THE CHEAP MAN's MvC FAQ v 1.25 03/20/00
http://www.geocities.com/theak_martini
For the tourney level players and for those who want to get the most out of
their Dreamcast version of Marvel v. Capcom.
DISCLAIMER
NOTE: I AM CLAIMING UP FRONT THAT FEW OF THESE COMBOS ARE ORIGINALLY MINE.
MOST OF THESE ARE DIRECT RIPOFFS OF POSTS ON alt.games.sf2 AND OTHER
MESSAGE BOARDS, BUT IN KEEPING THEIR ORIGINALITY, I JUST COPIED AND
PASTED. THEN AGAIN, I DUNNO WHO CAME UP WITH THESE COMBOS ORIGINALLY
SO IT'S HARD TO SAY I AM OUTRIGHT BEING A SCRIVNER WHEN IN FACT THE
PEOPLE I COPIED FROM PROBABLY COPIED IT FROM ANOTHER PERSON THEMSELVES.
BASICALLY, I DON'T OWN THIS FAQ, I JUST MAINTAIN THIS LIST OF CRAZY COMBOS
FROM SOURCES ON THE NET. I NEVER COPIED THESE OUT OF A FAQ, BUT I DID COPY
SOME OF THESE OFF OF NEWSGROUPS AND MESSAGEBOARDs. IT'S HARD TO SAY
WHO CAME UP WITH A COMBO, SO I SEE LITTLE POINT IN GIVING CREDIT
IN THIS FAQ SO LONG AS I DON'T COPY OFF ANOTHER PERSON'S FORMAL WRITTEN
WORK(FAQ's etc.), THAT OF WHICH I HAVE NOT DONE.
THERE'S NO COPYRIGHT BULLSHIT ON THIS CUZ WHO ARE WE KIDDING, IT'S NOT LIKE
I'M GONNA SEEK YOU OUT AND REAP MAD REWARDS CONSIDERING I DIDN'T MAKE
THESE MYSELF. AND NOT LIKE I'M GONNA KID YOU AND MAKE THIS LOOK ALL OFFICIAL
WHEN NONE OF THOSE FAQ MAKERS OUT THERE ENFORCE THEIR "COPYRIGHTS,"
ANYWAY... MOST OF THEM ARE TOO YOUNG TO EVEN UNDERSTAND THE TECHNICALITIES
OF A COPYRIGHT.
v1.25
More corrections. Added Strider's infinity. Added War Machine's simple air infinity setup.
v1.22
More corrections.
v1.15
Credits given to appropriate people, more corrections.
v1.12
More fixes(Wolverine, Strider, minor notation changes).
v1.10
Added some corrections to Megaman Trap and added Jin Infinite.
v 1.00
More moves confirmed. Officially released. Changed name to CHEAP MAN's MvC FAQ.
Added Best Damage Combo for each character (of course, not involving any supers).
v 0.90
First release. Not official. Some of these combos are unconfirmed. I plan
to eventually get all of these combos on .AVI when I get my MvC this week,
so within short time I should be able to find out which of these are not
comboable. Most notably, Captain America, Wolverine, and ChunLi's long corner
combos are not 100% positive. I know ChunLi and Wolverine's are close to what
I have written.
I assume you know the basics. Don't try this stuff if you can't even get an
air combo off.
c. = crouching
j. = normal jump (or after an OTG launch)
sj. = super jump
s. = standing
OTG = on the ground
KKK = 3 kicks simultaneously
PPP = 3 punches simultaneously
qcf = quarter circle forward
qcb = quarter circle backward
XX = cancel move1. Done by executing move2 before move1 finishes
parenthesized attacks may not work on smaller characters
Note that OTG attacks can be escaped simply by rolling(with exception to certain supers
such as Captain Commando's Captain Storm and Wolverine's BBX)
Most combos can be categorized into the following:
= Bread and butter combo =
The best combo that you should have down which will be your most
useful arsenal. Key points in these combos are brevity (quicker combos that
do a lot of damage affect the mental aspect of the game), technicality(easier
the combo the better), likeliness to combo (some combos are more likely to
occur due to the starting attack of the combo), and damage.
= long combos =
Just long combos which LOOK nice. Definitely a show of skill, not necessarily
useful in a tournament.
= damaging combos =
They may be short and sweet but they get to the point.
= corner combos =
Will require you corner an opponent or at least be in the same screen as a
corner.
= infinites =
A showoffy move that can be used effectively in tournaments... all depending
on the ease of setting the infinite up.
