----------Marvel Super Heroes vs. Street Fighter----------
---Key:
WP = tap weak punch / jab punch
MP = tap medium punch / strong punch
HP = tap hard punch / fierce punch
WK = tap weak kick / short kick
MK = tap medium kick / forward kick
HK = tap hard kick / roundhouse kick
P = tap any punch
2P = tap any two punches at the same time
3P = tap all three punches at the same time
K = tap any kick
2K = tap any two kicks at the same time
3K = tap all three kicks at the same time
F = move or tap joystick in the direction toward your opponent
B = move or tap joystick in the direction away from your opponent
U = move or tap joystick up
D = move or tap joystick down
D/F = move or tap joystick in the direction diagonally between D and F
D/B = move or tap joystick in the direction diagonally between D and B
QCF = (quarter circle forward) rotate joystick from D to F in one smooth, continuous motion
QCB = (quarter circle back) rotate joystick from D to B in one smooth, continuous motion
UQCF = (upward quarter circle forward) rotate joystick from U to F in one smooth, continuous motion
RQCB = (reverse quarter circle back) rotate joystick from B to D in one smooth, continuous motion
HCF = (half circle forward) rotate joystick from B to D to F in one smooth, continuous motion
HCB = (half circle back) rotate joystick from F to D to B in one smooth, continuous motion
DP = (Dragon Punch motion) rotate joystick from F to D to D/F
RDP = (reverse Dragon Punch motion) rotate joystick from B to D to D/B
B-F = hold joystick B then quickly tap F
D-U = hold joystick D then quickly tap U
* = moves with this symbol can be performed in the air and on the ground unless labeled as (air only)
stuns opponent = opponent will be unable to block for about 2 seconds if the move hits
will hit fallen opponent = the move will strike an opponent who has just been knocked down if your character is close enough and if the move is done fast enough
must be very close (or) when close = get as close to your opponent as possible, stand right next to them in order to grab them
---Basic Moves:
*Block = hold B when being attacked high or D/B when being attacked low (only hold B to block in air)
Push Block = 3P while blocking (will push attacking opponent away from character)
Forward Dash / Run = F, F
Backward Dash / Back-Flip = B, B
*Air Dash = F, F in air (only some characters)
*Dash = 3P+ F or B (same as above dashes but with different command)
Super Jump = D, U (quickly) or 3K
*Throw = F+ MP, HP, MK, or HK when close (some characters don't have MK or MP throws) (some characters can throw their opponents while they are both close to each other in air) (UNBLOCKABLE)
*Tech Hit (Throw Escape) = F+ MP or HP while being thrown
Defensive Roll = QCB+P while falling after being hit (this will cause your character to roll toward your opponent about half a screen length before standing, this will prevent you from being hit by any moves that can hit a fallen opponent)
Taunt = Start
Team Attack = MP+MK (your teammate will jump in and perform the move listed in the below move lists)
Character Switch = HP+HK (teammate will jump in and kick opponent in the face then taunt and prepare for battle while your other character jumps out and regains some life)
Team Counter = RQCB+HP+HK (immediately after blocking an attack) (level 1) (switches teammates)
Team Super = QCF+HP+HK (will cause both of your characters to perform a certain Super at the same time) (level 2) (switches teammates)
---Game Options:
After selecting your characters you will be given the choice of "Easy" or "Normal" mode.
Easy mode = initiate complete "air combo" by pressing WP+WK when near opponent
some special moves and Supers can be performed by rapidly pressing certain buttons
You will also be given a choice between "Turbo" and "Normal" speed. Turbo is a good deal quicker than normal mode. In a two player game, the challenger will be given the option to choose speed for the match unless both players start a new game together in which case player 1 will select the speed.
---Other Things You Need to Know:
At the bottom of the screen there is a meter that increases when you are hit, perform certain attacks, or block an incoming attack. This is the Super Meter. It can hold three levels of Super energy. One level of Super energy is used up when you perform a Super Move or perform a Team Counter. Team Supers use two levels of Super energy. Some Supers require three levels of Super energy (level 3) to be used; they are labeled in each characters move section.
Throws are UNBLOCKABLE. They can still be Tech Hit so that you take less damage and don't fall helplessly to the ground.
Note: throws that are character specific special moves are blockable unless otherwise labeled, but no special move throw can be Tech Hit.
Throws that have your character grab the opponent and repeatedly hit them can cause more damage, more hits, and be sped up by shaking the joystick rapidly and tapping all the buttons rapidly. If you are caught by one of these throws then you may shake the joystick rapidly and tap all the buttons rapidly to escape the throw sooner and take less damage.
If your character becomes stunned (stands on screen while you have no control over them) from taking too many hits or from getting hit with a move that instantly stuns (stuns opponent) then you may shake the joystick rapidly and tap all the buttons rapidly to recover from the stun quickly.
Press Start during a fight to taunt your opponent. Some taunts actually cause damage to your opponent but nothing else. When playing the Saturn Japanese import version remember that taunts are done with a specific "Chohatsu" (Taunt) button and not the Start button. You can set the Taunt button to be either the L or R button.
When switching characters in the middle of a fight, remember that their life will slowly recharge only to the end of the red area of their life bar. Life bars are normally yellow but some attacks cause part of the bar to turn red while others cause part of the bar to disappear completely.
