MARVEL SUPER HEROES VS. STREET FIGHTER FAQ v0.3 for the Arcade version by K. Megura
Unpublished work Copyright 1998 Kao Megura
This FAQ is for private and personal use only. It can only be reproduced electronically, and if placed on a web page or site, may be altered as long as this disclaimer and the above copyright notice appears in full. This FAQ is not to be used for profitable/promotional purposes; this includes being used by publishers of magazines, guides, books, etc. or being incorporated into magazines, etc. in ANY way. This FAQ was created and is owned by me, Kao Megura . All copyrights and trademarks are acknowledged that are not specifically mentioned in this FAQ. Please give credit where it is due.
The Street Fighter series is (c) Capcom of Japan. All Marvel characters are (c) Marvel.
This FAQ can be found at: ------------------------------------------------------------------------- Kao Megura's Home Page www.geocities.com/Tokyo/Pagoda/4610/
================= TABLE OF CONTENTS =================
1. HOW TO PLAY - Key to Controls - Basic Moves List - Using Easy Mode - Super and Hyper Armor 2. CHARACTER MOVES LIST - Akuma - Bison - Blackheart - Captain America - Chun-Li - Cyclops - Dan Hibiki - Dhalsim - Hulk - Ken - Omega Red - Ryu - Sakura Kasugano - Shuma-Gorath - Spider-Man - Wolverine - Zangief 3. HIDDEN CHARACTER MOVES LIST - Armor Spider-Man - Hiyakeshita Sakura - Mega Zangief - Mephisto - Shadow - US Agent 4. SECRETS AND TRICKS - Select the Hidden Characters - Change Characters - Beat Up Your Opponent / Partner - Dan's Secret Introduction / Special Finish - Sakura's Win Poses - Norimaro's Quadruple Jump 5. COMBO PRIMER - Basic Combo Theory - Types of Chains - Starting and Finishing an Aerial Rave 6. MISCELLANEOUS - Easy Mode Moves Chart - Translations - Special Thanks
========================================================================= 1. H O W T O P L A Y =========================================================================
----------------------------------------------------------------------- KEY TO CONTROLS -----------------------------------------------------------------------
This section outlines the basic controls for all characters:
(joystick directions and results)
ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- n -- f Walk Back / Guard Neutral Walk Forward / | \ db d df Defensive Crouch Crouch Offensive Crouch
(button layout and effect)
LP MP HP Light Punch Medium Punch Hard Punch
LK MK HK Light Kick Medium Kick Hard Kick
(FAQ abbreviations)
qcf / qcb - Press d,df,f or d,db,b on the joystick.
hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick.
Rotate 360 - Rotate the joystick in a complete circle. You can start and end the circle at any point (i.e. start at uf and end at uf, or b to b, etc.)
PP / PPP - Press any two / all three Punch buttons.
KK / KKK - Press any two / all three Kick buttons.
(air) - The move can be performed while on the ground, or while in the air (during a jump or after an air recovery).
x~x - All possible ranges are allowed (for example, ub through uf, or MK through HP).
dir. - Any direction can be used.
----------------------------------------------------------------------- BASIC MOVES LIST -----------------------------------------------------------------------
Dash f,f / PPP Backstep b,b / b + PPP Super Jump d,u / KKK / ub~uf after hitting w/ a launcher Long Jump Tap uf during Dash / Tap ub during Backstep Block / Low Block Hold b / db against high / low attacks Air Block In air, hold b / db against an attack Advancing Guard While blocking, tap PPP rapidly (air) Tech. Hit Perform a throw as you are thrown (air) Recovery Tap b / f + P / K rapidly when dizzied Down Kaihi b,db,d + P / K when knocked down Variable Assist Press MP + MK Variable Attack Press HP + HK Variable Counter While blocking, b,db,d + HP + HK (at Level 1+) Variable Combination qcf + HP + HK (at Level 2+)
- Zangief and Mega Zangief cannot Backstep or Long Jump backwards. - Using the Advancing Guard doesn't reduce the amount of damage taken; it only attempts to create more distance between you and your opponent. It's wise to not always use it as it's possible to be hit by an attack as you recover from pushing yourself forward. - You can Tech. Hit (Ukemi), out of almost any throw in the game, including ground and air throws, as well as:
- Cyclops' Running Neckbreaker Drop - Dan's Otoko Michi - Hulk's Gamma Tornado - Spider-Man's Web Throw - Zangief's Flying Powerbomb / Air Spinning Piledriver - Zangief's Running Throw (either version) - Cyber-Akuma's Air Shining Gou Spark - Shadow's Final Mission
- When you use any of the 'Variable' moves (aside from the Variable Assist), you'll switch characters. This won't always happen in the case of the Variable Counter / Variable Combination, usually if your ally is attacked as he or she comes on-screen. Keep in mind that you have to have both characters alive to use any of the Variable moves.
----------------------------------------------------------------------- USING EASY MODE -----------------------------------------------------------------------
Easy Mode functions just like Normal Mode, but with some notable differences:
- To do your launcher, press LP + LK while standing or crouching. This is the _only_ way to launch someone, you can't do the launcher manually. - Tapping MP, MK, HP, or HK will result in a special move being performed (not all characters can use all the buttons). Some characters can do this in the air, too. - Pressing MP + HP or MK + HK will result in a Hyper Combo being performed if you have enough power (not all characters can use MK + HK). - If you hit an opponent with LP or LK while standing, crouching, or jumping, you can tap LP or LK repeatedly for a combo (or press any button to control the combo yourself).
----------------------------------------------------------------------- SUPER ARMOR AND HYPER ARMOR -----------------------------------------------------------------------
Normally, when you get hit, your character goes into "hit stun"; you can't do anything for the brief moment that they're reacting to getting socked in the head, etc. Characters with Super Armor have a one-hit buffer, so if you hit them once, they'll flash but will not go into hit stun. This means that if they were starting an attack as you hit them, they'll still go through with it and you'll get hit instead. This also means that they can't be launched unless you've just hit them previously (or depending on your ground chain type, if you've chained a hit before you did the launcher). In most cases, this also applies to sweeps (you have to hit them once, then sweep them if you want to knock them down). Note that the Web Throw / Carbonadium Coil attacks will not connect unless they combo it or have just hit their enemy with an attack within the last second or so, due to the effects of the Super Armor. Hulk has Super Armor; Zangief has it too, but only during certain special moves. Armor Spider-Man also has it but it seems to only apply to certain attacks (usually only LP or LK attacks; it varies against special moves--see his section for details).