= simple annoying combo =
Usually a few moves long, but if done correctly, will usually cross up an
opponent repeatedly. They usually finish off an opponent very quickly when
mastered.
*****************
*Captain America*
*****************
Bread and butter combo (~45%):
launch, sj. jab, sj. jab, sj. jab, double jump, sj. jab, sj. short, sj. strong,
sj. forward, strong throw
Well the throw isn't technically combo metered, but does the most damage.
If your opponent tries to tech it, use a shield slash instead.
1) Must have Juggernaut as special
partner.
sj. fierce \/ c. short, s. forward, s. forward, c. roundhouse, OTG Juggernaut....
-Any super.
2) Sike out tactic. You'd be surprised how often your opponent will fall into
trying to attack you while you're "recovering" from your s. fierce. Takes care
of dashing opponents and airborne opponents.
s. fierce XX jab uppercut (f, d, df+jab), s. fierce, jab uppercut...
3) Most damaging double super in the game.
Pair up with Gambit and do a double team setup such as:
c. short, c. forward, double super (CapAm does his
Hyper Stars and Stripes, Gambit Royal Flushes).
You should be able to do around 65% damage or more
on your unfortunate opponent. This works great particularly
if your opponent JUST tagged a new character in. If you
have 3 levels, try this: (CapAm)c. short, c. forward,
double super, (Gambit) fierce kinetic card, OTG Royal Flush.
This works particularly well because as soon as they see
that 65% of their new character's life just got wiped out,
they are going to immediately try to mount an offense to
try to catchup. But a fierce kinetic card will force them to
block because it will outprioritize anything in the game
(except another tag out). If they don't block, you should
be able to land the Royal Flush and do 100% damage--
all in a matter of about 6 seconds.
4) Damaging corner combo.
Hyper Charging Star super (qcf+KKK), OTG c. short, c. fierce /\
sj. jab, sj. short, sj. strong, sj. forward, AIR THROW
******************
*Captain Commando*
******************
Bread and butter combo:
sj. fierce \/ c. fierce, qcb+fierce (Captain Corridor)
(yes, that's it)
1) Damaging corner combo involving supers.
c. fierce, Captain Storm, OTG c. short, s. roundhouse, Captain Sword,
s. jab, s. forward, s. fierce, s. roundhouse
2) Duo combo with War Machine.
s. short, s. roundhouse XX qcf+fierce+roundhouse
Takes about same amount of damage as CaptainAmerica/Gambit duo
(but for some reason it does not damage as much on the
Dreamcast as in the arcade).
*********
*Chun Li*
*********
Bread and butter combo:
1) Air pseudo-infinite.
s. short, s. roundhouse /\ sj. jab, sj. short, sj. strong, sj. D+forward,
sj. jab, sj. short, sj. strong, sj. D+forward....
2) Damaging corner combo involving supers.
sj. D+forward, sj. roundhouse, s. short, s. roundhouse, Spinning Kick Super
(f, d, df + KKK) \/ OTG c. short, s. roundhouse, sj. jab, sj. short, Air Demon Super
3) Damaging corner combo.
sj. D+forward, sj. roundhouse, s. short, s. roundhouse /\ sj. jab, sj. short,
sj. strong, sj. forward, sj. roundhouse \/ OTG sj. short, s. short, s. forward,
s. f+fierce (mini-kikoshou - 2 hits)
-walk up and strong throw
-s. jab, s. strong, s. f+fierce, s. jab, s. strong, s. f+fierce (repeat)
4) Damaging corner combo involving supers.
(opponent in corner)Kikoushou super, OTG c. short, s. roundhouse, Spinning Kick
super, s. jab, s. strong, s. fierce
5) Damaging corner combo involving supers.
(you must be in the corner)
Shichisei Senkukyaku, OTG c. short, s. roundhouse /\ sj. jab, sj. short, Shichisei Senkukyaku
********
*Gambit*
********
Bread and butter combo:
sj. fierce, sj. roundhouse, s. short, s. roundhouse XX jab kinetic card,
jab cajun slash(f, d, df+jab)
1) Simple infinite.
(opponent has to be in air) s. jab, s. short, s. jab, s. short,......
2) Simple infinite setup
strong throw in corner, c. short, s. strong, s. forward, s. jab, s. short, s. jab, ...
3) Infinite variation in corner.
(in corner) s. jab, s. short, s. jab, s. short... s. strong throw... s. jab,
s. short, s. jab...
