Marvel VS Capcom 2 Dreamcast/Arcade Strategy Guide Ver. 03
by: Christopher dela Concepcion
Copyright July 26, 2000
*This movelist can only be found on
www.gamefaqs.com
www.neoseeker.com.
www.cheatcodes.com
www.psxcodez.com
faqs.ign.com
Ver. 01 - First FAQ. Alot of mistakes.
Ver. 02 - Patched up a few mistakes & added Assist Types
Ver. 03 - Added Iron Man and Sonson info. Plus the One-Hit kill for Abyss.
(Man at long last this thing's done!)Welcome, ladies and gents to my second try
at a fighting game FAQ. I'm Bahmat. I shall be your guide into the greatest
crossover fighting game ever. (or probably just until the next best thing comes
along. You can never really tell when it comes to the fickleness of fighters. Oh
well.) As it stands, I have absolutely NO idea what the story is. The absence of any
understandable and visble story reduces this game to a simple, mindless bashfest.
MVC was a bit better, because there was some semblance of a story line. This one has
no story at all. Capcom must have been in such a hurry to put this one out that they
forgot to put in something called a storyline. Oh brother. You win this one and what
do you get? No ending for any of the characters. No little explanation as to why the
heroes had to be gathered once more. Just some crappy guy saying, "Thanks for
playing Marvel versus Capcom 2. Your name will be inscribed in fighting history."
while the credits roll out, and some song which sounds like something from the 99.1
(for us here in Bacolod) Crossover radio station, andd a few pictures showing
the characters riding Ruby Heart's ship and that's all. What the hell is the story!?
Why DO they have to fight Abyss? Ah but what the hell. It's a great game,
nonetheless, so let's get ready to kick ass! But before we begin, let me remind all
of you out there that I don't mind very much if you do copy this FAQ for home use.
Hell, have a blast!! All I ask is that if this FAQ is to be copied for purposes such
as freebies or magazine FAQ's or what not, please be civilized enough to give me
credit. Also if you see anything wrong or missing in this FAQ, (typographical errors
do not count) feel free to contact me at bahmat @eudoramail.com or you can check out
Kao Megura's FAQ at gamefaqs.com for a more complete guide. I'm doing this to gain
more experience in writing FAQs and hoping to entertain those who have read my
previous FAQ at Marvel vs Capcom. So strap on your mouse cord, crack your knuckles,
rest your reading eyes, clean your glasses (if you wear any) and hang on tight. But
most importantly, have fun. Let the games begin.
Table of Contents
I. Basic Controls and Tricks
II. Marvel Fighters
III. Capcom Fighters
IV. Crashing Abyss
V. The Usual Raves
VI. Acknowledgements
I. Basic Controls and Tricks
As you all well know, Capcom lets you now control THREE fighters ala King of
Fighters, instead of the usual two. How you're going to beat all three fighter
before the clock runs out depends on skill. Capcom also decided to do away with the
six button configuration of their games and merged the LP with MP and WK with MK,
placed the HP and HK in the second button spot and added a new feature on the third
buttons. That's right, quick helper summons. The set up is something that looks like
this:
A - WP/MP B - HP E - 2nd Helper
C - WK/MK D - HK F - 3rd Helper
So what this means is that to get MP/MK, you gotta press A/C twice. For
beginners who are used to the old configuration, it may take quite some time to get
used to it. But when you do get the hang of it, you'll see that it may prove to be
very advantageous. Pressing either E or F when your opponent least expects it, say
when he/she dashes towards you, or while your opponent is busy striking you while
your blocking, letting him/her think all you're doing is blocking his/her big, bad
ol'button combos, can make either you 2nd or 3rd character land a devastating sucker
punch. Devastating, because if your chosen helper is a projectile user, like Gambit
or Gouki, or a dash character, like Captain America, the moment their attack hits,
you can follow up with another button-link combo of your own or really give it to
your opponent with a powerful Super. I should know. I used the same tactics against
one guy who just would not quit. (Gambit, Morriggan, and Juggernaut). Oh he was
good, let me tell you. He struck with decent button linkers and Super Cancels.
Problem was, Juggernaut came in and Juggernaut Punched him when he least expected
it! AH HA HA HA!! What was even funnier was that he was one stubborn sonuva*****!
Challenged me NINE times, just to prove to his cronies that he could beat me! What
pride! What courage! What STUPIDITY! But, more of that later. Now, some assissts
launches your opponent in the air for an air combo, some heal a small amount of Hp,
others knock your foe out of the sky (anti-air), and some simply grabs and pounds
your foe. It all depends on who you choose and what type of assisstance you want
them to give you. On the assist list, I'd suggest you look for it in some of the
other MVC2 FAQ, because you sure as hell are not gong to find any here! The only
thing that can make you decide on what perfect assisst type to use for what
character is experience and familiarity. Once you become familiar with your
characters, you'll be able to know what assisst type is perfect for your fighters.
Also, by pressing both E+F together, you can do a very easy Hyper Combination
Finish with all three if you're at level 3 or higher, (max is level 5), two fighter
if level 2, or a quick Super Cancel if on Level 1. That's the other thing that's
good in this game. I was always wondering why was it that on the PSX version (by the
way, does anyone know if MVC2 is coming out on PSX, or will it come out only on
PSX2? I'd really like it to come out on PSX. If it does, I hope Capcom makes it a
perfect arcade translation instead of all the EX crap they keep sending us!) I could
do a Captain Corridor, then cancel it immediately into a Captain Sword, but in the
arcade version of MVC, I couldn't do that. Now in MVC2, canceling is here with a
vengeance! YES!!
By the way, here are a few basic button commands and terminology when in my
FAQ. (There arethose who have read my MVC FAQ before and know the terms well. For
the newer ones, weeellll...):
f - forward
b - back
d - down
u - up
joystick direction - wherever you move the joystick.
dp - dragon punch (f, d, df)
rdp - reverse dragon punch (b, d, db)
qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle foward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)
Charge - hold indicated direction for a while
d, u - Hyper Jump
Quotes - what each fighter has said in old Capcom games/from comics/or what I think
they would say.
Launcher - anything that strikes an opponent into the air for a quick aerial combo.
Special Moves - the usual ordinary moves
Super Moves - moves that deals tons of damage
WP - Weak Punch
WK - Weak Kick
MP - Medium Kick
MK - Medium kick
HP - Hard Punch
HK - Hard Kick
PP - both punches pressed/ also dashes forward automatically/ pushes attacking foes
when pressed
while blocking
KK - both kicks pressed / automatic Hyper Jump
f+HP+HK - Tech. Hit (do this when grabbed)
WP+WK - Tag in second fighter
MP+MK - Tag in third fighter
QCF + E/F - Snapback (prevents your opponent from assissting or tagging in for a
while.)
Crossover Tag - b,db,d + E/F when blocking an attack. E-2nd fighter, F-3rd fighter
Beam Supers - projectile Supers that have the ability to deal alot of hit point
damage (i.e Soul Eraser,
Royal Flush, Magnetic Shockwave, Hyper Megaman)
Charge Super - Body or weapon is thrusted either upward or forward (i.e Hyper
Charging Star,
Messatsu Goushoryuu, Bone Storm, Shinkuu Tatsumakishipuukyaku)
Impact Super - fighter runs forward and hits. If it connects, hero goes into a
combo. (i.e Weapon X,
Captain Storm, Good Naiht Sugah, Midare Zakura)
E+F - Hyper Combination (Deal INCREDIBLE DAMAGE against your opponent!)
XMCOTA - X-Men: Children Of The Atom
MSH - Marvel Super Heroes
XMVSSF - X-Men Vs. Street Fighter
MSHVSF - Marvel Super Heroes Vs Street Fighter
MVC - Marvel Vs Capcom
MVC2 - Marvel Vs Capcom 2
MVC series - starts from XMVSSF to MVC2.
There is also what is known as a Crossover Super. Super because it involves
using Super comboes, and Crossover because I chose to call it that way. What you do
is cancel out one fighter's Super for his/her partner(s) Supers by doing that
Super's command, depending on how many levels of power you got. I mean is, say
you're using Morrigan, Gambit, and Captain Commando, (In that order), when you fire
Morrigan's Soul Eraser/Silohuette Blade/Darkness Illusion, if it connects, at the
peak of that Super, if you want to do Gambit's Royal Flush/Cajun Explosion, do its
button command before Morrigan's chosen Super ends. Gambit will then jump in and
join the party while Morrigan takes a hike. Now if you have Level 3 or higher,
before the Flush/Explosion ends, if you think you want to throw a Captain
Storm/Sword, do its button command at the middle of Gambit's Royal Flush. Captain
Commando will then replace Gambit and finish this little dance. Problem with this
is, you can only throw the next Super in order. You know, First chracter, second,
then third. Now, whoever is the last one to do his/her Super will continue the
round. However, not all Supers will connect with the next one. You'll need patience
and practice before you can master which Super of your chosen characters will flow
continously. Obviously, the easiest to Crossover Super are the beam-type Supers. For
Charge and Impact Supers, practice, practice, practice.
Now Crossover Supers are a safe way( along with Crossover Tag) to switch
characters. Pressing WK+WP/MP+MK is too obvious and has a 90% chance of being
blocked and counter attacked. The good thing with connecting with a Tag move is that
it sends your opponent flying and spinning for a while in the air, which leaves that
sucker open to a launcher and button link combos. Doing Crossover Supers not only do
intense damage, but also pushes away enemies for a safe switch. If you know that
your opponent can block your Super, and you desperately need to tag out without
geting your ass kicked six ways to Sunday, throw a Super in your arsenal which you
know will push an opponent away, like Beam and Charge Supers. In the middle of that
Super,make your second character jump in with another Super which pushs him/her even
farther away. One good thing about this is that sometimes, your opponent will never
expect you to throw a second Super, so chances are he/she might loosen his/her block
and leave their fighters open to damage and give you the oppurtunity to take the
fight to them!! Crossover Supers may be the only things that can get you out of a
very sticky situation and turn the tides in your favor. But you who are reading
this, don't be pulled in by Crossover Supers. When battling, keep one eye on the
opponent and always take an occasional glance at his/her Super Meter. When that
Meter is more than Level 1, always expect a Crossover Super switch. Expect it,
block it, and take the appropriate steps to turn the tables on them. Then again, if
you suck big time in MVC2, no amount of Crossover Supers will save your sorry butt!
MWAH HA HA HA!!
One last thing; there is no more EASY Mode!!! AH HA HA HA HA!! The only
adjustments you'll find are for the Speed Modes: Turbo/Normal. Take that, the
population of the Cheapo ranks! The only one not affected by this is that little
troublemaker Megaman. So this time, no more one button press-automatic projectile
fire or three PPP-automatic Supers! This time you toil to win in this game!! Think
of this, after the previous three games, this fourth one is a test to see just how
good you've become after all these years.
By the way, in case you're wondering why I usually refer to gamers
as "He/She/They", that's because I beleive both men and women make excellent gamers.
Hell, my baby sister whoops me everytime in Tekken, and another girl spanked me very
badly in MVC2 when I was just starting out, using ROLL! OH MY GOD!! AHHHHHHHHH!
Sorry. Just had to get that off my chest.
All right, here is the roll call for all fighters, 56 in all! This has got to
be Capcom's biggest line up of warriors ever! I hope to God there will be MVC3 and I
hope the Punisher is included. Hell, I even hope that there will be a Captain
Commando 2 game in the Punsiher format. Y'know, where they can all be big and bulky
instead of thin and scrawny looking like in the first Captain Commando game.The
first Capatain Commando was just a wee bit too hard, even with 4 players.
Marvel Capcom
<==========================>
Colossus BB Hood
Cable Anakaris
Gambit Chun Li
Iceman Cammy
Rouge Morrigan
Psylocke Ryu
Sabertooth Ken
Cyclops Dan
Marrow Sakura
Juggernaut Gouki
Hulk Roll
Captain America Megaman
Spiderman Zangeif
Silver Samurai M. Bison
Omega Red Jill
Magneto Captain Commando
Iron Man Guile
War Machine Nash
Venom Strider Hiryu
Blackheart Hayato
Wolverine Tron Bonne
Wolverine Alpha Aminggo
Storm Jin Saotome
Doctor Doom Ruby Heart
Shuma Gorath Dhalseim
Spiral Sonson
Sentinel Felicia
Thanos Kobun
<==========================>
Now from what I understand and have heard, some of these characters are
released by the experience points the machine earns over the days. Don't ask me how
that works because I have absolutely no idea. All I do know is that at certain
levels, random characters from Marvel and Capcom, or sometimes different color
boxes, gold boxes around fighters which allows you to choose a different color for
your fighter, appear. How was I able to get this roll call list? Over time, I simply
kept going to the arcades not paying too much attention to that strange Exp. box
below the title, every day a new character coming into the picture, till one day, lo
and behold, all the ? boxes have been filled and all characters present and
accounted for.