When performing a Team Counter or a Team Super, you will not switch characters if the teammate coming into the battle is hit while attacking. Instead of switching characters like normal, the incoming character will simply jump back out.
Every character has a move called a "launcher." These moves will send an opponent straight into the air unable to block if they connect. After launching an opponent, tap U to jump up with them and perform an "air combo" by hitting the buttons in a certain sequence. Experiment with each character to see in what order you can tap the buttons to cause the most damage. You can also use some special moves, a F+MP throw, and some Supers as part of an "air combo."
You cannot perform an attack that requires a teammate if your teammate has been defeated in the current fight.
Most special moves and Supers will cause your opponent to take a little bit of damage if they block. Some characters have normal attacks that will cause block damage as well.
Rotating the joystick rapidly and tapping all the buttons rapidly while performing some multi-hitting special moves and Supers will cause the move to do more damage and more hits.
If you finish the second team member of your opponent's team with a Super then you'll see a cool looking background and the name of the Super printed across the screen.
When two projectiles meet they cancel each other. The button used to throw a projectile doesn't matter when projectiles hit each other; a projectile thrown with QCF+WP will cancel a projectile thrown with QCF+HP. Supers that create projectiles or beams of energy will also cancel special move projectiles and continue to travel across the screen. Some other special moves and Supers will cancel projectiles.
As with all Capcom 6-button fighting games, the strength of the button used to attack or to initiate a special move will determine the amount of damage the attack will do, the speed of the attack, the amount of recovery time from performing the attack, and the distance the attack travels. The stronger the button the more damage the attack will do and so on. A Jab punch does little damage, is very quick, recovers instantly, and has little range, whereas a Fierce punch does much more damage, is very slow, takes a long while to recover, and has a long range. The same is true for a fireball thrown with a QCF+WP or QCF+HP.
---Move Section Formation:
---Character Name---
Special Move Name (More Descriptive Name) - move command (special notes)
-_Supers_-
Super Name (More Descriptive Name) - move command (special notes)
-_Team Up_-
Team Attack - move perform by team member when summoned by MP+MK
Team Counter - move performed by team member when performing counter attack
Team Super - Super performed by character when performing Team Supers (1st.)=move performed if the character is on screen when activating the Team Super, (2nd.)=move performed if the character is off screen when activating the Team Super
-_Special_-
Any special abilities that the character has.
---Zangief---
*Elbow Drop - F+MP (D+MP in air) (will hit fallen opponent)
*Siberian Splash (Belly Flop) - D+HP (air only)
*Double Knee Drop - D+ WK or MK (air only)
*Spinning Clothesline - 3P (F or B to move while performing) (will pass through projectiles)
*Spinning Lariat (Quick Spinning Clothesline) - 3K (F or B to move while performing) (will pass through projectiles)
Banishing Flat (Green Hand) - DP+P (will cancel projectiles)
Flying Grab - DP+K (only catches opponents in air) (UNBLOCKABLE)
*Spinning Piledriver - rotate joystick 270 degrees forward to up+P (must be very close) (UNBLOCKABLE)
Running Bear Grab - HCF+K (UNBLOCKABLE)
-_Supers_-
Final Atomic Buster (Super Spinning Piledriver Combo) - rotate joystick 270 degrees forward to up+2P (UNBLOCKABLE) (rapidly rotating the joystick while performing the last Spinning Piledriver in the combo will cause Zangief to turn red and do more damage)
-_Team Up_-
Team Attack - Spinning Lariat
Team Counter - Running Bear Grab
Team Super - Double Final Atomic Buster (1st.) or Super Spinning Clothesline (2nd.)
-_Special_-
Forward dash ends in a grab. Press any button when at the end of a dash to attempt to grab and slam a close opponent.
Cannot dash backward.
---M. Bison (Vega)---
Psycho Shot (Energy Ball) - QCF+P
WP=downward arc MP=straight forward HP=upward arc
Psycho Bomb (Exploding Energy Ball) - QCB+P
WP=explode in front of opponent MP=explode on opponent HP=explode behind opponent
*Scissor Kick - HCF+K (second hit will hit fallen opponent)
*Head Stomp - D-U+K (HP after hit for extra punch)
*Demon Fist (Jumping Power Fist) - D-U+P (guide flight with joystick, tap P to attack)
*Teleport - DP+ P or K
WP=appears left of screen in air MP=appears middle of screen in air HP=appears right of screen in air
WK=appears left of screen on ground MK=appears middle of screen on ground HK=appears right of screen on ground
*Flight - QCB+3K (can't block while flying) (repeat or get hit to land) (hold direction and tap 3P for air dash)
-_Supers_-
Knee Press Nightmare (Super Scissor Kicks) - QCF+2K
*Psycho Crusher (Flaming Body Lunge) - QCF+2P (will cancel projectiles and still hit opponent)
-_Team Up_-
Team Attack - Psycho Shot
Team Counter - Scissor Kick
Team Super - Knee Press Nightmare
-_Special_-
None.
