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Character Assist Type Colour Rank Tier
%CHARACTER% %ASSIST_TYPE% %COLOUR% %RANK% %TIER%
%CHARACTER_NAME%
------------------------------------------------------------------------ AMINGO, Miraculous Plant-Man ------------------------------------------------------------------------ Kaze no Sakebi H qcf + P (air) Midori no Kanki H qcb + P Daichi no Kodomo (Tsukami) h qcb + K Daichi no Kodomo (Punch) h qcf + LK Daichi no Kodomo (Kick) h qcf + HK Taiyou no Megumi qcf + KK Shokubutsu no Okite qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: Life Up Fruit HP Midori no Kanki Taiyou no Megumi B: Defence Up Fruit HP Kaze no Sakebi Taiyou no Megumi y: HP Kaze no Sakebi HP Midori no Kanki Taiyou no Megumi Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching MP / MK] [df + HP / HK] A.Rave Finishers: HP,HK, Kaze no Sakebi Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Daichi no Kodomo moves are used, Amingo plants a little cactus child, which starts hopping towards his opponent, and then punches, kicks, or grabs onto them (Tsukami), accordingly. The children can only hop so far before getting dizzy and falling to the ground. Amingo can plant two cactus kids at any given time. They can be destroyed with special attacks, or with normal punches and kicks. Note that the Tsukami version is unblockable, and it does the most damage. - The Shokubutsu no Okite is blockable, and you can even jump over it, so connecting it is pretty difficult outside of a combo (it combos quite readily from Amingo's standing MP or MK, or from the first or second hit of his standing HP, or the first hit of his crouching HP). Anyway, if Amingo's opponent is hit by the flower that's moving along the ground, they are sucked into Amingo's body for damage. What's more, the flower cannot be destroyed. - Amingo's Alpha Partner Assist makes him give you a fruit which will restore a small amount of red (recoverable) life. The Beta Assist works the same way, but the fruit decreases the amount of damage you take from attacks by about 50%. Only you can pick up these fruits, not your opponent.
------------------------------------------------------------------------ ANAKARIS, Absolute God of Gold ------------------------------------------------------------------------ Miira Drop qcf + P (air) Cobra Blow H b,f + P (air) Hitsugi no Mai H d,d + P / K (air) Ouke no Sabaki h In air, qcf + K Seija no Ayumi b + LK Tenchuu b / f + HK Idainaru Bohi In air, f + K Seinaru Bohi In air, d + K Ooinaru Bohi In air, df + K Kuuchuu Dash In air, tap f,f / press PP Pharaoh Magic HK,LP,d,LK,HP (air) Pharaoh Illusion LP,LP,f,LK,HP Pharaoh Cobra Blow b,f + PP (air) Hitsugi no Utage d,d + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Cobra Blow HP Cobra Blow Pharaoh Cobra Blow B: HP Miira Drop HP Miira Drop Pharaoh Illusion y: HP Hitsugi no Mai HP Hitsugi no Mai Hitsugi no Utage Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: None. Mid-Air Throws: None. Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Ooinaru Bohi Snapback Attack: Standing HP - Although Anakaris has no throws, he can still Tech. Hit and Tech. Roll. He can also use Advancing Guard just like anybody else, unlike his Vampire Savior incarnation. - The Miira Drop is an unblockable attack, but the mid-air version will miss a grounded opponent, and in the same vein, you can't grab an airborne opponent with the ground Miira Drop. This move isn't comboable unless you're in the air. Although it comes out fast enough to be used at the end of combos, any character can avoid it by crouching, even when coming out of hitstun from previous attacks. On the other hand, the Miira Drop will grab any standing opponent (even Kobun). Although Anakaris' hands can be hit while he's waggling them around in air, he becomes invincible once this move connects, so if someone tosses a projectile your way, you can use an HP Miira Drop to reach past the fireball, grab them, and damage then while the fireball goes through you. You can OTG off the Miira Drop with a dashing c. HK, or in the corner of the screen, you can juggle with all kinds of stuff, such as a standing LK,MK,HK, LP Cobra Blow combo. Note that the Miira Drop won't hit someone transformed via the Ouke no Sabaki. Also, you can't spin the joystick for more damage, like you could in Vampire Savior. - In spite of all this, you'll want to use the Miira Drop as much as possible. It's Anakaris' major 'annoyance' moves, and it gives him the most Hyper Combo gauge power out of any character in the _whole game_. I can't think of anyone who can earn levels faster than Anakaris. If there's a drawback, your opponent earns less (but still a large amount) of HC power from being thrown around by Anakaris. - The Cobra Blow comes out fast, but it can only hit once the 'snake head' closes it's mouth, leaving Anakaris and his arms vulnerable to attack before and after the snake bites. For this reason, it's best used in combos. Note that the HP version only combos from a standing HP or HK attack. - The button used for the Hitsugi no Mai determines where Anakaris directs his falling coffin. LP is closet to you, then HP, then LK, and finally HK (which is furthest away). On the ground, Anakaris can't move until the sarcophagus hits something and starts going back up, but when superjumping, you can throw coffins as soon as you recover. This lets you throw coffins repeatedly to stay in mid-air (so as to avoid, say, a beam super), or just to pester someone with a continuous barrage of coffins. A coffin can negate a single projectile, but not a beam attack. - The Ouke no Sabaki is blockable, but if it hits an opponent, they are transformed into a little monster for a limited period of time. While transformed, they can only move back or forward, crouch, and jump. Pressing any button makes them worship Anakaris but this action can't hit and causes no damage ;) Most importantly a transformed opponent cannot block, allowing you to pile on damage with a free Hyper Combo or Variable Combo. Once you hit your foe, they will turn back--this also happens if you hit them with another Ouke no Sabaki. Although the potential for abuse is high, this move isn't comboable, and cannot hit someone close to Anakaris as the spirits he spits must 'grow' to full size before they can hit people. - The Seija no Ayumi is an overhead attack, as are Anakaris' "Bohi" moves. You can chain into and out of the Seija no Ayumi, and while you can't chain out of a Bohi move, you can interrupt it with a special move or Hyper Combo. - Anakaris' Kuuchuu Dash (along with Blackheart's) can cancel normal attacks if you perform it with PP after hitting with a normal attack (such as a jumping HP). Once you cancel into it, you can only use special moves or Hyper Combos while dashing. - The Pharaoh Magic is blockable, and the projectile thrown by Anakaris can be destroyed normally (by other fireballs, Zangief's Banishing Flat, etc.) It can be comboed into, but only from a close hyper canceled Hitsugi no Mai (which is suicidal), or by hitting someone with a HP Cobra Blow in the corner of the screen, then hypercanceling into the Pharaoh Magic. This is equally risky (as you can't combo into the HP Cobra Blow, or the Pharaoh Magic won't connect), but you can always Miira Drop your opponent into a corner, then juggle them with the HP Cobra Blow, and the Pharaoh Magic will still combo. If you do get this move to connect, you can always OTG your prone enemy, assuming they don't roll away. - During the Pharaoh Illusion, Anakaris turns into a giant version of himself, although only his upper body and hands appear. He remains this way for a very short period of time, or until any part of his body is hit (which is ridiculously easy for his opponent to do unless you combo into the startup animation, see below). You can attack with Anakaris' hands and control his body by doing the following: Left hand moves right (upper) Press LP Left hand moves right (lower) Press f + LK Left hand moves up (upper) Press u + LP Left hand moves up (lower) Press LK Left hand moves down Press d + LP Left hand moves diagonally downward Press df + LP Left hand moves diagonally upward Press uf + LK Body moves left or right Hold b / f - The same attacks can be done with HP and HK to control the right hand. Even if you're on the other other side of the screen when you do this move, HP and HK still control the right hand. Obviously you'd switch the controls, though (so technically, it would be f + LK to make the left hand move in from the lower part of the screen, and b + HK to make the right hand do the same thing). Note that when moving the body, releasing the direction makes Anakaris drift back to the center of the screen. Finally, all hand attacks do 10 points of damage (of course the damage will be reduced with multiple hits). - The startup animation of the Pharaoh Illusion can hit someone, and this is the easiest way to set up this move as you can juggle them with LP and HP hand slaps afterwards for tons of damage. You can combo into the startup animation with a dashing LP,MP (allowing you to input f,LK,HK to do the Illusion), but this only works against certain characters. Another method is to launch an opponent with a crouching HP, then quickly enter the command to juggle them with the startup animation as they fly into the air. - During the Pharaoh Cobra Blow, you can press the buttons to make Anakaris fire snakes from the top of his coffin (LP) all the way down to the bottom of the coffin (HP). To use this move effectively, you need to learn the ranges at which to use this move. The best time to use it is when Anakaris has his back to the corner of the screen, and his opponent is right next to him. This is because the snakes hit more times the further out they are allowed to travel (and they stop travelling once they hit the edge of the screen). If you fire all four snakes at the same time, or alternate between two sets of snakes (such as LP+LK and HP+HK), you can rack up an insane amount of damage, as long as you time the snake firings (it's not that hard). This even works in the air, although you should fire one snake to 'snag' your opponent, then start firing the rest. One of the great things about getting the snakes to extend fully is that a 'vacuum' effect is created which sucks your opponent towards you for even more hits and damage. - The other ideal time to use the Pharaoh Cobra Blow is when your opponent is in the corner, and you are right next to them. Since the snakes have nowhere to go, they rush out and retreat very quickly. Although this means less damage, you can also fire them faster. For this method, no timing is involved, just mash the buttons like crazy. This gets you lots of damage, but not as much as the above method. Obviously, you can use the PCB at other times, but if there is too much space between your opponent, you can't even get all the snake heads to combo (or else, they won't combo for very much damage), and if you're near but not right next to the corner of the screen, the snakes can't extend out very far or retreat very fast, also resulting in low damage. - The Hitsugi no Utage is generally a very useless combo, as it's easily blockable, and can't hit someone in the far corner of the screen. On the other hand, with proper positioning, you can get all of the coffins to combo together for 99 points of damage. This requires your opponent to be in the corner, and you have to be a certain distance away. Another option is to do this combo: c. HP, s-jump straight up LP,LK,MP, LP Cobra Blow, Hitsugi no Utage Against some, but not all characters, the Utage coffins will combo for insane damage. Against other characters, only some of the coffins will combo, and against others, none of them will hit. For more detailed info., you may want to read my Anakaris FAQ, available at the two fine sites listed at the top of the FAQ (game faqs and my own site).
------------------------------------------------------------------------ BLACKHEART, Prince of Hell ------------------------------------------------------------------------ Dark Thunder H hcf + P Inferno H hcb + P Kuuchuu Dash In air, tap f,f / press PP Kuuchuu Backstep In air, tap b,b / press b + PP (extended dash / backstep) Tap f,f, hold f / tap b,b, hold b Armageddon qcf + PP Judgment Day qcb + PP (air) Heart of Darkness qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Dark Thunder LP Dark Thunder Judgment Day B: HP Inferno HP Inferno Heart of Darkness y: Standing MP Standing MP Armageddon Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: MK Flying S. Ground: Heart of Darkness Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / Crouching MP / HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Crouching MP - The LP Dark Thunder will hit twice (for more damage), if you're further away from your opponent. The HP version can hit twice as well, but I don't know what determines this. - Blackheart's HP and HK attacks will nullify projectiles. The HP demons will siphon life from an opponent after they hit for a few moments, while the HK demons leave a challenger immobile. The more demons that hit, the longer either effect is in place. You can escape from the HK demons by shaking the controller and mashing the buttons, as if you were stuck in a hold. - Blackheart cannot be hit while dashing or backstepping while on the ground. You can make him move further backward or forward by holding b or f during a backstep or dash. - I once got a good deal of damage off of the Heart of Darkness (I think it was close to 70 points)--anyone know a sure-fire way to do this?
------------------------------------------------------------------------ BULLETA, Loveling Hunter (B.B. HOOD outside of Japan) ------------------------------------------------------------------------ Smile & Missile (Joudan) H Charge b,f + P Smile & Missile (Gedan) H Charge b,f + K Happy & Missile Charge d,u + P Cheer & Fire (Jou Houkou) H f,d,df + P Cheer & Fire (Yoko Houkou) H f,d,df + K (air) Shyness & Strike H qcb + P Tell Me Why d,d + KK Malice & Mine db + HK Surprise & Hop f + HK Tricky Basket b / f + HP Stumble & Blade Press b / f + HP during a dash / backstep 2 Dan Jump Press ub~uf (x2) Cool Hunting qcf + PP Beautiful Memory hcf + KK Hyper Apple For You hcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Smile & Missile HP Smile & Missile Cool Hunting B: HP Cheer & Fire HP Cheer & Fire Cool Hunting y: HP Shyness & Strike HP Shyness & Strike Cool Hunting Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK, Malice & Mine Knockdown Attack: Crouching HK Variable Attack: Jumping HK (no mine) Snapback Attack: Stumble & Blade - You can use the Tell Me Why to move under attacks, and to move behind an opponent. - The Hyper Apple For You changes (and does much more damage) when done up close. - As a Variable Counter, Bulleta's Cheer & Fire only hits once. - All of Bulleta's command attacks are cancelable, save for the Stumble & Blade.
------------------------------------------------------------------------ CABLE, Mercenary Soldier from the Future World ------------------------------------------------------------------------ "Cable came from our world's future and is the son of Cyclops. He is a mercenary with remarkable abilities, such as his Hyper Weapon which he wields at will!" Viper Beam H qcf + P, tap P to change beam (air) Crackdown H qcf + K Psi-Charge hcb + P (only hits when close) Electrap H qcb + K, hold K to delay (air) Scimitar H f,d,df + P (turning kick) f + HK (gun fire) Tap HP rapidly Hyper Viper qcf + PP, tap P to change beam (air) Time Flip qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Viper Beam LP Viper Beam Hyper Viper B: HP Scimitar HP Scimitar Hyper Viper y: LK Electrap LK Crackdown Hyper Viper Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Crouching HP (either hit) Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - During the Viper Beam or Hyper Viper, you can tap P to make the beam jerk up and down to cover more of the screen. Alternatively, while tapping P, you can hold up or down to make the beam arc upwards or downwards (and you can switch between the two if you like). However, directing the beam (or just letting it go all over the place) can influence the damage, usually resulting in lower damage for the Viper Beam and lower (or higher) damage for the Hyper Viper. - The Crackdown does less damage from afar, as only the 'wave' part will hit for minor damage. - After a successful Psi-Charge, Cable will stand still and his arm will light up. He'll remain this way until you move or press any button. This move gives you a _lot_ of HC energy when it connects, but it also awards your opponent a lot of HC energy as well. Plus, it can be blocked. - An opponent hit by the Electrap is momentarily unable to move. If you hold K, the move is delayed for a period of time, or until you release K. This move won't stun someone if the actual projectile misses and only the field hits. - When you press HP to fire your gun, the part where Cable draws his gun can actually hit, resulting in a 5-hit combo (gun draw plus four shots fired). Cable will remain with his back turned if you fire less than four shots. - If you're close enough to Cable and are crouching, his Hyper Viper will miss. Imagine how fun it was to have my opponent do a triple- Cable Variable Combination, and none of them hit ;) - You can attack your opponent during the Time Flip. The range on this move can be deceiving though, since at it's maximum range, the other Cable won't attack even if he touches his opponent. You have to be a bit closer than you'd think for it to connect. During this HC, Cable cannot use the Hyper Viper or any partner-related move. - All of Cable's command attacks are cancelable.
------------------------------------------------------------------------ CAMMY, Entranced Fighting Doll ------------------------------------------------------------------------ Axle Spin Knuckle H qcf + P Cannon Drill H qcf + K (air) Cannon Spike H f,d,df + K Cannon Strike H In air, qcb + K Cannon Revenge H hcb + P Hooligan Combination qcb + K... (press P to cancel) Combination Cannon Strike H ...press K when in the air Cross Scissor Pressure ...press P when near an airborne foe Fatal Leg Twister ...press P when near a crouching foe Razor Edge Slicer H ...do nothing and allow yourself to land 2 Dan Jump Press ub~uf (x2) Steel Slicer b + HK Spin Drive Smasher qcf + KK Reverse Shaft Breaker qcb + KK Killer Bee Assault qcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Cannon Spike LP Cannon Spike Spin Drive Smasher B: HK Cannon Drill HP Cannon Drill Spin Drive Smasher y: HP Axle Spin Knuckle HP Axle Spin Knuckle Killer Bee Assault Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK, Cannon Strike Flying S. Ground: Reverse Shaft Breaker Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Swing Knuckle (close standing HP from XvSF) - Cammy can only hypercancel off of the Cannon Strike if it's done during a superjump. - The Cannon Revenge is a counter move. If Cammy is struck while flashing, she takes no damage and responds with a Cannon Spike-ish attack (if LP is used), or her crouching HP (if HP is used). While the crouching HP knocks your opponent into the air (and they don't recover until they hit the ground), you can't super jump after them like you can during a normal crouching HP launcher. - When you perform the Hooligan Combination, you can cancel the move by pressing P when in air (you can't do anything else until you land, though), or do nothing and allow Cammy to land, where she will do a slide kick that must be blocked crouching. Pressing K while in air makes her perform a Cannon Strike; unlike the normal version, both strengths do the same amount of damage (14 points on your average character), and they don't knock an opponent down. What's worse, due to the recovery lag, you can't combo off of a Combination Cannon Strike, either. - The two throw follow-ups to the Hooligan Combination are unblockable. Which one you get depends on whether or not your opponent is in the air or is crouching. If you grab them by their head or while they're in air, you get the Fatal Leg Twister. If you grab them below their midsection or while they're crouching, you get the Cross Scissors Pressure. - Cammy's Steel Slicer is cancelable. - The Killer Bee Assault will home in on an opponent. Cammy is invincible to beam supers and some other attacks during this move; but on the other hand, so is her opponent while being knocked around, meaning that if you do this in a Variable Combination, your other partners attacks may not hit during Cammy's Killer Bee Assault.
