Date: Sun, 1 Mar 1998 09:42:08 EST
MARVEL VS CAPCOM - CLASH OF SUPERHEROES STRATEGY GUIDE(Ver. 1.0)

Updates:
Ver 1.0(02/27/98) - I'm so dumb!  I misspelled Rogue's name almost every 
time in my last versions and she's my favorite character!  Well I fixed 
that serious flaw!  Anyway, finished up most move descriptions and added 
some more combos!  Added Zangief's Level 3 super and Lariat Super.  
Added "How to get your Helper" section.  Added Secrets/Codes section.  
Did some major reorganization.  Of course, added/corrected some more 
small bits of information.
Ver 0.9(02/19/98) - Added Morrigan's other air dashes.  Finally  put in 
some combos and some general strategies for Cap A. and Gambit.  
Corrected/added some information.
Ver 0.8(02/17/98) - Updated Captain Commando's move descriptions.  Put 
in Cap. A's Cartwheel move, added some Magic Series, and added launcher 
sections.  Added/corrected some other info.
Ver 0.7(02/14/98) - Updated Chun Li's move descriptions.  Put in 
Morrigans level 3 super.  Corrected a lot of wrong information.
Ver 0.6(02/13/98) - Updated Morrigan's move descriptions.  Added a AC 
finisher section for each character.  As usual, corrected a lot of what 
I said before throughout the guide(e.g.  Double Attack mode) and updated 
many other things, especially in the characters section.  So feel free 
to quickly reread the guide.
Ver 0.5(02/11/98) - Updated Hulk's move descriptions.  Confirmed Ryu's 
Shin Shoryuken is in game.  Corrected some helper info.  Added 
description/opinion of the double attack mode in Miscellaneous Info.  
Added most team super moves and character variable counter moves.  Put 
in known magic series.  Basically, did some updates/corrections all over 
the guide but mostly on the characters part.
Ver 0.4(02/09/98) - Updated MegaMan's move descriptions and did dome 
minor corrections/additions to a few others.  Also did some grammar 
corrections.  I try to sneak in some useful comments while describing 
the moves and stuff.  But no real concrete strategies yet.
Ver 0.3(02/08/98) - Updated Gambit's move descriptions and did more 
refinement.
Ver 0.2(02/07/98) - Written about 10 minutes after finishing Ver. 0.1  
Added some abilities to Captain America, Chun Li, and Strider.  Also did 
some small spell checking and refining.

Written by:
Edward T. Ma using Microsoft Word Ver. 7.0a
Copyright 1998

Copyright Information:
Two most important things to keep in mind:
1) Don't use this guide for commercial use, period
2) Give credit where credit is due
Basically, if you quote or take information from this guide, just say 
so.  I'm not too picky about this copyright stuff but don't be pasting 
and copying a section from here without saying so.  Otherwise, you suck. 
'Nuff said.
If there are any questions, mail me at my e-mail address at the bottom 
of this guide.

The Reason I First Wrote This:
Why am I writing this you ask?  Well, for one, I really like the vs 
series Capcom has put out(well, I like all the fighting games they've 
made) and even though Xmen vs Street Fighter was my favorite, I figured 
why not do one for the newest vs fighting game out now?  Besides, it's 
raining like crazy outside(El Nino baby!) and I've got time on my hand 
as it is 1 in the morning and I'm wide awake!
As this is my first foray into strategy guide writing, I'll try to keep 
it short and to the point. I think it's going to be for people who don't 
really know how to play this type of game.  I'll admit it's probably not 
going to be very organized but follow along.  Hopefully, you've actually 
seen a fighting game in the arcades before so you'll semi-understand 
what I'm talking about.  I'll try to explain the rest.  I will try not 
to put in anything I am not completely 110% sure on.

CONTENTS:
I. Basic Controls
II. Helpers
III. Super Moves
IV. Magic Series
V. Double Attack Mode
VI. Miscellaneous Information
VII. The Fighters!
VIII. Onslaught
IX. Secrets/Codes
X. Thank You Section

And now, LET'S GET CRAZY!!!
(Man, I hate the game announcer's voice!!!!)
------------------------------------------------------------------------
I. BASIC CONTROLS:
(OR what smashing all those buttons and twirling that stick actually 
does!)
Some abbreviations first:
(Hopefully this doesn't get too confusing)
JP - jab punch
SP - strong punch
FP - fierce punch
SK - short kick
FK - forward kick
RK - roundhouse kick
PP - means press any two punch buttons
KK - means press any two kick buttons

F - forward
B - back
U - up
D - down
QCF - Quarter circle forward meaning roll the stick from D to DF(down 
forward) to F
QCB - Quarter circle back meaning roll the stick from D to DB(down back) 
to B
HCF - Half circle forward meaning roll stick B, DB, D, DF, F
HCB - Half circle back meaning roll stick F, DF, D, DB, B
SPD - quick 270 degree motion with stick.  I find the easiest way to do 
this motion is F, DF, D, DB, B, UB(up back).  
FTD - Front to down means do what it says
BTD - Back to down means B, DB, D
DP - Means F, D, DF
CDU - means hold D/DB/DF for a bit(time varies) and then go U
CBF - means hold B/DB/UB for a bit(time varies) and then go F
Are you guys figuring out this abbreviation thing yet?

Stick movements:
A Pic of the Stick(I wish I knew more ASCII values!)
Assuming you are facing right:

Up Back          Up          Up Forward
                 __ --(This is the controller in case you can't tell!)
                /  \           
Back            \__/         Forward
	           ||
  	           ||
Down Back       Down         Down Forward

Forward - Walk Forward
Back -Walk Backward/Block high if opponent is attacking
Up - Jump Up
Down - Crouch Down
Up Forward - Jump Forward
Up Back - Jump Backward
Down Back - Crouch/Block low if opponent is attacking
Down Forward - Crouch/Offensive crouch

Tap Forward Twice - Dash Forward
Tap Back Twice - Dash Backward
Down, Up(quickly) - Super Jump

All 3 punch buttons with stick forward - Dash Forward
All 3 punch buttons with stick backward - Dash Backward
All 3 kick buttons - Super Jump
All 3 punch buttons while blocking a hit - Advancing Guard, pushes 
opponent away, and lessens chipping damage from certain Supers.  Be 
careful you don't start pushing the buttons before you get hit or you'll 
stop blocking and get nailed.

FP + RK - Switch fighter(assuming you have two fighters left still)
* You partner will come in attacking with his jumping roundhouse.  
However, after landing, he does his taunt pose and is vulnerable to 
attack(which means a super probably!) so be careful when doing this. 

Variable Counter:
BTD + FP and RK - If done while blocking a hit, will switch characters 
and have the other character do his variable counter move.  A good way 
to safely switch characters in general.  Takes one level of super meter.

SP + FK - Call Helper Character to attack
Speaking of which:
------------------------------------------------------------------------
II. HELPER CHARACTERS:
There are 20 helper characters with 2 secret helper characters that I 
know of but there are probably more.
Just push a button during the helper select screen and you get whichever 
helper the random selector was on.  There is a limited amount of times 
you can use each helper which is dependent on how useful they are.  
Helpers are very useful in creating distractions among other things.  
You can easily connect many supers after a helper connects too.  It is 
important to note that the helper can be knocked away if hit.  All 
attacks from helpers take chipping damage.
(I copied and pasted most of this part from Mig's Page listed down at 
the bottom)
Unknown Soldier - Forgotten World
He shoots out some beams at your opponent covering most of the bottom 
half of the screen

Tia - Capcom Mascot
She makes a whole bunch of dice rain down where your character is 
standing

Anita - Darkstalkers
Her disembodied doll heads float around her as she walks forward, making 
a shield of sorts.  Eventually, she will release her doll heads forward.

Lou - Chariot
He's an elf that shoots several arrows at your opponent

Michelle Heart - Wings of Ales
She appears on the same level as the opponent and shoots beams in three 
directions

King Arthur - Ghouls n Goblins
He throws lances at your opponent. The fun part is that if he gets hit, 
he loses his armor!

Saki - Nigiirochou no Kiseki
She shoots a laser at your opponents

Ton-Fu - Strider
He does a long range kick in the middle of the screen

Devilot - Cyberbots
She comes in on a mech which self-destructs after a LONG time.  It's 
unblockable though. 

Psylocke - X-Men
She does a Psi-Thrust super on your opponent

Iceman - X-Men
Makes a whole bunch of ice blocks fall onto the screen

Cyclops - X-Men
Optic blasts his opponent.  Uses his low(jab) optic blast.

Thor - Marvel Comics
Shoots a laser at his opponents...why not thunder?

Storm - X-Men
She throws out a vertical typhoon in the middle of the screen

Jubilee - X-Men
Shoots out several firecrackers at different angles that slightly track 
the opponent, pops her gum and leaves!

Juggernaut - X-Men
Comes barreling toward the opponent, doing a weak version of his 
Juggernaut Headcrush.  Fills the entire screen.

Rogue - X-Men
She does her rushing punch special from XSF. Starts from the middle of 
the screen and moves diagonally upward.

Colossus - X-Men
Shoulder charges the opponent.

Magneto - X-Men
Throws out an EM disrupter. 

US Agent - MSH vs SF
Does a Charging Star across the screen.

Secret Helpers:
To get the secret helpers push start and the corresponding buttons 
before the helper select screen pops up.
Shadow - MSH vs SF(push JP + FP + FK)
Does his Somersault Super move(the one where he does three flash kicks).  
Good anti-air.

Sentinel - XCOTA(SP + FP + FK)
Flies across the screen and physically attacks the opponent.  Mostly 
fills the entire screen.

How To Get Your Helper:
The Helper Select grid is labeled from 1 to 20 from left to right, top 
to bottom.  Shadow and Sentinel are 21 and 22, respectively.  For 
instance, say you want Ton-Pooh.  Since she is the first square on the 
2nd row, her number is 5.  To select her, before the Helper Select gird 
appears. simply hold down FP and JP, since 4 + 1 = 5.  Below is the 
compilation of what buttons to use for selecting the character.
JP = 1
SP = 2
FP = 4
SK = 8
FK= 16
RK = 32?
01 Unknown Soldier: JP + START
02 Lou: SP + START
03 Arthur: JP + SP + START
04 Saki: SP + START
05 Ton-Pooh: JP + SP + START
06 Devilot: SP + SP + START
07 Anita: JP + SP + SP + START
08 Pure and Fur: SK + START
09 Michelle Hart: SK + JP + START
10 Thor: SP + SK + START
11 Cyclops: JP + SP + SK + START
12 Magneto: SP + SK + START
13 Storm: JP + SP + SK + START
14 Jubilee: SP + SP + SK + START
15 Rogue: JP + SP + SP + LK + START
16 Psylocke: FK + START
17 Juggernaut: JP + FK + START
18 Iceman: SP + FK + START
19 Colossus: JP + SP + FK + START
20 U.S. Agent: SP + FK + START
21 Shadow: JP + SP + FK + START
22 Sentinel: SP + SP + FK + START
http://www.geocities.com/Tokyo/Ginza/7141/
------------------------------------------------------------------------
III. SUPER MOVES:
Supers are one of the things that make MvC really fun to play and can be 
quick tide turners if you connect with one.  They are also quite flashy 
sometimes.  At the bottom of the screen is your super meter which you 
can fill up to 3 levels.  You do so by attacking, comboing, doing 
special moves, getting hit, etc…  Basically, everything except walking 
and jumping fills it up.  Some moves do it faster then others such as a 
JP fills it much slower then a FP.  Doing a super involves a certain 
motion and certain buttons.  You automatically start each fight with one 
level of super filled.  Most individual supers only take one level to do 
and involve pressing two punch or kick buttons.  However, it is usually 
safer to press all three punches or kicks to insure that the super comes 
out.

Team Supers:
QCF + FP + RK
You need:
1) 2 levels of super meter filled and
2) both your fighters left
to be able to do the team super.  Then, your current character will do 
his team super move while your resting character will jump in and do 
his/her team super move.  Usually, a very safe way to change characters, 
if you've got 2 super meter levels that you don't need otherwise.
------------------------------------------------------------------------
IV. MAGIC SERIES:
One of the things that makes MvC stand out(good or bad) from other 
fighting games is the so called "Magic Series" of each fighter.  This is 
the ability of each fighter to link their attack buttons together while 
attacking.  To do the series though, you have to connect with the first 
hit.  It doesn't matter if the opponent is blocking or not.  Each 
fighter has a ground, jumping, and super jumping magic series. 
For example:
Strider's ground magic series is the Hunter series.  This means that on 
the ground, he can link all six buttons(or any other combination) 
together while attacking his opponent.  So if he was on the ground and 
hitting Ryu, he could hit JP, SK, SP, FK, FP, RK.  Or he could skip a 
few and do JP, FK, FP, RK.  However, he can not cycle backwards through 
the buttons such as JP, FK, SP.  He can only, on the ground,  go from 
punch to kick and only by increasing strength.  I really hope this is 
understandable as this is essential to being a good player at this game.
Here are the Magic Series(and their definitions)I know of although I'm 
not sure if they are all in MvC:
1) Hunter Series: defined above
2) Weakest to Strongest: Basically, you can link a weak(JP or SK) to 
medium(SP or FK) to strong(FP or RK)  Remember, you can also just do JP 
- RK or FK - FP.  You don't have to do all the buttons.
3) Weakest to Any: Able to link a weak(JP or SK) to one button of 
stronger strength.
4) Punch to Kick:  Shuma Gorath had this ground series in MSHSF.  You 
can only do, one punch of any strength to one kick of any strength.  
Venom has this ground magic series.
5) Kick to Punch: I think Blackheart had this in MSHSF(but I don't play 
him AT ALL).  Other then that, I haven't seen anybody else with this 
series.
6) None: Characters, like Dan in MSH, have no ground magic series.  You 
can't link any buttons together.  I believe Zangief also has no ground 
series in MvC.
------------------------------------------------------------------------
(These next couple of sections I mostly just copied from Mig's page.  He 
explains it better then I do anyway.  Thanks for letting me Migs!)
V. LAUNCHERS: 
Launchers are without a doubt, some of the most important normal moves 
in the game! They are essential for setting up air combos and if you 
don't know your characters launcher, then you are going to have a lot of 
trouble with your offensive game! I've included the specific launcher 
for all the characters in their individual sections. The definition of a 
launcher is a move that is done on the ground that knocks your opponent 
upwards and unable to block! All launchers can be canceled into super 
jumps by simply pressing up immediately after contact is made! Get to 
know the properties of your characters launcher because some of them 
knock the opponent up in strange angles and heights! 

