----------Marvel vs. Capcom----------
---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
U/F = move or tap joystick in the direction diagonally between U and F
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
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
Call Helper = MP+MK (see Helper list below for the number of times a Helper can be called per match)
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)
Double Team = QCB+HP+HK (will cause your teammate to jump in and kick at the opponent, both characters then taunt and you will be able to control both of your characters at the same time with the same joystick for a short time) (level 2) (switches teammates) (you will have unlimited use of your character's Supers while in this mode, but you may not use level 3 Supers)
---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
characters take more block damage than usual
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 and two levels of Super energy are required to activate Double Team mode. Some Supers require three levels of Super energy (level 3) to be used; they are labeled in each characters move section.
You must have at least two levels of Super energy stored to activate Double Team mode; however, activating Double Team mode when you have three levels stored will drain all three levels and cause Double Team mode to last longer. Normally Double Team mode lasts for about 10 seconds but when activated with three levels of Super energy it will last for about 18 seconds.
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 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, a Team Super, or a Double Team, 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.
You cannot switch teammates or use an attack that involves both of your characters if your Helper is on the screen.
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 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.
---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)
Rising Bird Kick (Rising Spin Kick) - DP+K
Kikouken (Fireball) - HCF+P
Axe Kick - HCB+K (will hit fallen opponent)
*Lightning Legs - K rapidly (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
*Shichisei Senkuu Kyaku (Super Air Auto Combo) - QCF+2K (air only)
Hazan Tenshou Kyaku (Super Rising Bird Kick) - DP+2K
-_Team Up_-
Team Counter - Kikouken
Team Super - Kikou-Sho (1st.) or Senretsu Kyaku (2nd.)
-_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.
---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
Shotokan Switch (Personality Change) - HCB+P
WP=Ryu MP=Ken HP=Akuma (Gouki)
-_Team Up_-
Team Counter - Hadouken
Team Super - Shinkuu Hadouken
-_Special_-
Takes less damage than other characters in Ryu form, the same amount of damage as others in Ken form, and a good deal more damage than others in Akuma form.
---Ken (Ryu's Ken from)---
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
Shotokan Switch (Personality Change) - HCB+P
WP=Ryu MP=Ken HP=Akuma (Gouki)
-_Team Up_-
Team Counter - Shoryuken
Team Super - Shoryu Reppa
-_Special_-
Same as Ryu.
---Akuma (Gouki) (Ryu's Akuma/Gouki form)---
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)
Shotokan Switch (Personality Change) - HCB+P
WP=Ryu MP=Ken HP=Akuma (Gouki)
-_Team Up_-
Team Counter - Gou Shoryuken
Team Super - Messatsu Gou Hadou
-_Special_-
Same as Ryu.
---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)
Ultra Final Atomic Buster (Ultra Spinning Piledriver Combo) - rotate joystick 270 degrees forward to up+2K (level 3) (must be very close) (UNBLOCKABLE) (rapidly rotating the joystick while performing the last Spinning Piledriver in the combo will cause Zangief to turn red and do more damage)
Iron Body (Zombie Transformation) - RDP+K
-_Team Up_-
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.
---Mega Zangief (Iron Body / Zombie Mode)---
*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
Iron Body (Zombie Transformation) - RDP+K (will revert back to Zangief)
-_Team Up_-
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.
---Morrigan---
Wing Slap - D/F+HP (will hit fallen opponent)
Flipping Split Kick - F+HK
*Shell Kick (Forward Thrust Kick) - D+MK (air only)
*Shell Pierce (Downward Diving Drill Kick) - D+HK (air only) (will hit fallen opponent)
*Soul Fist (Fireball) - QCF+P (travels at 45 degree angle from air)
*Shadow Blade (Rising Shadow Uppercut) - DP+P
Vector Drain (Power Slam) - HCB+P (must be very close)
-_Supers_-
Soul Eraser (Bat Laser Cannons) - QCF+2P (will hit fallen opponent)
Silhouette Blade (Multi Image Uppercuts) - DP+2P (will hit fallen opponent)
*Darkness Illusion (Slow Flying Auto Combo) - QCF+2K
Eternal Slumber (Projectile Initiated Auto Combo) - WP, MK, B, MP, HK (level 3) (UNBLOCKABLE)
-_Team Up_-
Team Counter - Soul Fist
Team Super - Soul Eraser
-_Special_-
Can air dash. Hold U/F while air dashing to rise upward, hold D/F while air dashing to dive downward.