------------------------------------------------------------------------ CAPTAIN AMERICA, Fighting American Spirit ------------------------------------------------------------------------ Shield Slash H qcf + P (air) Charging Star H qcf + K Stars & Stripes H f,d,df + P Zenten hcb + P 2 Dan Jump Press ub~uf (x2) (heel kick) In air, d + HK (aerial kick) In air, u + HK (double kick) Press MK,MK Final Justice qcf + PP Hyper Charging Star qcf + KK Hyper Stars & Stripes f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Shield Slash LP Shield Slash Hyper Charging Star B: HP Stars & Stripes HP Stars & Stripes Hyper Stars & Stripes y: HK Charging Star HK Charging Star Hyper Charging Star Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Heel Kick, Aerial Kick Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP (only with shield equipped) Knockdown Attack: Crouching HK Variable Attack: Heel Kick Snapback Attack: Standing HK - The LP Shield Slash does more damage the further away you are from your opponent (in air, this applies to either strength). Conversely, the Charging Star does more damage the closer you are. - If the Shield Slash is blocked or if it misses, then the Captain's shield will not return to him. Without the shield, he cannot use the Shield Slash, and all his Punch attacks do less damage (except for the standing and jumping LP, which don't use the shield). Also, Stars & Stripes inflicts less damage (although all other moves, including the Hyper Stars & Stripes, still do roughly the same amount of damage). He can reclaim his shield simply by walking over it. If the screen is scrolled away from the shield, it will fly out of the air after a while and land in the Captain's hand. - The Zenten can be used to move behind an opponent, and to go through projectiles and other attacks (even Hyper Combos)! You can be thrown during this move, though. - The Charging Star can negate normal projectiles, but only if the Captain has his shield. Furthermore, upon passing through a projectile, the range and speed of the Charging Star is reduced. - Similarily, the Captain can pass through projectiles with the Hyper Charging Star, but with no loss in speed or range. He can go through HC projectiles, but the speed and range are drastically reduced. For instance, against the Beat Plane, he is slowed down by the multiple hits, and will not get close enough to hit Rockman unless he was relatively close by when the Beat Plane started, in which case he'll be able to push through eventually). - Note, though, that without his shield, the Hyper Charging Star cannot go through anything at all (even normal projectiles). It still has it's start-up invincibility, though.
------------------------------------------------------------------------ CAPTAIN COMMANDO, Capcom World's Greatest Hero ------------------------------------------------------------------------ Captain Fire H qcf + P (air) Captain Corridor H qcb + P Captain Kick qcb + K Captain Strike (Sho) qcf + LK Captain Strike (Genity) qcf + HK Captain Strike (Hoover) qcf + LK + HP Captain Sword qcf + PP Captain Storm qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Captain Fire HP Captain Fire Captain Sword B: HP Captain Corridor HP Captain Corridor Captain Sword y: HK Captain Kick HK Captain Kick Captain Sword Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing HK] [Crouching MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When using the Commando Strike, LK calls Shou, a ninja who does a jumping downward sword slash. HK calls out Genity, a mummy armed with knives who flies across the screen (low enough to hit jumpers but not to hit standing opponents). Using LK+HP summons Hoover, a baby who fires a missile at his enemy. While any of your allies are on screen, you cannot use your Hyper Combos, although you can combo off your allies' attacks. Note that Hoover's missile can be stopped by hitting it with a projectile. - Believe it or note, the Captain Sword always does the same amount of damage (40 points) when used against a grounded opponent, no matter how many hits you get. You have to hit an airborne opponent in order to get more damage than that. Howver, if you're not careful, hitting someone in air will only do minor damage (12 points on average). - After Captain Commando's crouching HK, you can hit your falling opponent with a crouching LK,MK, or make up a combo of your own. - Captain Commando's HP throw have four random results; either Sho, Genity, or Hoover will attack, or the Captain will electrify his foe and kick them away, just like his MK and HK throws. The interesting thing about this is, since your allies are on screen, you cannot use a Hyper Combo just after any of the "ally" throws. Furthermore, if one of your allies is already on screen when you do a throw attempt (for example, you call Genity, then attempt a MP or HP throw), you'll always get the electrifying type. - Like all holds, you can tap the buttons and wiggle the joystick during the electrying hold move to do more damage.
------------------------------------------------------------------------ CHUN-LI, Beautiful Police Detective ------------------------------------------------------------------------ Kikou Ken H hcf + P Sen'en Shuu H hcb + K Tenshou Kyaku H f,d,df + K Hyakuretsu Kyaku H Tap K rapidly (air) Kaku Kyaku Raku db + HK Reishiki Kikou Ken f + HP Yousou Kyaku In air, d + HK (can repeat) Kaku Yoku Da In air, f + HK Kuuchuu Dash In air, tap f,f / press PP Sankaku Tobi Jump ub against a wall, press uf / f 3 Dan Jump Press ub~uf (x3) Kikou Shou qcf + PP, tap buttons rapidly Senretsu Kyaku qcf + KK, tap K rapidly Hazan Tenshou Kyaku f,d,df + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Kikou Ken HP Kikou Ken Kikou Shou B: HK Tenshou Kyaku HK Tenshou Kyaku Hazan Tenshou Kyaku y: HK Sen'en Shuu HK Sen'en Shuu Senretsu Kyaku Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK Flying S. Ground: Senretsu Kyaku Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt, Reishiki Kikou Ken (2nd hit) Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Reishiki Kikou Ken - Chun-Li's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). - The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks and must be blocked high. - The Reishiki Kikou Ken can negate normal projectiles. It also fits nicely into a chain combo, although it can't be cancelled. - During the Kikou Shou, Chun-Li is completely invincible. - Chun-Li seems to have lost her Shichisei Senkuu Kyaku (the mid-air super from MvC). Why, I dunno.
------------------------------------------------------------------------ COLOSSUS, Iron-Skinned Man ------------------------------------------------------------------------ Giant Swing h qcf + P, rotate 360 repeatedly (air) Power Tackle (Forward) H qcf + LK (air) Power Tackle (Diagonal) H qcf + HK (air) (side body press) In air, f + HP Super Dive qcf + PP, d + P / K to dive early (air) Super Armor qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Power Tackle LK Power Tackle Super Dive B: HK Power Tackle HK Power Tackle Super Dive y: Standing HK Standing HK Super Dive Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Side Body Press Flying S. Ground: Giant Swing Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HP - Although the Giant Swing is blockable, if it hits, you can spin the joystick repeatedly to make the move do more damage. This move can be comboed from a crouching HP, but you have to be really close to do it (considering the lag, this is not too easy to pull off without your opponent smacking you). An easier method is to use a helper to attack your opponent from one side while you leap over them, then do the crouching HP. - Either type of Power Tackle can negate projectiles, but in that case you don't continue forward and the move ends, unlike Captain America's Charging Star. - The Diagonal Power Tackle goes upward when done on the ground, and downwards when done in the air. - The Power Dive can hit both on the way up (for 10 points vs. an average character), and on the way down, even against an opponent lying on the floor (for 40 points). It's hard to arrange both hits since your opponent has to be right above you, but at least in air combos, all you have to do is hold f or uf while super jumping and you'll be close enough to get the hits even after a long chain of punches and kicks. If the first hit connects, an opponent can't escape roll out of Colossus' path, but unless you dive early (see below), then your opponent will have enough time to stand up and block or take other counter measures. - The Power Dive can be controlled somewhat. When done on the ground, you can press d + P / K after Colossus has risen up to a certain point to make him dive. In the air (since he's already well above ground), you can press d + P / K anytime after doing this HC (even right after), to make Colossus Dive. Probably the best application of this is if you hit someone on the way up with this move, since you can then dive immediately for another hit, instead of waiting for him to fly up further (which leaves your opponent plenty of time to block or move out of the way). This really improves Colossus' combo ability--for example, here's an example corner combo done vs. Cable: Standing HK, sj. uf + LP,LK, LK Power Tackle, Power Dive, d + P / K This combo does 96 points of damage! Pretty nuts considering how simple it is. All you have to do is make sure that you don't hit d + P / K too early (or the first hit of the Power Dive will miss), or too late (or else your opponent will recover before you hit them). - Once you've performed the Super Armor HC, Colossus gains Hyper Armor (yes, _Hyper Armor_, in spite of the name of this move) for a limited period of time (see the Gameplay Notes section for more details on how this works). If there's a drawback to having Hyper Armor for a set amount of time, it's when you're wading through an attack and the armor suddenly wears off. On the other hand, the damage from beam attacks goes back to normal (It took a Shinkuu Hadou Ken doing 40% damage to Colossus to make me realize he had Hyper Armor) ;) - Colossus' standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun).
------------------------------------------------------------------------ CYCLOPS, X-Men's Command Leader ------------------------------------------------------------------------ Optic Blast H qcf + P (air) Optic Hold hcb + HP when close (ub~db / uf~df aims) Optic Sweep H f,df,d + P Rising Uppercut H f,d,df + P, tap P rapidly Cyclone Kick H qcb + K Rapid Punch H Charge b,f + P, then tap P / K rapidly Running Neckbreaker Drop Charge b,f + K 2 Dan Jump Press ub~uf (x2) (leg flip throw) db + HK when close (optic bullet) Press HP while standing or crouching (double kick) Press HK,HK (alternate attacks) In air, d + LK / MP / MK / HP / HK Mega Optic Blast qcf + PP, tap buttons rapidly (air) Super Optic Blast qcf + KK, tap buttons rapidly (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Optic Blast LP Optic Blast Mega Optic Blast B: HP Rising Uppercut HP Rising Uppercut Mega Optic Blast y: HK Cyclone Kick HK Cyclone Kick Mega Optic Blast Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP / HK] A.Rave Finishers: HP,HK, any alternate attack but d + LK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MK Knockdown Attack: Crouching HK Variable Attack: Jumping d + HK Snapback Attack: Standing HK - The LP Optic Blast hits twice from up close. - The Optic Sweep can hit twice, but only against a floored opponent. - 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' Optic Hold; 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. - The second hit of the Cyclone Kick must be blocked crouching. - The Running Neckbreaker Drop is unblockable. - 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 "THE MAN" HIBIKI, Teacher of Saikyo-ryuu ------------------------------------------------------------------------ Gadou Ken H qcf + P Kouryuu Ken H f,d,df + P Dankuu Kyaku qcb + K (air) Premium Sign H qcf + K Zenten Chouhatsu qcf + Taunt Kouten Chouhatsu qcb + Taunt Jump Chouhatsu In air, press Taunt Shinkuu Gadou Ken qcf + PP Hisshou Burai Ken qcb + KK Kouryuu Rekka qcf + KK Chouhatsu Densetsu qcf,qcf + Taunt Otoko Michi HP,LK,b,LP,LP (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Gadou Ken HP Gadou Ken Shinkuu Gadou Ken B: HP Kouryuu Ken HP Kouryuu Ken Kouryuu Rekka y: HK Premium Sign HK Dankuu Kyaku Hisshou Burai Ken Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Most characters can crouch beneath the Dankuu Kyaku. Did you know that the third hit of the HK version only does 1 point of damage? ;) - It seems as if Dan's Kouryuu Kens flash at a set rate in MvC2 (most of the time this seems to work, but sometimes there are exceptions). Anyway, Dan will flash for every fourth Kouryuu Ken that you do (so if you do two in a row, then one later on, then one after that, that's the one that will flash). Unlike a normal Kouryuu Ken, the flashing variety has total invincibility and will go through any attack. Switching characters 'resets' the count (so you have to do four more to get your next flash), and it doesn't matter if the Kouryuu Kens miss or are blocked, or if you do other specials or HCs). - In the case of a Beta Dan, the Kouryuu Ken count is kept if you switch out (so if you do 3 Kouryuu Kens with Beta Dan, then switch out, using Beta Dan for your assist or Variable Counter will make him flash). It doesn't work the opposite way though (if you do two assists with Beta Dan, then bring him in, doing two more Kouryuu Kens will not make him flash--you have to do four of them in all. Now you can actually incorporate the flashing Kouryuu Kens into your strategy, since they're easy to pull off, for once. - When the Premium Sign is used, Dan takes out a picture of himself, autographs it, shows it to his opponent, then throws it at them. The LK version makes the sign fly forward and arc down to the ground, while the HK version makes it fly further forward and arc up into the air. This move can hit during the showing of the sign as well, and it has _very_ high priority during this time and will stop most incoming attacks. Once thrown, it can negate normal projectiles, but the sign itself can be stopped by projectiles or even normal punches and kicks! - Dan still has the secret Premium Sign finish from MSHvSF as well. If you kill your opponent with a thrown Premium Sign, you'll get the flashy background effects that normally only show up when you kill somebody with a Hyper Combo. This also works if you use a Gamma Assist-Dan to kill your opponent (but remember, you have to hit with a thrown Premium Sign--it won't work if your enemy is hit while Dan's showing his picture to them). - Dan gains HC energy from any of his taunt moves, except the Chouhatsu Densetsu. And yes, you can stick the Chouhatsu Densetsu in the middle of a Delayed Hyper Combo, and it totally rocks. For some reason, he has lost his crouching taunt (the same animation is used in the rolling taunts, so what gives? That's Capcom for ya). The rolling taunts give the most power, the standing gives less, and the jumping taunt gives the least amount of power. - Dan's Kick Throw isn't a launcher, but nothing prevents you from jumping after your opponent and air comboing them. - The Shinkuu Gadou Ken now has the weird property of knocking an opponent away for the last few hits, makingg it hard to get in the full amount of hits. On the other hand, Dan recovers before the Shinkuu Gadouken ends, so you can use this property to juggle your opponent in the corner of the screen. You can even have more than one Shinkuu Gadou Ken on screen at the same time. - The Otoko Michi is unblockable. It's now the most damaging HC in the game (100 points of damage normally, comapared to say, 70 points for the Shun Goku Satsu). I've heard you can get even more damage by tapping the buttons rapidly, but that didn't work for me (never was good with mashing). I don't know anyone who has gotten more damage out of it themselves either, so this may just be a rumor. Of course, Dan's still left with one point of life left (and no recoverable life), so you can't even block special moves or Dan will die. Nonetheless, Dan sure kicks ass. Yahooey!
------------------------------------------------------------------------ DHALSIM, Yoga Master ------------------------------------------------------------------------ Yoga Fire H qcf + P (air) Yoga Flame H qcb + P Yoga Blast H qcb + K Yoga Smash hcb + HP when close Yoga Teleport f,d,df / b,d,db + PP / KK (air) Fuyuu qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP Drill Zutsuki In air, d + HP Drill Kick In air, d + LK / MK / HK Yoga Inferno qcf + PP, direct d / u (air) Yoga Strike qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Yoga Fire HP Yoga Fire Yoga Inferno B: LP Yoga Flame HP Yoga Flame Yoga Inferno y: LK Yoga Blast HK Yoga Blast Yoga Inferno Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: LK Drill Kick Snapback Attack: Standing HK - 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 rather close if you want to use the shorter version of his Punch or Kick attacks. - He has an automatic teleport that kicks in whenever he's knocked into the air and is not currently being hit. He'll reappear right where he was a moment later. - Dhalsim can teleport repeatedly in the air. - Dhalsim's Fuyuu lets your him fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Fuyuu again. Doing the Drill Kicks or Drill Zutsuki ends this move, as does the Yoga Teleport. - You can cancel a weaker Drill Kick into a stronger one (yes, Dhalsim still has three strengths--after hitting with any light attack (even an LK Drill Kick), pressing d + LK results in the MK Drill Kick). Any Drill Kick can be canceled into a higher strength attack (say, an LK Drill Kick could be followed by a mid-air MP, MK, HP, or HK attack, a MK or HK Drill Kick, or the Drill Zutsuki). - The Yoga Strike is an air throw that only hits mid-air opponents. An easy way to connect it is to launch your opponent, pause for a moment, then do the Yoga Strike. - You can tap the buttons and wiggle the joystick during the Yoga Smash to do more damage. This move will miss (and the Yoga Flame will come out instead), if your opponent is crouching. If you mash fast enough, the move does insane damage (49 points, which is more than his Yoga Inferno and 1 point less than the Yoga Strike)! You'll know if you're doing it right as Dhalsim will noogie his opponent super fast.
------------------------------------------------------------------------ DR. DOOM, Iron-Masked Dictator ------------------------------------------------------------------------ Plasma Beam H qcf + P (air) Photon Shot H hcb + P (air) Molecular Shield H hcb + K, tap buttons rapidly Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (laser gun) In air, press HP (foot dive) In air, d + HK Electric Cage qcf + PP Sphere Flame qcf + KK Photon Array hcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Photon Shot HP Photon Shot Photon Array B: HK Molecular Shield HK Molecular Shield Sphere Flame y: HP Plasma Beam HP Plasma Beam Electric Cage Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing MP - The Molecular Shield can hit both while Dr. Doom is summoning rocks and while they are moving forward. It can also destroy projectiles when forming and when flying forward. Note that the rocks can only be destroyed once they are flying forward. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do either his HK or d + HK attack. - Personally, I find the easiest way to get the full allotment of hits from Doom's jumping HP (the laser gun), is to use the Hikou. That way you won't fall down and have the move end prematurely when you fire. - All of Dr. Doom's command attacks are cancelable.
