically do an air combo! Ideal for beginners. Do chain combos simply 
pressing on one button!

_____________
Beginner Mode: Special moves and supers are done by holding down a button. It 
just doesn't get any easy than this. Air combos and ground chain combos are 
automatically in place for you, all you have to do is hold Short+Jab for an air 
combo, or keep pressing punch or kick for a ground chain combo! Ideal for people 
new to the game.

<------------------------------------------------------------------------>
<------------------------------------------------------------------------>

                          ____________
                          Combo System

This is the main element of the enitre game. Combos. The entire crossover series 
revolves around this system which is called the "Magic Series" given by many 
people out there. I'm not sure what Capcom calls it, but that's what people call 
it. This combo system in my opinion is far better than what Nintendo can think 
off when they made Killer Instinct, alot better than Mortal Kombat's crappy 
combo system, even better than Tekken 3. Combos in this game are so easy to 
adapt to its like magic and that's probably why they call it the magic series.

________
Launcher: The basic air combo(also known as Aerial Raves in Japan) start up 
move. Every character in the game has one except for Apocalyse. If you have 
trouble using your launcher properly you will have some serious trouble getting 
into your offensive game, unless you are a master at ground combos. Once you 
launch your opponent your opponent goes flying up into the air unable to block 
for a second or two, at that time is your golden opportunity to pull off a 
combo. Launchers are often used as anti-air attacks as well, but they normally 
don't have the priority of special move anti-air attacks.

____________
Air Launcher: Air launchers are very similar to launchers because they jack the 
opponent up into the air and it sets up the opponent for an air combo and also 
remember that not every character in the game has a air launcher. However the 
opponent must be in the air for the air launchers to fully jack the opponent up, 
if the opponent is on the ground that means the opponent will not be launched 
even though they were hit with an air launcher. Prime examples include:

Marvel Super Heroes: Hulk's S.Roundhouse
Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse
Marvel vs. Capcom: Captain America's S.Strong

______________
Small Launcher: The are launchers that help set up the characters' air launcher 
or regular launcher. You must remember that not every character in the game has 
a small launcher. With a single attack the opponent is jacked up just a bit, but 
not enough to set the opponent up for an air combo though. Small launchers often 
are too useless to be used as anti-air attacks, and are mainly used when the 
opponent is on the ground. Prime examples include:

Marvel Super Heroes: Psylocke's C.Forward
X-Men vs. Street Fighter: Cyclops' C.Forward
Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward
Marvel vs. Capcom: Zangief's S.Roundhouse

_________________
Straight Launcher: The launchers are often called strikes. They send your 
opponent flying across the screen. These intitiate the flying screen, where the 
opponent follows the victim's momentum. You sometimes can combo off of these but 
rarely, they are used to sometimes keep opponents away. Prime examples include:

Marvel Super Heroes: Magneto's S.Fierce
X-Men vs. Street Fighter: Juggernaut's S.Roundhouse
Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce
Marvel vs. Capcom: Captain Commando's S.Fierce

__________________
Air Combo Finisher: Also known as AC Finishers. In the air you can't combo the 
opponent forever(except for some characters) and you will need to finish the 
combo at some point in time, then you would use the AC Finisher. The basic AC 
Finisher initiates the Flying Screen, which is usually incorporated by the 
character's super jumping Fierce or Roundhouse, even a super or a special move 
can be used as an AC Finisher. Your opponent cannot roll from AC Finishers and 
also it leaves you safe from attacks.

______________
Off The Ground: Often referred to as OTG. You can further your combo by picking 
up your opponent off the ground, usually with a C.Short and then launch the 
opponent and perform another air combo. Most of the times the opponents can roll 
before this happens, but tend to forget. A prime example can be found in X-Men 
vs. Street Fighter using Wolverine:

D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG)

The knockdown in this combo is the crouching forward, and the pick up is the 
crouching fierce. Even though Wolverine has knocked down his opponent he can 
still continue his combo from their. In Marvel Super Heroes vs. Street Fighter 
OTG combos are often hard to pull off.

________________________
Air Combos(Aerial Raves): Every character can pull these off in the game. They 
usually start with a laucnher and then the opponent is then pummeled by the 
characters continuous attacks. Air combos should always start with Jab, because 
it wouldn't be much use if you immediately go to a fierce because that would 
just end your combo right there.


<------------------------------------------------------------------------>

                             ____________
                             Magic Series
The whole key to all the characters combos in the game. Without this chain 
system combos would be completely obsolete. Here this is where beginners should 
start and get a brief knowledge at how this easy system works. Combos almost 95% 
of the time start with either a Jab or a Short, then is followed by a chain 
sequence into a stronger attack. Some characters can do 5 hits in the air and 
some can do three, it all depends on the character you are fighting, the 
character you are using, and what magic series the character possess in a 
discrete pattern.

_________
Stronger: 

Jab --> Strong --> Fierce

This can be done by almost any character in the game. Also you do not just have 
to stick to just using straight punches and straight kicks, you can also do 
this:

Short --> Forward --> Fierce

Just as long as the next hit you will execute is stronger than the last hit, 
then the combo will fully come out.

______________
Punch to Kick: 

Fierce --> Short

Only one character in the game possess this odd magic series, and that is Shuma 
Gorath. Here you can go backwards in terms of strength but you can never get 
more than two hits, and you can never go forward like a stronger magic series. 
Remember, this is only just one possible combination, you can go from a Strong -
-> Short, or a Fierce --> Roundhouse.

______________
Kick to Punch: 

Roundhouse --> Strong

This is very similar to Punch to Kick Magic series, but its reversed. Only two 
character in the game has this magic series and that is Blackheart and Mephisto. 
Here you can go backwards in terms of strength but you can never go forward like 
the stronger series. You can never get more than two hits out of this and also 
there are more combinations like Short --> Strong, or Short --> Jab.

______
ZigZag: 

Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse

The most complex part of the magic series, but after you take sometime you can 
perform outrageous combos like the experts. You can most likely collect five 
hits out of this magic series. Also you can skip some of the magic series for 
example:

Short --> Strong --> Fierce --> Roundhouse

You can also perform a stronger magic series as well because basically a 
stronger magic series is in the ZigZag magic series.

__________
Weak Start: 

Short or Jab --> Stronger Attack

Consider this like a weaker version of the stronger magic series. You can only 
go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is it, you 
cannot get more than two hits out of this and Hulk is the only one with this 
magic series in the game.

____
None:

Any attack --> Special Move

That is the biggest combo out of this magic series. Any character with this 
magic series is primarily at a disadvantage, since the player cannot get more 
hits out he can only cancel into a special move just like those two-in-one's 
back in the old Street Fighter days.


NOTE: DO NOT BE SURPRISED WHEN YOU SEE 5 HIT COMBOS EQUAL THE DAMAGE OF 12 HIT 
COMBOS. IN COMBOS THE MORE HITS YOU TACK ON THE WEAKER THEY GET, BESIDES IF 
SPIDER-MAN'S WEB SWING WERE TO DO AS MUCH DAMAGE IN COMBOS AS IT DOES ALONE, 
THEN THE OPPONENT WOULD BE FINISHED RATHER QUICKLY.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->

                           _____________
                           Combos Legend
This combo legend is taken from James Chen, the genius behind all of the easy 
combo system reading ability. This is completely his idea, and I had no part in 
making this up, all of this legend is credited to him.


, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing 
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS 


<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->

                        _____________
                        Best Partners
Here in this section I reccommend the best partners(in a matter of opinion of 
course) depending on how they are similar, how well they can defend, how 
effective their super is in a team super, and others. NOTE: THESE DUOS WERE ONLY 
MEANT TO BE PLAYED IN CROSSOVER MODE OR AT THE ARCADE, OR ON THE SATURN.

<--------------------------------------------------------------------------->

_______________
Ryu and Cyclops: Possibly the best team super in the game if you combine them, 
you often saw this duo fighting against you in X-Men vs. Street Fighter way too 
often. Ryu can easily chain a Shin Shoryuken after Cyclops' Variable Assist 
Attack which is a Gene Splice.

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

Cyclops: Cylops has a dominatining projectile because his Optic Blast eats other 
projectiles in the game! He can aim it high, head height, and low. Also most of 
his standing attacks(besides the standing Strong and standing Fierce) can go 
into a two hit combo making him an excellent all around ground combo character. 
His Mega Optic Blast is the perfect complement to any team super because of its 
range and damage potential.

<--------------------------------------------------------------------------->

___________
Ryu and Ken: Was there even a doubt? Ken can only do his Shinkuu Hadouken if Ryu 
is his partner. That means double the hurt, double the damage, and almost double 
the hits. 

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still 
one of the better characters in the game. His Shoryuu Reppa is so easily comboed 
that it rivals Wolverine's Berserker Barrage X as being the fastest super in the 
game. Also his Shippu Jinra Kyaku also does good damage and can counter amny 
supers, but still not quite as fast as his Shoryuu Reppa. Ken is one of the few 
characters that can Cancel a super after his launcher which is his Shinryuken. 
Ken also possess quick speed and excellent combo ability, which would back up 
Ryu's slower speed and moderate combo ability.

<-------------------------------------------------------------------------->

_____________
Akuma and Ken: Well pairing up any of the Shatokens(besides Dan of course) is an 
easy adaption. Akuma plays extremely similar to Ken in terms of combos. Also 
Akuma does not take that long to adapt to, and with a friendly unblockable Shun 
Goku Satsu at your side who can go wrong? Also since Ken doesn't have a beam 
super Akuma can back that up with his!

Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still 
one of the better characters in the game. His Shoryuu Reppa is so easily comboed 
that it rivals Wolverine's Berserker Barrage X as being the fastest super in the 
game. Also his Shippu Jinra Kyaku also does good damage and can counter amny 
supers, but still not quite as fast as his Shoryuu Reppa. Ken is one of the few 
characters that can Cancel a super after his launcher which is his Shinryuken. 
Ken also possess quick speed and excellent combo ability, which would back up 
Ryu's slower speed and moderate combo ability.

Akuma: Akuma's Messatsu Gou Shoryuu can easily be among the ranks of the Shoryuu 
Reppa and Berserker Barrage X as being the fastest super in the game, simply 
because it chains off anything he has. With Akuma's Tenma Gou Zankuu he can 
easily counter opponents from the air, if the opponent by mistake pulls off a 
beam super, mainly Ryu and Dark Sakura. Akuma's Zankuu Hadouken hits ground 
opponents from the air at screen distances which would back up Ken's poor range 
projectile. Also Akuma can quite possibly be the best Variable Assist in the 
game, when you use the Variable Assist Akuma comes out and does his Tatsumki 
Zankuu Kyaku, which still stun the opponent for the longest time allowing you to 
connect with quite possibly any super.

<-------------------------------------------------------------------------->

_____________
Akuma and Ryu: Basically their team super just kills! Akuma and Ryu play very 
similar and their air combos are somewhat similar. Akuma can provide quickness 
and power, while Ryu provides durability and strength. A real nasty duo for 
anybody to mess around with.

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

Akuma: Akuma's Messatsu Gou Shoryuu can easily be among the ranks of the Shoryuu 
Reppa and Berserker Barrage X as being the fastest super in the game, simply 
because it chains off anything he has. With Akuma's Tenma Gou Zankuu he can 
easily counter opponents from the air, if the opponent by mistake pulls off a 
beam super, mainly Ryu and Dark Sakura. Akuma's Zankuu Hadouken hits ground 
opponents from the air at screen distances which would back up Ken's poor range 
projectile. Also Akuma can quite possibly be the best Variable Assist in the 
game, when you use the Variable Assist Akuma comes out and does his Tatsumki 
Zankuu Kyaku, which still stun the opponent for the longest time allowing you to 
connect with quite possibly any super.

<------------------------------------------------------------------------->

______________________
Sakura and Dark Sakura: Easily one of the better teams if you know how to play 
as Sakura that is. Although Dark Sakura differs differently from Sakura in terms 
of special moves, she can combo exactly like Sakura. Don't rely on their team 
super though because its practically a waste simply because while Dark Sakura 
provides a beam super, Sakura's Shinkuu Hadouken only aims diagonally up.

Sakura: Sakura is one of the smaller characters in the games ranking with 
Wolverine and Spider-Man, but she has a serious speed problem for someone her 
size. Her attacks really don't come out fast, but her combos do quite a bit of 
damage. Her Shouken is her prime weapon and combos like bread and butter, also 
she can absorb fireballs with it as well.Also her Variable Assist can tag 
opponents from screen distance.

Dark Sakura: While unlike her counterpart Dark Sakura has a beam super and a 
Shun Goku Satsu. Also she has the strongest projectile in the game, and her 
Shouken is what it used to be in the Alpha series, but this time its a Dragon 
Punch motion. Her projectile range is better than Ken's but worst than Ryu's. 
Also her Variable Assist can tag opponents from screen distance.

<----------------------------------------------------------------------->

________________________
Wolverine and Spider-Man: Well if you want to win with combos, this is your duo. 
Not only are they both quick, but they are also dominating. These are the two 
most dominating characters in the game in a matter of opinion. You can make 
quick work of your opponents with these two, but then again in crossover mode 
you will have to fight against these two,

Wolverine: Quickness and cheapness. Wolverine has immense speed when he is in 
Berserker Mode and he can just hit the super jumping strong button all day, that 
even beginners can find themselves getting at least 5 hits out of it. He has 
many combo possibilities to combo his supers with such ease you will be amazed. 
Also his special moves can chip alot of damage as well, and his EX Cancel 
abilites are too damaging.

Spider-Man: Strength and combos. Spider-Man is known for his quick speed and his 
talkative mouth. He is a relentless combo character that has an annoying corner 
trap. His combos do alot of damage, which probably amkes up for his inability to 
combo in his supers fully. Also his jumping Jab has alot of priority believe it 
or not and the fact that he can perform almost any combo you ask him to, its 
basically a sure victory when you use him.

<----------------------------------------------------------------------->

_______________________
Blackheart and Mephisto: They draw powers from the dark world, but even though 
they do tend to carry alot of power in the comics, they can take quite a while 
to perfect. Their team super, Armageddon Armageddon is a totally painful team 
super, so watch out for that launcher.

Blackheart: While he doesn't possess much combo ability he can be quite annoying 
when you know how to play as him. Also take fact that he is the only character 
in the game that has a super jumping Forward AC Finisher. His standing Strong 
must be start early so that he can make up for his start up delay, so that he 
can counter jump in opponents because it has good priority. Blackheart can 
escape supers sometimes while he is in the air because he can air dash.

Mephisto: While he doesn't possess much combo ability he can be quite annoying 
when you know how to play as him. Also take fact that he is the only character 
in the game that has a super jumping Forward AC Finisher. His standing Strong 
must be start early so that he can make up for his start up delay, so that he 
can counter jump in opponents because it has good priority. Mephisto can escape 
supers sometimes while he is in the air because he can air dash and also the 
fact that his attacks do more damage and they light the opponent on fire. 

<---------------------------------------------------------------------->

________________
Zangief and Hulk: Power and Power. With these two you can easily mop the floor 
with opponents with a few hits. Hulk tends to be underrated and Zangief tends to 
be too underrated. Infact these two personally, are one of the better characters 
in the game. With these two I can easily and honestly say that Wolverine and 
Spider-Man players stand little chance of defeating. There are some underrated 
characters in the game and these two and the two above are a few of them.

Zangief: The majority of his special moves are unblockable and do major damage. 
Zangief is by far the most lethal character in the game in the hands of an 
expert(I think I can honestly say I qualify) because Zangief does have good 
priority. While being far from the quickest in the game, its absolutely deadly 
to stay near him. His Double Final Atomic Buster has alot of priority and I can 
manage to connect with it about 70% of the time. Think of it as Cyber Akuma's 
Shining Gou Shock, when up close. He even has an unblockable anti-air attack! 
That's power!

Hulk: Man! Where would I go without this guy? His combos are one of the sweetest 
in the game, and even though his combos might look like they do alot of damage, 
they only do damage like everybody else, its only his single attacks that put up 
alot of heat. With his super armor he can take a hit before feeling the effects 
of it, making it hard to just launch him straight up. Also his super armor does 
not work against jumping Fierces or Roundhouses, against strikes, or when he is 
in the air. He also has a high sense of priority.

<--------------------------------------------------------------------->

________________________
Mech-Zangief and Zangief: Well what can I say? Many people tend to think that 
Mech-Zangier is a horrible character, but actually I find myself winning more 
battles with this guy than with Wolverine! Mech-Zangief cannot block, but he 
makes it up with the inability to feel pain! That's right you can throw a 
Shinkuu Hadouken at him and he can still come after you with a Final Atomic 
Buster! 

Zangief: The majority of his special moves are unblockable and do major damage. 
Zangief is by far the most lethal character in the game in the hands of an 
expert(I think I can honestly say I qualify) because Zangief does have good 
priority. While being far from the quickest in the game, its absolutely deadly 
to stay near him. His Double Final Atomic Buster has alot of priority and I can 
manage to connect with it about 70% of the time. Think of it as Cyber Akuma's 
Shining Gou Shock, when up close. He even has an unblockable anti-air attack! 
That's power!

Mech-Zangief: With a new super and a new special move along with the inability 
to feel pain, he can really tear up the competition just as long as he doesn't 
play against Omega Red of course.  Always be on the offensive with this guy, and 
always stay in the air, and that means constant super jumping.

<--------------------------------------------------------------------->

_______________________
Captain America and Ryu: This is one of the best duos in the game. I mean 
Captain America's moves are similar to Ryu's and also the fact that these two 
can be considered beginner characters.

Captain America: With a sense of pride and "Justice" this fellow American native 
serves out his country with a little Final Justice, two dash Stars n' Stripes, a 
cup of Charging Star, a couple of combos, with a hint of Shield Slash. I know he 
was faster in Marvel Super Heroes, but Captain America really doesn't seem that 
slow in this game, except for when he is trying to turn around when he gets 
crossed up. His jumping Fierce is slow and also his crouching Fierce, but his 
strength can more than make up for his speed. Captain America is an all around 
excellent and superb combo character with high decency and very effective 
supers.

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

<--------------------------------------------------------------------->

______________________________
Captain America and U.S. Agent: Ouch! Two serving thier country makes it twice 
the pain for opponents. Basically any Captain America expert can pick U.S. Agent 
as well. Also if you like the name of their Team Super, Star Star, then I 
suggest you pick this duo up.

U.S. Agent: To me he really isn't much faster than Captain America or even a bit 
faster. I think all he is here for is so that you can play as two Captain 
America's. Besides U.S. Agent's shield doesn't have a star on it remember?

Captain America: With a sense of pride and "Justice" this fellow American native 
serves out his country with a little Final Justice, two dash Stars n' Stripes, a 
cup of Charging Star, a couple of combos, with a hint of Shield Slash. I know he 
was faster in Marvel Super Heroes, but Captain America really doesn't seem that 
slow in this game, except for when he is trying to turn around when he gets 
crossed up. His jumping Fierce is slow and also his crouching Fierce, but his 
strength can more than make up for his speed. Captain America is an all around 
excellent and superb combo character with high decency and very effective 
supers.

<-------------------------------------------------------------------->

_______________
Chun-Li and Ryu: These two are basically for beginners. Chun-Li provides speed 
and vast combo abilities while Ryu provides durability and strength. Old school 
Ryu and old school Chun-Li players can quickly get adapted to using them.

Chun-Li: With excellent speed and excellent combo ability its a perfect match 
that gives her the name "Combo Queen." Although it would be unfair to call her 
that since she is just one of three female characters in the game. Her supers 
take off alot of damage and they are all comboable without the aid of a Variable 
Assist Attack. She also has alot of air defense and can easily win any air 
battle. Her ability to air dash and triple jump makes it extremely hard for her 
opponents to successfully combo her completely.

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

<------------------------------------------------------------------->

_______________
Dhalsim and Dan: Believe it or not, this team can pose quite a hazzard for 
anybody. Old school Dhalsim players and Alpha series Dan players can easily 
become adapted because they are both probably completely unchanged from their 
previous idenities.

Dhalsim: Although he lacks alot of skill in combo ability his supers take off 
alot of damage and has an overall excellent defense against jumping characters 
with a little Yoga Strike that is, but the opponent can still knock Dhalsim out 
of it. Also with his long limbs he can attack from a distance without having to 
resort to projectiles and his Yoga Fire, standing Roundhouse corner tactic is 
pretty annoying and dates back to the original street fighter 2.

Dan: Well what can I say? First off, he is not the scrub everybody thought he 
was, and also his supers do a tremendous amount of damage and they combo with a 
blink of an eye. Dan has one of the fastest supers in the entire game, and his 
attacks have good range plus the fact that he has alot of strength and can pound 
away at opponents. Also with the help of his new found infinite he can surely 
even up the odds against cheapness, ala Wolverine.

<------------------------------------------------------------------->

__________________________
Shuma-Gorath and Wolverine: Basically Wolverine provides the levels and Shuma 
Gorath provides the pain with his unblockable "Chaos Dimension!" This is a cheap 
duo, since Wolverine can provide the levels with his constant barrage of 
strongs, then Shuma Gorath comes in and activates his Chaos Dimension mode, then 
catch the opponent to take away an obsurd amount of life.

Shuma Gorath: While he may not look like it, he can easily combo any opponent. 
Shuma Gorath possess overall exceptional combo ability and his regular moves 
chip alot of damage. Once he activates his Chaos Dimension, just run. The 
opponent will literally be at Shuma Gorath's mercy because Shuma Gorath will 
have ten seconds to grab his opponent into the...Chaos Dimension!(boy I love 
saying that). The Chaos Dimension is probably the strongest super in the game, 
even just a bit stronger than Akuma's Shun Goku Satsu.

Wolverine: Quickness and cheapness. Wolverine has immense speed when he is in 
Berserker Mode and he can just hit the super jumping strong button all day, that 
even beginners can find themselves getting at least 5 hits out of it. He has 
many combo possibilities to combo his supers with such ease you will be amazed. 
Also his special moves can chip alot of damage as well, and his EX Cancel 
abilites are too damaging.

<------------------------------------------------------------------->

_________________
Omega Red and Ryu: With Omega Red's Omega Destroyer, it couldn't be more easier 
keeping an opponent away. Also Ryu can provide alot of combo power in terms of 
comboing his Shinkuu Hadouken. The one thing that really should be talked about 
between the two is their team super. Just never use it, unless you start it with 
Ryu. Simply because Omega Red's Omega Destroyer will juggle the opponent into 
the air and away from the Shinkuu Hadouken.

Omega Red: Omega Red is a superb combo character, but his priority is somewhere 
else. It takes timing to launch his opponent because his launcher is somewhat 
curved and the opponent has to be a certain distance away from Omega Red if you 
wish for it to be used as an anti-air attack. Also players who have had 
expierience with Sabertooth in X-Men vs. Street Fighter and with Venom in Marvel 
vs. Capcom should have little trouble adapting to Omega Red.

Ryu: Ryu's projectile is one of the best in the game, it comes out quick and can 
easily be used as an AC Finisher. His beam super is one of the best in the game 
because of its versatality and the damage that it does. Ryu's moves can benefit 
practically anyone's game because he is balanced and most old school Ryu's 
players know exactly how to play him.

<-------------------------------------------------------------------->

______________
Shadow and Ken: With a team super that complements each other so well, its an 
obvious bet that anybody with expierience with either Ken or Charlie should have 
no trouble adapting to these two. The combos for each of them are practicaly 
identical, well basically because they have the same Magic series and also they 
both present an equal amount of range.

Shadow: X-Men vs. Street Fighter Charlie players should have absolutely no 
trouble adapting to Shadow in terms of combos, but if they are looking for 
supers comboability, then look elsewhere or look back. Shadow has alot of 
priority and alot of range on his attacks for a medium sized character. Also the 
fact that he has alot of power on his attacks, and also he has gained some speed 
from Charlie makes him an excellent character to begin with. 

Ken: Although Ken has changed a bit from X-Men vs. Street Fighter he is still 
one of the better characters in the game. His Shoryuu Reppa is so easily comboed 
that it rivals Wolverine's Berserker Barrage X as being the fastest super in the 
game. Also his Shippu Jinra Kyaku also does good damage and can counter amny 
supers, but still not quite as fast as his Shoryuu Reppa. Ken is one of the few 
characters that can Cancel a super after his launcher which is his Shinryuken. 
Ken also possess quick speed and excellent combo ability, which would back up 
Ryu's slower speed and moderate combo ability.

<-------------------------------------------------------------------->

_______________________
Norimaro and Spider-Man: Norimaro is sometimes an overlooked character. His team 
super which is the Hyper Strong Miracle Treasure is an excellent back up for any 
super. Also Norimaro plays alot like Spider-Man believe it or not, but he does 
lack the range and power though. Surprisingly Norimaro has better defense than 
Spider-Man and can take more hits than he can.

Norimaro: Norimaro should come as an ease when it comes to veteran Spider-Man 
users, because alot of his combos are like Spider-Man's. Also Norimaro is the 
smallest character in the game, and that means combos will be harder to put on 
him than on others. Also make note that his Hyper Strong Miracle Treasure has 
alot of range, and it chips alot of damage as well, think of it as the Omega 
Destroyer.

Spider-Man: Strength and combos. Spider-Man is known for his quick speed and his 
talkative mouth. He is a relentless combo character that has an annoying corner 
trap. His combos do alot of damage, which probably makes up for his inability to 
combo in his supers fully. Also his jumping Jab has alot of priority believe it 
or not and the fact that he can perform almost any combo you ask him to, its 
basically a sure victory when you use him.

<-------------------------------------------------------------------->

___________________
M.Bison and Dhalsim: Basically old school(skool) players who wants to get 
adapted to the new school. These two have been basically remained unchanged from 
Super Street Fighter 2 in terms of how they play.

M.Bison: M.Bison players from X-Men vs. Street Fighter should have no trouble 
adapting to him because like Cyclops from X-Men vs. Street Fighter, he remains 
unchanged for the most part except for some minor altercations. Also his moves 
were set so that you don't have to charge any more except for his Head Stomp and 
his Flying Psycho Fist. In this game he doesn't possess alot of speed but he 
does have a powerful Psycho Crusher, it does so much damage you would think that 
it was ported over from Shin Bison in Street Fighter Alpha 3!!!

Dhalsim: Although he lacks alot of skill in combo ability his supers take off 
alot of damage and has an overall excellent defense against jumping characters 
with a little Yoga Strike that is, but the opponent can still knock Dhalsim out 
of it. Also with his long limbs he can attack from a distance without having to 
resort to projectiles and his Yoga Fire, standing Roundhouse corner tactic is 
pretty annoying and dates back to the original street fighter 2.

<-------------------------------------------------------------------->

_________________________________
Armored Spider-Man and Spider-Man: With this duo you can basically mop the floor 
with anybody! Expert Spider-Man players should easily pick up his armored 
counterpart, also take note that their team super does alot of damage, while 
Spider-Man provides the strength and stronger supers, Armored Spider-Man 
possesses the Durability and Super Armor.

Armored Spider-Man: Basically any Spider-Man veteran can play as Armored Spider-
Man because his combos are exactly the same for the most part, but Spider-Man 
has been given stronger defense and a weak Super Armor. He can still be launched 
normally but he can take Jabs and Shorts like they weren't even hitting him! Or 
at least for the first hit, the second hits he will start to reel back.

Spider-Man: Strength and combos. Spider-Man is known for his quick speed and his 
talkative mouth. He is a relentless combo character that has an annoying corner 
trap. His combos do alot of damage, which probably makes up for his inability to 
combo in his supers fully. Also his jumping Jab has alot of priority believe it 
or not and the fact that he can perform almost any combo you ask him to, its 
basically a sure victory when you use him.

<-------------------------------------------------------------------->

____________
Cyber Akuma!: What can I say? This guy is like three fighters, I even have 
trouble beating this guy myself sometimes. His level 1 supers do more damage 
than other level 3 supers, its just amazing that he is this strong.

Cyber Akuma: Cyber Akuma has alot of power and strength. He can easily dismantle 
and opponent with his Scramble Gou Punch. Also with his blink of an eye quick 
Shining Gou Shock, it should come as no surprise as to why is the strongest 
character in the game. Also with his powerful attacks and special moves that 
hurt just as much as most characters supers, its practically an easy victory if 
you select him.

<-------------------------------------------------------------------->
<-------------------------------------------------------------------->
 
                       __________
                       Characters
Characters in this game all have different variety of attacks each with their 
own attributes and disadvantages. But if you know how to use each character 
effectively you can be on your way to becoming a master. Each of the characters 
below will include background information, a moves list, a combo list, and 
strategies against every individual character in the game.

<-------------------------------------------------------------------->
<-------------------------------------------------------------------->


Akuma
His mysterious origin is unknown to people and his deadly fighting skills, 
widely known. While training with master Gouken he perfected every Shatoken move 
in a matter of a few years, but he was so power hungry that he wanted to learn 
more, but Master Goutetsu could not teach him anymore. Soon Akuma had searched 
the dojo to see if anybody would challenge him, but no one was daring enough. 
After serveral days Akuma had uncovered a book full of ancient deadly Shatoken 
techniques but could not understand it. The next day Akuma revealed the book to 
Master Goutetsu, but Goutetsu refused to teach the deadly style to Akuma, and 
Akuma thought him and his ancestors were fools for not teaching the deadly art, 
Shun Goku Satsu. Akuma would study the book endlessly until he finally revealed 
the killing secret, but it was also told that it would kill the person who used 
it. Akuma did not believed the fact and the next day Goutetsu had already knew 
what Akuma had discovered and told Akuma would become pure again if he can 
cleanse his mind, but Akuma's power hungry ignoranced was tired of babble and he 
decided to test it on Goutetsu. But Gouken had already dodged the attack and a 
long fight was about to start. Later after a long a battle Akuma's strength over 
powered his sensai and thus performing the move he did not connect with earlier, 
the Shun Goku Satsu. With that Akuma sealed his own evil destiny and his own 
fate by releasing the Shun Goku Satsu.