Hyper Armor works just like Super Armor, but provides it's user with an infinite hit buffer. This means that they cannot be launched or sweeped (and Spidey cannot connect with his Web Throw; nor can Blackheart connect with his HK demons, or Omega Red connect with his Carbonadium Coils). In addition, any HC that results in an auto combo (such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow's Final Mission, etc.) won't work (excluding either Sakura's Midare Zakura or Shadow's Cross Shadow Blitz). Also, a character's stun meter (the half circle surrounding the timer), will not increase if they are hit, so they can never be dizzied! Luckily, only Mega Zangief has Hyper Armor.
========================================================================= 2. C H A R A C T E R M O V E S L I S T =========================================================================
Characters are listed alphabetically. All move names are official except those listed in lowercase in parenthesis. A short list of attack, combo, and Variable move information is shown afterwards:
Ground Combo Chain: The chain type used when standing / crouching Jumping Combo Chain: The chain type used when jumping Super Jumping Chain: The chain type used when super jumping Aerial Rave Launcher: The attack used to start a Super Jumping chain Aerial Rave Finisher: Any attack that finishes a Super Jumping chain* Flying Attack: Any attack that sends an enemy flying away Knockdown Attack: Any attack that knocks an enemy off their feet Ground Throws: What throws a character has while on the ground Aerial Throws: What throws a character has while in the air Variable Assist: What move is used during a Variable Assist Variable Counter: What move is used during a Variable Counter Variable Combination: What HC is used during a Variable Combination+
* Depending on the size of your opponent, and whether you're in the corner or not, it's possible to hit your opponent after hitting them with a finisher. + If 2 attacks are listed for, the second one is used if this character is an ally and not currently in use).
Any important comments concerning each character are written after their moves list. For more information on chains and combos, please refer to section 5, the Combo Primer.
Psycho Shot hcf + P Psycho Field hcb + P Double Knee Press hcf + K (air) Head Press Charge d,u + K (air) Somersault Skull Diver (b / f) + P after Head Press (air) Somersault Skull Diver Charge d,u + P,P (or hold P) (air) Bison Warp f,d,df + P / K (air) Hikou qcb + KK, then move in any dir. (air) Psycho Crusher qcf + PP (air) Knee Press Nightmare qcf + KK
Ground Combo Chain: Weak to Any Jumping Combo Chain: Weak to Strong Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Standing HP Aerial Rave Finisher: HP, HK, Psycho Crusher Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MP Psycho Shot Variable Counter: HK Double Knee Press Variable Combination: Knee Press Nightmare
- You can use the Bison Warp repeatedly in the air. - During the Hikou, you can move around and attack freely. You can use special moves, too (but using any move will end the Hikou). Repeating the Hikou ends it. - Bison's Psycho Crusher can negate normal projectiles and resist certain Hyper Combo projectiles (the multiple kind, like Dhalsim's Yoga Inferno, Akuma's Tenma Gou Zankuu, or Shadow's Shadow Break). However, if he resists an HC projectile, he'll spin in place and won't move forward.
Dark Thunder hcf + P Inferno hcb + P Kuuchuu Dash In air, f,f / PPP Kuuchuu Backstep In air, b,b / b + PPP (long dash) f,f (hold f) (long backstep) b,b (hold b) Armageddon qcf + PP Heart of Darkness qcf + KK Judgment Day qcb + PP (air)
Ground Combo Chain: Kick to Punch Jumping Combo Chain: Kick to Punch Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: MK, Judgment Day Flying Attack: Crouching MP Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Assist: LP Dark Thunder Variable Counter: LP Dark Thunder Variable Combination: Armageddon
- Blackheart's HP attack produces demons that fly around, then return to him. If they hit an enemy, they latch on and slowly drain life from him or her. You'll lose less life if less demons are attached to you. Although an enemy is not stunned, they do get knocked around a bit (during the crouching HP attack, you have more than ample time to follow up with an attack or Hyper Combo while the demons knock around your foe). - Blackheart's HK attack produces demons that will move forward, then disintegrate. If they hit an opponent, they latch on to him or her and prevent them from moving. You can escape this the same way you would when dizzied (shake the joystick and tap the buttons), and you'll be stunned for a shorter period of time if less demons are attached to you. - The Judgment Day HC does the best block damage in the game. For a cheap tactic, jump towards an opponent with low life and use it repeatedly in air to whittle down their life and kill them.
----------------------------------------------------------------------- CAPTAIN AMERICA -----------------------------------------------------------------------
Shield Slash qcf + P Charging Star qcf + K Stars & Stripes f,d,df + P Zenten hcb + P (heel kick) In air, d + HK 2 Dan Jump ub~uf (x2) Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP
Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP / Crouching HP Aerial Rave Finisher: HP, HK, Heel Kick, Shield Slash Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MK Charging Star Variable Counter: HP Stars & Stripes Variable Combination: Hyper Stars & Stripes / Hyper Charging Star
- Captain America can lose his shield if he misses a Shield Slash. Without the shield, he cannot perform the Shield Slash until he picks it up again by passing over it. Furthermore, all of his attacks do less damage when he doesn't have the shield equipped. - His Charging Star can neutralize normal projectiles (doing this reduces the speed and distance that this move goes, though). It won't neutralize projectiles if he doesn't have his shield. - Captain America's Zenten can be used to pass through most any attack, execept for special throws. - His Hyper Charging Star can pass through normal projectiles and resist Hyper Combo projectiles (at the cost of reducing his speed and distance travelled), but only if he has the shield. Otherwise, he can't pass through anything.