------------------------------------------------------------------------ FELICIA, Dreaming Cat Woman ------------------------------------------------------------------------ Rolling Buckler H qcf + P Rolling Slide H Press K during Rolling Buckler Rolling Uppercut Press HP during Rolling Buckler Neko Punch Press LP during Rolling Buckler Sand Splash H qcf + K Cat Spike H f,d,df + P (only LP is hypercancelable) Delta Kick f,d,df + K (air) Hell Cat hcb + K (only hits when close) Pussy Stlash b + HK Wall Clutch Jump ub against a wall, hold ub / b Sankaku Tobi Neutral position after Wall Clutch (wall slide) Jump ub against a wall, hold db (delayed wall slide) Keep holding ub / b after Wall Clutch Dancing Flash qcf + PP Hyper Sand Splash qcf + KK Please Help Me qcb + KK, tap K rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Delta Kick HK Delta Kick Hyper Sand Splash B: HK Sand Splash HP Cat Spike Hyper Sand Splash y: HP Cat Spike HK Sand Splash Hyper Sand Splash Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching HP Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Crouching MK - The Rolling Buckler hits for one point of damage. Pressing LP during this move makes you do a punch attack (okay, 'Neko Punch', according to Felicia) ;) Pressing HP gives you the normal uppercut finisher, while K makes you do a low kick that must be blocked low. The thing about the HP uppercut is that its' strength is determined by the strength of the Rolling Buckler. So qcf + LP,HP gives you a weak uppercut, and qcf + HP,HP gives you a strong one that does more damage. Also, you can combo any of the finishers from the Rolling Buckler itself, but you have to be quick or Felicia will bounce away after she hits. - Yes, that's the real name for Felicia's b + HK attack. According to the Dash Taisen Vampire Savior Technique Guide, Capcom says "stlash" is a cat-word. I think these guys have too much time on their hands. Anyway, this move is cancelable on either hit. - To do Felicia's Wall Clutch, you must jump ub into a wall, then press ub or b again (holding in a direction before you reach the wall doesn't work, unlike other characters Sankaku Tobi moves). Once she grabs the wall, you can release the controller to make her leap off the wall (the Sankaku Tobi), or you can press db to make her slide down--release db at any time to make her leap off the wall. The same thing occurs if you hold ub or b to cling to the wall and then wait--she will start to slide down. Alternatively, you can jump ub against a wall and press db to make her immediately start sliding down the wall, if you wish. - You can tap the buttons and wiggle the joystick during Felicia's HK hold to do more damage.
------------------------------------------------------------------------ GAMBIT, Hero with a Dark and Secret Past ------------------------------------------------------------------------ Kinetic Card H qcf + P (air) Trick Card H qcb + P Cajun Slash H f,d,df + P / LK + HP Cajun Escape Charge d,ub~uf + P, then b / f + P in air Cajun Strike Charge d,ub~uf + K Royal Flush qcf + PP Cajun Explosion (Forward) qcf + KK Cajun Explosion (Backward) qcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Kinetic Card HP Kinetic Card Royal Flush B: LP Cajun Slash LP Cajun Slash Royal Flush y: Crouching HP Crouching HP Royal Flush Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - An opponent hit by the Kinetic or Trick Card is momentarily stunned and can be hit before they fly away. Against characters with Super Armor, the LP version will not connect when done out of the blue, but the HP version of either move will. - During the Cajun Strike or Cajun Escape, you can charge ub or uf to make Gambit leap to that wall. Normally (when you just use d,u) Gambit leaps to the wall in front of him. While in air, you can press in the opposite direction upon touching a wall to jump across to the opposite wall before attacking. - Using the qcf + KK version of the Cajun Explosion makes Gambit leap to the wall opposite him; the qcb + KK version makes him cling to the wall behind him. If you do this move but can't land on a wall (i.e. you don't move far enough back or forward), then you'll land without wasting any HC power. - You can tap the buttons and wiggle the joystick during Gambit's HK hold to do more damage.
------------------------------------------------------------------------ GOUKI, Man with the Ultimate Fist (AKUMA outside of Japan) ------------------------------------------------------------------------ Gou Hadou Ken H qcf + P Zankuu Hadou Ken H In air, qcf + P Tenma Kuujin Kyaku H In air, qcf + K Gou Shouryuu Ken H f,d,df + P Ashura Senkuu f,d,df / b,d,db + PP / KK Tatsumaki Zankuu Kyaku H qcb + K (air) Jigoku Guruma hcb + HK when close Zugai Hasatsu f + HP Senpuu Kyaku (ground) f + HK Senpuu Kyaku (jumping) In air, u + HK Mae Geri In air, u + MK Messatsu Gou Hadou qcb + PP, tap buttons rapidly Messatsu Gou Shouryuu qcf + PP Messatsu Gou Rasen qcf + KK Tenma Gou Zankuu In air, qcf + PP Shun Goku Satsu LP,LP,f,LK,HP (Level 3) partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Gou Hadou Ken HP Gou Hadou Ken Messatsu Gou Hadou B: HP Gou Shouryuu Ken HP Gou Shouryuu Ken Messatsu Gou Shouryuu y: HK Tatsumaki Zankuu K. HK Tatsumaki Zankuu K. Messatsu Gou Rasen Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Zankuu Hadou Ken Flying S. Ground: Messatsu Gou Rasen Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Zugai Hasatsu (hits once; not an overhead) - You can only hypercancel out of the Zankuu Hadou Ken if you do it during a super jump. - The Zugai Hasatsu is an overhead attack and must be blocked high. - The Shun Goku Satsu is unblockable. - The Jigoku Guruma will miss (and the Tatsumaki Zankuu Kyaku will come out instead), if your opponent is crouching when you attempt it.
------------------------------------------------------------------------ GUILE, Soldier who Left the Air Force ------------------------------------------------------------------------ Sonic Boom H Charge b,f + P Somersault Kick H Charge d,u + K Kuuchuu Somersault Kick H In air, tap d,u + K Knee Bazooka b + LK Rolling Sobat b + HK Straight b + HP Spinning Back Knuckle f + HP Reverse Spin Kick f + HK Jump Chop In air, u + HP (splits kick) In air, u + LK (angled kick) In air, u + MK Sonic Hurricane qcf + PP Somersault Strike qcb + KK Crossfire Assault In air, qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Somersault Kick HK Somersault Kick Somersault Strike B: HP Sonic Boom HP Sonic Boom Sonic Hurricane y: HP Sonic Boom HK Somersault Kick Sonic Hurricane Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Flying Chop, Crossfire Assault Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: None. Knockdown Attack: Crouching HK (either hit) Variable Attack: Jumping HK Snapback Attack: Spinning Back Knuckle - All of Guile's command attacks are cancelable, except for the Knee Bazooka and Rolling Sobat. None of his moves are overheads, though.
------------------------------------------------------------------------ HAYATO KANZAKI, Burning Prize Money Earner ------------------------------------------------------------------------ Shiden H qcf + P Guren H f,d,df + P (air) Byakko Hou b,f + PP (only hits when close) Plasma Combo: Suzaku Ranbu b + LP,LP,LP,LP Plasma Combo: Kegon 1 b + LP,LP,HP,HK,LP (then press LP) Plasma Combo: Kegon 2 b + LP,LP,LP,HK,LP (then press LP) Plasma Combo: Guren 1 b + HP,LP,HP,HP,HP Plasma Combo: Guren 2 b + HP,LP,HP,LK,HP Dokuryuu Press HP while dashing Souryuu Press HP during Dokuryuu Hien f + HP Dai Oiuchi Kougeki In air, d + HK Rasetsu Zan qcf + PP Engetsu qcf + KK Plasma Field qcb + KK (air) Black Hayato LP,HP,b,LK,HK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shiden HP Shiden Rasetsu Zan B: HP Guren HP Guren Engetsu y: HP Shiden HP Guren Engetsu Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK (2nd hit animation) - The Byakko Hou is unblockable. A hit opponent is knocked into the air, where they can be attacked. - Using the Dokuryuu (or Souryuu) makes you switch sides with your opponent. - Capcom ported over Hayato's Plasma Combos from the Star Gladiator series, and now they're pretty powerful. For one thing, you can cancel out of the attacks into specials or HCs. The kick attack in the Plasma Combos must be blocked low, while the last hit of the 'Kegon' combos is an overhead and must be blocked high. - For the 'Kegon' combos, pressing LP after the last horizontal slash makes Hayato do a jumping attack--time it too late and it will miss. Alternately, you can just stop the combo there and link a normal attack, into a chain combo, into an aerial rave. For example: (in the open) Kegon 1/2 (5 hits), Dokuryuu. Kegon 1/2 (5 hits), crouching HP, aerial rave. (corner combos) Kegon 1/2 (5 hits), jumping LK,MK,(HP Guren),Plasma Field Kegon 1/2 (5 hits), step forward, c. LK, s. MK, c. HP, aerial rave. - Ganymede sent in a cool combo created by Araya that goes something like this: jump in LK,HK, dashing LP,LP,f+HP, then b+HP,LP,HP,HP, anything. - Ganymede suggests doing the Black Hayato HC as the last move in this combo. This combo is cool because it illustrates the usefulness of the Hien--mainly, that you can do it, then link into another attack, like Hayato's b+HP Plasma Combo opener, as well as his standing or crouching LP, or even a Shiden! - Only the Dai Oiuchi Kougeki is cancelable (into the Guren or Plasma Field), and no, it can't hit someone on the ground ;) - When you perform a Variable Counter and have Gamma or Beta Hayato come in to do the Guren, they will come out as Black Hayato instead, and then change to normal upon landing. They'll also turn back if they're hit out of the move or you hypercancel into the Plasma Field. - Straight from Plasma Sword comes Hayato's Plasma Field HC. This move does a small amount of damage, and if it hits, Hayato will start flashing blue. For a limited period of time, he has infinite HC energy, and can even use his Level 3 Black Hayato move repeatedly. However, he can't use his Plasma Field while discolored, nor can he use a Variable Attack or Variable Combination. He can still switch out with a Variable Counter, but in that case the Plasma Field bonus ends. This move can be blocked, but is still considered 'activated' if you hit someone with Super or Hyper Armor. - The Black Hayato HC is blockable.
------------------------------------------------------------------------ HULK, A Giant with Mysterious Strength, Able to Destroy Mountain Ranges ------------------------------------------------------------------------ Gamma Slam H qcf + P Gamma Tornado H hcb + P (only hits when close) Gamma Charge (Taichi) H Charge b,f + K (then K or dir. + K) Gamma Charge (Taikuu) Charge d,u + K (then K or dir. + K) Gamma Wave qcf + PP Gamma Quake qcf + KK Gamma Crush qcb + PP, move b / f partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Gamma Slam LP Gamma Slam Gamma Wave B: LK Gamma Charge f LK Gamma Charge f Gamma Crush y: LK Gamma Charge uf LK Gamma Charge u Gamma Quake Chain Combo Type: [Ground 2] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: MP,HP,HK Flying S. Ground: Gamma Tornado Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing MP,MK,HP,HK / Crouching HK Knockdown Attack: None. Variable Attack: Jumping LK Snapback Attack: Standing HP - The Gamma Tornado can be blocked. To hypercancel out of this, you must do it the moment the Tornado hits (it will do zero damage, though). - 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 Crush can hit on the way up. If it does so, your enemy is knocked to the ground, and you're guaranteed the hits (unless you press b to make Hulk move away). However, the Gamma Crush will hit less times and do less damage overall. - The Hulk has Super Armor when on the ground (see the Gameplay Notes section for more details on how this works). - All of the Hulk's normal punches and kicks cause block damage. - Hulk's standing HP, HK, and crouching HP and HK can go through Super Armor (his opponent will go into hit stun).
------------------------------------------------------------------------ ICEMAN, Hot yet Cool Guy ------------------------------------------------------------------------ Ice Beam H qcf + P (air) Ice Avalanche H qcf + K (air) Ice Fist qcb + P (iceball throw) In air, d + HP (downward slash kick) In air, d + HK Arctic Attack qcf + PP, tap buttons rapidly? (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Ice Beam LP Ice Beam Arctic Attack B: LK Ice Avalanche LK Ice Avalanche Arctic Attack y: LP Ice Beam LK Ice Avalanche Arctic Attack Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP, HK, Downward Slash Kick Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HP Variable Attack: Jumping MK Snapback Attack: Standing HP - The HP version of the Ice Beam goes diagonally up-forward when done on the ground, and down-forwad when done in the air. - You can break the Ice Avalanche ball with projectiles. - When the Ice Fist is used, Icman melds a large ball of ice to one of his arms. This increases the damage of all your Punch attacks (except his crouching HP), does block damage, and can be used to stop projectiles (just punch at them and the ball will negate them). However, the iceball breaks after your Punch attacks hit or are blocked three times. - Iceman can block certain attacks without taking damage. But surprise, surprise, it's not just 'beam' or 'energy' attacks. There's a whole load of stuff that he takes no block damage from, including: Anakaris: Ouke no Sabaki, Hitsugi no Mai, all his HCs. Blackheart: Dark Thunder, Inferno, Armageddon, Heart of Darkness. Bulleta: Smile & Missile, Happy & Missile, Cheer & Fire, Cool Hunting, Hyper Apple For You (far range or blocked). Cable: Viper Beam, Hyper Viper. C.Commando: Captain Fire, Captain Corridor, Captain Sword. Chun-Li: Reishiki Kikou Ken, Kikou Ken, Kikou Shou. Cyclops: Optic Blast, Optic Sweep, both HCs, also the 'eye blast' ending of Rising Uppercut and Rapid Punch. Dan Hibiki: Gadou Ken, Shinkuu Gadou Ken. Dhalsim: Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno. Dr. Doom: Plasma Beam, Photon Shot, Photon Array, Electric Cage. Felicia: Sand Splash, Hyper Sand Splash. Gambit: Kinetic Card, Trick Card, both of his HCs. Gouki: Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou Hadou, Tenma Gou Zankuu. Guile: Sonic Boom, Sonic Hurricane. Hayato: Engetsu. Hulk: Gamma Slam, all HCs (except the 'hand' hit of the Gamma Quake). Iceman: Ice Beam. Iron Man: Unibeam, Repulsor Blast, Smart Bomb, Proton Cannon (except for the physical hit with the cannon barrel). Jin S.: Saotome Dynamite, Blodia Punch (not Jin's fist, though), Blodia Vulcan. Juggernaut: Earthquake Punch (except for 'hand' hit part). Ken M.: Hadou Ken. Kobun: Kobun Fire. Magneto: E-M Disruptor, Magnetic Blast, both of his HCs. Marrow: Bone-merang, both HCs. Morrigan: Soul Fist, Soul Eraser, Silhouette Blade. Nash: Sonic Boom, Sonic Break. Psylocke: Psi-Thrust, Kochou Gakure. Rockman: Hyper Rockman. Roll: Hyper Roll. Ruby Heart: Fant“me, Supremacion, Milles Fant“mes, Pare-tonn‰re, Tour de Magie. Ryu: Hadou Ken, Shinkuu Hadou Ken. Sabretooth: Armed Birdie, Hyper Armed Birdie. Sakura K.: Hadou Ken, Shinkuu Hadou Ken (either form). Sentinel: Plasma Storm. ShumaGorath: Mystic Stare. S. Samurai: Raimei Ken, Hyouga Ken, Homura Ken. Sonson: All her SCs. Spider-Man: Web Ball. Storm: Whirlwind, Double Typhoon. Strider H.: Formation B, Ouroboros. Thanos: Death Sphere, all his SCs. Vega: Psycho Shot, Psycho Field, Psycho Explosion. Venom: Venom Rush, Death Bite. War Machine: Repulsor Blast, Smart Bomb, War Destroyer. Wolverine: Fatal Claw. Zangief: Banishing Flat, Vodka Fire (in Mecha Zangief form). Abyss #1: Trident (splash part, not the actual trident), Blue Sparks, both HCs (Stomach Blast and Green Rain). Abyss #2: All of his attacks except the Green Bubbles. Abyss #3: The Ground Flames, Arm Pound Column, Horizontal Flames, and his Horizontal Flames SC. - I personally find the number of things he can block without taking damage to be ridiculous. I mean, come on, especially for Blackheart, Bulleta, Thanos and Anakaris, that's just a way overbalanced match in Iceman's favor.
------------------------------------------------------------------------ IRON MAN, Golden Knight Flying Through the Sky ------------------------------------------------------------------------ Unibeam H qcf + P (air) Repulsor Blast H hcb + P Smart Bomb H Press (b / f +) LK + HP (air) Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP Missile Press HP while crouching (knee dive) In air, d + HK (upward kick) In air, u + HK (directed laser) In air, uf~df + HP Proton Cannon qcf + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Unibeam LP Unibeam Proton Cannon B: HP Repulsor Blast HP Repulsor Blast Proton Cannon y: Standing HK Standing HK Proton Cannon Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: f / d + HP, HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP,HK (2nd hit) Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - When you use the Smart Bomb, holding back or forward decreases or increases the range of the bombs. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do his Knee Dive. However, you can't use the Knee Dive during the Hikou if you are too close to the ground. - I sat down and tested out both Iron Man and War Machine to find any differences aside from the obvious stuff (missiles over lasers, etc.), and discovered the following, with some help from contributors: * Iron Man's Unibeam does more damage than the Shoulder Cannon, but the damage decreases the further away you are, unlike the Shoulder Cannon. * Iron Man's Proton Cannon does better damage, and does only slightly less damage (or slightly more, depending), when you combo it off the 'hit' animation of the actual Cannon. It does worse damage the further away you are, though. On the other hand, War Machine's Proton Cannon does consistant damage no matter where you are, but instead of 'catching' an opponent for maximum hits, the opponent my bounce off the stream of missiles (this effect can also occur when you combo it off of the hit animation). * Iron Man's standing and crouching HK, as well as his crouching LP, do less damage than those same attacks for War Machine. * Not only does Iron Man's crouching HP Missile do less damage than War Machine's crouching HP Laser, but it can't negate multiple projectiles the way WM's laser can. However, the damage is consistent no matter where the Missile is fired from, unlike WM's laser, which gets weaker the further away you are. * Combo-wise, it's easier to connect with Iron Man's launcher in combos. Dashing LP,MP,HK or LK,MK,HK works with him, but won't combo with War Machine. * In a similar vein, you can do a crouching MP into the Proton Cannon, but this won't combo when attempted with War Machine. * Obviously the animation for Iron Man's Repulsor Blast and Smart Bombs are different, but is there any tactial advantage to this? I couldn't see any difference in range, speed, or damage, myself.