Normal Launchers 
This is the generic version and every character has one. They knock the 
opponent up at a good height and can be used both as ground offense and 
air defense! Roundhouse and Fierce are often the most used buttons for 
launchers, therefore they have quite a bit of recovery time! Learn how 
to chain moves before these so that if you know that an opponent will 
block, you can do a move that will give you relative safety instead of 
attempting the launch!

The Regular Launcher 
Aside from the normal kind, there are certain other kinds of launchers 
that have special requirements! Small launchers cannot be followed by a 
super jump because they only knock the opponent slightly upwards! 
However, these are extremely quick and if they connect, your opponents 
are unable to block while they are knocked upwards! These are often used 
in cooperation with Air launchers because they set them up perfectly! 
Examples of small launchers are Spiderman's C.Forward and Wolverine's 
C.Strong! 

Air Launchers - (The type I will list in my character sections(me, as in 
Ed, not Migs!))
The final kind of launcher is the Air Launcher! Air Launchers often have 
more combo possibilities than regular launchers because of the height 
that they knock the opponent up! They can be used as air defense or 
chained after a small launcher! However, if done while the opponent is 
firmly on the ground, they will not be launched! You can still super 
jump right afterwards, but the opponent will remain on the ground! 
Examples of air launchers are Spiderman's S. Roundhouse and Hulk's 
S. Roundhouse!  

AC Finishers 
AC Finisher is an abbreviation for air combo finisher and quite simply 
put, it is a move that will finish an air combo! These can be normal 
moves, special moves and even super moves! The idea is that after one of 
these moves are done in an air combo, the opponent will be knocked 
across the screen and you will be unable to attack him any longer! This 
is a phenomena known as the Flying Screen. Knowing which moves are AC 
Finishers is a valuable part of being a combo master! AC Finishers are 
valuable because they prevent the opponent from counter attacking you, 
they do the most damage and they are visually impressive! Not doing an 
AC Finisher makes you look like a loser and your opponent even has the 
opportunity to attack or air throw your sorry ass if you mess up an air 
combo! I have listed down all the possible AC Finishers that the 
characters can possibly do in their individual combo sections! I have 
also made the possibilities very flexible because instead of writing 
specific moves, I usually just put "AC Finisher" as the last move in and 
Air Combo! It's up to you to pick which to do, depending on your skill 
level! Examples of AC Finishers are Ryu's strong throw, Wolverine's 
Drill Claw and Hulk's SJ.Fierce!
------------------------------------------------------------------------
(Okay, back to my writing.  Thanks again Migs!)
VI. DOUBLE ATTACK MODE:
DTB SP+FK
This is a completely new feature in Capcom's fighting games.  It takes 
up 2 levels of supers and it calls in your other character(jump kicking 
in) to attack with you.  You control both of them as well!  The trade 
off for using up 2 levels of supers is the ability to have unlimited 
supers for about 7 seconds or so.  This isn't as cheap as it may, at 
first, seem to be.  For the most part, anyone I've seen using this 
move(including myself) has pretty much starting doing continuous Super 
motions and hitting the buttons.  Obviously, awesome ticking damage if 
done right but you can block everything( I haven't tried special grab 
moves but you CAN throw during the double super).  However, I did the 
following situation once and had it happen to me once as well(I'm pretty 
sure).  The guy I was playing did the double move and about half way 
through his time meter I decided I would do the double move too!  So 
here we are nailing each other with supers and stuff having fun not 
really knowing what is going on.  His time meter runs out and then I 
pull off some more supers.  When his time meter ran out, he paused for a 
second to taunt or something and got nailed!  This also happened to me 
once as well!  So there are apparent weakness to this thing but I need 
to experiment more.  One cool thing is that you can double launch and do 
an air combo with both your fighters.  I did it once with Cap A. and 
Strider by getting on opposite sides of the other guy and crouching FP 
which is both of their launchers.  I'm not sure if both your characters 
have to have the same launcher but at least I know it's possible!
So my overall opinion of this feature is at the moment: low to loathing.  
In fact, I think it's really stupid.  It promotes button mashing and 
doesn't seem to have any real strategy(other then the obvious) involved.  
I'm going to have to give a arcade-playing thumbs down on this feature 
but I will do further research on the matter.  Luckily,  most scru… err 
players seem to have no idea how to do it.  They can't seen to read the 
instructions on the machine or something.
------------------------------------------------------------------------
VII. MISCELLANEOUS INFORMATION:
(This stuff is important in knowing to get better so read it!)
Recovering Energy:
Your fighter who is resting will regain energy up to the red part on the 
lifebar so switch out every once in a while to regain energy.  I think 
the more energy you can recover is dependent on how you lose it.  A long 
combo will allow more recoverable energy.  So if you were to choose 
losing the same amount of energy from three separate FP's or a combo 
done on you, you would choose the combo.

Throws:
Throwing is simple.  Every character can do it in the air or on the 
ground.  Just get right next to opponent and push F or B and SP/FP or 
FK/RK.  In the air, it requires more timing and most characters can only 
throw with either a punch or kick button.
Tech hitting is a way to get out of a throw or lessen the damage of a 
throw.  I'm pretty sure you just push forward and your character's throw 
button just as you get thrown.  To lessen the damage, do the same just 
as you hit the ground.  It may be different in MvC although it doesn't 
seem so.

OTG's:
OTG means "on the ground".  In the game, OTGing someone means hitting 
them while they are laying on the ground say, after a roundhouse trip or 
AC Finisher.  Only certain moves can OTG a downed opponent before they 
get back up.

Rolls:
Rolling is very important when playing against advanced players.  It 
keep you from being OTG'd into longer and more damaging combos.  To do 
it, as you hit ground after begin knocked down in some way, do the 
following motion:
QCF + FP
This is how I always do it although there probably other ways to do it.  
It requires some practice but once you got it down, it becomes almost 
automatic.

Canceling:
In MvC, you can cancel ANY of your normal moves at ANY point in the 
animation of the normal move with a special move regardless of whether 
or not you actually hit the opponent with the normal move.  All you have 
to do is do your normal move and immediately do the special move.  You 
can also cancel normal moves with supers, character switches, helper 
characters, and even taunts!
For example:
If you were Ryu, you could do a FP(standing, crouching, or jumping) and 
while the FP animation is going do a fireball and he will cancel his FP 
into a fireball.  Same goes for this being essential to being a good 
player.

And let's not forget:
THE TAUNT:
This move is useless.  Wait, no I believe Chun Li's and probably 
Morrigan's taunts count as strikes.  But otherwise they are useless.  Or 
are they?  They leave you totally open for a sec to attacks so why use 
them you may wonder?  Well, for one, they're really fun to use when you 
want to rub your opponent's face in his total defeat.  And two, they 
also make your opponent want to attack you much of the time.  You ever 
see Dan taunt a guy in MSHSF?  I did cause I used to do it all the time 
when I played Dan.  With him, you could taunt in the air, on the ground, 
while rolling; he even had a Super Taunt move!  Boy, did this make the 
other guy want to attack me.  This can make your opponent predictable 
and you can exploit that.  Don't taunt if you don't really know when you 
can or you will be eating it!  Oh and lest I forget, to do a taunt push 
start while on the ground.
------------------------------------------------------------------------
I know I've forgotten things but I think that's about it for now so on 
with the fighters!!!!!
This will be a basic run down of their moves.  Strategies for characters 
are coming soon.  I'm also going to have a special section for what 
powers Rogue could have stolen from each character had she been(is 
hopefully!?!?!?) in this game.  Rogue was in XSF and was one of my, if 
not the, favorite characters.  So if you Capcom guys ever stumble upon 
this, PUT ROGUE BACK IN A FIGHTING GAME!

A word on my combo rating system:
Each combo section will have three skill levels: Easy, Intermediate, and 
Hard.
Easy combos: Combos that require barely any stick movement and need no 
real timing.  Practice these if you are beginners!
Intermediate combos: Combos that require stick movement and need some 
timing to pull off
Hard combos: Just like intermediate combos but require skills such as 
dashing and OTGing and knowledge of your fighter's abilities
For short:
j. will mean a jump in 
c. will mean crouch
sj. will mean super jump
I've basically come up with these combos on my own although some I've 
picked up from other people or sites or have seen.  Some of them may not 
be true combos in the sense that your opponent can block some of the 
hits but the combos may catch them off guard for extra hit(s).  And 
remember, some combos will only work on large characters like Hulk or 
Zangief.  If you know of a combo that you believe WORKS for sure, please 
send it in and I'll go test it.

VII. THE FIGHTERS!
Marvel Characters:
Captain America:
Even though I've never played Marvel Super Heroes(which was his first 
fighting game appearance) this guy was THE MAN in MSHSF.  At least in my 
opinion.  With that big ass shield of his and his Final Justice among 
other things, he(in the right hand, namely mine) dominated everybody 
else.  But, no strategy this time, just the moves:

Launchers:
SP(If opponent is hit out of air)
c. FP

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finishers:
FP, RK, Shield Slash

Shield Slash(ground, air):
QCF + punch
Jab version - Throws shield along ground at opponent.  Can OTG.  
	        In air, throws forward diagonally down
Strong version - Throws forward at Cap's head level
	           In air, throws straight ahead
Fierce version - Throws forward and a bit diagonally up
                 Also throws up diagonally in air
* Cap can lose his shield if he throws it and then moves before it comes 
back to him.  To pick it up, simply walk over it.  Eventually, if he 
doesn't pick it up, it will drop on him from the top of the screen.

Stars And Strips(ground):
DP + punch
Button used determines height jumped up.  This is Cap's dragon punch and 
comes out more horizontally then Ryu's dragon punch.  A good anti-air 
move as it has good recovery time(or at least the JP version does) and 
comes out very quickly.  Good damage too.

Charging Star(ground):
HCF + kick
Cap charges at his opponent with his shield in front of him.  Button 
used determines distance traveled with SK being the shortest and RK 
being the farthest and fastest,  Don't use this move to much because 
even though it cancels fireballs, after hitting the fireball Cap slows 
down a bit and he has HORRIBLE recovery time from it.  I think even 
worse then Hulk does after hitting a blocking opponent with his Gamma 
Charge!  However, if you are close and you know your opponent is going 
to throw a fireball, do it with the RK.

Cartwheel(ground):
HCB + punch
Cap does a cartwheel forward.  The distance gone depends on which punch 
button is used, where FP goes the farthest.  While he doing the 
cartwheel, Cap is invincible to attacks(i.e. he can go through 
fireballs), but not to throws(not sure about special grabs like 
Morrigan's Vector Drain or Supers) and can go through opponents.  A good 
surprise move if done every once in a while.  Opponents will see Cap do 
this move and often think A) either he's going to appear on the other 
side of me so I better block the other way or B) I should try to attack.  
But they won't be able to make up their mind in time and so will often 
end up just not blocking as Cap ends the Cartwheel animation.  Guess 
what to do next?  Learn the distance Cap goes so you can decide if you 
want to end up in front of your opponent or behind.  Do this especially 
if you've got your opponent on the run.  Just remember, don't get too 
obvious with this by doing it a lot.

SUPERS:
Final Justice(ground):
QCF + PP
Cap pauses for a sec and then charges at his opponent yelling FINAL 
JUSTICE!  If it connects, he throws his opponent up and the catches him 
while their falling and proceeds to beat the crap out of them.  After 
about 7 or 8 hits he tosses them up again and jumps up, catches them, 
and suplexes them to the ground.  An awesome finisher to a round.  His 
flashiest and funnest Super to connect.  Unfortunately, it can be hard 
to connect with this one.  It didn't combo in MSHSF.  It DOES combo in 
MvC if you are close enough to your opponent.  Still, once you get the 
timing down pat, you can punish almost any mistake your opponent makes 
with it.  It will not go thorough fireballs and he is not invincible 
during it but it has great recovery time so if your opponent blocks it, 
start quietly jamming on Fierce to smack him when he tries to walk up 
and throw you or hit you.

Hyper Stars & Stripes(ground):
DP  + PP
His only comboable super.  His fastest super but also his worst recovery 
time super.  Basically, he rushes across the screen doing in order, his 
JP then SP then FP versions of his Stars & Stripes ala Ken's Shoryu 
Reppa.  This super will OTG an opponent.

Hyper Charging Star(ground):
QCF + KK
Basically, a super version of his Charging Start.  It is a GREAT 
chipping Super.  He is invincible to all Beam Supers(even Gamma Waves I 
think) during this but he has a slow start time, so try to do it when 
you know the opponent has no choice but to block or be hit.  It also has 
virtually no recovery time as well so only the best(or luckiest) players 
will hit you after it.

Team Super:
If Cap is your current character then he will do Hyper Stars & Stripes.  
If he is the resting character, he will jump in and do his Hyper 
Charging Star.

Variable Counter Move:
Cap will jump in and do his jab Stars & Stripes

* He has double jump ability

COMBOS:
Easy Combos:
1) JP, FP, cancel JP Shield Slash

Intermediate Combos:
1) j. FP, c. SK, c. FK, c. RK, JP Shield Slash(OTG)
2) j. FP, c. SK, c. FK, cancel Hyper Stars & Stripes
3) j. FP, c. JP, c. SP, c. FP, sj. JP, sj. SK, sj. SP, sj, FK, AC 
Finisher

Hard Combos:
1) j. JP, j. SP, dash, c. SK, FK, FK, cancel Hyper Stars & Stripes
The FK will hit twice if you push the button twice.
2) Cartwheel, c. SK, c. FK, cancel Hyper Stars & Stripes
Try Cartwheeling through fireballs up close or through your opponent to 
cross them up.
3) Final Justice, c. SK, c. FK, cancel Hyper Stars & Stripes
If your opponent blocks the Final Justice, he will often try to walk up 
and throw you.  But since the FJ has such great recovery time, turn the 
tables on them by pulling off another combo!  You'd be surprised how 
often this works!  Or you could use the Hyper Charging Star in place of 
the Final Justice for better chipping damage!
4) SK, RK, cancel Final Justice/Hyper Charging Star
Yes, this combo does work again!  Awesome!  You just have to make sure 
you are very close when you hit them with the RK and then cancel fast.  
I'm not sure if sticking in an extra hit between the SK and RK will 
knock your opponent too far away though.