---Dhalsim---
*Yoga Fire (Fireball) - QCF+P
Yoga Flame (Long-Range Flame Spit) - HCB+P
Yoga Up (Upward Yoga Flame) - HCB+K
*Yoga Teleport - DP or RDP + 3P or 3K
DP=forward teleport RDP=backwards teleport 3P=short teleport 3K=far teleport
*Yoga Dive Kick - D+K (air only)
WK=dives almost straight downward MK=dives at 45 degree angle HK=dives almost straight forward
*Yoga Mummy (Diving Head-Butt) - D+HP (air only)
*Yoga Meditation (Flight) - QCB+3K (can't block while flying) (repeat or get hit to land) (hold direction and tap 3P for air dash)
-_Supers_-
*Yoga Inferno (Super Yoga Flame) - QCF+2P (control direction of flame with joystick) (will hit fallen opponent if aimed correctly)
Yoga Slam (Jumping Leg Slam) - QCF+2K (will only hit opponent directly above in air) (UNBLOCKABLE)
-_Team Up_-
Team Attack - Yoga Fire
Team Counter - Yoga Flame
Team Super - Yoga Inferno (up and down wave, computer controlled)
-_Special_-
Falls very slowly.
Press Start while in air for Air Taunt.
---Sakura---
Overhead Kick - F+MK
*Shouohken (Running Uppercut) - QCF+P (rushes diagonally down from air) (will cancel projectiles and still hit opponent, but only from ground version) (will hit fallen opponent)
*Hadouken (Fireball) - QCB+P (diagonal upward from ground) (travels at 45 degree angle from air)
*Shunpukyaku (Rising Hurricane Kick) - QCB+K
-_Supers_-
Midare Zakura (Running Auto Combo) - QCF+2P
Shinkuu Hadouken (Super Multi Hadouken) - QCB+2P
Haru Ichiban (Super Rising Shunpukyaku) - QCB+2K
-_Team Up_-
Team Attack - Shunpukyaku
Team Counter - Shouohken
Team Super - Shinkuu Hadouken
-_Special_-
Very fast walking and dashing.
---Akuma (Gouki)---
Overhead Chop - F+MP
Demon Axe Kick - B+MK
Demon Spin Kick - F+MK
*Gou Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
Gou Shoryuken (Rising Uppercut) - DP+P
*Gou Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
*Diving Demon Kick (60 Degree Dive Kick) - QCF+K (air only)
Teleport Dash - DP or RDP + 3P or 3K
DP=forward teleport RDP=backwards teleport 3P=short teleport 3K=far teleport
-_Supers_-
Messatsu Gou Shoryu (Charging Triple Gou Shoryuken) - QCF+2P
*Tenma Gou Zankyu (Gou Hadouken Rain) - QCF+2P (air only) (will hit fallen opponent)
Messatsu Gou Hadou (Energy Beam) - QCB+2P
Shun Goku Satsu (Raging Demon Combo) - WP, WP, F, WK, HP (level 3) (UNBLOCKABLE)
-_Team Up_-
Team Attack - Gou Tatsumaki Senpukyaku
Team Counter - Gou Shoryuken
Team Super - Messatsu Gou Hadou
-_Special_-
Takes more damage than other characters.
---Chun-Li---
*Head Stomp Kick - D+MK (air only) (will hit fallen opponent if done close enough to ground) (can perform multiple times in single jump)
Flipping Neck Breaker - D/F+HK
Mini Kikou-Sho (Small Energy Shield) - F+HP (will cancel projectiles)
*Lightning Legs - K rapidly (will hit fallen opponent)
Rising Bird Kick (Rising Spin Kick) - DP+K
Kikouken (Fireball) - HCF+P
Axe Kick - HCB+K (will hit fallen opponent)
-_Supers_-
Kikou-Sho (Power Bubble) - QCF+2P (will cancel projectiles) (will hit fallen opponent)
Senretsu Kyaku (Charging Lightning Legs) - QCF+2K
Hazan Tenshou Kyaku (Super Rising Bird Kick) - DP+2K
-_Team Up_-
Team Attack - Kikouken
Team Counter - Kikouken
Team Super - Kikou-Sho (Senretsu Kyaku when paired with another Chun-Li)
-_Special_-
Can jump, then hop up by tapping U while still in the air from the first jump, then hop up by tapping U again for a triple jump.
Can air dash.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
All jumps including super jumps are higher than other characters.
---Ken---
Overhead Axe Kick - F+MK
*Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
*Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Rising Hurricane Kick) - QCB+K
-_Supers_-
Shoryu Reppa (Charging Triple Shoryuken) - QCF+2P
Shinryuken (Vertical Fire-Column Shoryuken) - QCF+2K (will hit fallen opponent)
Shippu Jinrai Kyaku (Super Auto Kick Combo) - QCB+2K
-_Team Up_-
Team Attack - Shoryuken
Team Counter - Shoryuken
Team Super - Shoryu Reppa (Shinkuu Hadouken when paired with Ryu)
-_Special_-
None.
---Ryu---
Overhead Punch - F+MP
Axe Kick - B+MK
Short Spin Kick - F+MK
*Hadouken (Fireball) - QCF+P
Shoryuken (Rising Uppercut) - DP+P
*Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
-_Supers_-
*Shinkuu Hadouken (Energy Beam) - QCF+2P
Shinkuu Tatsumaki Senpukyaku (Stationary Super Hurricane Kick) - QCB+2K (will hit fallen opponent)
Shin Shoryuken (Vertical Super Shoryuken) - DP+2P
-_Team Up_-
Team Attack - Hadouken
Team Counter - Hadouken
Team Super - Shinkuu Hadouken
-_Special_-
Takes less damage than other characters.