4) Corner infinite setup.
c. jab, c. fierce /\ sj. jab, sj. short, sj. strong, sj. roundhouse
\/ OTG sj. fierce, s. jab, s. short, s. jab, s. short...
******
*Hulk*
******
Bread and butter combo:
sj. roundhouse \/ s. jab, s. fierce
1) Long 10-hit corner combo (credits: Fluffy).
(in or near corner) c. short, c. fierce /\ sj. jab, sj. forward, sj. fierce
\/ OTG sj. roundhouse, (hold up for the next 3 attacks) j. short,
j. forward, j. fierce
2) Damaging corner combo involving supers. This does about 65% damage.
(in corner) c. short, c. fierce, U+roundhouse, U+roundhouse \/ OTG s. fierce
(just jam on the fierce button as you're landing and that will time it right),
Gamma Quake
*****
*Jin*
*****
Bread and butter combo:
1) Corner infinite. Does not work on heavy characters and needs a slight adjustment
for light characters. Works well on CapAm(credits: Keflex)
s. strong /\ sj. jab, sj. short, sj. forward, OTG sj. fierce \/ c. short, c. fierce, c. jab,
c. fierce, c. jab, c. fierce...
2) Damaging corner involving supers.
c. jab, c. strong, Blodia Punch, OTG c. roundhouse XX Blodia Punch
*********
*Megaman*
*********
Bread and butter combo:
1) Long "combo".
s. short, s. roundhouse /\ sj. jab, sj. short, sj. strong, sj. forward,
throw, sj. jab \/ land /\ throw, c. short, s. roundhouse, sj. jab,
sj. short, sj. strong, sj. forward, sj. roundhouse.
2) Long damaging combo.
megabuster (33 seconds or more), Rushdrill into corner, OTG s. short,
s. roundhouse /\ sj. jab, sj. short, sj. strong, BeatPlane super
3) Pseudo-infinite.
s. roundhouse /\ sj .jab, sj. short, sj. strong, airthrow, OTG sj. short,
s. roundhouse /\ sj. jab, sj. short, sj. strong, airthrow...
4) Rock ball trap. (use helper of Arthur, Lou, Psylocke, or Collossus for best effects)
charge MegaBuster(MB), use helper, setup rockball,kick rockball, fire MB(charge
again immediately after release) then either:
-jump and fire a normal fierce (depite having charged MB)
-release helper again, setup rockball, kick rockball, MB
Use variations of switching whether you:
-fire MB, setup rockball, kick rockball
-setup rockball, fire MB, kick rockball
Use different kicks for different angles:
-s. forward angles the ball higher
-c. short and c. roundhouse aims the ball lower
**********
*Morrigan*
**********
Bread and butter combo:
1) Long damaging combo. Must have Rogue as partner.
s. fierce, Rogue, j. Darkness Illusion \/ OTG c. short,
c. fierce /\ sj. jab, sj. short, sj. strong, sj. forward, Shadow Blade
positioning:
corner_____________________enemy__you_____edge of screen
2) Infinity.
Premise:
You can hit someone with a s.rh, then dash in and
chain them some more before they recover.
Restrictions:
may work anywhere, but try it in the corner first
against a crouching or standing opponent
chain into s.rh, then cancel that into superjump, then
immediately cancel that superjump into airdash (as soon
as you leave the ground), then do fierce, land, and repeat
from the s.rh.
It is kind of like Chun Li's [j.roundhouseh x 2] * n infinite in
xsf except you have a ground it.
It's hard as hell to do. What may help is , as soon as
you do the manual superjump off the s.rh, hit PPP to air
dash then jam on fierce (fierce has pretty long startup
so hit it early). that will help you do the air part
right. remember off the s.roundhouse you must MANUAL
superjump.
*****
*Ryu*
*****
Bread and butter combo (~33%):
sj. fierce \/ s. jab, s. fierce, roundhouse hurricane kick
(hurricane kick will hit twice in the corner. Will not work against smaller characers.)
1) Most damaging simple combo which does about 50%.
sj. fierce \/ s. jab. s. fierce, Shinku hadouken (or team super)
***********
*Spiderman*
***********
Bread and butter combo:
1) Simple annoying combo.
s. strong, jab spider sting, (move under opponent and switch up the sides)
s. strong, jab spider sting,....
*********
*Strider*
*********
Bread and butter combo:
s. strong, s. forward, s. fierce, s. roundhouse, graham (f, d, df+short)
1) Simple annoying combo. Be sure to try to "fake out your opponent" by
making them think you switched sides when you really have not.
c. jab, c. strong, c. fierce, (move under opponent and switch up the sides)
c. jab, c. strong, c. fierce...