---Captain Commando---
*Captain Fire (Flamethrower) - QCF+P
Captain Corridor (Vertical Energy Column) - QCB+P (will hit fallen opponent)
WP=base of column under Cap MP=base of column slightly in front of Cap HP=base of column far in front of Cap
Captain Kick (Flying Flaming Kicks) - QCB+K
Commando Strike (Call a Friend) - QCF+K
WK=ninja slashes close MK=commando floats in and out diagonally with knife HK=commando fires missile
-_Supers_-
Captain Sword (Lowering Energy Beam) - QCF+2P (will hit fallen opponent)
Captain Storm (Charging Gang Auto Combo) - QCF+2K (will pass through projectiles)
-_Team Up_-
Team Counter - Captain Corridor
Team Super - Captain Sword
-_Special_-
None.
---Megaman (Rockman)---
Slide Kick - D+HK (will hit fallen opponent)
*Mega Buster (Fireball) - HP (hold HP to charge and release a bigger fireball, will cause one extra hit for each second charged, will hit fallen opponent) (can be fired while crouching, will hit fallen opponent)
Mega Upper (Rising Energy Uppercut) - DP+P
Item / Weapon Change (Call for New Weapon) - QCB+K
WK=Rockball MK=Tornado Hold HK=Leaf Shield
Item / Weapon Use - QCF+P
Rockball - kicks ball that bounces and hits opponent (QCF+P only drops ball, must kick with WK) (can be redirected with another WK even when in air)
Tornado Hold - drops propeller that creates tornado from floor (will hit fallen opponent) (default weapon - has at start of every match)
WK=drops directly in front of character MP=drops in middle of screen HP=drops on opposite side of screen
Leaf Shield - protective barrier from one hit, disappears after 6-7 seconds (throw all leaves with QCF+P after activating, can be thrown in air, will cancel projectiles and still hit opponent)
-_Supers_-
*Hyper Megaman (Grow and Blast) - QCF+2P (opponent can be hit by transformation for extra damage) (will hit fallen opponent)
Rush Drill (Drill Car) - QCF+2K (control horizontal movement with joystick, tap U for small hop) (will hit fallen opponent)
Beat Plane (Bombing Plane) - QCB+2K (control movement with joystick, tap P=shoot straight fireballs, tap K=drop bombs) (will hit fallen opponent)
-_Team Up_-
Team Counter - Mega Upper
Team Super - Hyper Megaman
-_Special_-
Can grab on to walls by hitting the opposite direction on the joystick while jumping onto a wall. Can slide down wall while grabbing it and can shoot Mega Buster from wall.
After performing the Item / Weapon Change, Megaman must pass over the dropped ball to gain the use of the new weapon. Another Megaman or Roll can pass over a ball dropped by one Megaman and "steal" the weapon.
---Strider Hiryu---
Slide Kick - D+HK (will hit fallen opponent)
Ame No Murakumo (Charging Sword Slice) - QCF+P (will hit fallen opponent)
*Cipher (Flying Sword Slice) - QCF+ P or K (QCF+P=diagonal flight up, QCF+K=diagonal down flight)
*Ghram (Screen Long Power Slash) - DP+ P or K (P=high slash, K=low slash) (low version will hit fallen opponent)
Formation A (Leopard Call) - QCF+K
Formation B (Orb Summon) - B-F+P (repeat to throw, can be thrown in air)
Formation C (Eagle Time-Bomb Drop) - B-F+K (will hit fallen opponent)
WK=drops close to character MK=drops in middle of screen HK=drops on opposite side of screen
Wall Cling - QCB+P (can slowly move up and down wall with joystick, P=slash with sword, K=dive kick off of wall, tap B-F=jump to other wall, can't block while on wall)
Vagula (Quick Teleport Kick) - QCB+K (will hit fallen opponent)
WK=appears in same spot MK=appears in middle of screen HK=appears on opposite side of screen
Teleport - RDP+ 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
-_Supers_-
Ouroburos (Multi Orb Summon) - QCF+2P (touching orbs causes damage to opponent) (attack with any button=orbs fire rings)
Legion (Multi Leopard and Eagle Call) - QCF+2K
Ragnarok (Slow Dashing Auto Combo) - DP+2P
-_Team Up_-
Team Counter - Ame no Murakumo
Team Super - Legion
-_Special_-
Can jump, then hop up by tapping U while still in the air for double jump.