II. Marvel Characters
1. Colossus - the real man of steel is back! Alright! It's been what? 4
Marvel/Capcom games (MSH, XMVSF, MSHVSF, MVC) when he last saw action. MVC didn't
even cut it, reducing this X-Man to a support character role? Watch out for this
one. Although he's big, he's alot faster than Zangeif, Hulk or Juggernaut. What's
worse is that just like the three aformentioned heavyweights, he's just as strong
as they are, only he's faster. Speed and strength. Deadly combination. Colossus can
take out an opponent in only a matter of seconds. How's that for being a tad miffed
at being excluded for so long, eh?
Qoute: "You can't make a better world by destroying the one we live in!" (Uncanny X-
Men # 293)
Assist Types:
A: Rush Tackle
B: Soaring Rush Tackle
Y: Launcher
Launcher - Standing HK
Special Moves:
Rush Tackle - qcf + LK
Soaring Rush Tackle - qcf + HK
Hammer Throw - qcf + P (can be done in air)
Hammer Typhoon - after H. Throw, spin the joystick like crazy for more power.
Super Moves:
Super Armor - qcb + PP
Power Dive - qcf + PP, then P again to dive (can be done in air)
See what I mean? Others have brains and power. Him? he's just power. Pure and
simple. Now I wonder how come he's not in the X Men movie? Why?! He's my favorite
character of all.
Using Colossus - Play defensively. Never try to get the first hit in unless you are
sure that you will connect. Remember. Colossus may be fast, but only in comparison
with the other powerhouses in the MVC2 game. Against the other characters like Rouge
or Gouki, he'll eat their dust. So don't be in a hurry. Be patient. Take advantage
of every opening you see to show you opponent just how mean Colossus can be. Don't
skimp on the Super Armor whenever you get the chance to use it. It sort of
increases your chances of winning just a bit. It's up to you to make good use of
that advantage. Also, NEVER throw a Power Bomb at anyone out of the blue. Although
one hit from it is equivalent to one ShinkuuHadoken or probably even more, it has
Horrible starting time and when it is blocked, it has an even more horrible recovery
time, leaving you very susceptable to a vicious counterattack. What I suggest is to
use the Super when you have the opponent in the air. After Launching an opponent, A,
C, A , C then strike with a descending Power Bomb. That means the moment he
connects with the second C, do the Power Bomb Motion then quickly press d+P. 2-3 of
that kind of treatment will send your opponent to the dentist for a dental check up
just to see what teeth are left after eating Colossus' metallic frame. Shoulder
Charges can be used as defense against projectiles without block damage. With the
Hammer Throw, when you make contact with an opponent, spin it quickly to make it go
into Hammer Typhoon for even more damage. Might I suggest that when using Colossus,
do not EVER, underestimate the power of his Super Armor move. It gives him all the
qualities of Gold War Machine and Mech-Zangeif. Which means in this mode, he cannot
be stunned, tripped, launched, thrown, etc. What's even more to your advantage is
that he can move normally even in that mode! He can even block! Only problem is that
his speed is reduced a bit. Learn how to use Super Armor to your advantage and y!
ou are invincible.
Against Colossus - Use fast characters against him. The faster the better. The CPU
enjoys using Super Armor almost all the time. To get around that, wait for mistakes
such as blocked Shoulder Charges or Hammer Throws to be able to counterattack and
don't get stingy with using helpers. Don't get too close because Colossus has a very
powerful B-button slam and don't keep on throwing projectiles at him. His Shoulder
Charge move gives him the ability to shrug these things off without damage, just
like Captain America's Charging Star. Wait for Colossus to throw either a misplaced
Super or Special Move and let 'im have it! You'll want to get rid of him as quickly
as possible, because he is so very Bad News when against you and even deadlier as a
support character.
2. Cable - the time traveling, kick ass, no-nonsense, heavy duty, over the top
leader of X-Force, Cyclop's bouncing baby boy, Nathan Christopher Summers-Askanison
makes his video game debut on this version. And just like his father, he's got just
about as irritating a beam special and Super as his old man. Ain't Papa proud?
Quote: "There's a difference between being too forceful and refusing to compromise."
(XForce/
Youngblood Crossover)
Assist Types:
A: Viper Beam
B: Psimitar
Y: Electro Trap
Launcher - Standing WP twice
Special Moves:
Pistol - HP rapidly
Viper Beam - qcf + P
Psimitar - dp + P
Elec-Trap - qcb + K (can be done in air)
Crackdown - qcf + K
Psytage - hcf + P
Supers Moves:
Hyper Viper Blast - qcf + PP (can be done in air)
Time Flip - qcf + KK
And just like daddy, he's also a very balanced fighter. Cyclops must be so
proud of him. But then again, if he dares to go up against Cyclops, then, ooohhhhhh!
Father no happy!!
Also, he's perfect for all novice players in the meantime that the cheap little
runt Mega(ugh!)man has not yet been released, although he's not as annoying as the
little butt wiper. All they need to do is fire his Pistol from far across the
screen, then Cancel it with a Viper Beam for an 8-10 hit combo. Or if they can,
cancel the Viper Beam and throw a Hyper Viper Blast for even more cheap and cheesy
damage! AWWW, what am I saying?! This guy IS just as cheap as that Megaman!
Using Cable - If you're feling very cheap ( boy do I hate you! NYEEEEEEHHH!), follow
the instructions above, while utilizing your helpers for extra damage while you sit
back, pick your nose and fire that beam, you can pass this game with your eyes
closed and crossed and your thumb in your mouth, with drool coming out. This kind of
strategy does not work against HUMAN fighters, though (except for the very mentally
challenged), and all of you cheapsh#!$ can take that to the bank! Instead, utilizng
your Electro-Trap well and with precise timing will stun your oponent long enough to
let him or her have it with a button combo or a Super. Use his balance well. Don't
play defensively unless you really have to. If not, jump in, block a few shots and
bust heads. Or try this. Jump in with a deep D attack, then button chain on the
ground, (do not Launch unless you would like to.) a simple A, C combo, end it with a
double B pistol fire then Cancel with a Viper Beam and Cancel again with!
a Hyper Viper Beam. Incredible to look at, a crowd wower and shows those of the
Cheapo ranks what Cable is really capable of. However, be careful about letting go
of your pistol when your opponent is near without any support fire like an Assist or
a Viper Beam push away, because after three shots, Cable sort of freezes, leaving
him open to a very nasty spanking. So watch it! If by some miracle your Time Flip
Super connects, a shadow of Cable's comes out and begins to tango with the opponent.
What's great is that it's like an old Ouroboros. While that shadow is busy pummeling
your foe senseless, back it up with some moves of your own. You can even back it up
with a Hyper Viper Blast if you feel like it.
Against Cable - in the CPU genepool, boy did Cable ever get the raw deal. Cyclops
can put up a better fight than he can. The CPU version is pathetic, always leaving
itself open to air kicks or low WK air combo starters. Other times, he simply
doesn't block. However, be careful of the human players. When you see Cable pull out
a pistol, either Super Jump/ Dash Jump over it and always expect a Viper Beam to
follow it. Jump over the beam and strike Cable's fool head. Also, watch out for
Electro- Traps. Those things are major trouble. Against HUMAN opponents, don't be so
quick to dash in after Cable. Keep your distance, but close enough to jump in, as
most of his moves have big recovery time, (not that long, but long enough to give
you an edge), then counter appropriately.
3. Gambit - the ragin' Cajun is back for his thrid strike at a Crossover game. Not
much to say about Remy, although some say, he's become alot faster than his MVC
version, although I don't see it yet. I do however see that some of his moves have
become very quick, easy to sucker punch an opponent with.
Quote: "Lebaeu....Remy Lebaeu. Remember dat name." (MVC)
Assist Types:
A: Kinetic Card
B: Cajun Slash
Y: Launcher
Launcher - d+HP
Special Moves:
Kinetic Card - qcf + P (can be done in air)
Trick Card - qcb + P
Cajun Slash - dp + P
Cajun Strike - Charge d 2 sec, u + K
Cajun Smash - Charge d 2 sec, u+P, then P again overhead
Super Moves:
Royal Flush - qcf + PP
Cajun Explosion - qcf (forward)/qcb(back) + KK
To all Gambit fans, this is what you want right? Gambit ranks right up there
among some of the greatest fighters in MVC series. Probably because of his quickness
and his ability to block on the fly. Now with cancelable moves, he's even deadlier
than before! Now I've heard that some issues back , Gambit's secret past was
revealed. Someone care to tell me all about it? I'll thank you very much for
the info.
Using Gambit - Use his speed and quickness to your advantage. Make every hit you
land on an enemy ones that will make him/her regret ever going up against you. Link
every hit, either button-link, special, or Super, because you can. Keep your
opponent guessing by spinning his head with the Cajun Explosion. Let it loose where
he/she least expects it to be, either from the right or to the left. Not only
does it do incredible damage, but it also has a very small recovery time. Also,
forget that rule that throwing is cheap. This is the twenty-first century! Gambit's
air throw (f+HK)(I'm sure most players know) can be used end an air combo with
decent results. And although the damage ratio of his Royal Flush move has been
slightly increased, so has his recovery time. Y'know? The one where, if his Flush
ends, he snaps his fingers and looks pretty cool? Well, if that Super is blocked and
he's standing too close to an opponent, he'll look cool alright. Cool and dead! So
try to keep from tossing the Royal Flush just like that. Wait for the right time to
make your opponent eat those 37 cards.
Against Gambit - Be very careful going against this one. He can pull off devastating
comboes and Super Cancels. The CPU AI for Gambit has also made him even craftier
than before. When going up against Gambit, it's best to use someone whose just as
fast or even faster than he is to outmove him. Also watch for his spinning move,
which(Yes, I know that there are you big strapping players who can take on Gambit
using slower chracters like Zangeif, Juggernaut,Cyclops, etc. Hell. I use Captain
America myself sometimes against him and I can still kick his butt. This suggestion
is for those who would like to play it safe. Even I, if I have a speedster in my
team, I'd rather let my fastest fighter go up against him rather than risk getting
my strongest fighter whacked. )
4. Iceman - the icy cheap ass from XMCOTA has returned along with Colossus. He's
just as fast as before and he is still also just as cheap. Although you can't throw
Ice Avalanches anymore like crazy and win like in XMCOTA, his Ice Beam does massive
damage and now his Super is doable in air!
Assist Types:
A: Ice Beam
B: Avalanche
Y: Ice Beam
Launcher: crouching HK
Special Moves:
Ice Beam - qcf + P (can be done in the air)
Ice Avalanche - qcf + K (can be done in air)
Ice Fist - qcf + P
Super Moves:
Artic Attack - D, DF, F + PP (can be done in the air)
Yeech! This bastard is just as cheap as before!
Using Iceman - Sit back and use the Ice Beam, cheapos! But if you get the feeling
for a batlle royal, use Iceman's speed. He's one of the faster characters in the
game. Use that and use your Avalanche sparingly. Nowadays it comes out so slow and
only in a straight down direction that anyone can cancel it with a projectile,
assist character, or worse, a Super. Use the Avalanche to prevent your foes
from getting too close to you. Also, it seems that there are some projectiles from
which Iceman takes no block damage. Figure that out yourselves because I don't have
a clue. One of my friends just told it to me, and since I seldom use Iceman, I
couldn't really care alot. Also, you can link his Arctic Attack in the air after a
blistering air combo. Just launch your foe into the air, A, C, A, C then the moment
your 2nd C hits, qcf + PP. Always connects. Very Damaging.
Against Iceman - You may not notice this, but Iceman takes just a bit more damage
than the others. How do I know this? Well, It takes 3 Power Dives to take out
Cyclops. It takes only 2 to take him out. The damage difference is not immediately
noticeable, but it's there. Use the advantage of an incredible recovery when Iceman
uses his Ice Beam. Jump over it and kick his stupid icy head! Always expect
Avalanches and also expect a Super to follow that Avalanche now that Cancelling has
returned to MVC2. Keep an eye on Iceman and a quick glance at the Super Meter from
time to time. Cancel Avalanches with projectiles or an assist character, (better an
assist char. so you won't have your hands full) and take the dance to him.
5. Rogue - the lovely Southern belle makes a return appearance in the fighting game
scene. It seems she's meaner, faster and with cancelling, a bit deadlier. Beauty and
strength. It can't get any better than that. Gambit's gotta be pretty happy with
this development.
Quote: "Darlin', you just don't know when to quit!" (XMVSSF)
Assist Types:
A: Rising Gatling Fist
B: Machine Gun Fist
Y: Status Drain
Launcher: standing HK, d+HP
Special Moves:
Machine Gun Punch - qcf + P (can be done in the air)
Rising Gatling Punch - dp + P
Power Dive Punch - dp + K
Power Drain - qcb + K
Super Moves:
Good Naiht, Sugah - qcf + PP
Machine Gunner Blazer - E+F
Oh yeah, she's back. After so long an absence from the fighting scene, (No, a
third character assist appearance on MVC does NOT count as an appearance.) she has
returned. One of my favoritewarriors from XMVSF has returned. But I've heard in the
comics that Rogue split with the XMen and joined Magneto. What's up with that?