---Dan---
Gadouken (Short Fireball) - QCF+P
Kouryuken (Rising Uppercut) - DP+P
Gale Kick (Flying Spin Kick) - QCB+K
Autograph Throw - QCF+K (will cancel projectiles)
Rolling Taunt - QCF or QCB +Start (QCF=roll forward, QCB=roll backward)
-_Supers_-
Shinkuu Gadouken (Super Short Fireball) - QCF+2P
Kouryu Rekka (Super Rising Uppercut) - QCF+2K
Hisho Burai Ken (Standing Power Combo) - QCB+2K
Otoko Michi (Exploding Suicide) - HP, WK, B, WP, WP (level 3) (UNBLOCKABLE) (can be Tech Hit) (leaves Dan with one pixel of life energy)
Super Taunt (Multi Rolling Taunt) - QCF, QCF+Start (causes no damage)
-_Team Up_-
Team Attack - Gadouken
Team Counter - Gale Kick
Team Super - Shinkuu Gadouken
-_Special_-
Has 1-in-8 chance of flashing while performing the Kouryuken making him invincible during the move.
Press Start while in air for Air Taunt.
Press Start while crouching for Low Taunt.
All taunts increase Super Meter dramatically but take a long time to perform.
---Cyclops---
*Optic Blast (Eye Beam) - QCF+P (all air beams are straight) (will cancel projectiles and still hit opponent)
WP=ground-high beam MP=head-high beam HP=diagonal upward beam
Optic Bounce (Floor Reflected Eye Beam) - QCB+P (will hit fallen opponent)
Cyclone Kick (Hopping Double Kick) - QCB+K (will hit fallen opponent)
Gene Splice (Rising Uppercut and Optic Bullet) - DP+P (P rapidly for more hits)
Optic Bullet (Eye Projectile) - B+HP
Low Optic Bullet (Low Eye Projectile) - D/B+HP
Rush Combo - B-F+P (P or K rapidly for more hits) (can interrupt combo at any time with any move)
Running Throw - B-F+K (UNBLOCKABLE)
-_Supers_-
Mega Optic Blast (Screen-High Eye Beam) - QCF+2P
*Super Optic Blast (Thin Power Eye Beam) - QCB+2P (automatically aims at opponent when activated, can be overridden) (control direction of beam with joystick) (will hit fallen opponent)
-_Team Up_-
Team Attack - Gene Splice
Team Counter - Optic Blast (ground-high)
Team Super - Mega Optic Blast
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
Holding D while performing any basic attacks in the air will result in a downward strike.
Quickly tapping WP, WK, or HK twice from a standing position results in a two-hit combo.
Hold any direction immediately after grabbing with F+MP throw to throw opponent in that direction.
---Spider-Man---
*Web Ball (Web Catch) - QCF+P (travels at 45 degree angle from air) (stuns opponent)
Spider Sting (Jumping Uppercut and Smack Down) - DP+P (P after first hit for Smack Down hit)
*Web Swing (Swinging Kick) - QCB+K (will hit fallen opponent)
Web Throw (Grab and Throw) - HCB+P (rapidly rotate joystick for more damage and farther throw)
WP=shoots straight forward MK=shoots diagonal upward HP=shoots straight up
-_Supers_-
*Maximum Spider (Flying Auto Combo) - QCF+2P (aim with joystick)
Crawler Assault (Super Ground Combo) - QCF+2K
-_Team Up_-
Team Attack - Web Swing
Team Counter - Spider Sting
Team Super - Crawler Assault
-_Special_-
Standing HK does not launch opponents on the ground. Opponents must jump in or be knocked into the air to launch.
Can grab on to walls by hitting the opposite direction on the joystick while jumping onto a wall.
---Captain America---
*Shield Slash (Throw Shield) - QCF+P (shield will return on most hits and blocked hits but may need to be picked up occasionally by standing over it)
WP=ground-high throw (will hit fallen opponent) MP=head-high throw HP=diagonal upward throw
WP in air=diagonal downward throw MP in air=horizontal forward throw HP=diagonal upward throw
Stars and Stripes (Rising Shield Uppercut) - DP+P
Charging Stars (Shield Charge) - HCF+K (will cancel projectiles when Cap has shield in hand and still hit opponent)
Cartwheel - HCB+P (cannot be hit, only thrown, while performing this move)
-_Supers_-
Final Justice (Charging Auto Combo) - QCF+2P
Hyper Charging Stars (Multi-Hit Charging Stars) - QCF+2K (will cancel projectiles when Cap has shield in hand and still hit opponent) (will hit fallen opponent)
Hyper Stars and Stripes (Charging Triple Stars and Stripes) - DP+2P
-_Team Up_-
Team Attack - Charging Stars
Team Counter - Stars and Stripes
Team Super - Hyper Stars and Stripes (1st.) or Hyper Charging Stars (2nd.)
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
Attacks have less range and do less damage without shield in hand, but he will be slightly faster.
Quickly tapping MK twice from a standing position results in a two kick combo.