                         Character Quotes

              "Fight for what you believe. Now die for it!"
              "I have nothing to say to you."
              "If you cannot learn to live, learn to kill."
              "Return when "evil intent" drives your soul."
              "There is no good or evil, only Akuma."
              "This world is starting to lose it's appeal."
              "You are unfit to survive."
              "Your lack of power disgusts me."


Gou Hadouken: D,DF,F+P
The fireball that rivals Ryu's. Going at good speed it burns the opponent with 
purple flames but like all Shatoken's it has a recovery delay and opponents can 
easily jump over it, also the fact that it combos off of anything he has it.


Gou Shoryuken: F,D,DF+P
This is an overall excellent and very damaging move. Its Akuma's basic anti-air 
attack with high priority and has good range for an anto-air attack. Also this 
chains off his launcher very easily and can be used in ground combos as well. 
But like most anti-air attack moves he will fall back unable to block.


Zankuu Hadouken: D,DF,F+P(air)
Unlike his Alpha counterpart he will float in the air after he does this move 
instead of just dropping straight down. This can be used in effective air combos 
and when Akuma super jumps he can pelt away many of these in the air.


Tatsumaki Zankuu Kyaku: D,DB,B+K
An excellent move overall because it has good priority and it chips good damage 
as well as do excellent regular damage. Think of this as Ryu's Tatsumaki Zankuu 
Kyaku except it hits multiple times and Akuma can OTG the opponent afterwards! 
Also practically no recovery time after he does this move!


Tenma Kujinkyakuu: D,DF,F+K(air)
This move was ported from X-Men vs. Street Fighter and the Alpha series and it 
still has alot of priority. This move can only be done in the air and as Akuma 
comes down he dives with a kick going at a 60 degree angle, while it doesn't do 
much damage on its own, it can do alot of chipping damage and it has excellent 
recovery time, but Akuma cannot combo afterwards, but this move can be used in 
an effective air combo.


Ashura Senkuu: B,D,DB or F,D,DF+3P or 3K
This is Akuma's teleport. He can only travel along the ground as mirror images 
appear behind him but he is invincible during the duration of the move, but when 
he comes out of it he has fair recovery time, but he is countered basically most 
of the time. Consider using this when your in corner traps or escaping supers, 
or teleporting beind the opponent into the Shun Goku Satsu! The punch goes full 
screen's distance while the kicks go half screen's distance.


Overhead Collarbone Slice Shop: F+SP
This is Akuma's anti-crouch counter. Use this often against turtlers, and just 
as they get up. You can't block this low as you amy expect and also it does 
rather decent damage, but it has mean start up delay meaning that you cannot 
combo this, and it does tend to have bad recovery time if Akuma so happens to 
miss.


                              Supers

Messatsu Gou Shoryuu: D,DF,F+2P
Just like Ken's it does good damage and is easily comboed. It can counter 
mistakes and also it is invincible during start up meaning that it will out 
prioritized practically anything, but on the later part of the super Akuma can 
be knocked out of it, but this super does alot of chipping damage, but then 
again it can be pushed blocked. Also don't bother using this on the bigger 
characters like Blackheart or Shuma Gorath because they will fall before Akuma 
does despite the fact that he did connect with the super, and that gives them 
and opportunity to counter. Also don't pull this out of nowhere because the 
recovery time is bad. Also this super can OTG but after a few hits the opponent 
will be able to block.


Messatsu Gou Hado: D,DB,B+2P
Although it doesn't go as long as Ryu's Shinkuu Hadouken it still does the same 
amount of damage, hits, and chipping damage. However Akuma has a start up delay 
as he powers up for this move, but it is still comboable and is the prime 
mistake counter even from a distance. The recovery time is not bad at all, and 
the only thing I've seen counter this is a Shoryu Reppa, Berserker Barrage X, 
Hyper Stars n' Stripes, and yes the Messatsu Gou Shoryuu. Don't worry though, 
most of the characters in this game have alot of trouble countering this move.


Tenma Gou Zankuu: D,DF,F+2P(air)
Well unlike in X-Men vs. Street Fighter Akuma can combo this in. He no longer 
has the start up delay he once had and it can be comboed rather easily when put 
in air combos. Also it does good damage as Akuma throws out 19 Zankuu 
Hadoukens(yes I counted, but you can count for yourself using the "hit anywhere" 
Gamshark code), not every Zankuu Hadouken chips though, but it still chips good 
damage. Also Akuma can counter people who tend to use ground beam supers from 
the air like against Ryu.


Shun Goku Satsu: JP, JP, F, SK, FP(level 3)
Ouch! With an unblockable super at his disposal he can easily wipe out an 
opponent. The only problem with this move is that opponents can jump out of this 
in time, but the bigger characters like Hulk and Zangief have trouble getting 
away from this move. Also Akuma has no priority with this move what so ever and 
he can be thrown out of this or even tripped out of this. Also unlike in X-Men 
vs. Street Fighter once you use this you waste all your levels of super! Never 
use this unless you are positive it will connect.


                          Team Super

Akuma: Messatsu Gou Hado
An excellent team super that can back up pretty much any super. It does good 
damage and it can go full screen's distance and also Akuma extends the time of 
the team super because he starts his team super pretty late, but early enough to 
connect.

                          Team Counter

Akuma: Gou Shoryuken
An excellent team super, basically because its invincible once he comes out and 
it will knock anybody out of their move. It comes out quick and is the perfect 
counter against constant attacks.

                        Variable Assist

Akuma: Tatsumaki Zankuu Kyaku
Possibly the best Variable Assist in the game. It does good damage, but also it 
stuns the opponent long enough for practically any super to come out! Use this 
to your advantage and save your levels of super, also this will not hit small 
opponents who are ducking like Spider-Man or Wolverine, it also doesn't hit 
other opponents who are ducking like Blackheart or Omega Red, so you may not 
want to use this against certain people.


                        Combos
Combos: 81/100
Supers: 89/100
Overall: 80/100
Overall, Akuma is an excellent and avid combo character. He can move quick and 
makes combos damaging without all the hastle of dashing and OTGing. Any 
character using him should go all out on combos, but when your fighting against 
better combo characters its best that Akuma stays on defense. Also never trade 
hits with other opponents because Akuma does not take hits very well and his red 
bar can go down rather easily, but Akuma's quickness and combo ability more than 
makes up for his weak defense.


Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Launcher: C.Fierce
Strikes: none
Small Launcher: none
Air Launcher: none
Knockdowns: C.Roundhouse
Team Super: Messatsu Gou Hado
Team Counter: Gou Shoryuken
Variable Assist: Tatsumaki Zankuu Kyaku
AC Finisher: Fierce, Roundhouse, Tenma Kujin Kyaku, Tatsumaki Zankuu Kayku, 
Zankuu Hadouken, Tenma Gou Zankuu


1. D.S.Strong --> Gou Shoryuken


2. D.S.Jab, S.Fierce --> Gou Hadouken


3. J.Roundhouse \/ Messatsu Gou Shoryu
   Just cancel when you come down.


4. D.C.Short, C.Roundhouse --> Messatsu Gou Shoryuu(OTG)


5. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher


6. J.Fierce --> Tenma Gou Zankuu


7. J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, 
SJ.Forward --> AC Finisher


8. Tatsumaki Zankuu Kyaku, C.Short --> Tatsumaki Zankuu Kayku
   Just hit the opponent with the C.Short as you recover, I'll have to thank 
Migs for this one.


9. J.Jab, J.Strong \/ D.S.Jab, S.Strong, S.Fierce --> Messatsu Gou Shoryuu
   A real easy combo to do, make sure you cancel quickly.


10. D.S.Jab, S.Strong, S.Fierce --> Messatsu Gou Hado or Team Super


11. J.Jab, J.Fierce \/ D.S.Jab, S.Forward, S.Fierce --> Tatsumaki Zankuu Kyaku, 
C.Short, C.Fierce /\ SJ.JAb, SJ.Short, SJ.Strong, SJ.Forward --> AC 
Finisher(OTG)
    Well as far as I can tell, this is the biggest combo Akuma can pull off, OTG 
immediately after the Vaccum Whirlwind Kick and continue from there.


                        EX Combos

1. Tatsumaki Zankuu Kyaku --> Tenma Gou Zankuu


2. J.Jab, J.Fierce \/ D.S.Short, S.Strong, S.Fierce --> Messatsu Gou Shoryuu --> 
Team Super


3. Tenma Kujin Kyakuu --> Tenma Gou Zankuu


4. J.Jab, J.Strong \/ C.Short, C.Forward --> Gou Hadouken --> Messatsu Gou 
Shoryu --> Team Super


                         __________
                         Strategies

Akuma: Wait for him to come to you and then launch him. Akuma players will 
always look for the chance to use the Shun Goku Satsu, so don't be surprised if 
you see opponents building their meter and not using it. Always put a constant 
attack on him if the player using him is not expierienced, Akuma is liable to 
fall rather quickly and can ill-afford to trade hits. Also look for cheap Akuma 
players who do nothing but run away and keep throwing Zankuu Hadoukens or Gou 
Hadouken's from a distance, try to predict when they will throw a Gou Hadouken 
and hit the opponent with a Messatsu Gou Hado!

Apocalypse: This guy should be a piece of cake for Akuma, but a few hits from 
this over grown giant and your asking for it. Have Akuma gain his levels rather 
quickly and use that Tenma Kujin Kyakuu, you will get alot of hits because 
Apocalypse is rather big. Always use your Messatsu Gou Hado when you get the 
chance to do so. Or when your near Apocalypse's arm use the C.Short, C.Forward, 
C.Roundhouse --> Gou Hadouken combo, since Apocalypse can't block you can score 
easy damage this way.

Armored Spider-Man: Well Armored-Spider-Man does have high defense but his 
supers give him alot of recovery time, capitalize on a missed Maximum Spider 
with a Messatsu Gou Hado or a Team Super, and as for the Crawler Assult use the 
Messatsu Gou Shoryuu because it comes out faster. Watch out for constant combos 
and attacks from this guy, you can ill afford to eat much combos anyways, but 
wait for him to come to you and hit him with the C.Fierce launcher, it can out 
prioritize practically any of his attacks, try to stay away from Armored-Spider-
Man also he is rather quick and will beat you to the first attack, and never 
jump in with jabs or shorts, always go for the Fierce or Roundhouse because he 
does have that super armor.

Blackheart: Not a very tough battle for Akuma. Watch for Blackheart to use his 
Time Stealer into the Inferno, its a very cheap tactic for Blackheart, but you 
can't blame him because he really doesn't have much priority or much strength 
and defense either. He will constantly use the Inferno or the Dark Thunder quite 
often, you will have a hard time countering the Dark Thunder, but the Inferno 
has really bad recovery time, so whenever you see an Inferno counter it with a 
Messatsu Gou Hado. Also always attack and be on the offensive, Blackheart really 
doesn't have much attacks to counter Akuma.

Captain America: A real tough battle for Akuma. Always look for the Final 
Justice, counter it with the Messatsu gou Shoryuu, but be quick because Captain 
America can recover quite quickly from it. Never use your Messatsu Gou Shoryu 
unless you are sure it will connect because a Final Justice will most likely 
come out. Try to keep Captain America away as well because with Cap's strength 
he can easily make Clam Chowder out of Akuma.

Chun-Li: Once again a rather tough fight. Try not to jump in on Chun-Li too 
often because of her dominating launcher, watch for the Kikousho when she starts 
it in the corner because you can't push block it while your in the corner. If 
she does a Kikousho from out of the corner push block it and use your Messatsu 
Gou Hado, expect most chun-Li players to use that Hyakuretsukayku(lighting kick) 
after a knockdown so roll and counter. Her Hazan Tenshou Kyaku can be countered 
with a combo or a Messatsu Gou Shoryuu, and counter her Senretsu Kyaku with a 
Messastu Gou Shoryuu or a combo and nothing else, well of course you are a 
beginner just trip her.

Cyber Akuma: A very, very, very tough fight for Akuma. First off keep this guy 
away from you. Expect alot of teleporting and alot of firepower from this guy. 
Never stay on the ground against him, when you see him teleporting use a 
Messatsu Gou Hado, don't bother using the Messastu Gou Shoryuu because it does 
rather weak damage against him, and don't trade hits because he is immensely 
powerful and can take Akuma's health and eat it for breakfast rather quickly. 
Stay in the air and build your levels with Zankuu Hadoukens, when you have a 
level of super use that Messatsu Gou Hado at any time, most likely you will 
connect with it.

Cyclops: Well try not to play keep away with him because he can nullify your 
projectile with his and still hit you. Jump in on him often, Cyclops really 
can't defend against Akuma's attacks because Cyclops' attacks have low priority 
when it comes to anti-air except for his Gene Splice, but he rarely uses it. 
Make a constant effort to super jump when you can expect a Mega Optic Blast. 
Also watch out when Cyclops does his Running Stun Drop, expect it quite often 
against the computer, but human players rarely use it. Try to get the drop on 
him with a Tenma Gou Zankuu.

Dan: Not a touch fight for Akuma, but never ever trade hits with Dan. Dan is 
very strong and can knock out Akuma rather easily. When you see Dan do his 
Shinkuu Gadouken you can easily counter it with a Messatsu Gou Hado or you can 
eat his Shinkuu Gadouken straight up! Also when you have alot of life left, let 
Dan use his Otoko Michi on you because Dan will be in a very poor condition and 
even if he blocks a single projectile from you he's gone. Also take note that 
Dan's supers always leave him open to attack so capitalize on it and counter it. 
You can play defense or offense against this guy, it doesn't mater.

Dark Sakura: Well you can call her Akuma's female counterpart but her attacks 
are weaker than Akuma's so Akuma can take and successfully trade hits as well. 
Watch for the C.Roundhouse --> Shinkuu Hadouken(OTG) combo, also her Shouken is 
quite damaging against you but it gives her alot of bad recovery time so 
capitalize on that. Always be on the offensive because frankly she has nothing 
to counter and her crouching Fierce launcher is just way too slow. You can play 
defense as well because she really can't overpower you in terms of jump-in 
attacks, also try to stay away from the Messatsu Gou Shoryuu because she will 
often use the Midare Zakura to counter.

Dhalsim: Although he may not look like it, he can give Akuma alot of problems. 
Dhalsim loves to teleport quite often, but you can counter with your Mesatsu Gou 
Hado as long as you know where he is going to appear. Always attack when jumping 
in because his Yoga Strike is very hazardous to Akuma. You can be on the 
offensive because Dhalsim really can't do much when jumping against Akuma, and 
on the offensive look for quick combos and supers to bail you out, and keep a 
constant eye on those long limb attacks, Akuma can hit the long limbs but never 
use a Messatsu Gou Shoryuu against them because Dhalsim will be able to block 
after the first few hits.

Hulk: Well this will be a rather tough fight for Akuma. Try to mix your 
defensive play along with your offensive game, Hulk will take Akuma's health 
rather quickly so do not trade hits! Watch out for the super armor, and never 
use your Messatsu gou Shoryuu even if you know it will connect because Hulk will 
land and counter with alot of damage. Always watch for the Gamma Crush because 
Hulk will pull it out often so try to avoid the comet if you can't then block, 
if Hulk misses use your Messatsu gou Hado to counter. This battle will take 
quite along time sometimes, but follow a few tactics and your on your way to 
victory!

Ken: Not a easy fight, but not a hard fight either. Constantly watch for the 
dashing crouching short into the crouching fierce and into the Shinryuken. Also 
playing offense on him is quite difficult because of his domintaing launcher and 
his low recovery time anti-air Shoryuken, but rather dash in on him with a 
C.Short, C.Fierce /\ Air Combo, Ken really can't do much about that except try 
to sweep you ahead of time. Also counter his Shinryuken and Shoryuu Reppa with a 
Messatsu Gou Hado and his Shippu Jinra Kyaku with a Messatsu Gou Shoryuu. 

M.Bison: Not a very tough fight overall, but with M.Bison's strength and his 
teleporting capabilites he will give Akuma a rather tough time. Watch for the 
Psycho Crusher often, just block it and it will go through you at that time use 
your Messatsu Gou Hado to counter. Also he tends to use his Head Press often and 
then goes into his Somersault Skull Diver, first block that Head Press and 
counter with a Gou Shoryuken. Also watch for M.Bison's crouching roundhouse, he 
will use it often but it has bad recovery time so use a Messatsu Gou Shoryuu to 
counter or just plain trip him.

Mechanized Zangief: A very tough battle for Akuma if the opponent is an expert. 
Keep this guy away, Akuma's projectile will only do about one third the normal 
damage against this guy. But Akuma's supers besides his Messatsu Gou Shoryuu 
will do alot of damage against him. You can use your Tenma Kujin Kyaku if your 
feeling gutsy, but when Mech-Zangief goes for his Siberian Bear Crusher(Flying 
Power Bomb) you can either use your Messatsu Gou Shoryu or jump around him and 
continuously use your C.Short, C.Forward, C.Roundhouse combo until he stops. 
Basically hit and run, hit and run.

Mephisto: Not a very tough battle for Akuma. Watch for Mephisto to use his Time 
Stealer into the Inferno, its a very cheap tactic for Mephisto, but you can't 
blame him because he really doesn't have much priority or much strength and 
defense either. He will constantly use the Inferno or the Dark Thunder quite 
often, you will have a hard time countering the Dark Thunder, but the Inferno 
has really bad recovery time, so whenever you see an Inferno counter it with a 
Messatsu Gou Hado. Also always attack and be on the offensive, Mephisto really 
doesn't have much attacks to counter Akuma.

Norimaro: A rather easy battle for Akuma because Norimaro's attacks are quite 
weak including some of his supers. Norimaro has trouble launching Akuma because 
Akuma can easily overpower him and also the fact that Akuma can counter 
Norimaro's mistakes rather easily, quickly, and painfully. Always be on the 
offensive, don't worry about defense because Norimaro's offensive game really 
can't bother Akuma's offensive game or collapse his defensive play well either.

Omega Red: Not an easy battle for Akuma, but it is possible. Look for Omega Red 
to use his Omega Destroyer quite often, and there is realy not much Akuma can do 
about it, unless Akuma super jumps from it and performs his Tenma Gou Zankuu. 
Also Omega Red's combos hurt alot so Akuma will have to watch out for it, also 
Akuma can easily out prioritize Omega Red because Omega Red does not play a 
defensive game well, and that will be his downfall. However on defense have 
Akuma let Omega Red come to him and use his launcher. Watch for Omega strike 
combos as well and pull off Messatsu Gou Hado's often, never use your Messatsu 
Gou Shoryuu unless you are sure it will connect because Omega Red will counter 
with a Omega Destroyer.

Ryu: A fair fight, but Ryu's combos will drain Akuma's life rather quickly. 
Counter Ryu's Shinkuu Hadouken ahead of time by jumping up and performing his 
Tenma Gou Zankuu, I can't stress that enough, I have seen players just stand 
there and take chipping damage, and that is not the way to go! Always look to 
counter the Shin Shoryuken with a Messatsu Gou Hado, also push block the Shinkuu 
Tatsumaki Senpuu Kyaku and then use your Messatsu Gou Hado, or a regular Gou 
Hadouken, don't bother using a Messatsu Gou Shoryuu because you risk taking alot 
of damage. Also when Akuma misses with his air Shinkuu Hadouken he has a ton of 
recovery time so capitalize with a Messatsu Gou Hado or an air combo. Watch for 
constant fireball fights and try to predict a fireball ahead of time and use a 
Messatsu Gou Hado if you have one.

Sakura: Like Dark Sakura, but this battle is a little tougher. Her Shouken will 
absorb your projectile and hit you at the same time so try not to throw 
projectiles too often at her. She will constantly use her Shouken in many combos 
so block when she is close to you and counter with an air combo. Also she will 
frequently use her Shinkuu Hadouken, but that's not a problem for Akuma, have 
him counter that with a Messatsu Gou Hado. Always be on the offensive against 
her because she really can't counter much of Akuma's jumping attacks, and laying 
defense works well also because Sakura really can't overpower Akuma's standing 
attacks with her jumping attacks.

Shadow: A rather tough fight for Akuma. Watch for the Shadow Booms though 
because Shadow can follow in on them. Also his Shadow Slash Assult from above 
which will out prioritize most of Akuma's attacks. Be on a constant verge of 
defense because Shadow does have alot of weapons to counter Akuma's jumping 
attacks, whether it be his powerful and dominant launcher, his Shadow Kick, or 
his supers. Let Akuma play defense on this battle because Akuma can overpower 
Shadow's jumping attacks.

Shuma Gorath: A tough fight for Akuma, mainly the Chaos Dimension! Also Akuma 
can fall victim to his cheap tactics. When you jump in Shuma Gorath can easily 
counter with a crouching Roundhouse or when you play defense he comes in with a 
jumping Roundhouse which will both overpower Akuma's regular attacks. Watch out 
for his Mystic Smash, but Akuma can easily counter with a Messatsu Gou Hado, or 
he can quickly dash in with a crouching short into his launcher and then an air 
combo. Akuma can nullify all six of Shuma Gorath's eyes(Mystic Stare) with his 
Gou Hadouken as well. Shuma Gorath however rarely jumps in with a jumping 
Roundhouse and if he does jump in have Akuma use his Gou Shoryuken which will 
counter anythign Shuma Gorath tries to jump in with.

Spider-Man: Well Spider-Man does have high attack power but his supers give him 
alot of recovery time, capitalize on a missed Maximum Spider with a Messatsu Gou 
Hado or a Team Super, and as for the Crawler Assult use the Messatsu Gou Shoryuu 
because it comes out faster. Watch out for constant combos and attacks from this 
guy, you can ill afford to eat much combos anyways, but wait for him to come to 
you and hit him with the C.Fierce launcher, it can out prioritize practically 
any of his attacks, try to stay away from Spider-Man also he is rather quick and 
will beat you to the first attack.

U.S.Agent: A real tough battle for Akuma. Always look for the Final Justice, 
counter it with the Messatsu gou Shoryuu, but be quick because U.S. Agent can 
recover quite quickly from it. Never use your Messatsu Gou Shoryu unless you are 
sure it will connect because a Final Justice will most likely come out. Try to 
keep U.S. Agent away as well because with U.S. Agent's strength he can easily 
make Clam Chowder out of Akuma.

Wolverine: Well this battle will give Akuma a run for his money, but it can be 
won. Always look for Wlverine to start dashing in for some quick combos, but try 
to predict it before he comes at you with a crouching roundhouse or a Messatsu 
Gou Shoryuu. Also Wolverine doesn't have much priority with his jumping attacks 
when it comes to battling Akuma. Keep him away even if it means throwing out 
projectiles, but never throw them in a pattern otherwise he will use his Weapon 
X to dash right through it. Watch for his Fatal Claw combos, if he so happens to 
miss use your Tenma Gou Zankuu to counter quickly or you can use your Messatsu 
Gou Hado when he is about to land. Try to be play more defense than offense 
because Wolverine's launcher is a pain for Akuma and also capitalize on 
Wolverine's constant use of Drill Claws, because he has bad recovery time from 
it. 

Zangief: This guy is rather tough, but Akuma should be more than a match for 
him. Akuma can play alot of defense and offense, which ever you prefer. Always 
have Akuma be on the offensive if you like because Zangief really can't do much 
about it. When Zangief does his Final Atomic Buster have Akuma use his Messatsu 
Gou Hado or his Messatsu Gou Shoryuu, but only when you are a good distance 
away. On defense have Akuma just launch him when he tries to attack, but his 
Siberian Splash is the only thing for Akuma to worry about. Also counter 
everything Zangief throws at you with a Gou Shoyuken because Zangief is not 
quick enough to try and counter your missed Gou Shoryuken, and never ever trade 
hits with this guy because he can punish you for it.

<-------------------------------------------------------------------->
<-------------------------------------------------------------------->

Apocalypse(Real name: En Sabah Nur)
Never have there been a being both mutants and humans feared most. Apocalypse is 
the opitomy of all evil, he believes well in the theory of "Survival of the 
fittest." Over the years he has sought to rid the planet of all humans because 
he believes they are unfit to live on the same planet as humans. His history 
dates back to when he entered an alien space craft(yes he was once human believe 
it or not) and he was drastically changed forever, with no description that can 
describe him. He has limitless power, he can physically cahnge his own molecules 
thus making him larger and taller at will, and their is no limit as to how tall 
he can grow. Despite the fact that he is immortal, he does however have a couple 
of weaknesses, he has serious difficulty defeating Cable and he has never 
succeeded, he has lost to the hands of Cable's twin brother Stryfe in a battle 
that Stryfe barely moved his finger, and Archangel has also shown the ability to 
defeat Apocalypse at will. However Apocalypse has died twice, one temporarily 
and one permanently, the permanent death was in the time-line in X-Men Omega, 
the timeline closed to quickly before Apocalypse could pull himself back 
together. Before his death however he has managed to create Akuma into something 
much more powerful than himself, and that being he create is Cyber Akuma, whose 
destructive power overwhelms both Akuma and Apocalypse.

NOTE: While Apocalypse's moves in X-Men vs. Street Fighter did no chipping 
damage, all his moves now do chipping damage. Also Apocalypse has unlimited 
supers as well, but he can never EX Cancel.

                           Character Quotes

               "A superior race is what I bring to this world!"
               "Destruction is a small price to pay for power!"
               "Do not presume to be important, maggots..."
               "I alone prevail... You cannot stop me!"
               "I am eternal. None can withstand me."
               "I am eternal. You did not stand a chance fool!"
               "I create history your grandchildren will read!"
               "I was the first. And I alone will be the last!"


Shockwave: F,DF,D+P
An overall excellent attack. It will eat out any projectile and still it the 
opponent in stun motion. What Apocalyspe will do is smash his hand across the 
floor and small shockwaves(similar to Magneto's Magnetic Shockwave) will glide 
across the floor going full screen's distance and beyond, also it will carry the 
opponent as well. Also this move has been known to stop some supers, but watch 
for the recovery time, even though Apocalypse can't block you must watch for it 
because he can't move for a while(probably about 2 seconds) after doing this 
move. Also this move is quite predictable when Apocalypse raises his hand, 
meaning that if you get hit by this its your own fault.


Spike Drop: F,D,DF+P
Well not sure what this move is here for because it has very limited range(and I 
mean very) and it does a minute amount of damage. Doing this move shows signs 
that Apocalypse is saying "hit me please" I mean this is the one move that 
should be stayed away from doing. It has very bad recovery time and also it 
takes forever to start up, just never ever do this move.


Stun Cannon: D,DF,F,D,DF,F+FK
Well if you ever want a quick way to dizzy your opponent this would be it. What 
Apocalypse will do is open two cannons from both his shoulders and let lose heat 
seeking bullets(or at least that's what I call them) that follow your opponent. 
This hits up to 16 times doing good damage and a heck of alot of chipping 
damage. This will instantly fill up your opponent's dizzyness bar, and also it 
rarely connects against opponents who are behind him.


Spread cannon: D,DF,F+FK(?)
Well this move I'm still trying out how to do. What Apocalypse will do is open 
up one of his shoulder cannons and fire out multiple mini bullets that goes 
across the screen in spread motion. This does good damage and does alot of 
chipping damage, it also eats projectiles as well and can also build the 
dizzyness guage up rather quickly, if combined with the Stun Cannon of course. 


Satelite Beam: He does this Automatically
When you see those Satelites move around Apocalypse that's the move right there. 
These Satelites are pretty annoying and they tend to be rather pesky. There are 
also other satelites as well, each one of them directs a beam to another 
satelite until the satelite closest to you. This beam often comes behind you, 
but you can block it like it was coming in front of you, and also it chips good 
damage and does good damage as well. The really odd thing about these satelites 
are the fact that when you hit them, you also damage Apocalypse too!

                             Supers

The Drill: D,DF,F+FP
Ouch! Ouch! Ouch! And more Ouch! Never is there a super that takes off more 
damage and more chipping damage than this move! Even on the lowest attack levels 
in training mode this can take away half your life. It has huge start up delay 
and is very easily seen, but the damage that it does just hurts! This will kill 
Mech Zangief in a matter of seconds on any damage level! Use this whenever you 
get the cance or when an opponent pulls off a super that doesn't connect with 
bad recovery time, but you must do this extremely early. However the opponent 
has two options to escape alot of damage from this move, one of them is by super 
jumping or the other one is to simply push block. Push blocking this move pushes 
back Apocalypse to a very far position and Apocalypse is at the opponent's 
mercy. However never push block this drill when Apocalypse is in the corner 
because its basically useless because the wall behind him will not move 
obviously. Also when Apocalypse wins with this move he just goes on forever with 
the Drill.


Ground Zero Eye Beam: D,DF,F+RK
Well if there was a stronger beam super in the game, then I would like to see 
it. This does just as much damage as Apocalypse's Drill but it doesn't go on as 
long. Basically Apocalypse will move out of the screen for a while like he does 
with his Drill except that Start up delay isn't as long, then he lets it lose 
from his eyes sending a beam that causes monumental damage, even more damage 
than Cyber Akuma's High Mega Gou Beam! This does a good amount of chipping 
damage as well, but not nearly as much as his Drill. This is a better 
alternative to his Drill though because it cannot be push blocked and it is the 
perfect mistake punisher. Use this whenever you get the chance.