Using Rouge - Oh man, is she ever FAST! She's one of the fastest fighters in the
game, if not the fastest. Use her speed to your advantage. Dash in and out of fights
and throw Machine Gun Punches with an air combo. And always go low. Rouge is so fast
that sometimes players expect a high attack, not a low one. Take advantage of that
factor. Break through their guard with a dashing low LK, use a launcher,(preferably
d+HP. More controlable) then button combo your enemy. I added the Machine Gunner
Blazer as a combo because it looks so cool, even though it's just another backup
Super for use in cae of a Hyper Combination Finish. This is Cancelable and linkable.
WP, WK, then E+F will do wonders. Her Good Naiht Sugah Impact Super is incredibly
fast. Use that to counteract any misplaced combos or illtimed Supers. Also, if
you're expecting Rouge to retain her abilities of copying an opponent's power,
forget it! She doesn't copy powers no more, my friends, (I mean, how the hell do
you expect her to copy the powers of, say, Tron Bonne? or that crappy little runt
Megaman, or even War Machine? Oh I get it! When she copies War Machine's powers, a
Shoulder Beam comes ripping thruough her shoulder?! Or will it be through her ass
for more room? Oh come on!) What she does is that, whenever she makes contact with
anyone, she gets either a Defense, Power, or Speed Up enhancers. Sortuv like drugs.
(AHHHHHH!! Rouge's an addict! MOMMMMEEEEE!!!!) Speed Ups will make her the wiriest
fighter in the game, impossible to follow. Power ups will make her just as strong as
Hulk, and Defense Up will give her the defensive status of Juggernaut. It all
depends on what kind of enhancer each fighter is programmed to give.
Against Rouge - Oh good God! She makes my eyes go crossed! Her speed is amazing. If
you value your health, stay away from her! If she's a supporting character, she
will be called out to do her stuff most of the time. She's probably the most
pathetic support character when the CPU uses her. So take advantage of that little
info. Every time she's summoned and if you feel that your present opponent who is
doing the summoning can be fought to a standstill with both eyes closed, attack her
in anyway possible. Concentrate on taking her out be or reduce her health
considerably before she comes out onto the feild. Now attack her with fast
characters as well, but go one the offensive cautiously, because the CPU has that
annoying and dangerous ability of trapping you and doing low jump kick combos at
you. Some players out there know what I am talking about. She goes into some
incredible combo which it seems that only the CPU is capable of pulling off,
throwing Assist Characters at you while she's at it to increase damage effect, then
ends with a flying kiss taunt. This attack is almost humanly impossible to do
(because I have never heard of anyone pulling it off successfully. However, if you
do, please e-mail me. I'll verify it and post it on my ver. 03 With full credit to
the sender, of course.) and extremely difficult to get out of once you get caught in
the middle of it. If you find yourself in this kind of situation, when she does the
first low jump kick and you blocked it, either get out of her way by Hyper Jumpimg
away from her or throwing an Assist character, which attacks, at her before she can
go into the second jump kick. The Assist Character may either take the damage or
knock her off her combo. or do a jumping block. Y'know, while jumping back, keep
holding back to continue blocking. It's alot safer than trying to block it on the
ground where she can overhead kick you if you duck while blocking. Either way,
you're saved from a humiliating combo defeat. Pretty soon she'll stop and throw that
taunt of hers.
Nows your chance to lauch your counter attack and let'er have it!. And
also, her Good Naiht Sugah Super, when blocked, as horrible recovery time. A blocked
Sugah (get it? BLOCK SUGAR!? EHHEHEHE! "ahem" You're not laughing. Sorry. Got
carried away. Boy is my face red.) just might give you the window of oppurtunity
that you need to bust her out!
6. Psylocke - After her last appearance in MSH as a full time fighter, Betsy
Braddock's decided that maybe now's the time to take a little walk back into the
fighting game scene. She was one of my favorite characters in MSH, just so you know.
Quote: "I have danced with the devil himself. You are no threat." (MSH)
Assist Types:
A: Psi-Blade
B: Psi-Blast
Y: Psi-Blade
Launcher: d+HP
Special Moves:
Psy-Blast - qcf + P (can be done in air)
Psy-Blade - qcf + K (can be done in air)
Ninjitsuu - hcb + Any P or K
Super Moves:
Psy-Thrust - qcf + PP (can be done in air, joystick direction+PP again makes her
thrust a second time
for double damage.)
Psy-Maelstorm - qcf + KK
Kochou Gakure - qcb + KK (can be done in air)
An original X-Man sex bomb. I wonder how come she's not in the X-Men movie as
well.
Using Psylocke - Since she's a fast one, use that to fight. Be quick to take
advanntage of every mistake your enemy makes, and make full use of her short dashes
from which she seems to recover from more quickly than the others. Because it seems
that all of her Supers are Cancelable and linkable, whenever you get the chance,
always cancel or end a combo with a Super whenever possible. Here's one I saw done
in the arcades. Start with a dashing low WK to break through your opponents
defense, d+HP, WP, WK, MP, MK, u+HK, then cancel that flip move with a HK Psy Blade,
then Cancel it again with either a Psy-Thrust or a Kouchou Gakure in the air. Plenty
of OHHHS and AHHHHS there, people. When you find yourself in a tight spot, don't
skimp on the Ninjitsuu move to avoid a beating or to teleport out of a corner to
prevent trapping.
Against Psylocke - If I thought Gambit was a hard opponent, Psylocke's AI is even
harder. She has a nasty habit of Canceling every move she makes into a special or a
Super move. Don't allow yourself to get trapped by her or you'll be eating psychic
energy for a while. Instead, always let her make the first move, because she has
this disadvantageous habit of doing the "WP, WK, cancel-to-a-Psy-Spin or a Psy
Blast" kind of combo, even when the opponent blocks. So use that. Whenever you block
a Psy Spin, rush in and counter that move. Also, sometimes Psylocke goes so fast,
sometimes she can be sucker punched by Assist characters. Block a move and while
she's busy ramming your defense, slyly press an Assist call button to shock her and
take advantage of that little window of opportunity. She also enjoys grabbing on the
fly, so begin mastering that Tech. Hit counter measure that I placed above.
7. Sabertooth - well, well, well, well! Wolverine's better counbterpart has finally
resurfaced and he's just as bad as ever (Is the rumor true of what I've heard, that
Sabertooth's skeleton is laced now with adamantium?) Time to kick butt and make his
presence felt.
Quote: ''This ain't no street fight! You lose...'' (XMVSSF)
Assist Types:
A: Berzerker Slash
B: Birdie Call
Y: HP Attack
Launcher: d+HP
Special Moves:
Berserker Claw - qcf + P
Wild Fang - hcb + P
Birdy Call - hcb + K
Supers Moves:
Berzerker Claw X - qcf + PP
Berzerker Rage - dp + PP
Birdie Cannon - hcb + KK
Wolverine's nemesis is back with a veangence after being put on hold for so
long. Wait. Just a sec. I thought Birdie was dead. Hmm. Must be the game where the
dead come back to life! Whoa! I can see dead people! That's AWESOME!
Using Sabertooth - he's changed much since his stint in XMVSSF. For one, he's wirier
now. Which means, he's faster than before. And without that stupidly annoying stall
everytime you dash in XMVSSF, his true potential has been released. His Berserker
Claw X can't be linked along with a chain combo anymore, like in XMVSSF (launcher,
WP, WK, MP, MK, then grab in mid-air with HP, which results in a slam that sends
your opponent flying straight into the air, just like the kind of reactiuon you get
when you make contact with a WP+WK Tag or a MP+MK Tag, which, with proper timing,
can be linked with a Berserker Claw X Super. Expert Sabertooth players know what I'm
talking about. With that gone, almost none of his Supers are linkable anymore. (I'm
still experimenting if Berserker Rage is linkable.) If anyone wishes to correct me
on this score, please contact me at my e-mail address above. However, his Berserker
Claws have become mucho rapido! Use these every once in a while to blindside an
unsuspecting opponent. If timed right, they say it can even go through some
projectiles. (I'm testing this claim as well.) His Wild Fang move can hop over
projectiles. So use this move frequently on jerks like that sonuva"bleep"! Megaman
and Cable! It can go over projectiles and hit them where they least expect it. Or
better yet, his Berserker Rage for more painful results. Not only does it go over
projectiles, but gives your opponent a spanking like nothing any of their fathers
had ever given them before! Dash in and out of a fight, slashing with every
oppurtunity you get. Summon Birdie once in a while for a few hits (as well as a few
laughs), but in the name of all that is good and reasonable, DO NOT throw his Birdie
Cannon Super unless you know how to time it well enough to hit an enemy. It's
enormous starting time which leaves the bank door wide open for counter attacks to
counter this move. And even if no one counters this, only those who are so damn
ignorant who do not know of the existence of something called a back direction which
activates the blocking mechanism, will eat Birdie's shots.
Against Sabertooth - Watch it! He is fast! But then, the CPU version should prove no
problem. However, it enjoys throwing Assist characters every now and then. Learn to
counteract that little problem. Also, Sabertooth has a very damaging aerial rave
combo, so try to avoid getting struck up into the air often. But then, you're
biggest window of oppurtunity comes from the CPU's annoying habit of sometimes
standing still and jamming on the WP buttons for no good reason, even when you are
on the otherside on the screen. Don't question the morality or the legality of the
situations, my child. Go for it! Break that guy wide open. Try to keep firing
projectiles at a minimum and keep your eyes open for a quick Berserker Claw or a
Wild Fang which could break your defense startegy wide open. Learn to recognize his
Birdie Cannon Super animation and throw a Super of your own, preferably a Beam or
Charge Super. Impact Super have a 50-50 chance of being successful before Birdie
comes out.!
Why take the risk, eh? Or better yet, HYPER COMBINATION FINISH!
8. Cyclops - Behold! Optic Blast!! The original master of gigantic Beam Supers has
returned to the playing field. Probably to keep an eye on his bouncing little boy.
Quote: "You know why I won? I kept an eye on you!" (MSHVSSF)
Assist Types:
A: Optic Blast
B: Gene Splicer
Y: Cyclone Kick
Launcher: standing A twice
Special Moves:
Optic Blast - qcf + P (can be done in the air)
Rising Uppercut - dp + P
Cyclone Kick - qcb + K
Optic Sweep - f, df, d + P
Super Moves:
Mega Optic Blast - qcf + PP (can be done in air)
Tracer Optic Blast - qcf + KK (can be done in air)
Hmmmmmm. Could Papa be coming in to get his little boy out of trouble, or to
prove to the world that this old geezer still has what it takes to whoop ass!
Using Cyclops - Just like Cable, he's also a very balanced fighter. So it's only
logical that, except for a few differences, they really do play alike. So what's
good for Cable is also good for Cyclops. So play as you would with Cable. If you're
a cheapo, sit back and Optic Blast away. But if you want to do it like a master,
ready your fists and gird your loins. Cyclops, like Cable, is an excellent Assist
character when you pick his Projectile Assist Type, so keep him back for a while,
don't be so quick to jump into a fight with Cyclops for a while. If you have other
fighters you know how to use well, use them and have Cyclops provide back-up. Also,
like some of the other fighters, for the novices, here is a free combo. Launcher,
WP, WK, MP, MK then qcf + PP. This is why it's great now, because he can finally do
a real Super in the air and it doesn't matter if it is blocked. He has almost zero
recovery time from a blocked Mega Optic Blast.
Against Cyclops - Always expect your opponent to Cancel his Optic Blast into the
Mega one. However, if your opponent is one of those cheapos, then what the hell do
you have to be worried about? Cyclops, just like his son, (unfortunately) has a
quite a recovery time while doing his Optic Blast. Not as long as his son's but long
enough to be taken advantage of. The thing is that, if say, an Assist character
intercepts the blast, you're not affected. So use your Assist characters as sheilds
and take it to this one eyed menace to society. Also, he telegraphs his Mega Optic
Blast all of the time. So learn to recognize the opening sequence of his Mega Optic
Blast, ("Behold! Optic Blast!!") Hyper jump over it, and counter with a Super of
your own. Watch out though for opponents who keep Cyclops in the rear for a while.
Always expect him to come out once in a while to wreak havoc on your sanity. Be
careful because his Optic Blasts can cancel out alot of moves, even some Supers.
9. Marrow - now this has got to be Marvel's most disgusting superheroine yet.I mean
with BONES coming out of her body as her own mutant power? Whoa! She should've been
in the X-Men movie! I thought Storm ripped her heart out with the bomb strapped to
it before. But then I also heard that she had joined the X-Men! How the hell is she
still alive? And to think that Sarah had grown to this...
Assist Types:
A: Boneerang
B: Tearing Spine
Y: Ricochet Strike
Launcher: d+B
Special Moves:
Boneerang - qcf + P (can be done in air)
Tearing Spine - dp + P
Ricochet Slash - qcb + K
Let Me Ride - hcb + P (can be done in air)
Super Moves:
Stinger Bones - qcf + PP
Bone Storm - qcb + PP
To think I had seen the limits to which ugly could go to.....
