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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
<---------------------------------------------------------------------->
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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.
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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.
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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.
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______________________________
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.
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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.
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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.
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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.
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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.
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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.
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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.
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_________________________________
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.
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____________
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.
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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.
<-------------------------------------------------------------------->
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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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