STRATEGIES:
Cap is one of the better characters to have on your side.  He's a great 
combination of speed, range, and power.  When you are on the ground, the 
FP cancel JP Shield Slash should be a constant in your arsenal as it 
will leave you safe from counter attack and will take chip damage.  
Always be on the look out to connect Intermediate Combo #2(minus the j. 
FP) for some quick damage.  Cap's SP is good anti-air and will launch 
into combos.  Use it against opponents who end up a bit in front of you 
as they are jumping in.  In the air, rely on Cap's FP when leading into 
attacks or keeping away your opponent because the shield has such great 
range.  In air battles, if the FP connects but they block, cancel into a 
JP Shield Slash for chipping damage.  Don't forget about his RK in the 
air however.  A regular air RK makes Cap kick straight forward with good 
range but if you push D RK, Cap will kick almost straight down with one 
foot.  Use the D RK if you are coming in right above your opponent as it 
has better priority and range then his FP.  Use that double jump ability 
to it's fullest!  Use it to get close to and to get away.  Use it to 
trick an opponent into doing an long delay anti-air move and miss.  Use 
it to get behind people when they try to catch you with a long lasting 
super as you fall!  These are the basics of Cap so learn them.

Rogue section:
Could take Cap's ability to use his shield.  So if Cap dropped his 
shield, Rogue could pick it up and use it but only throw it at one 
height.  That'd be awesome!
------------------------------------------------------------------------
Gambit:
I always thought this guy was about style and really quick fingers.  You 
be the judge of that.  Along with Rogue, these two formed my XSF team.  
They were an awesome combo I thought.  Besides, they are in love with 
each other.  Or are they still?  I don't really know anymore.  Anyway, 
here are the moves:

Launchers:
c. FP

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK

Kinetic Card(ground, air):
QCF + punch
Basically, Gambit pulls out a few cards and charges them with kinetic 
energy(changing the cards potential energy to kinetic energy, thank you 
very much physics class!) and then he tosses them at his opponent.  A 
very unique "fireball".  JP comes out faster then SP which comes out 
faster then FP.  The reason for this is that it Gambit takes more time 
to charge up more energy using FP then he does using JP.  When released, 
it's invisible and practically travels across to the other side of the 
screen in an instance.  Because of the invisibility factor, it often 
catches your opponent napping.  So wake them up with it.  Other 
fireballs will cancel it but it is the fastest projectile move(not 
including moves like War Machine's Shoulder Cannon which is a beam move) 
and is hard to counter.  If it hits, the opponent is stunned for a bit 
as the cards appear on them and then they fall to the ground as the 
cards explode.  Depending on which button you use, JP leaves you a split 
sec. more to hit your opponent while FP leaves you a full second to do 
whatever you want.  However, FP rarely connects as it takes too long to 
actually come out so stick with the JP version.  The down side is that 
even the JP version takes a split sec to actually be released so you 
can't combo it unless you are RIGHT NEXT to your opponents.  Whatever 
normal move you want to cancel the JP Kinetic Card with(usually the 
standing RK) you really have to be touching your opponent when you hit 
them with the normal move and then you have to cancel very quickly.  
Otherwise, if you try and do the standard Ryu DFK(Crouching Forward 
Kick) cancel into fireball, the opponent has a small window of time to 
jump over the cards and nail you.  In the air, the cards will go down at 
about a 45 degree angle.

Trick Card(ground):
QCB + punch
His anti-air move.  Only use this move when you become very good at 
Gambit.  It's kinda like Cyclops's FP optic blast.  It goes up and 
forward at an angle but takes WAY to long to come out!  Even the JP 
version.  The FP version?  Don't even think about it.  However, if you 
do happen to hit them in the air with this, you have all the time in the 
world to do whatever you want as not only are they stunned, but they 
have to fall to the ground too.  You just have to be quick in 
recognizing that you did, indeed, hit them!  It can also hit really tall 
standing opponents(like Venom) who are standing right next to you.  This 
does happen sometimes because you will do this move on the ground and it 
will take them a split sec. to realize that you did it and then not 
block as they try and walk up to hit you.  Guess what happens when they 
come out of their blocking stance?  However, don't rely on this move 
very much unless you know exactly how to use it(i.e. they are Super 
Jumping and you can time it so they land on the Trick Card as they come 
down).  Use the standing RK for better anti-air.

Cajun Slash(ground):
DP + punch
Gambit attacks forward with his staff.  Different punches do different 
things.  His JP version is, if you want to be an effective Gambit 
player, gonna be one of your primary weapons.  It's got great range
(almost half the screen!), has little recovery time, and comes out 
extremely FAST!  We are talking about the ultimate counter here.  
Basically, Gambit swings his staff forward in an arc extremely fast.  It 
also moves him forward a bit.  Opponents safe combos aren't so safe 
anymore with this move!  His SP and FP version are both three staff-
slashing moves.  The difference between the two is that the, the SP 
version makes him do a hopping downward attack first which will OTG 
while the FP's second hit will OTG the opponent.  The FP version is 
better to put into combos, while the SP should be used after knocking 
down an opponent.

Cajun Strike(ground):
CDU + punch or kick
An often overlooked move.  Best used in moderation though.  Pushing UB 
makes him jump to wall behind him while pushing UF makes him jump to the 
opposite wall.  If you then push in the opposite direction after 
touching the wall, he will jump to the other wall.  Pushing a kick makes 
him quickly jump kick directly at the opponent after touching the last 
wall.  Pushing a punch will give you control over him after touching the 
last wall.  You can move him around much like you would Bison after his 
Head Stomp move.  Pushing punch again while he is rolling down in the 
air will make him slash downward.  So move him around to confuse your 
opponent and then at the last second hit punch when you are next 
to/above your opponent.

SUPERS:
Royal Flush(ground):
QCF + PP
His super from XSF.  He tosses his staff straight up nearly to the top 
of the screen and starts throwing a whole deck of charged cards straight 
at you.  Ram on the buttons for more hits.  Try to time it so the 
opponents body is at the same level as Gambit or else you won't get that 
much damage.  For instance, if Ryu does a FP Dragon Punch(Shoryuken) and 
while he's hanging up there in the air, you can immediately do the 
super.  Of course Ryu will only be hit about 7 or 8 times for pathetic 
damage as only his legs will be hit by this move.  Learn the timing!
Pluses: It still OTG's and does great damage!  The staff also can still 
be used as anti air if an opponent is right above Gambit's head and will 
knock the opponent down usually into the oncoming cards.
Minuses:  Can we say delay time?  After doing the move, Gambit turns and 
says something and looks all cool and everything.  Of course if he has 
not hit his opponent, he won't be looking so cool after he eats a super 
while standing there.  The delay time has been toned down since XSF but 
still, it's there.  Go ahead and do it on guys with no fast long range 
capability(i.e. Zangief), if your opponent has like two or three pixels 
of life left, or if you know you will hit.  Do not, repeat do not, 
randomly do this against guys with beam supers or you will suffer!

Cajun Explosion(ground):
QCF + PP (Right of Screen)
QCB  + PP (Left of Screen)
I'm happy that Gambit got a new super and even happier he got such a 
useful one!  He jumps to the corresponding wall and then releases 
several HUGE charged cards which hit the ground and explode!  This acts 
much like Hulk's Gamma Wave or Venom's Death Bite in that it will carry 
the opponent across the ground like a wave.  Unlike the other two 
however, the cards reach up to almost the top of the whole screen so 
opponents usually can't super jump over it!  It's a useful super in 
crossing up the opponent.  It also has great recovery time so don't 
expect to hit him after he jumps down off the wall.  Try using this 
Super during Double Attack Mode to cross up your opponent.

Team Super:
He does his Royal Flush.  Obviously a good damaging super to have!

Variable Counter Move:
Does his JP Cajun Strike.

COMBOS:
Easy Combos:
1) c. SK, c. RK, cancel Royal Flush(OTG)
Don't do this against people who roll!
2) SK, FK, RK, cancel JP Cajun Slash

Intermediate Combos:
1) j. FP, j. RK, c. SK, c. FK, cancel FP Cajun Strike
2) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
3) JP Kinetic Card, JP Cajun Slash
The JP Kinetic Card gives you just enough time to nail them with a Cajun 
Slash.

Hard Combos:
1) Trick Card, FP Kinetic Card, Royal Flush
I've never actually done this whole combo but it should work.  The Trick 
Card will hit them out of the air and then time the FP Kinetic Card to 
hit them as they fall to the ground and then nail them with a Royal 
Flush!  The hard part is hitting them with the Trick Card and them 
timing the FP Kinetic Card.
2) j. FP, j. RK, dash, c. SK, c. FP, cancel Royal Flush
The tricky part is getting close enough for the c. FP so that when you 
do the Royal Flush, the rising staff will knock your opponent back down 
into the Royal Flush.
3) j. FP, j. RK, dash, SK, RK, cancel JP Trick Card, FP Cajun Slash
You have to be REAL close to hit them with the JP Trick Card.  I mean, 
REALLY, REALLY close.  If you are too far away after the Trick Card, 
just hit them with the JP Cajun Slash.
4) Cornering Strategy: JP Kinetic Card, JP Cajun Slash, JP Cajun Slash, 
repeat
Many, many times, your opponent will block the Kinetic Card and stop 
blocking for a sec.  Nail them with the JP Cajun Slash.  If they block 
that, try another one!  This works a lot!  Once you get good at this, 
alternate the timing of the moves meaning wait a sec before doing the 
first or second Cajun Slash.

STRATEGIES:
Gambit is a tricky character to play.  He doesn't really overwhelm you 
like say Cap. A can but he can defeat you with quick attacks and combos.  
His major offensive weapons are his JP Kinetic Card, JP Cajun Slash, and 
jumping/crouching FP.  His major defensive weapons are his air JP 
Kinetic Card, RK, and crouching FP.  I can't stress how important I 
think his JP Cajun Slash is to Gambit.  Make sure you learn how to 
quickly pull of the motion to hit an open opponent.  Learn to do his j. 
FP, j. RK when attacking.  If you want to keep away an opponent, mix JP 
Cajun Slashes with jumping JP Kinetic Cards.  The jumping JP Kinetic 
Cards are confusing to dodge because they are invisible.  Then let them 
through and nail them with the standing RK.  The c. FP can be use as 
well but only if the opponent is close to you.  Gambit's air combos have 
tricky timing.  I find it easiest to connect all the hits if I attack as 
early as possible on the way up.  It seems strange because his launcher 
knocks them so high up but I find that's the only way to do it.  His j. 
SK is one of my personal favorite ways to keep away characters who like 
to meet you in the air because his foot sticks out for so long and will 
stop opponents more often then not.  It also annoys the hell out of 
people who play that way :)

Rogue section:
Well, in XSF she got the kinetic card move so I guess that's what she 
gets here too.  But where does she pull out the cards from...
------------------------------------------------------------------------
Hulk:
In the comics Onslaught took over this guy and severely messed with him 
and tried to make him kill Cable.  So, in the game, sometimes you have 
to fight a much faster version of him in secret matches.  I did it once.  
Beats me how I did it though.  If someone figures out how please tell me 
and everybody you can!  I can't seem to figure it out.  Let me just say 
one thing that can sum up Hulk's game plan for you.  I watched someone 
BEAT(albeit barely) the first version of Onslaught by standing there 
trading hits with Onslaught using Hulk's S. Fierce.  He is a POWER 
character.  Keep that in mind.  Here's his moves:

Launchers:
c. FP(second hit)
RK

AC Finisher:
SP, FP, RK

Magic Series:
Ground Magic Series: Weakest to Any
Jump Magic Series: Weakest to Any
Super Jump Magic Series: Weakest to Strongest

Gamma Wave(ground):
QCF + punch button
Very high damage/priority fireballish type move.  Hulk will do his 
animation for his crouching FP and literally rip up the ground, sending 
it in a ground wave across the screen.  The fact that he does a 
crouching FP, added with the Gamma Wave itself, keeps him relatively 
safe from people who try to jump over and attack.  In fact, try doing 
this move sometimes as someone jumps at you.  Always try to cancel his 
long delay normal moves(especially his FP's) with this move.  The JP 
Gamma Wave only goes 1/3 of the way across the screen while the FP goes 
all the way across.

Gamma Tornado(ground):
HCB + punch button
To me, this is just an insult move!  Ranks right up there with Dan's 
Super Taunt.  Hulk will extend his arm forward and reach for the head of 
his opponent and if he connects he will start twirling his opponent 
around and around BY HIS HEAD!  He will then toss him away like so much 
garbage.  Besides the obvious visual hilarity of this move, there are 
several other reasons I call this an insult move.  Hulk's opponent can 
block this or in some cases simply duck it!  Also, if Hulk misses, he is 
totally open to any sort of counter attack.  Plus, it really doesn't do 
too much damage.  If I were going for hard damage I definitely would 
rather do a FP or some other combo.  There ARE some interesting combo 
possibilities such as C. FP(one hit) cancel into JP Gamma Tornado.  Or 
at least this combo was possible in MSHSF.  You can also try and catch 
jumpers with his but don't count on it working very much!  The JP 
version comes out quicker then the other two(although still not quick 
enough to avoid counter attacks) it does less damage.  The FP version 
for instance will spin your opponent around several times more then his 
JP version.  Anyway, in general, don't use this move if you are trying 
to win unless you are really good at Hulk and know how to connect with 
it!