---Shuma-Gorath---
*Stone Drop - D+MK (air only)
Mystic Stare (Eyeball Projectile) - B-F+P (eyes will stick to opponent if they connect and will explode after 3 seconds stunning the opponent) (eyes can only be unstuck by hitting Shuma or performing a move that switches teammates)
*Mystic Smash (Bouncing Attack) - B-F+K (will hit fallen opponent)
Devitalization (Power Throw) - HCB+K (must be very close)
-_Supers_-
Chaos Dimension (Auto Power Slam) - QCF+2P (MP or HP when close to activate Power Slam, can activate Power Slam in air) (must connect within 5 seconds) (level 3)
The Spawning (Create Clone) - QCF+2K (creates duplicate that follows character and attacks the same as the real Shuma, duplicate disappears when character is hit or after 10 seconds) (cannot perform throws, air combos, or Devitalization)
-_Team Up_-
Team Attack - Mystic Smash
Team Counter - Mystic Smash
Team Super - Mystic Bash (Multi Mystic Smash)
-_Special_-
F+HK throw drains opponent's life and gives a little of it to Shuma.
---Wolverine---
Trip Slide - D/F+HP
*Dive Kick - D+HK (air only)
Berserker Barrage (Charging Multi Slashes) - QCF+P (P rapidly for more hits) (will hit fallen opponent)
Tornado Claw (Spinning Claw Uppercut) - DP+P (P rapidly for more hits)
*Drill Claw (Lunging Claw Stab) - MP+WK+direction to aim (will hit fallen opponent if aimed correctly from air)
-_Supers_-
Berserker Barrage X (Super Berserker Barrage) - QCF+2P (will hit fallen opponent)
Weapon X (Running Auto Combo) - DP+2P (will pass through projectiles)
*Fatal Claw (X-Shaped Energy Release) - DP+2K
Berserker Rage (Shadows and Speed Up) - QCB+2P (becomes twice as fast and has several shadows following that will hit opponent) (opponent can be hit by activation slash for extra damage) (charges Super Meter very quickly in this mode)
-_Team Up_-
Team Attack - Berserker Barrage
Team Counter - Berserker Barrage
Team Super - Berserker Barrage X
-_Special_-
Regains a tiny bit of life every 5 seconds as long as no part of life bar is red.
Recovers life faster than any other character when switched out with teammate.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
Almost all special moves and Supers can cause extra damage and more hits by rapidly pressing the attack buttons.
Quickly tapping MP or MK twice from a standing position results in a two-hit combo.
---Hulk---
Ground Wave (Rip Up Ground) - QCF+P (will hit fallen opponent)
Gamma Tornado (Power Throw) - HCB+P (must be very close) (rapidly rotate joystick for more damage)
Gamma Charge (Shoulder Charge) - B-F or D-U +K (B-F=forward charge, D-U=upward charge) (tap any direction and K after first hit for a double charge) (will cancel projectiles and still hit opponent)
-_Supers_-
Gamma Wave (Super Ground Wave) - QCF+2P (will hit fallen opponent)
Gamma Crush (Leaping Meteor Smash) - QCB+2P (aim with joystick, meteor falls on shadow) (opponent can be hit by upward leap for extra damage)
-_Team Up_-
Team Attack - Gamma Charge (forward)
Team Counter - Gamma Charge (forward)
Team Super - Gamma Wave
-_Special_-
Has super armor only when on ground. Takes very little damage and can interrupt some combos. Takes two or more hits for an opponent to interrupt his attacks. WP's and WK's will damage but not move him or set him up for combos.
All normal attacks as well as specials and Supers do block damage.
---Blackheart---
*Demon Release - HP or HK (HK demons stun opponent)
Dark Thunder (Lightning Bolt) - HCF+P
WP=ground-high bolt MP=head-high bolt HP=diagonal up bolt
Inferno (Elemental Column) - HCB+P (will hit fallen opponent) (tap MP after HCB+P for ice column, tap HP after HCB+P for fire column)
WP=base of column just in front of character MP=base of column at half screen HP=base of column on other side of screen
-_Supers_-
Armageddon (Multi Boulder Drop) - QCF+2P
Heart of Darkness (Multi Demon Auto Combo) - QCF+2K (will hit fallen opponent)
*Judgment Day (Multi Demon Release) - QCB+2P (travels at 45 degree angle from air)
-_Team Up_-
Team Attack - Dark Thunder (WP version)
Team Counter - Dark Thunder (WP version)
Team Super - Armageddon
-_Special_-
Can air dash forward or backward.
Hold second F or B tap when dashing to dash farther than usual.
Dash turns Blackheart into puddle allowing him to avoid most attacks. Can pass through opponent while dashing.
---Norimaro (Saturn Japanese import version and Japanese arcade only)---
*Super Fantastic Treasure (Random Item Toss) - QCF+P
Powerful Rolling Arms (Sack Smack) - QCF+K
Great Fighting Jump (Rising Attack) - DP+P
-_Supers_-
Hyper Strong Miracle Treasure (Multi Item Toss) - QCF+2P (will hit fallen opponent)
Ultra Variety Private Memories (Ask for Autograph) - QCF+2K
Ultimate Grand Champion Jump (Super Rising Attack) - DP+2P
-_Team Up_-
Team Attack - Super Fantastic Treasure
Team Counter - Powerful Rolling Arms
Team Super - Hyper Strong Miracle Treasure
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
With use of a code found in "Miscellaneous Tricks" section below; can jump, then hop up by tapping U while still in the air from the first jump, then hop up by tapping U again while still in the air from the second jump, then hop up by tapping U once more for a quadruple jump.
Standing HK is banana peel drop. Either player can step on the peel.