Using Marrow - Oh but is she fast! (Isn't it any wonder that most of the female
characters are speedsters? I wonder what they're in such a hurry for.) If you think
that you can use the Boneerang like any other projectile, oh no, no, no, my son. You
have to be in a certain position for the Boneerang to come into contact with. What
it does is to act as a barrier behind your oppnent, so that when you throw one, you
quickly give your opponent a quick button combo which pushes him/her towards the
spinning projectile for extra damage. Also, play at keep away, because Marrow is an
incredible keep away gihter. Use her Ricochet Slash when the opponent least expects
it and when she is blocked, she'll jump back to a safe distance to prevent attacks.
What's also best to do is to place her in the Assist character's role, use one
fighter, and have her back up every attack with her one Assist. (Might I suggest,
ladies and gentlemen, to either choose a painful Expansion Assist Type which
utilizes her richochet Slash, or a trapper Projectile Assist Type..) You'll find out
that she's a great Assist character in time. With her speed, she has almost no
recovery time from her attacks, so come in low, d+WK, d+HP, WP, WK, MP, MK, then qcb
+ PP as fast as humanly possible to finish with a Bone Storm Super (Actually, it's
better to do a Bone Storm in the air than on the ground because if done on the
ground, she sort of floats back for a few seconds and lets it go, horribly
telegraphing her move.)
Against Marrow - Be careful of this speed demon. Always learn to play defensively
when going up against characters as fast as she is. Although she has almost no
recovery time, no fighter is that perfect as to have zero recovery time. Stay on the
defensive becaue her d+HP has some recovery time and also her Ricochet Slash. A
blocked launcher can give you time to sneak in a quick sweep kick or a quick HK/HP
attack (nothing too fancy, unless you know what you're doing.) Watch for Ricochet
Slashes, (the CPU seems to be fond of doing that) block, then when she jumps back,
which she's bound to do after a blocked Ricochet Slash, (it's best to use a speedy
fighter for this one) dash after her and lay the smackdown on her. Or use a Super
which comes out quickly enough to catch her just before she recovers from the
blocked Ricochet Slash. (personally, I prefer an Impact Super.) Also, bewary when
fighting against the CPU. If Marrow gets you in the air, hold back on your joystick
to continue defending. You may think it's a lost cause because you're in the middle
of a button combo. Wrong! She almost always finishes every aerial rave combo with a
Bone Storm. it comes out pretty fast, but it still has a stall in it. Proper timing
will prevent you from eating bone shards.
10. Juggernaut - Oh my God!! My God!! The big red machine! The big red machine is
back! and he's back to kick some ass!
Quote: "I'm the unstoppable force, didn't ya know?" (XMVSSF)
Assist Types:
A: Earthquake
B: Juggernaut Punch
Y: Juggernaut Splash
Launcher - d+HP
Special Moves:
Earthquake Slam - f, df, d + P
Juggernaut Punch - hcf + P
Juggernaut Body Smash - hcf + K (can be done in air)
Cytorak Power-Up - dp + PP
Super Moves:
Juggernaut Headcrush - qcf + PP
After so long, the Juggernaut has returned to his proper place in the fighting
arena as the strongest fighter in the world! (maybe in the game only).
Using Juggernaut - First thing to remember is: Juggernaut is HUGE. Which means his
level of speed is extremely low. He more than makes up for that in power. If you
noticed, his attacks can take out quite a bit more than the others. So that's why
it's important to remember to keep your guard up, especially against faster foes who
seem to just hop all over the place. Don't be so quick to throw special moves
because, truth to tell, Juggernaut has the WORSE recovery time in the entire game. An
Earthquake Slam leaves him open to jump attacks. Juggernaut Punches/Body Smashes
leave him very susceptible to counter combos or Supers, and Cytorakk Power Up, if
near a foe, will leave him out in the open. Learn to block and strike. Block and
strike. Let your opponent go wild throwing his/her moves then counbterattack with
every oppurtunity that presents itself. One thing to be said about Juggernaut, his
attacks may have horrible recovery time, but they come out pretty fast, which can
sometimes catch an opponent offguard. So learn to time your attacks. Also try to
Power Up every once in a while when you do get the chance. It makes you even
stronger than normal. With a Power Up in place, 2 Headcrushes will blow your foe
away. Hell, I've seen the CPU Juggernaut, after one Power Up, who was also done to
probably less than 15% of Health Meter, use a Juggernaut Headcrush on a full life
Wolverine and drained the rest of the ol' Cabuckle-head's like water. Took out a
full lifed opponent with ONE Super! Now THAT is power!! Make good use of your Super
Armor. Take in the fact that it will take two hits / one HP/HK to stun you. But
Juggernaut's real potential is best put to use in the Assist mode. Choose the
Juggernaut Punch (Dash) Assist Type and while one of your fighters is blocking,
summon him for an unexpected Juggernaut Punch. It takes away loads of life and
it's so fast that very few fighters will see it coming before it's too late, and
they come face to face with one mother of a big fist!
Against Juggernaut - Against him? AH HA HA HA!! He's my favorite enemy! The CPU
version can be put away in your sleep! Consider him a give away character. Simply
block all, and I do mean all, of his attacks and counter appropriately. He's only
dangerous when he's down to almost 25% of life. That's when he starts throwing
unexpected, and often times very fatal, Headcrushes. The real danger comes in his
Assist mode. Always keep the side of your eyes on the screen's left and right sides
for a quick block in case Juggernaut comes thundering through, especially against an
opponent who loves to call for help. Against a HUMAN opponent, however, do not be
fooled by all the blocking jive. Be wary when jumping in and attack because you
might just begin eating a mouthload of fist. Bait your opponent into attacking first
all the time. Let him/her make the mistake of making the first move, then take
advantage of Juggernaut's recovery time to kick the big guy's massive ass!
11. Hulk - the Jade Giant makes another appearance into the fighting scene, but now,
he's got incredible competition coming. With the return of Colossus and Juggernaut,
it looks like the Hulk will have to really fight his way into the ''Strongest
Character"rank.
Assist Types:
A: Gamma Rip
B: Gamma Charge
Y: Aerial Gamma Charge
Launcher - d+HP
Special Moves:
Gamma Hurricane - hcb + P
Gamma Rip - qcf + P
Gamma Charge - Charge b 2 sec, f + K
Aerial Gamma Charge - Charge d 2 sec, u + K
Super Moves:
Gamma Wave - qcf + PP
Gamma Crush - qcb + PP
Gamma Quake - qcf + KK
Ever wonder what would happen should the Hulk return to normal in the middle of
a fight?
Using Hulk - Just like the Juggernaut, he has Super Armor, reduced speed, fast
moves, and terrifying recovery time. Play like you would the Juggernaut. Bait your
opponents and strike. Make good use of Hulk's tremendous strength. Let them strike
first, and when they make a mistake, make'em regret it! Hulk's Gamma Rip creates a
small wave of rock which is perfect for playing keep away and prevent low jumping
enemies from getting too personal. His Gamma Hurricane comes out pretty fast, so use
that as a counter measure against blocked specials which have incredible recovery
time. His Gamma Charge, (for those of you who have yet to use the Hulk) can be done
twice by first excecuting one Gamma Charge, aerial/ground, then pressing f+K when in
an Aerial Gamma Charge to continue pounding your foe with a horizontal Gamma Charge
in the air, or u+K after a ground Gamma Charge to follow up your opponent in the air
with an Aerial Gamma Charge. Also, Although the Hulk is slow, he's somewhat faster
than Juggernaut and the 'Geif, plus he's got very damaging Supers. So when you
do get an oppurtunity, d+HP, then qcf + KK to shower them (75% success)/ qcb + PP to
crush them (99% success)Also, try this. Dash forward with d+LK, d+HP, (when laced
with a d+LK, d+HP only gets one hit. Two hits from d+HP is necessary to launch your
opponent.)then qcf + PP for a quick ride on a rocky Wave. Intensive damage. Again,
the Hulk, just like the rest of the big guys, are at their best when kept in an
Assist mode, especially when Hulk comes out of nowhere and bashes an enemy. Also, be
quick to answer to Hyper jumps or jumpy opponents, (i.e Spiderman, Strider Hiryu)and
any aerial attacks with a scathing Gamma Crush when your opponent least expects it.
Make him/her fulfill their daily Recommended Dietary Allowance with a big healthy
helping of rock!
Against Hulk - Just like Juggernaut, you can put him away in your sleep, only the
CPU Hulk is a bit trickier than Juggernaut. For one, he enjoys using jump attacks.
He also likes to call out support when you least expect it. But the real danger
comes when he has energy in his Super Meter. Avoid jumping too close to him because,
more often than not, he'll respond in a way most painful. So take advantage of his
recovery time. Keep baiting him into using a special or a Super. When he does
respond, block, then strike away with your best combo. However, if he's got no Super
Meter juice left, by all means, attack him like you would Juggernaut, but be
cautious. His power doesn't only come from his Supers, you know.
12. Captain America - the living sentinel of liberty,truth,justice,and democracy,
Mon Kapitan America! Not a speedy character, but has great balance. Let Communism
and oppresion fear him!
Quote: "Beleive in your country, but first beleive in yourself." (MVC)
Assist Types:
A: Sheild Slash
B: Stars & Stripes
Y: Charging Star
Launcher - d+HP
Special Moves:
Shield Slash - qcf + P (can be done in air)
Stars & Stripes - dp + P
Charging Star - hcf + K
Cartwheel - hcb + P
Super Moves:
Final Justice - qcf + PP
Hyper Stars n' Stripes - dp + PP
Hyper Charging Star - qcf + KK
After all these years, Cap still hasn't changed. This is his, what, 3rd
appearance in the fighting game scene?
Using Captain America - Remember, he's fast, but he sure ain't no Road Runner! Let's
say, reasonably fast. When going up against foes using Captain America, it's always
good to put your best foot forward. Case in point, his sheild.Use Cap's balance
speed, and wide HP range to weave your way to a victory. Having one of the most
painful button link combos, running up towards an opponent, WP, WK, then dp + PP to
go into Hyper Stars n' Stripes, make sure to learn when to use it, preferably
against those who have incredible recovery time. Remember, if you don't want any
block damage, cancel any projectile with a Charging Star. His Cartwheel move gives
you the oppurtunity to sneak up behind opponents and let them feel America's might.
Plus, it's also a great way to get out of corners to avoid getting trapped by
characters who enjoy trapping and opponent and pummeling them out. Never
Underestimate the defensive power of the Hyper Charging Star. It grants invincibilty
to anything, and I do mean ANYTHING, even most Supers. Also, it can be brought out
from a block, so when your opponent throws something, block it and throw a
surprising Hyper Charging Star which can really fool some opponents who think you're
still blocking. Hell, I once went through three guys who did a Hyper Combination on
me, (Morrigan, Gouki, and Iron Man.) If your close enough, like I was, Cap shrugs
off their Supers and make'em it sheild! All THREE!!! AHHAHAHA!! But , if say, your
at the end of the screen, what will happen is, they throw their Supers and when you
throw yours, you cancel out their Supers, taking their shots like a man, a receive
ZERO block damage. Incredible.
Against Captain America - This one is dangerous. Always expect Cap to Cancel
everything. Just wait your ground. Cap always throws Sheild Slashes, but once in a
while, he lets go of a Charging Star or Stars n' Stripes. When the sequence ends,
counterattack. His worse recovery time comes from using these moves. It's wven worse
during a Hyper Stars n' Stripes Super, the only one in his Super arsenal which has
any recovery time to speak of. (Final Justice has almost none and Hyper Charging
Star, when block, pushes Cap away from you.) Don't pursue an attack after he blocks
a projectile, because chances are, while he's blocking, a Hyper Charging Star is
just waiting for you to come closer. When faced with a Hyper Charging Star, do not
attempt to cancel it, especially if it's close, (yes I know that there are big
players out there who have practiced Canceling out this Super, but, again, this is
for the players who would just like to play it safe.). Either block it, or Hyper
Jump o!
f over it if you don't want any block damage. Learn to see where he goes when he
does a Cartwheel and block appropriately. No need to get smacked from behind. Then
counterattack like a good little soldier.
13. Spider-Man - The accursed insect is here AGAIN!!!!! UGH! Is it just my
imagination, or has he gotten faster and more agile than before? I dunno. I've never
been much of a Spidey fan.
Quote: ''You're not so tough! I expected better." (MSHVSSF)
Assist Types:
A: Web Ball
B: Web Swing
Y: Spider Sting
Launcher - Standing A twice/ d+WK, MK, standing HK
Special Moves:
Web Ball - qcf + P (can be done in air)
Web Swing - qcb + K
Spider Sting - dp + P, then P again for a second hit
Web Throw - hcb + P (can be done in air)
Super Moves:
Max. Spider - qcf + PP (can be done in air)
Crawler Assault - qcf + KK
Ultimate Web Throw - qcb + PP
The one thing on my mind whenever I watch him fight is that, why does he looks
so different from the rest of thefighters? It seems as though, when you use him, he
doesn't seem to blend in with the background? Hmmmm...Also if he wins, it's "One for
J.J." If not, well it's "None for J.J".