Very long range due to sword.
---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
Ultimate Web Throw (Hopping Wide-Range Super Web Throw) - QCB+2P
-_Team Up_-
Team Counter - Spider Sting
Team Super - Crawler Assault
-_Special_-
Can air dash. Air Dash is a short web swing in air that does not hit opponent.
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.
---Jin Saotome---
*Tornado Drill (Vertical Down Drill Kick) - D+HK (will hit fallen opponent)
Saotome Dynamite (Flame Explosion) - D-U+P (will hit fallen opponent)
Saotome Typhoon (Giant Tornado Spin) - B-F+P (will hit fallen opponent)
Saotome Crush (Rolling Throw) - HCB+K (must be very close)
Flame Taunt - hold Start, rapidly tap P (tapping Start causes Jin to taunt normally by taking off his clothes and rubbing them on his back, but tapping P while taunting causes him to rub faster until he bursts into flames) (can cause damage to a very close opponent)
-_Supers_-
Blodia Punch (Rushing Robot Assisted Punch) - QCF+2P (will hit fallen opponent)
Great Cyclone (Super Giant Tornado Spin) - QCF+2K (will hit fallen opponent)
Blodia Vulcan (Robot Auto Gun Combo) - QCB+2P (will hit fallen opponent)
-_Team Up_-
Team Counter - Saotome Dynamite
Team Super - Blodia Punch
-_Special_-
All MP's are flaming punches.
All ground HP's are flaming punches that send opponents flying across screen.
Air HP creates a fire shield below Jin that stuns if connects.
All MK's are flaming double kicks.
All ground HK's are flaming drill kicks. Crouching HK will trip and hit fallen opponents.
Air HK is a flaming double kick.
If Jin's partner is defeated and he is in the danger zone, he will glow and power up. In this mode Jin has super armor and super strength.
Cannot perform Blodia Vulcan during Double Team mode. Attempting the move will result in a Blodia Punch instead.
---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 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.
---Venom---
*Venom Fang (Multi-Hit Hopping Bite) - QCF+P
Venom Rush (From Underground Tendril Smack) - QCF+K
WK=tendrils appear directly in front of character MP=tendrils appear in middle of screen HP=tendrils appear on opposite side of screen
Web Slam (Multi-Slam Web Catch) - HCB+P (rapidly rotate joystick and press buttons for extra slams)
WP=shoots straight forward MK=shoots diagonal upward HP=shoots straight up
-_Supers_-
Venom Web (Screen Size Web Auto Combo) - QCF+2P
Death Bite (Sliding Screen-Long Venom Rush) - QCF+2K (will hit fallen opponent)
-_Team Up_-
Team Counter - Venom Fang
Team Super - Death Bite
-_Special_-
Can air dash. Air Dash is a short web swing in air that does not hit opponent.
Ground dash is a crawl capable of ducking under most projectiles and some other attacks.
F+HP throw on ground will stun opponent.
---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)
Gamma Quake (Ground Smash and Stalactite Drop) - QCF+2K (will hit fallen opponent)
-_Team Up_-
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.
---Gambit---
*Kinetic Card (Energy Card Projectile) - QCF+P (stuns opponent) (travels at 45 degree angle from air)
Trick Card (Diagonal Upward Kinetic Card) - QCB+P (stuns opponent)
Cajun Slash (Sliding Staff Attack) - DP+P
WP=quick long slash MP=three quick short slashes (will hit fallen opponent) HP=three quick long slashes (will hit fallen opponent)
Cajun Strike (Wall Leap Attack) - D-U+ P or K (P=staff attack, K=kick) (will bounce off of closest wall and attack, by aiming leap with joystick will bounce off of one wall then the other, guide fall with joystick) (tap same button again to attack)
-_Supers_-
Royal Flush (Multi Card Projectiles) - QCF+2P (will hit fallen opponent) (opponent can be hit by upward thrown staff for extra damage)
Cajun Explosion (Wall Grab and Super Card Projectile) - QCF or QCB +2K (QCF=jumps and grabs wall in front of character, QCB=jumps and grabs wall behind character)
-_Team Up_-
Team Counter - Kinetic Card
Team Super - Royal Flush
-_Special_-
F+HP throw on ground will stun opponent long enough to use attack that will hit a fallen opponent.