2) Any team super where Strider is being brought in.
dash forward, (combo off of last bird) s. strong, c. fierce /\
sj. jab, sj. short, sj. strong, sj. forward, sj. fierce
3) Best use of Ouroboros.
Ouroboros, PPP dash, {s. jab, s. short, s. strong, s. forward }(2x), c. jab,
c. strong, c. fierce (time appropriately so that these three hits come out
as ouroboros is finishing) /\ sj. jab, sj. short, sj. strong, sj. forward, sj.
fierce
4) Corner infinity.
c. fierce, sj. jab, sj. short, sj. strong, sj. fierce, sj. short \/ s. short, s. forward,
s. roundhouse,{s. jab, s.strong, s.roundhouse } repeat
*******
*Venom*
*******
Bread and butter combo:
1) Infinity.
s. Strong /\ sj. jab, sj. strong, sj. forward, sj. roundhouse \/ s. strong to relaunch,
repeat same air combo. The sj. roundhouse doesn't cause FS, so you can
superjump again. You should hit them with the part of the sj. roundhouse that
basically knocks the opponent straight down (Top of the circle of symbiote).
*************
*War Machine*
*************
Bread and butter combo:
1) Long corner combo(easiest if done in corner, but not necessary).
(opponent in corner, or WM in corner) in air B+Smart Bombs,D+forward, D+roundhouse,
\/ dashing s.jab, s.short, c.strong, jab repulsor blast
(qcb+jab), OTG c.short, s.roundhouse /\ sj. jab, sj, short, sj. strong,
U+fierce, air dash up, sj. jab, U+fierce, fly , sj. jab, sj. strong,
U+fierce, ....
-jab shoulder cannon, air throw
2) Corner "infinite". Requires refly in order to make a true infinite.
-Instead of (jab shoulder cannon, air throwing), you can just repeat
air dash up/forward, sj .jab, sj. strong, U+fierce, air dash up/forward, sj.
jab, sj. strong, U+fierce...
You need the refly setup to make it a true infinite, more on that later.
3) Corner infinite (again, need not be in corner).
s. roundhouse /\ sj. jab, sj. short, sj. strong, sj. (straight) fierce \/ OTG sj. short,
j. jab, j.U+fierce \/ (jump forward) j. short, j. strong, j. U+fierce \/ (jump forward)
j. jab, j. strong, j. U+fierce...
-to do this infinite anywhere on the screen, just use j. jab, j. strong,
j. U+fierce, land and repeat(jumping forward). When you get to the corner,
you have to jump straight up, not forward.
4) Corner ground infinite.
dashing s. jab, s. short, s. strong, c. fierce (missle), smart bombs(holding back),
dashing s. jab, s. short, s. strong, c. fierce, smart bombs(holding back)...
5) Simple infinity setup. You must catch the opponent while they are in the air.
fly, sj. jab, sj. strong, sj. U+fierce, air dash up/forward, sj. jab, sj. strong, sj. U+fierce...
***********
*Wolverine*
***********
Bread and butter combo:
1) Long corner combo.
sj. short, sj. forward \/ s. jab, s. short, s. strong, s. forward(x2), s. roundhouse
/\ sj. jab, sj. short, sj. strong, sj. forward, D+roundhouse, sj. roundhouse,
OTG s. short, s. forward (x2), c. fierce
-/\ j. jab, j. short, j. strong, j. roundhouse
-/\ j. strong air throw
-/\ j. jab, j. short, j. strong, j. forward, whiffed fierce, strong throw into corner
repeat from OTG (THIS PORTION WORKS BEST ON VENOM)
- c. jab, s. forward(x2), c. fierce, dashing c. jab, s. forward(x2),
c. fierce....
2) Cross-up combo. The super is very hard to block as you have to virtually
change blocking directions as the super is executed.
s. jab, c. lk, c. strong, s. roundhouse /\ sj. jab, sj. short, sj. strong,
sj. forward, D+roundhouse (it misses), Fatal Claw (F, D, DF + KKK)
3) Pseudo-super-infinite.
Berzerker Rage super, s. jab, c. short, c. forward, c. fierce, dash s. jab,
c. short, c. forward, c. fierce....
4)Wolverine has a legit infinite that involves the recently discovered
concept of hitting down to command cancel. Do anything that sets up
the FS (super, air combo, etc), then hit an airborne opponent with:
Strong, down, Jab -> Strong, down, Jab -> Strong. etc. When you do
strong, you hit down to cancel the command input of either Strong again
or Forward/Fierce/RH and you can link back to Jab. You can do Short
also, or prolly even just Strong over and over.