Using Spider Man - Bad thing about this guy is that none of his moves are Cancelable
into Supers, (probably except only for his Crawler Assault(low C, d+HP, then qcf +
KK) or so I've observed watching other Spidey players play.) That's their same
complaint here. Cammy's Lock On is the same like Spidey's Max. Spider, yet this one
can't be Canceled into from the air, unlike the Lock On which will be discussed
later on.) however, his Max Spider can only be Canceled when you throw an LP Spider
Sting then quickly cancel to Max. Spider before they fall to the ground. This is
very difficult to do and timing and practice is necessary to get this baby. But his
Supers DO come out mighty quick. Well except for the Ultimate Web Throw. Spidey is
still a very fast character, so use that speed. Jump in and out of fights, spin an
opponent's head in wondering from which direction you will strike next, and use
Spidey's speed to take maximum advantage over blocked Supers, missed special moves,!
or a miffed combo. Tossing Web Balls to stun an opponent for a while gives you the
chance to pummel the trapped opponent senseless. Toss Web Swings when they least
expect it and learn to keep your distance from the stronger fighters. Spider Sting
opponents who like to go in the air or better yet, throw a HP Web Throw (goes
straight up) at an opponent above you to swing him/her back down to earth. Be
careful about throwing Supers out of the blue, especially his Max. Spider, because
of the, you guessed it, recovery time. If blocked, these Supers can sign your death
warrant. Also, it would be great to choose the Throw Assist Type of Spider Man.
Surprises foes who get a bit too close to you.
Against Spiderman - Use fast characters against him to keep him off his feet. One
thing irritating about him is that his attacks seem to always to be able to strike
you first. Dash in, block and combo. Always keep an eye out for a Super. Learn to
recognize the Max. spider. Block it and when he begins to jump back after a blocked
Max. Spider, let him have IT!! For those of you Captain Commando users (WHHOOOO!!
PHWEET!) I'm sure you know Spiderman's weakness when the CPU plays him. This was
evident in MVC. If not, here it is. Hang all the way back in the end screen using
Capt. Commando, then fire a Captain Fire. Spiderman will block it and Hyper Jump
towards you. Move two steps back, wait for him to land, and the instant he does,
let'im have it with a powerful Captain Corridor which will throw him right back to
the other end of the screen. Repeat process, because the CPU just doesn't want to
learn until he croaks!! Some practice will be necessary to get this move right, but
wh!
en you do get it, consider a Spidey victory in the bag.
14. Silver Samurai - Hmmm. Never saw him for quite sometime now. His last appearance
was in XMCOTA. And now he's decided to resurface after all these years. Will wonders
never cease.
Quote: "For what cause would the Silver Samurai draw his sword on your behalf?"
(XMen Annual #3)
Assist Types:
A: Sword Storm
B: Shuriken
Y: Launcher
Launcher - d+HP
Special Moves:
Shuriken - qcf + P (can be done in air)
Sword Storm - P repeatedly or dp + P,
Dashing Storm - While in Sword Storm, f, f
Super Moves:
Triple Shuriken - qcf + PP (can be done in air)
Lightning Sword - qcb + P
Ice Sword - qcb + LK
Fire Sword - qcb + HK
Thunder Storm - Switch to Lightning Sword Mode, then qcf + KK
Infernal Hurricane - Switch to Fire Sword Mode, then qcf + KK
Glacial Rush - Switch to Ice Sword Mode, then qcf + KK
Every time he moves, he always seems to groan. Wonder what's so painful. It's
like he's doing all the screaming whenever he moves just to lessen the pain of
whatever ails him! NEEYAAAAWH!
Using Silver Samurai - This one is probably just as slow as Captain America. Also
his launcher comes out pretty slow, so you'll have to learn how to mix it with some
button combo or better yet, stun your opponent with a jumping HP hit, then quickly
follow up with d+HP. The Shuriken attack is a multi-hitter, even when blocked, so
for all you cheese fighters out there, remember that. Try incorporating that into a
combo, i.e after launcher, A, C, A, C, then qcf + P for a bigger combo. Or even
better, qcf + PP for REAL damage. The Sword Storm comes out pretty fast. Use it to
corner opponents who seem too fast for you. If you want, you can even move while
doing the Sword Storm, taking out more damage. But Samurai's real strength lies in
his ability to switch elements on the fly. Think of Gen of Street Fighter Alpha.
Only instead of switching styles, Samurai switches the element of his sword.
>From ice, to fire, to lightning. Hang back once in a while to switch his elements.
Don't worry about counterattacks. Every time he switches, he uses up a Super Meter.
That's the bad thing. But when he does it, it looks like he's about to throw a
Super. That's good, because most fighters will instinctively block, thinking that
you're about to release a Super, giving you enough time to for a quick change.
Switching also increases your strength in different ways, with fire being the
strongest, (or so I've been told). However, remember that each element has a time
limit of its own. It comes out very slowly, but that's no reason to just hang back
like you're taking a walk in a the park. Take it to your opponent while the element
is still fresh, (Mmmm, like baked hot bread. Whoops! Getting away from the subject.
Anyways...) Each element comes with it's own kind of Super. That's a good thing. Ice
element has a low running Super which must be blocked low or Hyper jumped over. Fire
has a vertical Super which can be chained with a launcher. If timed right, it can
take out a 25-37 hit combo. Lighting has the strongest Super, because it can catch
foes in all directions. An electrical scattershot. Keep you're opponents' heads
spinning with occasional elemental switches, and sooner or later, they'll forget
which element uses what Super and you can nail them good.
Against Silver Samurai - The CPU version is just as pathetic as the CPU version of
Cable. No worries there. Just hit him with quick jump kicks and button combo chains
and he's yours for the taking. The danger are the HUMAN fighters. If possible,
cancel out the Shurikens with a projectile of your own instead of simply blocking
them for less cheese damage. He's reasonably fast, so keep your guard up. Always
keep your eye on his sword. Don't try to rush in when he switches elements. His
animation for Supers and elemental switching is one and the same, so it's hard to
tell whether he's just in for a change or he's about to throw a Super. However,
when you see him shaking with his sword flashing colors, that's a change. Don't be
so quick to rush into him or you'll get your head. Time everything just right in
order to take him out. Use fast characters on him and call out the reserves from
time to time. Learn to recognize his elements by looking at the state of his sword
to preven!
t confusion. When his sword starts to sparkle like a diamond, that's Ice. That's
the signal that when a Super comes out, block low. When it smokes and sometimes
glows orange, that's Fire. That's the signal to cool your jumping feet for a while.
Do NOT jump towards him or you get blown away, for the Fire Hurricane
can come out pretty fast. When it has little crackling lines traveling across the
blade, that's Lightning. General blocking will save you from electrocution. Learning
to recognize it will not only add to your trivia knowledge but will also prevent you
from eating a Super because you failed to take the proper safety measures and block
properly.
15. Omega Red - So, comrades. Arkady is back to kick some hiney! Wonder why all the
Russians fighters are coming back. Must be one big get together.
Quote : "Destiny shall light me a path to victory." (MSHVSSF)
Assist Types:
A: Carbonadium Coil
B: Omega Strike
Y: db + HK Attack
Launcher: Standing A2x
Special Moves:
Omega Strike (Horizontal)- qcf + LK
Omega Strike (Diagonal) - qcf + HK
Omega Strike (Vertical) - qcf + KK
Carbonadium Coil (Horizontal)- qcf + LP }
Carbonadium Coil (Diagonal) - qcf + HP } - (all can be done in air)
Carbonadium Coil (Vertical) - qcf + PP }
Snapback - While in Omega Strike, press b + K to return to original position.
Life Drain - Press P rapidly when Carbonadium Coil connects.
Coil Slam - Joystick direction + P
Super Moves:
Omega Destroyer - qcb + PP
Omega Smasher - in air, qcb + PP
Omega Red has become faster after coming out of the Capcom freezer. Dangerous
Red sonuva... if I'd ever seen one.
Using Omega Red - Now, this guy is sort of as fast as Captain America. So don't rush
in too quick. Wait. Take advantage of every mistake your opponent makes. Also, to
further confuse your enemies, throw an Omega Strike at his/her direction. If
blocked, quickly Snapback. Omega Strikes, on their own, have horrible recovery time,
and that is what most players expect. After a blocked Omega Strike, most players
will pursue with a counterattack. So surprise them with either a Snapback, make them
think that when they block it, you will continue going straight forward. After
Snapback, throw a quick Carbonadium Coil before they recover from that nasty
surprise. Or after say, a Vertical Omega Strike, you throw Carbonadium Coils two
times. Most people expect you to come down after a blocked Omega Strike. Very few
expect you to throw a Carbonadium Coil and they get sucker punched by this surprise.
There will be those who think this move cheap? Well screw them! Here's a little
trick a friend of mine, Doods, taught me. First launch your foe in the air, then A,
C, A, C, then cancel it with a WP Carbonadium Coil. When you catch your opponent
with a Carbonadium Coil, drain a small amount of life with Life Drain,then, before
Omega Red drops'em, Coil Slam your opponent into the air in the u+P direction. Then,
when you let go, your foe's flying straight up, right? Catch'em with a Vertical
Carbonadium Coil. Drain then throw up again, then drain and throw up again. Timing is
necessary to pull this off. You have to make it so that when you toss your opponent
into the air, he / she will be so surprised with a Vertical Coil Slam, that they
won't have time to defend for it and will be usually caught off guard. The maximum I
can do is two. However I've heard of some who have done five or six. If you don't
know what you're doing, try to keep it at a minimum. Know that although you can
probably pull off this trick probably two-four times (usually) with the CPU, HUMAN
fighters are a different story. They can, and will, catch on to your scam. So keep
it to a minimum and don't rely so much on this trick. This is pretty unnnerving
during the first few times, but then if this is all you can do and when people catch
on, boy, will you ever be in trouble! Throw Supers when they least expect it. it
cancels out some projectiles. PLEASE use his Carbonadium Smasher very, very, very,
VERY sparingly. It starts up incredibly slow, and it can be blocked. If blocked yo!
u can get your ass burned for good!!
Against Omega Red - this guy is one mean mother! The CPU version is deadly! Don't go
rushing in like a maddog on fire! This is the mistake most players make which is why
they always get their heads handed to'em. Don't be a sucker. Play it safe and cheap.
Throw Assist characters all the time or when the CPU least expects it to greatly
reduce his life. Also, watch it when he's the Assist character. He has a grab Assist
which comes out fast and has quite a range on it. Watch out for Carbonadium Coils
that seem to come out've no where to grab and drain/throw you away! Block it and
throw a quick countermeasure, most likely a fast-moving projectile. remember that
his Coil can be cancelled with a projectile move. When you do get hit by the trick
featured above, when you get thrown up the first time, always expect a Vertical
Carbonadium Coil to chase you up, so keep the joystick in the block direction. Don't
be so quick to give chase after a blocked Omega Strike. When he Snapbacks, !
don't waste time trying to rush him/her to do an aerial rave combo. Forget it!
Throw a fast projectile, or if you're mad at the clown and you want to get down, if
you gots the power, use a Super to blow him/her away! Don't rely so much on
projectiles users because if your opponents see that all you do is sit back and fire
shots with clowns, like say, Megaman, they can deploy an Omega Destroyer to cancel
out Megaman's wimpy shots and smack his stupid robotic head! So knock off the
cheappy fighting! get serious, slapnuts!
16. Magneto - the Master of Magnetism has returned to the game! I really think the
XMen movie did not give Magneto enough justice. Hell, I REALLY think the movie did
not give Magneto enough justice! He's the most pwerful mutant on the earth and in
the movie that's what he's reduced to? The movie was just about as brainless as this
game. No plot, no storyline that jives with what we read in the comics. This is
bull! (In the movie, Magneto look like he just woke up from a hard night's
Oktoberfest!) He's faster, but his power has been toned down a bit. but still, one
of the better players.
Quote: "You have learned a very valuable lesson today. I am powerful and you are
nothing!" (MSH)
Assist Types:
A: EM Disruptor
B: Hyper Grav
Y: Launcher
Launcher - d+HP
Special Moves:
E.M. Distruptor - hcf + P (can be done in air)
Hyper Grav -hcb + K (can be done in air)
Magnetic Force Field - hcf + K
Magnetic Blast - jump, u, uf, f + P
Super Moves:
Magnetic Shockwave - qcf + PP
Magnetic Tempest - qcf + KK (can be done in air)
Waitaminit. If Magneto is here, could it be that Master Onslaught could also
come into the game? No? Why?! Lord Onslaught was the most powerful combatant in MVC.
If a HUMAN player could control him, imagine the power! If some soft little dick
like Thanos can get in the game, why did Capcom exclude the mighty Onslaught?
Pathetic sheep!! Afraid of the power of the Almighty One! I just hope there will be
another XMEN movie with Onslaught as the villain. This time with some sense, please?
That would be awesome!