Gamma Charge(ground):
CDU + kick button
CBF + kick button
This is a high risk, but useful move.  Hulk, if you do the CBF motion, 
will quickly charge across the ground using an energy barrier to protect 
his frontal area.  If you connect with your opponent or you do the extra 
motion early enough, you can push in any upward direction with a kick 
and redirect Hulk in that direction still doing his Gamma Charge!  Same 
thing goes for his CDU motion except that the first charge will go up 
and any additional redirection can go from up to forward.  Sounds good 
right?  Now here is the BIG minus:  If he misses or especially if the 
opponent blocks, he will be counter attacked in a hurry.  If he does it 
upward and misses he can still redirect but as he falls back down he 
will not be able to block.  And Hulk is HUGE target.  Let me clear it up 
even more:  When he does the ground version against a blocking opponent, 
he is basically putting himself as close as possible to the opponent as 
one can be.  There is no distance between the two fighters.  Let me 
clear it up EVEN more: if you do the ground version against a blocking 
opponent, you will be hurt(unless your opponent sucks hard!)  So why do 
this move?  Well, following Hulk standards, this move hurts like hell.  
It also negates Fireball moves, just like Cap's Charging Star.  But it 
works better then Cap's so you can do it through a fireball and still 
hit most of the time.  Of course, timing is important.  Also, you can 
escape most things if you miss in the air and immediately change 
direction to charge forward so that when you fall, your opponent will 
hopefully be to far away to hit you(well, not including super moves).  

SUPERS:
Super Gamma Wave(ground):
QCF + PP
His most damaging super if used correctly.  And this is saying a lot!  
Basically,  he does a Gamma Wave that will, if it hits, carry the 
opponent all the way to the other side of the screen(people who like to 
go whomping on the beach will know the feeling!).  However, it only goes 
a certain distance now and if you are in the corner and do it, the Gamma 
Wave will only go most of the way.  It also OTG's!  Don't even try 
jumping over the Wave and attacking Hulk!  I don't believe that it can 
be done without being hurt!  So try doing this when a opponent is about 
to land in front of you from super jump and likes to attack a lot.  They 
will be chewing on tons of dirt!

Gamma Crush(ground):
QCB + PP
Awesome anti-air super!  Hulk Gamma Charges up at the opponent, out of 
the screen, and comes down holding a huge rock smashing the opponent.  
Hulk smash!  Some important things to know: When Hulk initially jumps 
up, he will automatically try to hit the opponent.  If the opponent is 
on the ground, Hulk can still hit him if he is close enough.  If he does 
hit the opponent, they will automatically be knocked over while Hulk 
soars up and grabs the rock(where the heck does he get it?) and then 
will automatically come down crushing the downed opponent.  On the way 
down however, you can control him.  So even if you don't hit opponent on 
the way up you can try to land on the other side of them and cross them 
up.  If you don't touch the stick, Hulk will automatically try to hit 
behind the opponent on the way down.  So try to move him into the 
opponent.  This super has semi-long recovery time but for some reason 
you don't often get hit after doing this and missing.  Always try to hit 
the opponent on the way down because after you hit them(blocking or not) 
you will jump away where as if you land away from them, you will bounce 
right next to your opponent.

Gamma Quake(ground):
QCF + KK
This works almost exactly like Iceman's helper move.  I'm not sure why 
they gave Hulk this one.  He slams on the ground and many rocks and 
rocklike things fall to the ground from above.  I guess that since smart 
players can super jump above the Super Gamma Wave, Capcom wanted to give 
Hulk some definite hit type of super.  I'm guessing this does better 
chipping damage then either of the other two and that his slamming on 
the ground will also hit opponents.  It probably OTG's as well.  I guess 
you can tell I haven't experimented much with this super.

Team Super:
Does his Super Gamma Wave.

Variable Counter Move:
Does his Gamma Charge along the ground.  You can also redirect it(just 
like you always would and should after connecting the first Charge)!

* It is important to note that Hulk has Super Armor meaning that he can 
take two hits without reeling.  He can actually take a hit from a 
fireball without stopping!  However, jumping FP and RK will 
automatically make him reel back and sweeps will automatically knock him 
down.  This is one instance where the magic series and canceling and 
combos becomes important because you cannot beat a good Hulk player by 
jump FP/RK or sweeping him all day!

COMBOS:
Easy Combos:
1) FP, cancel JP Gamma Wave
Ok, this isn't much of a combo but that FP takes off so much and if your 
opponent blocks, just cancel into Gamma Wave.
2) JP, FP
Simple but painful!

Intermediate Combos:
1) c. SK, c. FK, cancel RK Gamma Charge, redirect U RK.  
A high damaging combo that every Hulk player should learn.  This hurts 
like hell!
2) j. RK, c. FP(one hit), cancel Super Gamma Wave
The first hit of the FP does not launch so make sure you cancel before 
the second hit comes out.
3) j. RK, c. SK, c. FP, sj. JP, sj. FK, AC Finisher
Ouch, ouch, and ouch!

Hard Combos:
1) j. SK, j. MK, c. FP(one hit), cancel JP Gamma Tornado, FP(OTG), cancel 
Gamma Tornado
This only works if Hulk is in the corner.  He will toss the opponent 
into the corner where he can then OTG them.  Very hard timing to get 
used too. 
2) j. RK, c. FP, cancel U RK Gamma Charge, redirect URK, FP(OTG), cancel 
JP Gamma Tornado
The second Gamma Charge hit can be hard to connect sometimes.  Don't do 
it too early or you will miss.  You will then land before your opponent 
so you can OTG them.

STRATEGIES:

Rogue section:
She could get Super Armor or if that's too much, she could just get the 
Gamma Wave.
------------------------------------------------------------------------
Spiderman:
The first comic book I remember reading was about the Xmen(back in the 
days when they had those nasty blue/yellow costumes)confusing Spiderman 
with some ultra evil Spider guy or something and they fought it out.  
Ever since then Spiderman was one of my favorite comics(alongside X-
books).  Like most of the returning old characters, he doesn't seem to 
have changed much with the exception of a new super.  He's still his 
quick, dominating self!  Here are his moves:

Launchers:
SP
RK(if opponent is hit out of air)

AC Finisher:
FP, RK, Web Swing, Web Ball

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

Web Ball(ground, air):
QCF + punch
Spiderman's "fireball".  He shoots out a blob of sticky webbing that 
will, if it connects, completely encase his opponent in webbing and make 
them unable to do anything(hint: including blocking).  The time it takes 
for them to break out of the webbing depends on which punch button you 
use.  JP gives you no time to hit them while FP gives you all the time 
you need to do a combo/super/throw/taunt/etc…  Just don't do another Web 
Ball!  The downside is that the FP practically never connects because it 
takes forever just to come out so you may want to just use the JP and 
SP.  However, as an example: since sometimes it can be hard to hit Ryu 
after a missed Dragon Punch with a Maximum Spider, try using the FP Web 
Ball to set him up for you.  In the air, it comes down at about a 45 
degree angle and the same button-time rules go.  You can only fire off 
one in the air though so don't think you can stay up their forever 
firing off Web Balls you keep away players!

Web Swing(ground, air):
QCB + kick
Spidey uses his web to swing forward feet first.  This move OTG's.  It 
also goes through opponents.  Other then that, I can't find a great use 
for this move other then that it's his best AC Finisher.  The bad part 
is that if you miss, you are totally left open and if you do it in the 
air, you can't block on the way down.  And since this move almost always 
moves you toward your opponent, you'd better make sure you hit with this 
move most of the time.  It used to be useful in swinging over beam 
supers while in the air but now that he has an air dash, I don't use 
this move much.  The kick button used determines the distance he goes.

Spider Sting(ground):
DP + punch
Spidey's really awkward looking altered Dragon Punch.  Effective though.  
It is a two hit Dragon Punch but only if you hit the punch button twice.  
The first hit knocks them up and the second hit sends them into the 
ground.  If you hit them out of the air but don't hit the button a 
second time, they go flying way up just like they would if you hit them 
with a air launcher.  If you forget to hit them the second time, just 
wait for them while they come down and try different things.  For 
instance, try hitting them with the Web Throw.

Web Throw(ground):
HCB + punch
I think that Capcom has this Insult Move department somewhere where all 
the people do is come up with really insulting moves for their 
characters to use.  The Web Throw must be a product of this dept.  
Spidey shoots out a single line of webbing.  The direction he shoots it 
out depends on which punch is used(JP forward, SP 45 degrees up, FP 
straight up).  If the webbing connects, he starts swinging his opponent 
around and around over his head and then throws him away.  Spidey then 
follows it up with a taunt motion!  Does good damage too.  However, if 
your opponent is too far away(all the way across the screen), it just 
hits him for less damage.  Hard to connect because it takes a bit longer 
then his Web Ball to come out but it leaves him relatively safe 
afterwards as long as he hits the opponent(whether or not they block) so 
play around with this move to learn the timing.  The SP may combo in 
certain launching situations but I'm not sure.  Try using the JP against 
people who like to dash in and attack(i.e. Wolverine and Strider).  
They'll get a face full of webbing!

SUPERS:
Maximum Spider(ground, air):
QCF + PP
Still a cool move!  Spidey will jump back against the wall and then 
launch himself forward.  If he connects, the opponent gets hit up while 
Spidey bounces all over the walls punching and kicking them.  You have 
partial control of Spidey so in the beginning you have to direct him 
toward his opponent.  If you don't move the stick up or down he'll just 
fly straight forward.  After the first hit, try and move him toward the 
opponent so they won't fall on the ground.  You can OTG them once if 
they do hit the ground but only once.  But as long as you try and hit 
your opponent, the computer seems to do most of the redirection work for 
you.  However, the jumping on the wall is a really OBVIOUS indicator of 
this super so don't expect to pull this off randomly and hit with it.  
Also, if you miss or they block, Spidey will bounce away and give your 
opponent a long damn time to hit you with almost any super.  That's why 
you don't do this move randomly.  You will be punished if you do!  Nail 
them with this if they make a long recovery time mistake.  You can try 
and surprise them while they fall from a super jump and so can't see you 
on the way down.  This used to go through beam supers but since beam 
supers seemed to have gained a lot of priority, I don't know anymore.  
For instance this doesn't go through Ryu's Shinku Hadoken.

Crawler Assault(ground):
QCF + KK
Spidey's chipping super.  He rushes across the ground quickly doing a 
bunch of his normal moves.  OTG's easily so do you can do it after a RK 
sweep.  Leaves him relatively safe after if they block.  Sorry, not much 
else to say about this super.

Ultimate Webthrow(ground):
QCB + PP
This has some interesting possibilities.  Spidey jumps up quickly and 
releases a large cobweb.  If he connects with it, Spidey goes to the 
center of the screen and starts spinning in place while holding on to 
his opponent via the web line.  After many rotations, he lets go of the 
web line sending his opponent flying.  The good thing about this is that 
it's pretty fast and even if it misses, Spidey has little recovery time 
from it.  Also, it seems to go through beam supers!  I did Megaman's 
Hyper Megaman on the computer Spiderman who quickly pulled off this 
super.  Just as my beam and rockets and other stuff started to connect 
with him he fired out the webbing and he got me!  However, the range on 
this thing sucks!  It doesn't cover much of the screen area.

Team Super:
Spiderman will do his Crawler Assault.

Variable Counter Move:
I believe he does his jab version Spider Sting.  I'm not sure if you can 
do the second hit or if it is done automatically.  Haven't played 
Spiderman in MvC much!

*Has Air Dash(Tap F twice or all punch buttons, remember?) and can jump 
off walls

COMBOS:
Easy Combos:
1) c. RK, cancel Crawler Assault
For some reason, this seems hard to roll out of so use it a lot if you 
want to.

Intermediate Combos:
1) j. JP, j. SP, j. FP, c. SK, c. FK, RK, sj. JP, sj. SK, sj. SP, sj. 
FK, AC Finisher
You know it, I know it.  Use it all the damn time!

Hard Combos:
1)

STRATEGIES:

Rogue section:
Hmm, this is a little tough.  How about increased speed?  That's 
something Rogue lacks.
------------------------------------------------------------------------
Venom:
A combination of Eddie Brock and some alien symbiote from outer space.  
They both hated Spiderman(although not anymore I think).  Thus was born 
Venom.  He always kicked Spiderman's ass in the comics whenever they 
fought.  It was kinda pathetic but Spiderman miraculously always figured 
out a way to beat Venom just like he does for everyone of his enemies.   
Sometimes it got a little too far-fetched.  Anyway, here are the new 
guys moves:

Launchers:
SP

Magic Series:
Ground Magic Series: Punch to Kick
Jump Magic Series: Punch to Kick
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Venom Fang

Venom Fang(ground, air):
QCF + punch
Venom's most useful move because of it's speed and quick recovery time.  
He will turn into a large black blob with a head and quickly jump 
forward a certain distance in a low arc.  The distance he goes is 
dependent on the punch button used.  This is very useful against 
fireball guys because the Venom Fang will go over all types of 
fireballs.  And because of the extremely quick recovery time, you don't 
have to worry much if they are able to block.  Just don't try and land 
on top of them with this move because if they block, they will be able 
to hit you afterwards.  Instead try and hit their front.  Use this in 
the air as well for quick surprise attacks like for instance if you are 
jumping backward, use this to suddenly spring forward.

Venom Rush(ground):
QCF + kick
This move works much like Omega Red's crouching RK's.  Venom will send 
his symbiote through the ground which will then rise up and attack and 
then retract toward Venom.  The distance it goes depends on the kick 
button used.  The SK, which appears right in fornt of Venom, is good 
anti-air if done fast enough and can combo well but the other two 
versions(especially the RK) just seem to leave him way too open to 
attack.  The RK, if missed, just gives the opponent an eternity to 
counter attack while Venom is retracting his symbiote.  Quick opponents 
can even see the RK version coming toward them and super jump or dash 
forward.  I stick with the SK for the most part.