Kikouken hcf + P Sen'en Shuu hcb + K Tenshou Kyaku f,d,df + K Hyakuretsu Kyaku Tap K rapidly (air) Reishiki Kikouken f + HP Kaku Kyaku Raku df + HK Yosou Kyaku In air, d + MK (can do repeatedly) (split kick) In air, u + LK (front kick) In air, f + HK Sankaku Tobi Jump against a wall, press f 3 Dan Jump ub~uf (x3) Kuuchuu Dash In air, f,f / PPP Kikoushou qcf + PP Senretsu Kyaku qcf + KK Hazan Tenshou Kyaku f,d,df + KK
Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Front Kick, Hyakuretsu Kyaku, Yousou Kyaku Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MP Kikouken Variable Counter: MP Kikouken Variable Combination: Kikou Shou / Senretsu Kyaku (w/ Chun-Li)
- The Reishiki Kikouken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - The Sen'en Shuu and Kaku Kyaku Raku moves are overhead attacks and must be blocked high. - You can cancel a chain combo into the Reishiki Kikouken. - Chun-Li's Kikoushou can negate normal projectiles and resist Hyper Combo projectiles. - Chun-Li's taunt (press Start) hits for minor damage. You can't kill someone with it, though.
Optic Blast qcf + P (air) Optic Sweep f,d,df + P Rising Uppercut f,d,df + P, tap P rapidly Cyclone Kick qcb + K Rapid Punches Charge b,f + P, tap P / K rapidly Running Neckbreaker Drop Charge b,f + K (optic bullet) Press HP while standing or crouching (double attacks) LP,LP / LK,LK / HK,HK (alternate attacks) In air, d + LK~HP 2 Dan Jump ub~uf (x2) Mega Optic Blast qcf + PP Super Optic Blast f,df,d + PP, direct (air)
Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP, HK, Optic Blast, any Alternate Attack except d + LK Knockdown Attack: Crouching HK / MK (lifts them slightly upward) Ground Throws: b / f + MP / HP / HK (db / df + MK / HK) Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MP Rising Uppercut (can't add extra hits) Variable Counter: LP Optic Blast Variable Combination: Mega Optic Blast
- The Optic Bullet is just a normal move, so you can fire it and cancel into any other attack while it's hitting. It's a useful setup for any of his long-range attacks. - You can direct Cyclops' MP throw; just hold in any direction immediately after it starts. The directions are reversed, too, so holding up-back _or_ down-back makes him fire them up-back. - When used, the Super Optic Blast "locks on" to your enemy. You can direct it in any of 8 directions by using the joystick, though. If the blast hits the floor, walls, or corners, it rebounds in the opposite direction.
----------------------------------------------------------------------- DAN HIBIKI -----------------------------------------------------------------------
Gadouken qcf + P Kouryuuken f,d,df + P Dankuu Kyaku qcb + K Premium Sign qcf + K Zenten Chouhatsu qcf + Start Kouten Chouhatsu qcb + Start Jump Chouhatsu In air, press Start Shagami Chouhatsu Crouch, press Start Shin Kuu Gadouken qcf + PP Kouryuu Rekka qcf + KK Hisshou Buraiken qcb + KK Chouhatsu Densetsu qcf,qcf + Start Otoko Michi HP,LK,b,LP,LP (at Level 3)
Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MP Gadouken Variable Counter: HK Dankuu Kyaku Variable Combination: Shin Kuu Gadouken
- Most normal characters and all small characters can crouch beneath the Dankuu Kyaku. - There is a 1-in-8 chance that Dan will flash during the Kouryuuken. If this happens, he becomes invincible while flashing (normally, the Kouryuuken isn't invincible). - The Premium Sign is an interesting attack. Dan will spend a while signing his autograph (depending on the button used), show it to his opponent, then throw it (the range and direction travelled also depends on the button used). When he's showing it, this move has really high priority and will out-hit most incoming attacks. When thrown, it can negate normal projectiles. - Dan gains HC energy from any of his taunt moves (including the rolling taunts), but not his Chouhatsu Densetsu. - If his opponent doesn't block, Dan can hit an opponent with any attack after his Kick throw, or even Super Jump up and air combo them. - If you connect with an Otoko Michi, you will lose all of your remaining life except for a tiny bit (so you'll die if you take even one hit of block damage, too). Furthermore, none of this damage is recoverable. However, doing another Otoko Michi later will not take away any more life.
Yoga Fire qcf + P (air) Yoga Flame hcb + P Yoga Blast hcb + K Yoga Teleport f,d,df / b,d,db + PPP / KKK (air) Fuyuu qcb + KK, then move in any dir. (air) Drill Zutsuki In air, d + HP Drill Kick In air, d + K Yoga Inferno qcf + PP, then direct d / u (air) Yoga Strike qcf + KK
Ground Combo Chain: None Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing close MP Aerial Rave Finisher: MP, MK, HP, HK Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: MP Yoga Fire Variable Counter: MP Yoga Flame Variable Combination: Yoga Inferno (can't direct)
- Dhalsim's limbs automatically extend if you're far away or contract if you're close by. This is pretty handy, but you have to make sure you're really close if you want to use the shorter version of his Punch or Kick attacks. - He has an automatic teleport that kicks in whenever there's a pause between you getting hit by one attack to the next. It's useful, but don't depend on it. - Dhalsim can teleport repeatedly in the air. - During the Fuyuu, you can move around and attack freely. You can use special moves, too (the Drill attacks or the Yoga Teleport will end this moe, the Yoga Fire / Inferno will not). Repeating the Fuyuu ends it. - You can cancel a weaker Drill Kick into a stronger one, and can cancel any of them into the Drill Zutsuki.
----------------------------------------------------------------------- HULK -----------------------------------------------------------------------
Gamma Slam qcf + P Gamma Tornado hcb + P Gamma Charge (Taichi) Charge b,f + K,(direction +) K Gamma Charge (Taikuu) Charge d,u + K,(direction +) K Gamma Wave qcf + PP Gamma Crush qcb + PP, then direct b / f
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit Aerial Rave Finisher: HP, HK Flying Attack: Standing HP Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: LK Gamma Charge (Taichi) (can't redirect) Variable Counter: HK Gamma Charge (Taichi) Variable Combination: Gamma Wave
- The Hulk has Super Armor while on the ground. - His punches and kicks do block damage, too. - The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate the joystick repeatedly to increase the damage done. - If the Gamma Charge isn't blocked, you can press K again for a second charge (both versions go straight up). Or, you can pick the direction you travel in (ub / u / uf + K for the Taichi version; b / ub / u / uf / f + K for the Taikuu version). You can also reverse the direction if you want (i.e., press db to charge up-forward). - The Gamma Charge hits on the way up.