Using Magneto - Using the Master of Magnetism is quite simple actually. Simply use
his speed to take out your foes. It's a big, big shame that you can't use Magneto's
Magnetic Tempest here like you did in MSH, where it comes out fast and follows
enemies, which made it linkable to aerial button combos, unlike now that it comes
out in scattershot form, since XMVSSF, like Iceman's Arctic Attack, only it comes
out much. MUCH, slower, which will hit only those who are either the incredibly
stupid or the incredibly bad lucked. However, his Magnetic Shockwave comes out
reasonably fast and it is cancelable. Simply do a d+HK attack on your enemies to
trip them and then execute the Shockwave as soon as you see your foe flying through
the air after being tripped Don't wait for him/her to touch the ground. Or you can
use it like a Captain Sword. Launch your foe into the air and Magnetic Shockwave.
Also, if timed right, his Magnetic Sheild will block anything thrown at him. I've
yet to !
see if this works on Supers, but mostly all moves can be blocked by Magneto using
this move without fear of block damage. His Hyper Grav comes out quickly and will
trap unsuspecting foes. So make use of it when the battle starts to get fierce. When
your foes start to dash recklessly, throw Hyper Gravs all around. It's also great
for use as an Assist move. Trap your foes and let your current fighter beat him/her
senseless. Best of all is, Hyper Grav can follow your foes to a certain distance and
it cannot be canceled by mere projectiles. Only way to cancel it is to hit Magneto,
which will be tough to do if you throw the Hyper Grav in the air while your opponent
is on the gorund.. Lastly, Magneto may be throwing beam projectiles, but that
doesn't entitle him to the "Cheapo" ranks. Why? Because his E.M Disruptor Blast
comes out with some lag time and when it hits it only hits once. It doesn't
come out as fast as some of the projectiles. So, Magneto users, take it to 'em like
warriors!
Against Magneto - He's one of the easiest fighters in the game. CPU version is
pathetic. HUMAN fighters are dangerous, but you can overcome them. Simply watch out
for all of his projectiles and measure their recovery time. Hyper Gravs, when
blocked, leave Magneto open for a few seconds, so block and counter. Also, E.M
Disruptor, if blocked near him, allows you to get into Magneto's face. Also, keep an
eye on his Super Meter. His d+HK attack, when blocked, serves as a window of
oppurtunity. However, it may be Canceled immediately with a Magnetic Shockwave by
the craftier fighters. So keep one eye on the Super Meter and don't just rush in,
because you ust might be eating his Magnetic Shockwave. When you see a Magnetic
Tempest coming out, don't grin and say, "No threat." and Hyper Jump over Magneto to
attack him from behind. The Tempest may just be a screen for a quick Crossover
Super. The Tempest sets you up, and when you Hyper Jump behind him to avoid it, a
sudden Crossover Super from the next fighter might knock you down, leavng you with
your jaw hanging open and your eyes wide in disbeleif for being one big jackass. So
learn to recognize screen tactics.
17. Iron Man - Oh yes. The founder of the "Cheapo" rank has returned and he is just
as pathetic as ever. Cheap ass!
Quote: ''I've fought A.I.M flunkies tougher than you." (MSH)
Assist Types:
A: Uni-Beam
B: Repulsor Blast
Y: Launcher
Launcher - standing WK twice
Special Moves:
Uni-Beam - qcf + P (can be done in air)
Repulsor Blast - qcb + P
Bomb - WK+HP (can be done in air)
Flight - qcb + K
Super Moves:
Proton Cannon - qcf + PP
Hmph. Mr. Cheapo himself has returned and there seems to be no changes at all.
Plays like War Machine only without the War Destroyer Super.
Using Iron Man - All I can advice you on is to play the (ugh!) Cheapo way, in which
you (yeech) sit back and ( ugh!) fire
away with his Uni-Beam. (I've really got to get the feel of using him, otherwise,
how can you people play with him using ways other than the Cheapo method, eh?
But 3 brave souls have written me recently and have added their inputs. One of which
was Corey Girard who wrote;
"I have recently stumbled across your review to Marvel vs. Capcom 2. I noted that
you needed input on how to use Iron Man. Well here it is... First off, I make the
person belive that Iron Man is slow. I just walk around every once in a while
jumping and performing a special move. Just when the time is right, the opponent
jumps into the air. Repulsor Blast followed by Proton Cannnon. It gets them every
time. But don't do it too often or they tend to catch on. Another great thing about
waiting is when they screw up and perform a special while your still blocking. The
greatest way to counter is simply holding down, WP, WP, Proton Cannon. This places
the opponent in the perfect position of the proton cannon. It is right in the eye of
the beam which provides the most hits and damage. Which is around 45-50 hits.
Another little cheap trick I like to do is his knee dash multiple times in a row. I
recommend doing this once or twice every battle because it frustrates the hell out
of the opponent and makes them tend to screw up more often. To do this jump into the
air and press down+HK while over the opponent, just as it hits, use his fly
technique, followed by another knee bash, which can chain over and over again. I
usually only do it 2-3 times before the opponent realizes what just happened to
them. Those are probably the most effective moves and strategy I know to use
IronMan."
Taylor S also wrote;
"hey man there are many ways to use iron man without being cheap. he was the first
character i used. i'll be honest at first i was one of those cheap guys who used uni-
beam all the time then i realized how to really use him. iron man is fast. very
fast. and this comes as a great advantage. the only problem is u have to be in close
to get him to work. you can accomplish this by dashing in then use wp , hk to launch
them. then in air you have to dash a lot to get anything to work. use some wp, wk,
and a hp which can be directed either diagonally up and down or straight out then
finish it off with a uni-beam. aslo contrary to popular belief the proton cannon can
be linked into combos which is really good. cause it does some massive damage. the 2
ways i know of on how to link it is crounching wp twice puts them into a mini lauch
and then go into the proton cannon. but u must be very fast to pull it off. i've
only done it a few times myself. another way is to get them into a repulsor beam and
cancel into the proton cannon. my personal favorite is to get them with jin or
akuma's expansion assist (where they do hurricane actions to hold them in place) and
then let fly with the proton cannon. guys jaws drop when they see their character
lose up to 1/2 life between the damage of the assist and the super. very pleasing to
watch. his assist is also great to get those pesky fast characters away. so all in
all i think he is a good character. you just have to figure out how to use him
without being cheap."
Finally TheKatchoMan writes;
"1- he dashes pretty fast, so just dash-in and immediatly follow up with aa HK(his
best launcher if you ask me) then just air-combo (lp,lk,mp,mk, and follow with
unibeam) the opponent's ass. you can also add a lp before the laucher but no more,
or else it becomes very hard to perform. just repeat until death.
2- the second way is to put him as an assis charactor with the beta type. make sure
that the charactor you use is a very good air-combo performer(i.e. gambit, storm,
rogue strider and, many more). When you call him he will use the repulsor blast, and
if timed correctly, will lift the opponent in the air. This is the perfect
opportunity for you to launch an air-combo and cause heavy damage to the ennemy.
This is a great way to use him and by immediatly going on the otherside of the
opponent, ( i.e. you, opponent, ironman) it becomes very confusing. If you can
master the assist, this is deadly!"
well, thats the best i can give you for iron man, and although i dont quite like
him myself, he dosn't have to be a cheap charactor if you know how to use him (just
like cable and daddy"
Give a hand to these 3 brave souls. Because of people like them, real Iron Man
users can hold their heads up higher.
Against Iron Man - Again, the CPU version is pathetic. Play against him like you did
in MSH. HUMAN players are the problem. But also quite easy to manipulate, unless
they are that damn good, into making horrible mistakes. Jump towards Iron Man to
make his players throw an automatic Repulsor Blast, (Most players are fooled with
this). It pushes you away to a short distance while the Repulsor Blast finishes its
animation, leaving Iron Man open for some time. Use that time to kick his ass so
badly with your best button chain combo, or, better yet, a Super to really make him
feel it! His Uni Beam comes out pretty slow, and takes quite a while before it ends.
So jump over it while it runs its course and smack ol' Tin head in the face, then
give it your best combo. Iron Man can go down in a snap!
18. War Machine - Iron Man's copycat, the VP of the Cheapo ranks, War Machine is
here again. Great. Just what we need. More cheapos! A few changes, but he still
plays the same. Sort of took on Gold Iron Man's style. You'll see what I mean in a
while.
Quote: ''You can chalk this loss up to experience."
Assist Types:
A: Shoulder Cannon
B: Repulsor Blast
Y: Plasma Bomb
Launcher - standing WK twice
Special Moves:
Shoulder Cannon - qcf + P ( can be done in air)
Repulsor Blast - qcb + P
Bomb - WK + HP (can be done in air)
Flight - qcb + KK
Super Moves:
Proton Cannon - qcf + PP
War Destroyer - qcf + KK
Now do you see the difference? Now that Iron Man is back, War Machine's lost
his Shoulder Cannon Beam and replaced it with Gold War Machine's Missiles and d+HP
now gives off a short beam blast. Kind of like Iron Man's reverse moves. But the
missiles come out in the style of the beam and can pack a wallop.
Using War Machine - Not much difference between iron Man and War Machine, so play
with him like you would Iron Man or refer to the (ugh!) guide above. Hey, maybe this
is the only combo I can offer, although it has a fifty-fifty chance of success; C,
Launcher, then War Destroyer. (Someone please teach me how to use Iron Man properly!
No cheapos!)
Against War Machine - Against him?! Are you kidding? See the guide above? Use it.
Play against him like you wuld Iron Man. They have the same moves which means they
have the same weaknesses. Exploit these weaknesses and take the tin men out for good.
19. Venom - Okay, the stronger version of Spiderman comes back unchanged. Hey, but
that's cool. Those who have used Venom before will not be bothered too much with the
changes in MVC2. Most novices use him as one of the fighters to help them get used
to MVC2.
Quote: ''That devil Spiderman will pay for his sins!" (MVC)
Assist Types:
A: Venom Fang
B: Venom Bite
Y: Launcher
Launcher - d+HP
Special Moves:
Venom Fang - qcf + P (can be done in air)
Web Throw - hcb + P
Venom Rush - qcf + K
Super Moves:
Venom Web - qcf + PP
Death Bite - qcf + KK
This one may not be as fast as Spiderman, but a real gamer who knows how to use
Venom well, knows how to use him effectively against all comers.
Using Venom - His Venom Fang takes priority over almost any move, which means most
moves, some of which are projectiles, won't work on him when he does his Venom Fang.
It's also an overhead move, so use it against ducking foes to knock 'em out of
waiting position. It also has great combo-ability. Simply Launch your foe, then A,
C, A, C, D then quickly Venom Fang before the HK animation ends. This is the old
school style of using Venom. Old, but effective. His Web Throw comes out pretty
fast, which means it can lock onto unsuspecting foes who like to rush in, thinking,
"Oh. Venom's a big guy. Slow. Too easy. Rush in and dance." Smile, Web Throw, and
watch 'em fly. Use his Venom Rush to get an extra hit in on unsupecting foes who
rarely expect a Venom Rush to come into their faces. Or use it to deflect jumpers
from getting too personal. Venom is sort of anti-projectiles. Death Bite has the
ability to cancel out projectiles and rush right into your opponents' faces. Use it
against heavy projectile users. His Venom Web gets priority over most moves including
Supers. When your opponent throws a projectile, if you have power in your Super
Meter, don't waste time. Excecute a Venom Web for that projectile to pass under you
and the Web strikes your opponent just before he/she recovers from the projectile
firing animation. Effective? Yes. Cheap? Very. Do you care? Do we care? No. This is
the kind of cheapness that is associated with great gamers. Standing back and firing
away with projectiles is a cheapness for players who would like to pretend to be
good.
Against Venom - Now CPU Venom has that annoying habit of blocking on the fly instead
of taking his lumps like a good boy. He also waits for jumping opponents to jump
near and hits them with a powerful HK attack. So, Rule no. 1, keep jumping towards
him to a minimum. Stick to low-high strikes, because Venom rarely blocks below,
giving you the oppurtunity to knock the floor from under his feet. He also likes to
call constantly to his buddies for help. Don't try to counterattack after a blocked
Venom Fang because one thing's for sure, this move has fast recovery time, plus good
players know to throw an Assist character just in case his Venom Fang is blocked.
Counterattack only when Venom does a Venom Fang which places him in close proximity
with you, giving you the oppurtunity to strike and canceling out his Assist
character before they can even help out. Watch out for Web Throws and the sometimes
surprising Venom Rush which sometimes appears out of nowhere. Jump towards Venom
when you see a Venom Rush headed for you and try not to get too cocky when
you see a player using Venom and dash in. You could go for a ride. Weigh things
first. Do not refrain from throwing Assist characters, as Venom is one of the meaner
fighters in this game. Which is why I suggest using speedy fighters on him, because
they leave venom in the dust. Do not throw anything when you see him glow white.
That's a signal for his Venom Web Super. His white glow grants him temporary
immunity. In short, in cancels out your projectiles and the Web blows you away. Just
block it, because the moment he comes down, if there is no danger of a Crossover
Super, NAIL HIM!