Web Throw(ground):
HCB + punch
Basically the same as Spiderman's Web Throw move.  But since he's 
taller, Venom shoots out the webbing at different heights.  If it 
connects, Venom slams his opponent on the ground a couple of times and 
then throws them away.  One thing I've noticed is that a lot more people 
will get hit by this move then Spiderman's because when playing 
Spiderman they think, "Oh no, I'm playing Spiderman so I better be more 
careful!", but when they play Venom they think, "Large, easy target!  
Dash in and attack!" so use this to your advantage by catching them with 
the JP Web Throw.

SUPERS:
Venom Web(ground):
QCF + PP
Venom flashes white quickly and then jumps to the middle of the screen 
and release a huge amount of webbing that covers almost the entire 
screen(possibly not the very edge though, not completely sure).  If the 
opponent is not blocking he will be webbed up and then Venom will jump 
on him and auto-combo him with recycled animation ending with a Venom 
Fang.  It seems I'm able to connect with this the most in crossing up 
the opponent when they are just a little bit in front of the middle of 
the screen.  Two problems: The flashing white part is an OBVIOUS 
indicator of  this move so don't pull this out of nowhere and expect to 
hit.  The second problem is that if your opponent is close enough to the 
middle of the screen, after blocking they can nail you as you fall to 
the ground.  This happens to me a lot since I most often use this move 
in trying to cross up my opponent so you have to be careful about that.  
This is one of those super that you can try on those super jump happy 
people who like to come down and attack.  Since they can't see you 
flashing white, they will be hit a lot as well.

Death Bite(ground):
QCF + KK
See Hulk's Super's Gamma Wave.  Ok, ok.  I'm just getting lazy with 
descriptions.  But that's basically what this super does.  Venom will 
send wave upon wave of his symbiote to attack his opponent and if it 
connects will carry them all the across the screen.  Unlike Hulk though, 
Venom will not trade hits with things like beam supers because if he is 
hit, the symbiote disappears whereas Hulk's Super Gamma Wave will keep 
moving forward and interrupt the opponent during their beam super.  I 
probably should have stuck that fact in Hulk's section.  The Death Bite 
will also OTG.

Team Super:
Does his Death Bite super.

Variable Counter Move:
Does his JP version of his Venom Fang move.

*Also has Air Dash.  Ground punch throw encases opponent in webbing for 
short time.

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Hmm, another tough one.  I guess she could use the symbiote but that 
would be kinda far-fetched.  I don't see anything else though.
------------------------------------------------------------------------
War Machine:
Who the hell is War Machine?  Ok, I know who he(isn't he Rodney, 
Ironman's friend) is but why him and not just Ironman?  I heard there 
was some copyright thing going on but doesn't Marvel own both Ironman 
and War Machine?  There really shouldn't be much of a difference in 
giving permission I would think.  Oh well, I know nothing about 
copyright stuff anyway.  Here's his(or Ironman's)moves:

Launchers:
RK

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finisher:
D FP, RK, JP Shoulder Cannon

Shoulder Cannon(ground, air):
QCF + punch(or kick on ground)
WM will shoot a beam from a shoulder mounted gun.  On the ground, punch 
will shoot the beam out at shoulder level while kick will shoot the beam 
out at about knee level.  The strength of the button used determines how 
long the beam lasts and how many hits it does.  The JP/SK versions come 
out faster then the FP/RK ones which last longer.  Great chipping damage 
so try and end all ground combos with this move.  Be careful as it has 
bad recovery time so if you miss entirely with the beam, you will 
probably be counter attacked and get hit.  Many characters can duck the 
punch beams so use the kick beams against them.  Be careful though 
because they may predict what you are doing and jump over the beam and 
attack you.  Mix the two up.

Repulsor Blast(ground):
HCB + punch
This move is a "better hit or be punished" type of move.  War Machine 
will send out four beams in different directions above his head, one 
after the other.  Good anti-air if they attack as virtually nothing gets 
through it.  However if they block, you're in trouble because the 
recovery time on this is HORRIBLE.  The only thing is, I'm not sure if 
using different punches will shorten the recovery time because if I ever 
use this move, by reflex I use the FP.  Even if you hit, the opponent 
can sometimes roll when he hits the ground and recover before you do!  
If you want to use this move for maximum damage, try doing it just as 
they are above your head so you can hit them with as many of the 4 beams 
as possible.  Never, ever, ever, do this when your opponent is on the 
ground!

Smart Bomb(ground, air):
SP + SK
Another keep away move.  War Machine unloads two bombs from his shoulder 
packs that travel downward in a curve.  They seem to come out fairly 
slow but they can actually combo on the ground I think.  Use this move a 
lot during flight to keep away jumpers.

Flight(ground, air):
HCB + kick to start and end flight
War Machine will launch himself into the air using boot jets.  He can 
then fly around for a long time before a) you stop him or b)stops by 
himself after a certain amount of time.  The good thing is that he is 
very fast and manuverable during this mode so it can be hard to hit him.  
The bad thing is, he can't block at all.  Still, to me the good 
outweighs the bad as you can quickly get out of this flight or you can 
surprise them with the Knee Dive.

Knee Dive(air):
D + FK
WM comes down at a steep angle knees first.  Not as annoyi.. um, useful 
as Wolverine's Foot Stomp move.  Still, you can chain a FP or RK after 
it and then lead into a combo.  An unlike Wolverine's you don't have to 
super jump to add the extra hit.  During flight mode, try using this 
move to come down quickly on them when they least expect it.

SUPERS:
Proton Cannon(ground):
QCF + PP
War Machine garbles something and then a big ass Proton Cannon appears 
out of nowhere and lands on his shoulder.  He then proceeds to fire a 
big ass proton(I'm guessing) laser that will hit even ducking opponents.  
The Cannon itself takes a sec to materialize.  In that time, War Machine 
can be knocked out of the super.  But the Cannon formation can also 
knock opponents, especially ones that are jumping at you, into the beam 
so it's a bit risky to attack him.  It can be effective anti-air because 
of this fact if you time it right.  If you notice fast enough that WM is 
doing the super and are close enough, dash in and attack.  But don't 
jump at him!  Semi-long recovery time afterwards so be careful.  Try and 
catch them at long distance or in the air with this so by the time they 
land and dash up to you, you will have recovered.

Star Destroyer(ground):
QCF + KK
I ended a match with this move and Venom's Death Bite and I got Death 
Star as my finishing move!  That was pretty funny.  Anyway,  this works 
a lot like Ken's Shinryuken.  War Machine will face you and a large pack 
of missiles and such appear on his back.  A huge beam then erupts upward 
with missiles rocketing up.  They then come down.  However, I'm not sure 
if they track your opponent when coming down or if they just land in 
designated areas.  Pretty long recovery time here too so only use this 
move when appropriate, like when they are high above.

Team Super:
Proton Cannon of course

Variable Counter Move:
Not sure…

* Can control air FP direction with controller(UF, F, DF).  Can chain 
two standing JP's.

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Can't do it.  She has to physically touch him in order to take any 
powers.  Actually, with Venom, she'd be touching the symbiote and taking 
it's powers so maybe that wouldn't be to far fetched!
------------------------------------------------------------------------
Wolverine:
I never played this guy in any vs game and I still don't.  But to all 
you button mashers out there, enjoy!  Actually, he is one of the better 
developed comic book characters, not to mention one of the more popular 
ones as well.  Everybody always complained that he was to cheap but I 
don't think so really.  He's just so easy to play as almost all his 
normal and special moves have awesome priority and recovery time.  Here 
are his moves:

Launchers:
RK

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Drill Claw

Berserker Barrage(ground):
QCF + punch
Wolverine runs forward slashing like crazy as if there's something 
jammed up his butt.  The punch used determines how far he goes, how many 
hits he does, and how long his recovery is.  The JP has virtually NO 
recovery time.  I mean, practically zero, zip, nada, none.  Use this 
version a lot in your combos for good chipping damage and your opponent 
will never be able to retaliate.

Tornado Claw(ground):
DP + punch
He jumps into the air twirling around with one claw extended.  Basically 
his version of an uppercut.  This is the move that seems to come out the 
most if you spaz on the controllers.  Pretty good anti-air and multi-
hitting as well.  Standard uppercutting rules apply.  How many of you 
Wolverine players out there actually realize he has this move?

Drill Claw(ground, air): 
hold a direction + SP + SK 
In whichever direction you hold, Wolverine will fly in that direction 
with one claw extended straight out.  It's a pretty good surprise move 
and his best AC finisher but it's got bad recovery time as he will 
bounce off his opponent afterwards and not be able to block much like 
Spiderman does if he does his Maximum Spider on a blocking opponent.  
Still, a useful move.  For instance, if you want to get away from an 
opponent who is expecting you to land in front of them, Drill Claw away 
in the opposite direction.

Berserker Slash(ground):
QCB + punch
Of course, they give Wolverine a new move but not anybody else!  When 
done, Wolverine just sort of quickly rushes forward a certain distance 
and does one big FP slash.  The distance he goes is determined by the 
button used.  This move will go through almost everything  including 
your opponent.  The actual slash is what touches the opponent.  Recovery 
time is decent but try to judge what distance he needs to go to hit his 
opponent or you may end up on the other side and be counter attacked 
easily.  Useful against fireballers, as a surprise attack, covering 
distance, getting out of corners, etc…  Geez, as if he needed another 
advantage.  One thing I will say is, please, try and use this move you 
Wolverine players.  Maybe you'll learn some other cheesy tactic with it.  
And at least I'll see some variety.

Foot Stomp(air):
D + RK
God, I hate this move.  I think it's even better then his XSF version.  
Wolverine will come straight down with his foot extended and then bounce 
away after hitting you.  You can counter attack him then if you're 
really fast.  But if he super jumps above you and comes down with this 
move, he can add on another attack(I think another RK right you dumb 
Wolverweenie players out there!) and not bounce away and then proceed to 
combo you as he touches the ground.  I mean, that defies his magic 
series!  He does two RK's in a row!  What is that?!  This is so hard to 
counter against especially, if you are in the corner unless you 
character switch or super or something like that.  So I guess I have to 
say that this is an EXCELLENT cornering strategy move.  Just don't get 
too obvious with this move by always jumping way up above your opponents 
head and coming down because you will eat super!

SUPERS:
Berserker Barrage X(ground):
QCF + PP
Wolverine runs forward slashing like crazy as if something was 
stuck..(oh wait, already said that).  slashing about oh, a million 
times.  Combos practically off anything as it comes out extremely fast.  
It has a large amount of recovery time though so be careful with it.  
The last slash sends them flying away and you can OTG them as they hit 
the ground as they can't roll.

Weapon X(ground):
DP + PP
Pretty impressive super.  Wolverine pauses for a sec and unsheathes his 
claws.  Then he runs forward as if somet… wait, he runs forward like a 
bat out of hell and if he connects, will auto-combo his opponent.  He 
will go through fireballs and the like(except for Spiderman's Web Ball) 
during the whole super so use that to your advantage.  Good recovery 
time as well so don't worry too much about being counter attacked if 
they block.

Fatal Claw(ground, air):
DP + KK
Don't use this move.  Ever.  Understand?

Berserker Rage(ground):
QCB + PP
Wolverine does a big slash and becomes about twice as fast and loses 
almost all recovery time(as if he ever had any) for some time.  The 
initial slash will also hit.  Not sure if you can pull off the pseudo 
infinity he had in MSHSF using this super but go ahead and try.  Many 
possibilities open up with this super so try different things.

Team Super:
As usual, he does his Berserker Barrage X.

Variable Counter Move:
I'm actually not sure.  I mean, I NEVER played Wolverine in any previous 
game.  I would have to guess his Berserker Barrage but his new move, the 
Berserker Slash seems like a good candidate too!

* Can chain two SP's together.

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
The Berserker Barrage was really useful to her so that's what she should 
get in this game as well!
------------------------------------------------------------------------
Capcom Characters:
Captain Commando:
This guy I think was supposed to be one of Capcom's mascot(Captain 
Commando).  For some reason, no one ever remembers the recent action 
arcade game that starred Cap C. and his 3 friends.  I do.  It was a good 
game I thought but now he's on his own(sorta).  His three friends will 
help him out in certain moves and grabs.  He can be both an effective 
keep away character or an offensive one.  Here are his moves.

Launchers:
c. SP
RK

AC Finisher:
FP, RK, Captain Fire

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

Captain Fire(ground, air):
QCF + punch
Cap lets loose a burst of flame from some secret opening in his arm.  
The flame comes out fast and goes all the way across the screen no 
matter what button pushed.  Very useful in keeping away enemies unless 
they decide to super jump.  Short characters may be able to duck it.  
Bad recovery time so don't do this move much if the opponent is very 
close to you!

Captain Corridor(ground):
QCB + punch
If your opponent decides to super jump at you, try doing the Captain 
Corridor.  Cap pounds the ground causing a pillar of energy to rise up 
almost to the very top of the screen so it can even nail super jumpers.  
JP makes the energy pillar appear closer to Cap then the FP version 
does.  The difference is slight, but noticeable.  Use JP when they are 
right above you.  Do not do this move much when your opponent is on the 
ground because Cap has large recovery time after doing this move.  Will 
OTG as well so try comboing it after a RK sweep.

Captain Kick(ground):
QCB + kick
Cap does a very Dan Gale Kick like move.  He flies across the screen 
kicking several times with his feet on fire.  The button used determines 
the distance gone forward and the height gone up.  The RK will go above 
even the tallest opponents unless they are close so stick to the SK or 
FK in combos.  Not nearly as safe or useful as Dan's Gale Kick(there's a 
first!) because of the recovery time and the poor hit accuracy.  The SK 
may be good as anti-air though.

Commando Strike(ground):
QCF + kick
Cool move!  Cap pauses while he signals for his teammates to help him 
out.  The SK calls Ginzu(?), the ninja who appears slightly above and in 
front of Cap.  Ginzu will then fall forward to the ground striking at 
anything in his path with his sword.  Good move to use in cornering 
opponents.  FK calls Mack(that zombie with knifes) to fly above Cap from 
one side of the screen to the other with knifes spinning like a 
helicopter.  It is supposed to be anti-air but is hard to connect unless 
you correctly guess that your opponent is going to jump at you.  The RK 
call the baby in his mech to come down and shoot a big slow missile 
straight forward.  This missile takes way to long to come out so it is a 
somewhat useless move.  Just use the Captain Fire if you want a long 
distance move. Your teammates can even act like shields for you as if 
they get hit, they fly away.  One of the problems is that Cap pauses 
during this move giving quick opponents time to hit him with a Super so 
make sure you try to use each individual teammate when the correct 
situation arises.