----------------------------------------------------------------------- KEN -----------------------------------------------------------------------
Hadouken qcf + P (air) Shouryuuken f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Inazuma Kakato Wari f + MK (alternate kicks) In air, u + MK / u + HK Shouryuu Reppa qcf + PP Shinryuuken qcf + KK, tap K rapidly Shippuujinrai Kyaku qcb + KK
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, u + HK, Hadouken, Shouryuuken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: HP Shouryuuken Variable Counter: HP Shouryuuken Variable Combination: Shouryuu Reppa / Shinkuu Hadouken (w/ Ryu)
- The Inazuma Kakato Wari is an overhead and must be blocked high. - If the Shippuujinrai Kyaku is blocked, Ken will stop the move early.
----------------------------------------------------------------------- OMEGA RED -----------------------------------------------------------------------
Carbonadium Coil qcf + P (qcf + P / K in air) Death Factor Tap P after C. Coil / Energy Drain Energy Drain Tap K after C. Coil / Death Factor (single flip) Dir. + P / K from any of 3 above moves (double flip) Dir. + P / K from Coil -> Single Flip (coil retract) Before C. Coil hits, press P (air coil retract) Before air C. Coil hits, press P / K Omega Strike qcf + K (strike cancel) d + K during Omega Strike (strike recall) b + K during Omega Strike (coil hit) db~df + HK Kuuchuu Dash In air, f,f / PPP Omega Destroyer qcf + PP Carbonadium Smasher In air, qcf + PP
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP Aerial Rave Finisher: HP, HK, Carbonadium Coil, Carbonadium Smasher Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: Standing HP Variable Counter: LK Omega Strike Variable Combination: Omega Destroyer
- Using the Death Factor drains your foe's life and gives it to you. The Energy Drain does the same thing, but affects HC energy instead. - The Double Flip can't be used if you preceeded the first flip with the Death Factor or Energy Drain. You need to press in the desired direction + P / K as the first flip ends. It's considerably easier to do in the air than on the ground (but it is possible with practice). - If you want to retract a Carbonadium Coil after you've begun the move press any P to do so. This must be done before the coil is blocked or connects. In air, you can use P or K interchangably (so if you did qcf + MK in air, you could cancel it with any P and vice versa).
Hadouken qcf + P (air) Shouryuuken f,d,df + P Tatsumaki Senpuu Kyaku qcb + K (air) Sakotsu Wari f + MP Senpuu Kyaku f + MK (alternate kicks) In air, u + MK / u + HK Shinkuu Hadouken qcf + PP (air) Shinkuu Tatsumaki Senpuu Kyaku qcb + KK Shin Shouryuuken f,d,df + PP
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, u + HK, Hadouken, Shinkuu Hadouken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: LP Hadouken Variable Counter: LP Hadouken Variable Combination: Shinkuu Hadouken
- The Sakotsu Wari is an overhead and must be blocked high. - The Shin Shouryuuken hits 3 times if you hit an opponent with it; if they evade the intial hit then they'll take around 8 hits as you rise up.
Hadouken qcb + P (air) Shououken qcf + P (air) Shunpuu Kyaku qcb + K (air) Flower Kick f + MK Shinkuu Hadouken qcb + PP Midare Zakura qcf + PP Haruichiban qcb + KK
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadouken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Assist: HK Shunpuu Kyaku Variable Counter: HP Shououken Variable Combination: Shinkuu Hadouken
- On the ground, the Shouou Ken has a shield around it that will negate normal projectiles. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Sakura's taunt (press Start) hits for minor damage. You can't kill someone with it, though.
Mystic Stare Charge b,f + P Mystic Smash Charge b,f + K (air) Devitalization hcb + K Sekika In air, d + MK (upward stare) In air, u + HP Chaos Dimension qcf + PP (at Level 3) Chaos Split qcf + KK
Ground Combo Chain: Punch to Kick Jumping Combo Chain: Punch to Kick Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MK Aerial Rave Finisher: HP, HK, Upward Stare, Sekika Flying Attack: Standing / Crouching HP, Standing HK Knockdown Attack: Crouching MK / HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Assist: LK Mystic Smash Variable Counter: MK Mystic Smash Variable Combination: Hyper Mystic Smash
- If the Mystic Stare hits, Shuma's eyes cling to his opponent for a while, flash brown, then explode. While clinging to his foe, Shuma can't use the Mystic Stare. To get the eyes off yourself, simply hit Shuma with an attack or switch characters. Note that this move only causes damage if it is blocked or if the eyes explode--actually hitting with it causes no damage. - Once Shuma activates the Chaos Dimension, he will glow for a while. His LP and LK attacks remain the same, but his Medium and Hard attacks all change to short-ranged touch attacks whether Shuma is crouching, standing, or jumping. You must hit an opponent with one of these "touches" in order to trigger the actual attack. - It should be noted that Shuma can't use _any_ move (even the Upward Stare), during the Chaos Dimension. Any moves that were previously in effect (the Chaos Split, or an attached Mystic Stare), will end. - However, Shuma can hit an opponent with the "activation" frame of this move (which occurs just as you press qcf + PP), then jump after them and touch them in air easily. You can even kill someone with the activation, and it will still count as an HC finish (even though the activation won't trigger the actual throw part of this move; you have to touch someone to do that). - During the Chaos Split, Shuma is followed by a double, which does everything that he does. If you try the Mystic Stare, the double will go through all the animations but no eyes are fired. If that isn't bad enough, you can't even perform the Devitalization. The Chaos Split ends if you get hit or if some time passes.
Web Ball qcf + P (air) Web Throw hcb + P Web Swing qcb + K (air) Spider Sting f,d,df + P,P Sankaku Tobi Jump against a wall, press uf~df Maximum Spider qcf + PP, then direct d / f / u (air) Crawler Assault qcf + KK
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing MP, Crouching HK (see notes) Aerial Rave Finisher: HP, HK, Web Swing Flying Attack: Standing HP Knockdown Attack: Crouching HK / MK (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: LK Web Swing Variable Counter: MP Spider Sting (can't add second hit) Variable Combination: Crawler Assault
- Hitting someone with a Web Ball will stun them momentarily. - The Web Throw can be blocked. Once Spider-Man grabs someone, rotate the joystick repeatedly to make him spin them around faster (doesn't seem to increase damage, though). - Spidey's Sankaku Tobi works a little differently than other character's wall jumps. Once you press in any forward direction, Spider-Man clings to the walls. He'll stay there for a few seconds, or until you release whatever direction you were pressing in. - The Maximum Spider can home in on your enemy's location a bit, but not very well. If someone is above you or below you, it's best to direct the attack by pressing up or down. - Spidey's second launcher is a standing HK. If he hits an enemy with it, you can press up to Super Jump--however, the enemy will not fly up into the air with you. They won't be launched unless they get hit by the HK while they're already airborne. So, if you want to get both you and your enemy in the air at the same time, either hit them with the HK while they jump at you, or knock them off the ground with a crouching MK and chain into the standing HK.