---Omega Red---
*Carbonadium Coil (Coil Grab) - QCF+ P or K (QCF+K only works in air) (hold button to extend reach of coil) (press same button again before coil hits or is blocked to immediately retract coils and be able to attack)
WP=straight forward grab MP=diagonal up grab HP=straight up grab
WK=straight forward grab MK=diagonal down grab HK=straight down grab (will hit fallen opponent)
P rapidly after grabbing to drain opponent's life and restore some of Omega's
K rapidly after grabbing to drain opponent's Super Meter and give some to Omega
any direction+P to throw opponent in that direction (another direction+P immediately after slam to throw opponent a second time)
Omega Strike (Lunge Kick) - QCF+K
WK=straight forward lunge MK=diagonal up lunge HK=straight up lunge
B+K while performing to return to starting point
D+K to release coils and continue flying
-_Supers_-
Omega Destroyer (Screen-Filled Coil Pummel) - QCF+2P (will hit fallen opponent)
*Carbonadium Smash (Flying Auto Combo) - QCF+2P (air only)
-_Team Up_-
Team Attack - Coil Slash (basic HP)
Team Counter - Omega Strike (WK version)
Team Super - Omega Destroyer
-_Special_-
Can air dash.
Can drain life meter, drain Super Meter, and throw opponent all after grabbing with only one Carbonadium Coil. Cannot throw opponent twice if life meter or Super Meter is drained before first throw.
---Mega Zangief (hidden character)---
*Elbow Drop - F+MP (D+MP in air) (will hit fallen opponent)
*Siberian Splash (Belly Flop) - D+HP (air only)
*Double Knee Drop - D+ WK or MK (air only)
*Spinning Clothesline - 3P (F or B to move while performing) (will pass through projectiles)
*Spinning Lariat (Quick Spinning Clothesline) - 3K (F or B to move while performing) (will pass through projectiles)
Flying Grab - DP+K (only catches opponents in air) (UNBLOCKABLE)
*Spinning Piledriver - rotate joystick 270 degrees forward to up+P (must be very close) (UNBLOCKABLE)
Running Bear Grab - HCF+K (UNBLOCKABLE)
Siberian Blast (Flame Spit) - QCF+P (will cancel special moves and Supers)
-_Supers_-
Final Atomic Buster (Super Spinning Piledriver Combo) - rotate joystick 270 degrees forward to up+2P (UNBLOCKABLE) (rapidly rotating the joystick while performing the last Spinning Piledriver in the combo will cause Mega Zangief to turn red and do more damage)
Siberian Blizzard (Rising Vertical Super Spinning Clothesline) - rotate joystick 270 degrees forward to up+2K
-_Team Up_-
Team Attack - Spinning Lariat
Team Counter - Running Bear Grab
Team Super - Double Final Atomic Buster (1st.) or Super Spinning Clothesline (2nd.)
-_Special_-
Forward dash ends in a grab. Press any button when at the end of a dash to attempt to grab and slam a close opponent.
Cannot dash backward.
Cannot block at all.
Has very powerful super armor.
Takes much less damage than regular Zangief.
Cannot be stunned.
Cannot be knocked down or launched.
Cannot be hit by Auto Combo Supers of any kind.
Cannot be thrown.
Can attack opponent while being hit even by Supers.
Much slower than regular Zangief.
All jumps including super jumps are much lower than regular Zangief.
---Shadow (hidden character)---
Backfist - F+HP
Hopping Spin Kick - F or B +MK
Step Kick - F or B +HK
Shadow Boom (Slow Energy Projectile) - B-F+P
Shadow Kick (Back-Flip Kick and Projectile) - D-U+K (will hit fallen opponent)
*Shadow Slice (Downward Heel Kick) - UQCF+K (air only)
-_Supers_-
Shadow Justice (Advancing Multi Somersaults) - QCB+2K (will hit fallen opponent)
Cross Shadow Blitz (Charging Auto Combo) - QCF+2K
Shadow Break (Multi Shadow Boom Cloud) - QCF+2P
Final Mission (Running Auto Combo) - B-F-B-F+2P (level 3)
-_Team Up_-
Team Attack - Shadow Boom
Team Counter - Shadow Kick
Team Super - Shadow Justice
-_Special_-
None.
---Dark Sakura (hidden character)---
Overhead Kick - F+MK
*Shouohken (Running Uppercut) - DP+P (rushes diagonally down from air) (will cancel projectiles and still hit opponent, but only from air version)
*Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air)
*Shunpukyaku (Rising Hurricane Kick) - QCB+K
Teleport - DP or RDP + 3P or 3K
DP=forward teleport RDP=backwards teleport 3P=short teleport 3K=far teleport
-_Supers_-
Midare Zakura (Running Auto Combo) - QCF+2K
Shinkuu Hadouken (Energy Beam) - QCF+2P
Haru Ichiban (Super Rising Shunpukyaku) - QCB+2K
Shun Goku Satsu (Raging Demon Combo) - WP, WP, F, WK, HP (level 3) (UNBLOCKABLE)
-_Team Up_-
Team Attack - Shunpukyaku
Team Counter - Shouohken
Team Super - Shinkuu Hadouken
-_Special_-
Very fast walking and dashing.
Taunting increases Super Meter.