Combos: 0/100
Supers: 82/100
Overall: 61/100
Apocalypse is certainly no combo character, and it would be odd if he was one 
anyways. His supers cause massive damage but is hurt serverely by the fact that 
he has huge start up time even with his eye beam. He is definitely not a 
beginner's character, even in the hands of a master he is easily defeated. He is 
extremely slow and his dash sucks, but he is fun to play though!

                          __________
                          Strategies


Basically Apocalypse's strategy is the same against every single character in 
the game. Always have Apocalypse use his Drill or his Eye Beam to score some 
quick damage and also win the match rather quickly and painfully. Watch for your 
opponent when they try to get behind you or when they are behind you, use your 
Stun Cannon often when they do that because your Satelites really aren't quick 
enough to do the job and also the fact that they are usually getting torned up. 
Also against people who tend to throw constant porjectiles then you should use 
the Shockwave to completely nullify them. Also make sure your health bar is high 
because he loses energy much more quickly than he did in X-Men vs. Street 
Fighter. Also when your opponent tends to super jump often use your Stun Cannon 
to bring them back down. Make a constant effort to keep attacking and when your 
opponent is dizzy go for the Ground Zero Eye Beam because his Drill has too much 
start up delay and never use your Spike Drop because it doesn't really do much 
damage or even pack a punch against anybody and it leaves to you to just sit 
there while your arm forms back. Basically defense is obviously not in 
Apocalypse's vocabulary and keeping a smooth offensive game can give you a 
victory.


<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


Armored-Spider-Man
Well way back in Peter Parker High School years he was a total geek. He had a 
face full of acne, the footbal team always messing with him, and the girls would 
turn away from him at every corner. During one of his routine physics lectures 
he attends they were conducting an expieriment and it so happened that a spider 
had gotten in the middle of the beam and nobody had noticed. The spider later 
bit Peter Parker and would change his life forever. He later wanted to use his 
power for money and would wrestle and double for stunt men in famous movies. 
Then one day while Peter was in his locker room a crook got by the police and 
Peter ignored him, later that same crook broke into Peter Parker's house and 
shot and killed Uncle Ben in the process of a burgury. Now Peter Parker realizes 
the infamous quote "with great power comes great responsibility..." Well 
basically according to Migs Rustia Armored-Spider-Man had a fluid that he 
squirted onto his suit for better defense.

                             Character Quotes

                 "And I thought the people in New York were weird!"
                 "Boy! This hero stuff is just never easy!"
                 "I need to refill my web shooters after that one!"
                 "I'm not a clone! I'm the one and only!"
                 "I'm not paid enough for this!"
                 "J.J. doesn't pay me enough for this!"
                 "You'd never see that much action on a cartoon!"
                 "You're not so tough. I expected better!"


Web Ball: D,DF,F+P
One of Spidey's main but risky weapons. A ball of impact webbing is shot at the 
opponent and if they get hit they'll be temporarily cacooned in the web unable 
to block. The Jab is the fastest and less risky, but holds the opponent for a 
while not even enough to throw a jab. The fierce will hold the opponent for 
about 1.5 seconds letting you combo any super you want, but leaves Spidey open! 
While doing this in the air it comes down a 45 degree angle.


Spider Sting: F,D,DF+P
Spidey's powerful anti air attack that can be associated with his launcher! 
Doing the motion once and pressing punch will make Spidey hit once while hitting 
the opponent and pressing punch afterwards initiates the second hit. The Jab is 
the only version you should most likely use. Just watch out as you come down 
cause you can get launched or swept into an OTG super!


Web Throw: F,FD,D,DB,B+P
Jab- Straight Foward
Strong- Diagonally Up 60 degrees
Fierce- Straight above his head

Just try not to get predictable about this because anybody can quickly hit you 
with a super.When the opponent is caught he is then swung around and tossed into 
the wall doing good damage. You can rotate the joystick around to get an extra 
swing out of it but you won't increase the damage, besides there's a training 
mode and the damage guage always says 20. This move chips also.


Web Swing: D,DB,B+K
Spidey's ofensive move that should be used sparingly among the ground, despite 
the fact that it does a tremendous amount of damage. Remember in MSH Spidey 
almost had no recovery time after he did this move? Well it doesn't happen here. 
This is a great AC finisher but he will be left open to alot of attacks so be 
careful. This is a very fast attack and Spidey will go to the other side of the 
opponent even if they block, but he can still be hit by supers, just be careful.


                          Supers

Maximum Spider: D,DF,F+2P
Although the damage has been cut down by a third it is still a very strong 
super. If it connects Spidey wil juggle the opponent for five hits doing mondo 
damage. This is an excellent mistake counter as well but if Spider Man misses he 
will bounce off the opponent and being unable to block so this super is very 
counterable if he misses and this will chip about 4 pixels of damage if the 
opponent blocks it. Also you can aim where Spidey is going as well by holding 
the control pad up, down, left, or right. And one more thing, there are only two 
ways you can combo this:

a) off a Fierce Web Ball
b) off a partner attack(works best with Akuma)


Crawler Assult: D,DF,F+2K
The damage this thing puts out is very weak and easily matches the damage of one 
of Armored Spidey's 12 hit combos which is not alot. This super also does alot 
of chipping damage as well and it also OTGs, but if you OTG this super the last 
hit won't connect and if the opponent blocks it you will be countered but this 
super will connect all the way if you try not to combo it. Also it has excellent 
range but 8 hits is all you can get out of this super so don't go berserk trying 
to ram the buttons because it won't work. This is also the best thing to counter 
against missed supers and Dragon Punches alike because the Maximum Spider takes 
too long to counter.

                           Team Super

Armored-Spider-Man: Crawler Assault
An excellent team super because it has alot of range and it chips pretty good 
damage. While it doesn't do much damage on its own it can back up alot of supers 
rather easily except for the Omega Destroyer because the Omega Destroyer lifts 
the opponent out of Spidey's range. But if you want a quick super that can back 
up probably anything or if you want to chip and opponent to death then this is 
your super.

                          Team Counter

Armored-Spider-Man: Spider Sting(one-hit)
Just an absolute dominating Team Counter. Its invincible during start up and it 
can counter practically anything because it has so much priority and also 
opponents above him will get knocked out of the air as well. This also has quite 
a bit of range for an anti-air attack team counter as well.

                          Variable Assist

Armored-Spider-Man: Web Swing
This just does a heck of alot of damage, it also has good range as it will reach 
3/4 screen's distance and the fact that it can help set up most beam supers is 
just amazing. Well although it might set up most Beam Supers you must be rather 
quick about canceling into them though, and it can also set up the Weapon X, but 
watch for Armored-Spider-Man because he will still recover from it and the 
opponent can easily get in a quick hit before Armored-Spider-Man leaves.



                              Combos

Combos: 89/100
Supers: 80/100
Overall: 90/100
Spider-Man has been drastically toned down from the last appearance but he is 
still a combo machine. He is very quick and has become alot stronger from the 
last game and his new super really helps him out this time and he doesn't have 
to rely on his Maximum Spider for quick damage. Definitely a beginner's 
character and a deadly master's character.


Special Game notes
-- Armored Spider-Man's super armor allows him to take jabs and shorts without 
feeling the effects of it, but they will effect him when he gets hit a second 
time.

-- Armored Spider-Man can still be launched as normal, his super armor doesn't 
protect him from launchers.

-- Armored Spider-Man's attacks have all gone down, that includes his throws, 
regular attacks, special moves(Web Ball, Web Swing, etc), and combos.

-- Despite this fact, Armored Spider-Man has a very high defense and ranks with 
Hulk and Cyber Akuma with having the best defense in the game.


Ground Magic: Stronger
Air Magic: Stronger
Super Jump: Zig Zag
Strikes: S.Fierce
Launcher: S.Strong
Air Launcher: S.Roundhouse
Small Launcher: C.Foward
Team Super: Crawler Assault
Team Counter: Spider-Sting(one-hit)
Variable Assist: Web Swing
AC Finishers: Fierce, Roundhouse, Web Swing



1.C.Strong --> Web Swing	


2.Fierce Web Ball --> Maximum Spider


3.D.C.Short, C.Roundhouse --> Spider Sting(2 hit)


4. J.Jab, J.Strong \/ S.Strong /\ SJ.Jab, SJ.Foward --> AC Finisher


5. S.Strong /\ SJ.Jab, SJ.Short, SJ.Foward --> AC Finisher


6. J.Jab, J.Strong \/ D.S.Short, S.Foward, S.Roundhouse --> Jab Web Ball

    
7. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, Strong Spider Sting(one hit), 
S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher
        Ouch! This takes alot of timing and skill, but if you master it you'll 
master comeptition because this is a very strong combo!(*Possible*)


8. S.Strong, Jab Spider Sting(one-hit), etc.
    Seems possible, but I'm not sure, give this one to Migs.(*possible*)


9. J.Jab, J.Strong \/ D.C.Short, C.Roundhouse --> Crawler Assult or Team Super 
(OTG)


10. J.Jab, J.Strong, J.Fierce \/ C.Short, C.Foward, S.Roundhouse /\ SJ.Jab, 
SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher

	
11. J.Roundhouse \/ D.Jab, S.Jab, S.Strong --> Character Switch Out
	Basically when armored Spidey or Spidey is low on life do this combo if 
you don't want to risk eating a super. 


12. J.Roundhouse \/ C.Roundhouse --> Character switch out(OTG)
	Same as above and the hit OTGs


13. J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Web Swing (OTG)


14. J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, S.Strong --> Spider-Sting(2 
hits)


15. In corner: Fierce Web Ball --> Maximum Spider, C.Short, S.Strong /\ SJ.JAb, 
SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse
      Basically just hesistate for a slight second before hitting the FP.


16. J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse -->Team Super 
or Crawler Assault


17. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, C.Foward, 
S.Roundhouse --> Fierce Spider Sting(one hit), C.Short, S.Strong /\ SJ.JAb, 
SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce, SJ.Roundhouse
     I'll have to thank Migs for this one.


18. Partner Attack --> Web Throw or Crawler Assult or Maximum Spider
     Akuma works best with this because he will stun the opponent long enough 
for you to hit.


19. Akuma Partner Attack, C.Short, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Foward, SJ.Fierce, SJ.Roundhouse(OTG)

  
20. Fierce Web Ball, J.Jab, J.Strong, J.Fierce \/ D.S.Jab, S.Jab, SJ.Strong, 
Strong Spider Sting(one-hit), C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse
     This one is just a variation, for people whose key configurations are 
different.
 
                             __________
                             Strategies

Akuma: Well this really isn't a tough fight for Armored-Spider-Man, but Akuma's 
dominating launcher will give Armored-Spider-Man some problems and also Akuma 
can counter Armored-Spider-Man's supers rather easily. You should always look to 
counter Akuma's Messatsu Gou Shoryuu when he misses, but time it early. Also if 
you can't find a way around Akuma's launcher try dashing in with a C.Short, 
C.Forward, S.Roundhouse /\ Air combo method, it works mainly all the time unless 
of course you get predictable. If Akuma does do his Tenma Gou Zankuu, don't wait 
for him to come down instead pull off a Maximum Spider right in the middle of 
Akuma's super. After your crouching roundhouse don't try to go into your Crawler 
Assault but rather a team super because Akuma can counter your Crawler 
Assault(because it has a tendency to miss with the last hit during OTG combos) 
with a Messatsu Gou Shoryuu.

Apocalypse: Here what you want to do is not rely on your Crawler Assualt or Team 
Super because Apocalypse really isn't a hard opponent for Armored-Spider-Man. 
You can basically have Armored-Spider-Man constantly attack with a super jumping 
Jab, Short, Strong, Forward, Fierce. Just constantly attack with that and you 
should be fine. Also your Maximum Spider works on him, but for some very little 
damage and for one lousy hit.

Armored Spider-Man: Well your double should give you quite a bit or trouble. 
Armored-Spider-Man players tend to dash in alot with a crouching short and 
continue the combo from there, but you can predict it rather easily if it 
happens to you often, so trip the dashing Armored-Spider-Man and immediately go 
into your team super. Also make a constant offensive attack towards Armored-
Spider-Man with an attack other than the Jab or Short because of the super 
armor. Armored-Spider-Man can't really counter because he doesn't possess much 
priority when it comes to regular attacks. Also look to counter his Maximum 
Spider with your Maximum Spider or a team super.

Blackheart: Not a hard match for Armored-Spider-Man. Block his Inferno and pull 
a Maximum Spider because he really tends to use the Inferno quite often. Also 
when you see his Armageddon and your out of his range you can pull a Maximum 
Spider which will go through his rocks sometimes. His size should make it easy 
for you to do your combos and don't bother trying to counter his supers because 
he recovers quickly from all of his supers, and always maintain an offensive 
game because Blackheart really can't defend against your attacks and Blackheart 
really doesn't have much of an offensive game. You can have a defensive play if 
you want but with Blackheart it's not needed.

Captain America: Well one thing for sure, and that is never pull off your 
Maximum Spider out of nowhere because Captain America will counter rather easily 
with a Final Justice which is something you do not want to do. Also don't miss 
with your Maximum Spider either because expert Captain America players will 
counter that rather easily with a Hyper Stars n' Stripes. Try to dash in with a 
crouching short, crouching forward, standing roundhouse /\ Air Combo method, 
that's because Captain America's standing Strong launcher has alot of priority 
over Armored-Spider-Man's jumping attacks. Also when you block Captain America's 
Hyper Charging Star counter it with a Crawler Assault or a combo, don't bother 
with a Maximum Spider because it comes out too slow. Also Captain America 
players tend to jump in with an attack so you might want to throw out a strong 
Web Throw if you like because it catches them often.

Chun-Li: Well she really can't pose much of a threat towards Armored-Spider-Man 
but her launcher can really pose problems. You can always have Armored-Spider-
Man dash in with a crouching short, crouching forward, standing roundhouse /\ 
Air Combo method like the one against Captain America. Also push block her 
Kikousho and use a Maximum Spider to counter, and also use your Maximum Spider 
to counter her Hazan Tenshoukyaku if she misses, and use your Crawler Assault or 
an air combo to counter her missed Senretsu Kyaku. Also look for her to dash in 
quite often with a combo that ends with a fierce and cancels into a Senretsu 
Kyaku.

Cyber Akuma: Well stay in the air and don't try to jump in too often because of 
his Shining Circuit Shoryuken does a ton on Armored-Spider-Man. Don't dash in 
too often because you never know when to expect a Scramble Gou Punch to make 
your day. Your best bet at winning is to counter his mistakes so Armored-Spider-
Man will have to make his game a defensive one. Look for Cyber Akuma to throw a 
ton of projectiles at you, but you should be able to read and predict his 
movements so that you can use your Maximum Spider to counter his projectiles, 
also don't look for the Crawler Assault to bail you out because it does not do 
much damage on this guy and he can counter it pretty easily. Also your Web Throw 
can provide some assistance because throws do alot of damage against this guy. 
So basically block and counter with a combo, throw or Maximum Spider.

Cyclops: Well this is a pretty hard fight for Armored-Spider-Man because Cyclops 
has alot of ground combos. Also never pull a Maximum Spider out at random 
because he can easily counter with a Mega Optic Blast, and make sure you connect 
with the Crawler Assault because he can counter you with the Super Optic Blast. 
Be on the offensive against this guy because he really can't counter anything 
you put out at him because his standing attacks can't really out prioritize 
against Armored-Spider-Man's attacks except for his double roundhouse and Gene 
Splice. Watch for many combos that end with the Cyclone Kick as well because you 
really can't counter them but you can expect them. More importantly try not to 
counter his missed supers with your supers because Armored-Spider-Man really 
isn't quick enough to counter his mistakes besides countering with combos. 

Dan: Not much of a problem here, always play your offensive game against this 
guy because Dan really can't do much about it. But I must warn you that his 
Kouryuken does quite a bit of damage and also the fact that his launcher can 
rather easily out prioritize much of Armored-Spider-Man's attacks. Using your 
Supers and missing with them are actually safe sometimes because Dan's supers 
really can't reach you in time, but don't push your luck though. Also dashing in 
with a couple attacks followed by an air combo is really the key if you don't 
want to face Dan's launcher. Move quickly and perform your best combos to get 
rid of this guy because he really won't pose much of a threat and he is just a 
waste of Armored-Spider-Man's time^_^

Dark Sakura: Well she really can't do much about Armored-Spider-Man but she has 
shown signs of victories against him. She will constantly use her Shouken in 
combos much like regular Sakura so capitalize that with combos incase she 
misses. Also her Haru Ichiban is easily countered with Amored-Spider-Man's 
Maximum Spider. Also don't try to pull your Maximum Spider out at random because 
she will tend to counter with either a fierce Shouken or a Shinkuu Hadouken. 
Also be on the offensive because she does rather have some slow attacks, and 
Armored-Spider-Man playing defense is not a good idea because sometimes she can 
come in blocking so incase you do pull off a Spider Sting she will land before 
you and pull off a Shinkuu Hadouken.

Dhalsim: Not much problems here but he can give you quite a tough time. Whenever 
you are jumping in on him watch for two things, his dominating launcher and his 
Yoga Strike. The best way to ocunter these two is to come in attacking fast so 
that he can't use these two properly. Also don't bother using your Crawler 
Assault when Dhalsim has a level of super because he can counter with a Yoga 
Inferno, or even your Maximum Spider for that matter. Watch for his long limbs 
and constant ground and air Yoga fires, and be on the offensive or defensive 
because Dhalsim has no offensive game.

Hulk: Well Hulk can give Armored-Spider-Man quite a bit of trouble. Mainly 
because Hulk's strong attacks can make quick work of Armored-Spider-Man. Also 
counter his Gamma Crush with a Maximum Spider but start the move early. Also be 
on the offensive with this guy because despite the fact that Hulk has a super 
armor Armored-Spider-Man's attacks are quick enough to bounce the effects of the 
super armor making it seem like he never had a super armor. Also never play 
defense against this guy because Hulk's jumping roundhouse is very dominating 
and can deal some serious damage. Also don't pull out Maximum Spider's at random 
because Hulk will easily counter with a Gamma Wave. So be quick on your combos 
and counter his misses and look for him to use his Gamma Charge quite often.

Ken: This guy really won't give Armored-Spider-Man problems but he still is a 
formidable opponent. Armored-Spider-Man has alot of trouble trying to start his 
combos from jumping attacks because of Ken's Shinryuken, dominating launcher, 
and his Shoryuken which has little recovery time. What you can do is dash in 
with a crocuhing short, crouching forward, standing roundhouse air combo method. 
Also pulling supers on him really isn't much of a hastle because Ken has trouble 
countering missed Maximum Spiders. Also avoid using your Crawler Assault often 
unless you are sure it will connect because Ken can counter it rather easily 
with his Shoryuu Reppa.
Also counter his missed Shinryuken with a Maximum Spider and his other two 
supers with an air combo or a Crawler Assault.

M.Bison: Well one thing's for sure against this guy is that he can give Armored-
Spider-Man alot of trouble due to the fact that he keeps jumping around and 
teleporting. Also don't try to pull a Maximum Spider out at random hoping it 
will connect because he will counter with a Psycho Crsuher that does alot of 
damage on Armored-Spider-Man. Be on the offensive with Armored-Spider-Man 
against this guy because M.Bison basically doesn't have anything to counter 
Armored-Spider-Man's jumping attacks besides with his low priority launcher. 
Also counter his missed Scissors Kick Nightmare with a Crawler Assault or an air 
combo and look for him to use his Psycho Field often to help him set up his 
Scissors Kick Nightmare.

Mechanized Zangief: Well whenever you see Mech-Zangief use his Siberian Bear 
Crusher(Flying Power Bomb) use your Maximum Spider because it will connect, but 
only when Zangief is in motion. Don't bother pulling out a Crawler Assault on 
him because he will knock you out of it, pull a Final Atomic Buster in the 
middle of your super, or use his team super. Just hit and run with this guy your 
Web Balls won't do much damage against this guy and even if you do connect with 
it it'll most likely take a long time. Use your Web Swing when he does his team 
super or any grab motion to go right through him, then when your on the other 
side just combo him with a standing jab, standing strong, and a standing fierce 
combo until he stops.

Mephisto: Not a hard match for Armored-Spider-Man. Block his Inferno and pull a 
Maximum Spider because he really tends to use the Inferno quite often. Also when 
you see his Armageddon and your out of his range you can pull a Maximum Spider 
which will go through his rocks sometimes. His size should make it easy for you 
to do your combos and don't bother trying to counter his supers because he 
recovers quickly from all of his supers, and always maintain an offensive game 
because Mephisto really can't defend against your attacks and Mephisto really 
doesn't have much of an offensive game. You can have a defensive play if you 
want but with Blackheart it's not needed.

Norimaro: Despite the fact that Norimaro combos a bit like Armored-Spider-Man, 
he can only perform them on bigger characters. Norimaro will have a difficult 
time trying to beat Armored-Spider-Man because Armored-Spider-Man has so much 
more range and priority than Norimaro. Also try not to pull out a Maximum Spider 
out at random hoping it will connect because Norimaro can counter with his Ultra 
Variety Private Memory or his Hyper Strong Miracle Treasure. Also look for 
Norimaro to come in and sweep you into the Hyper Strong Miracle Treasure. But 
play either an offensive game or a defensive play because either one of them 
works, and counter his missed supers with your Crawler Assault or an air combo.

Omega Red: Well despite Omega Red's dominance against other characters Armored-
Spider-Man should have very little trouble playing against Omega Red. Also it 
will be pretty hard for Omega Red to do his Omega Destroyer because during start 
up Armored-Spider-Man's attacks can quickly knock Omega Red out of it. Also 
never miss with the Maximum Spider because Omega Red will rather easily counter 
your miss with an Omega Destoyer. Also don't roll often incase you get knocked 
down because Omega Red will use his Omega Destroyer and try to cross you up just 
as you recover from the roll.

Ryu: This guy to have to watch out for. Never Web Swing your way into him 
because he can counter rather easily with a Shinkuu Hadouken. That goes the same 
for you using your Maximum Spider because he can also counter that rather easily 
with a Shinkuu Hadouken. Also when Ryu does his Shinkuu Tatsumaki Senpuu Kyaku 
you can still attack Ryu but with a Maximum Spider off course. And always roll 
whenever he knocks you down because he is going to go for his Shinkuu Tatsumaki 
Senpuu Kyaku. Also when jumping in on him he has three weapons that can knock 
you away or into a combo, his dominating launcher, his Shin Shoryuken, and his 
Shoryuken. Try to dash in with a crouching short, crouching forward, standing 
roundhouse, air combo method instead.

Sakura: Well not very hard for Armored-Spider-Man because of her slow attacks. 
Also try not to miss with your Maximum Spider because she can counter with her 
Midare Sakura. Also try not to jump in too often because she can counter with a 
Shinkuu Hadouken to your face! But on the other hand she really can't counter 
any of Armored-Spider-Man's jumping attacks with her standing attacks. You can 
play a defensive game against her because her offensive attacks don't have much 
priority and the fact that her attacks are rather slow. Also you can play an 
offensive game because she has trouble trying to out prioritize you and look for 
her to miss with her Shinkuu Hadouken so you can counter with a Maximum Spider.

Shadow: Well a rather tough battle for Armored-Spider-Man here because he has a 
dominating launcher, a high priority anti-air attack, and an anti-air attack 
super. Also Shadow's combos just hurts against Armored-Spider-Man and watch for 
Shadow to counter Armored-Spider-Man's missed Maximum Spider with a Cross Shadow 
Blitz. Also when you are knocked down immediately roll because Shadow likes to 
play the OTG combo game. You can dash in with a crouching short, crouching 
forward, standing roundhouse method as well, but try not to jump in on him too 
often but do make attempts to do so. Counter all his missed supers with a 
Crawler Assault or a Maximum Spider mainly against his Shadow Justice.

Shuma Gorath: Well not much trouble against this one-eyed squid. Watch for his 
crouching Roundhouse to counter most of your jumping attacks but your jumping 
roundhouse should be able to out prioritize his crouching roundhouse. Also he 
will often use his Mystic Smash so counter that with a Crawler Assault. 
Basically be on the offensive against this guy and keep pounding him with your 
combos, when you miss with your Maximum Spider you shouldn't have to worry 
unless he has already activated his Chaos Dimension.

Spider-Man: Well this guy can be quite a nuisance but you should never play 
defense against this guy because he wil continuously come in with a series of 
combos. Look for him to miss with his Maximum Spider and counter it with your 
Maximum Spider. Be on the offensive because if you don't have much defense 
skills then neither does he!

U.S.Agent: Well one thing for sure, and that is never pull off your Maximum 
Spider out of nowhere because U.S. Agent will counter rather easily with a Final 
Justice which is something you do not want to do. Also don't miss with your 
Maximum Spider either because expert U.S. Agent players will counter that rather 
easily with a Hyper Stars n' Stripes. Try to dash in with a crouching short, 
crouching forward, standing roundhouse /\ Air Combo method, that's because U.S. 
Agent's standing Strong launcher has alot of priority over Armored-Spider-Man's 
jumping attacks. Also when you block Captain America's Hyper Charging Star 
counter it with a Crawler Assault or a combo, don't bother with a Maximum Spider 
because it comes out too slow. Also U.S. Agent's players tend to jump in with an 
attack so you might want to throw out a strong Web Throw if you like because it 
catches them often.

Wolverine: Well despite the fact that he is the cheapest character in the game, 
he is actually rather easily defeated by Armored-Spider-Man. Be on the offensive 
against this guy because Wolverine only have average defensive skills. But never 
miss with a Maximum Spider because you will know that you will be eating a 
Weapon X. Watch for Wolverine to miss with his Fatal Claw combo sometimes and 
then counter quickly with a Maximum Spider. Watch out if you miss with a Crawler 
Assault because he can counter that with a Berserker Barrage X. Just be on the 
constant offensive and you should be fine.

Zangief: Well you really won't get much trouble from this guy either. 
Continously pound him with your combos and when he does his Siberian Bear 
Crusher(Flying Power Bomb) or his Final Atomic Buster then quickly go for the 
Crawler Assault when your out of his range. Also he tends to use his Final 
Atomic Buster often as well, and Zangief can counter your missed Crawler Assault 
with a Final Atomic Buster or a Double Final Atomic Buster believe it or not, 
but he has alot of trouble trying to counter your missed Maximum Spider. You can 
play defense against this guy because Zangief really can't out prioritize 
Armored-Spider-Man much at all.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


Blackheart
Son of the ever popular Mephisto. He is not like his father however. Blackheart 
does think that he can rule the netherworld better than his father using 
people's good intentions and evil natures. Blackheart also has shown signs of 
vast healing abilites often shown by his quick recovery after recieving 
punishment from his Father. He has been giving the ambition of ruling the 
netherworld and thus succeeded and he wants to expand his world with the help of 
heroic souls. Also during his early history he has often went on training 
fighting against both Spider-Man and the Daredevil(I think he would make an 
excellent character in the crossover games) to see if he was fit enough to 
battle his father, however he did not succeed very well.

                        Character Quotes

                    "A pity you had to face me."
                    "Father, another gift for you!"
                    "I shall rule the universe with my power!"
                    "Like father, like son. Suffer!"
                    "My quest for power has claimed another victim."
                    "The earth is mine!"
                    "You are insignificant. Why did you even try?"
                    "Your death means nothing to me..."


Inferno: F,DF,D,DB,B+P
Depending on which button you push makes him do either an Ice pillar, Fire 
pillar, or a Thunder Pillar that each one of them has their own distance, Jab is 
for close range and can be used as an anti-air attack and the fierce version can 
be used from a distance. However if Blackheart misses you will be setting up 
yourself for a calamity because he just stands there while still in his Inferno 
pose, but one thing for sure and that's the fact that this does alot of damage 
and must be used early to be used as an anti-air attack. 


Dark Thunder: B,DB,D,DF,F+P
Well not the best move in the game but it does have alot of range and distance 
as well. The jab version makes him hit the ground, the strong makes him go head 
height, and the fierce version makes him go at a fourty-five degree angle which 
can be used as an anti-air attack. The fierce version can be used as an anti-air 
attack but it really isn't all that effective and he must start the move early 
so that it at least hits the opponent. Also this can be used to nullify 
projectiles and still hit the opponent as well and can be used as a mistake 
punisher.


Soul Steal: FP
Well this isn't really a special move because it involves his regular attacks, 
but it has special features that you would normally see in a special move. 
Basically what this does is rapidly drains the opponent's life away. I mean it 
drains a ton of life, but it doesn't go to Blackheart though. However you can 
never kill your opponent with this move for some odd reason I don't know and its 
also hard to connect with despite the fact that it has alot of range. Mainly 
because it takes a while for this to come out and when Blackheart gets hit the 
little demons go away, but they don't go away if they have already connected. 
Also the more demons that are on the opponent the quicker and more life they 
drain, and also when its blocked Blackheart gains alot of super meter. The 
recovery for this move is bad though.


Time Stopper: RK
Well this isn't much of a special move either because it involves his regular 
attacks, but like his Soul Steal it does have special attributes though. When he 
does this move and if it connects he will first start out with a kick and then 
green demons(or depending on which color you select him as) cling onto the 
opponent making them literally freeze unable to block. This gives you the 
opportunity to do your Judgement Day, your Inferno, or your launcher. I've tried 
putting in a Heart of Darkness or a Dark Thunder after this move but for some 
reason once you do these moves the little demons just go away and the opponent 
is free to block so I guess its just certain moves that you can do. Also if the 
opponent blocks these Blackheart will gain an absurd amount of super meter. Also 
these little demons have been known to stop projectiles and yes even the Maximum 
Spider and Final Justice, and that's pretty special isn't it?