Very long range due to staff.
---War Machine---
*Knee Stomp - D+MK (air only) (will hit fallen opponent if done close enough to ground)
Missile Shot - D+HP
*Shoulder Cannon (High Laser) - QCF+P
Low Shoulder Cannon (Low Laser) - QCF+K
Repulser Blast (Multi Beam Defensive Array) - HCB+P
*Smart Bomb (Double Bomb Drop) - MP+WK (will hit fallen opponent) (hold F or B while performing move to drop bombs farther away or closer to character)
*Flight - QCB+3K (can't block while flying, but more maneuverable) (repeat or get hit to land) (hold direction and tap 3P for air dash)
-_Supers_-
Proton Cannon (Super Energy Cannon) - QCF+2P (opponent can be hit by forming cannon for extra damage) (will hit fallen opponent)
War Destroyer (Multi Heat-Seeking Missile Launch) - QCF+2K (will hit fallen opponent)
-_Team Up_-
Team Counter - Repulser Blast
Team Super - Proton Cannon
-_Special_-
Jumping HP is an aimable short laser beam. Hold joystick to aim F, U/F, or D/F.
---Wolverine---
Trip Slide - D/F+HP (will hit fallen opponent)
*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)
Berserker Slash (Dashing Quick Slash) - QCB+P (will pass through projectiles) (will hit fallen opponent)
-_Supers_-
Berserker Barrage X (Super Berserker Barrage) - QCF+2P (will hit fallen opponent)
Weapon X (Running Auto Combo) - DP+2P
*Fatal Claw (X-Shaped Energy Release) - DP+2K (will hit fallen opponent)
Berserker Rage (Speed Up) - QCB+2P (opponent can be hit by activation slash for extra damage)
-_Team Up_-
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.
---Hyper Venom (hidden character)---
Lunge Bite (Mouth-Arm Attack) - QCF+P (P rapidly for more hits) (will hit fallen opponent)
*Diving Bite - QCF+P (air only)
Symbiote Shield (Temporary Frontal Shield) - QCF+K (K rapidly for more hits)
Web Slam (Multi-Slam Web Catch) - HCB+P (rapidly rotate joystick and press buttons for extra slams)
WP=shoots straight forward MK=shoots diagonal upward HP=shoots straight up
-_Supers_-
Venom Web (Screen-Size Web Auto Combo) - QCF+2P
Death Bite (Tracking Super Venom Rush) - QCF+2K (will hit fallen opponent)
-_Team Up_-
Team Counter - Lunge Bite
Team Super - Death Bite
-_Special_-
Can air dash. Air Dash is a short web swing in air that does not hit opponent.
F+HP throw on ground will stun opponent.
Much faster than regular Venom. Always has a trail of shadows.
Takes much more damage than regular Venom.
Regular walk resembles Venom's dash. Crawls low to the ground very quickly capable of ducking under most projectiles and some other attacks.
---Orange Hulk (hidden character)---
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)
Gamma Quake (Ground Smash and Stalactite Drop) - QCF+2K (will hit fallen opponent)
-_Team Up_-
Team Counter - Gamma Charge (forward)
Team Super - Gamma Wave
-_Special_-
Much faster than regular Hulk.
Does not have super armor like Hulk.
Specials and Supers do as much damage as regular Hulk, but normal attacks do much less damage.
All normal attacks still do block damage like regular Hulk, but block damage is much less.
---Mega War Machine (hidden character)---
*Knee Stomp - D+MK (air only) (will hit fallen opponent if done close enough to ground)
Short-Range Laser Beam - D+HP
*Shoulder Cannon (High Missile) - QCF+P
Low Shoulder Cannon (Low Missile) - QCF+K
*Smart Bomb (Double Bomb Drop) - MP+WK (will hit fallen opponent) (hold F or B while performing move to drop bombs farther away or closer to character)
-_Supers_-
Proton Cannon (Super Missile Cannon) - QCF+2P (opponent can be hit by forming cannon for extra damage)
War Destroyer (Multi Heat-Seeking Missile Launch) - QCF+2K (will hit fallen opponent)
-_Team Up_-
Team Counter - Shoulder Cannon
Team Super - Proton Cannon
-_Special_-
Jumping HP is an aimable short laser beam. Hold joystick to aim F, U/F, or D/F.