Berserker Barrage qcf + P, tap P rapidly Tornado Claw f,d,df + P, tap P rapidly Drill Claw (direction +) MP + LK (air) Fumitsuke In air, d + HK (repeated claw) In air, tap MP rapidly (double claw) Press MP,MP (double kick) Press MK, if it hits, press MK again (sliding claw) df + HP Sankaku Tobi Jump against a wall, press f Berserker Barrage X qcf + PP Berserker Charge qcb + PP Weapon X f,d,df + PP Fatal Claw f,d,df + KK (air)
Ground Combo Chain: Hunter Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Standing HK Aerial Rave Finisher: HP, HK, Drill Claw, Fumitsuke Flying Attack: Standing HP Knockdown Attack: Crouching HK / MP (lifts them slightly upward) Ground Throws: b / f + MP / HP Aerial Throws: Any direction but d / u + MP / HP Variable Assist: LP Berserker Barrage (can't add extra hits) Variable Counter: LP Berserker Barrage (can't add extra hits) Variable Combination: Berserker Barrage X
- The Drill Claw goes straight forward unless you hold in a direction while pressing the buttons. On the ground, you cannot Drill Claw backwards or in any of the downward directions. - You can use the Drill Claw after a successful Fumitsuke and vice versa. - During the Berserker Charge, afterimages trail Wolverine, who moves faster and jumps further. In addition, all his moves come out faster and are easily cancelled.
Double Lariat (b / f +) PPP / KKK (air) Double Lariat PPP / KKK, move b / f (air) Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex When close, hcf + K Banishing Flat f,d,df + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Press In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (or in air, d + MP) (instant running throw) Hold MP / MK / HP / HK, f,f (delayed running throw) f,f, then MK / HK or b / f + MP / HP Final Atomic Buster Rotate 360 + PP
Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Body Press, Long Punch, Headbutt, Double Lariat, Screw Piledriver Knockdown Attack: Crouching HK (standing HK knocks into air) Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Variable Assist: KKK Double Lariat (can't move b / f) Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster / Hyper Double Lariat
- Zangief cannot backstep. - You can move back or forward as you start the Double Lariat, or after it begins. - Zangief has Super Armor during the Flying Powerbomb and Final Atomic Buster. - The Banishing Flat can negate projectiles.
========================================================================= 3. H I D D E N C H A R A C T E R M O V E S L I S T =========================================================================
None of these characters are normally available. You must use a code to select them; please refer to section 4 (Secrets and Tricks) for information on how to do this.
He plays just like Spider-Man, but with Super Armor (which only functions while on the ground) However, Spidey's Super Armor seems to only work against certain attacks (i.e. it will stop a Shield Slash, but not a Carbonadium Coil).
Hadouken qcf + P (air) Shououken f,d,df + P (air) Shunpuu Kyaku qcb + K (air) Ashura Senkuu f,d,df / b,d,db + PPP / KKK Flower Kick f + MK Shinkuu Hadouken qcf + PP Midare Zakura qcf + KK Haruichiban qcb + KK Shun Goku Satsu LP,LP,F,LK,HP (at Level 3)
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Hadouken Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MK / HK Variable Assist: HK Shunpuu Kyaku Variable Counter: HP Shououken Variable Combination: Shinkuu Hadouken
- In the air, the Shouou Ken has a shield around it that will negate normal projectiles. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Sakura's taunt (press Start) hits for minor damage. You can't kill someone with it, though. She gains HC energy from taunting, by the way.
----------------------------------------------------------------------- MEGA ZANGIEF -----------------------------------------------------------------------
Double Lariat (b / f +) PPP / KKK Double Lariat PPP / KKK, move b / f Screw Piledriver Rotate 360 + P (air) Flying Powerbomb hcf + K Atomic Suplex When close, hcf + K Vodka Fire qcf + P Aerial Russian Slam f,d,df + K Headbutt In air, u + MP Double Knee Press In air, d + MK Body Press In air, d + HP (long punch) In air, f + HP (elbow drop) f + MP (or in air, d + MP) (instant running throw) Hold MP / MK / HP / HK, f,f (delayed running throw) f,f, then MK / HK or b / f + MP / HP Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK
Ground Combo Chain: None Jumping Combo Chain: None Super Jumping Chain: Weak to Strong Aerial Rave Launcher: Crouching MP, MP Throw Aerial Rave Finisher: HP, HK, Body Press, Long Punch, Headbutt, Double Lariat, Screw Piledriver Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP) Aerial Throws: Any direction but d / u + MP / HP / MK / HK Knockdown Attack: Crouching HK (standing HK knocks into air) Variable Assist: KKK Double Lariat (can't move b / f) Variable Counter: MK Flying Powerbomb Variable Combination: Double Final Atomic Buster / Hyper Double Lariat
- Zangief cannot backstep. - You can move back or forward as you start the Double Lariat, or after it begins. - Zangief has Hyper Armor while on the ground and in the air. However, he cannot block or air block, and his speed / jumping range are severely reduced.
He plays just like Blackheart, but any physical attack (LP through MK, and his crouching HP or standing HK from up close) will set an enemy on fire. This doesn't seem to cause any extra damage though, so I'm still unsure what makes him better than Blackheart.