                             Supers

Armageddon: D,DF,F+2P
Boy I love this super! However its range is rather limited and the opponent must 
be pretty close to Blackheart for this move to fully connect. This super does 
have a start up delay though, but it can be comboed off of his launcher and this 
super does do good damage though. It also does good chipping damage as well, but 
the real problem is the fact that it can be pushed blocked but luckily 
Blackheart recovers long before the rocks stop falling. Just incase the opponent 
does push block it just hope that they don't pull off a super like Ryu's Shinkuu 
Hadouken or Wolverine's Weapon X.


Heart of Darkness: D,DF,F+2K
Remember this super in Marvel Super Heroes? Well in Marvel Super Heroes this 
super could easily come near 30 hits but not I find myself having trouble 
getting near 20 hits sometimes. It still does a heck of alot of damage though 
and its one of the coolest supers in the game. What Blackheart will do is rise 
into the air crossing his arms as demons come flying from the ground below the 
opponent at this time Blackheart laughs(which is pretty sweet mind you) then a 
giant pillar of light comes flashing from the ground. This super went on longer 
in Marvel Super Heroes but the grahical effects in this game look better. Also 
this super follows the opponent along the ground but it is easily dodged because 
its a dead giveaway when Blackheart rises into the air, but this super does do a 
ton of chipping damage and Blackheart is free to block immediately after this 
super.


Judgement Day: D,DB,B+2P
Well his new super for the game is pretty sweet! What Blackheart will do is let 
lose 19 flying demons from his chest, each one of them does individual chipping 
damage mind you and this super does pretty good damage as much as a Shinkuu 
Hadouken if it connects all the way. As you can expect from all of Blackheart's 
supers this does alot of chipping damage, just a pixel more than Ryu's Shinkuu 
Tatsumaki Senpuu Kyaku. This has alot of range but opponents close to Blackheart 
and ducking and basically escape any damage. This super can be used in the air 
as it comes down a 60 degree angle, but it is too slow to be used as an AC 
Finisher though. Once again this super chains off his standing roundhouse after 
the little demons cling onto the opponent. The recovery time for this move is 
almost non-existant, and that means all of Blackheart's supers leave him 
relatively safe from retaliation. Also this should be your main super if you 
want to counter anything the opponent misses.

                         Team Super

Blackheart: Armageddon
Well I wish his Team Super would be the Judgement Day since it has alot more 
horizontal range, but this super isn't as bad though but the opponent must be 
near him to recieve the full damage. But combine this super with the Omega 
Destroyer, Sakura's Shinkuu Hadouken, Mephisto's Armageddon, or Chun-Li's 
Kikousho then you've got alot of damage done!


                        Team Counter

Blackheart: Dark Thunder
Well not a very effective team counter because he is knocked out of it so 
easily, but it has range though and can tag opponents from screen's distance. 
However it does take a while for him to start this team counter making this one 
of the most easiest to block Team counters.


                       Variable Assist

BlackHeart: Dark Thunder
Well this is not a bad team attack but I would rather prefer the Inferno. 
Blackheart will always do the jab version of his Dark Thunder but it has alot of 
range and once it connects the opponent is automatically stunned by it letting 
you connect with a super(Mega Optic Blast). But once again he is easily knocked 
out of it and it still has that start up delay.


                           Combos

Combos: 68/100
Supers: 82/100
Overall: 68/100
Blackheart has been toned down somewhat from the last game, he can no longer 
pull off two Heart of Darkness supers in a row nor can he combo after his Heart 
of Darkness or Inferno. He has been weakened in the strength department however 
and has lost some speed. Jeez! Its like every character in this game has been 
toned down! Definitely not a beginner's character, but his supers are pretty fun 
to use though.


Special Game notes: Blackheart
-- Blackheart's dash is not the best dash in the game. It is very slow and is 
not quick enough for him to start any combos. Also he is semi-invincible during 
this dash because he can avoid supers like Final Justice or Maximum Spider and 
basically all standing attacks. However he can be hit by low attacks, beam 
supers, and the Weapon X. Also his dash is uncontrollable so once you start it 
you just have to wait until it finishes unlike other character's dashes where 
they can stop in the middle of it.

-- Blackheart has an air dash, also he is the only one who can air dash 
backwards as well


Ground Magic Series: Kick to Punch
Jumping Magic Series: Kick to Punch
Super Jumping Magic Series: ZigZag
Launcher: S.Strong
Air Launcher: none
Strikes: C.Strong
Small Launcher: none
Knockdowns: none
Team Super: Armageddon
Team Counter: Dark Thunder
Variable Assist: Dark Thunder
AC Finisher: Forward(yes, that's it)


1. S.Roundhouse --> Inferno
   Just let the demons connect before you cancel


2. S.Roundhouse --> Judgement Day
   Quick and easy damage, just let the demons connect then cancel


3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward


4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward


5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward
   You might want to move in closer after the demons connect, so that both the 
forward and strong can be linked.


6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon or Team Super


7. Inferno --> Heart of Darkness
   Cancel as soon as you can, before they hit the ground


8. J.Roundhouse \/ S.Roundhouse, S.Strong --> Switch out
   Wait until the demons connect, then continue


                           EX Combos

1. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Heart of 
Darkness


2. Inferno --> Heart of Darkness, Soul Steal
   Your welcomed to cancel at anytime. Also when the opponent pops up from the 
Heart of Darkness, immediately jump up there and quickly zap a couple of more 
life from them!


3. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong --> Armageddon --> Team 
Super


4. In corner: J.Roundhouse \/ S.Roundhouse --> Judgement Day --> Armageddon --> 
Heart of Darkness


5. Inferno --> Heart of Darkness --> Judgement Day

                       __________
                       Strategies

Akuma: Well this is a very tough fight for Blackheart. Akuma will most likely be 
on the offensive against you and you will need some defense against him. When 
ever you see him jump in for an attack start your standing strong early, this 
will counter anything he throws at you, and I mean anything except for the Tenma 
Gou Zankuu of course. Watch for him to use his Messatsu Gou Shoryuu in combos, 
if by a chance he misses immediately go for the Armageddon while he is in the 
air, or you can start the Heart of Darkness early. Often from a distance he will 
go for a Messatsu Gou Hado, but since you are far away from him you can simply 
jump over his, air dash towards him and hit him with your Judgement Day. Akuma 
also likes to dash often as well, but he still recovers from it, so start your 
Judgement Day early to smack him just as he recovers from the Ashura Senkuu.

Apocalypse: Well not much of a tough fight against this guy. All of Blackheart's 
supers do excellent damage against this guy. First off you can stand behind his 
arm and keep pelting him with your standing Roundhouse. You should use your 
Armageddon when he has those satelites orbitting around you and while your near 
his arm, that way you will do damage to both him and destroy his satelites. When 
Apocalypse tries to go for his Drill, jump over it and use your Judgement Day.

Armored Spider-Man: Well this is a rather tough fight for Blackheart, but there 
are a few mistakes you can exploit. Whenever you see Armored-Spider-Man use your 
Armageddon, here Armored-Spider-Man will look to use his Maximum Spider after he 
push blocks, but what he doesn't know is that you recover before the rocks stop 
falling, even during the middle of your super the rocks will protect you from 
both his Crawler Assualt and Maximum Spider. When Armored-Spider-Man performs 
his Maximum Spider he will hit the rocks and bounce off, by that time the few 
remaining rocks will hit him, or if he does his Maximum Spider late and he 
bounces off, immediately go for your Judgement Day. Also when you block his 
Crawler Assault use your S.Roundhouse into a Judgement Day for some quick and 
easy damage, or you can use your S.Strong into his Armageddon for some quick 
damage. Also Armored-Spider-Man likes to use alot of those Spider Sting combos, 
counter that with your standing roundhouse into your standing strong into your 
air combo.

Blackheart: Well your counterpart really won't bother you much. Look for him to 
use his standing roundhouse into the Inferno quite often. When he misses the 
Inferno use your Judgement Day or your Heart of Darkness while Blackheart is 
still in the mist of his attack. Also for some odd reason Blackheart will pull 
the Armageddon from a distance, you can counter that with your Judgement Day or 
your Heart of Darkness, and block when he tries to jump in on you because he 
will go for his little demons to sun you into the Inferno.

Captain America: This battle is pretty tough for Blackheart but he can still 
win. Watch for Captain America to use his Hyper Charging Star quite often, but 
he recovers poorly from it, so use your S.Roundhouse into the Judgement Day. 
Also his Hyper Stars n' Stripes will be used often, expect it block it, counter 
it with your Armageddon as he is in the air. Also you can counter his Charging 
Star with a standing strong into an air combo, and use your standing strong 
early to counter alot of Captain America's jumping attacks.

Chun-Li: Well watch for her to try and use her Kikousho in an OTG combo, roll 
out of it and counter with a Heart of Darkness or a Judgement Day, but if you do 
want to start the Heart of Darkness, start it before she finishes her super. 
Also counter her Hazan Tenshoukyaku with your standing strong into an 
Armageddon, or use your Judgement Day. Start your standing strong early to 
counter any of her jumping attacks. 

Cyber Akuma: Well this guy you will have to stay in the air and make constant 
air dashes and keep droping your green demons with that roundhouse button. Keep 
doing this because you won't win much ground wars against this guy. Also he will 
do alot of teleporting so make sure you constant keep away from him. Also when 
Cyber Akuma goes for his Thunder Gou Shock immediately jump up and use your 
Judgement Day, also use your Judgement Day on the ground as well but only when 
you are far away from him. So basically stay in the air, bombard him with your 
roundhouse demons, and keep him away.

Cyclops: Well you will have to stay in the air to avoid his Optic Blasts. Also 
he will tend to use his Running Stun Drop quite often so you will have to watch 
for that. Also stay in the air like you would for Cyber Akuma and continously 
throw your demons at him. Often watch for his Mega Optic Blast when you miss 
your Armageddon so you might want to stay away from using this super. Also when 
he does his Running Stun Drop, use your standing Roundhouse to counter it and 
into a Judgement Day.

Dan: Well you won't get much trouble from this guy because he is rather slow. If 
he misses anyone of his supers use a Judgement Day to punish him, also when he 
goes for his Shinkuu Gadouken and when you are out of his range just blast him 
with your Judgement Day or your Heart of Darkness, if you have no supers use 
your Inferno or your Dark Thunder, whatever you do just play offense against 
this guy because he really can't do much about it.

Dark Sakura: Well you must watch out when you use your Armageddon because she 
can go for her Shinkuu Hadouken and plow right through your rocks. Also use your 
standing strong early to counter her attacks even though they don't have much 
priority. Also watch for her Shouken to miss quite a bit and that's her weak 
point, since she relies on it to often. So counter that with your standing 
strong into an air combo or if you have a super use your Judgement Day to 
counter her miss. You can play offense if you want, but playing defense and 
letting her miss with her Shouken's is your key to victory.

Dhalsim: Well this guy really won't provide much trouble. And when you are 
jumping in on him make sure you use your jumping forward because sometimes you 
might miss with your demons and that can result in a Yoga Strike. Also when you 
are far away from Dhalsim he might use his Yoga Inferno, don't wait to use your 
Judgement Day, use your Heart of Darkness instead. Also he will tend to teleport 
quite a bit, and if he does try to teleport near you, try to predict when he 
will come to you and use your Armageddon, also if he happens to miss with his 
Yoga Strike use your Judgement Day to counter, or your Inferno. 

Hulk: Well one thing you must do, and that is stay away from him. Continuously 
pelt him with your roundhouse demons to stun him into the Inferno ir the 
Judgement Day. When you jump in on him he will try to use his Gamma Wave to 
counter, but before you come in on him and block, use your Judgement Day. Also 
when he goes for the Gamma Crush don't bother trying to counter with your Heart 
of Darkness, but you use your Judgement Day or Inferno instead. Also when he 
does do his Gamma Charge(and he will use this quite a bit) go for a standing 
forward into his stnading strong into an air combo, or you can use your 
Judgement Day to punish him serverely.

Ken: Well watch for Ken to miss with all of his supers and counter with your 
supers because each one of your supers can counter each one of his missed 
supers. When Ken goes for the Shinryuken, during the middle and near the end of 
this super have Blackheart use his Heart of Darkness, when Ken misses with the 
Shoryu Reppa have Blackheart counter with his Armageddon, and when Ken misses 
with his Shippu Jinra Kyaku have Blackheart counter with his Judgement Day. Also 
look for Ken to be on the offensive but have Blackheart use his standing strong 
early to counter anything Ken tries to jump in with.

M.Bison: Well this battle is a little hard but Blackheart should be more than a 
match for him. When M.Bison goes for his Psycho Crusher block it and wait until 
it goes through you and counter with your Judgement Day immediately. Also 
M.Bison will use his Psycho Shield often but if you are quick enough use your 
Inferno to counter, and when he does do his Scissors Kick Nightmare block it and 
when he is trying to recover from it, use your Judgement Day or your Dark 
Thunder. You will have to play offense in this battle because M.Bison does often 
try to play keep away.

Mechanized Zangief: Well not much trouble from this fellow. Continously attack 
hin with your Dark Thunder and Infero. When and if he does do his Siberian 
Blizzard use your Heart of Darkness before he even hits the ground. Also when he 
tries to come near you with his Final Atomic Buster , Team Super, or Siberian 
Bear Crusher, use your Judgement Day and it will push him back. Or you can just 
keep throwing out your roundhouse or fierce demons.

Mephisto: Well your counterpart really won't bother you much. Look for him to 
use his standing roundhouse into the Inferno quite often. When he misses the 
Inferno use your Judgement Day or your Heart of Darkness while Mephisto is still 
in the mist of his attack. Also for some odd reason Mephisto will pull the 
Armageddon from a distance, you can counter that with your Judgement Day or your 
Heart of Darkness, and block when he tries to jump in on you because he will go 
for his little demons to sun you into the Inferno.

Norimaro: Watch for Norimaro to use his Hyper Strong Miracle treasure quite 
often. But basically be on the offensive against this guy because Norimaro 
really can't defend against your attacks especially the jumping forward. Use 
your Judgement Day or Dark Thunder to counter Normiaro's missed Hyper Strong 
Miracle Treasure or Super Grand Champion Jump. Counter his Multi-Hand Slaps of 
Fury with your jab Dark Thunder or your standing strong into the launcher. 
Basically play offensive and use your standing strong early to counter 
Norimaro's jumping attacks.

Omega Red: Well this will be a seriously tough fight. Watch for Omega Red to 
miss with his Omega Strike then counter with a strong Dark Thunder or use your 
Judgement Day if you have a level of super. When you can predict when he will 
use is Omega Destroyer jump up and use your Judgement Day, the demons should be 
able to plow through his coils, but not all of them though. Use your jumping 
forward when you try to come in for attacks because Omega Red has trouble 
countering it except for his crouching strong. Play keep away with this guy 
because he will look to come in and combo you.

Ryu: Well this fight is hard but not impossible. Watch for him to use his 
Shinkuu hadouken, but before you block, jump up and avoid his Shinkuu Hadouken 
and air dash towards him and use your Judgement Day. Also when Ryu does his 
Shinkuu Hadouken in the air he has basically three times more recovery time than 
if he was to do that from the ground, so counter that with your Judgement Day or 
your Heart of Darkness. Also he will throw numerous Hadoukens at you, but if you 
can predict when he is going to throw them from a distance use your Heart of 
Darkness quickly or use your Judgement Day. Also use your jumping forward to at 
least over power his dominating launcher or to at least trade hits, and start 
your standing strong early to counter his jumping attacks. When he misses with 
the Shinkuu Tatsumaki Senpuu Kyaku use your Judgement Day or Heart of Darkness 
to counter after you have successfully pushed blocked away or if he just plain 
misses. And just use your Inferno or your Judgement Day to counter his missed 
Shin Shoryuken.

Sakura: Well this battle is a little tough, but like Dark Sakura she will often 
rely on hr shouken to win her battles. However her Shouken doesn't have as much 
recovery time as her counterpart so that will be a problem. What you can do is 
jump in on her with your jumping Forward and counter all of her attacks because 
she really can't do anything about your attacks since she is rather slow for her 
size. Use your Heart of Darkness to counter her missed Shinkuu Hadouken or her 
missed Haru Ichiban. Also try not to waste a super when trying to counter her 
missed Midare Zakura because its pretty hard for Blackheart to counter it, but 
have him use his Inferno or Dark thunder instead.

Shadow: Well this can be a tough battle but look for Shadow to make a couple of 
mistakes. Watch out for his Shadow Justice, hopefully you can block it and 
counter with an Armageddon or a team super. When you jump in block while jumping 
in and sometimes he will use his Shadow Kick to counter, then use your Judgement 
Day, Inferno, or your launcher into an air combo to counter his mistake. Watch 
for him to throw Sonic Booms rather quite often and use your standing strong 
early to counter his attacks.

Shuma Gorath: Well this guy is probably the most fair and even fight for 
Blackheart. Watch for him to use his crouching roundhouse to counter your 
jumping attacks and then he immediately uses his Mystic Stare. Don't bother 
countering his Mystic Smash with your supers because he recovers fast from it. 
Also use your standing strong early to counter his jumping attacks, and you 
might want to pelt your green demons from above incase he does go a little 
berserk with his Mystic Stare.

Spider-Man: Well this is a rather tough fight for Blackheart, but there are a 
few mistakes you can exploit. Whenever you see Spider-Man use your Armageddon, 
here Spider-Man will look to use his Maximum Spider after he push blocks, but 
what he doesn't know is that you recover before the rocks stop falling, even 
during the middle of your super the rocks will protect you from both his Crawler 
Assualt and Maximum Spider. When Spider-Man performs his Maximum Spider he will 
hit the rocks and bounce off, by that time the few remaining rocks will hit him, 
or if he does his Maximum Spider late and he bounces off, immediately go for 
your Judgement Day. Also when you block his Crawler Assault use your 
S.Roundhouse into a Judgement Day for some quick and easy damage, or you can use 
your S.Strong into his Armageddon for some quick damage. Also Spider-Man likes 
to use alot of those Spider Sting combos, counter that with your standing 
roundhouse into your standing strong into your air combo.

U.S.Agent: This battle is pretty tough for Blackheart but he can still win. 
Watch for U.S. Agent to use his Hyper Charging Star quite often, but he recovers 
poorly from it, so use your S.Roundhouse into the Judgement Day. Also his Hyper 
Stars n' Stripes will be used often, expect it block it, counter it with your 
Armageddon as he is in the air. Also you can counter his Charging Star with a 
standing strong into an air combo, and use your standing strong early to counter 
alot of U.S. Agent's jumping attacks.

Wolverine: Here this is a rather tough fight for Blackheart. Wolverine will 
constantly use his Berserker Barrage or his Drill Claw, there really isn't much 
you can do about countering his Berserker Barrage except for using the jab 
version of your Dark Thunder. When he misses with his Drill Claw have blackheart 
counter with a Judgement Day or an Inferno. Watch for Wolverine to miss with his 
Fatal Claw combos, so use your Heart of Darkness during the duration of his 
super to counter. Also jumping at him often with your jumping forward to nullify 
his standing attacks and use your standing strong early to counter his jumping 
attacks.

Zangief: Well this battle is pretty easy. Just make sure you stay away from him. 
Also watch for Zangief to use his Final Atomic buster often, at that time if you 
are away from his range use your Judgement Day to knock him out of it. Also he 
will try to use his Lariat and Clotheline to counter your jumping attacks, but 
before you jump in on him with your attacks use your Judgement Day to fool him, 
so try jumping in on him early on with your jumping attacks and when he leasts 
expects it go for your Judgement Day.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


During a crisis in World War II a young boy named Steve Rogers volunteered to 
take the super soldier syrum that has given him vast strength, speed, and 
agility. Over the years this had slowed down his aging process significantly and 
he has been battling evil where ever it may lurk. Criminals fear him justice 
welcomes him as his job of stopping all crime and evil is never ending. Now with 
his syrum in his bloodstream he has been the proud symbol of America as he has 
gained Maximum Potiential!

                          Character Quotes

                "Believe in the spirit of your country!"
                "For freedom and justice!"
                "Freedom prevails!"
                "I am like a hero reborn! My victory is inevitable."
                "Liberty and freedom must never perish!"
                "Modok is next on my list!"
                "Never stop improving yourself!"
                "Rest easy soldier, your job is done..."


Shield Slash: D,DF,F+P
Jab-Downward slash, excellent for OTG combos
Strong-Head height, is best for countering ground fireballs
Fierce-45 degree angle upwards, so-so anti-air attack

Captain America's prime weapon at its best. This is one of the strongest 
projectiles in the game and it combos very well and can be used to chip away 
some life. Also if he loses his shield like if he moves before he catches it 
after a Shield Slash he must go retrieve it because his offense and strength 
goes down. The recovery time is not bad also.


Stars n' Stripes: F,D,DF+P
An excellent anti-air attack that is very powerful and has little recovery time. 
It combos off anything that Captain America has and can be used to punish 
mistakes, but he still has recovery time from this move, and if it connects the 
opponent can fall down and block or attack so its not the safest move to use.


Charging Star: D,DF,F+K
Although it has a start up delay it can be comboed, this also eats fireballs and 
can do alot of damage, but the recovery time is very poor on this move as any 
smart opponent can counter it with practically anything. Use this often on 
fireball trigger happy opponents, also if Captain America does this move without 
his shield he will not eat fireballs but Captain America will be knocked out of 
his Charging Star.


Cartwheel: F,DF,D,DB,B+P
An overlooked move that comes quite handy. This is excellent for crossing up 
your opponent and Captain America will flip behind his opponent, but Captain 
America can be thrown or tripped out of it, but this move does go through the 
Final Justice and Shinkuu Hadouken and most supers. Use this to confuse, cheese, 
and annoy the heck out of your opponent.

                               Supers

Final Justice: D,DF,F+2P
Boy I love this super! Its alot harder to combo but it still combos. What 
Captain America will do is charge at his opponent yelling "Final Justice!" and 
then jacks the opponent up in the air, starts to combo his opponent to a crisp 
and just slam the heck out of his opponent, this is strongest super and is the 
prime mistake punisher, it has a bit of a start up delay and also it has 
recovery time at the end but for some odd reason its near impossible to counter! 
I've tried so often but yet no dice. Also this chips as well probably 1 or two 
pixels of recoverable block damage. Well here is how the actual combo looks 
like: 

Final Justice Charge, S.Strong, S.Forward, S.Forward, S.Short, J.Short J.Strong, 
Throw into air, Catch Opponent, Power Suplex
All of these count as a hit.


Hyper Stars n Stripes: F,D,DF+2P
A Shoryuu Reppa type of move that does alot of damage and combos off any one of 
Captain America's standing or crouching attacks. This is also an excellent 
chipper as Captain America yells "Stars n' Stripes!" because it cannot be push 
blocked and can counter mistakes rather quickly as this is Captain America's 
fastest super and also has good range. But if he misses he will fall unable to 
block, but it is invincible during start up.


Hyper Charging Star: D,DF,F+2K
An excellent mistake counter that deals out painful damage and is his best 
chipper and push blocking does nothing. As Captain America yells "Charging 
Star!" and dashes through beam supers and plows over projectiles, but if Captain 
America loses his shield he will be eating beam supers and fireball supers 
himself. Also a Final Justice will knock Captain America out of this move incase 
he plays against another Cap or U.S. Agent. This is an excellent mistake 
punisher but if Captain America misses he will be left unable to block and will 
be countered by smart opponents.


                       Team Super

Captain America: Hyper Charging Star, Hyper Stars n' Stripes
When Captain America is out of the screen he does his Hyper Charging Star and 
when he starts the team super he does his Hyper Stars n' Stripes making it very 
comboable. Both supers chip extremely well and can back up most supers but both 
supers have alot of recovery time afterwards.


                     Team Counter

Captain America: Stars n' Stripes
An excellent counter because it has good range and will hit the opponent above 
him and also deals out major damage. But if the opponent blocks the counter he 
will be easily countered.


                      Team Attack

Captain America: Charging Star
An all around excellent team attack because it eats projectiles and sets up 
practically any super, but watch out if he misses cause the opponent will try to 
attack him so you must pull out a super to punish that mistake!


                          Combos

Combos: 87/100
Supers: 88/100
Overall: 85/100
Captain America has been drastically toned down from the last game, his Shield 
Slash is so slow in this game and it has a tough time comboing in. However he 
has gained two new supers and a few double jump combos, although they weren't 
has high hitting or damaging as from the last game, they do look a bit better. 
He has also lost some speed and feels like a sluggish character now, I guess he 
better stop eating those cheeseburgers! Well his strength has been boosted a 
little in this game and has become a very powerful character. Beginners can 
easily pick him up and old time Ryu players should have little trouble adapting.


Special Notes: 

-- When Captain America loses his shield he loses alot of priority and the 
strength of his standing fierce is cut in half. Also combos work better when he 
has his shield but they still work without shield except they are about a third 
of the strength and some hits are more difficult to connect. 

-- Also for his air super jumping ZigZag series you must hit the buttons slow if 
you want the SJ.Strong to come out otherwise you'll end up with four hits in the 
air instead of the usual 5 hits, becuase if you hit the buttons to fast the 
SJ.Strong will never come out.

-- Captain America's S.Forward can go into a two hit combo, which is essentail 
for gound combos. 

-- Captain America has a double jump as well. Hit u/uf/ub after your super jump 
or regular jump.

-- Captain America's Shield Slash can be knocked away with simple attacks, just 
as long as you can time them right.


Ground Magic Series: ZigZag
Air Magic Series: Stronger
Super Jump Magic Series: ZigZag
Knockdowns: C.Roundhouse
Launchers: C.Fierce, S.Strong
Strikes: S.Fierce
Air Launcher: none
Small Launher: none
AC Finisher: Fierce, Roundhouse, Shield Slash


1. J.Roundhouse --> Shield Slash


2. C.Roundhouse --> Jab Shield Slash


3. J.Fierce \/ C.Strong, C.Fierce /\ SJ.Fierce
    Believe it or not this is Captain America's strongest combo! It deals just 
as much damage as his Hyper charging Star! And its so easy to do!


4. J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.Fierce


5. D.S.Jab, S.Short, S.Strong --> Stars n' Stripes


6. D.C.Short, C.Forward --> Charging Star


7. J.Fierce \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce
     An excellent ground combo that keeps your opponent away.


8. In corner: S.Fierce --> Final Justice
     This is the easiest way to combo the Final Justice as you must cancel 
quickly.


9. D.S.Roundhouse --> Final Justice
     This one is harder to pull off though but it still works.


10. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward --> Hyper Stars n' 
Stripes


11. D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars n' Stripes(OTG)


12. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ 
SJ.Jab, SJ.Jab, SJ.Jab, SJ.Fierce
      Yeah, this combo is a little odd since it involves eight jabs but it looks 
pretty neat in my opinion(if you care)!


13. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ 
SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.DN.Roundhouse
      Double jump after the three jabs, and if your in the corner the 
SJ.DN.Roundhouse will connect, this combo also works without his shield.


14. In corner: J.Jab, J.Forward, J.DN.Roundhouse \/ D.S.Jab, S.Jab, S.Short, 
C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong, SJ.Forward, 
SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
      This is the biggest combo that Captain America can pull off in this game 
but deals only 39 damage in training mode. After the three jabs double jump(this 
is the most important factor in the combo) and continue from there, don't hit 
down while using your super jumping roundhouse or else you'll mess up the combo, 
after you land go into a C.Short into a S.Fierce. It hard to connect the 
SJ.Fierce after the SJ.Forward sometimes but there was somewhere where you had 
to pause but I forgot where, sorry. You will have to skip the J.DN.Roundhouse on 
all other characters besides Hulk, and Blackheart, and you will have to skip the 
extra jab against players that are as small as the Shatokens and smaller.


15. In corner: J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward --> 
Hyper Stars n' Stripes --> Hyper Stars n' Stripes --> Hyper Stars n' Stripes, 
C.Short, S.Strong /\ SJ.Jab, SJ.Jab, SJ.Jab, /\ SJ.Jab, SJ.Jab, SJ.Strong, 
SJ.Forward, SJ.Fierce, SJ.Roundhouse \/ C.Short, S.Fierce
      This combo did 111 damage in training mode as Captain America deals out a 
44 hit combo!! This is Captain America's killer combo that spells "Touch of 
Death." Once again double jump after the three jabs and continue on. Make sure 
that you cancel into the next Hyper Stars n' Stripes before the opponent touches 
the floor, otherwise you'll knock around the opponent around and then the 
opponent will be able to block.

                            __________
                            Strategies


Akuma: Here this battle really isn't easy for Cap but he can win. Counter 
Akuma's missed Messatsu Gou Shoryuu with your Final justice or an air combo. 
Look for him to use his projectiles alot and jump in at him with your jumping 
fierce. Also when Akuma goes for his Shun Goku Satsu and you are pretty far away 
from him, quickly pull out your Final Justice, or a standing Fierce. Basically 
go offensive on this guy because he is a pain when he tries to run away with his 
teleport.

Apocalypse: Not much difficulty here. Go behind his arm and do a S.Jab, 
S.Forward, S.Forward, S.Fierce, S.Roundhouse combo. They combo scale won't count 
these as combos, but he can't block anyways. Or you can go up to his face and do 
a jumping jab into a jumping fierce. Use your hyper charging Star Often, and 
Captain America can also attack Apocalypse with his Hyper Charging Star while 
Apocalypse is still in the middle of his Drill!

Armored Spider-Man: Well don't jump in with Jabs or shorts, rather jump in with 
strongs, forwards, fierce, or roundhouse. Counter his Maximum Spider with your 
Final Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep 
jumping in on him because he has poor defensive skills against your offensive 
skills and never let him back you into a corner. Also you can cartwheel out of 
his Maximum Spider or Crawler Assault but your timing must be down to the bone.