Cannot block at all.
Has very powerful super armor.
Takes much less damage than regular War Machine.
Cannot be stunned.
Cannot be knocked down or launched.
Cannot be hit by Auto Combo Supers of any kind.
Can attack opponent while being hit even by Supers.
Much slower than regular War Machine.
All jumps including super jumps are much lower than regular War Machine.
---Shadow Lady (hidden character)---
*Head Stomp Kick - D+MK (air only) (will hit fallen opponent if done close enough to ground) (can perform only three times in single jump)
Flipping Neck Breaker - D/F+HK
Shadow Drill (Rushing Hand Drill) - QCF+P (P rapidly for more hits)
Electro Shock (Electric Shield) - DP+P (P rapidly for more hits) (will hit fallen opponent)
Missile Shot (Heat-Seeking Missiles) - QCF+K
Axe Kick - HCB+K (will hit fallen opponent)
*Lightning Legs - K rapidly (will hit fallen opponent)
-_Supers_-
Big Bang Laser (Energy Beam) - QCF+2P (will hit fallen opponent)
Galaxy Missile (Multi Heat-Seeking Missile Launch) - QCF+2K
Final Mission (Super Auto Kick Combo) - B-F-B-F+2K (level 3)
-_Team Up_-
Team Counter - Shadow Drill
Team Super - Big Bang Laser
-_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.
Much stronger than regular Chun-Li.
---Lilith (hidden character)---
Wing Slap - D/F+HP (will hit fallen opponent)
Flipping Split Kick - F+HK
*Shell Kick (Forward Thrust Drill Kick) - D+MK (air only)
*Shell Pierce (Downward Diving Kick) - D+HK (air only) (will hit fallen opponent if done close enough to ground)
*Soul Flash (Heart-Shaped Projectile) - QCF+P (travels at 45 degree angle from air)
Shining Blade (Rising Shadow Uppercut) - DP+P
Vector Drain (Power Slam) - HCB+P (must be very close)
-_Supers_-
Brilliant Shower (Multi Flaming Bat Projectiles) - QCF+2P
Splendor Love (Diagonally Upward Glide Attack) - DP+2P
*Luminous Illusion (Slow Flying Auto Combo) - QCF+2K
-_Team Up_-
Team Counter - Soul Flash
Team Super - Brilliant Shower
-_Special_-
Can air dash forward or backward. Hold U/F while air dashing forward to rise upward, hold D/F while air dashing forward to dive downward.
Slightly faster than Morrigan.
---Roll (hidden character)---
Slide Kick - D+HK (will hit fallen opponent)
*Roll Buster (Fireball) - QCF+P
*Exploding Bouquet (Flower Bomb Toss) - QCB+P
Item / Weapon Change (Call for New Weapon) - QCB+K
WK=Rockball MK=Tornado Hold HK=Leaf Shield
Item / Weapon Use - QCF+K
Rockball - kicks ball that bounces and hits opponent (QCF+K only drops ball, must kick with HK) (can be redirected with another HK even when in air)
Tornado Hold - drops propeller that creates tornado from floor (will hit fallen opponent) (default weapon - has at start of every match)
WK=drops directly in front of character MP=drops in middle of screen HP=drops on opposite side of screen
Leaf Shield - protective barrier from one hit, disappears after 6-7 seconds (throw all leaves with QCF+K after activating, can be thrown in air, will cancel projectiles and still hit opponent)
-_Supers_-
*Hyper Roll (Grow and Blast) - QCF+2P (opponent can be hit by transformation for extra damage)
Rush Drill (Drill Car) - QCF+2K (control horizontal movement with joystick, tap U for small hop) (will hit fallen opponent)
Beat Plane (Bombing Plane) - QCB+2K (control movement with joystick, tap P=shoot straight fireballs, tap K=drop bombs)
-_Team Up_-
Team Counter - Exploding Bouquet
Team Super - Hyper Roll
-_Special_-
Cannot be hit by most high attacks due to very short height.