*********
*Zangief*
*********
Bread and butter combo:
sj. d+fierce \/ c. fierce, fierce glowing hand (f, d, df+fierce)
1) Triple Option: The hard-to-escape "infinite." (credits go to Viscant)
c. strong,/\ sj. jab, sj. forward, sj. KKK \/ j. D+forward (knee as they are coming down)
-if the opponent is suspected to block, just strong throw and repeat
-if the opponent is suspected to attack, use c. strong and repeat
-for major damage, either do a SPD, FAB, UFB, or DFAB
2) Good damage combo.
D+fierce \/ s. jab, KKK, strong throw /\ sj. short, sj. forward,
PPP \/ OTG D+forward, s. roundhouse, Double Atomic Buster
************ SECRET CHARACTERS ****************
******************
*Gold War Machine*
******************
Bread and butter combo:
1) Heavy damage cannon trick.
do a c. fierce during when the following attacks are executed by your opponent,
and you will deal even MORE damage back to them:
-Captain Commando's Captain Sword
-Collosus Helper
*************
*Hyper Venom*
*************
Bread and butter combo:
(c. jab),(c. strong), c. fierce, qcf+jab
Simple but damn annoying, and will kill in no time.
1) Corner infinite. Just evenly time the sj. attacks and the timing will
come naturally. This setup into the GROUND INFINITY is known to NOT
work on Wolverine, ChunLi, Megaman, Hulk, Zangief, Strider, and Roll.
strong throw in corner, s. jab, s. short, s. fierce /\ sj. jab, sj. short,
sj. strong, sj. fierce \/ OTG c. short, c. strong, c. fierce, c. strong,
c. fierce....
-into Air infinity: c. strong, c. fierce, j. short, j .strong,
j. forward, j. roundhouse \/ U+fierce, U+roundhouse....
2) Air infinite.
j. roundhouse \/ U+fierce, U+roundhouse \/ U+fierce, U+roundhouse....
3) Air infinite corner setup.
hold joystick in upper opposite direction of corner and forward throw /\ j.
short, j. roundhouse, U+fierce, U+roundhouse, U+fierce....
4) Long corner combo into infinite setup.
(in corner) strong throw, s. jab, s. short, (s. strong), (s. forward),
c. roundhouse, (press forward) c. short, s. fierce /\ sj. jab, sj. short,
sj. strong, sj. forward, sj. strong throw \/ OTG c. short, c. strong,
c. fierce, c. strong, c. fierce....
5) Super corner infinite setup.
(be at least in the same screen as a corner) Venom Web super, c. short,
c. strong, c. fierce, c. strong, c. fierce....
6) Infinite (same as normal Venom's).
s. strong /\ sj. jab, sj. strong, sj. forward, sj. roundhouse \/ s. fierce to relaunch,
repeat same air combo. The sj. roundhouse doesn't cause Flying Screen, so you
can superjump again.
*********
*Lillith*
*********
(same as Morrigan)
*************
*Orange Hulk*
*************
Bread and butter combo:
1) Corner infinite.
c. short, c. fierce /\ U+roundhouse, U+roundhouse \/ OTG s. short, s. short,
jab ground rip, s. short, s. short, jab ground rip...
******
*Roll*
******
Bread and butter combo:
*************
*Shadow Lady*
*************
Bread and butter combo:
1) Infinite.
s. short, sj. short \/ s. short, sj. short(repeat).
***************
*General Tactics*
***************
1) Under the opponent double super. (Credits: Keflex, Keflex_@hotmail.com)
Using characters like Spiderman, Ken, Akuma, Captain America, and Wolverine,
the opponent with a c. short or c. jab followed by the launcher, then execute
the Double Super. Since these characters accelerate forward while doing a
double super attack, they will go under the opponent right after you've launched
them and will often end up blocking the wrong way for the other incoming
super(from your teammate). A good setup to tag out if you're opponent isn't
quick on the ball with blocking.
Credits:
Fluffy (see his FAQs at www.gamefaqs.com)
Keflex keflex_@hotmail.com
Viscant
There's only 2 or 3 of these combos that I've actually noted myself from
my arcade or came up with on my own. The rest have come from great
players from whom I've copied these combos from off the internet :)
Most of these I have either seen or done myself. If you want credit
and are pissed you're name isn't on here, let me know.
Anyway I can be reached at clanshrapnel@hotmail.com
latez
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