SUPERS:
Captain Sword(ground):
QCF + PP
Cap and his teammates brace themselves as they use some sort of gun that 
releases a huge laser directly up.  They then swing the laser down 90 
degrees.  Good anti-air and can combo off his RK launcher.  Decent 
recovery time but really quick opponents can nail you with certain moves 
afterwards.  I was able to nail someone with my own Captain Sword right 
after their Captain Sword ended.  Do this against opponents who like to 
super jump directly above you and then come down attacking.

Captain Storm(ground):
QCF + KK
Cap's auto-combo super.  It's visually awesome!  Cap will rush across 
the screen and sort of do a small uppercut at the other side of the 
screen.  If he connects, his opponent will fly into the air and him and 
his teammates will each have a turn at smacking them.  Then while the 
opponent falls, Cap nails them with a Captain Corridor and then his 3 
teammates appear behind him while the opponent falls to the ground.  Now 
if Cap misses or the opponent blocks… well, just don't do this move out 
of the blue because he has horrible recovery time.  The little uppercut 
at the end can hit opponents who try to jump up or over you as well.  
Also, I have heard that as Cap rushes across the screen in the 
beginning, he will duck under certain things(like fireballs).  That 
ability would make this super extremely useful!  He can also OTG the 
opponent afterwards if he is close enough!

Team Super:
He does his Captain Sword.

Variable Counter Move:
Um, not sure again!  Any one of his moves seem plausible.  I'll find out 
soon!

* One thing I noticed is that throws involving his teammates do PATHETIC 
damage.  Anybody else notice that?

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Well, Cap. C's powers seem to come from his suit only so what would 
Rogue take?  I guess the Captain Fire.  Whoever said fighting games made 
sense anyway?
------------------------------------------------------------------------
Chun Li:
The queen of street fighting is back in her like 10,000th fighting game 
appearance.  Well, okay more like around 7 or 8 appearances.  Whoever 
said age slows down a person!  She's aging like a fine wine(or 
something)!  She is easily a favorite among players because of her speed 
and abilities and the fact that she's one of the few classy female 
fighters out there.  Here are her moves:

Launchers:
RK

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Lightning Legs

Kikoken(ground):
HCF + punch
Chun Li's Fireball that they gave to her way back in SSFII.  Probably 
the worst fireball.  For one, it's really small.  It can't be done in 
the air.  It's a HCF instead of a QCF motion.  It's comboable but good 
Chun Li players really shouldn't use or rely on her fireball very much.  
Use her kicks instead.

Mini-Kikosho(ground):
CBF + punch
This is a quick charge motion.  Chun Li will release a bubble of energy 
in front of her.  It seems like it's good anti-air to use if the 
opponent is jumping in and is going to land a bit in front of you.  One 
advantage is that it has better recovery time then the Rising Bird Kick.

Lightning Legs(ground, air): - her signature move!
push any kick rapidly
Do I have to explain this move?  She kicks like crazy covering her whole 
frontal area.  If you want, you can keep ramming the kick buttons and 
she will keep kicking practically forever.  You might want to try doing 
that in the air to psyche out an opponent.  It will also OTG so a 
standard combo for her is to sweep(D RK) and cancel into this move.  
Even if they roll or push block before the Lightning Legs come out, you 
can simply stop pushing the buttons and you will be safe.

Stomp Kick(air):
D + FK
This is her other signature move and, along with the Lightning Legs and 
the wall jump, is her only original move left from SFII.  Ah, them good 
ol' days when I was just starting to play the game.  I remember seeing 
SFII when it first came out tucked away in a corner of my arcade.  
Anyway, this move has incredible priority.  Use it when ever you are 
right above your opponent or even if you are slightly to the left or 
right.  If it hits, do it again and keep pushing the FK to chain into 
Lightning Legs.  If you want to be an annoying Chun Li player, use the 
following method:
jump on opponent, Stomp Kick, Double Jump up, Stomp Kick, Triple Jump, 
air dash, repeat.
This can really piss off an opponent but watch for those anti-air 
moves/supers!

Rising Bird Kick(ground):
DP + kick
Her kicking version of a Dragon Punch.  She jumps up and slightly 
forward feet first, kicking multiple times.  This is great anti-air.  
But only use it as that as doing it on grounded people will more often 
then not leave her open to attack, even with the SK version.

Axe Kick(ground):
HCB + kick
Chun Li will flip forward and kick.  Her foot acts somewhat like a 
downward chopping ax(thus the name!).  Awesome anti-turtle move as it 
can only be blocked standing.  The SK makes her jump up the highest and 
go forward the least while the RK makes her barely jump off the floor 
and makes her go forward quite a bit.  A good strategy is to keep doing 
the crouching FK to make them block low, and suddenly do the RK Axe 
Kick.

Neck Breaker(ground):
OC(offensive crouch-remember that?) + kick
This move was used a lot back in SFII but in the vs series it's been 
pretty much forgotten.  Chun Li will jump way up, flip over, and come 
down kicking.  It will knockdown the opponent.  It's good to do every 
once in awhile as it can frustrate the opponent by making them want to 
attack you with an anti-air move without giving them much time to pull 
off the motion.  Back off after doing it a couple of times  as opponents 
can quickly figure out how to get around it(i.e. quick Dragon Punch, 
partner switch, throw, etc…)

SUPERS:
Kikosho(ground):
QCF + PP
She releases a huge dome of energy that basically makes her invincible 
to all attacks as it completely surrounds her.  This has become a great 
chipper of damage so use this when your opponent has 7 or 8 pixels of 
energy left(it may be that the damage is set to high on the machine I 
play on).  It probably OTG's as well.  It combos off a FP but be careful 
as it will leave her open for a LONG time if the opponent blocks.  Try 
using it on those Wolverine and War Machine players who like to jump way 
up and then come down with their D FK move.

Senretsu Kyaku(ground) - super version of Lightning Legs
QCF + KK
Chun Li will rush across the screen doing her Lightning Legs move.  This 
move combos off a FP also and  it is still a good chipping super.  It 
will leave her very open if the opponent blocks or she misses though.

Hazan Tenshou Kyaku(ground)
DP + KK
She will do a super version of her Rising Bird Kick hitting multiple 
times.  All hits will combo off her RK launcher if you cancel quickly.  
I'm pretty sure that you can OTG after the opponent hits the ground.  
Yet again, if missed, she will be left very open to attack so be careful 
with this super.

Air Demon(air): - the BEST super I have ever seen!
QCF + KK
I can't express how awesome I think this move is!!!!  It even works as 
an AC finisher if you cancel extremely fast and time it right!  She will 
pause, and then quickly shoot across the screen.  This is my best 
description of what she does if it connects:
Remember how Wolverine's Weapon X ends with a slow motion thing?  If you 
connect with Chun Li's, she does a slow motion move that looks like she 
kicked right through the opponent while the background turns black(you 
can still see Chun Li and her opponent) and big chinese(?) characters 
appear on the screen around her.  Then the whole background starts going 
crazy, looking like a million fireworks have gone off in the background.
That's about my best description.  You just have to see it for yourself 
I guess.  Only problem is that it's hard to connect but it's worth it!  
And even if you miss or they block, you are still free to do whatever 
you want so don't worry about falling into beam supers or anything.  
Just remember, cancel FAST!

Team Super:
She does her Kikosho if she is the active fighter.  If she is the 
resting character, she will do her Senretsu Kyaku(Super Lightning Legs).

Variable Counter Move:
I'm almost sure she does a Kikoken as that is what she did in MSHSF and 
XSF.

* She has triple jump ability, an air dash, and can jump off the wall

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
In XSF she had the Kikoken but it wasn't really that useful.  Maybe the 
mini-Kikosho?  Or the Lightning Legs?  That would look kinda absurd 
though.
------------------------------------------------------------------------
Jin Saotome:
Umm, I don't have much to say about this guy.  The new Dan maybe?  He's 
from Cyberbots, a game I played like once or twice in the arcades.  He's 
kinda weird as many of his normal moves look and act like specials.  
They seem to have really good priority because fire erupts from his 
hands and feet.  However, many of his normal moves have lag time so 
learn when to use them.  Well, here are his moves:

Launchers:
SP

Magic Series:
Ground Magic Series: Weakest to Any
Jump Magic Series: Weakest to Any
Super Jump Magic Series: Hunter Series

AC Finisher:
SP, FK, FP, RK

Saotome Typhoon(ground):
CBF + punch
Jin will become a large typhoon and goes forward a certain distance 
depending on the punch button.  You can still see his face in the middle 
of the typhoon!  This move has horrible recovery time so if you don't 
hit, you're in trouble.  Try using this in crossing up an opponent as 
they jump at you.  Since it comes out fast, if your opponent is not 
expecting you to attack you'll probably hit them.

Saotome Dynamite(ground):
CDU + punch
Jin basically ignites himself and blows his clothes off causing many 
explosions to take place around him.  Excellent anti-attack move and it 
seems to have pretty good range.  Not much will touch Jin when he does 
this move as the explosions around him have total priority.  It OTG's 
too.  However, yet again this move has horrible, horrible, recovery 
time.  I don't know why they gave him such bad recovery time on his 
moves!  Try doing a c. RK(which has horrible recovery time) and then 
cancel into this move.  It's all about mind games then as your opponent 
will eventually learn that you will do the Saotome Dynamite to keep him 
from counter attacking you and then wait for you to do the move and 
block it and then work you!  I don't do throws much but you could try 
doing the c. RK and then throw them as they expect you to do the Saotome 
Dynamite.

Saotome Crush(ground):
HCB + kick
This acts a lot like Sean's Tackle move except it sucks like ten times 
worse!  If he actually connects(which practically never happens), he'll 
grab his opponent and fly along the border of the screen while driving 
them into the ground/wall/ceiling for good damage.  It's so slow in 
coming out and so obvious though.  It also covers distance so slowly!  
That's why you'll almost never connect with this move except maybe 
against the computer.  I believe(hope) it has to be blocked low though.  
Plus, it has good recovery time.

Tornado Kick(air):
D + RK
Jin turns his legs into a tornado and comes down at about a 35 degree 
angle.  It has good priority on it too just like most of his moves.  
However, it comes down slowly so don't do it when super jumping.  It is 
most effective when quickly doing it just as you jump up

SUPERS:
Brodia Punch(ground):
QCF + PP
Jin will do his standing FP motion and be backed up by the big ol' fist 
of his robot.  Works a lot like a beam super.  It comes out fairly fast 
and OTG's as well.

Brodia Vulcan(ground):
QCB + PP
Jin snaps his fingers and a part of his robot pal appears behind him and 
begins firing away.  Jin then jumps into Blodia and if you haven't 
blocked, a control panel appears at the bottom of the screen with Jin's 
hands on the firing buttons ramming away on the buttons.  The bullets 
start firing fast enough that you can actually catch opponent jumping in 
if you activate it fast enough.  You can super jump above the bullets 
though.  The recovery time is long enough though that Jin can be nailed 
by Beam Supers after jumping out of his robot.

Saotome Cyclone(ground):
QCF + KK
I can't recall how many times the computer has crossed me up with this 
super when I'm super jumping over his head.  Jin becomes a huge ass 
tornado that reaches to the very top of the super jump screen.  He will 
move forward a bit automatically as well to try and catch opponents who 
aren't paying attention.  But like I said, it seems most effective in 
catching opponents who are way above you.  Can also combo off his 
launcher.  Has no recovery time either.

Team Super:
He definitely does his Brodia Punch 

Variable Counter Move:
Does his Saotome Dynamite

* Jin automatically begins glowing after he reaches a certain low level 
of health and is the last character.  It causes damage from his attacks 
to double and acts like super armor. 

COMBOS:
Easy Combos:
1) SP, cancel Saotome Cyclone
You have to be fairly close when launching them with the SP.
2) c. RK, cancel Saotome Dynamite

Intermediate Combos:
1) j. FP, c. SP, c. FP, cancel Blodia Fist/Blodia Vulcan
I don't believe they can roll out of this if you do it early enough as 
you hit them before they touch the ground!

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Well, I guess I would have to say the tornado move as the dynamite move 
would make her blow off her clothes for a sec(which isn't necessarily a 
bad thing though)!  Actually, the Saotome Crush would be more Rogue-
like.
------------------------------------------------------------------------
Megaman:
Another of Capcom's cornerstone characters.  Except for the fact that 
they didn't seem to give him enough powers to call upon, Megaman is, I 
think, the most interesting new character.  He's also my favorite even 
though he sound really annoying when he talks.  You should see his taunt 
though!  He sticks he tongue out and goes, "bleh, bleh, bleh, bleh, 
bleh" or something to that effect.  Since he's a short character, he can 
be hard to hit with certain moves too.  He's a good character to use if 
you like a defensive character with occasional spurts of offense.  Here 
are his moves: 

Launchers:
RK

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finisher:
RK, FP(Mega Buster), Leaf Shield

Mega Buster(ground, air): 
push and hold FP - Can charge infinitely.  Let go to fire.
As you hold the button, MegaMan starts to glow bright red.  You can 
charge the Mega Buster anytime!  Even as you are getting hit or are 
falling to the ground!  Get used to automatically pushing and holding 
the button down after letting go of the previous shot so that you will 
constantly have at least a 2 or 3 shot fireball at ready.  I'm still 
figuring out the ratio of seconds held to number of hits the Mega Buster 
will do but I believe it's around 2 to 3 seconds for every extra hit.  
It is as fast as Ryu's FP Fireball and since it is only a one button 
move, you will probably be winning all fireball wars(unless Ryu does his 
Super Fireball!).