Blackheart: Well not a difficult fight. When Blackheart uses his Armageddon and 
misses use your Hyper Charging Star to plow through his rocks. Also make sure 
you don't use your Charging Star too often unless you are sure it will connect 
because he can counter it rather easily with his Judgement Day. Be on the 
offensive against this guy but make it quick before his standing strong comes 
out. And also if he tries to come in at you with his jumping forward counter 
that with your jab Stars n' Stripes.

Captain America: Well your counterpart can pose problems. Don't try to attack 
him with your jumping fierce because he will knock you out of it pretty early. 
You can also let him come to you and knock him out of the air with either your 
jab Stars n' Stripes or your standing strong. Make quick work of this guy 
because he has been known to come back and retaliate. Also counter his missed 
Charging Star or Hyper Charging Star with your Hyper Charging Star.

Chun-Li: Well she really can't pose much of a threat because you have more 
priority than she does. Watch for her to miss with her Kikousho and counter with 
a Final Justice. When she misses with her Hazan Tenshoukyaku counter with a 
Hyper charging Star or a Final justice, or an air combo. Watch for her standing 
roundhouse to knock you out of the air, so you may want to let her come to you 
and launcher her with your standing strong.

Cyber Akuma: Well this is a tough fight for Captain America, but it can be won. 
He will throw projectiles at you quite often. Also he will teleprt alot as well, 
but if you can predict his teleport use your Final Justice or launch him into an 
air combo. Stay in the air at all costs because his combos can really make quick 
work of this American. Use your Hyper Charging Star often as well to counter his 
High Mega Gou Beam or his regular projectiles, but make sure you start it before 
he actually starts his projectiles. And counter his missed Scramble Gou Punch 
with your Final Justice.

Cyclops: This is not a hard fight for Captain America. Jump in on him constantly 
because he really can't cdo much about your jumping attacks and watch out for 
his Mega Optic Blast, counter it, and only counter it with a Hyper Stars n' 
Stripes. You can let Cyclops come to you because Cyclops' jumping attacks have 
very little priority. He will use his Optic Blast and Cyclone kicks to his 
advantage, but counter his Cyclone Kick with a jab Stars n' Stripes or a Hyper 
Stars n' Stripes, and try to use your standing fierce to counter his Optic 
Blast.

Dan: Well not a tough fight either, but Dan has shown alot of potiential. 
Constantly jump in on him and combo the cheese out of him. Use your Final 
Justice to counter all of his missed supers and watch for him to come in and 
attack you. You can wait for him to come in and attack you and then launch him 
and combo him. But whatever you do, its a sure fire victory.

Dark Sakura: Well this battle isn't hard. Watch for her Shinkuu Hadouken, when 
you see it immediately jump up and counter the Shinkuu Hadouken with an air jab 
Shield Slash. Jump in on her often and combo her because she doesn't even have 
an anti-air attack except for her slow crouching fierce. Also look for her to 
use her Shouken often and miss with it, counter that with a Final Justice or an 
air combo. You can let her come to you because your attacks can over power her 
jumping attacks, but this fight should be quick and easy.

Dhalsim: Well no concerns here. Whenever he does do his Yoga Inferno, let him 
pull you in while you are blocking, and when he stops pull a Final Justice or an 
air combo. Watch for him to often miss with his Yoga Strike, then pull a Final 
Justice or an air combo as well. Whenever you do try to jump in on him make sure 
you are constantly attacking him because he will go for that Yoga Strike. He 
will pull several Yoga Fires as well, but if you can predict it, Final Justice 
right through it. So basically in this battle...Final Justice.

Hulk: Well this guy can give Captain America alot of problems but he is most 
likely to win against this guy. Watch for Hulk to miss with his crouching 
fierce, Gamma Charge, Gamma Crush, and his crouching roundhouse. These are all 
easily countered by any super you wish to use. Always jump in on him with a 
jumping down roundhouse or a jumping fierce so you can knock away his super 
armor.

Ken: This battle isn't hard for the good ol' Cap. You can constantly jump in 
with attacks and keep comboing this guy. Watch for Ken to use his Shoryuu Reppa 
in combos rather quite often, but be sure to block if he does and counter with 
any super. Also his Shinryuken will sometimes miss and if he does counter that 
with any super. You can wait for him to come to you if you like because your 
attacks can easily over power his jumping attacks. Basically counter his 
mistakes with supers or air combos, or just be on the offensive.

M.Bison: Not a hard battle for Captain America. Constantly jump in on this guy 
and combo him until he's mince meat. Watch for his Scissors Kick Nightmare, so 
counter that with a Hyper Stars n' Stripes. Counter his Psycho Crusher with a 
Final Justice, but let the Psycho Crusher pass through you first. You can let 
him come to you as well, because his attacks have low priority.

Mechanized Zangief: A rather easy battle for captain America. Surprisingly his 
Shield slash does alot of damage against this guy and also his regular attacks 
and especially the standing and jumping fierce. Just stay out of this guy's 
reach and go behind him when he is trying to grab you can combo him with a 
S.Jab, S.Forward, S.Forward, S.Fierce combo until he is out of his grab motion. 
Also when he does his Siberian Blizzard hit him with a standing fierce on the 
way down and avoid using supers because that will leave you open to one of his 
supers.

Mephisto: Well not a difficult fight. When Mephisto uses his Armageddon and 
misses use your Hyper Charging Star to plow through his rocks. Also make sure 
you don't use your Charging Star too often unless you are sure it will connect 
because he can counter it rather easily with his Judgement Day. Be on the 
offensive against this guy but make it quick before his standing strong comes 
out. And also if he tries to come in at you with his jumping forward counter 
that with your jab Stars n' Stripes.

Norimaro: Well in this battle you can just pound the living goofiness out of 
this guy. This battle is very easy for Captain America. Just come in and attack 
him at will like he doesn't even exist because frankly this guy is a waste of 
Cap's time. Counter all his mistakes with your supers or an air combo and you 
can let him come in on you if you want because you can then launch him and combo 
him because of his low priority attacks.

Omega Red: Well this battle isn't very hard. Keep having Captain America 
constantly jump in and combo this guy because Omega Red has alot of trouble 
countering his jumping attacks. Also Omega Red can win the battle if Captain 
America plays defense because his jumping jab has alot of priority over some of 
Captain America's attacks and never miss with your supers besides the Final 
Justice be cause he can counter with an Omega Destroyer.

Ryu: This battle is a little tough for Captain America, or even this can be a 
fair fight. Watch for Ryu to OTG his Shinkuu Tatsumkai Senpuu Kyaku, so roll, 
and counter it with your Final Justice just before it ends. Also when he does 
his Shinkuu Hadouken jump up and counter it with an air jab Shield slash. You 
should play a defensive game against this guy because Ryu has so many weapons to 
counter Captain America's attacks. HAve Captain America play a defensive game 
and counter Ryu's low priority attacks with Captain America's launcher.

Sakura: Not a tough battle for Captain America. Her slow attacks makes it 
impossible for Captain America not to win. Constantly jump at her and attack and 
combo. Watch for her to use her Shouken in alot of combos so block those and 
counter with either a super or an air combo. You can let her jump in and attack 
you but it really doesn't matter, just make a constant effort to make this 
victory a short one.

Shadow: Well this battle right here can give Captain America quite a bit of 
trouble. Shadow has alot of attacks to counter Captain America in the air. One 
of his weaknesses is the lack of priority when he jumps in with attacks. Captain 
America is almost guaranteed to win when Shadow makes constant jump in attacks. 
Also look for Shadow to constantly OTG you with his supers, so roll and counter 
with your supers or air combos. Make Shadow come to you and constantly punish 
his mistakes, primarily his Shadow Justice.

Shuma Gorath: Well once again this is not a hard fight for Captain America. Have 
Captain America constantly jump in and attack Shuma Gorath or you can wait for 
Shuma Gorath to come to you and attack. Watch for Shuma Gorath to use his Chaos 
Dimension, at that time he will try to catch you in his Chaos Dimension, but 
this is rather a gamble, you can pull a Final Justice to catch him off guard, 
but if he sees it coming he can catch you so becareful.

Spider-Man: Well constantly jump in on and attack because Spider-Man really 
can't counter your jumping attacks.Counter his Maximum Spider with your Final 
Justice, and his Crawler Assault with your Hyper Stars n' Stripes. Keep jumping 
in on him because he has poor defensive skills against your offensive skills and 
never let him back you into a corner. Also you can cartwheel out of his Maximum 
Spider or Crawler Assault but your timing must be down to the bone.

U.S.Agent: Well your counterpart can pose problems. Don't try to attack him with 
your jumping fierce because he will knock you out of it pretty early. You can 
also let him come to you and knock him out of the air with either your jab Stars 
n' Stripes or your standing strong. Make quick work of this guy because he has 
been known to come back and retaliate. Also counter his missed Charging Star or 
Hyper Charging Star with your Hyper Charging Star.

Wolverine: This battle is a little tough for Captain America. Watch for 
Wolverine to miss with his Fatal Claw combos and use a Final Justice to counter 
it. Also he will go on a Drill Claw frenzy and you should counter that with your 
supers or air combos. Don't try to jump in on him to often because his launcher 
will out prioritize your jumping attacks. Use your Hyper Stars n' Stripes to 
counter his missed Berserker Barrage X, and let him come to you because 
Wolverine really can't do much about your launchers.

Zangief: Well this battle is pretty easy. Whenever you see Zangief go for a grab 
counter it with a Final justice or a super. You can play offensive on this guy 
and continuously pound and combo him. Just stay away from him because he will 
try to use his grabs quite often, you can play defense as well and just launch 
him with your launcher and just combo him.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


Chun-Li
Her past history is shrouded with tragedy. Her father was killed when she was at 
a very young age and she has been consumed with vengence ever since. After her 
close defeat at the hands of M.Bison she has seeked help and joined Interpol, a 
secret organization set out to counter the crime and acts of Shadowloo. M.Bison 
now seeks world domination and with the loss of Charlie Chun-Li now seeks out 
the evil empire of Shaowloo and swears revenge on the corporate leader M.Bison.

                      Character Quotes

               "Father, will I ever truly avenge you?"
               "Hey, I thought you liked the rough stuff!?"
               "I fight for peace, but war is all I ever see!"
               "I hope I get royalties, not just a one time fee!"
               "I'm not just cute! I am a serious fighter!"
               "I'm sorry. Was I a little hard on you?"
               "Think to yourself, "you can do it!"
               "What is this? The one star setting!?"


Kikouken: B,DB,D,DF,F+P
Well this is her projectile but its not the best. It comes out slow to be 
comboable, but it does good damage and her recovery time is not that bad like 
the Shatokens. Use this move from a distance or two counter missed supers from a 
distance when you don't have a super available. However you really won't win 
much fireball fights with this projectile.


Senenshu: F,DF,D,DB,B+K
Well this is her anti-crouch counter, its an all around excellent move to use 
because it has almost no start up delay and opponents are often fooled by this 
move. The recovery time is not bad either and this move does alot of damage as 
well. However I haven't quite found a way to combo this move yet, but this is 
very effective against turtlers.


Tenshou Kyaku: F,D,DF+K
Well in X-Men vs. Street Fighter this was a charge move which would really put 
players at a disadvantage because they had to wait to use their anti-air attack, 
but not its a dragon punh motion. This is her anti-air attack but its not as 
effective as the other characters anti-air attacks but it still works. This move 
also chains off of her launcher and it does alot of damage. This has high 
priority and will most likely beat out anything else. But like most anti-air 
attacks the recovery is bad and smart opponents can capitalize on this.


Hyaku Retsu Kyaku: Tap K rapidly
Well her prime offensive weapon hasn't changed one bit since the original Street 
Fighter series.  This move OTGs and combos very easily. This move also chips 
alot of damage as well and has alot of priority against most attacks. Also this 
can be used as an AC Finisher and can basically chain off anything she has, the 
recovery time is very low and she can stop whenever she wants and also she can 
go on forever with this move or until the player's hands gets tired of course.


Overhead Kyaku: DF+RK
Well basically this is her slower version of an anti-crouch attack. It basically 
has no start up delay and recovery time, but it takes a while for her to flip 
and hit the opponent. This confuses the opponent as they forget which way to 
block and also its her anti-crouch counter. In X-Men vs. Street Fighter she 
could easily combo her Senretsu Kyaku after this move, but now its practically 
impossible. 


Stomp Kick: D+FK(air)
This is the attack that has the highest priority when Chun-Li is in the air and 
can be chained multiple times. This can be used in air combos and can basically 
snuff out practically any launcher or at least trade hits. Also this move can be 
chained into her jumping roundhouse and help her set up some combos. This move 
is also linked with her infinite combo and if the opponent blocks this move she 
automatcially bounces away and is safe to block. But again this move cannot 
trade hits with anti-air attacks like Dragon Punches or supers.


Mini-Kikousho: F+FP
Well think of this like her Kikousho in the Alpha series, it can easily catch 
jumping opponents and also it does good damage. The wierd thing about this move 
is the fact that it does chipping damage as well and this move is so easy to do. 
This is a better alternative to the other anti-air attack which won't leave you 
so vulnerable to attack, and it comes out practically instantly and has high 
priority over most jumping attacks, but people tend to ignore this move 
completely.


                              Supers

Kikousho: D,DF,F+2P
This is an excellent move over all because it does good damage, and it does alot 
of chipping damage as well. Also this basically protects her from any attacks 
and no beam super will penetrate the giant bubble. This super OTGs and comes out 
instantly, it is comboable but you must cancel quickly, but this super leaves 
her open to attack if she misses for a long time.  The one thing about this move 
is that its range is not as good as you like, it fills only half the screen's 
horizontal distance but with the vaccum effect it has more range than it 
appears. This super can be used as an anti-air attack but it must be timed 
early, also this super can be pushed blocked, but when your in the corner its 
impossible to push block this super.


Senretsu Kyaku: D,DF,F+2K
Well this move isn't as comboable as it was in X-Men vs. Street Fighter but it 
is still a lethal threat in terms of combo ability. This will OTG but after a 
few hits she will go pass the opponent and if the opponent has a beam super, 
just hope that they don't use it. I would only reccomend using this in the 
corner so that the opponent doesn't escape the super. This also combos off her 
standing or crouching fierce and can be used to punish mistakes by other 
opponents. This super has the most horizontal range in her arsenal, ramming the 
buttons can bring you more hits than the standard 15 hits, but the added damage 
is very minor, but it adds to the chipping damage significantly. Also if the 
opponent blocks this move a smart opponent can counter this mistake rather 
easily because it has alot of recovery time.


Hazan Tenshou Kyaku: F,D,DF+2K
This is her anti-air attack super and its her strongest super. The only problem 
with this move is the range that it has, while it has alot of vertical range, it 
lacks alot of horizontal range  but it can still hit opponents up close and has 
alot of priority. This chains easily off of her launcher and combos off of any 
of her standing attacks but if she misses she will be vulnerable to attack or 
supers. This move is however invincible during start up and can be used in OTG 
combos.

                                Team Super

Chun-Li: Kikousho
Not the best team up super but it does protect her and her partner. This super 
can be combined with the Omega Destroyer, Sakura's Shinkuu Hadouken, Armageddon, 
or practically any beam super. This does do good damage and can do alot of block 
damage as well, but make sure the opponent is close to her so that it connects.

                               Team Counter

Chun-Li: Kikouken
Well not exactly the team counter that you would like, because she is easily 
knocked out of it and it takes a while to come out and opponents tend to block 
it rather easily despite the fact that it is a team counter. Don't bother using 
this as a team counter against supers, but it works well against regular 
attacks.

                              Variable Assist

Chun-Li: Kikouken
This is a fair team attack because it can help set up some supers and it goes 
full screen's distance doing good damage, but it comes out a little slow and 
opponents tend to jump over it rather easily. You really shouldn't use this too 
often.

                           Combos

Combos: 87/100
Supers: 88/100
Overall: 80/100
Chun-Li is an excellent character to use, she has amazing speed and an un-
matched air priority. Her triple jump combined with her air dash and wall jump 
makes her a very hard target to attack. She can stay in the air for the longest 
time. However she has been toned down from the last game and her attacks aren't 
quite as strong. Her infinite is MUCH harder to do now and she has been given 
more recovery time on her attacks and her Senretsu Kyaku isn't near as comboable 
as it was in the last game. Although beginners shouldn't find much trouble using 
her.


-- Chun-Li has a triple jump. Just hit u/uf/ub after the first and second jumps.

-- Chun-Li also has an air dash, but she cannot dash backwards.

-- Chun-Li can bounce of the walls, just hit the opposite direction when you 
touch a wall.


Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Launcher: S.Roundhouse
Knockdown: C.Roundhouse
Air Launcher: none
Small Launcher: none
Strikes: none
Team Super: Kikousho
Team Counter: Kikouken
Variable Assist: Kikouken
AC Finisher: Fierce, Roundhouse, Hyaku Retsu Kyaku


1) C.Short, C.Roundhouse --> Hyaku Retsu Kayku(OTG)


2) C.Short, C.Roundhouse --> Kikosho(OTG)


3) J.Fierce \/ C.Short --> Rising Bird Kick


4) J.Roundhouse --> Hyaku Retsu Kayku


5) D.C.Forward, C.Fierce --> Senretsu Kyaku
   Quick and lethal, not hard to pull off, and does alot of damage.


6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku


7) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Hazan Tenshou Kyaku


8) Team Attack --> Kikousho or Hazan Tenshou Kyaku


9) Stomp Kick, J.Roundhouse --> Hyaku Retsu Kyaku


10) In corner: D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)


11) D.S.Jab, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku


12) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> AC Finisher
Be sure to cancel into the roundhouse, quickly or the opponent will be able to 
block.


13) J.Jab, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Senretsu Kyaku


14) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick, --> AC Finisher


15) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick, Stomp Kick --> 
Lightning Legs


16) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp 
Kick, SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher


17) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse -
-> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> AC Finisher


18) J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, Stomp Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, etc.
Well this was easier to do in X-Men vs. Street Fighter, and too easy to do in 
Marvel vs. Capcom, but in this game its hard to do. Only the air version is the 
infinite, so continously repeat the jab, short, strong, stomp kick in the air. 
It is rather hard to do even with practice. 


19) J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse  --> 
Senretsu Kyaku or Kikoshou(OTG)
This combo works on bigger characters, but this works on smaller characters as 
long as you cut out either the strong or the forward. 


20) J.Jab, J.Fierce \/ D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse   /\ 
SJ.Jab, SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Strong, SJ.DN.Forward, SJ.DN.Forward --> 
Hyaku Retsu Kyaku or Roundhouse
This combo is tough to do, but practice it in training mode and it'll become 
rather easy to do. On the ground you can skip either the short, strong, or 
forward against medium and smaller characters. In the air after the three jabs, 
double jump and continue the combo from there.


21) In corner: J.Jab, J.DN.Forward, J.Roundhouse \/ D.S.Jab, S.Short, S.Forward, 
C.Roundhouse --> Kikousho, C.Short, S.Roundhouse --> Hazan Tenshou Kyaku
After the Kikousho, OTG the opponent and cancel, as simple as that.

                            __________
                            Strategies

Akuma: Well this battle is hard to win but not impossible. You should let Akuma 
come to you so you can knock him out with your launcher. Also when he misses 
with his Messatsu Gou Shoryuu use your Kikousho or an air combo to counter, and 
don't give him any chance to recover. If you do decide to jump in on him make 
sure you come in with a Head Stomp because the rest of Chun-Li's jumping attacks 
really don't have much priority.

Apocalypse: Well this battle is not hard. Have Chun-Li do constant Hyaku Retsu 
Kyaku(Lightning Kick) to his face or hand. Try to gain your levels quick and 
always use your Kikousho, this will protect her from anything, even Apocalypse's 
Drill. Basically use your Hyaku Retsu Kyaku constantly and it should be an easy 
match.

Armored Spider-Man: Well this battle is pretty hard, but never use your Kikousho 
unless it catches him, even if he blocks it. That way he won't counter with a 
Maximum Spider. Also let him come to you and use your launcher to knock him in 
the air and combo him. And he will come to you often because he is a combo 
machine, but lacks defensive skills.

Blackheart: Well this battle is pretty easy, just make sure you don't miss with 
your supers. Also when Blackheart does his Inferno, you can easily counter it 
with your Senretsu Kyaku. Also look for him to drop alot of demons on you, but 
when he does jump in, use your Kikousho because it will connect most of the 
time. Jump in on him and combo him often, or you can let him come to you.

Captain America: Well this guy will give you a tough time, but its not 
impossible to win. Have Captain America come to you and launch him. Watch for 
him to miss with his Hyper Charging Star, counter it with your Senretsu Kyaku, 
also if he misses with his Hyper Stars n' Stripes, counter that with your 
Kikousho or an air combo. Also try to avoid jumping in on him because he will 
launch you and air combo you.

Chun-Li: Well your counterpart would really give you some trouble because she 
does alot of the things you do. Let her come in to you and launch her and air 
combo her or follow up with a Hazan Tenshou Kyaku. Also watch for her to try and 
OTG you often, and counter her missed Hazan Tenshou Kyaku with your Kikousho, 
and counter her missed Kikousho with your Senretsu Kyaku. Also do alot of escape 
in the air with your triple jump and air dash, this often fools her and you can 
counter her mistakes.

Cyber Akuma: Well this will be alot of trouble for Chun-Li. Also watch for him 
to teleport rather quite often. Try to predict where he will come and blast him 
with your Kikousho. Also he will use alot of firepower against you, so escape 
that in the air with you triple jump and air dash. Use your Hazan Tenshou Kyaku 
to counter his missed Scramble Gou Punch, and also watch for him to do alot of 
dashing and using his Scramble Gou Punch in those combos.

Cyclops: Well this can be a rather hard fight but not too hard. Jump in on him 
and combo him, because he really can't defend against that and he rarely uses 
his Gene Splice on your jump in attacks. You can let him come to you, but its 
better that you play offensive because he really can't do much and the fight 
would last quicker. Just don't miss with your supers, because you can expect a 
Super Optic Blast or a Mega Optic Blast. Combo him and avoid using supers, 
unless you are comboing in your supers.

Dan: Well not a hard fight. Just watch for his Kouryken when you are jumping in 
on him. Combo him and punish his mistakes. If he misses with both the Hisshou 
Biraiken, or his Kouryuu Rekka, then use your Kikousho to counter his missed 
supers on both accounts. If he misses with his Shinkuu Gadouken, use your 
Senretsu Kyaku to counter. Don't bother playing defense because its just too 
easy to beat this guy.

Dark Sakura: Well this fight shouldn't be hard since your attacks are faster 
than her attacks. You can counter alot of her mistakes especially her Shouken 
because she will tend to use that quite often in her combos. Also don't wait for 
her to come down when she misses with her Haru Ichiban, but use your Hazan 
Tenshou Kyaku just as Dark Sakura snaps out of it. Just jump in combo her and 
punish her mistakes.

Dhalsim: Well not alot of trouble here. Just make sure when you are jumping in 
on him that you attack because he will use his Yoga Strike to counter. If he 
misses with his Yoga Inferno, use your Senretsu Kyaku to counter his miss. Also 
he will barrage you with his Yoga Fires and Yoga Flames, and he will tend to 
teleport alot. Try to predict his teleport and counter with an air combo or a 
super.

Hulk: Well this is a hard fight for Chun-Li, but with his recovery time you are 
sure to win. In this battle use your Hyaku Restu Kyaku often, jump in with a 
stomp kick and rapidly tap those kick buttons, that should knock away his super 
armor. When he does the Gamma Crush, you can use your Kikousho to block his 
attack, but he won't suffer much damage either. Also let him jump in on you and 
launch him and combo him. His super armor doesn't work in the air so that's to 
your advantage. So play defense and use that Hyaku Retsu Kyaku.

Ken: Well this is a hard battle but not a idfficult one. Watch fro Ken to miss 
with two supers, his shinryuken and his Shoryuu Reppa, counter both of those 
with your Kikousho or use an air combo as he comes down. Also he will go a 
little crazy with his Shoryuken and his Tatsumaki Senpuu Kyaku. Quickly counter 
both of those cause he will miss, and don't wory if you miss with your Kikousho, 
Ken has difficulty trying to counter that, but make sure he is far away because 
if he is close to you and you miss, you can expect a Shoryuu Reppa. Also if Ryu 
is his partner, do not miss with your Kikousho or Hazan Tenshou Kyaku, because 
his Double shinkuu Hadouken will get you. Let him come to you and launch him.

M.Bison: Not a very difficult fight, but you must not miss with your Kikousho 
because he will counter with a Psycho Crusher. Also when he misses with his 
Scissors Kick Nightmare counter with a Hazan Tenshou Kyaku or a Senretsu Kyaku. 
You really can't do much about countering his missed Psycho Crusher except when 
you are close to him, and then you can catch him with your Hazan Tenshou Kyaku. 
Watch for him to do alot of teleporting and always be on the offensive against 
this guy.

Mechanized Zangief: Well not much touble here. Whenever he goes for his Siberian 
Bear Crusher(Flying Power Bomb), Final Atomic Buster, or his Team Super you can 
either use your Kikousho before he grabs you, or you can jump around him and use 
either your Senretsu Kyaku or your Hyaku Retsu Kyaku. You can play mind games 
with this guy by jumping around with your triple jump and air dash, because he 
really can't defend against that, but just be on the offensive and stay away and 
counter his grabs.

Mephisto: Well this battle is pretty easy, just make sure you don't miss with 
your supers. Also when Mephisto does his Inferno, you can easily counter it with 
your Senretsu Kyaku. Also look for him to drop alot of demons on you, but when 
he does jump in, use your Kikousho because it will connect most of the time. 
Jump in on him and combo him often, or you can let him come to you.

Norimaro: Well this stupid idiot won't know what hit him. Be totally offensive 
against this guy because he basically sucks against your attacks and you can 
corner him and combo the cheese out of him. Pound him away with every combo and 
super that you've got, and this fight shouldn't last long. just make sure not to 
misss with your Kikousho or your Hazan Tenshou Kyaku because he can easily 
counter with his Hyper Strong Miracle Treasure.

Omega Red: Well watch out for his Omega Destroyer. This fight is not an easy 
fight, but its not a hard fight either. Keep jumping in on him with your 
offensive attacks because he really ran't counter those, also he will try to 
launch you at time to time, but his launcher is a little awkward and you should 
be able to break through his launcher. Also it doesn't matter if you play 
defense because his offenisve game really can't do much against your launcher.

Ryu: This fight is a little hard, but not too hard. Don't try to jump in on Ryu 
too much because his launcher will out prioritize anything you have. Also use 
your Hazan Tenshou Kyaku to counter his missed Shin Shoryuken or your Kikousho. 
When he misses with his Shinkuu Tatsumki Senpuu Kyaku, don't wait for him to 
finish, try to get within range of your Kikousho but out of his Shinkuu 
Tatsumaki Senpuu Kyaku range and blast him. Also let him come to you because his 
jumping attacks tend to have low priority. And never miss with your supers 
because you can most likely be eating his. 

Sakura: Well once again this is not a hard battle because her attacks are too 
slow to counter any of your attacks. Watch for her to miss with her Haru 
Ichiban, use your Hazan Tenshou Kyaku just as she is coming down. Counter his 
missed Shinkuu Hadouken with your Senretsu Kyaku. Play offensively in this game 
because her attacks don't stand a chance against your attacks.

Shadow: Well a rather hard battle because his speed matches yours and he is 
stronger than you. But don't look for his supers to connect often besides his 
Shadow Justice. Also let him come to you because you can out prioritize him and 
also if you play offense against him make sure you come in with a Stomp Kick. 
Watch for him to miss with his Shadow Justice and counter.

Shuma Gorath: Well this battle is not hard at all. Watch for the Chaos Dimension 
because there is little Chun-Li can do about it except to try and escape. Use 
your triple jump and air dash to escape that. When he doesn't have his Chaos 
Dimension mode on, attack him head on and don't stop. He really can't do much 
against you, and his jumping attacks against Chun-Li's launcher is basically a 
joke. Combo him and that would be the end of it.

Spider-Man: Well this battle is pretty hard, but never use your Kikousho unless 
it catches him, even if he blocks it. That way he won't counter with a Maximum 
Spider. Also let him come to you and use your launcher to knock him in the air 
and combo him. And he will come to you often because he is a combo machine, but 
lacks defensive skills.

U.S.Agent: Well this guy will give you a tough time, but its not impossible to 
win. Have U.S. Agent come to you and launch him. Watch for him to miss with his 
Hyper Charging Star, counter it with your Senretsu Kyaku, also if he misses with 
his Hyper Stars n' Stripes, counter that with your Kikousho or an air combo. 
Also try to avoid jumping in on him because he will launch you and air combo 
you.

Wolverine: Watch for his Berserker cheapness. Never miss with your Hazan Tenshou 
Kyaku or Kikousho because he is more than likely to counter with a Weapon X. 
Also watch out if you miss with your Senretsu Kyaku because he will counter with 
a combo or Berserker Barrage X. Let him come to you and launch him and 
continously do that for most of the battle. When he does with with his Weapon X, 
use your Kikousho to bring him down.