------------------------------------------------------------------------ JILL VALENTINE, One who Returned Alive from the Nightmare ------------------------------------------------------------------------ Kinsetsu Sentou A H qcf + P (air) Ousen Shageki hcb + P, tap P when Jill starts firing Grenade Launcher H f,d,df + P (hold P to delay) Kinkyuu Kaihi A h qcb + K Kinkyuu Kaihi B H qcf + K Sliding d + HK Kinsetsu Sentou A+ qcf + PP (air) Rocket Launcher qcf + KK CODE: T-002 qcb + KK (can then use End of Tyrant) End of Tyrant qcf + K while Tyrant is laughing partner assist variable counter variable combination ------------------------------------------------------------------- a: Life-Up HK Kinkyuu Kaihi A Rocket Launcher B: HP Kinsetsu Sentou A HP Kinsetsu Sentou A Kinsetsu Sentou A+ y: Grenade Launcher HP Grenade Launcher Rocket Launcher Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HK - If you hold HP when you do the HP Kinsetsu Sentou A, Jill will begin to glow. The longer she glows, the more hits and damage this move will do when you release HP. The increase rate is about one hit added for each second charge (so charge it for nine seconds and it will hit nine times). The charging will end if you do an LP Kinsetsu Sentou A, any of her Hyper Combos, or any Variable moves. - The Kinsetsu Sentou A can also go through fireballs, but not all of them. I was able to cleanly go through one of Spiral's knives, but not Roll's Roll Buster. - The Ousen Shageki is a counter-attack move. If Jill is hit while flashing, she will take no damage, and attempt to push her opponent away. If she is successful, she follows up by firing some rounds into her victim (if you tap P, she'll finish off by disposing of her used-up clip after the 10th hit). This move can stop standing and crouching attacks, but is not very effective against jumping attacks since the 'push' part may miss. Note that the damage increases for each shot fired _except_ the last hit; it goes back down to 14 damage. So always stop at nine shots for the most damage (21 damage total). - When you use the Grenade Launcher, the grenade normally explodes in mid-flight. However, if you hold down the button used, the grenade will not explode until it is further along in it's trajectory, or until you release P. - When you perform the LP Kinkyuu Kaihi A, a zombie will walk out onto the screen. If the zombie reaches your opponent, it will much on them for minor damage and give you a chance to attack your foe while they're occupied. If you attack the zombie with any move (you can even use the Kinkyuu Kaihi B, although in that case the dog or bird will not hit your opponent, just the zombie), it will fall forward-- if it's close enough to your opponent, it latches onto their foot (this must be blocked low). Note that the zombie will fall back without attacking if you use any Variable move or any Hyper Combo. This also happens if your opponent attacks the zombie (they can even be knocked back with normal punches and kicks). - The HP Kinkyuu Kaihi A summons a flaming zombie, who cannot be knocked down by you, and will remain on screen even if you use any Variable moves or Hyper Combos. Instead of latching onto an opponent, it simply bumps into them, then falls back down. Your opponent can knock away either zombie with normal attacks, special moves, etc., but against the flaming zombie, you're likely to trade hits). - Both zombies are unblockable, unless you're already in a blocking animation. Think of it like trying to throw someone who is in block stun; you can't do it. So if a zombie is coming at you, and Jill throws a light punch from across the screen, you will still go into your block animation even though she's nowhere near you. If you go into your block animation right as the zombie reaches you, you'll block them and they fall backward. - The Kinkyuu Kaihi B summons a Cerebus dog (LK) or a crow (HK). Both of them can be hit by your opponent (with normal moves or special attacks), to prevent them from attacking. - For either version of the Kinkyuu Kaihi A or B, you cannot use that move twice in a row, but you could, for example, summon a zombie, then call out the Cerebus dog or a crow. - During the very last part of the CODE: T-002 Hyper Combo, the Tyrant poses and laughs. At this time, you can input qcf + K to perform the End of Tyrant HC, in which Jill fires a single blast from her Rocket Launcher. Although the command only uses one Kick button, it still costs a full level to use. When the Tyrant blows up, your opponent will be caught in the resulting explosion for minor damage (7 points for an average character). - During Jill's Alpha Assist, she may either give you a Green Herb, which restores some recoverable life, or a Green and Red Herb, which will restore a greater amount of lost life.
------------------------------------------------------------------------ JIN SAOTOME, the Soldier Riding the Weapon, Blodia ------------------------------------------------------------------------ Saotome Typhoon H Charge b,f + P Saotome Dynamite H Charge d,u + P Saotome Crush H hcb + K (only hits when close) Saotome Fire While taunting, tap P / K rapidly Saotome Diving In air, press d + HK Saotome Shine Occurs when you have 40 pts. of life left Blodia Vulcan qcb + PP Blodia Punch qcf + PP Saotome Cyclone qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Saotome Typhoon HP Saotome Typhoon Saotome Cyclone B: HP Saotome Dynamite HP Saotome Dynamite Blodia Punch y: Standing MP Standing MP Blodia Punch Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP Flying S. Ground: Blodia Punch Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,MK,HK / Crouching MK,HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Crouching HP - The LP Saotome Tornado hits more times from up close, while the HP version can't get full hits (5 total), unless you do it from far away. If you do get full hits, you can even combo into the Blodia Vulcan. This move is very useful in combos because you can do a combo like c.LP, c. MP, do an LP Saotome Tornado, and right as the third hit connects, hypercancel into the Blodia Punch or Saotome Cyclone for lots of damage. - Jin has limited invincibility during the Saotome Dynamite. - Another neat thing about the Saotome Dynamite is that it can cancel out of the ending animation of another Saotome Dynamite or the Saotome Cyclone. So after doing a Dynamite, you can charge down and press u + P (or just u if you're holding P) once you see Jin's 'getting dressed' flash to immediately do another Dynamite. Or if you've just done the Saotome Cyclone, you can hit someone off the ground by canceling the end animation into a Saotome Dynamite. - The Saotome Crush is blockable. Luckily, you can combo into it from a standing or crouching LK. If you try to hit someone on the ground with this (say, after a crouching HK), they will roll backward, which is a useful way to get someone in the corner. Just don't do the c. HK from too close or they'll roll through you when you do the Crush. You can hypercancel out of this move, but you must do it the moment Jin grabs his opponent. - An opponent can be injured by the Saotome Fire once flame is coming off of Jin's back. - You can get more hits from the Blodia Punch if Jin is closer to his opponent (since his fist actually hits), and if his back is close to the edge of the screen (since the Blodia's arm will hit while moving). - Jin's Saotome Diving hits three times, and even be used in aerial raves now. You can combo off of it upon landing, assuming you don't do it too early. - Since the screen resets to Jin's location when you use the Blodia Vulcan. Unlike as in MvC, this move can kill a character if their life is low enough. You can actually combo into this move, but only off of the 5th hit of an HP Saotome Typhoon (meaning you must do it from relatively far away), or from a launcher. To do it with a launcher, Jin must have his back near the edge of the screen (even if you're in the middle of the playing field), and his enemy must be fairly close to him. - Jin can now do full aerial raves, since only his HP causes the 'flying screen' effect now. - When Jin is the last surviving character and has less than 25% of his total life gauge (this includes recoverable damage), he will pose for a moment at his first opportunity to stand still. Once he poses, he will start glowing. While glowing, he has Super Armor while on the ground (see the Gameplay Notes section for more details on how this works). His attack power also increases, just as if he'd gotten a Power Up Orb from Ruby Heart. - You can actually pick which color he'll glow, depending on what button you chose him with originally: * If you selected him with LP, he'll glow yellow * If you selected him with PA, he'll glow pink * If you selected him with LK or PB, he'll glow green * If you selected him with HP or HK, he'll glow blue Obviously, if you both try to pick green or blue, the first person to select that color gets it, while the other gets the unselected color. - You can tap the buttons and wiggle the joystick during Jin's HK hold to do more damage. - Jin's Medium and Hard attacks do block damage (this includes his d + HK slide and the Saotome Diving). - Jin's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). - The kanji on Jin's back read 'uchuu ichi'. This literally comes out as 'space one', but more likely means "number one in the universe", or something along those lines (like Mai's "nippon ichi" win pose).
------------------------------------------------------------------------ JUGGERNAUT, An Uncontrollable Tank-like Warrior ------------------------------------------------------------------------ Juggernaut Punch h hcf + P Juggernaut Body Press hcf + K (air) Earthquake Punch H f,df,d + P Cyttorak Power-Up f,d,df + PP (double fist punch) f + HP Juggernaut Headcrush qcf + PP, tap buttons rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Earthquake Punch HP Earthquake Punch Juggernaut Headcrush B: HP Juggernaut Punch HP Juggernaut Punch Juggernaut Headcrush y: HK J. Body Press HK J. Body Press Juggernaut Headcrush Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] [Standing HP (vs. an airborne opponent)] A.Rave Finishers: HP,HK Flying S. Ground: Juggernaut Punch Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Double Fist Punch Knockdown Attack: Crouching MK Variable Attack: Juggernaut Body Press Snapback Attack: Double Fist Punch - Juggernaut has Super Armor while on the ground (see the Gameplay Notes section for more details on how this works). - Juggernaut cannot use the dashing jump (uf while dashing). - The Juggernaut Punch cannot be canceled into the Juggernaut Head Press once it hits, but that's only because it has a Flying Screen effect. If you hit someone off the ground with the Juggernaut Punch, you don't get that effect, so you can hypercancel into it after it hits. - Once the Cyttorak Power-Up is performed, Juggy will glow red until he makes an attack (whether it hits or misses). Whatever attack he makes will do increased damage on the first hit only. Interestingly enough, the Power-Up will end if you do a throw (even though normally, throw damage is not increased), but not if you do a Snapback (again, the damage will not increase in this case, either). - The Double Fist Punch can no longer be used as a launcher, but it is still cancelable. - Juggernaut's standing HP, HK, and crouching HP and HK can go through Super Armor, as will his Double Fist Punch (his opponent will go into hit stun).
------------------------------------------------------------------------ KEN MASTERS, King of Fighting Clad in Violent Flames ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Shouryuu Ken H f,d,df + P (air) Tatsumaki Senpuu Kyaku qcb + K (air) Zenpou Tenshin qcb + P Mae Geri In air, u + MK Senpuu Kyaku In air, u + HK Inazuma Kakato Wari f + HK Shouryuu Reppa qcf + PP Shinryuu Ken qcf + KK, tap K rapidly Shippuujinrai Kyaku qcb + KK, tap K rapidly partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Shouryuu Ken HP Shouryuu Ken Shinryuu Ken B: HP Hadou Ken HP Hadou Ken Shouryuu Reppa y: HK Tatsumaki Senpuu K. HK Tatsumaki Senpuu K. Shouryuu Reppa Chain Combo Type: [Ground 2] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Hadou Ken Flying S. Ground: Shinryuu Ken Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,MK,HK / Crouching MK,HP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - Ken's Zenpou Tenshin is not his old roll from the SFA games, just his dashing animation given a new command. You can use it to move behind opponents, but it won't go through attacks. - The Inazuma Kakato Wari is an overhead attack and must be blocked high. - If the Shippuujinrai Kyaku is blocked or it misses, Ken will stop attacking at a certain point. - You can tap the buttons and wiggle the joystick during Ken's HK hold to do more damage.
------------------------------------------------------------------------ KOBUN, the Unreliable One out of Forty Faithful Henchmen ------------------------------------------------------------------------ Kobun Fire H qcf + P, hold P to charge (air) Bull Mover H qcf + K Engo Kougeki (Tosshin!) qcb + LP Engo Kougeki (Tsukami!) qcb + HP Engo Kougeki (Kuubaku!) qcb + K (exploding paper plane) qcf + Taunt (can hold), direct d / u Chuushoku Rush qcf + PP King Kobun qcf + KK, move b / f, attack with P / K Hyper King Kobun Done during a (B) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Engo Kougeki LP Engo Kougeki Chuushoku Rush (a) B: HP Kobun Fire HP Kobun Fire Hyper King Kobun y: LP Kobun Fire LP Kobun Fire Chuushoku Rush (y) Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing HP / HK] [df + HP] A.Rave Finishers: HP,HK, Kobun Fire Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HP / HK Variable Attack: Jumping HK Snapback Attack: Crouching HP / HK - Charging the Kobun Fire gives it more range and more attack power. Charge it too long, though, and Kobun will spit out a tiny gout of flame for very low damage. If this move is done in air, Kobun will float down while the move is being charged. - The Bull Mover goes through Super Armor, so a hit opponent will reel instead of just flashing. - An opponent hit by the Engo Kougeki (Tsukami!) is momentarily stunned. Doing this move on a stunned opponent causes the incoming Kobun to miss. Although you can attack your enemy while stunned, if you wait, the clinging Kobun will run back with a red crystal that you can collect to gain back a small amount of life. - Any kobun summoned by the Engo Kougeki can be knocked away with special moves, or just punches and kicks. - Normally when you perform the Exploding Paper Plane, it explodes. If you hold the button(s) you used to do this move, the explosion is delayed and the plane will fly forward. You can direct it up and / or down (if you direct it into the ground, it vanishes). After reaching it's maximum distance, or when you release the button used, the plane flickers and explodes. During this time it no longer moves forward, but can still be moved up or down. You can combo off of the plane by throwing it, then getting close to your enemy and attacking. - There are some strange controller-related properties of this move, however. For one thing, it can be performed with Start, not just Start + LK or Chouhatsu. In that case, unpausing the game ends the move, unless you press and hold Start to unpause the game. If you set a button to 'Chouhatsu' and use that to perform this move, then Start and LK will have no effect, although you can hold Start, then release Chouhatsu to keep the plane from exploding (and vice versa). - The Chuushoku Rush will be performed differently depending on what Assist type you chose (this applies to using it on your own, not in a Variable Combination). If you picked Alpha (a), you get the standard variety, with all the Kobuns running by while they get their trays filled. The Beta (B) version has them falling down from the sky one after another, while the Gamma (y) version makes them leap and fly across the screen. You can knock aside the Kobuns with attacks, but unless you can hit multiple opponents, the rest will get you. If you do two Alpha Chuushoku Rushes against each other, all the Kobuns are knocked away (it looks like a scene from 'Braveheart'). :) - Kobun has Hyper Armor during the King Kobun and Hyper King Kobun. During the King Kobun, Kobun is invincible during the startup animation. - During the King Kobun, each time you swing the hammer, your timer gauge goes down a bit. So it's best to not keep swinging the hammer unless you know you'll hit. - When Kobun's life is low, smoke starts escaping from his head. When he's defeated, he lies on the ground for a while, then explodes into a bunch of little red crystals. If you're his opponent, you can walk over the crystals before they disappear to gain back some lost life. If you're one of Kobun's members, running over the crystals won't do anything (since you won't have any recoverable life), but at least it prevents your opponent from getting them ;) - This guy takes lots of damage from attacks, and most of his move do squat against his opponents, but man, his size makes up for it. For example, even if you're hit by Sakura's Midare Zakura, some of the punches will miss because you're so small. Now that's cool.
------------------------------------------------------------------------ MAGNETO, Ruler of the Magnetic Field ------------------------------------------------------------------------ E-M Disruptor H hcf + P (air) Hyper Gravitation H hcb + K (air) Magnetic Force Field H hcf + K Magnetic Blast H In air, u,uf,f + P Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (angled kick) In air, d + LK Magnetic Shockwave qcf + PP Magnetic Tempest qcf + KK, tap buttons rapidly? (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP E-M Disruptor HP E-M Disruptor Magnetic Shockwave B: LK Hyper Gravitation LK Hyper Gravitation Magnetic Tempest y: Crouching HP Crouching HP Magnetic Tempest Chain Combo Type: [Ground 2] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing MP] [Crouching HP] [df + HP] [Standing HK (second hit)] A.Rave Finishers: HP,HK Flying S. Ground: Magnetic Shockwave Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / Crouching MP Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Hyper Gravitation is used, Magneto sends out four balls of energy that, if they aren't blocked, grab an opponent and drag them back to Magneto's location, allowing him to get in a free hit on his helpless challenger. After a moment, though, the Hyper Grav balls will vanish. You can't use this move after killing an opponent (no Hyper Grav balls will come out). - If Magneto is attacked while his force field is showing during the Magnetic Force Field, he will either make his force field pulse (using LP), or fire a single Magnetic Shockwave (using HP). The HP version does more damage, but can't hit opponents behind Magneto like the LP forcefield can, plus it's a lot slower (you can even trigger the counter, then attack Magneto or move out of the way before he Shockwaves you). In any case, this move only works against physical attacks and not projectiles. It can stop standing, jumping, or crouching physical attacks, though. - You can always perform the Magnetic Blast on the ground, since you'll automatically jump into the air when you input the command. You still can't stick it in ground combos, though ;) You can only hypercancel out of this move if you do it during a super jump. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. - Magneto's HP throw (on the ground or in the air) leaves an enemy trapped in a metal casing momentarily. - Magneto's HK throw can be directed downward when done on the ground, and up or down when done in the air.