Sonic Boom Charge b,f + P Somersault Shell Charge d,u + K Moonsault Slash In air, u,uf,f + K Jump Sobat b / f + MK Step Kick b / f + HK Spin Back Knuckle f + HP Shadow Break qcf + PP, tap P rapidly Cross Shadow Blitz qcf + KK Shadow Justice qcb + KK Final Mission Charge b,f,b,f + PP (at Level 3)
Ground Combo Chain: Weak to Strong Jumping Combo Chain: Weak to Strong Super Jumping Chain: Hunter Aerial Rave Launcher: Crouching HP Aerial Rave Finisher: HP, HK, Moonsault Slash Knockdown Attack: Crouching HK Ground Throws: b / f + MP / HP / MK / HK Aerial Throws: Any direction but d / u + MP / HP Variable Assist: HP Sonic Boom Variable Counter: HK Somersault Shell Variable Combination: Shadow Justice
- The Jump Sobat is an overhead and must be blocked high. - The Final Mission can be blocked.
----------------------------------------------------------------------- US AGENT -----------------------------------------------------------------------
He plays just like Captain America...and that's just about it. I don't know what's supposed to be different about him.
========================================================================= 4. S E C R E T S A N D T R I C K S =========================================================================
----------------------------------------------------------------------- SELECT THE HIDDEN CHARACTERS -----------------------------------------------------------------------
To play as a hidden character, simply highlight the character listed, hold Start, and press in the listed direction for 5 seconds before pressing LP + LK or HP + HK
Armor Spider-Man : Highlight Ryu, hold Down (now on Spidey) Hiyakeshita Sakura : Highlight Hulk, hold Right Mega Zangief : Highlight Blackheart, hold Left Mephisto : Highlight Omega Red, hold Down Shadow : Highlight Dhalsim, hold Up US Agent : Highlight Bison, hold Up
If you want to, you can use two hidden characters in the same team. Note that you can't use Spider-Man and Armor Spider-Man in a team normally. However, there is a trick to do just that: pick anyone for your first character, then Spidey for your second. Play and lose, then continue and pick Armor Spider-Man. The cursor will then default to Spider-Man, who you can pick, because he was your last chosen character.
----------------------------------------------------------------------- BEAT UP YOUR OPPONENT / PARTNER -----------------------------------------------------------------------
After beating both opponents, you can press Start to make your character stop his or her victory pose. You can now move around and use special moves (and even Hyper Combos if you have enough power left). You can't use Variable moves, though. Hitting your opponent knocks them into the air, allowing you to beat them up for a couple of seconds until the game continues onto the next stage.
Once you beat Cyber-Akuma and your opponent drops down, you can do the same thing to attack him or her. If you keep hitting them, they'll fight back!
----------------------------------------------------------------------- DAN'S SECRET INTRODUCTION / SPECIAL FINISH -----------------------------------------------------------------------
To see Dan slam into the floor in an explosion, make sure that he's the first up to fight, and hold LP prior to the battle starting. This has no effect on the game but is always worth a laugh ;)
Dan also has a special finish; if he kills a person with his Premium Sign attack (even if they're killed by block damage), you'll get the black finish usually reserved for Hyper Combos. Note that this only works if they're hit by the _thrown_ autograph, not if they're killed while Dan is holding his autograph.
When using Sakura or Hiyakeshita Sakura, hold down a button after winning a round to select your win pose, as shown below:
Hold LP - Sakura throws her arm up and cherry blossoms appear. Hold MP - Sakura does some attacks and her shoe hits her head. Hold HP - Sakura does some attacks and yells. Hold LK - Sakura does her groovy dance from SFA2. Hold MK - Sakura rubs her nose and holds out her hand. Hold HP - Kei (Sakura's friend) flies in and lands on her face.
========================================================================= 5. C O M B O P R I M E R =========================================================================
This section is my attempt to explain how combos work in this game, as the Marvel / VS series' combo method is pretty complex and extensive.
------------------------------------------------------------------------ BASIC COMBO THEORY ------------------------------------------------------------------------
Although this game is full of massive chain combos, launchers, aerial raves, and all that other junk, the basic stuff still applies and is important. Here's a quick run-down of what you can do:
A combo is any series of attacks which are unblockable after the fist hit connects. A basic combo usually falls into one of the four examples listed below:
--------------------------------------------------------------------- Attack -> Special Move ---------------------------------------------------------------------
Also known as a two-in-one. You simply perform an attack during the input for a special move (or Hyper Combo), and the two will occur rapidly upon execution. (i.e. down + Medium Kick, down- forward, forward + Punch would make Ryu combo a crouching kick into his Hadouken. Replace Punch with two Punch buttons and he'd combo into the Shinkuu Hadouken Hyper Combo.)
Jumping attacks can preceed a two-in-one in order to do added damage.
--------------------------------------------------------------------- Attack -(link)-> Attack -> Special Move ---------------------------------------------------------------------
In any type of chain combo, the animation of one normal attack is cancelled by the animation of another. A link is when two normal attacks can combo without having their animation cancel. Usually, this is limited to quick attacks, like LP and LK. It may sound useless considering the many chains in this game, but for characters like Dhalsim, who has no ground chains, it's pretty handy (he can link his crouching LP into a crouching LK). It's also useful for preceeding a chain combo (Wolverine can dash in and hit with his standing LP attack several times, then cancel normally into a chain combo).
--------------------------------------------------------------------- Dashing, then attacking ---------------------------------------------------------------------
When you dash, you move forward (hehe)! Press any Punch or Kick while dashing (this even applies to crouching Punches or Kicks), and you'll still move forward a bit as your initial attack comes out. This means that you'll be closer to your opponent by the time you hit than you would be if you walked up and attacked him / her, and since you're closer, any attack that you follow up with also has a greater chance of hitting due to the decreased proximity between you and your foe.
Flying Attacks are somewhat useful, but they can also put a kink in your ground combos. When you hit someone with a Punch or Kick that also has the Flying Attack effect, your opponent will fly across the screen for a fair distance. This can be handy if you want to get your opponent away from you, but it can be annoying if you're performing a ground chain, and in the middle of it, send your foe flying before you can finish.
--------------------------------------------------------------------- Oiuchi / Off The Ground (OTG) ---------------------------------------------------------------------
The idea behind this is simple: in certain cases, if you knock your opponent to the ground and they don't roll away, you can hit them with any attack that is low to the ground (most crouching attacks, etc.) Doing so will bounce them up, and you can hit them again while their airborne and continue to combo them. This doesn't work all the time, and you have to attack your enemy quickly or they will get up. This can be used in many ways: you can bounce your opponent up with Spidey's crouching HK and then juggle them with a Crawler Assault, or after an aerial rave, OTG them with an attack, then launch them, and keep comboing.