Zangief: Well you really won't get much trouble here. Whenever he goes for his 
Siberian Bear Crusher(Flying Power Bomb), Final Atomic Buster, or his Team 
Super, hit him with your Senretsu Kyaku or Kikousho if you are out of his range. 
Just jump in on him often because he really can't do much about it and don't 
bother playing defense because all Zangief will try to do is grab you.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


Cyber Akuma
As if in his powered up form as Shin Akuma wasn't enough, he has now become even 
more powerful. Apocalypse knowing that Akuma's intent was only the beginning he 
captured Akuma and practically his whole right half of his body and replaced it 
with cyborg implants. These mechanical parts provided Akuma with infinite 
strength, even those surpassing the Hulk's. With these mechanical features he 
has gained superior speed and an almost indestructable armor. With his power he 
sends fears down the most feared villians and criminals, that includes M.Bison 
and even Apocalypse himself. He now goes by the name Cyber Akuma and he has no 
feelings or emotions towards his opponents' well being, defeat, or victory. All 
he sees is power, and he will take down Apocalypse himself if he has too. 

                      Character Quotes

             "I bring the chaos of death to all..."
             "I've been remade with real power!"
             "Kill... Destroy... That's all I know..."
             "My creator wants you dead. It is done..."
             "My new destiny is to serve and annihilate!"
             "There can be only destruction with me..."
             "There is no greater power than me..."
             "Your destruction is all that mattered!"


Bolt Hadouken: D,DF,F+P
This is probably tied with Dan's Gadouken in terms of power. This is a very fast 
projectile an Akuma can dash after his opponent he has launched it. He can also 
follow up with his Booster Rocket making him a very hard to beat keep away 
character. This is just as big as Ryu's Hadouken but with less recovery time, he 
can't recovery like Shadow can but can still chase after it.


Zankuu Bolt Hadouken: D,DF,F+P (air)
Well I consider this a different move even though its the same because he fires 
two in a row for one motion in the air. He can chain up to 12 of these in a row 
which will most likely kill an opponent. If you see Sakura doing her Shinkuu 
Hadouken, Cyber Akuma can easily counter her Hodoukens with his since he can 
throw so many with low recovery lag.


Booster Rocket: HP
Well this is an extremely fast projectile that does good damage and can easily 
set up the opponent for his Scramble Gou Punch or his High Mega Gou Beam. Even 
if the opponent is jumping from a distance it's a good idea to use this because 
it'll sorta follow them. This combined with his S.Fierce or C.Fierce will result 
in a nasty two hit combo. This can be incorporated with his launcher, but you 
have no choice anyways. Over all he can immediately throw this after he has 
thrown his Bolt Hadouken.


Shining Circuit Shoryuken: F,D,DF+P
Well you thought Ken has the best Dragon Punch, think again! This dragon punch 
can easily match the damage of some supers. This Dragon Punch hits up to 10 
times and jumping in on him while blocking is not a good idea, simply because 
you can lose a block of recoverable chipping damage so don't jump in too much. 
Use this whenever you see anybody coming in.


Thunder Shock Zankukyaku: D,DB,B+K
Well one of the most deadliest moves in the game. It does just as much damage as 
any beam super and Cyber Akuma has no recovery time from this move. This has 
high priority and can even hit low blocking opponents except for smaller 
characters. Use this often and cancel with it often. This move can be done in 
the air and also be used as an AC Finisher, and can be OTGed afterwards and it 
combos extremely well.


Diving Rocket Kujinkyaku: D,DF,F+K(air)
Well just like Akuma's Tenma Kujin Kyaku, it doesn't do more damage than Akuma's 
but its faster, has more priority, and Cyber Akuma can recover quickly from it 
and continue his combo. This also chips alot of damage and can be used as his AC 
Finisher but for one lousy hit though. You should use this often and get the 
jump on your opponents. It has basically no start up delay and recovery time 
making it safe to use on all accounts.


Lightning Senkuu: B,D,DB or F,D,DF+3K or 3P
Basically his teleport but he can only do this on the ground. The punch goes 
full screen and Kick goes half screen. Use this alot when your in corner trap 
situations. Useful for moving out of or through supers.


Overhead Knuckle: F+SP
This is basically his crouch counter, use it against turtles that like to stay 
in their shells. It hits four times and is very damaging, much like Ryu's and 
Akuma's it has a bit of a start up delay so use it wisely, like doing a combo 
substitute one of the hits with this and it should psych them out serveral 
times.


Hop Kick: F+FK
The same as Ryu's but is damaging and can be used to set up either the High Mega 
Gou Beam or Scramble Gou Punch. This is a very fast attack and will catch 
opponents by surprise.


                              Supers

Scramble Gou Punch: D,DF,F+2P
A vastly powerful super, and its probably the strongest super in the game 
besides Apocalypse's Drill of course. This is easily comboed and is most likely 
the fastest super in the game. Your opponent will be amazed at how much damage 
this does and will be limping from it afterwards. Use this to counter mistakes 
and in combos to assure yourself a quick victory.


High Mega Gou Beam: D,DB,B+2P
Well unlike Ryu's or Akuma's, this super comes out just as fast as his Scramble 
Gou Punch and is easily comboed, I mean it even combos off a jab! This doesn't 
do alot of chipping damage though, but its twice as powerful as Ryu's Shinkuu 
Hadouken while only lasting as long as Akuma's Messatsu Gou Hado. This should be 
his prime mistake punisher and he has no start up delay and basically no 
recovery time from this move, use this move whenever you have the chance.


Thunder Gou Shower: D,DF,F+2P (air)
Well imagine throwing out 31 of his Zankuu Bolt Hadoukens and connecting with 
them! That's exactly what this super does and the damage is phenominal. It does 
even more damage than the Chaos Dimension and the frightening part about this 
super is, is the fact that it is his weakest super! This can be used as a 
powerful AC Finisher and it chips serverely alot of block damage. He has almost 
no recovery time from this move and no start up delay either!


Shining Gou Shock: JP, JP, F, SK, HP
If Capcom ever decided to make a character more powerful than Shin Akuma, then 
this guy would be it! As if he doesn't have enough power, he now has a Shun Goku 
Satsu move that delivers alot of hurt. This move is Shin Akuma's rival move as 
it moves just as fast and long as Shin Akuma's Shun Goku Satsu. Meaning that it 
is twice as fast as Akuma's Shun Goku Satsu with twice the distance! It's also 
invincible during start up and has more priority than Akuma's, and it only takes 
one level of super! Also this super can be used in the air but its weaker while 
its done in the air, but its still powerful. Also Cyber Akuma can be thrown out 
of this and even knocked out of this move as well. The damage can vary upon the 
character's defense meaning it does about 33% more damage on Spider-Man than on 
Zangief.

						Combos

Combos: 90/100
Supers: 99/100
Overall: 98/100
this guy is incredibly powerful, he is even stronger than Hulk! He packs alot of 
speed and power and little recovery time with little start up delay. His combos 
do major damage possibly even kill with a combo or two and his ability to use 
the deadliest AC Finisher ever is just totally insane! He is three Akuma's put 
in one with the defense of Hulk and Zangief combined! I'm not even sure if 
weakness is in his vocabulary! A beginner can easily whoop the experts, and did 
I mention his insane EX cancel abilities?


Special Game notes: Cyber Akuma

-- Cyber Akuma's S.Fierce is argueably the strongest attack in the game. It does 
just as much damage as Ryu's Shin Shoryuken! Captain America and Hulk really 
can't compare!

-- Be totally offensive for a quick victory.

-- Cyber Akuma gains his levels very quickly if he uses his special moves.

-- Cyber Akuma cannot be selected with a partner, or as a partner. Besides he's 
powerful enough as it is!


Ground Magic Series: Stronger
Air Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Launcher: C.Fierce
Strikes: S.Fierce(2nd hit)
Air Launcher: none
Small Launcher: none
Knockdowns: C.Roundhouse
Team Super: none
Team Counter: none
Variable Assist: none
AC Finisher: Fierce, Roundhouse, Thunder Shock Zankukyaku, Zankuu Bolt Hadouken, 
Diving Rocket Kujinkyaku, Thunder Gou Shower, Thunder Gou Shock


1.  Booster Rocket --> High Mega Gou Beam
    Works best from afar. Cancel immediately.


2.  Booster Rocket --> Scramble Gou Punch
    Just be close to your opponent when you fired the rocket and let loose!


3.  D.C.Short, C.Foward, C.Roundhouse --> Scramble Gou Punch(OTG)
	

4.  J.Roundhouse \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong 
SJ.UP.Foward --> Shining Gou Shock
    Possibly, the most feared combo in the game, master it, and be the new MSHSF 
champ of the world!


5.  D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Thunder Gou Shower


6.  Zankuu Bolt Hadouken \/ Bolt Hadouken, Booster Rocket --> High Mega Gou Beam
    Cancel immediately for the best effect.


7.  Jab Bolt Hadouken --> D.Scamble Gou Punch
    Works best from afar, cancel as soon as you recover.


8.  Diving Rocket Kujinkyaku \/ D.C.Short, C.Foward --> Scramble Gou Punch


9. Diving Rocket Kujinkyaku \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Forward --> AC Finisher


10. Diving Rocket Kujinkyaku \/ C.Short, S.Fierce --> High Mega Gou Beam
	Cancel immediately for the best effect.


11. J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> AC Finisher


                   EX Combos

1. J.Jab, J.Strong \/ C.Short, C.Foward, Bolt Hadouken --> Scramble Gou Punch


2. Diving Rocket Kujinkyaku --> Thunder Gou Shower
    Just wait after the third hit connects then cancel!


3. Bolt Hadouken --> High Mega Gou Beam

    
4. Zankuu Bolt Hadouken(x5) --> Thunder Gou Shower
    Make sure you super jump when throwing out those fireballs.


5. Zankuu Bolt Hadouken(x6) --> Thunder Gou Shower \/ Scramble Gou Punch(OTG)
   Immediately cancel after you recover from the Thunder Gou Shower.


6. J.Jab, J.Strong, Zankuu Bolt Hadouken --> Thunder Gou Shower


7. In Corner: Diving Rocket Kujinkyaku \/ D.C.Short, C.Forward, S.Fierce --> 
Thunder Shock Zankuu Kyaku, C.Short --> Thunder Shock Zankuu Kyaku --> Thunder 
Gou Shower 


8. J.Jab, J.Strong \/ D.C.Short, C.Forward --> Shining Circuit Shoryuken --> 
Thunder Gou Shower

                         __________
                         Strategies

Well despite the fact that Cyber Akuma is a three-man team, he has shown signs 
of being beat and shown trouble against opponents.


Akuma: Well not a tough fight at all. Constantly attack and teleport against 
Akuma. Don't bother playing defense against this guy because defense would just 
take too long. When he misses with his Messatsu Gou Shoryuu use either your 
Shining Gou Shock or your High Mega Gou Beam. Constantly attack and retaliate 
whatever he tries to throw at you.

Apocalypse: Well Apocalypse is one of the few people that can make short work of 
Cyber Akuma. Watch for Apocalypse's Drill and Eye Beam because they both do a 
ton on Cyber Akuma. Use your Thunder Gou Shower to his face or use his High Mega 
Gou Shock against him. Constantly barrage him with your Bolt Hadoukens and 
attacking using a short, forward, roundhouse pattern.

Armored Spider-Man: Well his super armor can be quite a problem, but Cyber Akuma 
should be more than a match against him. Use your High Mega Gou Beam to counter 
his missed Maximum Spider, and when he misses with his Crawler Assault use 
either your High Mega Gou Beam or your Scramble Gou Punch. Use your Diving 
Rocket Kujin Kyaku when jumping in on him or use your crouching fierce when he 
is jumping in on you and air combo him.

Blackheart: Not a hard battle. Constantly barrage him and combo him. When he 
does miss with his Inferno use your High Mega Gou Beam. Also when he misses with 
his Armageddon, use your High Mega Gou Beam to blast through his rocks. Watch 
for him to barrage you with his demons.

Captain America: Well not a hard battle either. Watch for his Final Justice with 
a High Mega Gou Beam or your Scramble Gou Punch. That includes his missed Hyper 
Charging Star and his missed Hyper Stars n' Stripes. Constantly jump in on him 
and combo him. Watch for him to try and come in to attack you, counter that with 
either your Shining Circuit Shoryuken or your Crouching Fierce and launch him 
into an air combo. 

Chun-Li: Well not a hard battle since she makes alot of mistakes that are easily 
countered. Use your Diving Rocket Kujin Kyaku against her standing roundhouse. 
When she misses with her Kikousho or her Hazan Tenshou Kyaku counter with a High 
Mega Gou Beam. Also when she misses with her Senretsu Kyaku counter with a 
Scramble Gou Punch. You can counter her jumping attacks with a crouching fierce 
into an air combo. But just play constant offense and this should be an easy 
battle.

Cyber Akuma: Well your counterpart will give you quite a bit of trouble since he 
does the same tactics you do. Watch for him to miss with his Scramble Gou Punch, 
counter it with a High Mega Gou Beam before he lands. Also try to EX Cancel 
often because it will make short work of him.

Cyclops: Well throw your projectiles from the air because Cyclops' Optic Blast 
will nullify your projectiles and still hit you. Watch for him to miss with his 
Cyclone Kick and counter with your High Mega Gou Beam or your Scramble Gou 
Punch. Be on the offensive against this guy because he basically has nothing to 
counter your attacks.

Dan: Well this battle isn't to hard, but Dan's supers do a ton even on Cyber 
Akuma. Counter his missed supers with your High Mega Gou Beam. Be on the 
offensive against this guy and when you are jumping in use your Diving Rocket 
Kujin Kyaku to counter his crouching fierce. Be on the offensive throughout this 
match and counter his missed supers.

Dark Sakura: Not much of a hard match. She will use her Shouken at a high rate, 
so use your crocuhing fierce into an air combo to counter her miss. Her Shinkuu 
Hadouken really won't do much against you and neither will her Shun Goku Satsu. 
Be on the offensive and make this battle a short one.

Dhalsim: Dhalsim will tend to do alot of teleporting, but you can try to predict 
it and hit him with either a High Mega Gou Beam or if you want, use your Shining 
Gou Shock. Always attack when you are jumping in on him because you have to 
always expect a Yoga Strike, which will do a number on Cyber Akuma.

Hulk: Well you can trade hits with this guy because you are likley to win. 
Counter his missed Gamma Crush with your High Mega Gou Beam, watch for his 
standing fierce as well, it hurt Cyber Akuma alot. Also try not to use your 
Scramble Gou Punch because Hulk will counter with a crouching fierce into a 
Gamma Wave which will do a monster on Cyber Akuma. Always use your Diving Rocket 
Kujin Kyaku when jumping in so you can either out prioritize his standing 
roundhouse or at least trade hits. Watch for his jumping roundhouse and use your 
Shining Circuit Shoryuken to counter that.

Ken: Well watch for him to go Shoryuken crazy. You can play keep away if you 
want, but don't jump in on him too often or you can expect a Shin Shoryuken you 
knock you right back. Let him come to you and counter with your crouching fierce 
into an air combo to make short work of him. Also try to combo in your Shining 
Gou Shock in the air because Ken really can't do much about it.

M.Bison: Well this is not a hard battle at all, infact its actually rather quite 
easy. Counter his missed Scissors Kick Nightmare with your Scramble Gou Punch 
and always be on the offensive because he has nothing that can stop you. Counter 
his mistakes and go all out offenisve in this battle.

Mechanized Zangief: Ha! This must be a joke! Blast him with your High Mega Gou 
Beam and watch his life just zap away. Play keep away constantly because your 
projectiles do alot of damage against him. Don't bother using any other super or 
he can counter with a Final Atomic Buster or Team Super.

Mephisto: Not a hard battle. Constantly barrage him and combo him. When he does 
miss with his Inferno use your High Mega Gou Beam. Also when he misses with his 
Armageddon, use your High Mega Gou Beam to blast through his rocks. Watch for 
him to barrage you with his demons.

Norimaro: Well this battle isn't much trouble. Watch for his supers to miss and 
counter. Be on the offensive or defensive because he really can't counter your 
attacks well and he really can't do much on the offenisve against you.

Omega Red: Watch for his Omega Destroyer, and always jump in on him because he 
really can't counter your jumping attacks. Look for him to jump in and counter 
with either your Shining Circuit Shoryuken or your crocuhing fierce into an air 
combo.

Ryu: Well this is probably the toughest fight for Cyber Akuma. Watch for Ryu to 
try and barrage you with Hadoukens, then when you least expect it, he'll blast 
you with a Shinkuu Hadouken. Also he will OTG his Tatsumaki Senpuu Kyaku, so 
whenever he knocks you down, roll quickly and counter his miss with a High Mega 
Gou Beam. Watch for him to miss with a Shin Shoryuken and counter with a High 
Mega Gou Beam. And when Ryu tries to nullify your Bolt Hadouken's with his 
Hadouken, use your High Mega Gou Beam when he leasts expects it!

Sakura: Well this battle isn't too tough. Use your High Mega Gou Beam to counter 
her missed Shinkuu Hadouken, and play offense in this battle. Watch for her 
Shouken, she will miss quite often, counter that with an air combo or your 
Scrmable Gou Punch. Don't bother playing defense because it would just take too 
long, attack her with your jumping attacks and combo your supers for a quick 
victory.

Shadow: Well not much of a tough fight, but he can counter alot of your 
mistakes. Watch for him to miss with his Shadow Justice and counter with an air 
combo or a High Mega Gou Beam. When you jump in on him use your Diving Rocket 
Kujin Kyaku and nothing else because his crouching fierce will counter anything 
else you might throw at him. Continously pummel him with your supers because he 
doesn't take the hits well.

Shuma Gorath: One thing, and that is watch for his Chaos Dimension, it will do 
about a third of your life! When he does do that counter with a series of Bolt 
Hadoukens, and Zankuu Bolt Hadoukens. But pummel him when he doesn't have his 
Chaos Dimension mode on with your constant offensive attacks, you can play 
defense as well with your Shining Circuit Shoryuken or your crouching fierce 
into an air combo.

Spider-Man: This fight will be a little tough, but Cyber Akuma should be more 
than a match against him. Use your High Mega Gou Beam to counter his missed 
Maximum Spider, and when he misses with his Crawler Assault use either your High 
Mega Gou Beam or your Scramble Gou Punch. Use your Diving Rocket Kujin Kyaku 
when jumping in on him or use your crouching fierce when he is jumping in on you 
and air combo him.

U.S.Agent: Well not a hard battle either. Watch for his Final Justice with a 
High Mega Gou Beam or your Scramble Gou Punch. That includes his missed Hyper 
Charging Star and his missed Hyper Stars n' Stripes. Constantly jump in on him 
and combo him. Watch for him to try and come in to attack you, counter that with 
either your Shining Circuit Shoryuken or your Crouching Fierce and launch him 
into an air combo. 

Wolverine: Well this battle is a little tough because he is quick and especially 
watch for his Berserker Mode. Counter his missed Berserker Barrage X with your 
High Mega Gou Beam or your Scramble Gou Punch. Play offensively against this 
guy, but if he is rather cheap play defense and keep him away. Also your supers 
probably do the most damage against him than on anybody else, and after a bite 
of your Scramble Gou Punch he should be gone.

Zangief: Well not a tough match, but it is harder than the Mech Zangief fight. 
Make a constant effort to keep this guy away because throws and grabs do alot of 
damage against Cyber Akuma, and Zangief is all about throws. Watch for Zangief 
to come in with a Knee Dive and into a grab, there isn't much you can do about 
that, so stay away from him. When he does go for his Final Atomic Buster, Team 
Super, or his Siberian Bear crusher(Flying Power Bomb) use your High Mega Gou 
Beam or your Scramble Gou Punch. Also use your Shining Gou Shock at times 
because Zangief has trouble moving from it.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->

Cyclops
Well Cyclops was young he had no idea he was being considered a freak. Although 
he was very gifted in his school work no school would except him because of his 
mutant ability to fire the so called "beams of death" from his eyes. Kids were 
always making fun of him and thus this made Cyclops sad due to the fact that he 
even thought of himself as a freak. He had only three ways of containing his 
power, he could walk while he closes his eyes, he can wear sunglasses, or he can 
stay way from sunlight that feeds his mutant power. He chose option number 2, 
for weeks he would wear these sunglasses until he stepped into a bar and punks 
and drunks would pester him telling him to take off his sunglasses, but Cyke 
refused. That's when Cyclops needed help because his glasses were knocked off 
and a beam fired from his eyes that hurt innocent people. He later read a 
newspaper about a professor named Charles Xavier, who was also a mutant but his 
powers were excepted by most people in society. After he had talked about his 
problems to Professor X Beast had made him a pair of visors that lets Cyclops 
see normally and control his powers at the same time. Later he was named leader 
of the X-Men due to his leadership qualities.

                          Character Quotes

           "For my love, my friends, and mutants I can't lose!"
           "I can destroy mountains, you had no chance."
           "I had you in my sight the entire time."
           "I lead the X-Men!"
           "The X-Men don't lose."
           "To victory!"
           "You should have stepped aside."
           "You thought you had a chance? You were wrong!"


Optic Blast: D,DF,F+P
Jab-Low optic beam
Strong-Head height
Fierce-45 degree angle upwards
This is probably the best projectile in the game because it does alot of damage 
and it chips alot of damage as well. The recovery time is slightly better than a 
Hadouken and this can be used in an effective ground combos, but he cannot combo 
this in the air though, or I haven't had much luck connecting. Also this move 
does tend to get people rather angry because it eats projectiles and still hits 
the opponent, so playing fireball fights against this guy is probably not a good 
idea.


Optic Sweep: F,DF,D+P
This is a good attack that easily OTGs opponents and will knock opponents down 
from far away. This move however will not even connect against opponents who are 
right next to him and the recovery time is quite bad. This can also chip away at 
alot of life. Use this on opponents who tend to dash in alot like Wolverine or 
Spider-Man.


Cyclone Kick: D,DB,B+K
Boy, this has got to be the best move he has. It combos off anything Cyclops has 
and it does a ton of damage! Two of these can easily equal the damage of a 
Shinkuu Hadouken! This can be used effectively in OTG combos and used to chip 
away at some life, but the recovery time is horrible.


Rapid Punches: B(charge 2 sec.)F+P, the P(rapidly)
This is used as a surprise move and it will do alot of damage as Cyclops does a 
combo that ends with his S.Fierce. This chips away at alot of life and the 
recovery time is put down to a minimal. You can also EX Cancel after this move 
with a Super Optic Blast and the priority can knock out many standing attacks.


Running Stun Drop: B(charge 2 sec.)F+K
Well this is what the manual calls it. This is a very powerful unblockable throw 
type of move, but it has a start up delay and it has a recovery delay as well, 
but it goes about 3/4 screens distance, but then again Cyclops is easily knocked 
out of it. Use this just to surprise opponents, and also this throw can be tech 
hit out of.


Gene Splice: F,D,DF+P
This is one of the more powerful anti-air attacks in the game. Ramming the 
buttons can bring two extra hits as the last hit is an optic bullet which does 
serious damage. This combos off of his launcher as well but not all the hits 
will connect and it doesn't have that much priority as compared to a Shoryuken, 
but it can still knock out alot of jumping attacks. This also combos off 
anything that Cyclops has, but the recovery time is quite bad.


                                Supers

Mega Optic Blast: D,DF,F+2P
Well this can only be comboed after a partner attack or his C.Fierce and 
S.Fierce. This does OTG however but for some odd reason, it doesn't OTG 
sometimes. Even though Cyclops has alot of recovery time on this move it is 
extremely hard to counter for some odd reason. Watch for the start up delay on 
this super because unlike X-Men vs. Street Fighter, this doesn't come out as 
quick as Ryu's Shinkuu Hadouken, and doesn't combo off of his double roundhouse. 
But this can be used to chip away at a ton of life and you won't see opponents 
jumping over this as compared to Ryu's Shinkuu Hadouken.


Super Optic Blast: F,DF,D+2P
Well they should have made it a fireball motion with 2 kicks but oh well. This 
is by far Cyclops' strongest super. Yes you heard me, if your really close to 
your opponent the beam will hit more times doing alot more damage. This is just 
as comboable as his Mega Optic Blast, but this can chain off his SJ.Strong. The 
start up delay and recovery delay are very minimal and you can use this to aim 
at the opponent who is above you or below you because Cyclops can use this in 
the air as well. With his ability to use this in the air and is ability to aim 
it, this is a very versatile super and it chips away good life too.

                            Team Super

Cyclops: Mega Optic Blast
Well was there ever any doubt? It does alot of damage and chipping damage, this 
is the perfect back up for almost any super. Its also very hard to jump over 
this super as well, and the only way to escape is by super jumping. This works 
well with basically all beam supers and Dragon Punch supers like Hyper Stars n' 
Stripes or the Shoryuu Reppa. And also it works real well with the Omega 
Destroyer, despite the fact that Omega Red's coils lifts the opponent up.


                           Team Counter

Cyclops: (jab)Optic Blast
Not a bad team counter, but its far from being the best. As you can expect it 
has alot of range and it comes out pretty quick too, and can counter anything, 
the only problem with this team counter is, is the fact that Cyclops can be hit 
out of it rather easily. So you should save this against projectiles because 
with the Optic Blast Cyclops can easily nullify it.


                          Variable Assist

Cyclops: Gene Splice
An overall excellent team attack. It does alot of damage and can set up some 
supers like the Shinryuken, Shin Shoryuken, Haru Iciban, or normal moves like 
the Gamma Charge or Stars n' Stripes. You can also use your Carbnadium Smash 
with this as well! You should use this often against jumping opponents because 
it will beat out practically most of their attacks.

                                Combos

Combos: 88/100
Supers: 90/100
Overall: 84/100
Cyclops has been toned down from the last game, but like Captain America he has 
been given a new double jump combo and he now has more vocal expressions unlike 
the last game where he would just grunt. He has been given a little more speed 
and his special attacks are stronger, but has toned down supers and can't combo 
them as easily as before. Overall he
Special Game notes: Cyclops
-- Cyclops is probably the best ground combo character in the game, his ground 
combos do more damage than his air combos, and you should always finish your 
ground combos with a Cyclone Kick or his Super Optic Blast.

-- Cyclops has a double jump. Just hit u/uf/ub after his regular and super jump.

-- Cyclops' priority since X-Men vs. Street Fighter has weakened, his launcher 
has loss priority and his attacks have shorter range, but he is a better air 
combo character in this game though.

-- Cyclops' standing roundhouse has alot of priority over jumping attacks, use 
it often on jumping opponents.

-- Cyclops' standing Jab, short, and Roundhouse can go into two hit combos, use 
this often because ground combos is the key to winning with him.

-- Cyclops' jumping, jab, short, strong, forward, fierce, and roundhouse can go 
into different attacks by holding the down button.


Ground Magic Series: ZigZag
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Lauchers: S.Strong
Small Launcher: C.Foward
Air Launcher: none
Strikes: none
Knockdowns: C.Roundhouse
Team Counter: Jab Optic Blast
Team Super: Mega Optic Blast
Variable Assist: Gene Splice
AC Finisher: Fierce, Roundhouse, Super Optic Blast

1. S.Fierce --> Strong or Jab Optic Blast

2. D.S.Roundhouse --> Cyclone Kick

3. C.Roundhouse --> Cyclone Kick(OTG)

4. C.Roundhouse --> Optic Sweep(OTG)

5. D.S.Jab, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC Finisher

6. J.Jab, J.Strong \/ S.Strong --> Super Optic Blast(aim up)

7. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Foward, S.Roundhouse --> Cyclone Kick

8. D.S.Jab, S.Short, S.Foward --> Gene Splice

9. Partner Attack --> Mega Optic Blast or Super Optic Blast

10. S.Fierce --> Team Super

11. J.Jab, J.Strong, \/ D.S.Jab, S.Short, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, 
SJ.Jab, SJ.Jab /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward, SJ.Fierce --> 
SJ.Roundhouse
    Makes sure you double jump after the four jabs and continue from there. The 
roundhouse can only connect if you are in the corner.

12. J.Jab, J.Strong, \/ D.S.Jab, S.Short, S.Short, S.Strong /\ SJ.Jab, SJ.Jab, 
SJ.Jab, SJ.Jab
    /\ SJ.Jab, SJ.Short, SJ.Strong --> Super Optic Blast

13. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Foward, C.Roundhouse --> Super Optic 
Blast(OTG)

14. In corner: C.Roundhouse --> Optic Sweep, C.Roundhouse --> Super Optic Blast
    This is probable, I have a hard time getting this to connect, so can anyone 
help? *possible*

15. J.DN.Short, J.DN.Roundhouse \/ D.S.Jab, S.Short, S.Foward, S.Roundhouse --> 
Super Optic Blast

16. J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Roundhouse, S.Roundhouse --> Jab 
Optic Blast

17. J.DN.Short, J.DN.Roundhouse \/ D.S.Jab, C.Foward, S.Roundhouse --> Super 
Optic Blast

                            __________
                            Strategies

Akuma: Well this is a rather hard fight for Cyclops because he doesn't have much 
attacks to counter Akuma's jumping attacks. Use Cyclops' standing Roundhouse 
into a Super Optic Blast to score easy damage. Also when you do jump in use 
Cyclops' jumping down roundhouse to either over power Akuma's launcher or at 
least trade hits. When he does do his Messatsu Gou Hado counter that by jumping 
up and using your Super Optic Blast. Also when he does miss his Messatsu Gou 
Shoryuu use your Mega Optic Blast as he is coming down. Also when you use your 
forward throw aim up, then follow up with a Super Optic Blast aiming up, 
although this won't count as a combo, he will try to come back down and attack.

Apocalypse: Well not a hard battle at all. When you are surrounded by satelites 
from both in front and behind you, use your Super Optic Blast and destroy them, 
this way you both destroy the little pesks and you damage Apocalypse as well. 
Jump up and use your Optic Blasts and fire them at his head continously, when 
you do have a super use your Mega Optic Blast and fire away. Also use your 
Cyclone Kick against his arm because it does deal alot of damage towards 
Apocalypse. Just stay behind his arm and you should be fine, and when you are in 
front of his drill use your Mega Optic Blast, it still hits him and it delays 
his Drill from hitting you, but you can always push block his Drill or super 
jump from it.