------------------------------------------------------------------------ MARROW, Angry New Addition to the X-Men ------------------------------------------------------------------------ "She is an angry mutant raised in a world of darkness. She uses the bones that emit from her body as substitutes for weapons!" Bone-merang H qcf + P (air) Ride & Slash hcb + P (air) Ricochet Slash H qcb + K Towering Spine H f,d,df + P Sankaku Tobi Jump ub against a wall, press uf / f 2 Dan Jump Press ub~uf (x2) Stinger Bones qcf + PP Bone Burst qcb + PP (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Bone-merang HP Bone-merang Bone Burst B: HP Towering Spine HP Towering Spine Bone Burst y: HK Ricochet Slash HP Ricochet Slash Stinger Bones Chain Combo Type: [Ground 5] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Stinger Bones Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MK Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Bone-merang is used, LP throws it straight forward, and HP throws it diagonally up-forward (done on the ground) or diagonally down-forward (if done in the air). The range is pretty shallow on the diagonals, though. - The Ride & Slash is blockable, sad to say. - Keep an eye out for a win pose where Marrow tosses a Bone-merang at your TV screen ;)
------------------------------------------------------------------------ MORRIGAN AENSLAND, Succubus Living for the Moment throughout Eternity ------------------------------------------------------------------------ Soul Fist H qcf + P (air) Shadow Blade H f,d,df + P (air) Vector Drain hcb + P (only hits when close) Shell Kick In air, qcb + K Shell Pierce In air, d + HK Kuuchuu Dash In air, tap f,f / press PP Vernier Dash (Upward) In air, tap f,uf / press u + PP Vernier Dash (Downward) In air, tap f,df / press d + PP Necro Desire f + HK Mysterious Arc db + HP (also d + HP in US arcade ver.) Soul Eraser qcf + PP, tap buttons rapidly Darkness Illusion qcf + KK (air) Silhouette Blade f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shadow Blade HP Shadow Blade Silhouette Blade B: HP Soul Fist HP Soul Fist Soul Eraser y: HP Soul Fist HP Shadow Blade Silhouette Blade Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] ([df + HP only in US arcade version]) A.Rave Finishers: HP,HK, Soul Fist Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HP - The Vector Drain is unblockable. - The Shell Kick cannot be hypercanceled into her Darkness Illusion, but you can combo off of it, making it useful as a jump-in attack preceeding a ground combo. - You can interrupt the Vernier Dash with an attack, just as with a normal air dash. - The Darkness Illusion hits more times if done in air, but does slightly less damage. - That little flashy thing you see on Morrigan's hand during the Silhouette Blade is the Ring of Isis, the same family heirloom that Lilith was trying to get in Vampire Savior. - Morrigan has lost her Eternal Slumber HC from MvC, for some reason. - All of Morrigan's command attacks are cancelable, but none of them are overheads.
------------------------------------------------------------------------ NASH, Justice-Enforcing Cool Guy (CHARLIE outside of Japan) ------------------------------------------------------------------------ Sonic Boom H Charge b,f + P Somersault Shell H Charge d,u + K Moonsault Slash u,uf,f + K (air) Knee Kick In air, d + LK Step Kick f + HK Jump Sobat b + HK Spin Back Knuckle f + HP Sonic Break qcf + PP, tap buttons rapidly Crossfire Blitz qcf + KK Somersault Justice qcb + KK partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Sonic Boom HP Sonic Boom Sonic Break B: HK Somersault Shell HK Somersault Shell Somersault Justice y: HP Sonic Boom HK Somersault Shell Sonic Break Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Crossfire Blitz Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Spin Back Knuckle - You can always perform the Moonsault Slash on the ground, since you'll automatically jump into the air when you input the command. You still can't stick it in ground combos, though ;) - The Jump Sobat is an overhead attack and must be blocked high. - Only the Spin Back Knuckle is cancelable.
------------------------------------------------------------------------ OMEGA RED, Super Soldier of the Former Soviet Union ------------------------------------------------------------------------ Carbonadium Coil qcf + P / PP Kuuchuu Carbonadium Coil In air, qcf + P / PP / K / KK Coil Recall: Ground Press P before Coil hits Coil Recall: Mid-Air Prss P / K before Kuuchuu Coil hits Death Factor Tap P during Coil / Energy Drain Energy Drain Tap K during Coil / Death Factor Coil Flip Dir. + P / K from Coil / Factor / Drain Omega Strike H qcf + K / KK Omega Strike: Cancel d + K during Omega Strike Omega Strike: Retreat b + K during Omega Strike Kuuchuu Dash In air, tap f,f / press PP (b to cancel) (ground coil strike) db~df + HK Omega Destroyer qcb + PP Omega Smasher In air, qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Coil -> Flip UF Standing HP Omega Destroyer B: HK Omega Strike HK Omega Strike Omega Destroyer y: db Ground Coil Strike Crouching HP Omega Destroyer Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: None. Variable Attack: Jumping HK Snapback Attack: Standing HP - Omega Red's Carbonadium Coils can now hit someone with Super Armor, without having had to attack them beforehand. - 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 it connects. In air, you can use P or K interchangably (so if you did qcf + LK in air, you could cancel it with any P and vice versa). - 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. You can switch between the two during a Carbonadium Coil, if you like. - When you use the Ground Coil Strike, db + HK makes the coil appear near you, d + HK is further away, and df + HK is very far away.
------------------------------------------------------------------------ PSYLOCKE, Psychic Fighting Doll ------------------------------------------------------------------------ Psi-Blast H qcf + P (air) Psi-Blade Spin H qcf + LK,LK,HK or qcf + HK,LK,LK Ninjutsu hcb + P / K (air) Psi-Drill Dir. + P / K during Ninjutsu Moonsault Kick In air, ub~uf + HK Vanity Flip H b + HK after certain moves (see chart) Backstep Kick b + HK (then hold f to slide) Chuugaeri Abise Geri f + HK 3 Dan Jump Press ub~uf (x3) Psi-Thrust qcf + PP (move in any dir. at start) Secondary Psi-Thrust Dir. + P at end of Psi-Thrust Psi-Maelstrom qcf + KK, tap buttons rapidly Kochou Gakure qcb + KK (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Psi-Blade Spin HK Psi-Blade Spin Psi-Maelstrom B: HP Psi-Blast HP Psi-Blast Kochou Gakure y: HP Psi-Blast HK Psi-Blade Spin Psi-Thrust Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Psi-Maelstrom (max hits only) Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Crouching MK / Standing HP Knockdown Attack: Crouching HK Variable Attack: Diving Kick (unique animation) Snapback Attack: Standing HP - Psylocke's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). Unlike other hittable Taunts, hers does not act like a Flying Attack. - The Psi-Blast either fires downward (LP) or straight forward (HP). The interesting thing about this move is that it can go through a lot of attacks that would normally destroy projectiles, like Abyss' Flamethrower (2nd form), Anakaris' Pharaoh Cobra Blow, etc. - Psylocke can no longer chain together Psi-Blade Spins. Instead, you can perform an LK Psi-Blade Spin, then tap LK,HK for up to six hits, or do and HK Spin and tap LK,LK for six hits. - The button used for the Ninjutsu determines where Psylocke will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. After teleporting, you can use the Psi-Drill, but not any other moves. - The Vanity Flip can be done after the following attacks/chains. Note that is is counted as an Aerial Rave, for some reason: standing LP LP,MP LP,HP LP,LK LP,HK LP,LK,MP LP,LK,MP,MK crouching LP LP,MP LP,HP LP,LK LP,HK LP,LK,MP LP,LK,MP,MK jumping LP (press b + HK once you land) You can alternate between standing and crouching for the chains, and the Vanity Flip will still come out. - When you use the Psi-Thrust, you can pick which direction you want to move in during the start-up animation. Should you do the secondary Psi-Thrust, you can change the direction again as well. If you do a diagonal Psi-Thrust into the floor, Psylocke will travel horizontally along it in the same direction. - The Psi-Maelstrom does pathetic damage for an HC (30 damage if you mash). Anyone know what use this move has? - Psylocke has no overhead attacks. - Although Psylocke's command attacks are cancelable, the Vanity Flip is an exception. It can only be hypercanceled into the Psi-Thrust or Kochou Gakure (on either hit).
------------------------------------------------------------------------ ROCKMAN, Robot of Justice (MEGAMAN outside of Japan) ------------------------------------------------------------------------ Rock Buster Press HP (standing / crouching / air) Charge Shot H Hold and release HP (s. / c. / air) Item Kougeki H qcf + P (see notes) Item "Rock Ball" qcf + K Item "Leaf Shield" qcb + K Item "Tornado Hold" f,d,df + K Rock Upper H f,d,df + P (air) Sankaku Tobi Jump ub against a wall, press uf / f Sliding d + HK Hyper Rockman qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move b / f / ub~uf, press P / K Beat Plane qcb + KK, move in any direction (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: Charge Shot (2 hits) Charge Shot (2 hits) Hyper Rockman B: HP Rock Upper HP Rock Upper Hyper Rockman y: Charge Shot (2 hits) HP Rock Upper Hyper Rockman Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HP / HK] [df + HP] A.Rave Finishers: HK, Rock Buster Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - The longer your charge the Charge Shot, the more hits it does (it's something like, a hit is added for every second you charge the move). You can even release it, and while your opponent is being hit, run up through your own fireball and attack them. - Rockman has the ability to use weapons given to him by Eddie (Fliptop). Simply input qcf + P to fire the weapon. The default weapon is the Tornado Hold, but you can get others by entering a specific command. For example, if you entered qcb + K, Eddie would appear and toss a Leaf Shield ball onto the screen, which you could equip simply by walking over it. Keep in mind that an enemy Rockman or Roll can also get an item by passing over it. The items include: Rockball (qcf + K) - When used, a soccer ball appears that can be knocked around by attacking it with any crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (f,d,df + K) - When used, Rockman throws out a little fan that creates a tornado (the height has been reduced since MvC). The Tornado Hold can hit an opponent while they're lying prone on the ground, too. This move does no damage if blocked. I have trouble doing the move this way and prefer using qcf,qcf + K, myself. Leaf Shield (qcb + K) - When used, Rockman creates a shield of spinning leaves around him that gives him a one-hit auto block. This means that if he is hit, he takes no damage, but the shield dissolves. Unlike Super Armor, this means that he is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and he will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! This move does no damage if blocked. When the Item Kougeki command is repeated (qcf + P), Rockman will fire the shield forward. This attack can be used in air. Note that you can't pick up another item while the Leaf Shield is active, and that it wears off when you're hit, or after a certain amount of time has passed. - The only time when you can hypercancel out of the Item Kougeki is when you fire the Leaf Shield. - During the Rush Drill, you can move back or forward, or jump in any direction. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. Rockman is invincible and does not take damage if he's attacked during this HC. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles.
------------------------------------------------------------------------ ROGUE, Superior Mutant Girl ------------------------------------------------------------------------ Repeating Punch H qcf + P (air) Power Drain qcb + K (air) Rising Repeating Punch H f,d,df + P, tap buttons rapidly Power Dive Punch f,d,df + K, press K to dive sooner Kuuchuu Dash In air, tap f,f / press PP (diving kick) In air, d + HK "Goodnight, Sugah" qcf + PP Hyper Repeating Punch Done during a Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Rising R. Punch HP Rising R. Punch Hyper Repeating Punch B: HP Repeating Punch HP Repeating Punch Hyper Repeating Punch y: HK Power Drain HK Power Drain Hyper Repeating Punch Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [Standing HK] [df + HP / HK] A.Rave Finishers: HP,HK, Repeating Punch Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt, Standing HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Power Dive Punch - During Rogue's Power Dive Punch, you can press K while she's rising to make her go straight into the dive. The damage remains the same, too. - Rogue's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). - Rogue's Power Drain and "Goodnight, Sugah" HC no longer steal powers from hit characters. Instead, she gets a bonus to one of her abilities (speed, attack power, defense power, etc.) for a limited duration. The bonus ability ends when your timer runs out, or you switch out. The bonus changes depending on the character, and all the bonuses are listed below. - If something is listed in parenthesis after a character, it means that the bonus changes under those conditions. For example, Jin will give you a Defence Up bonus normally, but when he has Super Armor, you will get a Super Armor bonus. Similarily, when Silver Samurai has used his Touki "Ikazuchi" ability, the bonus changes from Defence Up to Speed Up. The list is as follows: DEFENCE UP: Captain America (without his shield), Colossus, Dr. Doom, Guile, Iceman, Iron Man, Jin Saotome, Magneto, Omega Red, Roll, Ruby Heart, Sakura Kasugano, Silver Samurai, Spiral, Tron Bonne, War Machine, Zangief. LIFE UP: Anakaris, Bulleta, Dan Hibiki, Dhalsim, Jill Valentine, Kobun, Shuma-Gorath, Spiral (Metamorphose). POWER UP: Amingo, Blackheart, Cable, Captain America (with shield), Captain Commando, Cyclops, Gouki, Hayato (Plasma Field), Juggernaut (Cyttorak Power-Up), Ken Masters, Nash, Rockman, Ryu, Sabretooth, Sakura Kasugano (Hiyakeshita Sakura), Silver Samurai (Touki "Honoo"), Spiral (Power Dance), Shuma-Gorath (Chaos Dimension), Thanos, Vega, Venom. SPEED UP: Cammy, Chun-Li, Felicia, Gambit, Hayato, Marrow, Morrigan, Psylocke, Silver Samurai (Touki "Ikazuchi"), Sonson, Spider-Man, Spiral (Speed Dance), Storm, Strider, Wolverine, Adamantium-less Wolverine. SUPER ARMOR: Hulk, Jin Saotome (Super Armor), Juggernaut, Sentinel, Silver Samurai (Touki "Koori" x1-2). HYPER ARMOR: Colossus (Super Armor), Rogue (when she's stolen the 'Hyper Armor' ability from someone), Silver Samurai (Touki "Koori" x3), Zangief (Iron Body). NO BONUS: Rogue (even when she has a bonus ability, as long as it isn't Hyper Armor), any Life Up bonus giving character when you already have full recoverable life. - As for the bonuses themselves, Defence Up reduces the damage you take from attacks, Power Up increases the damage your attacks inflict, Speed Up makes you move faster (and your attacks come out quickly, allowing you to do combos like LP,LK,MP,MK,LP,MP), Life Up restores any red (recoverable) life you might have. - With Super Armor, it's a different story. If you kiss any of the characters who give you super armor, a little orange meter appears and you have super armor like you normally would. - If you kiss any of the characters who give you Hyper Armor (like Silver Samurai after three uses of his Touki "Koori" HC), then the announcer still says 'Super Armor'. However, your meter will be gray instead of orange, and you actually have Hyper Armor. What's more, the ground shakes when you walk ;) Finally, although Rogue normally gets no abilities from kissing another Rogue with a stolen ability, she can get Hyper Armor from another Rogue who has already stolen this ability. If both Rogues kept lip-locking, you could both have Hyper Armor for the entire match ;) For more information on Super Armor and Hyper Armor, please see the Gameplay Notes section. - Note that for both Super and Hyper Armor, each time the 'armor' is activated, the timer gauge will stop counting down momentarily. This means that the more you're attacked, the longer you keep your armor. - Rogue's Diving Kick is cancelable.
------------------------------------------------------------------------ ROLL, Gentle-Hearted Pretty Doll ------------------------------------------------------------------------ Roll Buster H qcf + P (air) Item Kougeki H qcb + P (see notes) Item "Rockball" qcf + K Item "Leaf Shield" qcb + K Item "Tornado Hold" f,d,df + K Hana-taba Bakudan h f,d,df + P (air) 2 Dan Jump Press ub~uf (x2) Sliding d + HK (upper kick) In air, u + HK Hyper Roll qcf + PP, tap buttons rapidly (air) Rush Drill qcf + KK, move b / f / ub~uf, press P / K Beat Plane qcb + KK, move in any dir., tap P / K partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Roll Buster LP Roll Buster Hyper Roll B: HP Hana-taba Bakudan HP Hana-taba Bakudan Hyper Roll y: HP Hana-taba Bakudan LP Roll Buster Hyper Roll Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Upper Kick Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MP Knockdown Attack: Crouching HK Variable Attack: Sliding animation Snapback Attack: Standing HK - Roll has the ability to use weapons given to her by Eddie (Fliptop). Simply input qcb + P to fire the weapon. The default weapon is the Rockball, but you can get others by entering a specific command. For example, if you entered qcb + K, Eddie would appear and toss a Leaf Shield ball onto the screen, which you could equip simply by walking over it. Keep in mind that an enemy Roll or Rockman can also get an item by passing over it. The items include: Rockball (qcf + K) - When used, a soccer ball appears that can be knocked around by attacking it with any crouching kick. The ball will rebound off of the walls, ceiling, and ground for a while before vanishing. Tornado Hold (f,d,df + K) - When used, Roll throws out a little fan that creates a tornado (the height has been reduced since MvC). The Tornado Hold can hit an opponent while they're lying prone on the ground, too. This move does no damage if blocked. I have trouble doing the move this way and prefer using qcf,qcf + K, myself. Leaf Shield (qcb + K) - When used, Roll creates a shield of spinning leaves around her that gives her a one-hit auto block. This means that if she is hit, she takes no damage, but the shield dissolves. Unlike Super Armor, this also means that she is technically invincible to everything except throws and multi-hit moves. You can do a Final Justice, and she will not take the hits; ditto with Strider's Ragnarok, or even Hulk's Gamma Tornado or Spidey's Ultimate Web Throw! This move does no damage if blocked. When the Item Kougeki command is repeated (qcb + P), Roll will fire the shield forward. This attack can be used in air. Note that you can't pick up another item while the Leaf Shield is active, and that it wears off when you're hit, or after a certain amount of time has passed. - The only time when you can hypercancel out of the Item Kougeki is when you fire the Leaf Shield. - Personally speaking, I find the Hana-taba Bakudan pretty hard to pull off consistently (I keep getting the Roll Buster). One way you can get around this is to perform it as qcf,qcf + P instead of f,d,df + P. - During the Rush Drill, you can move back or forward, or jump in any direction. Pressing P or K will make your rush forward (no pun intended), but will not increase the number of hits. Roll is invincible and does not take damage if she's attacked during this HC. - During the Beat Plane, you can fly in any direction. Tapping P makes you fire little fireballs, while tapping K makes you drop missiles. Roll can't do this move in mid-air like Rockman can.