------------------------------------------------------------------------ TYPES OF CHAINS ------------------------------------------------------------------------
There are lots of different chain combos in this game, each character using different varieties. They are explained in detail here:
This is the generic chaining system taken from DarkStalkers. Two rules apply to it, and they are: a weak attack can be followed by a strong one, and the button progression must go from Punch to Kick in regards to the same set of buttons.
This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK. Or, you can skip buttons and do: LK -> MK -> HP -> HK. Or even: MP -> HP -> HK.
However, you can't do a combo that violates the rules, such as:
MK -> MP (violates 'Punch to Kick using same set of buttons' rule) HP -> LP (violates 'Weak to Strong progression' rule)
* It's actually called 'the chain combo', but since that terminology is a little confusing, I'll use the commonly-accepted 'Hunter Chain' term which is referring to DarkStalkers / Vampire Hunter.
--------------------------------------------------------------------- Weak to Strong Chain ---------------------------------------------------------------------
This combo system functions on one premise of the Chain Combo, but not the other. You have to go from a weak attack to a stronger attack, but you cannot go from Punch to Kick in the same set of buttons.
This means that LP -> MP -> HP or LK -> MP -> HK will work.
However, LP -> MP -> MK will not because you're going from a Punch to a Kick in the same set of buttons (in this case, MP and MK).
--------------------------------------------------------------------- Weak to Any Chain ---------------------------------------------------------------------
This chain combo states that you can go from any of the weakest attacks (Light Punch or Light Kick) into any other, stronger, attack. This means that LP -> HK or LK -> MK are both usable, but LP -> LK is not, nor is MP -> HP. This also means that unless a Punch or Kick hits more than once naturally, the best you can do is a 2 hit combo.
--------------------------------------------------------------------- Punch to Kick (or Kick to Punch) Chain ---------------------------------------------------------------------
This type of chain combo is probably the most simple one to explain. You can interrupt any Punch attack with any Kick attack. If your character uses Kick to Punch instead, they can interrupt any Kick with any Punch. So you can use LP -> HK, HP -> HK, MP -> LK, and so on.
Some characters simply can't combo a normal move into another one. :(
------------------------------------------------------------------------ STARTING AND FINISHING AN AERIAL RAVE ------------------------------------------------------------------------
Perform a combo while in the air (during a jump or super jump) and it's called an 'aerial rave'. Okay...whatever--it's still an air combo. However, there are some notable differences between the 'aerial rave' and a ground combo:
All characters have an attack that, when it hits, will knock an enemy high into the air. This can be used to force a Super Jumping Chain, rather than having two characters Super Jump and meet in the air. If the 'launcher' attack hits, you have a small amount of time in which to press Up (or Up-Back, or Up-Forward), and you will Super Jump as well (as opposed to tapping Down, Up or pressing KKK). You can then steer yourself towards your opponent and hit them with an attack or chain combo, because your opponent cannot block until after he begins falling.
Certain attacks, when used during an aerial rave, will cause your opponent to quickly fall to the ground, and the screen will scroll after him or her. Doing this almost always prevents you from continuing the combo in the air (although there are some exceptions, see below). Note that in most cases, the knockdown move will not cause the screen to scroll unless it was preceeded by another move aside from the launcher.
For example, with Ken, Launcher -> HK would make Ken's enemy fly to the ground, off-screen.
Launcher -> LP -> HK would have the screen follow Ken's opponent as he smashes into the ground. Ken will leap onto the screen a moment later.
So what's the importance? Well, if the screen doesn't scroll, you can still perform moves after the aerial rave has technically ended. If it does scroll, then you can't move and will dash on screen a moment later, regardless of your location in the air at the time that the screen began scrolling. Note that some attacks will also cause the screen to scroll (Wolverine's Berserker Barrage is one of them, if you get all the hits in).
Keep in mind that you can bend the rules a bit when it comes to ending an aerial rave. For example, if you finish a jumping or super jumping chain without ending it with a knockdown attack, it's possible to hit again with another attack (even with the same attack), while you fall. In some situations, you can even do this if you did connect with a knockdown blow (for instance, in the corner with Cyclops, you can knockdown with his HP, but press HK and it will still connect as his enemy plummets to the ground). You may be thinking "well, not all attacks cause a knockdown, but they still prevent me from doing anything afterward, so it's still the same". This isn't entirely true. For instance, Ken can finish an aerial rave with a Tatsumaki Senpuu Kyaku, then peg his opponent with a Shouryuuken as he falls. The key here is to just be creative and try to see what you can do after a non-knockdown attack or special move.