Mega Upper(ground):
DP + punch  
Why did they give him an uppercut?  Well, it's your standard uppercut 
although I don't believe he is invincible while doing it.  I guess it's 
kinda satisfying to nail Ryu with an uppercut after he does one but 
other then that I barely ever use this move.  It doesn't come out very 
fast and even the JP has semi-poor recovery time too.  I would rather do 
a standing Roundhouse to launch them into a combo.

Item/Weapon Change(ground):
QCB + kick
This move is great!  Doing it calls FlipTop down.  FlipTop will then 
walk toward MegaMan and pop out an item which MegaMan has to walk over 
to pick up.  The type of item depends on the kick button used.  SK gives 
him the RockBall, FK gives him the Tornado Hold, and RK gives him the 
Leaf Shield.  I'll explain them in the next section.

Item/Weapon Use(ground):
QCF + punch
(The Leaf shield can be fired off in the air)
RockBall - I'm still trying to figure out the usefulness of this move.  
He shoots out a little rock-soccerball in at his feet.  Then you have to 
crouch kick it and it will rebound around the screen until either it 
hits the opponent or it bounces off 4 walls.  It's probably good against 
large characters but the other two items seem to be more useful.
Tornado Hold - This is what MegaMan starts each fight with by default.  
It's a bit like Storms vertical typhoons.  When used, he will shoot out 
a small cell of some sort on the ground at certain distances depending 
on which punch used.  The cell will then release a vertical whirlwind 
that is about as tall as the normal screen.  JP shoots it out right in 
front of him while FP shoots it out on the other side of the screen.  
This will also OTG so you can Roundhouse and cancel into a JP Whirlwind 
Shot. 
Leaf Shield - Awesome!  This will create a shield of revolving leafs 
around MegaMan that will protect him from one unblocked hit.  Kinda like 
temporary armor.  He can also shoot it out and it will hit for about 7 
hits.  If not used within a certain amount of time(I believe about 7 
sec) it will disappear so try use it in a combo.  Try to create the 
shield when you know you won't be hit as it takes a sec to recover from 
creating it.

SUPERS: All 3 supers are very good at chipping away damage
Hyper Megaman(ground, air):
QCF + PP
Behold, Optic Blast!  Whoops, wrong guy.  But that's basically what it 
is.  It takes up the entire screen and is about as good at doing damage.  
MegaMan transforms into Hyper Megaman and shoots out a huge beam of 
death while he sends out all sorts of mechanical animals to attack.  
Also, an important difference is that it takes a second to comes out so 
you can be hit out of it.  However, the attacker is taking a risk 
because the actual transformation will hit him/her up and into the super 
beam.  So like a fast fireball of some sort is probably the safest way 
to interrupt the super before it starts.

Rush Drill(ground):
QCF + KK
This is so cool and funny.  MegaMan jumps into his dog, Rush, who 
transforms into a big ass drill with wheels.  He moves along the ground 
at his opponent slashing away at their legs.  If you push up, they will 
jump too!  The more buttons you push, the more he drills into the 
opponent.  The only problem with this super is that there is a large 
amount of recovery time and as yet I haven't figured out how to combo 
this so you will probably be hit after this doing this move if they 
block.  Still, fun to do and a good damage chipper!

Beat Plane(ground, air):
HCB + KK
Beat(his bird) transforms into a small plane.  Then MegaMan jumps into 
him.  This is where the fun begins!  You can control them as they fly 
around the screen and pushing punch buttons will shoot out missiles 
straight ahead while pushing kick buttons drops bombs almost straight 
down.  Good recovery time virtually ensures that you won't be counter 
attacked so do this or Hyper MegaMan a lot if you want.  A good tactic 
is to do this after quickly jumping over a fireball and you are close to 
your opponent.  Or do it if you are far from someone who has missed a 
move with semi-large lag time because this super comes out faster then 
the Hyper MegaMan.  Really ram on those buttons to increase damage.

Team Super:
Does his Hyper Megaman

Variable Counter Move:
Arrgh again!  I'm not sure even though I have used this move several 
times.  Oh well, I'll just say the Mega Upper.  Ok, he does his Mega 
Upper!

* Can jump off the wall

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1) Charge up Mega Buster, j. SP, j. FK, j. RK, dash, SK, FK, RK, sj. JP, 
sj. SK, sj. SP, sj. FK, Mega Buster, Hyper MegaMan/Beat Plane
Whew, long combo.  You have to charge the Mega Buster for a while(about 
7 sec or more) to give you enough time to pull off the supers.  Also, 
make sure you time it so the Mega Buster will hit your opponent with all 
hits.

STRATEGIES:

Rogue Section:
The Mega Buster all the way!  She could even charge it infinitely!  Hey, 
hey, would did I say about fighting games making sense?

Morrigan:
Ported over from Dark Stalkers and, much like the Street Fighter gang 
was, she's been given more comboing ability and supers and stuff.  I 
never played any Dark Stalker games so I don't know much about her 
history.  But basically she seems to be a Shoto-clone.  Like we really 
needed another one.  However, she does have some differences.  Here are 
her moves:

Launchers:
c. FP

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Soul Fist, Shadow Blade

Soul Fist(ground, air):
QCF + punch
Your basic Fireball.  Comes out a bit slower then Ryu's so she will end 
up losing fireball wars.  In the air, it acts like Ken's and Akuma's but 
it goes down at a slightly steeper angle.  However, firing off the 
fireball pushes her up a bit so, with correct timing, I believe that you 
can do Soul Fists forever in the air.  The punch determines the speed of 
the Soul Fist:  JP - slow, FP - fast.

Shadow Blade(ground, air):
DP + punch
Your basic Dragon Punch move.  Notable things are that it comes out very 
fast and non-JP versions hit multiple times.  Like all uppercuts, the JP 
version will only make her go up a short distance while the FP gives her 
opponent eons of time to hit her if she misses.

Vector Drain(ground):
HCB + punch
This is funny move!  Funny because if she misses, she goes into a really 
weird looking stance and makes some funny face looking like she's about 
to fall over.  This is a better "taunt" then her actual taunt I think!  
Anyway, this is a grab move.  I'm not sure about the range but it seems 
like it's about the range of Shuma Gorath's Devitalizer move.  She grabs 
her opponent, lifts them up into the air slowly, then drives them into 
the ground head first.  This grab can be tech-hitted out of but is not 
blockable. 

Shell Kick(air):
D + RK
A good surprise move.  She will come straight down with her legs(or 
wings turned into spikes, I'm not sure) and hit the opponent.  She will 
bounce off the opponent afterwards whether or not they block.  Quick 
opponents can nail you if they block so don't get predictable with this 
move.  Do this on opponents who try to walk underneath you and cross you 
up when you jump.  Surprise, surprise!

SUPERS:
Soul Razor(ground):
QCF + PP
Well, not much to say about this except for the fact that it's a typical 
beam super.  Her bats circle around her and suddenly form a big ass 
laser gun with orbiting satellites which she proceeds to fire at the 
opponent.  Bigger then Ryu's though.

Silhouette Blend(ground):
DP + PP
This is your standard rushing uppercut supers.  Well, actually there is 
a big difference.  Instead of doing a lot of Shadow Blades at the 
opponent herself, she sends a lot of silhouettes of Lilith to do her 
dirty work.  They rise up out of the ground one after the other forward 
and go about as high as Morrigan would if she did her FP Shadow Blade.  
It's a lot safer to do then Ken's/Akuma's/Cap. A(did I forget anyone?) 
but it is harder to combo and does less damage in the corner.

Darkness Illusion(ground, air):
QCF + KK
Fly's almost completely across the screen and if she connects, another 
image of her appears on the other side of the opponent and they proceed 
to auto-combo the crap out their opponent.  It comes out really slow 
though so if you are able to get this to connect in the air, well, good 
job!  Also, it OTG's(but only for one lousy hit)!

Eternal Slumber(ground):
JP, FK, B, SP, RK(Level Three Super)
When doing this move, she reels back for a quick sec and then her and 
Lilith shoot out a little heart that floats slowly across the screen.  
If it touches the opponent, pink curtains cover up the screen and 
Morrigan proceeds to have a little romp with her opponent.  No wonder 
they call it Eternal Slumber!  This has got to be seen!  Fireballs will 
cancel the heart though and it is pretty easy to avoid.  If you have 
just finished off one opponent, try timing the move so that the one 
jumping in will land on the heart.  This "technique" must be avoidable 
but as yet, I have not seen how!

Team Super:
She does her Soul Razor

Variable Counter Move:
 Don't remember again.  At least I don't put stuff up here as fact 
unless I think I know for sure!  You got to give me credit for that!  
It's probably going to be her JP Shadow Blade.

* Has 3 air dashes.  F, F makes her go straight forward.  UF, UF makes 
her fly up and then down.  UD, UD makes her fly down then up.  Can chain 
two c. JP's.

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1) j. FP, c. SK, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher

Hard Combos:
1) kill off first character, Eternal Slumber
This is kinda cheap but as far as I can tell, the incoming fighter can't 
block the heart if you time it right.
2) j. SK, j. SP, s. FP, dash, c. JP, c. JP, c. FK, c. FP, sj. JP, sj. 
SK, sj. SP, sj. FK, Shadow Blade, Vector Drain
Works if you finish air combo in the corner.  Then as they fall, grab em 
with the Vector Drain just as they hit the ground.  You throwers out 
there know all about this strategy!

STRATEGIES:

Rogue Section:
Well, since taking any of Morrigan's move would already be taking any of 
ARK moves, I would have to go for the Vector Drain move.  But that's 
kinda boring.  Maybe Morrigan has some secret move or normal move that 
is useable?  If you push F and FK in the air, she does this strange 
floating kick.  Maybe Rogue could take that?  Or, hehe, how about the 
Eternal Slumber!
------------------------------------------------------------------------
Ryu(Ken/Akuma):
What the…?  Ryu, Ken, and Akuma have been combined?  Now how is Ryu 
gonna have that final showdown with Akuma?  Beat the crap out of 
himself?  Well, anyway, good'ol Hadoken-Shoryuken himself is back for 
ever more loving ass kicking.  Here are his moves(as if you didn't 
already know them!):

Launchers:
c. FP

Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series

AC Finisher:
FK, FP, RK,  Ryu's Hadoken, Ken's Shoryuken, 

Hadoken(ground, air): - THE Fireball
QCF + punch
On the ground, both Ryu and Akuma release a large fireball from their 
hands that goes all the way across the screen.  Ken's fireball only goes 
about ¾ across the screen.  In the air, Ryu's fireball still goes 
straight and across the screen while both Ken's and Akuma's go down at a 
45 degree angle.  However, Akuma's becomes much smaller while Ken's 
still only goes ¾ across the screen.  The speed the fireballs goes 
depends in the punch button used.

Shoryuken(ground): - THE Dragon Punch
DP + punch(can be done in air as Ken)
Not much to say about this move other then that it is your ordinary 
uppercut.  Well, except for the fact that he's INVINCIBLE during the 
rising motion.  What's that you say?  He's INVINCIBLE?!  That's right.  
If you didn't know that by now, all three are invincible during the 
rising part of their uppercut motion. Ken's uppercuts are on fire, are 
multi-hitting, and can be done in the air.  Akuma surrounds his fist 
with some type of purple energy while doing it and are also mulit-
hitting.  Remember Dragon Punching through fireballs way back in SFII?  
Anyway, use that fact to your advantage.  Uppercut Hulk out of his Gamma 
Crush.  Smack Wolverine away while he is coming down with his Foot 
Stomp.  Destroy MegaMan during his Beat Plane super.  Squash Spidey out 
of his Maximum Spider.  It's still got the disadvantage of delay time so 
stick with the JP version for the most part unless you want to nail 
those people who super jump and fireball downward like crazy.  Remember, 
you are invincible!

Tatsumaki-Senpuukyaku(ground, air): - THE Hurricane Kick
QCB + kick
All three will spin forward with one leg extended straight forward.  The 
distance gone depends on the kick used.  On the ground, Ryu and Akuma go 
straight forward but Ryu knocks down in one hit.  Akuma's foot has 
electricity surronding it and will hit multiple times.  Try OTGing them 
right as you land if you hit with Akuma's Hurricane Kick.  Ken's 
Hurricane Kick will also hit multiple times but arcs up.  Akuma has 
practically no recovery time while Ryu has some and Ken has bad recovery 
time now that he arcs up and has to drop a certain distance.  In the 
air, they all travel the same path as the jump arc.  Do not do this move 
as and air combo finisher in the corner unless you are Ryu, as your 
opponent will be able to attack you as you land.

Hop Kick(ground):
F + FK
Only Ryu and Akuma have this move.  They will do a little hop kick 
forward that has good priority.  Use this to get close to an opponent 
and to pressure them by comboing afterward.

Overhead(ground):
Each character has their own overhead move which will hit crouching 
opponents.  Ryu's and Akuma's are both F SP while Ken's is F FK.  If 
your opponent is turtling like crazy use the Hop Kick to get close and 
then use this move to punish them.  Try using this move as they are 
getting up as they will often think that you will try to hit them low.

SPECIAL AKUMA MOVES:
Teleportation(ground):
DP + PPP/KKK to go forward
RDP + PPP/KKK to go backward
Akuma will teleport leaving trails of himself behind him.  If he uses 
punches he will go all the way across the screen and if uses kicks he go 
almost half way across the screen.  He is invincible to everything 
during the actual teleportation but can be attacked at the end of the 
move.  Use it to get close to people when they are vulnerable or to get 
out of the corner or to get behind people who have done a super.  
Experiment with it as it is a very useful move.  Just be careful not to 
do a super by accident!

Diving Kick(air):
QCF + kick
Very useful move.  Akuma will dive down at about a 35 degree angle with 
one foot extended.  Hard to counter unless you know it's coming.  If 
timed right, you can attack as you hit the ground.  Mix in air fireballs 
with this move during Akuma mode.

SUPERS: 
Shotokan Switch(ground):
QCB + punch
JP = RYU, SP = KEN, FP = AKUMA
Simply enough, Ryu can "become" any of the above three and use all their 
moves, normal and otherwise.  He turns his back to the screen very 
briefly and his skin and gi become the color of whichever fighter he has 
turned into.  His head still looks like Ryu's though.