------------------------------------------------------------------------ RUBY HEART, Female Pirate Sailing the Ocean ------------------------------------------------------------------------ "She is a female pirate sailing the ocean. She has control over hidden magical powers which she uses in battle!" Cheval Seller H qcf + P, then dir. + P x2 (air) Suprˆmation H qcf + K Fant“me H qcb + K Rafale Canon H hcb + P Flan Mer qcf + PP, then dir. + P x4 (air) Pare-tonn‰re qcf + KK Milles Fant“mes qcb + KK Tour de Magie HK,LP,d,LK,HP partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Suprˆmation LK Suprˆmation Pare-tonn‰re B: HP Rafale Canon HP Cheval Seller Milles Fant“mes y: Power-Up Orb LK Suprˆmation Flan Mer Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] [Standing HK (vs. an airborne enemy)] A.Rave Launchers: [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching MP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HP - In Ruby Heart's Gamma Assist, she holds out an orb, that when taken, makes all your attacks do more damage for a short period of time. Only you can take the orb, not your opponent. - When you do a Variable Counter with the Beta version of Ruby Heart, her HP Cheval Seller is _not_ controllable, unlike most V. Counters. - Since Ruby Heart's standing HK launches airborne opponents, don't forget to use it after a crouching MP or close Suprˆmation! - The Fant“me does very little damage; however, once a character is hit, the ghost clings to them and drains away their HC gauge power. After a while, it disappears--this also happens if you're hit or you use the Milles Fant“mes HC (which, by the way, does physical damage and drains no HC power). Interestingly enough, this move stays on-screen even if you switch out. - The LP version of the Rafale Canon results in Ruby attacking if the thrown anchor hits. I managed to catch Ken out of his Shouryuu Reppa with this, which makes me wonder how much priority it has (must be pretty good). For the HP version, she simply traps her opponent in the anchor's chain, leaving them momentarily vulnerable. - I find that the easiest way to get maximum hits from the Flan Mer is to go horizontal, up, diagonally up-forward, up, diagonally up forward or up-back (depending). It's the one juggle pattern I've found that I can actually do with some consistency ;) - The Tour de Magie is a Level 1 HC, and it's blockable. When used, Ruby Heart drops a barrel on her opponent. You can then use LP or LK to throw knives into eight slots on the barrel (four on top, four on the bottom)--each time a knife hits the barrel, your victim takes damage. However, if you put a knife into the wrong hole, it explodes prematurely and your opponent flies out. Once you get four holes filled, the game ends. If you hit an airborne opponent with this, they fly up into the air, as if you'd hit them with a Variable Attack, intead of getting trapped in the barrel. - Anyone know the historical background of the barrel game? Something similar like it is played in the old TG-16 CD game 'Dragon Slayer', intrestingly enough, with a pirate in a secret pirate base.
------------------------------------------------------------------------ RYU, a Superior Warrior Searching for Truth ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Tatsumaki Senpuu Kyaku H qcb + K (air) Shouryuu Ken H f,d,df + P Sakotsu Wari f + HP Senpuu Kyaku (ground) f + HK Senpuu Kyaku (jumping) In air, u + HK Mae Geri In air, u + MK Shinkuu Hadou Ken qcf + PP, tap buttons rapidly (air) Shinkuu Tatsumaki Senpuu Kyaku qcb + KK Shin Shouryuu Ken f,d,df + PP (Level 3) partner assist variable counter variable combination -------------------------------------------------------------------- a: HP Shouryuu Ken HP Shouryuu Ken Shinkuu Hadou Ken B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: HK Tatsumaki Senpuu K. HK Tatsumaki Senpuu K. Shinkuu Tatsumaki SK. Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Senpuu Kyaku, Hadou Ken, Tatsumaki Senpuu Kyaku Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Sakotsu Wari (hits once; not an overhead) - The Sakotsu Wari is an overhead attack and must be blocked high. - The Shin Shouryuu Ken is now a Level 3 Hyper Combo. It still works in the same way, though--on the ground it is a three-hit attack that does high damage, and if you hit an airborne opponent, it becomes a seven-hit attack that does significantly less damage.
------------------------------------------------------------------------ SABRETOOTH, Assassin Thirsting for Blood ------------------------------------------------------------------------ Berserker Claw H qcf + P Wild Fang hcb + P Armed Birdie h hcb + K Sankaku Tobi Jump ub against a wall, press uf / f Berserker Claw X qcf + PP Weapon X Rush f,d,df + PP Heavy Armed Birdie hcb + KK Hyper Berserker Claw Done during an (a) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Berserker Claw HP Berserker Claw Hyper Berserker Claw B: LK Armed Birdie HK Armed Birdie Heavy Armed Birdie y: 2nd hit of s. HP 2nd hit of s. HP Heavy Armed Birdie Chain Combo Type: [Ground 3] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing / Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing MP - The 'Hyper Berserker Claw' comes out in different ways depending on your Variable Combination Setup. For example, if you do it by yourself, or you're using more than one Alpha Sabretooth, then the initiating character will do the normal Berserker Claw X, while the other character(s) do a two hit version. In any other setup where you're using Sabretooth and he's not the one to initiate the Variable Combination, he'll do a one-hit version. - It's possible to trade hits with the Wild Fang, in which case your enemy will be hit but not thrown. This will leave them stunned for a moment, so if you recover fast enough, you can get close and attack them.
------------------------------------------------------------------------ SAKURA KASUGANO, Female High School Student Street Fighter ------------------------------------------------------------------------ Hadou Ken H qcb + P (air) Shou'ou Ken H qcf + P (air) Shunpuu Kyaku qcb + K (air) Flower Kick f + HK Shinkuu Hadou Ken qcb + PP Midare Zakura qcf + PP Haru Ichiban qcb + KK Hiyakeshita Sakura b,d,db + LK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shou'ou Ken HP Shou'ou Ken Haru Ichiban B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: MK Shunpuu Kyaku MK Shunpuu Kyaku Midare Zakura Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK Flying S. Ground: Haru Ichiban Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Taunt Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Sakura's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). There is no difference between Sakura and Hiyakeshita Sakura's taunts, unlike in MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting even when it didn't hit). - The Shou'ou Ken has a shield around it that will negate normal projectiles. If Sakura can't hit her opponent, she'll stop and won't do the uppercut part. In the air, she'll just drop to the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - Unlike other 'auto-combo' moves, the Midare Zakura will result in full hits on characters with Hyper Armor (instead of stopping short). My guess as to why her move works when other people's don't? Let's just say, she was trained by the best fighter out there :) - When you input b,d,db + K, Sakura will transform into Hiyakeshita Sakura. She stays this way until you change back (either way, it still costs you 3 levels of HC power). - You can tap the buttons and wiggle the joystick during Sakura's HP hold to do more damage. ------------------------------------------------------------------------ HIYAKESHITA SAKURA (Sunburned Sakura) ------------------------------------------------------------------------ Hadou Ken H qcf + P (air) Shunpuu Kyaku H qcb + K (air) Shou'ou Ken f,d,df + P (air) Ashura Senkuu f,d,df / b,d,db + PP / KK Flower Kick f + HK Shinkuu Hadou Ken qcf + PP, tap buttons rapidly Midare Zakura qcf + KK Haru Ichiban qcb + KK Shun Goku Satsu LP,LP,f,LK,HP (Level 3) Hiyakeshita Sakura b,d,db + LK (Level 3) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Shou'ou Ken HP Shou'ou Ken Haru Ichiban B: HP Hadou Ken HP Hadou Ken Shinkuu Hadou Ken y: MK Shunpuu Kyaku MK Shunpuu Kyaku Midare Zakura Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Standing MK] [Crouching HP] [df + HP / HK] A.Rave Finishers: HP,HK, Hadou Ken Flying S. Ground: Haru Ichiban Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping MK Snapback Attack: Standing HK - Sakura's taunt can hit an opponent for 1 point of damage (although it can't kill someone, no matter how low their life is). There is no difference between her and normal Sakura's taunts, unlike in MSHvSF (in which Hiyakeshita Sakura earned SC power from taunting even when it didn't hit). - In the air, the Shou'ou Ken has a shield around it that will negate normal projectiles. This version of Sakura does the uppercut part of this move regardless of whether she hits or misses. Like normal Sakura, she'll bounce away if the move is blocked, but if you're far enough to allow her to do the uppercut part, the enemy will take those hits for block damage. If this move is done in the air and misses, Sakura will drop to the ground. - The Shunpuu Kyaku and Flower Kick are overheads and must be blocked high. - The Shun Goku Satsu is unblockable. - You can tap the buttons and wiggle the joystick during Sakura's HP hold to do more damage.
------------------------------------------------------------------------ SENTINEL, Mutant Hunter Robot ------------------------------------------------------------------------ Rocket Punch (Downwards) H qcf + LP (air) Rocket Punch (Forward) H qcf + HP (air) Rocket Punch (Upwards) H f,d,df + P (air) Sentinel Force h qcf + K (see notes) Hikou qcb + KK, repeat to end (air) Plasma Storm qcf + PP, tap buttons rapidly Hyper Sentinel Force qcf + KK Hard Drive In air, qcf + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Rocket Punch LP Rocket Punch Hyper Sentinel Force B: Standing HK Standing HK Hyper Sentinel Force y: LK Sentinel Force LK Sentinel Force Hyper Sentinel Force Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Rocket Punch Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing / Crouching HP Knockdown Attack: Crouching HK (3rd hit) Variable Attack: Jumping Kick (unique animation) Snapback Attack: Standing HK - During the LK Sentinel Force, you can direct the mini-Sentinels up or down (letting go of the joystick makes them move back up). During the HK Sentinel Force, you can delay when they release the bombs by holding HK. You can hypercancel out of the LK version only. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Hard Drive. - All of Sentinel's normal punches and kicks cause block damage. His HP beam attacks do not, but from up close, they hit twice for double damage. - Sentinel's standing HK can go through Super Armor (his opponent will go into hit stun).
------------------------------------------------------------------------ SHUMA-GORATH, Destructive God of Chaos ------------------------------------------------------------------------ Mystic Stare H Charge b,f + P Mystic Smash Charge b,f + K (air) Devitalization hcb + K (only hits when close) Sekika In air, d + HK (upwards eye blast) In air, u + HP Chaos Dimension qcf + PP, touch with HP / HK (Level 3) Hyper Mystic Smash qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Mystic Stare HP Mystic Stare Hyper Mystic Smash B: HK Mystic Smash HK Mystic Smash Hyper Mystic Smash y: HP Mystic Stare HK Mystic Smash Hyper Mystic Smash Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [standing MK] [df + HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP / HK in air Flying Attack: Standing HP / HK, Crouching MK / HP / HK, Jumping HP Knockdown Attack: None. Variable Attack: Jumping MK Snapback Attack: Standing HP - Shuma is an exceptionally sorry bastard this time around. His Mystic Stare ends if you do either Punch or Kick throw (or air throw), but not if you do the Dvitalization. On top of that, the Mystic Smash and Devitalization both do low damage (18 and 20 points respectively, which is nuts considering you can mash his Kick throw for 18 points and get back life anyway). Plus, he can't grab Hyper Armored foes with his Chaos Dimension. - If the Mystic Stare hits, Shuma's eyes cling to his opponent for a while, flash rapidly, then explode for additional damage. Shuma can't use the Mystic Stare until the eyes explode or are otherwise removed (this happens if Shuma's opponent switches out, if they manage to hit Shuma, or if the eyes explode). From the maximum range of this move, it's possible for the eyes to hit once but none of them will stick. Note that if Shuma switches out, the eyes automatically explode, but for only 5 points of damage). - The Mystic Stare's ranges have been reduced; the LP version goes just past half-screen and the HP version stops just short of full screen. To make matters worse, you can hit your opponent dead-on with this move, and not all the eyes may hit. At least the move now does damage for the intial hits--in MSHvSF you only took damage from blocking it, and getting hit by the eyes couldn't kill you (at least, not until they exploded). - When used as a Partner Assist or Variable Counter, the Mystic Stare will not stick to your opponent, but can hit up to 10 times. - During Shuma's Kick Throw, he gains back life that he drains from his opponent. However, he can only earn back red (recoverable) life. - When you perform the Chaos Dimension, Shuma "snaps" at his opponent then begins to glow. While he's glowing, his HP and HK attacks become short-range, unblockable 'touch attempts', whether you're standing, crouching, or in the air. Only if you touch your opponent with a HP or HK attack will the Chaos Dimension go into full effect. Hitting with the 'snap' attack won't trigger the Chaos Dimension, and does no damage. - Shuma will remain glowing until a certain amount of time has passed, or until he's made a touch attempt. While glowing, he cannot use any special moves (even, say, the upwards eye blast), and if his opponent had been Mystic Stared, the eyeballs will vanish. On the bright side, you can now use your LP, LK, MP, and MK attacks (which remain as normal attacks), to combo the crap out of your opponent. And trust me, you can't get a better finish for an air combo than a Chaos Dimension :) As an added bonus, Shuma can OTG after the Chaos Dimension finishes, just like he could in MSH. - You can tap the buttons and wiggle the joystick during Shuma's HK hold to do more damage.
------------------------------------------------------------------------ SILVER SAMURAI, Warrior in Silver Armor ------------------------------------------------------------------------ Shuriken H qcf + P, direct d / u (air) Hyakuretsu Tou H f,d,df + P, tap P / K rapidly Hyakuretsu Tou H Tap P rapidly, then tap P / K rapidly Fumikomi Hyakuretsu Tou H Tap f,f during Hyakuretsu Tou (endless slashes) Tap LP,LP repeatedly (low slash) Press HP,HP Chou Shuriken qcf + PP (or in air after T. "Kaminari") Raimei Ken qcf + KK, tap buttons rapidly Hyouga Ken qcf + KK after Touki "Koori" Homura Ken qcf + KK after Touki "Honoo" Touki "Kaminari" qcb + P Touki "Koori" qcb + LK Touki "Honoo" qcb + HK Hyper Hyakuretsu Tou Done during an (a) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Hyakuretsu Tou HP Hyakuretsu Tou Hyper Hyakuretsu Tou B: HP Shuriken HP Shuriken Chou Shuriken y: Crouching HP Crouching HP Raimei/Hyouga/Homura Ken Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] [Ground 6 / Jumping 6 during Touki "Kaminari"] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK, Shuriken, Chou Shuriken (in Kaminari mode) Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HK in air Flying Attack: Standing HK / Crouching MK / Low Slash Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing MK - The Shuriken hits less times if thrown from further away. This doesn't apply if you're using a 'Touki' mode, though (see below). - Both the Shuriken and Chou Shuriken can be directed to fly upwards and/or downwards when thrown (this even applies to throwing them in air). This comes in handy since some characters can duck under the Shuriken (like Sakura or Roll). You can also use either attack to hit someone off the ground (crouching HK, downward Shuriken makes an easy combo). Note that when you let go of the controller, the Shuriken flies forward (this can be a problem in "Koori" mode since you recover while the Shuriken is still flying). - Sadly, the Shuriken can be destroyed by your opponent's normal attacks (even if you're using a 'Touki' mode). The same applies to the Chou Shuriken--multi-hit attacks (War Machine's crouching HP laser, Ryu's super hurricane kick) will destroy all the projectiles, as well single hit HC projectiles (like Sonson's POW). - The Hyakuretsu Tou can be performed by entering f,d,df + P, or by tapping P rapidly until the move begins. Once the move has started, tapping P / K results in more slashes. You can also dash during this move by tapping f,f. - The Endless Slashes work a little differently than normal moves. If you press LP during the animation of the first LP, then you'll do an MP attack. If you wait for the animation to end and press LP again, then you do the second (different-looking) LP slash. Both slashes do the same amount of damage, though. - One really annoying thing about Silver Samurai is that the range on some of his attacks is misleading. For example, his crouching HK looks like it'd hit from a great distance, but in fact the whole blade can go through opponent, as only the hand holding the blade actually hits. - The most complex aspect of the Silver Samurai is his Touki Hyper Combos. When you use a Touki move, the Silver Samurai's abilities change in many ways. What's more, you can perform the Touki move two or three times total (while the same Touki is in effect), in order to improve it's effects. The Touki HCs are explained in detail below: - When Touki "Kaminari" is used: > He can now do 6-hit chains on the ground and while jumping. > The Shuriken hits the same number of times no matter where you are when it is thrown. > His Shuriken and Chou Shuriken move faster. > He can throw the Chou Shuriken in mid-air. > The Raimei Ken seems to have a harder time comboing all the hits together, from what I can tell. When Touki "Koori" is used: > He gets Super Armor while on the ground. > He gets Hyper Armor in the ground and air after the 3rd usage. > The Shuriken hits the same number of times no matter where you are when it is thrown. > The Shuriken takes longer to come out, but he recovers faster, so he can combo off of it if close. > The Hyakuretsu Tou has less start-up lag. > The Raimei Ken is replaced with the Hyouga Ken. When performed, he leaps forward or backward to the center of the screen and creates a layer of ice across the ground, freezing a hit opponent momentarily. The damage is not very good, but it must be crouch- blocked. When Touki "Honoo" is used: > All of his attacks (except his jumping LK) do block damage. > The Shuriken hits the same number of times no matter where you are when it is thrown. > His Shuriken and Chou Shuriken move faster, but not as fast as during Touki "Kaminari". > The LP Hyakuretsu Tou has more start-up lag, and the HP version will not even hit. In both cases, the later you press a button during the start-up animation, the more hits you'll perform. However, you can still tap the buttons to get full hits even if you got a few or a lot of hits off of the start-up animation. > The Raimei Ken is replaced with the Homura Ken, in which he releases a spiral of fire directly upward. - Normally if you perform the same Touki (say, qcb + P while Kaminari is in effect), there is no gain to your "mode timer" at the bottom of the screen. However, once the timer has gone below 50%, then doing the same Touki refills it to half full. If you have a certain Touki mode going (say, Koori x2), and you do a different Touki, then you lose all previous bonuses and the timer fills up to maximum. - When you use the Touki modes, your attack and defense power change (and they change even moreso if you use the move more than once). For more information on the Touki effects, please see below: ALTERATIONS IN DEFENSE POWER ---------------------------- The percents shown here were averaged out from the percents for each light, medium, and strong attack. Since I totally suck at math, if someone wants to double-check this for me, go ahead. # of Uses Kaminari Koori Honoo ------------------------------------------ x1 130.5% 44.4% 155.5% x2 130.5% 44.4% 130.5% x3 100.0% 44.4% 100.0% ALTERATIONS IN ATTACK POWER --------------------------- This table lists how much damage the Silver Samurai's attacks do depending on how many times he's used his 'Touki' abilities. The "*" indicates that the move hits twice, while the "<" means that you can press HP again for another hit doing that much damage. Note that his repeating slash (tap LP,LP repeatedly), does the same amount of damage as the LP attacks listed below. The top row is for standing punch attacks, while the other rows are for the rest of his attacks (his crouching and jumping punches and kicks, and his standing kicks). One Usage Two Usages Three Usages -------------------------------------------------------------- Normal s.P 4 8* 10<4 .......... .......... All 4 7 13 .......... .......... Kaminari s.P 2 3* 5<2 3 5* 7<3 .......... All 2 3 6 3 5 9 .......... Koori s.P 2 3* 5<2 3 5* 7<3 4 8* 10<4 All 2 3 6 3 5 9 4 7 13 Honoo s.P 5 9* 12<5 5 9* 12<5 6 11* 15<6 All 5 8 16 5 8 16 6 10 19 Uh...if someone wants to put these into percents somehow, go ahead. I'm stumped, personally. ALTERATIONS IN OTHER MOVES, PART ONE ------------------------------------ Here we have a chart listing all the damages and hits for each type of Hyakuretsu Tou; LP without adding hits, LP with adding hits, HP without adding hits, HP with adding hits, and the dashing Hyakuretsu Tou. The last listing is for the Hyper Hyakuretsu Tou that only comes out during a Variable Combination (the scores are assuming you're using the alpha version of Silver Samurai, and that he's first up): # of f,d,df f,d,df f,d,df f,d,df f,d,df Alpha Usages + LP tap LP + HP tap HP dash PA+PB -------------------------------------------------------------------- Normal 12 x3 18 x5 15 x4 31 x13 24 x7 45 x13 Kaminari 6 x3 8 x5 7 x4 16 x13 10 x7 19 x13 Kaminari x2 9 x3 13 x5 11 x4 23 x13 17 x7 32 x13 Kaminari x3 9 x3 13 x5 11 x4 23 x13 17 x7 32 x13 Koori 7 x4 7 x4 9 x6 13 x10 10 x7 19 x13 Koori x2 11 x4 11 x4 15 x6 20 x10 17 x7 32 x13 Koori x3 15 x4 15 x4 21 x6 28 x10 24 x7 45 x13 Honoo 10 x2 32 x8 0 x0 43 x18 30 x7 58 x13 Honoo x2 10 x2 32 x8 0 x0 43 x18 30 x7 58 x13 Honoo x3 12 x2 39 x8 0 x0 51 x18 36 x7 70 x13 Note that the same scores apply if you do the Hyakuretsu Tou by tapping P instead of the f,d,df + P method. ALTERATIONS IN OTHER MOVES, PART TWO ------------------------------------ Like the chart above, this one lists the hits and damages for Silver Samurai's Shuriken, Chou Shuriken, his qcf + KK Hyper Combos, his unique launcher, and all of this throws (HP or HK on the ground, HK in the air): # of Usages Shuriken Chou Shuriken qcf+KK df+HP Throws -------------------------------------------------------------------- Normal 14/16/18 x4/5/6 45 x18 ?? x? 14 16 Kaminari 8 x1 29 x15 ?? x? 7 8 Kaminari x2 12 x1 46 x15 ?? x? 10 12 Kaminari x3 12 x1 46 x15 ?? x? 10 12 Koori 9 x3 18 x15 20 x1 7 8 Koori x2 12 x3 29 x15 30 x1 10 12 Koori x3 18 x3 42 x15 40 x1 14 16 Honoo 20 x6 45 x23 53 x44 17 20 Honoo x2 20 x6 45 x23 53 x44 17 20 Honoo x3 27 x6 55 x24 58 x44 21 24 The qcf+KK listing changes depending on what mode Silver Samurai is in. I don't have any listings for the Raimei Ken (normal and Kaminari), since it's hard to get an average number of hits from the move. Basically, the Raimei Ken is best in Normal mode, since like all HCs, the damage goes down once you use Kaminari. While it increases slightly if you use Kaminari again or three times in all, it still won't be as high as the normal Raimei Ken. Furthermore, the Kaminari version seems to have trouble connecting all the hits. - To clarify a bit on the Variable Combination listing for a Gamma Silver Samurai, if you're currently using him, then you'll do whatever qcf + KK Hyper Combo is appropriate for your "mode" (so if you have "Honoo" on and you press PA + PB, he'll do the Homura Ken). If he's not the active character, then he'll do the Raimei Ken no matter what.