20. Blackheart - He has the potential to be as powerful a fighter as they come.
However, speed is the only difficulty that hampers any Blackheart player.
Quote: "Like father, like son. Suffer!" (MSHVSSF)
Assist Types:
A: Dark Thunder
B: Inferno
Y: Launcher
Launcher - d + HP
Special Moves:
Fire Inferno - hcb + WP
Lightning Storm - hcb + HP
Ice Blizzard - hcb + K
Dark Thunder - qcf + P
Super Moves:
Armageddon - qcf + PP
Heart of Darkness - qcf + KK
Judgement Day - qcb + KK (can be done in air)
He still plays as he did in MSHVSSF. One question that comes to my mind is why
did he bother coming back?
Using Blackheart - Of course, speed is the one and only hamper in the game. He's
even slower than the Juggernaut, which is why, play defensively. Blackheart is
nothing in the speed department and therefore useless in that area. Take advantage
of every mistake your oponent makes. But his dash can also be used as teleport move,
or even as a great evasive move by the better players. Think of it as the
smaller version of Abyss' underground(?) dash. If timed right, when you dash,
projectiles, like the Hadouken or the Psyblast, will go over you and miss you
completely. Bad news is, if you surface before the projectile completely passes you,
like say, a beam projectile, you eat the remnants. Try to measure the firing time
and learn when to dive and when to just block. Blackheart was one of the first
two Marvel fighters to make use of a trapping skill (the other one's Magneto) but
his is simpler. Use his D trap attack to hold the opponent for a while or the B trap
attack to disenable your opponent's blocking ability for a while. When trapped, hit
all opponents with a Fire Inferno, Lightning Storm, or an Ice Blizzard. These are
also great for anti-air attacks against the jumpier foes, because now, it seems to
have followed Storm's Double Typhoon ability of chasing your opponents, coming up
where they stand or in the position they take. A plus for the son of darkness. Very
few of his Supers can be chained into a combo, since he has no aerial moves to stick
the opponent long enough to get hit with a Super (his Traps cannot hit to end an
aerial rave). The only Super which, to my knowledge, that can be chained is a simple
Launcher, then Armaggedon. That's it. However, remember, when Blackheart was in MSH
and in MSHSSF, when he trapped someone, he could only either button comb!
o his
opponent, or Special Move them, but never Super? Well, now, the only Super you can
throw at your opponent when he/she is trapped is the Judgement Day Super, which can
take an incredible amount of life. His power more than makes up for his lack of
speed.
Against Blackheart - For some reason, Blackheart folds up when you rush him.
Especially the CPU version. If you stay back, that's when he's at his strongest,
with his traps and his moves. But if you take the fight to him with you fastest and
strongest chain combos, since all of his moves have horrible starting time, so
Blackheart players have no choice but to block or eat fist when their opponents come
at them, quickly and with precision. Just keep pounding his defense and keep using
your Assist characters as screens to cover up your recovery time when you end your
chain combos. Just be careful, because when you end a chain combo without throwing
an Assist character to back you up, Blackheart players can, and will, make you feel
the pain of a thousand hells. What some of them do while they're blocking while you
whale away with your most powerful combo is they suck in the pain, then give it
right back to you a thousand fold. Blackheart may be slow but his moves pack a
wallop. Also, just be cautious of Assist characters Blackheart might throw at you
while you're firing away, catching you by surprise and giving Blackheart the
breathing space he needs to blow you away. But, all in all, he's one of the easier
characters to beat in the game. Just don't get cocky.
21. Wolverine - The ol' Canuckle head is back in his what? 5th fighting game
appearance? Talk about popular.
Quote: ''You need more experince to beat me, rookie." (MVC)
Assist Types:
A: Berzerker Barrage
B: Tornado Claw
Y: Drill Claw
Launcher - Standing HK
Special Moves:
Berserker Barrage - qcf + P
Berserker Slash - qcb + P
Tornado Claw - dp + P
Drill Claw - WK + HP (can be done in air)
Super Moves:
Berserker Barrage X - qcf + PP
Berserker Rage - qcb + PP
Weapon X - dp + PP
Fatal Claw - dp + KK (can be done in air)
After all these years, I still don't have a clue as to where in the name of all
that is holy does he do the Fatal Claw move. Never saw it in any of the comics.
Where the hell does he do this pathetically useless Super?
Using Wolverine - This one I don't need to advice anyone on. Almost everyone you
meet know how to use this one. Hell, since his debut in XMCOTA, he's been the number
one fighter for most of the players since then. Using him, it's easy to understand
why. He's quick, though not as before, but quick, nonetheless. Even his moves are so
quick, some of them can hit the opponent before he/she can make the next move.
Anything I advice you on is already known by majority of players everywhere and
anywhere. Maybe all I can give you is this combo: dash towards the opponent, A, C,
then Berserker Barrage X. A simple and effective way to gain a quick 20-hit combo.
While it's going on, this Super is also a good starter for a Crossover Super. Also,
I don't care how many of you out there don't like throws, welcome to the twenty
first century. Here's a great combo: launch, A, C then f+B for his aerial grab, then
jam on the buttons when he grabs the foe to add even more damage. Great combo.
Takes some time to get, but hey, well worth the wait. And I do not care what you
Wolverine affectionadoes might think of me, when he does his Berserker Barrage, or
the Berserker Barrage X for that matter, he still looks like he's got something
jammed right up his ass! AH HA HA HA!
Against Wolverine - He can be baited into commiting some awful mistakes. Fake him
into doing Drill Claws, or Tornado Claws by jumping towards him, then block it. When
he jumps back after a blocked Drill Claw, strike him out. If you block a Tornado
Claw, throw a Super quickly. Wolverine is probably the easiest character to sucker
punch alot because all of his moves. Block all of his moves because they have
incredible lag time and take him out. Just be careful of Super Cancels. If you are
certain that there is no way Wolverin can possibly throw a Super Cancel, by all
means, bust him up real good.
22. Wolverine Alpha - Hooooh boy. Someone in Capcom must have said, "Hey! Wolverine
is so damn popular, why don't we give the players the oppurtunity to select two
Wolverines? We can simply make his claws instead of steel into bone and we can call
him Adamantiumless Wolverine!" Oh yes. Just what the game needs. More berserker
short stuffs.
Quote: ''I've had manicures which were rougher on my nails than you were." (MSH)
Assist Types:
A: HP Slash
B: Launcher
Y: Sliding Slash
Launcher - Standing HK
Special Moves:
Berserker Slash - qcb + P
Tornado Claw - dp + P (can be done in air)
Drill Claw - WK + HP
Super Moves:
Berserker Barrage - qcf + PP
Weapon X - dp + PP
Adamantiumless Wolverine!? Are you serious!? It's just a fancy shmancy name!
What they did was change his claws, that's all, and made him regress to the MSH type
Wolverine! Adamantiumless Wolverine!? What a load of crap!
Using Wolverine Alpha - Use the directions above. They both play the same anyways.
However you can end his aerial chain combos with a Tornado Claw, which mysteriously
can now be done in the air. Hmmmmm. Wonders never cease in this game. But even if he
plays like the MSH Wolverine, if some of you are looking for that irritating 99-hit
combo of his which he was notorius for back in MSH, forget it, numbnuts!!
Against Wolverine Alpha - Use the guide above. Both of them are just as predictable,
although, I think Wolverine Alpha's a mite faster than Wolverine. But still,
predictable.
23. Storm - Just like Rouge, the mistress of the weather has returned after a two
game absence. And just as in XMVSSF, there are players who know how to use her in
the cheapest ways possible.
Quote: "You are not worthy enough to challenge my powers." (XMVSSF)
Assist Types:
A: Typhoon
B: Lightning Attack
Y: Double Typhoon
Launcher: Standing HK
Special Moves:
Whirlwind - qcf + K (can be done in air)
Double Typhoon - hcb + K (can be done in air)
Lightning Attack - HP + WK (can be done in air)
Lightning Sphere - jump, qcb + P
Flight - qcb + K
Super Moves:
Lightning Storm -hcf + PP (can be done in air)
Blizzard - qcb + PP
Ororo has returned and I wonder why she even bothered.
Using Storm - Now Storm is one of the females who do not have speed on their side.
She's fast, but not that fast. Must be that cape of hers. Go ahead. Compare her to
the likes of Rouge, Psylocke, Marrow. I dare ya. You'll see that they're waaay
faster than she is, so that means you don't go traipsing around, whacking and
banging all the way. Two reasons for this is one: the aformentioned speed deficit,
and two, she has one of the wildest launchers I have ever seen. What you do first is
try to get the feel of Storm before using her. Try to learn when, after her
Launcher, would be the best time to start a aerial rave button combo. Play safe and
play defensive. Also, get your Assist charcters out once in a while to set your
opponents up for mean combos. Don't go standing in the back and firing away, for
although Storm does belong in the "Cheapo" ranks, she is in no way a good projectile
player. Why? See her Typhoon? Capcom has given her Typhoon a faster starting time,
however, she still telegraphs this move horribly. A slight stall, then fire.
Telegraph. Even her Double Typhoon is slow. When dashing, however, she's at par w
ith Magneto. Ice Storm is a big NO NO when going up against HUMAN players, because
it has the worst starting time in the game, giving opponents sufficient time to
block that move or worse, hit you with a very painful Super/Hyper Combintation
Super. Her Lightning Storm, however, now there's a different story. Comes out hard,
fast, and fills the whole screen. Great for suckering opponents who decide to sit
back and fire away below. Probably the best way to play with Storm is to fake and
thrust, fake and thrust.
Against Storm - The CPU version seems to be a student of Rouge's humanly impossible
combo, but with a twist. She first traps you, goes into that despicable combo all
the while throwing Assist characters at you left and right, knocks you down and goes
through the whole combo again. Best remedy for this avoid getting pushed into a
corner. If you feel she's pushing you to a trap, Hyper Jump or use an Assist
character to widen the playing feild a bit, give yourself some room t'move! Do
not attempt projectile trading unless you have a stronger projectile for her,
because Typhoon is like a Beam projectile. It cancels out lesser projectiles and
smacks you square in the face. However, Storm plays initialy alot like Cable, or
probably worse, because jump attacks always make contact, or high-low strikes take
her out. When her life bar reaches 50%, the CPU becomes pathetic. Easy win. Also,
I've noticed that alot of players who use Storm like to hang back and use the same
tactic in XMVSSF to gain an easy victory by constantly using Double Typhoons to trap
an enemy, keep him/her there, then slowly drain away his/her lifebar. The ultimate
cheese move! However, do NOT be afraid of that. NO NO NO! I'll admit. The Double
Typhoon is dangerous because it comes up from where you're standing, surprising you
sometimes. Well yes. Double Typhoon is dangerous...only when it hits the place it
thinks you'll be in! Learn to recognize the animation for Double Typhoon (shouldn't
be too hard. Storm first thrusts her arms forward, screams out the name of the move
then fires. that's all the time you'll ever need.) Moving two steps backward or
forward from the spot you were standing on will leave that Double Typhoon grasping
at nothing but air. It still amazes me how alot of players are suckered in by this
move. After neatly evading this patheticaly slow move, counterattack in the w!
ay
you thnk is best. I recommend a Super. But as always, caution is best, because she
could throw a powerful Lightining Storm at you, which, if close enough can drain
about 75% of your life! Keep an eye on the meter and attack wth precision and
caution.
24. Doctor Doom - Whoa! The Latverian Dictator is usable, after all that time in the
MSH game. At last, we get to find out just how damn strong he is.
Quote:''Cretinous children! You would match wits with Doom?"
Assist Types:
A: Photon Shot
B: Molecular Sheild
Y: Plasma Beam
Launcher: d+HP
Special Moves:
Plasma Beam - qcf + P (can be done in air)
Molecular Shield - hcb + K
Photon Shot - hcb + P (can be done in air)
Super Moves:
Electric Cage - qcf + PP
Photon Array - hcb + PP (can be done in the air)
Flame Javelin - qcf + KK
He's usable in the PSX game of MSH with the help of a Gameshark(see below).
However, I heard he's usable with just the right button combinations. I do NOT know
what that combination is. But I can refer you to my friend Anthony Palma at
zaku@eudoramail.com. He's been using button-combo cheats since the Famicom came out.
Ask him real nice and tell him who sent you.
Using Doom - Before we begin, some of you might be wondering, "Where's he's other
Launcher? Doom should have two Launchers, the standing C2x launcher. Where is it?"