---Mephisto (hidden character)---
*Demon Release - HP or HK (HK demons stun opponent)
Dark Thunder (Lightning Bolt) - HCF+P
WP=ground-high bolt MP=head-high bolt HP=diagonal up bolt
Inferno (Elemental Column) - HCB+P (will hit fallen opponent) (tap MP after HCB+P for ice column, tap HP after HCB+P for fire column)
WP=base of column just in front of character MP=base of column at half screen HP=base of column on other side of screen
-_Supers_-
Armageddon (Multi Boulder Drop) - QCF+2P
Heart of Darkness (Multi Demon Auto Combo) - QCF+2K (will hit fallen opponent)
*Judgment Day (Multi Demon Release) - QCB+2P (travels at 45 degree angle from air)
-_Team Up_-
Team Attack - Dark Thunder (WP version)
Team Counter - Dark Thunder (WP version)
Team Super - Armageddon
-_Special_-
Can air dash forward or backward.
Hold second F or B tap when dashing to dash farther than usual.
Dash turns Mephisto into puddle allowing him to avoid most attacks. Can pass through opponent while dashing.
All attacks set opponent on fire and cause more damage than Blackheart's.
---U. S. Agent (hidden character)---
*Shield Slash (Throw Shield) - QCF+P (shield will return on most hits and blocked hits but may need to be picked up occasionally by standing over it)
WP=ground-high throw (will hit fallen opponent) MP=head-high throw HP=diagonal upward throw
WP in air=diagonal downward throw MP in air=horizontal forward throw HP=diagonal upward throw
Stars and Stripes (Rising Shield Uppercut) - DP+P
Charging Stars (Shield Charge) - HCF+K (will cancel projectiles when Agent has shield in hand and still hit opponent)
Cartwheel - HCB+P (cannot be hit, only thrown, while performing this move)
-_Supers_-
Final Justice (Charging Auto Combo) - QCF+2P
Hyper Charging Stars (Multi-Hit Charging Stars) - QCF+2K (will cancel projectiles when Agent has shield in hand and still hit opponent) (will hit fallen opponent)
Hyper Stars and Stripes (Charging Triple Stars and Stripes) - DP+2P
-_Team Up_-
Team Attack - Charging Stars
Team Counter - Stars and Stripes
Team Super - Hyper Stars and Stripes (1st.) or Hyper Charging Stars (2nd.)
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
Attacks have less range and do less damage without shield in hand, but he will be slightly faster.
Quickly tapping MK twice from a standing position results in a two kick combo.
Much faster than Captain America.
All moves do more damage than Captain America's.
---Silver Spider-Man (hidden character)---
*Web Ball (Web Catch) - QCF+P (travels at 45 degree angle from air) (stuns opponent)
Spider Sting (Jumping Uppercut and Smack Down) - DP+P (P after first hit for Smack Down hit)
*Web Swing (Swinging Kick) - QCB+K (will hit fallen opponent)
Web Throw (Grab and Throw) - HCB+P (rapidly rotate joystick for more damage and farther throw)
WP=shoots straight forward MK=shoots diagonal upward HP=shoots straight up
-_Supers_-
*Maximum Spider (Flying Auto Combo) - QCF+2P (aim with joystick)
Crawler Assault (Super Ground Combo) - QCF+2K
-_Team Up_-
Team Attack - Web Swing
Team Counter - Spider Sting
Team Super - Crawler Assault
-_Special_-
Standing HK does not launch opponents on the ground. Opponents must jump in or be knocked into the air to launch.
Can grab on to walls by hitting the opposite direction on the joystick while jumping onto a wall.
Supers do much less damage than regular Spider-Man's.
Slightly slower than regular Spider-Man.
Has super armor only when on ground. Takes very little damage and can interrupt some combos. Takes two or more hits for an opponent to interrupt his attacks. WP's and WK's will damage but not move him or set him up for combos.
---Cyber Akuma (Mech-Gouki) (boss)---
Overhead Chop - F+MP
Demon Axe Kick - B+MK
Demon Spin Kick - F+MK
*Mech Gou Hadouken (Fireball) - QCF+P (travels at 45 degree angle from air) (Double Fireball from air)
Mech Gou Shoryuken (Rising Uppercut) - DP+P
*Mech Gou Tatsumaki Senpukyaku (Hurricane Kick) - QCB+K
*Mech Diving Demon Kick (60 Degree Dive Kick) - QCF+K (air only)
Mech Teleport Dash - DP or RDP + 3P or 3K
DP=forward teleport RDP=backwards teleport 3P=short teleport 3K=far teleport
-_Supers_-
Scramble Gou Punch (Charging Triple Mech Gou Shoryuken) - QCF+2P
*Thunder Gou Shower (Mech Gou Hadouken Rain) - QCF+2P (air only) (will hit fallen opponent)
High Mega Gou Beam (Energy Beam) - QCB+2P
*Shining Gou Shock (Raging Demon Combo) - WP, WP, F, WK, HP (UNBLOCKABLE)
-_Special_-
Standing HP results in heat-seeking fist launch.
Much faster than regular Akuma.
All moves do more damage than regular Akuma's.
Takes very little damage from all attacks.
Cannot have partner for Team Supers.
Cannot counter attack.
---Codes to Fight as Hidden Characters:
Note: the code for a hidden character must be entered before selecting one of the regular characters. Two hidden characters may be selected as your team otherwise the hidden character must always be selected first.
Mega Zangief
A gray Zangief with powerful super armor.
Arcade version:
Start game...
Move cursor to Blackheart...
Hold Start...
Hold left for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and left...