Armored Spider-Man: Well this battle is a tough one for Cyclops. Armored-Spider-
Man will always be on the offensive against you, but you can beat him by using a 
few tricks. When he does jump in on you use your standing roundhouse and 
immediately go into your Super Optic Blast for some easy damage. Watch for him 
to miss with his Maximum Spider, at that time use your Mega Optic Blast, a 
regular Optic Blast to counter. Also when he does miss with his Crawler Assault, 
use your Super Optic Blast to counter. And always jump in on him with your 
jumping down roundhouse when jumping in for attacks because Armored-Spider-Man 
can't do much about it except use his Spider Sting, which he rarely uses.

Blackheart: This battle should not be hard for Cyclops. When Blackheart misses 
with his Inferno he will be in his pose for a long time, so use a Mega Optic 
Blast to counter it. When you do successfully push block his Armageddon or if he 
misses with the Armageddon, use your Mega Optic Blast to counter right through 
the rocks. Jump in on him often and perform various ground combos and air combos 
because he will have a hard time countering it.

Captain America: This is one of the toughest matches for Cyclops. Captain 
America's priority will just overpower Cyclops' attacks on most occasions but 
you can counter it. When he does jump in try to go around him and launch him, 
yes I know this is cheap but try fighting him hand to hand and you will see what 
I mean. Also counter his missed Hyper Charging Star with your Super Optic Blast 
and his missed Hyper Stars n' Stripes with your Mega Optic Blast. When you do 
jump in on him use your jumping down roundhouse to snuff out his standing 
strong. Also Captain America is also an excellent ground combo character, but 
Cyclops' ground combos should overwhlem Cap's and always look to dash in and 
perform your ground combos.

Chun-Li: Well this battle can be quite difficult but not impossible. Look for 
her to go Hyaku Retsu Kyaku crazy, don't try and countering it with your supers, 
but use an Optic Blast instead. Also you really can't do much about her Stomp 
Kick because it tends to out prioritize your standing roundhouse, but you can 
use your Gene Splice and counter easily. When she misses with her Kikousho use 
your Mega Optic Blast or Team Super to counter, that goes the same for her Hazan 
Tenshou Kyaku. Look for her and most expert Chun-Li players to combo in the 
Senretsu Kyaku quite often, but by a chance they do miss, use your Super Optic 
Blast to counter. In this battle you most likely will have to play defense and 
counter her mistakes.

Cyber Akuma: Well this battle can be overwhelming at times but Cyclops' Optic 
Blast can easily out last his projectiles. Also he will tend to throw Zankuu 
Hadoukens at you quite often, and when he is in range use your fierce Optic 
Blast and counter. Use your Mega Optic Blast whenever you can and try to stay in 
the air. When you are in the air use your Super optic Blast often and stay away 
from him because he will combo his Scramble Gou Punch quite often and that is 
something Cyclops can ill-afford to do. Watch for him to teleport rather quite 
often and use your Mega Optic Blast on your best judgement.

Cyclops: Well your duo can be quite a problem since all he knows how to do is 
just use those Optic Blasts. Just come in and combo him starting with your 
jumping down roundhouse, also when he does jump in with a jumping down 
roundhouse counter that with your standing roundhouse. Always expect a Mega 
Optic Blast whenever he has a level full because the computer just loves to use 
it. So try to stay in the air from time to time and use your Super Optic Blast.

Dan: Well this guy won't even make you lift a finger. Counter all of his missed 
supers with a Mega Optic Blast and even if you do see him throw a Shinkuu 
Gadouken, blast through it with a Mega Optic Blast as well! Jump in on him with 
your jumping down roundhouse and combo the cheese out of him because he doesn't 
take the hits well. Watch for him to use his Danku Kyaku rather quite often and 
there is really not much you can do to counter it. You can also always have your 
Running Stun Drop charged because Dan will taunt alot and when you don't have a 
super you can get some easy damage this way.

Dark Sakura: Well she really won't be much of a bother because her attacks are 
slow. Watch for her to use her Shouken alot, counter it with an air combo, Mega 
Optic Blast, Cyclone Kick, or your Running Stun Drop. Jump in and combo her 
often, she will rarely jump in on you, but if she does you can either go around 
her and launch her or you can use your standing roundhouse into a Super Optic 
Blast for some easy damage. It really doesn't matter what you jump in with 
because she is slow at countering your attacks. And use ground combos to finish 
her off rather quickly.

Dhalsim: Well watch for him to do alot of teleporting and try to predict as to 
where he will land and counter him. Watch for his Yoga Inferno to be used many 
times so try to stay a full screen's distance away from him and use your Mega 
Optic Blast because it will blast right through it. When you do jump in on him 
use your jumping down roundhouse because he will go for his Yoga Strike. Also 
use your Optic Blasts often because he will throw out alot of Yoga Fires and 
Yoga Flames, this victory can be quick and easy for Cyclops.

Hulk: A rather fair and even match for Cyclops. Watch for him to use his Gamma 
Charge quite often, so counter it with an air combo or a Cyclone Kick, no need 
to waste your supers. When Hulk does his Gamma Crush, and if you did block or 
dodged his rock, use your Mega Optic Blast as soon as he bounces off. Always 
jump in on him with your fierce or roundhouse to knock out his super armor and 
when he does come in on your go around him and launch him into an air combo.

Ken: Well this is a rather tough fight, mainly because Ken has alot of weapons 
to knock Cyclops out of the air. Watch for Ken to miss with his supers and 
counter the missed Shinryuken and Shoryuu Reppa with your Mega Optic Blast and 
counter his missed Shippu Jinra Kyaku with your Cyclone Kick or an air combo, 
don't bother with the Super Optic Blast because he will recover from it before 
your beam comes out. Watch for him to use Shoryuken's and Tatsumaki Senpuu 
Kyaku's on a mad fury, counter them with your Optic Blasts, or your Optic Fierce 
into a Mega Optic Blast or a Team Super.

M.Bison: Not a tough match at all, look for him to use his Head Press followed 
by a Somersault Skull Diver often, block the Head Press and use a Super Optic 
Blast or Gene Splice just as he is coming down for his Somersault Skull Diver. 
Counter his missed Scissors Kick Nightmare with your Super Optic Blast or your 
Cyclone Kick. Jump in on him often and combo him alot, this battle should be a 
short one and watch for him to use his Psycho Shield often.

Mechanized Zangief: Well there really isn't much Mech Zangief can do against 
you. Constantly throw out your Optic Blasts and use your Mega Optic Blast 
whenever you have a level of super, it does good damage against him and he has 
trouble jumping away from it. Don't use your Cyclone Kick unless you are away 
and behind him, also your Running Stun Drop does alot of damage against him as 
well and takes away a chunk of his red bar. Basically keep firing away until 
he's gone.

Mephisto: This battle should not be hard for Cyclops. When Mephisto misses with 
his Inferno he will be in his pose for a long time, so use a Mega Optic Blast to 
counter it. When you do successfully push block his Armageddon or if he misses 
with the Armageddon, use your Mega Optic Blast to counter right through the 
rocks. Jump in on him often and perform various ground combos and air combos 
because he will have a hard time countering it.

Norimaro: Just pound the living daylight out of this tourist! Continously pound 
and pound and hack away at his miserable life! This is not a hard battle as his 
special moves and supers leave him very vulnerable and open to attack. If he 
does decide to jump in on you just launch him straight up.

Omega Red: Well this can be one of the harder battles of the game for Cyclops. 
Watch for Omega Red's Omega Destroyer, try to predict it early and super jump 
and use your Super Optic Blast. Also watch for Omega Red's jumping jab, it will 
out prioritize Cyclops' launcher so have Cyclops use his standing roundhouse 
into the Super Optic Blast. Wehn you do come in, use your jumping down 
roundhouse and continue from there.

Ryu: A very tough opponent for Cyclops to defeat because Ryu does have more 
priority than Cyclops. He will throw a constant barrage of Hadoukens so use your 
Optic Blast to nullify them and hit him at the same time! Also don't let him 
fool you as if he was to throw Hadoukens all day, because he will more than 
likely blast you with his Shinkuu Hadouken. Knock him out of the air with your 
standing roundhouse into a Super Optic Blast and jump in on him with your 
jumping down roundhouse.

Sakura: Well not that much of a tough fight, watch for her to miss with her 
Shoukens constantly. Counter that with an air combo or a Running Stun Drop don't 
bother using your supers because she recovers more quickly than Dark Sakura. 
Also watch for her to miss with her Haru Ichiban, at this time you can wait for 
her to come down and use your Mega Optic Blast or immediately pull off your 
Super Optic Blast as she is in the air. Jump in on her often and combo her 
because she really can't do much about your attacks.

Shadow: A tough fight for Cyclops. Always jump in with a jumping down roundhouse 
to counter his dominating launcher and counter his jumping attacks with your 
standing roundhouse. Look for him to miss with his Shadow Justice and counter 
with an air combo or a Mega Optic Blast, you can nullify most of his Sonic Booms 
in his Sonic Break Super with your jab Optic Blast.

Shuma Gorath: Well watch for him to throw alot of Mystic Stares and Mystic 
Smash. Counter both of these with a regular Optic Blast. Watch for him to use 
his Chaos Dimension, at this time use your Super Optic Blast and keep him away 
and also use your double jump if you have to. When you do jump in jump in with a 
jumping down roundhouse to counter whatever he may try to counter back. Don't 
look for him to jump in often though.

Spider-Man: Well this battle is a tough one for Cyclops. Spider-Man will always 
be on the offensive against you, but you can beat him by using a few tricks. 
When he does jump in on you use your standing roundhouse and immediately go into 
your Super Optic Blast for some easy damage. Watch for him to miss with his 
Maximum Spider, at that time use your Mega Optic Blast, a regular Optic Blast to 
counter. Also when he does miss with his Crawler Assault, use your Super Optic 
Blast to counter. And always jump in on him with your jumping down roundhouse 
when jumping in for attacks because Spider-Man can't do much about it except use 
his Spider Sting, which he rarely uses.

U.S.Agent: This is one of the toughest matches for Cyclops. U.S. Agent's 
priority will just overpower Cyclops' attacks on most occasions but you can 
counter it. When he does jump in try to go around him and launch him, yes I know 
this is cheap but try fighting him hand to hand and you will see what I mean. 
Also counter his missed Hyper Charging Star with your Super Optic Blast and his 
missed Hyper Stars n' Stripes with your Mega Optic Blast. When you do jump in on 
him use your jumping down roundhouse to snuff out his standing strong. Also U.S. 
Agent is also an excellent ground combo character, but Cyclops' ground combos 
should overwhlem U.S. Agent's and always look to dash in and perform your ground 
combos.

Wolverine: A serious battle for Cyclops, he was hard enough for Cyclops in X-Men 
vs. Street Fighter, but with his less priority attacks, its almost impossible! 
Almost is the key word here. Always jump in on Wolverine with your jumping down 
roundhouse and counter his jumping attacks with your standing roundhouse into 
the Super Optic Blast. When he does miss with his Fatal Claw combo, use your 
Mega Optic Blast or your Super Optic Blast to bring him down. Well will go into 
a Berserker cheapness alot, and when he is about to do his Berserker Mode, use 
your Mega Optic Blast as soon as you see it.

Zangief: Not much of a fight for Cyclops. Use your ground combos often on 
Zangief and stay away from his throw range. Use your Running Stun Drop when you 
do see him going for his grabs and jump in on him often and combo him. When he 
does try to go for a grab, use your Mega Optic Blast to counter before he grabs 
you.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->

Dan, a good-spirited young boy was merely pondering around the woods near his 
home until one day he had discovered his father's body lying still on the mat. 
Dan's father had given Sagat a good fight but in the end Sagat proved 
victorious, but Sagat had his price for victory as he had lost his eye in the 
battle as he now wears a sorta Pirate Patch over the missing eye. Dan swearing 
revenge knew that he could not defeat Sagat at such a young age and the fact 
that he had no fighting skills to begin with. So he went to Master Gouken, the 
same teacher who taught Ryu and Ken. Gouken agreed to teach Dan the styles of 
Shatoken only if Dan had agreed not to let his rage get out of control and he 
must be patient otherwise the skills taught would be useless(as we can all see 
he was not very patient). Dan had trained hard until he was a teenager and he 
demanaded that he be taught at a faster rate so that he can enact revenge on 
Sagat, but Gouken had reminded Dan of what he had taught him. That is when Dan 
was furious not learning all the forms of Shatoken Karate, that is when Gouken 
has decided not to teach Dan anymore because he knew the anger that would bottle 
up inside of Dan. Dan had left Master Gouken but not before he had pick up on a 
few secrets of the dreaded Shun Goku Satsu. Now he seeks revenge for the death 
of his father as he travels to find his eternal enemy.

                      Character Quotes

          "Can you withstand the power of my super taunt?"
          "Hah, you're weak! Just like me!"
          "I'm not as tough as you, just better than you!"
          "I'm sorry. No, you are!"
          "It's more fun to mock you than to defeat you!"
          "Me copy you? Well, I think of new moves too."
          "The only master I need is myself!"
          "You can fight, but you can't show off like me!"


Gadouken: D,DF,F+P
Well his projectile sucks basically and has almost no range. This is the 
strongest fireball in the game, but its just as strong as Cap's Shield 
Slash and the damage that it does it just slightly more than a Hadouken. He has 
almost no start up delay while throwing this but has good recovery time as well 
but it goes such a short distance that its almost useless while except in 
combos.


Koryuken: F,D,DF+P
Ouch! This is absolutely the strongest anti-air attack move in the game. I've 
seen this do more damage than Hulk's Gamma Charge on serveral occasions 
including on training mode. You'll sometimes see Dan Flash while doing this move 
and if it connects, it'll do the same amount of damage as if he doesn't flash, 
its just the name of this move that gives the flash away.


Dankukyaku: D,DB,B+K
In my opinion, this is his best special move in his arsenal because it can go 
screen distance and the damage this thing does it just mind-boggling! Short will 
make Dan do a Short Knee hop which is very safe to use, Foward makes Dan to a 
knee hop and then a flying kick, finally the Roundhouse has Dan doing his Knee 
Hop then followed by two air kicks. Use this often because it can chip away at 
the life bar and can give Dan the advantage in every game.


Premium Sign: D,DF,F+K
Well basically a worthless move. This thing does it twice but the hits are 
pitiful. But one thing you'll notice is that when Dan starts up the move it'll 
cancel out any move the opponent trys to throw at him because this thing has a 
ton of priority(boy we've all heard that word before) and can even knock Spider-
Man out of his Maximum Spider! But chances are you can't time this thing to 
knock out the Maximum Spider, so don't take your chances and block. While when 
Dan throw it after he signs it, it can be block or you can plain old knock it 
away with a simeple S.Strong, and anybody can knock it away with a normal 
attack. Besides it just a piece of paper anyways!


Rolling Taunt: D,DB,B+Select
As Dan rolls back he immediately gets back up and taunts. This will build his 
guage incredibly fast because 8 of these will build his SC guage to a full 3 
levels. But this leaves Dan open to numerous attacks so don't use this at random 
unless the opponent is far away and if they also have no super meter.


Air Taunt: Jump+Select
This is Dan's safest taunt but it barely builds his guage. Your welcomed to use 
this anytime your in the air to gain your SC bar but it'll take you quite a 
while.


Taunt: Select
Well this is Dan's basic Taunt. This will build up his SC bar fairly fast as 
about 6 of these should gain him one super bar. As always he is left open for 
any attack during the duration of this worthless Danlike move.


                               Supers

Shinkuu Gadouken: D,DF,F+2P
Ouch! You will never see a stronger beam super! This thing just does a ton of 
damage and is also Dan's strongest super. It has more range than his Gadouken 
but it you'll still find yourself having trouble connecting with it because it 
still lacks alot of range. Opponents can easily push block this thing because 
they can cut the chipping damage in half simply because when push blocked, they 
will go right through the Shinkuu Gadouken. This does do good chipping damage 
though.


Kouryuu Rekka: D,DF,F+2K
Boy this has got to be one of the best supers in the game! This thing deals out 
a ton of damage and can be OTG but only the second hit will OTG though. Did I 
mention that this thing does a ton of chipping damage? Well it does, despite the 
fact that it hits only two times this thing does as much chipping damage as the 
Crawler Assult! So feel free to blast away at your opponent. Also this super 
lacks alot of range because the opponent will not get hit unless they are close 
to Dan. If your wondering what it looks like, it looks just like Dan's Kouryuu 
Rekka on Level 1 in SFA2.


Hisshou Biraiken: D,DB,B+2K
Remember this move on SFA2? Well this was the level 3 version except this super 
hits 10 times instead of 11 like in SFA2 on level 3. This doesn't last as long 
as it did in SFA2 but the damage is still there as it can easily dismantle your 
opponent but the damage that it does. This thing has the vortex effect like 
Ryu's Shinkuu Tatsumaki Senpuu Kyaku because it'll drag the opponent in, in my 
opinion this super has the same amount of range as his Shinkuu Gadouken. If 
blocked, it doesn't matter because this thing will do a good amount of chip 
damage, just a pixel more than the Kouryuu Kekka. 
Here how it really looks like:

S.Jab, S.Strong, S.Forward(one hit), S.Fierce, S.Forward(two hits), C.Fierce, 
C.Forward, S.Roundhouse --> Fierce Kouryuken


Otoko Michi: FP, SK, B, JP, JP(level 3)
Ah! The reverse Shun Goku Satsu motion! Well this is the super you should stay 
away from using. Dan will come after his opponent in a very slow manner and then 
while he grabs his opponent, he explodes sacrificing his own vitality guage to 
do pitiful damage against an opponent. If Dan has full life he will lose all his 
vitality guage just until the Danger Zone with some Red Bar leftover so he will 
just lose about 2/3 of his life, while if Dan has about 80% of his life and he 
does this he will have only about a block of life left, if Dan has about 70% of 
his life left he will lose all his vitality except for one pixel, so if he 
blocks one or two projectiles Dan is probably gone afterwards. Never use this 
unless the opponent is in the Danger Zone. Try to use Akuma as your Team Attack 
so hopefully your opponent blocks and you can initiate this move. This is 
unblockable but by the damage it does its just not worth 3 levels of Super 
meter.


Humiliation: D,DF,F,D,DF,F+Select
Ouch! Very very painful if you use this move the damage that this thing brings 
in is just crazy, well for Dan that is(Ha! Ha! Ha!). Just like the move he had 
in SFA2. Its basically useless as Dan barrages your opponent with a series of 
taunts giving your opponent a full 10 seconds to use an attack with anyone the 
opponent desires and you can't do a thing about it. Just stay away from using 
this super because this does absolutely no damage at all and the opponent has 
loads of time to attack you.


                         Team Super

Dan: Shinkuu Gadouken
Well, it doesn't have much range as you can expect and the opponent must be 
close for this super to connect. It does do alot of damage if it connects and 
when you do do this team super make sure Dan is the one starting it otherwise 
your team super will go cmpletely to waste!


                        Team Counter

Dan: Dankuu Kyaku
Not a bad team counter. It does a good amount of damage and it comes out 
instantly, and Dan can't be out hit out as easily as other Team Counter like 
Blackheart's Dark Thunder, however its not invincible during the counter like 
Ryu's Shinkuu Hadouken.


                       Variable Assist

Dan: Gadouken
Not one of the best team attacks in the game because it lacks serious range and 
the damage is only average. Don't use this unless you are close your your 
opponent because it will rarely connect.
                         

                         Combos

Combos: 50/100
Supers: 62/100
Overall: 62/100
Dan is one of the worst characters in the game. Even though he has alot of 
priority on his attacks and he does alot of damage, he has very little range on 
his projectile and anti-air attack and his supers suffer to the same demise as 
well. He is the slowest Shatoken in the game, but he has one of the most 
powerful supers in the game and his throws do a ton of damage! He is definitely 
a master's character and beginners will have alot of trouble using him so watch 
out!


Special Comments

-- Dan's dash is not very effective to use at all because its exactly like his 
roll. It travels slower than most dashes but faster than his standard walk.

-- Dan has the ability to combo anyone of his supers with ease, just like the 
Shouryuu Reppa, take note of this can sweep your way to victory.

-- Take advantage of Dan's C.Fierce because it has insane priority.

-- Dan's throws are the strongest in the game, take note of that and use them 
often.


Ground Magic Series: None
Jumping Magic Series: None
Super Jumping Magic Series: ZigZag
Launcher: Foward Ground Throw, C.Fierce
Small Launcher: none
Air Launcher: none
Strikes: none
Knockdowns: C.Roundhouse
Team Super: Shinkuu Gadouken
Team Counter: Dankuu Kyaku
Variable Assist: Gadouken
AC Finisher: Fierce, Roundhouse


1. D.C.Short --> Gadouken


2. D.C.Short --> Kouryuuken


3. D.C.Short --> Shinkuu Gadouken


4. D.C.Short --> Kouryuu Rekka


5. D.C.Short --> Hisshou Biraiken


6. D.C.Short --> Dankukyaku


7. Foward Ground Throw --> Kouryuuken


8. J.Roundhouse \/ C.Foward --> Shinkuu Gadouken


9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward --> AC 
Finisher


10. Partner Attack --> D.Otoko Michi
   Well mainly with Akuma as your partner, and hopefully they are blocking.


11. J.Roundhouse \/ C.Roundhouse --> Kouryuu Rekka(OTG)


12. J.Roundhouse \/ C.Short --> Any Super(except Otoko Michi)


13. C.Fierce --> Kouryuu Rekka


14. Partner Attack --> Roundhouse Dankukyaku


15. Roundhouse Dankukyaku, C.Roundhouse, Roundhouse Dankukyaku, C.Roundhouse, 
etc.
    The timing is the tricky part. As soon as Dan lands, OTG the opponent.


16. In corner: Hisshou Buraiken, C.Short --> Hisshou Buraiken(OTG)
    This is amazing! I didn't know Dan can do this! basically OTG then cancel.

                             EX Combos

1. Humiliation --> Team Super or Hisshou Buraiken
   Yes, that's right. Hopefully your opponent will just sit there and watch, 
then when they are near you, use your super!


2. J.Roundhouse \/ C.Short --> Gadouken --> Shinkuu Gadouken --> Team Super

                             __________
                             Strategies

Akuma: A tough fight for Dan. Basically these are all tough fights, you should 
always let the opponent come to you, and then launch him into an air combo. If 
he misses with his Messatsu Gou Shoryuu, use either a super or an air combo to 
counter his mistake. When he misses with a Gou Shoryuken, and you are pretty far 
away, use your Dankuu Kyaku to counter from a distance. Look for him to teleport 
quite often and counter his mistakes.

Apocalypse: Just watch out for this guy. Also quickly destroy your satelites 
with your jumping roundhouse, use your supers against this guy once you have 
them. Also jump over his Drill and always fight behind his arm and keep throwing 
Gadoukens when you are near his arm and whatever you do block his Eye Beam, 
because you can ill-afford to lose 2/3 of your life.

Armored Spider-Man: Very tough battle, use your crouching fierce or jab 
Kouryuken to counter his
jumping attacks. Also make an attempt to jump in often because Armored-Spider-
Man's attacks can't do much about Dan's jumping Roundhouse. Watch for Spider-Man 
to miss with his Maximum Spider, once he does immediately dash in and use a 
crouching short into a Shinkuu Gadouken, or you can use your Roundhouse Dankuu 
Kyaku to counter from a distance. When Armored-Spider-Man misses with his 
Crawler Assault use your crouching short into a Kouryuu Rekka, or your Hisshou 
Biraiken.

Blackheart: Well this is a pretty even match for Dan watch for Blackheart to use 
his Inferno and miss with it often, so use your Dankuu Kyaku if you are from a 
distance, and if you are close use your Shinkuu Gadouken. Also you can let 
Blackheart jump in as well and launch him into an air combo. Watch for him to 
miss with his supers often, even though he might miss with them, there is very 
little Dan can do about it except roll taunt to gain his super meter if you are 
far away from Blackheart's super.

Captain America: A very tough match for Dan. Wait for Captain America to come to 
you and then launch him as well, into an air combo or into your Kouryuken. Watch 
for Captain America to miss with his Hyper Charging Star, if he does miss use 
your Hisshou Buraiken to drag him in. Also he he does miss with his Hyper Stars 
n' Stripes use your crouching short into a Kouryuu Rekka for some easy damage. 
Basically in this battle don't let Dan play the offensive and always let Captain 
America come to you and punish his mistakes.

Chun-Li: This battle can be very tough for Dan. Watch Chun-Li to miss with her 
Kikousho, if she does get dragged into the bubble, unless you are low on life. 
When you are dragged into the bubble wait for her to finish and use your Shinkuu 
Gadouken. Always let her jump into you and use your crouching fierce launcher, 
and into an air combo. In this battle always let Chun-Li jump in because you 
won't have much luck trying to collapse her defense.

Cyber Akuma: Watch for this guy. He will teleport often and barrage you with his 
projectiles and supers. You really can't do much about that so you will have to 
stay in the air and avoid his projectiles. Watch for his teleport and try to 
predict as to where he will land, use your supers as he comes out of it or use 
your crouching fierce into an air combo. Stay in the air and watch for him to 
miss with his Scrmable Gou Punch, if he does don't wait for his feet to hit the 
ground, use your Hisshou Biraiken to counter.

Cyclops: A very difficult match for Dan because Dan really can't do much against 
Cyclops' attacks and missed supers. Always jump in on him with your jumping 
roundhouse and attack. When he does come in on you use your crouching fierce 
launcher into an air combo. Also if he misses with his Cyclone Kick, use your 
crouching roundhouse to trip him.

Dan: Well your counter part shouldn't be much of a problem. Always jump in on 
him but look for him to use his Kouryuken rather quite often, if he does either 
launch him with your crouching fierce into an air combo or a crouching short 
into a Shinkuu Gadouken. Watch for him to try and jump in on you, if he does, 
launch him into an air combo. He will also often taunt in this match so take 
advantage of that and knock him out.

Dark Sakura: Well this fight will be hard but not difficult to contend with. 
Watch for her to use her Shouken alot. When she comes down knock her into an air 
combo with your crouching fierce or use your Hisshou Buraiken, just as she is 
getting down. Also jump in on her often and combo her because her attacks are 
just as slow as yours!

Dhalsim: Always, always, always jump in with an attack. The Yoga Strike will 
just drop Dan in a matter of seconds. When Dhalsim does do his Yoga Inferno, get 
dragged into it if you can spare the chipping damage and use your crocuhing 
short into a Shinkuu Gadouken. When Dhalsim does jump in at you use your 
crouching fierce launcher into an air combo, and watch for him to teleport 
often, if you can predict as to where he will appear next, use a super or a 
launcher into an air combo.

Hulk: Well this fight will be very hard for Dan. You really can't do much about 
Hulk's jumping roundhouse, os use your jab Kouryuken to counter his attacks. 
Also try not to jump in too much because Hulk's priority is so much higher than 
that of Dan's. Don't bother using your supers to counter his missed Gamma Crush 
because you will most likely miss with your supers, so use your Roundhouse 
Dankuu Kyaku instead. 

Ken: Also a tough match for Dan. Watch for Ken to go Shoryuken crazy, but there 
isn't much Dan can do about that. When Ken misses with his Shoryuu Reppa use 
your Hisshou Biraiken just as he is coming down to counter. Also let him come to 
you and launch him into an air combo with your crouching fierce.

M.Bison: Well this guy can pose quite a hazard for Dan because his supers tend 
to take out Dan faster than anybody else. When he misses with his Scissors Kick 
Nightmare, use your crouching short into a Hisshou Buraiken. Also watch for him 
to use his Head Press into the Somersault Skull Diver, there isn't much you can 
do about that, but wait and block his Head Press and before he goes into his 
Somersault Skull Diver, use your Kouryuken to knock him out of the sky. Also the 
only thing that can counter M.Bison's Psycho Crusher is to wait for it to go 
through you and use your Dankuu Kyaku.

Mechanized Zangief: Well not that much of a hard fight for Dan. Have Dan 
constantly attack and run. When Zangief goes for either his Team Super, Final 
Atomic Buster, or his Siberian Bear Crusher, jump around him and use your 
Shinkuu Gadouken. Or if you don't have any supers use your Dankuu Kyaku, but 
basically in this battle stay away from his grabs and supers and use a hit-and-
run method.

Mephisto: Well this is a pretty even match for Dan watch for Mephisto's to use 
his Inferno and miss with it often, so use your Dankuu Kyaku if you are from a 
distance, and if you are close use your Shinkuu Gadouken. Also you can let 
Mephisto's jump in as well and launch him into an air combo. Watch for him to 
miss with his supers often, even though he might miss with them, there is very 
little Dan can do about it except roll taunt to gain his super meter if you are 
far away from Mephisto's super.

Norimaro: This is one of the easiest fights for Dan. Have Dan constantly attack 
and jump in on Norimaro with his jumping roundhouse and when Norimaro jumps in 
on you use your crouching fierce to launch him back into the sky and into an air 
combo. Don't miss with your supers though because he can counter with a Hyper 
Strong Miracle Treasure or a Ultra Variety Private Memory. Basically this is one 
of the few battles that Dan can play offensively.

Omega Red: Very tough battle. Look for Omega Red to come in with alot of combos, 
but launch him in the air with your crouching fierce and into an air combo. Also 
when you do jump in on him use your jumping roundhouse and attack constantly. 
Omega Red has serious trouble countering your jumping roundhouse so take note of 
that. Also never miss with your supers because Omega Red will counter them 
rather easily with an Omega Destroyer.