RYU:
Shinku Hadoken(ground, air):
QCF + PP 
Ryu releases a large beam from his hands that goes straight across the 
screen.  The chip damage on this has increased like crazy much like all 
the supers.  I believe that this beam super comes out the fastest too.  
Too bad it covers the least area of all the beam supers.  However, he's 
the only one who can do his in the air which is a valuable asset.  You 
can often catch your opponent by jumping backward and doing this just 
before he hits the ground.  Try doing this if the two of you are about a 
screen apart.

Shinkuu Tatsumaki-Senpukyaku(ground):
QCB + KK

Shin Shoryuken(ground):
DP + PP

KEN:
Shoryu Reppa(ground):
QCF + PP

Shinryuken(ground): 
QCF + KK

Shippu Jinrai Kyaku(ground):
QCB + KK

AKUMA:
Messatsu Gou Shoryuken(ground): 
QCF + PP
Works exactly like Ken's Shoryu Reppa.

Tenma Gou Zankyu (air):
QCF + PP

Messatsu Gou Hadoken(ground):
QCB + PP
Works exactly like Ryu's Shinku Hadoken except that you can't do it in 
the air and it doesn't last as long.

Shun Goku Satsu AKA The Raging Demon(ground):
JP, JP, F, SK, FP(Level Three Super)
Still one of my favorite supers even though it's level three now!  Akuma 
glides forward and if he touches his opponent, he will grab them while 
the screen turns black and you can hear Akuma beat the crap out of his 
opponent.  When everything reappears, Akuma will be standing over his 
opponent with his back to us.  You can then OTG them before they get up!  
The only problem is that it's hard to connect so if you miss, say 
goodbye to 3 levels of wasted super!  You can also be hit or thrown(!) 
out of this but most people just jump away.  Best to do this in a combo, 
right after the Diving Kick if it connects, or if your opponent leaves 
himself wide open.  It's an awesome finisher though if you manage to 
grab 'em.

Team Super:
As
RYU: Shinku Hadoken
KEN: Shoryu Reppa
AKUMA: Messatsu Gou Hado

Team Counter Move:
As
RYU: Hadoken
KEN: JP Shoryuken
AKUMA: Tatsumaki-Senpuukyaku

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
EASY!  Ryu - fireball, Ken - Dragon Punch, Akuma -Air Fireball and keep 
that RAGING DEMON!
------------------------------------------------------------------------
Strider:
Remember this awesome game from the arcades?  Well, he's baaaaaack!  
Easily, the next combo freak in this game.  But unlike Wolvie, he 
requires a bit more skill to play in my opinion.  He's quick, got great 
range and is powerful.  Along with Megaman, Strider is my favorite new 
character in MvC.  Very easy character to learn to play for anybody.  So 
here are his many, many moves:

Launchers:
c. FP

Magic Series:
Ground Magic Series: Hunter Series
Jump Magic Series: Hunter Series
Super Jump Magic Series: Hunter Series

AC Finisher:
FP, RK, Ame No Murakamo(if enough hits connect), Ghram

Bomb Drop(ground):
CBF + kick

Satellite Orbit(ground):
To make CBF + punch
To shoot CBF + punch also.  However he can shoot them off in the air.
Strider creates a satellite that revolves around him.  He can shoot it 
off just and it acts just like a regular fireball.  Honestly, I think 
they give him this move just to screw up his combos every once in a 
while.  I mean, I always come out of a blocking position and try to 
attack with a punch but accidentally do this move instead!  Still, you 
should try and constantly have a satellite orbiting you so you have some 
quick long distance move available.

Ame No Murakamo(ground):
QCF + punch

Body Slash(air):
QCF + punch/kick
This move makes you fly forward quickly at a certain angle depending on 
what button used.

Ghram(ground, air):
DP + punch or kick

Vagula(ground):
QCF + kick

Wall Cling(ground):
QCB + punch
D or kick to get off wall
Strider jumps on to wall and clings to it with some sort of grappling 
device.  He can move up and down while on the wall.  He can also attack 
with his sword using a punch or jump kick off using a kick.  The kick 
button used determines where he jump kicks down at.  Pushing down just 
makes him drop straight down.  However, he can't block while doing this.  
Also, a couple of times I know I've seen people accidently jump from one 
wall to the other but I can't figure out how!  I've done it too a few 
times!  If someone knows how to do that, please e-mail me and tell me 
because that ability makes this move twice as useful!

Formation A(ground):
QCB + kick

Teleport(ground):
RDP(reverse of DP) + any button

Sliding Kick(ground):
OC + RK

SUPERS:
Uroburos(ground):
QCF + PP
One of the most useful frigging supers in the whole game.  Strider forms 
two satellites that revolve around him.  The satellites will pull in 
opponents and you can't launch them or knock them away so keep soing 
chain after chain of hits and specials on them!  When Strider attacks, 
the satellites will also shoot out rings of energy but the satellites 
themselves are the only ones that will do chipping damage.  The 
satellites will stop or trade hits with everything except for beam-type 
supers!  For example, I walked next to a downed Ryu while this super was 
activated.  He did the Shin-Shoryuken as he got up and hit me once but 
the Uroburos stopped him from pulling off the rest of the hits!  Another 
Strider tried to do his Legion move on me while it was activated and the 
tigers and animals just bounced off!  This stopped Ryu in mid Shoryu 
Reppa!  My best advice is that if you don't have a beam super, just 
super jump and keep away while he's got this super activated!  If your 
opponent doesn't super jump and just sits there and blocks, try 
teleporting right behind them to cross them up.  If you connect, try 
timing it so that when the Uroburos disappear, you've called a helper 
character that can keep hitting them while you call another Uroburos or 
another super!  Frigging incredible!  Hulk's the only one who can get 
through because he's got super armor so be careful around him.

Legion(ground):
QCF + KK

Ragnarok(ground):
DP  + PP

Team Super:
He does the Legion super

Variable Counter Move:
He does his JP Ame No Murakamo

* He has double jump ability and can jump off wall

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Hmm, she's got so many moves to choose from.  But since she has no sword 
thing so, from what I've seen, I think the Body Slash would be the best 
one(even though she can basically already do it herself if she wanted).  
She could use her fist in place of a sword.  Either that or the Teleport 
move.
------------------------------------------------------------------------
Zangief:
Ever since SF2 came out, I've been trying to master the SPD motion.  
Well, I STILL can't do it!  I just don't play him enough is why.  But he 
is the one and only SPD guy(remember T. Hawk?  HA!).  Alex is just a 
pale reflection of Zangief!  Hugo is a freak(just look at the guy)!  
This bear wrestler is the original!  I'm going to learn to play this guy 
one day!  Here are his moves which have been greatly increased since the 
original SF2:

Launchers:
c. SP

Magic Series:
Ground Magic Series: None
Jump Magic Series: None
Super Jump Magic Series: Weakest to Strongest

AC Finisher:
FP, RK, Spinning Lariet

Spinning Clothesline(ground, air):
PPP 

Spinning Lariat(ground, air):
KKK

Banisher(ground):
DP + punch

Air Grab(ground):
DP + kick

THE Spinning Piledriver(ground, air):
SPD + punch 

Running Bear Grab(ground):
HCF + kick

SUPERS:
Final Atomic Buster(ground):
SPD + PP(In this case, use two punches so you don't accidentally do the 
Clothesline)

Iron Body Mode(ground):
RDP + kick
Also known as Mega-Zangief mode from MSHSF.

Lariet Super(ground):
SPD + KK - Only done during Iron Body mode

Ultimate Final Atomic Buster(ground):
SPD + KK(Level Three Super) - Can't be done during Iron Body Mode

Team Super:
This is very unique.  In case you never saw his Double Final Atomic 
Buster in MSHSF, here's the description.  If 'Gief is your active player 
and you do the motion, your partner will jump in on the other side of 
the opponent and both of you will walk toward the opponent and if you 
connect, say goodbye opponent!  Hehehe, I love this move.  If Zangief is 
the resting character, he will do a very long version of his Spinning 
Clothesline(or is it Lariat?) that goes forward.

Variable Counter Move:
I always get thrown by this move.  Zangief jumps in and does a Running 
Bear Grab!

COMBOS:
Easy Combos:
1) 

Intermediate Combos:
1)

Hard Combos:
1)

STRATEGIES:

Rogue Section:
Oh man, how obvious was this?  The SPD but only easier to do!  What else 
could I ask for?  This move was so fun to do in XSF and since I can't do 
SPD motion worth jack, I loved it!
------------------------------------------------------------------------
VIII. THE LAST BOSS:
ONSLAUGHT
After the Onslaught business in comics, which basically revamped(is that 
a word) all the Avengers, the FF(Fantastic Four), the Hulk and pretty 
much influenced in some way or another every Marvel comic out in 
existence., I stopped reading comics.  More appropriately, my brother 
stopped collecting them.  Anyway, the story of Onslaught goes something 
like this(this is from memory by the way so don't nail me on 
inaccuracies):
Onslaught is the formation of Magneto's psyche being somehow absorbed by 
Professor Charles Xavier who gets pissed at Magneto for having ripped 
out Wolverines adamantium up in asteroid M which is a whole nother story 
in it's own(but I guess that's how comics work huh?).  Professor X 
"turns off" Magneto's brain but in the process absorbs his psyche.  So 
Magneto's psyche is festering inside Professor X while the Xmen and 
women and factor and excalibur are going through some pretty rough 
times.  Eventually Chuck, gets really pissed and Onslaught is the 
manifestation of his pissiness.  Onslaught eventually becomes a being of 
pure psychic energy and it takes like half the main marvel universe to 
stop him.  It was an interesting story and that pretty much sums it up 
in a nutshell although I'm leaving out A LOT!  Like the return of Joseph 
and the Sentinels and other stuff.
So anyway, in the game Onslaught takes on two forms and you have to 
fight both of them without recharging your energy bar.  Needless to say, 
he is the toughest and cheapest boss Capcom has ever created but still 
he's very beatable!  
You know what though, go to Migs Page(look in the Thanks To section) for 
info on this guy cause I'm tired.  Maybe in the next version of this 
thing I'll update this section. 
------------------------------------------------------------------------
XI. SECRETS/CODES:
Secret Matches Requirements:
There are 6 secret matches that I've heard of.  I've only seen 3 of 
them.  I will list the requirements I believe that you need to get each 
one and if I don't at least partially know for sure, I won't list it.  
Sorry about that but just go to the site listed in the Thanks To section 
if you want to see the other ones.
For all secret matches, you can't lose either fighter in any match prior 
to the secret match which is the 7th one.

Red Hulk/Wolverine:
End at least 4(?) matches with any type of super move(single, double).
Red Hulk has no super armor but is a lot faster!  But without the super 
armor, since the computer plays him just like he did have it, he's 
fairly easy to beat.

Gold War Machine/Captain America
End at least 4(?) matches during Double Attack Mode.
Gold War Machine cannot block but also cannot be launched and doesn't 
reel from attacks.  His punch Shoulder Cannon has become a missle attack 
much like normal War Machine's c. FP.  His kick Shoulder Cannon has 
become a short range beam.  Not sure about other differences.

Lilith/Chun Li
Lilith is basically a Morrigan with slightly different colors.  I've 
only seen her once and I'm not sure how to play against her.  She shoots 
out hearts instead of bats but that's all I saw of her.

Roll
Mega Chun Li
Red Venom

Switch Starting Characters:
If you want to switch your starting character for the next match, push 
and hold all 3 punches or all 3 kicks during the screen which shows all 
four fighters.

Secret Playable Characters:
Well, anybody know and can tell me exactly how play as one!?!?!?!?!?!?!  
Please!!!?!?!?!?!?!  Capcom, you listening?!?!!?!?!!?
------------------------------------------------------------------------
COMING UP IN FUTURE VERSIONS:
Better development of characters including strategies(definitely!), move
descriptions, more magic series, counter moves, hopefully SECRET 
CHARACTERS!, Onslaught info, taunt descriptions, etc…
Also, just better organization and refinement of this thing.  I really 
hope you guys could read this.

Hope you enjoyed this guide and please e-mail me with your thoughts on 
it.
Remember: Don't take everything in this guide as definite fact.  Go and 
try out your own ideas too!  You'll be surprised what you can find out!
------------------------------------------------------------------------
X. THANKS TO:
Of course, first and foremost, Marvel for creating(or buying anyway) 
their respective characters and Capcom for creating this awesome 
game.(duh)
Also, I'd like to thank Migs for his page and all the regulars on there 
for making it such a great source of information and conversation.  
Here's his also awesome MvC page: 
http://www.geocities.com/Area51/Vault/5027/index.html
The Madman's MvC Guide, James Chen XSF guide, and everybody else's 
guides I've read for providing me with ideas on how I should format my 
guide. 
The Yellow Brick Road Arcade at University Towne Centre in San Diego, CA 
for getting the game(especially as early as they did)!
The people at UCSD who I play all the time!
John and Jung for making me learn Wolverine so I could beat them with 
their own cheesy fighter!
Doug and the original Jon for reminding me I spelled Rogue's name wrong!  
God, I'm so dumb!
The person who figured out the system of choosing your helper character!  
Whoever, you are I gotta to say, Good Job!  I think this is the website 
of the person who figured it out but I'm not sure:
http://www.geocities.com/Tokyo/Ginza/7141/
The people who read this and find it useful and provide me with 
suggestions and info:
Sam Olmo: Hulk's Magic Series and reminder that Cap. A's Hyper Charging 
Star/Final Justice can combo!  Thanks Sam!
Me!, for writing this.  Doing this took much longer and was harder then 
I thought and I'd like to congratulate myself.
Hope  I haven't forgotten anyone but if I have, please tell me so I can 
give you credit!!

Suggestions, complaints, strategies, questions and otherwise are VERY 
WELCOME.  Please send away to Edmaedmaedma@juno.com or amsoulde@aol.com.  
I will respond to as much e-mail as I get.  Thanks mucho.


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