Falls slowly from all jumps including super jumps due to skirt acting as parachute.
Can jump off walls by hitting the opposite direction on the joystick while jumping onto a wall.
After performing the Item / Weapon Change, Roll must pass over the dropped ball to gain the use of the new weapon. Another Roll or Megaman can pass over a ball dropped by one Roll and "steal" the weapon.
---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.
Hyper Venom
Venom in red or white costume.
Start game...
Move cursor to Chun-Li...
Tap:
R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L, D, D, R, R, U, U, U, U, L, L, U
Or:
Tap right from Chun-Li, draw the number "1" from Ryu, move clockwise back to Chun-Li, draw the number "2", move counter-clockwise back to Chun-Li, tap up.
Hyper Venom's box will appear above Chun-Li's if performed correctly.
Orange Hulk
Hulk with orange skin.
Start game...
Move cursor to Chun-Li...
Tap:
R, R, D, D, L, L, R, R, D, D, L, L, U, U, U, U, D, D, R, R, U, U, D, D, D, D, U, U, U, U, L, U
Or:
Draw the number "3" from Chun-Li, move back up to Chun-Li, draw the number "4", move counter-clockwise to Ryu, tap up.
Orange Hulk's box will appear above Ryu's if performed correctly.
Mega War Machine
War Machine with gold armor.
Star game...
Move cursor to Zangief...
Tap:
L, L, D, D, R, R, D, D, L, L, U, U, U, U, R, R, L, L, D, D, D, D, R, R, U, U, L, L, D, D, R, R, U, U, U, U, U
Or:
Draw the number "5" from Zangief, move clockwise back to Zangief, draw the number "6", move counter-clockwise back to Zangief, tap up.
Mega War Machine's box will appear above Zangief's if performed correctly.
Shadow Lady
Chun-Li in all black.
Start game...
Move your cursor to Morrigan...
Tap:
U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D, R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D
Or:
Move from Morrigan to Chun-Li, draw the number "7", move clockwise to Zangief, draw the number "8", move counter-clockwise to Gambit, tap down.
Shadow Lady's box will appear below Gambit's if performed correctly.
Lilith
Morrigan's sister. Pink tinted Morrigan.
Start game...
Move your cursor to Zangief...
Tap:
L, L, D, D, R, R, U, U, D, D, D, D, L, L, U, U, U, U, R, L, D, D, D, D, R, R, U, U, U, U, L, L, D, D, D, D, R, D
Or:
Draw the number "9" from Zangief, move clockwise to Ryu, tap left, draw the number "0" counter-clockwise, move down to Gambit, tap right, tap down.
Lilith's box will appear below War Machine's if performed correctly.
Roll
Totally new animation. Megaman's sister, very similar characters.
Start game...
Move your cursor to Zangief...
Tap:
L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R
Or:
Draw the number "5" from Zangief, tap up, tap right, move up to Captain Commando, move to Megaman, tap right.
Roll's box will appear next to Megaman's if performed correctly.
---Tricks to Fight Against Computer Controlled Hidden Characters:
Note: all computer controlled hidden characters use Shadow as their helper and one of the regularly selectable characters as their teammate. If these tricks are done correctly then you will fight them in the match just before the final boss.
Orange Hulk
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Finish three matches with Super finishes.
Lilith
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Finish two opponents with Helper Attacks.
Finish three matches with Super finishes.
Mega War Machine
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Finish five matches with Super finishes.
Two of the Super finishes must be Team Supers.
Roll
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Completely use all Helper Attacks for six matches.
Finish five matches with Super finishes.
Two of the Super finishes must be Team Supers.
Hyper Venom
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Win all matches in less than 60 seconds.
Finish all matches with Super finishes.
Four of the Super finishes must be Team Supers.
Shadow Lady
Don't fight against another human player.
Don't continue.
Don't let either of your characters be beaten.
Win all matches in less than 60 seconds.
Finish opponent's first character in every match with Helper Attacks.
Finish all matches with Super finishes.
Four of the Super finishes must be Team Supers.
---Special Partners (Helpers)---
A new Helper is selected for each match, so selection codes must be reentered each time otherwise the Helper will be selected randomly as usual.
Note: in order to select the Helper of your choice, you must hold the Start button and the indicated "selection code" buttons immediately after selecting your second team member or immediately before the Helper select screen appears. The buttons must be held until the Helper is actually selected.