Ryu: Another very tough battle for Dan. Don't jump in on him too often because 
Ryu just has too much priority over Dan, and never get launched into the air 
because you can expect a Shinkuu Hadouken combo. Also watch for Ryu to miss with 
his Shin Shoryuken, counter it with a crouching short into a Shinkuu Gadouken. 
And let Ryu jump in on you and launch him into an air combo with your crouching 
fierce.

Sakura: Well this is a pretty easy fight for Dan. She will tend to use her 
Shouken quite often, so you can counter it with a Dankuu Kyaku because her 
recovery time is better than Dark Sakura's. Also jump in on her often, because 
she really can't do much about your jumping attacks. Also when she does try to 
jump in on you use your crouching fierce launcher into an air combo.

Shadow: Very tough battle for Dan. Never jump in on him because his launcher 
just has too much priority. Wait for Shadow to jump in on you and use your 
crouching fierce launcher into an air combo. Here in this battle watch for him 
to miss with his Shadow Justice then counter with a crouching short into a 
Hisshou Buraiken.

Shuma Gorath: A fairly tough fight, use your jumping roundhouse when you are 
jumping in on him, and use your crouching fierce launcher into an air combo if 
he does try to jump in on you. Also when he does activate his Chaos Dimension, 
do whatever you can to stay away from him, also you will have some difficulty 
staying away from him so make sure he doesn't have three levels of super. 

Spider-Man: Very tough battle, use your crouching fierce or jab Kouryuken to 
counter his jumping attacks. Also make an attempt to jump in often because 
Spider-Man's attacks can't do much about Dan's jumping Roundhouse. Watch for 
Spider-Man to miss with his Maximum Spider, once he does immediately dash in and 
use a crouching short into a Shinkuu Gadouken, or you can use your Roundhouse 
Dankuu Kyaku to counter from a distance. When Spider-Man misses with his Crawler 
Assault use your crouching short into a Kouryuu Rekka, or your Hisshou Biraiken.

U.S.Agent: A very tough match for Dan. Wait for U.S. Agent to come to you and 
then launch him as well, into an air combo or into your Kouryuken. Watch for 
Captain America to miss with his Hyper Charging Star, if he does miss use your 
Hisshou Buraiken to drag him in. Also he he does miss with his Hyper Stars n' 
Stripes use your crouching short into a Kouryuu Rekka for some easy damage. 
Basically in this battle don't let Dan play the offensive and always let U.S. 
Agent come to you and punish his mistakes.

Wolverine: Well this battle here will be very tough. Watch for Wolverine to 
bombard you with constant combos. Launch him back into the air if he does and 
combo him, also look for him to dash often, so trip him before he comes towards 
you. Also never jump in on him because he will just launch you into the air and 
combo you. Also never miss with your supers because he is more than likely to 
counter your mistake with a Weapon X.

Zangief: Not much of a tough fight for Dan. Whenever he goes for his Final 
Atomic Buster, Siberian Bear Crusher(Flying Power Bomb, Running Bear Grab), or 
his Team Super, jump around him and use your Shinkuu Gadouken to his back, or 
right in front of his face if you have the nerve. Also constantly jump in on 
Zangief and attack. Also counter Zangief's Siberian Splash with your Kouryuken 
because your launcher really won't affect him much.

<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->

Dark Sakura
With her anxious attempt to follow Ryu she trains hard and despretely to try and 
see if she has the potiential of fighting Ryu. Her dream is to become the true 
fighter than Ryu himself is seraching within himself for. Her only problem is 
that she wants to be too much like Ryu, after Ryu had released the Shun Goku 
Satsu on Akuma he was never himself again, and only his best friend Ken could 
bring him back from being the "true demon." However Sakura did not have that 
luxury, she does know the secret of performing the art of the "Instant Flash 
Murder" but yet she has never pulled it off successfully on an opponent, nor has 
she attempted. Her evil side is somewhat weak in power and personality, she 
sometimes seems startled that she has this evil intent within her, but is it 
really evil intent or just a mere copycat of what Ryu went through?

                         Character Quotes

                 "I'd never date someone as weak as you!"
                 "I'll find my victory in youth and perseverance!"
                 "I'm late for class! See ya!"
                 "I've done my homework! Looks like you haven't!"
                 "If I keep this up I might have a chance with him!"
                 "That's all? I'll go home for a better challenge!"
                 "The fight is all. A great man once said that."
                 "You didn't expect me to be this good, did you?"


Hadouken: D,DF,F+P
This is probably the strongest projectile in the game, next to Cyber Akuma's of 
course. Unlike her counterpart Sakura, this porjectile goes horizontal instead 
of vertical diagonal. This is the perfect counter against fireball fighters like 
Ryu and Dhalsim, but you can also control the range, the jab version makes it go 
like Ken's distance, the strong version goes 3/4 screen distance, and the fierce 
version goes full screen distance, and it goes diagonally down when she is in 
the air and can also be used as an AC Finisher. The recovery time is not overall 
bad and the start up delay is almost non-existant making this a safe move to 
pull off.


Shououken: F,D,DF+P
Well this is her true Shouken ported over from the Alpha series, but her jab 
version can't be served as an anti-air attack anymore because its been giving 
more horizontal range and she will hit opponents on the ground first before she 
rises into the air. The jab version chips the most damage but her other versions 
hit once and and she bounces back, this is excellent for ground combos and also 
as an AC Finisher. When done in the air she has the blue aura of energy just 
like regular Sakura blocking out projectiles.


Shunpuu Kyaku: D,DB,B+K
This move is a little awkward, but it comes out quick and can be used in air 
combos. The stronger the kick button used, the more horizontal range and higher 
the arc that it has. The recovery time really isn't something to worry about 
because she can safely block before being countered and it does good damage. 


Ashura Senkuu: F,D,DF or B,D,DB+3P or 3K
Just like Akuma's teleport, she slides across the floor and through opponents 
and supers. Its an ideal way to escape corner traps and supers, also she can 
teleport behind the opponent and perform the Shun Goku Satsu, just like Akuma! 
But the opponent has to be real dumb, or stuck in their super to fall for it. 
Also watch for the recovery time because its not good and the opponent can 
easily counter just as she is recovering from the move.


Overhead Arc Kick: F+FK
Just like Ryu's and Ken's, this is her anti-crouch counter, but it has mean 
start up delay and cannot be comboed. It does look like a regular standing 
attack at first, but then when she arcs over her foot onto the opponent's head, 
then they would know next time not to block low when fighting Dark Sakura! Also 
watch for the recovery time because it stinks.


                               Supers

Shinkuu Hadouken: D,DF,F+2P
An excellent beam super with very little start up time and its also her prime 
weapon for countering long ranged misses with some supers. It doesn't do much 
chipping damage though and it doesn't last as long as Ryu's, but the recovery 
time is pretty instant and she can block safely after the super lasts so beam 
counters really can't do much to counter and also it OTGs! The only real problem 
with this move is, is the fact that its just too weak! It'll only do about 60% 
of the damage that Akuma's and Ryu's does and against Hulk it doesn't do jack! 
Well it does do damage but only on a small scale, don't bother using this on 
Hulk because the chunk of this super is recoverable and it does less damage than 
her throw!


Midare Zakura: D,DF,F+2K
Man, I just cannot believe how strong this super is! This is just as strong, if 
not stronger than Zangief's Final Atomic Buster! I don't know why this super is 
stronger, but maybe the evil intent gives your supers a boost in strength? Well 
this is a good counter towards missed supers, but it does have a start up delay 
like Captain America's Final Justice, but its more easily comboed but it doesn't 
go as fast as the Final Justice and the range is bit shorter than the Final 
Justice. This super is very lethal against anybody including Cyber Akuma 
himself, but just watch for the recovery time, its not really that good, but I 
find it hard to counter sometimes.
Well here's how the super looks like:

Midare Zakura Charge, S.Forward, S.Strong, S.Jab, S.Short, S.Forward, S.Short --
> Short Shunpuu Kyaku, S.Roundhouse --> Shououken
The Midare Zakura Charge counts as a hit, the Short Shunpuu Kyaku hits twice, 
and the Shououken hits 6 times.


Haru Ichiban: D,DB,B+2K
Just like regular Sakura's but the damage that this thing does, you'll think 
that you've pulled off a Gamma Wave from the corner! It does catastrophic damage 
and is tied with her Midare Zakura has being her strongest super. This combos 
perfectly off of her launcher or off of all her standing attacks, it comes out 
just as fast as a Berserker Barrage X, but its weak point is the lack of much 
horizontal range, its invincible during start up and will out prioritize 
practically any jumping attack making it a very useful anti-air attack, also 
there is another downside besides it rediculously horrible recovery time, and 
that's the fact that she can be hit from above only if the opponent is directly 
above her, prime examples include Wolverine's Head Stomp and Chun-Li's Stomp 
Kick. Use this to counter missed supers especially the Shinryuken.


Shun Goku Satsu: JP, JP, F, SK, FP(level 3)
The unblockable Instant Flash Murder at its best! Well sorta. As you can expect 
it is unblockable and does alot of non-recoverable damage but the only real 
problem with this super is that it does little damage for a level 3 super. It'll 
only do about 2/3 the damage of Akuma's Shun Goku Satsu, so I would just stick 
to her other supers. But if you feel flashy and you are 100% sure of victory 
then feel free to pull this super off. But chances are you won't be able to 
connect with this super because it travels so slow that it basically won't 
connect and the range is limited to half a screen's distance. Use this to 
counter missed supers if you want, but be quick about it, also the priority of 
this super is just next to nothing, she will be easily knocked out of this move 
or even thrown out of it, its better if you save your super meter for something 
else, but if you are those people who want to finish off in a "Flash"(y) way 
then go ahead and use this!

                            Team Super
Dark Sakura: Shinkuu Hadouken
It has alot of range and it comes out very fast. In fact she can even OTG this 
super, and its the perfect combo or back-up with any long beam super. The real 
downside to this move is the fact that it serverely weakens the entire team 
super, I mean I've done this super paired with Cyclops' Mega Optic Blast(and we 
all know how damaging that is) and even a Shinkuu Hadouken did more damage! 
Don't waste two levels of super unless you are sure it will connect.

                           Team Counter
Dark Sakura: Shouken
An excellent team counter because of its range and it comes out instantly. The 
only problem with this team counter is that she is hit out of it too easily, and 
sometimes she will just end up eating the entire super you are trying to 
counter! You should use this against some supers like Berserker Barrage X or 
regular attacks, but its pointless against beam supers, unless of course your 
are playing the PSX version of the game and you are in versus or battle mode.

                          Variable Assist
Dark Sakura: Shunpuu Kyaku
Probably one of the better team attacks in the game due to its range and damage 
possibilities. It will arc over projectiles and most beam supers except the Mega 
Optic Blast of course, and also knock down the opponent. You can still add a 
beam super of your own though to combo with the attack, but Dark Sakura will 
still recover from it and the opponent will have an opportunity to get in an 
extra hit, so don't use this too often.

                            Combos

-- Despite the fact that she is one of the smaller characters in the game, her 
speed is very slow and she must use her crouching fierce in advance if she hopes 
to have any chances of counter an air attack.

-- Her Hadouken is her strongest AC Finisher and it does a heck of alot of 
damage.

-- When you AC Finish with her Shouken, make sure you use only the jab or strong 
version, the fierce version takes too long to come out. 

-- Her taunt actually does damage, but only one pixel of damage, but it does 
have alot of priority against dash in attacks and good priority against jump in 
attacks. It also knocks your opponent back as well, and it gains your super 
meter bar!


Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: ZigZag
Launcher: C.Fierce
Knockdowns: C.Roundhouse
Small launcher: none
Air Launcher: none
Strikes: Taunt
Team Super: Shinkuu Hadouken
Team Counter: Shouken
Variable Assist: Shunpuu Kyaku
AC Finisher: Fierce, Roundhouse, Hadouken, Shunpuu Kyaku, Shouken


1. S.Jab --> Shouken


2. J.Roundhouse --> Hadouken


3. S.Fierce --> Midare Zakura


4. S.Roundhouse --> Haru Ichiban


5. D.C.Short --> Shinkuu Hadouken
   Her Shinkuu Hadouken comes out faster than Ryu's, but this is a rather cheap 
combo.


6. D.C.Short, C.Roundhouse --> Shinkuu Hadouken(OTG)
   Well would you believe her Shinkuu Hadouken OTGs? Guess not, but it does, 
cancel as soon as you knock the opponent down.


7. J.Roundhouse \/ D.S.Short, S.Forward --> Shunpuu Kyaku


8. J.Jab, J.Strong \/ D.S.Short, S.Roundhouse --> Midare Zakura


9. J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Shouken


10. J.Jab, J.Strong \/ D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Forward --> Shououken
    You can use any other AC Finisher, but the Shouken is the best AC Finisher 
in the game, IMO.


11. SJ.Jab, SJ.Short, SJ.Forward \/ D.S.Jab, C.Fierce --> Haru Ichiban
    Well, the only possible way for her to get more hits on medium and small 
opponents is by coming down from a super jump, she can perform a ZigZag on the 
opponent just as she gets down.


12. Partner Attack --> Any super
    Well besides the Shun Goku Satsu obviously. Akuma is the perfect set up for 
any of her supers, but I have found that Cyclops works very well also.


13. Blocked Akuma Partner Attack --> Shun Goku Satsu
    This is rather difficult, but very possible, your opponent is worrying about 
blocking Akuma that they have completed unnoticed you, Akuma stun blocks the 
opponent long enough for your super to connect.


14. Ashura Senkuu --> Shun Goku Satsu
    Well, not exactly a combo, but a useful tactic to make sure your Shun Goku 
Satsu connects. The opponent has to be dumb or stuck in the middle of their 
super for this to connect.


                            EX Combos

1. J.Jab, J.Fierce \/ D.S.Short, S.Forward, S.Roundhouse --> Hadouken --> Midare 
Zakura --> Shinkuu Hadouken --> Haru Ichiban


2. D.S.Jab, S.Strong, S.Fierce --> Hadouken --> Shinkuu Hadouken --> Team Super


3. D.S.Jab, S.Forward --> Hadouken --> Shinkuu Hadouken --> Midare Zakura --> 
Haru Ichiban


4. Partner Attack --> Midare Zakura --> Team Super

                          __________
                          Strategies

Akuma: Well it is a tough match for your male counterpart, but not that tough. 
Wait for Akuma to come to you and launch him in advance with your crouching 
fierce and into an air combo, a few of these should do him in because he does 
not take the hits well. Counter his missed Messatsu Gou Shouryuu with either 
your Haru Ichiban just as he is about to hit the ground or your Midare Zakura 
when he is recovering, it does a serious amount of damage on him, half his life 
to be exact! Well in battle mode of course and in the arcade. Watch for him to 
teleport alot, use your best judgement as to when he will come and knock him 
senseless with your Midare Zakura.

Apocalypse: This battle is pretty easy and basic. Attack him constantly and stay 
behind his arm. Use your Shouken often and suprisingly Haru Ichiban does alot of 
damage on him! Also use your Haru Ichiban just as you are near his face, but 
don't bother using your Shinkuu Hadouken because it does a pitance of a damage 
on this guy. Also knock out the satelites and watch for his Stun Cannon, it gets 
Dark Sakura dizzy real easily.

Armored Spider-Man: A very tough fight for Dark Sakura because of his quick 
attacks and priority. Make sure you get the jump on him often because he does 
not fare well against your jumping roundhouse, and if he does use his Maximum 
Spider, don't bother using your Shinkuu Hadouken because it does do much damage 
against him, instead go for your Midare Zakura or your Shouken. Also watch for 
him to constantly attack while he is jumping in, use your Haru Ichiban just as 
he is near you to counter.

Blackheart: Well not that much of a hard fight, use your Shinkuu Hadouken from a 
distance if he misses with his Inferno or his Armageddon. Jump in on him 
constantly and maintain a relentless persuit of combos, he won't take many of 
your combos well, so this can be a quick fight. Also use your crouching fierce 
into an air combo or Haru Ichiban just as he is jumping in. Also don't miss with 
your Haru Ichiban or the Heart of Darkness will bring you down in a quick way.

Captain America: Another tough fight for Dark Sakura, watch for him to be on the 
jump in often and try to knock him in advance with your crouching fierce into 
either an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' 
Stripes with your Haru Ichiban just as he is hitting the ground, also counter 
his missed Hyper Charging Star with a Midare Zakura, and his missed Final 
Justice with a Shinkuu Hadouken. Jump in on him with a jumping roundhouse and 
continue your combo from there. Also use your Shouken to counter his missed 
Stars n' Stripes or his missed Charging Star.

Chun-Li: Very tough battle. She is about your size, yet she is so much quicker 
than you and has more priority on her launcher. Let Chun-Li do the jumping in 
and launch her with your crouching fierce into an air combo, also try not to 
jump in too often because her priority will knock you out. Counter his missed 
Senretsu Kyaku with either a Shouken or a Shinkuu Hadouken. When she does fall 
back down from her missed Hazan Tenshou Kyaku, counter with your Haru Ichiban or 
launch her back up into an air combo. Also watch for the dashing in, so try and 
trip her in advance.

Cyber Akuma: Very tough match up for Dark Sakura. Even though your Shinkuu 
Hadouken does little damage just use it when he does throw out multiple 
projectiles. WAtch for him to teleport alot, incase he does try to predictas to 
where and when he will land and catch him with your Midare Zakura. Don't bother 
trying to counter his jump-ins because they are lightning quick with a ton of 
priority. Also don't do much jumping in on him either because he will hack you 
back into the air with his very powerful Shining Circuit Shoryuken. Counter his 
missed Scramble Gou Punch with your Haru Ichiban just as he is falling down or 
with your launcher into an air combo.

Cyclops: A tough fight for Dark Sakura, use your jumping roundhouse and combo 
him often because he really can't do much about your jumping attacks. Also when 
he does jump in use either your Haru Ichiban and hope that it doesn't miss or 
you can launch him into the sky with your crouching fierce into an air combo. 
You really can't do much if he misses with his beam supers though, also stay in 
the air and avoid his keep away tactics because you are moe than likely to lose 
despite the fact that you are an avid keep away character.

Dan: Well, not much of a tough fight, but still he can be a difficult opponent. 
Watch for him to use his stupidity and taunt so counter with a super or a 
Shouken. If you are fighting Dan in the PSX version and you are in battle mode, 
watch for him to use his taunt super, laugh if you may want to but he can cancel 
out of it, so make sure you make your counter quick even if you don't have 
enough time to build a super. Also counter his jumping attacks with a crouching 
fierce in advance and into either your Haru Ichiban if you have a super or a 
combo.

Dark Sakura: Watch for your double to do alot of what you do, wait around and 
launch her. But instead go on the offensive and hope that her crouching fierce 
wasn't pulled off in advance quick enough. Counter her missed Haru Ichiban with 
either your Haru Ichiban, Midare Zakura, or your aluncher into an air combo. 
Counter her missed Shouken with your Shouken or Midare Zakura and look to punish 
her mistakes often.

Dhalsim: Well not much of a tough battle. Watch for Dhalsim to play keep away 
rather quite often, counter that with your porjectiles. Also when you do jump in 
always come in with an attack no matter how weak it is because the Yoga Strike 
will do a deal of damage on you. You can also play defensively and launch him 
into your air combo or into a Haru Ichiban if you have a level of super, just be 
on the offensive in this match and you should be fine.

Hulk: Oh boy, not a good sign for even the expert Dark Sakura players. His 
attacks just do a rediculous amount of damage against her that even a few 
fierces can give Hulk a quick victory. Watch for him to go Gamma Charge crazy, 
block it and use either your Shouken or a Midare Zakura to counter. Watch for 
him to jump in alot with that crouching fierce, you can't do much against his 
attacks but block them and counter his misses. Also watch for him to miss with 
alot of his attacks, use your Midare Zakura to counter. Play defensively in this 
battle and counter his mistakes, yes it might take a while but you can ill-
afford a combo or two from the Hulkster.

Ken: Watch for him to use his Shoryuken like crazy! He will barrage you with his 
Shoryuu Reppa from time to time so counter with a Haru Ichiban just as he is 
coming down or launch him back into the air with an air combo. Don't jump in on 
him too often because he has alot of attacks to counter your jumping attacks, 
that it just makes it impossible for you to successfully combo him from the air. 
Do alot of ground combos because that's what Dark Sakura is good at.

M.Bison: Well do alot of both, meaning defense and offense. His standing attacks 
are nothing compared to your jumping roundhouse so jump in and combo. Also 
counter his missed Scissors Kick Nightmare with your Midare Zakura or with your 
Shouken if levels of supers are not available to you. Counter alot of his 
jumping attacks with your crouching fierce into either a Haru Ichiban or an air 
combo. Also he will use his Head Press into his Somersault Skull Diver often, 
there isn't much you can do about this except block. Also block his Psycho 
Crusher and as it goes through counter with a Midare Sakura or Shouken right 
before he recovers.

Mechanized Zangief: Not a tough match at all, look for him to do alot of 
Siberian Bear Crusher, Final Atomic Buster, or Team Super, instead of countering 
with your Shinkuu Hadouken, you can go around him and perform your Midare 
Zakura, or a C.Short, C.Forward, C.Roundhouse --> Shouken combo and repeat it 
until he stops. Play keep away with him as well using your Hadouken.

Mephisto: Well not that much of a hard fight, use your Shinkuu Hadouken from a 
distance if he misses with his Inferno or his Armageddon. Jump in on him 
constantly and maintain a relentless persuit of combos, he won't take many of 
your combos well, so this can be a quick fight. Also use your crouching fierce 
into an air combo or Haru Ichiban just as he is jumping in. Also don't miss with 
your Haru Ichiban or the Heart of Darkness will bring you down in a quick way.

Norimaro: This guy is too easy to beat. Knock him senseless with your constant 
pursuit of air combos but don't bother playing defense because its just not 
worth your time. Counter all his mistakes with either your Midare Zakura or a 
Shouken. Combo him alot because he has nothing to stop you from your constant 
air raids.

Omega Red: Ouch! His coils will do a number on you, but luckily you can jump in 
on him often because he has poor defensive skills. Also you really can't do much 
about his Omega Destroyer except try to escape it and escape chipping damage. 
Counter his jumping attacks with either a Haru Ichiban and hope that he doesn't 
block it or you can launch him in advance with your crouching fierce into an air 
combo. Watch for him to come in and attack often, try your best to counter and 
punish his mistakes with your Shouken.

Ryu: A difficult battle, but not a tough fight nonetheless. Counter his jumping 
attacks with your crouching fierce into an air combo. Don't try to jump in on 
him too often because he has alot of weapons that would knock you right back. 
Counter his missed Shin Shoryuken with your Haru Ichiban, Shinkuu Hadouken, 
Midare Zakura, or your crocuhing fierce launcher into an air combo, watch for 
Ryu to use alot of firepower in the keep away department, so jump over them and 
attack before he can recover.

Sakura: Well your good side will pose alot of problems for you. Watch for her to 
miss with her Shouken, quickly counter with a Shouken, don't bother using your 
Midare Zakura because it comes out too slow. Jump in on her alot and hope that 
she is a little late with her crouching fierce launcher. Counter her missed Haru 
Ichiban with your Midare Zakura, Shinkuu Hadouken, Haru Ichiban, Shouken, or 
your launcher into an air combo. Play both offense and defense in this battle.

Shadow: Very tough opponent for Dark Sakura, watch for his priority to overwhelm 
you. Also he will throw out Shadow Booms from time to time, instead jump at him 
before he can recover and combo him quickly. Also watch for him to miss with his 
Shadow Justice, use your Haru Ichiban, Midare Zakura, Shouken, or your launcher 
into an air combo. Do alot of defensive play because his offensive isn't as good 
as his defense.

Shuma Gorath: Not that much of a tough battle for Dark Sakura. Wstch for alot of 
Mystic Stares and Mystic Smashes to be arriving at your doorstep. Jump in alot 
with your jumping roundhouse and combo him, also if he does come in you can 
either use your Haru Ichiban or your crouching fierce launcher into an air 
combo. Also watch for his Chaos Dimension mode, its rather hard for Dark Sakura 
to escape, but do alot of super jumping and teleporting.

Spider-Man: A very tough fight for Dark Sakura because of his quick attacks and 
priority. Make sure you get the jump on him often because he does not fare well 
against your jumping roundhouse, and if he does use his Maximum Spider, don't 
bother using your Shinkuu Hadouken because it does do much damage against him, 
instead go for your Midare Zakura or your Shouken. Also watch for him to 
constantly attack while he is jumping in, use your Haru Ichiban just as he is 
near you to counter.

U.S.Agent: Another tough fight for Dark Sakura, watch for him to be on the jump 
in often and try to knock him in advance with your crouching fierce into either 
an air combo or a Haru Ichiban. Also counter his missed Hyper Stars n' Stripes 
with your Haru Ichiban just as he is hitting the ground, also counter his missed 
Hyper Charging Star with a Midare Zakura, and his missed Final Justice with a 
Shinkuu Hadouken. Jump in on him with a jumping roundhouse and continue your 
combo from there. Also use your Shouken to counter his missed Stars n' Stripes 
or his missed Charging Star.

Wolverine: A very tough fight for Dark Sakura, make sure you do mot miss with 
your Haru Ichiban because he will counter with a Weapon X most definitely. Also 
play defensive and whenever he comes in with attacks, launch him with your 
crouching fierce into an air combo. Watch for him to miss alot with his Drill 
Claws, use your Midare Zakura to counter or your Shouken, also you really can't 
do much about him missing with his Fatal Claw combos because her Haru Ichiban 
will get out prioritized. Basically in this battle wait for Wolverine to come to 
you and knock him into an air combo.

Zangief: Well a pretty even fight nonetheless. Watch for his Final Atomic 
Buster, Siberian Bear Crusher, or his Team Super, if you are out of his range 
quickly perform your Midare Zakura. Also do alot of jumping in on him with your 
jumping roundhouse and perform alot of ground combos against this guy, also 
watch for him to jump in on you with his Siberian Splash, there isn't much you 
can do about it except block and quickly move away before he gets you in his 
grabs. In this battle play alot of offense and defense.


<--------------------------------------------------------------------------->
<--------------------------------------------------------------------------->


Dhalsim
With famine and disease striking his homeland of India, he hopes he can one day 
rid all that throughout his land. He believes that the evils and corrupt leaders 
of the world are what causing this depression in his homeland. He constantly 
meditates to search for the answer and seeks restitution for his native land, 
but only can he rise to a higher state of consiousness to defeat his opponents 
and clense his soul.

                        Character Quotes

                  "Do not attempt to challenge me again!"
                  "Feel the power of Yoga."
                  "Here's you first lesson in Yoga. Take the pain!"
                  "I must master the power of Yoga to be the best."
                  "I must meditate on why you lost... you are inferior!"
                  "It's Yoga power that keeps me going!"
                  "Not impressed? Let's do it again!"
                  "Practice and you can follow me..."


Yoga Fire: D,DF,F+P
It has a bit of a start up delay, but it still combos easily. This is your basic 
projectile move that will light the opponent on fire. Use this often and keep 
your opponent away. This move can also be done in the air, but it won't combo in 
the air and also Dhalsim really can't recover well from this move.


Yoga Flame: F,DF,D,DB,B+P
An excellent move to use because it just has so much range and will catch alot 
of dashing opponents. Watch for dashing opponents to run into this move quite 
often, the harder the punch button, the more hits and damage that it does. There 
is a down side though, and that's the fact that the harder the punch button 
used, the more start up delay it has, so you might want to stick to the jab 
version more often.


Yoga Drop: F,DF,D,DB,B+K
Well the manual called this Yoga Blast, but I think this name suits the move 
better. A move that comes out quick with high priority. Once again the harder 
the kick button the more hits, damage, and chipping damage this will do. This 
isn't exactly the best anti-air attack, but it gets the job done and painfully! 
Its actually a burst of fire at a 60 degree angle going up, but Dhalsim must 
start this move early because it does have a start up delay, also this hits 
opponents that are close to him as well, but ti still lacks alot of horizontal 
range.


Yoga Teleport: F,D,DF or B,D,DB+3P or 3K
Depending on which motion you do, Dhalsim will either travel behind the opponent 
or in front of the opponent. The kicks travels away from the opponent and the 
punch travel closer to the opponent. Use your best judgement as to when to use 
this move. Unlike most teleporters, Dhalsim has very little recovery time from 
this move and its near impossible to counter, Dhalsim can also do this teleport 
in the air and continously teleport without hesitation! Use this to get out of 
corner traps and even move through supers and blast your opponent with a Yoga 
Inferno!


Yoga Meditation: D,DB,B+3K
Well all the manual called this move was Fly, so I decided to give a name for 
it! This is Dhalsim's flying move similar to Magneto's and War Machine's. 
However like anybody who can fly, you cannot block in the air, but it does offer 
alot of advantages, usually opponents will use alot of ground based supers like 
a Shinkuu Hadouken, but Dhalsim can fly over them and use a Yoga Inferno to 
counter! If Dhalsim is hit out of it he will stop the flying all together.


Yoga Spear: D+K(air)
The short version goes at a 25 degree angle, the forward version goes at a 55 
degree angle and the roundhouse version goes at a 80 degree angle, almost 
straight down. This move should be used in alot of Dhalsim's jump in attacks, 
but not often because even if Dhalsim misses the opponent will have loads of 
time to attack because Dhalsim can only stop his mummy when his foot reaches the 
ground and the recovery time is very poor.


Yoga Mummy: D+FP
This has more horizontal range than his forward version 

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