------------------------------------------------------------------------ SONSON, Small yet Heavenly Great Sage ------------------------------------------------------------------------ "Sonson is a small but great Pureland sage who is training to learn the secret of immortality. Her grandfather has given her his 'Nyoikinkobou' (Gold-Rimmed Wishing Rod) which cuts through the air!" Fuusetsu Zan H Tap P rapidly (air) Shienbu H qcf + P (air) Seiten Rengeki H f,d,df + P (air) Kingin no Hisago hcb + P (only hits when close) (ground crawl) hcf + K (wall climb) qcb + K (wall climb jump) Press P during Wall Climb, move b / f (wall climb kick) H Press K during Wall Climb (cloud dash) In air, tap f,f / press PP (cloud backstep) In air, tap b,b / press b + PP Gansai Hekiretsu f + HP Tenchi Tsuukan qcf + PP (air) POW qcf + KK En'ou qcb + PP, move b / f (monkey punch) Press LP during En'ou (monkey uppercut) Press HP during En'ou (monkey fire breath) Press K, direct d / u during En'ou Hyper En'ou Done during an (a/B) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: Life-Up Peach LP Fuusetsu Zan Hyper En'ou B: HP Shienbu LP Shienbu Hyper En'ou y: HP Seiten Rengeki LP Seiten Rengeki Tenchi Tsuukan Chain Combo Type: [Ground 6] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP / HK] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Pole Thrust, Standing HK Knockdown Attack: Crouching HP Variable Attack: Wall Climb Kick Snapback Attack: Standing HP - During the Shienbu, the flying monkeys will "fan out" after a while. With the LP version, they fan out sooner (since they're moving slower). - The Kingin no Hisago is a blockable attack, but has a pretty decent range. - You can cancel the Ground Crawl by doing anything. Is there any use for this move aside from going under moves? - You can't do anything during the Wall Climb until Sonson reaches the ceiling. From there, until she reaches the ground again, you can jump off the wall, or do a flying kick. - Sonson's Alpha Assist makes her hold out a peach. If you take it, you gain back a small amount of recoverable life. - The Tenchi Tsuukan can hit on the way up, and on the way down. - Be careful when using the POW--if blocked, Sonson remains in the same pose until the 'POW' letters leave the screen. On the upside, this move has a pretty good range and I've even used it as anti-air once or twice. - During the En'ou, you have Hyper Armor, although all you can do is move back and forth and use the three attacks relegated to you. The startup animation of this move can hit for minor damage, and you are invicible during the start of this move, too. - During a Variable Combination, the Alpha and Gamma versions of Sonson will do the En'ou transformation, but they are not controllable. Instead, they will spit fire in three directions (up, forward, and down) repeatedly. - The Gansai Hekiretsu is cancelable.
------------------------------------------------------------------------ SPIDER-MAN, Your Favorite Neighborhood Hero ------------------------------------------------------------------------ Web Ball H qcf + P (air) Web Swing H qcb + K (air) Web Throw h hcb + P (tap in any dir + P / K rapidly) Spider Sting H f,d,df + P, if it hits, press P again Sankaku Tobi Jump ub against a wall, press uf / f Kuuchuu Dash In air, tap f,f / press PP Maximum Spider qcf + PP, direct d / f / u (air) Crawler Assault qcf + KK Ultimate Web Throw qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Web Ball HP Web Ball Crawler Assault B: HK Web Swing HK Web Swing Crawler Assault y: HP Spider Sting HP Spider Sting Crawler Assault Chain Combo Type: [Ground 3] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing MP] [df + HP / HK] [Standing HK (vs. an airborne enemy)] A.Rave Finishers: HP,HK Flying S. Ground: Web Throw Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MK Knockdown Attack: Crouching HK Variable Attack: Maximum Spider Kick Snapback Attack: Standing HP - An opponent hit by the Web Ball is encased in web wrappings. The stronger the button used, the longer they remain encased. You can attack an encased opponent any way you'd like, but using a second Web Ball will not re-trap them. - The Web Throw will not connect if Spidey hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been hit by the Web Ball and is trapped. Rotating the joystick no longer increases the damage this move does; instead, you have to tap in one direction repeatedly while tapping any button rapidly (for example, tap uf rapidly while pressing HK as fast as you can). You can get higher than normal damage this way, although I have yet to figure out the maximum amount of damage you can get from doing this. - 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. If they're in front of you, hold f to dive straight forward. - 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.
------------------------------------------------------------------------ SPIRAL, Witch from the Strange Dimension ------------------------------------------------------------------------ Six-Hand Grapple f,d,df + P, then d / u (air) Dancing Sword hcb + P, throw swords with LP / MP (air) Tsurugi Tobashi: Forward H qcf + LP after Dancing Sword (air) Tsurugi Tobashi: Upward H qcf + HP after Dancing Sword (air) Tsurugi Tobashi: Circular H qcf + LK after Dancing Sword (air) Tsurugi Tobashi: Six-Way H qcf + HK / LK + HP after D. Sword (air) Teleport Dance qcb + LK, then hold (d +) P / K (air) Kyuukouka Dance In air, qcb + HK (triple arm strike) In air, d + MP (lower punch) In air, d + HP Stampede Sword qcf + PP Power Dance qcf + KK (air) Speed Dance qcb + KK (air) Metamorphose qcb + PP, grab w/ P (air) (Level 3) Hyper Metamorphose Done during a (y) Variable Combination partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Tsurugi Tobashi LP Tsurugi Tobashi Stampede Sword B: HP Tsurugi Tobashi HP Tsurugi Tobashi Stampede Sword y: Standing HP Crouching HP Hyper Metamorphose Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HK] [df + HK] A.Rave Finishers: HP,HK, Lower Punch Flying S. Ground: Metamorphose Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Crouching HP Knockdown Attack: None. Variable Attack: Jumping MK Snapback Attack: Crouching HP - The Six-Hand Grapple is an anti-air attack. After grabbing an opponent, you will throw them straight forward, but you can always hold up or down to throw them in those directions. This also applies to her mid-air throw (you can throw them up or down). - When you using the Dancing Sword, six swords appear and spin around Spiral. They can be thrown by tapping LP at any time, and can be used to perform several of her other special moves (the Tsurugi Tobashi ones), even if you don't have the full regiment of swords around you. She loses all the swords when she is hit, though, or if she performs any throw move. - You can perform the Tsurugi Tobashi: Six-Way with either HK or LK + HP, and for the life of me I can't figure out what the difference is. - The Teleport Dance will make Spiral warp to a specific location depending on what you do: qcb + LK Spiral appears over her opponent's head. qcb + hold LK Spiral appears in the lower-left corner. qcb + hold LP Spiral appears in the center of the playfield. qcb + hold HK Spiral appears in the lower-right corner. qcb + hold HP Spiral appears in the upper-right corner. qcb + hold d + LK Like (hold LK), but she's closer to her enemy. qcb + hold d + HK Like (hold HK), but she's closer to her enemy. qcb + hold d + LP Like (hold LP), but she's closer to her enemy. qcb + hold d + HP Like (hold HP), but she's closer to her enemy. - The Kyuukouka Dance makes Spiral fall to the ground quickly. The move itself doesn't hit, but if you make an attack, you'll continue to fall quickly while your attack is coming out. This move can be done again while falling, but I don't know what the purpose would be. - When Spiral uses the Power Dance, her attacks inflict more damage. When she uses the Speed Dance, she walks and jumps faster, and her attacks animate quickly. This allows her to link attacks and do combos like; LP,MP,LP,MP for example). - Like Shuma's Chaos Dimension, when you use the Metamorphose, Spiral starts to glow. Although the startup animation can hit an opponent, it does no damage, and in fact the real HC doesn't go into effect until you grab your opponent which can be done by pressing any Punch when standing, crouching, or jumping. Normally this move does 27 hits, although if you manage to hit someone with the startup animation and then grab them out of that, it only hits 15 times (but still does almost the same amount of damage). As with Shuma-Gorath, the grab animations are unblockable attacks, and they can be comboed into from a kick attack. - You can tap the buttons and wiggle the joystick during Spiral's HP hold to do more damage.
------------------------------------------------------------------------ STORM, Great Nature Goddess ------------------------------------------------------------------------ Whirlwind H qcf + K (air) Double Typhoon H hcb + K (air) Lightning Sphere H In air, qcb + P Lightning Attack H Press (dir. +) LK + HP (x3) (air) Hikou qcb + KK, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (lightning strike) In air, d / u + MP (air float) Hold ub~uf after jumping Lightning Storm hcf + PP, tap buttons rapidly? (air) Ice Storm qcb + PP, tap buttons rapidly partner assist variable counter variable combination ------------------------------------------------------------------- a: HK Whirlwind HK Whirlwind Lightning Storm B: f Lightning Attack f Lightning Attack Lightning Storm y: LK Double Typhoon LK Double Typhoon Ice Storm Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [Crouching HP / HK] [df + HP / HK] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP Knockdown Attack: Crouching MK Variable Attack: Jumping HP Snapback Attack: Standing HP - Storm's jumping MP (which used to be the Lightning Sphere attack), is now just the sphere throw animation with no projectile--you can even do the up or down versions, if you want to (although the u + MP version has a pretty bad range). To make matters worse, you can only throw the Lightning Sphere forward (qcb + LP), or downward (qcb + HP), and not upward. - Storm's Whirlwind and Double Typhoon are now performed with a Kick button, and her Lightning Storm command is done with a half-circle motion. Why this is so is beyond me. - This file is only to be found at game faqs dot com. -k.m. - You can redirect the Lightning Attack by pressing in any direction before or after Storm starts flying. You can also start a new Lightning Attack during the old one. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Lightning Attack. - If you're using Gamma Storm, your Variable Combination HC will be the Ice Storm. Therefore, it's a good idea not to start a V. Combination when you're using Storm, since she'll back away before attacking, and your allies will appear where she is, instead of in front of your opponent.
------------------------------------------------------------------------ STRIDER HIRYU, Living as a Modern Day Ninja ------------------------------------------------------------------------ Ame no Murakumo H qcf + P Excalibur In air, qcf + P / K Kuuchuu Gram In air, f,d,df + P Gram H f,d,df + P / K Warp b,d,db + P / K Vajra qcb + K Formation A H qcf + K Formation B Charge b,f + P (formation B fire) H Charge b,f + P after Formation B (air) Formation C h Charge b,f + K Kabe Hari Tsuki qcb + P Uwa Idou / Shimo Idou Hold d / u while clinging to a wall Hantai Soku no Heki e Idou Tap b,f while clinging to a wall Chakuji Press f while clinging to a wall Cipher Kougeki Press P while clinging to a wall Jimen ni Tobigeri Press K while clinging to a wall Sliding Heel Press d + K while clinging to a wall Sliding Kick df + HK Sankaku Tobi Jump ub against a wall, press uf / f 2 Dan Jump Press ub~uf (x2) Ragnarok f,d,df + PP Ouroboros qcf + PP Legion qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Ame no Murakumo LP Ame no Murakumo Legion B: HK Vajra LK Vajra Legion y: HK Formation A LK Formation A Legion Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP,HK Knockdown Attack: Crouching HK, Sliding Kick Variable Attack: HK Jimen ni Tobigeri Kick Snapback Attack: Standing HK - When using the Vajra, LK makes you appear on the left side of the screen, while HK makes you appear on the right side. Unlike most moves, this doesn't change, even if you're on the other side of the screen. - The button used for the Warp determines where Hiryu will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. For either Punch version, you can make attacks while you fall (normal moves, special moves, etc.) You can actually combo into this with either Formation A attack (jaguar or eagle), by doing that, then Warping over to your enemy using LP or HP and hitting them with a falling LK and going from there. - You can use the Hantai Soku no Heki e Idou to switch from one wall to the other. - During the Ouroboros, satellites rotate around Hiryu and injure anybody who touches them. If you make an attack, the satellites will also fire ring lasers. You cannot throw during this Hyper Combo, because there's no way to get close enough to your opponent without hitting them. This move lacks the invulernability it had in MvC--I was able to Power Drain Strider as he walked up to me with this move enabled. - The Sliding Kick is cancelable. It hits low and must be crouch blocked. - After Strider Hiryu's crouching HK, you can hit your falling opponent with a standing LK, then do a crouching HP to launch them.
------------------------------------------------------------------------ THANOS, Personification of Deadly Hatred ------------------------------------------------------------------------ Titan Crush H qcf + P (air) Death Sphere H qcf + K (diving shoulder) In air, d + HK (high kick) b + HK (long run) Tap f,f (hold f) Gauntlet Power qcf + PP Gauntlet Reality qcb + PP Gauntlet Space qcf + KK Gauntlet Soul qcb + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LK Death Sphere LK Death Sphere Gauntlet Power B: HP Titan Crush HP Titan Crush Gauntlet Reality y: (df+HP attack) (df+HP attack) Gauntlet Space Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] [High Kick (vs. an airborne enemy)] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: None. Flying Attack: Standing HP / Crouching MP,HK Knockdown Attack: Crouching MK Variable Attack: Jumping LK / HK Snapback Attack: Standing HK - An opponent hit by the Death Sphere is momentarily trapped. Note that the Gauntlet Soul HC will miss if you attempt it on a trapped opponent. - Since Thanos recovers before the Gauntlet Power ends, you can follow it up with another attack, like a Gauntlet Soul. If you're close by, you can even superjump and air combo your opponent. - Since Thanos' ground combo is for all six hits, you can do stuff like his standing HP or his d + HP launcher into his b + HK air-only launcher. - Thanos will earn back a small amount of recoverable life during the Gauntlet Soul. - All of Thanos' command attacks are cancelable. - I still can't get over the fact that this guy has two special moves. How hard would it have been to make his crouching HP or HK attacks from MSH into special moves? Really, now.