Mega Zangief will replace Blackheart.
Saturn Japanese import version:
Start game...
Move cursor to Blackheart...
Hold Start...
Press any button...
Release Start...
Mega Zangief will replace Blackheart.
Shadow
Charlie from X-Men vs. Street Fighter but all black and with more power.
Arcade:
Start game...
Move cursor to Dhalsim...
Hold Start...
Hold up for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and up...
Shadow will replace Dhalsim.
Saturn Japanese import version:
Start game...
Move cursor to Dhalsim...
Hold Start...
Press any button...
Release Start...
Shadow will replace Dhalsim.
Dark Sakura
Sakura with a dark tan.
Arcade:
Start game...
Move cursor to Hulk...
Hold Start...
Hold right for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and right...
Dark Sakura will replace Hulk.
Saturn Japanese import version:
Start game...
Move cursor to Hulk...
Hold Start...
Press any button...
Release Start...
Dark Sakura will replace Hulk.
Mephisto
Red Blackheart.
Arcade:
Start game...
Move cursor to Omega Red...
Hold Start...
Hold down for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and down...
Mephisto will replace Omega Red.
Saturn Japanese import version:
Start game...
Move cursor to Omega Red...
Hold Start...
Press any button...
Release Start...
Mephisto will replace Omega Red.
U. S. Agent
Captain America with a black and white suit.
Arcade:
Start game...
Move cursor to M. Bison...
Hold Start...
Hold up for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and up...
U. S. Agent will replace Bison.
Saturn Japanese import version:
Start game...
Move cursor to M. Bison...
Hold Start...
Press any button...
Release Start...
U. S. Agent will replace Bison.
Silver Spider-Man
A black and silver Spider-Man with super armor.
Arcade:
Start game...
Move cursor to Ryu...
Hold Start...
Hold down for 5-7 seconds...
Press WP+HP or WK+HK...
Release Start and down...
Spider-Man will become black and silver.
Saturn Japanese import version:
Start game...
Move cursor to Spider-Man...
Hold Start...
Press any button...
Release Start...
Spider-Man will become black and silver.
---Tricks to Fight Against Computer Controlled Hidden Characters:
Note: all computer controlled hidden characters use either M. Bison or Akuma as their teammate. If these tricks are done correctly then you will fight them in the match just before Apocalypse.
Mega Zangief
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Finish all matches with Super finishes.
Two of the Super finishes must be Team Supers.
Dark Sakura
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Finish all matches with Super finishes.
Four of the Super finishes must be Team Supers.
Shadow
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Use the "Order Switch" trick before every match.
Get the "First Attack" bonus in every match.
Finish four matches with Team Supers.
---Miscellaneous Tricks:
---Activate Norimaro's Quadruple Jump:
To be able to use Norimaro's quadruple jump, you must hold WP+WK+MP before a match begins. This will allow Norimaro to quadruple jump in only the match you are about to fight. You must repeat the code before each match or you won't be able to use the quadruple jump anymore.
---Dan's Explosion Entrance:
To see Dan fall onto the floor in a large explosion before a match begins, you must have Dan as your first character in line to fight. Before the match begins hold WP until you see Dan jump in and hit the floor. This trick has no effect on game play.
---Order Switch:
You will begin each fight with the first character that you selected, however, by holding 3P before the beginning of a match you will switch the order of your characters and begin the match with the second character you selected. This code changes the order of your characters for the rest of the matches in your game, not just the next match, repeat the code to switch the order back. This trick can be done as many times as you like in a game.
---Beat Up the Loser:
Press Start when your character is in their winning pose after defeating the other team to regain control of your character in order to beat up the loser's lifeless body. You may perform special attacks as well as normal attacks and you can even use a Super move if you have Super energy remaining.
Note: This will not work if you used a Team Super or Team Attack to defeat your opponent.
---Beat Up Your Teammate:
After you have beaten Cyber Akuma and your opponent drops onto the screen, you can press Start just like the "Beat Up the Loser" trick above and attack your teammate. If you hit them enough they will eventually start to fight back.
---Saturn Japanese Import Version Only Codes:
---Bonus Options:
Beat the entire game once on any difficulty level (you may continue as many times as you need) and you will get access to bonus options in the "Options" menu such as "Same Character Select," which will allow you to have the same character as both of your team members. You will also get options like "Infinite Life Gauge" and more stars to add to the game speed.
Beat the game once more at maximum difficulty (you may also continue as many times as you need) and you will get a "Hyper Combo Gauge" option, which will allow you to always have a full Super Meter.
If you beat the game once at maximum difficulty without continuing, you will get all of the bonus options without having to beat the game twice.
---"Mech-Gouki Now!!" Mode:
Beat "Survival Mode" once on any difficulty level and this option will become available. To activate it, you must highlight "Survival Mode" in the main menu and press L or R. "Survival Mode" will change to "Mech-Gouki Now!!". Selecting it will cause you to fight Cyber Akuma (Mech-Gouki) immediately.
---Play as Cyber Akuma:
Beat "Mech-Gouki Now!!" Mode on any difficulty level and beat the entire game once to get access to the "Same Character Select" option. Select "Arcade" or "vs." and on the character select screen highlight Akuma, hold Start, and press any button. Then highlight Akuma again for your second team member, hold Start, and press any button. You will now have Cyber Akuma as your one character instead of two Akumas.
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