========================================================================= 6. M I S C E L L A N E O U S =========================================================================
This section lists what buttons produce what moves for Easy Mode users:
AKUMA
Tap MP : Gou Hadouken / Zankuu Hadouken in air Tap HP : Gou Shouryuuken / Zankuu Hadouken in air Tap MK : Tatsumaki Zankuu Kyaku (air) Tap HK : Ashura Senkuu / Tenma Kuujin Kyaku in air Press MP + HP : Messatsu Gou Hadou Press MK + HK : Messatsu Gou Shouryuu
BISON
Tap MP : Psycho Shot Tap HP : Psycho Field Tap MK : Double Knee Press (air) Tap HK : Head Press (air) Press MP + HP : Psycho Crusher (air) Press MK + HK : Knee Press Nightmare
BLACKHEART
Tap MP : Dark Thunder Tap HP : Inferno Press MP + HP : Armageddon Press MK + HK : Judgment Day (air)
CAPTAIN AMERICA
Tap MP : Shield Slash (air) Tap HP : Stars & Stripes / Shield Slash in air Tap MK / HK : Charging Star Press MP + HP : Final Justice Press MK + HK : Hyper Charging Star
CHUN-LI
Tap MP : Kikou Ken Tap HP : Tenshou Kyaku Tap MK : Hyakuretsu Kyaku (air) Tap HK : Sen'en Shuu Press MP + HP : Kikoushou Press MK + HK : Senretsu Kyaku
CYCLOPS
Tap MP : Optic Blast (air) Tap HP : Rising Uppercut / Optic Blast in air Tap MK : Cyclone Kick Tap HK : Running Neckbreaker Drop Press MP + HP : Mega Optic Blast Press MK + HK : Super Optic Blast (air)
DAN HIBIKI
Tap MP : Gadouken Tap HP : Kouryuuken Tap MK : Dankuu Kyaku Tap HK : Premium Sign Press MP + HP : Shin Kuu Gadouken Press MK + HK : Hisshou Buraiken
DHALSIM
Tap MP : Yoga Fire (air) Tap HP : Yoga Flame / Yoga Fire in air Tap MK : Yoga Blast Tap HK : Yoga Teleport (air) Press MP + HP : Yoga Inferno (air) Press MK + HK : Yoga Strike
HULK
Tap MP : Gamma Tornado Tap HP : Gamma Slam Tap MK : Gamma Charge (Taichi) Tap HK : Gamma Charge (Taikuu) Press MP + HP : Gamma Wave Press MK + HK : Gamma Crush
KEN
Tap MP : Hadouken (air) Tap HP : Shouryuuken (air) Tap MK / HK : Tatsumaki Senpuu Kyaku (air) Press MP + HP : Shouryuu Reppa Press MK + HK : Shinryuuken
OMEGA-RED
Tap MP / MP : Carbonadium Coil (air) Tap MK / HK : Omega Strike / Carbonadium Coil in air Press MP + HP : Omega Destroyer Press MK + HK : Omega Smasher (only in air)
RYU
Tap MP : Hadouken (air) Tap HP : Shouryuuken (air) Tap MK / HK : Tatsumaki Senpuu Kyaku (air) Press MP + HP : Shinkuu Hadouken (air) Press MK + HK : Shinkuu Tatsumaki Senpuu Kyaku
SAKURA KASUGANO
Tap MP : Shououken (air) Tap HP : Hadouken (air) Tap MK / HK : Shunpuu Kyaku (air) Press MP + HP : Midare Zakura Press MK + HK : Shinkuu Hadouken
SHUMA-GORATH
Tap MP / HP : Mystic Stare Tap MK : Mystic Smash (air) Tap HK : Devitalization / Mystic Smash in air Press MP + HP : Chaos Dimension Press MK + HK : Chaos Split
SPIDER-MAN
Tap MP : Web Ball (air) Tap HP : Spider Sting / Web Ball in air Tap MK : Web Swing (air) Tap HK : Web Throw / Web Swing in air Press MP + HP : Maximum Spider (air) Press MK + HK : Crawler Assault
WOLVERINE
Tap MP : Berserker Barrage / Drill Claw in air Tap HP : Tornado Claw / Drill Claw in air Press MP + HP : Berserker Barrage X Press MK + HK : Fatal Claw
ZANGIEF
Tap MP : Screw Piledriver (air) Tap HP : Double Lariat (air) Tap MK : Flying Powerbomb / Atomic Suplex when close Tap HK : Banishing Flat Press MP + HP : Final Atomic Buster
HIYAKESHITA SAKURA
Tap MP : Shououken (air) Tap HP : Hadouken (air) Tap MK : Shunpuu Kyaku (air) Tap HK : Ashura Senkuu / Shunpuu Kyaku in air Press MP + HP : Midare Zakura Press MK + HK : Shinkuu Hadouken
MEGA ZANGIEF
Tap MP : Screw Piledriver (air) Tap HP : Vodka Fire Tap MK : Flying Powerbomb / Atomic Suplex when close Tap HK : Aerial Russian Slam Press MP + HP : Final Atomic Buster Press MK + HK : Siberian Blizzard
SHADOW
Tap MP / HP : Sonic Boom Tap MK / HK : Somersault Shell / Moonsault Slash in air Press MP + HP : Shadow Break Press MK + HK : Shadow Justice
CAPTAIN AMERICA Zenten Forward Revolve 2 Dan Jump Two Level Jump
CHUN-LI Kikouken Chi Fist Sen'en Shuu Spinning Circle Kick Tenshou Kyaku Flying Sky Leg Hyakuretsu Kyaku Hundred Rending Legs Yousou Kyaku Sparrow Talon Leg Kaku Kyaku Raku Crane Leg Drop Reishiki Kikouken Zero Style Chi Fist Sankaku Tobi Triangle Hop Kikoushou Chi Palm Senretsu Kyaku Thousand Rending Legs Hazan Tenshou Kyaku Supreme Mountain Flying Sky Leg
DAN HIBIKI Gadouken Self Taught Fist Kouryuuken Shiny Dragon Fist Dankuu Kyaku Sky Cutting Leg Zenten Chouhatsu Forward Rolling Taunt Kouten Chouhatsu Backward Rolling Taunt Jump Chouhatsu Jump Taunt Shagami Chouhatsu Crouching Taunt Shin Kuu Gadouken Quaking Sky Self Taught Fist Kouryuu Rekka Shiny Dragon Conflageration Hisshou Buraiken Certain Victory Without Trust Fist Chouhatsu Densetsu Legendary Taunt Otoko Michi Path of Man
DHALSIM Fuyuu Float Play Drill Zutsuki Drill Head Thrust
SAKURA KASUGANO Shououken Cherry Blossom Fist Shunpuu Kyaku Spring Breeze Leg Midare Zakura Cherry Riot Haruichiban First Storm of Spring
SHUMA GORATH Sekika Petrification
WOLVERINE Fumitsuke Trampling
HIYAKESHITA SAKURA ("Sunburned" Sakura) Shun Goku Satsu Spring Prison Murder
CYBER-AKUMA High Mega Gou Beam High Mega Great Beam Scramble Gou Punch Scramble Great Punch Thunder Gou Shower Thunder Great Shower Shining Gou Shock Shining Great Shock
----------------------------------------------------------------------- SPECIAL THANKS -----------------------------------------------------------------------
People I'd like to thank:
OccyValdes - For some misc. info taken from his MSH vs. SF FAQ.
John Culbert - For some misc. info. taken from his MSH vs. SF Omega Red FAQ.
Darklancer - For the trick to select Sakura's win poses.
Peter Parker - For the trick to use Spidey and Armor Spider-Man together.
James Chen - For various combo information taken from his X vs. SF FAQ.
Charles Washington - For misc. info taken from his MSH vs. SF FAQ.