------------------------------------------------------------------------ TRON BONNE, Genius Creator of Cool and Victorious Mechas ------------------------------------------------------------------------ Shiki Dan H qcf + P Bonne Strike H qcf + K, tap buttons rapidly (air) Kobun Launcher H f,d,df + P Kuuchuu Dash In air, tap f,f / press PP (boulder throw) Press HK (or hold and release HK) (spinning legs) db~df + HK (can move b and/or f) Chuushoku Rush qcf + PP King Kobun qcb + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Throw Attempt HK Bonne Strike Chuushoku Rush B: Standing MK Standing MK King Kobun y: Crouching MP Crouching MP King Kobun Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / HK (pickup animation only) Crouching MK Knockdown Attack: Standing LK - 2nd hit, Spinning Legs Variable Attack: Jumping HK Snapback Attack: Standing HP - When the Shiki Dan is used, Tron aims a raygun at her opponent. The laser sight (red orbs), aren't the part that hits--this only occurs when you see the gun fire in Tron's hands (so in effect, the projectile is invisible). If this move does hit, two Kobuns will latch onto Tron's enemy, stunning them momentarily. Afterward, they'll run away with two red crystals above their head, that you will automatically collect even if you're in the air. However, the crystals don't give you back any lost life, unlike the crystals Kobun can get during his Engo Kougeki (Tsukami!) move. - Any kobun summoned by the Kobun Launcher can be knocked away with special moves, or just punches and kicks. - The problem with the Chuushoku Rush is that it only continues through if your opponent is hit by Tron's god-awful Shiki Dan ray. On the other hand, if you're using the Alpha version of Tron and do a V. Combination, the Chuushoku Rush starts up automatically, just like Kobun's. Therefore, whenever you have 1 HC level or 1 character left and are thinking of doing the Chuushoku Rush, go for the PA + PB version. :) - On the other hand, if you connect with the Shiki Dan, you can always do the qcf + PP Chuushoku Rush with no worries, since it'll combo. - The King Kobun HC ends if Tron is hit. - All of Tron's command attacks are cancelable.
------------------------------------------------------------------------ VEGA, Evil Manipulator of Psycho Power (M. BISON outside of Japan) ------------------------------------------------------------------------ Psycho Shot H hcf + P Psycho Field H hcb + P Double Knee Press H hcf + K (air) Vega Warp f,d,df + P / K (air) Head Press H Charge d,u + K, move b / f (air) Head Press to Skull Diver H Press P during Head Press Somersault Skull Diver H Charge d,u + P,P (or hold P) (air) Hikou qcb + KK, repeat to end (air) Psycho Crusher qcf + PP, tap P rapidly (air) Psycho Explosion hcb + PP Knee Press Nightmare qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Psycho Shot HP Psycho Shot Psycho Crusher B: HP Psycho Field HP Psycho Field Psycho Crusher y: HK Double Knee Press HK Double Knee Press Knee Press Nightmare Chain Combo Type: [Ground 3] [Jumping 3] [Super Jumping 6] A.Rave Launchers: [Crouching HP] [df + HP] A.Rave Finishers: HP,HK Ground Throws: When close, b / f + HP Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: None. Knockdown Attack: Crouching HK Variable Attack: Jumping HK Snapback Attack: Standing HK - Anyone know an easy way to prevent from doing the Head Press or Somersault Skull Diver after launching your opponent with a c. HP? Any time I do a crouching combo into the c. HP, then superjump to attack my opponent, those moves keep coming out. It's driving me nuts! - After firing the Psycho Field, the projectile will dissapate if Vega is hit before it explodes. - The button used for the Vega Warp determines where Vega will show up. LP is in the upper-left corner, HP is the upper-right, LK is the lower left, and HK is the lower right. You can use this move repeatedly in the air. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials and HCs, but you cannot block. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you perform the Double Knee Press, Vega Teleport, Head Press, Somersault Skull Diver, or Psycho Crusher. - Vega's Psycho Crusher can negate normal projectiles and resist certain Hyper Combo projectiles (the multiple kind, like Dhalsim's Yoga Inferno, Gouki's Tenma Gou Zankuu, or Nash's Sonic Break). However, if he resists an HC projectile, he'll spin in place and won't move forward. - From Ug the Caveman: "His Psycho Crusher has a surprisingly large horizontal hit arc. As an air combo, you can do LP,LK,MP,MK, HK Double Knee Press, Psycho Crusher - even though the Psycho Crusher looks like it will miss, it usually connects against average-sized characters (Ryu-size, possibly smaller characters too). It may also be worth noting that his ground Psycho Crusher has a noticeable wind-up, while the air version is instant."
------------------------------------------------------------------------ VENOM, Burning for Revenge against Spider-Man ------------------------------------------------------------------------ Venom Fang qcf + P (air) Venom Rush H qcf + K Web Throw h hcb + P (tap in any dir + P / K rapidly) Kuuchuu Dash In air, tap f,f / press PP Venom Web qcf + PP Death Bite qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Venom Fang LP Venom Fang Death Bite B: LK Venom Rush LK Venom Rush Death Bite y: Standing MP Standing MP Death Bite Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 5] A.Rave Launchers: [Standing MP] [df + HP] A.Rave Finishers: HP,HK Flying S. Ground: Web Throw, Death Bite Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching HP Knockdown Attack: Crouching HK Variable Attack: Jumping LK Snapback Attack: Standing HP - If you try to throw someone with HP, Venom will trap them in spider webs. They will be momentarily defenseless, and Venom can then attack them. - The Web Throw will not connect if Venom hits an opponent who is far away from him (since he is no longer holding onto the web strand), or if that person has just been encased in webbing using his Punch Throw. Spinning the joystick during this move no longer increases the damage this move does; instead, you have to tap in one direction repeatedly while tapping any button rapidly (for example, tap d rapidly while pressing LK as fast as you can). You can get higher than normal damage this way, although I have yet to figure out the maximum amount of damage you can get from doing this.
------------------------------------------------------------------------ WAR MACHINE, Walking High Tech Armory ------------------------------------------------------------------------ Shoulder Cannon H qcf + P / K Kuuchuu Shoulder Cannon H In air, qcf + P Smart Bomb H Press (b / f +) LK + HP (air) Repulsor Blast H hcb + P Hikou qcb + K, repeat to end (air) Kuuchuu Dash Jump, press in any dir. + PP (MvC shoulder cannon) Press HP while crouching (knee dive) In air, d + HK (upward kick) In air, u + HK (directed laser) In air, uf~df + HP Proton Cannon qcf + PP War Destroyer qcf + KK partner assist variable counter variable combination ------------------------------------------------------------------- a: LP Shoulder Cannon LP Shoulder Cannon Proton Cannon B: LP Repulsor Blast LP Repulsor Blast War Destroyer y: b Smart Bomb b Smart Bomb War Destroyer Chain Combo Type: [Ground 6] [Jumping 6] [Super Jumping 6] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: f / d + HP, HK Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP,HK (2nd hit) Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - Gamma War Machine cannot control the range of his Smart Bombs during a Variable Counter (unlike most people, who have controllable V. Counters). - When you use the Smart Bomb, holding back or forward decreases or increases the range of the bombs. - The Hikou move lets your character fly in any direction. You can make attacks while in air, and even use mid-air specials, but you cannot block. You can also use the Kuuchuu Dash to dash in any of the eight directions. This move ends after a while, or if you are hit or perform the Hikou again. It also ends if you do his Knee Dive. However, you can't use the Knee Dive during the Hikou if you are too close to the ground. - War Machine now has MvC Hyper Armor War Machine's Proton Cannon and missile attacks, not to mention his crouching laser beam. Unlike in MvC, where the crouching laser could counter attack and do tremendous amounts of damage, it is now simply a long range attack that does modest damage. Although the number of hits is a little wonky (you're supposed to get less hits the further away you are, although sometimes you don't get all the hits even when closer to your opponent), the beam can destroy multiple projectiles since it's a multi-hit attack. - All of War Machine's command attacks are cancelable. - There are quite a few differences between War Machine and Iron Man, and no, I'm not just talking about missiles vs. lasers :) For more information, see the last note in Iron Man's section, above.
------------------------------------------------------------------------ WOLVERINE, Ultimate Tough Guy (aka MvC-style Wolverine) ------------------------------------------------------------------------ Berserker Barrage H qcf + P, tap P rapidly Berserker Slash qcb + P Tornado Claw H f,d,df + P, tap P rapidly Drill Claw Press (dir. +) LK + HP (air) Kabetsuki Drill Claw Drill into a wall, any dir. + P / K Sankaku Tobi Jump ub against a wall, press uf / f Fumitsuke In air, d + HK (double claw) Press MP,MP (air) (double kick) Press MK,MK (sliding claw) df + HP Berserker Barrage X qcf + PP Berserker Charge qcf + KK Weapon X f,d,df + PP Fatal Claw f,d,df + KK (air) partner assist variable counter variable combination ------------------------------------------------------------------- a: HP Berserker Barrage HP Berserker Barrage Berserker Barrage X B: HP Tornado Claw HP Tornado Claw Fatal Claw y: f Drill Claw f Drill Claw Fatal Claw Chain Combo Type: [Ground 5] [Jumping 5] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Drill Claw Flying S. Ground: Berserker Barrage X Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP / HK Berserker Barrage (full hits), Berserker Charge Knockdown Attack: Crouching MK Variable Attack: Jumping LK Snapback Attack: Standing HP - 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. If you Drill Claw into a wall, Wolverine will dig his claws into the wall and stay there for a second. You can then press u, uf, f, d, or df and any Punch or Kick to do another Drill Claw in that direction. An alternative method would be to hold any Punch or Kick button and press in one of the listed directions. - You can use the Drill Claw after a successful Fumitsuke, or a Fumitsuke after a successful Drill Claw or Kabetsuki Drill Claw - During the Berserker Charge, Wolverine is followed by afterimages. For a short period of time, he walks and jumps faster. His attacks also come out faster, allowing him to perform combos like LP,MP,LP MK, for example. Unfortunately, his attack power also goes down, so normal attacks, special moves, and HCs all do less damage until the Berserker Charge wears off. This move can hit for minor damage when you do it from up close. - You can tap the buttons and wiggle the joystick during Wolverine's ground throws or air throw to do more damage. - All of Wolverine's command attacks are cancelable. You can also cancel the Fumitsuke into the Drill Claw, or vice versa.
------------------------------------------------------------------------ ADAMANTIUM-LESS WOLVERINE, (aka XvSF-style Wolverine) Hardboiled Guy with Beastly Strength ------------------------------------------------------------------------ Berserker Barrage H qcf + P, tap P rapidly Tornado Claw H f,d,df + P, tap P rapidly (air) Drill Claw Press (dir. +) LK + HP (air) Kabetsuki Drill Claw Drill into a wall, any dir. + P / K Sankaku Tobi Jump ub against a wall, press uf / f (diving kick) In air, d + HK (double kick) Press MK,MK (standing endless claw) Tap MP repeatedly (aerial endless claw) Tap MP repeatedly during a super jump (sliding claw) df + HP Berserker Barrage X qcf + PP Weapon X f,d,df + PP partner assist variable counter variable combination ------------------------------------------------------------------- a: Standing HP Standing HP Berserker Barrage X B: Standing HK Standing HK Berserker Barrage X y: Sliding Claw Sliding Claw Berserker Barrage X Chain Combo Type: [Ground 5] [Jumping 5] [Super Jumping 5] A.Rave Launchers: [Standing HK] [df + HK] A.Rave Finishers: HP,HK, Drill Claw Flying S. Ground: Berserker Barrage X Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HP / Crouching MP / HK Knockdown Attack: None. Variable Attack: Jumping LK Snapback Attack: Standing HP - 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 follow the Drill Claw or Kabetsuki Drill Claw with a mid-air Tornado Claw. - You can tap the buttons and wiggle the joystick during Wolverine's ground throws or air throw to do more damage. - All of Wolverine's command attacks are cancelable. You can also cancel the Diving Kick into the Drill Claw, or vice versa.
------------------------------------------------------------------------ ZANGIEF, Russia's Red Cyclone ------------------------------------------------------------------------ Double Lariat H Press (b / f +) PP (air) Quick Double Lariat H Press (b / f +) KK (air) Banishing Flat H f,d,df + P Aerial Russian Slam f,d,df + K Screw Pile Driver Rotate 360 + P (air) Flying Powerbomb hcf + K from afar Atomic Suplex hcf + K when close Iron Claw df + HK when close Dash Tsukami Nage Tap f,f Backdrop (Instant Backdrop) Press HP after f,f / hold HP, tap f,f Kamitsuki (Instant Kamitsuki) Press HK after f,f / hold HK, tap f,f Jumping Lariat In air, f + HP Body Press In air, d + HP Kuuchuu Headbutt In air, u + MP Double Knee Drop In air, d + LK (mid-air elbow drop) In air, d + LP (elbow drop) b + LP (launcher throw) db,b + LP when close Final Atomic Buster Rotate 360 + PP Ultra Final Atomic Buster Rotate 360 + KK (Level 3) Iron Body b,d,db + LK Hyper Double Lariat Done during a Variable Combination partner assist variable counter variable combination -------------------------------------------------------------------- a: PP Double Lariat PP Double Lariat Hyper Double Lariat B: LK Flying Powerbomb HK Flying Powerbomb Hyper Double Lariat y: HK Aerial Russian Slam HK Aerial Russian Slam Hyper Double Lariat Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 3] A.Rave Launchers: [Crouching MP] [df + HP] A.Rave Finishers: HP, HK, Jumping Lariat, Body Press Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Body Press Snapback Attack: Standing HP - You can move back or forward as you start the Double Lariat, or after it begins. The Double Lariat can go through projectiles and beam attacks, while the Quick Double Lariat can be used to go through low attacks. - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Tsukami Nage, FAB, and UFAB are all unblockable. - You can do the Screw Pile Driver easily after jumping, since pressing ub~uf counts as one of the six directional presses needed to do this move. So, for example, you can input hcf + P to do the SPD. - The Banishing Flat can negate projectiles. - After a missed Aerial Russian Slam, Zangief is considered to be in a normal jumping state while falling, which means you can attack on the way down or do mid-air moves like the SPD, Lariat, Body Press, etc. - Zangief has Super Armor during the Flying Powerbomb and Final Atomic Buster (see the Gameplay Notes section for more details on how this works). - When the Iron Body is used, Zangief changes into Mecha Zangief, and his moveslist changes (see below). He'll stay in Mecha Zangief mode until you repeat the Iron Body command, or until the next battle begins. Note that if he's hit during the Iron Body transformation, he won't turn into Mecha Zangief. - Zangief cannot backstep. He cannot dash using the PP buttons, either. - You can tap the buttons and wiggle the joystick during Zangief's df + HK throw, or his Kamitsuki throw (normally or done during a dash) to do more damage. - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can rotate the joystick rapidly to make the final drop do more damage. You'll know if it worked for the FAB and UFAB since Zangief's skin will become red. The more his color changes, the more damage you'll do. - All of Zangief's command attacks are cancelable except for the elbow drop and mid-air elbow drop. - Zangief's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun). ------------------------------------------------------------------------ MECHA ZANGIEF ------------------------------------------------------------------------ Double Lariat H Press (b / f +) PP Quick Double Lariat H Press (b / f +) KK Vodka Fire H qcf + P Aerial Russian Slam f,d,df + K Screw Pile Driver Rotate 360 + P (air) Flying Powerbomb hcf + K from afar Atomic Suplex hcf + K when close Iron Claw df + HK when close Dash Tsukami Nage Tap f,f Backdrop (Instant Backdrop) Press HP after f,f / hold HP, tap f,f Kamitsuki (Instant Kamitsuki) Press HK after f,f / hold HK, tap f,f Jumping Lariat In air, f + HP Body Press In air, d + HP Kuuchuu Headbutt In air, u + MP Double Knee Drop In air, d + LK (mid-air elbow drop) In air, d + LP (elbow drop) b + LP (launcher throw) db,b + LP when close Final Atomic Buster Rotate 360 + PP Siberian Blizzard Rotate 360 + KK Iron Body b,d,db + LK Hyper Double Lariat Done during a Variable Combination partner assist variable counter variable combination -------------------------------------------------------------------- a: PP Double Lariat PP Double Lariat Hyper Double Lariat B: LK Flying Powerbomb HK Flying Powerbomb Hyper Double Lariat y: HK Aerial Russian Slam HK Aerial Russian Slam Hyper Double Lariat Chain Combo Type: [Ground 2] [Jumping 2] [Super Jumping 3] A.Rave Launchers: [Crouching MP] [df + HP] A.Rave Finishers: HP, HK, Jumping Lariat, Body Press Ground Throws: When close, b / f + HP / HK Mid-Air Throws: When close, any dir. but d / u + HP in air Flying Attack: Standing HK Knockdown Attack: Crouching HK Variable Attack: Body Press Snapback Attack: Standing HP - Mecha Zangief has Hyper Armor at all times (see the Gameplay Notes section for more details on how this works). - You can move back or forward as you start the Double Lariat, or after it begins. The Double Lariat can go through projectiles and beam attacks, while the Quick Double Lariat can be used to go through low attacks. - The Screw Pile Driver, Flying Powerbomb, Atomic Suplex, Aerial Russian Slam, Dash Tsukami Nage, and Final Atomic Buster are all unblockable. - You can do the Screw Pile Driver easily after jumping, since pressing ub~uf counts as one of the six directional presses needed to do this move. So, for example, you can input hcf + P to do the SPD. - After a missed Aerial Russian Slam, Zangief is considered to be in a normal jumping state while falling, which means you can attack on the way down or do mid-air moves like the SPD, Lariat, Body Press, etc. - Zangief cannot backstep or dash jump forward. He cannot dash using the PP buttons, either. - You can tap the buttons and wiggle the joystick during Zangief's df + HK throw, or his Kamitsuki throw (normally or done during a dash) to do more damage. - During the Screw Pile Driver, Final Atomic Buster or UFAB, you can rotate the joystick rapidly to make the final drop do more damage. You'll know if it worked for the FAB and UFAB since Mecha Zangief's skin will become discolored. The more his color changes, the more damage you'll do. - All of Zangief's command attacks are cancelable except for the elbow drop and mid-air elbow drop. - Zangief's standing HP, HK, and crouching HP can go through Super Armor (his opponent will go into hit stun).