Helper name (number of uses per match) = selection code
Description of Helper attack.
Unknown Soldier (4) = WP
Fires shots at chest level and ground level. (will cancel projectiles and still hit opponent)
Lou (8) = MP
Fires several ground level arrows. (will cancel projectiles and still hit opponent)
King Arthur (8) = WP+MP
Throws three big lances in sequence. (will cancel projectiles and still hit opponent)
Saki (7) = HP
Fires mid-level lighting blast from gun. (will cancel projectiles and still hit opponent)
Ton-Pooh (9) = WP+HP
Does long range head-high kick.
Devilot (5) = MP+HP
Self-destructs her giant robot close to character. (will hit fallen opponent) (UNBLOCKABLE)
Anita (5) = WP+MP+HP
Slowly moves across screen with several objects orbiting. Throws objects after walking half-screen. (will cancel projectiles and still hit opponent)
Pure & Fur (5) = WK
Drops several dice around character from high above. (will hit fallen opponent)
Michelle Heart (6) = WP+WK
Comes out at same height as opponent and fires several shots in a three direction spray. (will cancel projectiles and still hit opponent)
Thor (8) = WK+MP
Fires head-high lighting from hammer. (will cancel projectiles and still hit opponent)
Cyclops (7) = WP+WK+MP
Fires knee-high eye beam. (will cancel projectiles and still hit opponent)
Magneto (7) = WK+HP
Fires head-high Magnetic Disrupter Beam. (will cancel projectiles and still hit opponent)
Storm (6) = WP+WK+HP
Creates tall typhoon directly below opponent launching them. (will hit fallen opponent)
Jubilee (8) = WK+MP+HP
Creates several energy bursts around character. Throws several bursts at opponent after two seconds. (will cancel projectiles and still hit opponent)
Rogue (7) = WP+MP+HP+WK
Dives diagonally down into middle of screen then diagonally flies out other side of screen punching.
Psylocke (5) = MK
Performs Psi-Thrust across screen. (will hit fallen opponent) (will cancel projectiles and still hit opponent)
Juggernaut (3) = WP+MK
Performs Headcrush across screen. (will hit fallen opponent) (will cancel projectiles and still hit opponent)
Iceman (4) = MP+MK
Drops several ice blocks around character from high above. (will hit fallen opponent)
Colossus (5) = WP+MP+MK
Appears from slightly above character and charges across screen shoulder first. (will hit fallen opponent) (will cancel projectiles and still hit opponent)
U. S. Agent (5) = MK+HP
Performs Charging Stars across screen. (will hit fallen opponent) (will cancel projectiles and still hit opponent)
Sentinel (3) = MP+MK+HP (hidden helper - can't be selected randomly)
Flies across screen covering entire screen height. (will hit fallen opponent)
Shadow (4) = WP+MK+HP (hidden helper - can't be selected randomly)
Does several Somersaults. (will hit fallen opponent) (will cancel projectiles and still hit opponent)
Techniques for using Helpers:
Some helpers cancel projectiles, some create a temporary shield around your character, and others will cause your opponent to have to block giving you an opportunity to set them up for a jump in combo.
The best way to use a Helper is as a Super Move set up. The best Helpers are the ones that hit multiple times and go across the screen. While your opponent is being hit by the Helper you can hit them with a long range Super. Some Supers that can't usually be comboed can be comboed with a Helper attack.
---Miscellaneous Tricks:
---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.
---Steal Opponent's Helper:
Defeat your opponent's team then press and hold 3K just after your score is tallied up and continue to hold it until your Helper is selected. This code will cause you to select the same Helper for your next match that your defeated opponent had in your last match.
---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 Double Team mode to defeat your opponent.
---Pose Points:
After defeating your opponent you can gain bonus "Pose Points" by using the "Beat Up the Loser" trick then performing certain moves. If you do the right moves for your character and they freeze in the correct pose before the win quote is shown, you will be awarded 100 to 30,000 bonus points. Try doing the Blodia Vulcan for 20,000 points, Captain Corridor for 1,000 points, and so on. Every character has at least one pose that will gain you points and some characters have more.
               (
geocities.com/timessquare/9532)                   (
geocities.com/timessquare)