To tell you the truth, that Launcher?....STINKS!! The moment it makes contact, it
knocks your opponent so high up, that you can't get a decent air combo in. It's
better to use the d+B Launcher instead. Trust me on this one. I should know. I lost
several times using Doom before I found out that his better Launcher was the d+B
Launcher. You could say I found out the hard way. Anyway, just like in MSH, he has
playable speed. Not too slow so as to bog you down, but not too fast either that you
go dashing in and out of fights. Somewhere in the middle. His Plasma Beam should not
be mistakened for another Iron Man/War Machine/Cable type of projectile, almost like
Magneto's. It comes out with quite a stall and hits only once (but it takes an
impressive amount of damage for a one-hit beam). It even stalls after firing. Use
it to keep jumpers away from you while you plan your strategy. His Photon Shot and
Molecular Sheild are good at canceling projectiles, except the Beam kind, and
protecting you from up close physical attacks. They even push a blocking enemy away
for a while. Try to do his Photon Array on the ground to surprise jumping foes,
because even if they're behind you, this Super really gives new meaning to the
term, ''spread shot''. Jump up and rain down on unsuspecting ground opponents who
like to do some baiting. His Electiric Cage comes out quite fast and is perfect
against Charge/Impact Supers (it's pretty obvious it won't Cancel out Beam Supers.
That's what got me killed in the first place. My Electric Cage couldn't Cancel out
Cable's Viper Cannon, which is why I suggest keeping this down to a minimum when
dealing with Beam Users. However, I'm not too sure about the other Beam Supers. E-
mail me and tell me your story.) Probably his only Cancelable Super is his Flame
Javelin. Simply Lancher then Flame Javelin (sortuvlike Captain Commando's Captain
Sword and Magneto's Magnetic Shockwave. I don't know about the others but I'm on it.
I'll let you know as soon as possible.
Against Doctor Doom - Funny thing is, CPU Doom? HE HASN'T CHANGED MUCH FROM HIS
STINT IN MSH!! AH HA HA HA HA HA! Which means, the way you played against him in MSH
is the same way you should play against him in MVC2, but this time, you're faster,
meaner, and have Super Cancels to boot. Heh heh heh. Need I say more? HUMANS....big
problem. These players have something known as a ''brain", especially the good ones,
which makes going against Doom pretty tough. But there is always a way out of
everything, right? No one can be that damn good without having any weaknesses. His
Plasma Beam has a slight stall before beginning. Just a slight stall, not really
that long, probably a fraction of a second, but once you recognize it's start up
animation, it's an easy matter to jump over it before it comes out and knock him in
the head, or block it near him and counterattack. It's only his Molecular Sheild and
his Photon Shot which seemingly have no ordinary way around them, well except if
you block it near then push away so as to keep him near because Doom has a slight
stall animation after these two moves come out, then strike him dead. Very few throw
Flame Javelin Supers out of the blue, but when they do, laugh at so stupid a
mistake, and throw a Super of your own. His Electric Cage can be Hyper Jumped over,
so do so and knock him into next Teusday or whichever day you prefer. It's only his
Photon Array Super which seems to have no weakness whatsoever. This one is only
Cancelable with a Beam Super and even if you do hit him with a Beam Super, some
remnants of his Photn Array still hits you, which make knock you out of your Beam
Super. So the only option left to you is to block it, bear it, and say, "Man! Is he
ever gonna pay
for that!"
25. Shuma-Gorath - The squid's back. And for the life of me, I still do not know
where he/she comes from, who he/she is, and what is his/her motives in the comics.
Is Shuma a guy / a girl?
Quote: "Perish, you insignificant little flea!" (MSHVSSF)
Assist Types:
A: Mystic Stare
B: Mystic Smash
Y: Mystic Stare
Launcher: standing WK twice
Special Moves:
Mystic Stare - Charge b 2 sec, f + P
Mystic Smash - Charge b 2 sec, f + K (can be done in air)
Devitilization - hcb + K
Super Moves:
Hyper Mystic Stare - qcf + KK
Chaos Dimension - qcf + PP, grab with HP or WP (Level 3 or more)
Mystic Slam - qcb + KK
Come on. I'm curious. What is Shuma? Where does this squid come from?
Using Shuma Gorath - With decently good speed, Squiddy is pretty fast in this game.
Also, if done right, its dash can go under some projectiles, even some Beam Supers,
if done right. Careful when doing its Mystic Stare. When blocked near, you leave
yourself open to a pretty long stall. The good thing about its Mystic Stare is that
it cannot be canceled by a simple, one-hit projectile, such as Hadouken, Megaman's B
shots (except for the runt's Plasma Cannon) or Soul Fist. The other plus with
this move is that if it does make contact, it gives you an automatic 6-hit combo,
then the eyes sticks. Now if you don't get hit by your foe or if he/she doesn't tag
out, the eyes will then detonate, giving you another powerful, unblockable hit. Of
course, if your opponent does hit you, it cancels the Mystic Stare's effects. But
hey, it's nice to dream, right? Its Mystic Smash is a great way to end an Aerial
Rave combo. Launcher, A, C, A, C, then Mystic Smash above. Also, it's a great way to
surprise foes from above, especially baiters. You jump over them, then, just when
they expect you to come down and release their guard, you throw a surprise Mystic
Smash. 6 hits and all very painful. Make use all the time of its f+D grab. This, as
some know, is its Life drainer grab which replenishes a little of your life. Also,
if it does make contact, jam on the buttons to give you even more life. Use this
move often to stay alive. His Devitalization comes out quick and is very easy to do,
but it's got to be done within a certain range. try to trick opponents into coming
close to you. Block attacks, but keep yourself close to him/her, then let it out,
baby! His Supers, strictly speaking, SUCK. Well....maybe suck is too harsh
a word. How about...PATHETIC?! His Hyper Mystic Stare comes out with a slight stall
and Heaven help whoever gets hit with this Super. His Chaos Dimension is somewhat
good, but just like the Devitalization, it needs to be within a certain range to be
effective. Only this Super needs to be even closer than the Devitalization, with so-
so damage. So make use of his moves more often than his Supers. It'll be more worth
your while in the long run.
Against Shuma Gorath - One thing that has improved its is its speed. other than
that, it still plays like it did in MSHVSF. Pathetic and suckerable. CPU version
only for you, because I have never gone up against a Shuma Gorath user. Hmmmmm.
Anyways, keep pouring in those jump attacks because it rarely blocks oiverhead
attacks. but the best way to play against it (because although it's not that hard
to beat, it does however like to toss around Assist Characters whenever you least
expect it) is to wait and bait. When it rushes back, it likes to toss Mystic Stares.
These are very easy to hop over. So do so and kick its ass (if it had one). Also, if
you bait it long enough by jumping towards it, Shuma will suddenly throw a Mystic
Smash. When you block it, rush it, because as I have said above, when Shuma's Mystic
Smash is blocked, it jumps back a bit during recovery. Rush it, Launcher and let the
good times roll! Don't let him get too near you because the CPU has a nasty habit of
giving a Devitalization when it gets close enough. Its Hyper Mystic Stare is nothing
to worry about, since it comes out pathetically slow, (but not slow enough to be
unable to catch unsuspecting players napping) giving you time to jump over it, or
Hyper Jump over it because it doesn't go up that much. It's range is purely
horizontal. Vertical range is out of the question. So go over the Super, get behind
Shuma and give it your best shot.
26. Spiral - The 6 armed witch is back after so long an absence, and only time will
tell if she will fit right into the MVC scene.
Quote: "If you take all the eyes that you have been given and still choose to remain
blind, how am I to blame?" (X-Men # 24)
Assist Types:
A: Single Sword Toss
B: Sword Barrage
Y: 6-Arm HP Attack
Launcher - d + HK
Special Moves:
Dancing Sword - hcb + P
Single Sword Toss - Press WP during Dancing Sword
Sword Barrage - qcf + P during Dancing Sowrd
Scatter Shot - qcf + K during Dancing sowrd
Six-Hand Grapple - dp + P
Super Moves:
Dimensional Dance - qcb + PP
Hyper Sword Dance - qcf + PP
Speed Dance - qcb + KK
Strength Dance - qcf + KK
When she's not getting down, jamming on with her opponents, ever wonder what she
does with 6 hands? Besides hitting?
Using Spiral - She's quite fast, I'll give her that. However, her jumping ability
sucks tons! She sort of floats for a while when she jumps towards her opponents,
decreasing the power of her jump a bit. But as the users goes on, they may be able
to go around that little problem. Her Sword attacks are pretty good. takes out alot
of damage. However, you should learn to budget this move. "Budget? How?" you ask?
Well, when you throw a Dancing Sword move, 6 blades come out, (I know this is pretty
obvious to hardcore players, but this is for beginners). Each blade is one long
range shot which takes out block damage and can strike an enemy from afar which adds
even more power to Spiral's already long reach. Now, what you want to do is; if
you're attacking an enemy, you might want to keep him or her away as long as
possible. So you throw it one by one. Also, try to trick opponents into making a
move with long recovery time and hit them with one of Spiral's blades, kind of like
a long range suckerpunch. It can even cancel out projectiles, leaving you with five
more for the count (unfortunately, beam projectiles will disperse the blades and hit
you. Sorry.) Mix your battle with moves like the Sword Barrage and the Scatter Shot.
These also keeps enemies at bay, especially the runners and can even strike them
when they're waaay up there as a result of a Hyper Jump. Of course, down side is, if
you get hit, Spiral loses the swords swarming around her. Think of that runt
Megaman's Leaf Sheild. If you block, the swords will stay. If you get knocked in the
kisser, then you lose your swords and you have to do the Sword dance allll over
again. It's that simple. When you do get the chance, use a Speed or Strength Dance
to even increase her chances of winning. Her Dimensional Dance comes out very
quickly, which is why you should use this when your foe least expects it. It comes
out fast, has the ability to shock your opponent, and has a massive 26-27 hits
since it gives out smacks from the entire Marvel Team. An awesome Super. Her Hyper
Sword Dance is slow. VERY slow, Emphasis on VERY, when it comes out. Not good to use
against any opponent unless it's the CPU or some brainless fool who challenges you,
because this takes some time to come out, in which the opponent can do three things.
Either block it, Hyper Jump over it, or worse, Super you out. Try to keep the use of
this Super to a minimum.
Against Spiral - No one has ever challenged me using Spiral, probably because
everyone is still experimenting with her, as am I. So, I can only give you the CPU
version for now. Simply put, the CPU is pathetic, especially when Spiral is the last
opponent. Plays just like Cable. Very susceptible to jumping attacks. You have to
watch out for her when she's one of the earlier characters, like say the team
leader, because she really enjoys calling for Assists. What you want to do is to
simply make sure that Spiral does not get the chance to make use of her swords. It's
that simple. If you can prevent her from calling out her blades, then the game is
yours. Do so because in desperate situations, the CPU can do some pretty crazy
things with those swords, some humanly impossible to do when using her. I
found that out the hard way. Lost my entire team to the CPU because I made that
mistake. So when you face her, rush her, don't give her a chance to do some magic,
throw some of your own, whether in moves, Assists, or Supers. In a while, she goes
down for the count. HARD.
27. Sentinel - Now here's a character whom I thought I would never see participate
in an MVC game.
Guess I was wrong.
Quote: ''Mission completed. Mutant terminated" (What they say in mostly all of the
comics they've
been in.)
Assist Types:
A: Rocket Punch
B: Launcher
Y: Sentinel Strike
Launcher - standing HK
Special Moves:
Rocket Punch - qcf + P (can be done in air)
Upward Rocket Punch - dp + P (can be done in air)
Sentinel Force - qcf + K
Flight - qcb + KK
Super Moves:
Plasma Storm - qcf + PP (can be done in air)
Sentinel Storm - qcf + KK
Is it just me, or is this thing probably the coolest character in the game. I mean
by looks alone. Incredible. If the Sentinels really looked like this in the comics,
that would be awesome! He looks like something straight outta Gundam or some other
crud like dat!
Using Sentinel - He's still powerful, I'll give him that. His dash is amazingly
quick for someone of his stature. Even faster than the Hulk's. What's even better is
that the Super Armor of Juggernaut is with him. Think of it as the combined might of
Juggernaut and Hulk and the speed of Colossus. Drawback? His jumping attack is like
Spiral's only a tad slower, with alot of emphasis on the 'float'lag time. Also,
Sentinel's Launcher is telegraphically slow. And when it gets blocked or it misses,
this places the big guy in a very BAD position. His Rocket Punch come out pretty
fast and can catch opponents napping when thrown right. LP sends in diagonaly down.
HP sends it straight ahead. But it will take some time before you master combining a
rocket Punch to end an Aerial Rave combo. His Sentinel Force is good in keepin
opponents at bay. The type of Sentinal Force attack depends on the strength of the
Kick. LK sends them dashing towards the enemy. HK sends them over the enemy, raining
bombs on them. Don't be using his Flight too often. It renders him defenseless
against attacks since it robs him of the ability to block attacks. His HP attack is
an automatic beam attack which sort of makes him like Megaman. Sort of. The only
reason this move can't be registered in the same bracket as Megaman is because it
has a stall in coming out and it really doesn't do that much damage. (He SPITS it
out! What've we become!? SPITTERS!!??) Don't try doing his Plasma Storm all the time
on the ground. It comes outlike Chun-Li's Kikoushou, only it comes out in front of
Sentinel and it only goes until his waist. So no dice there. But if you do it in the
air, now that's a different story. Launcher, A, C then Plasma Storm. It comes out
like sortuva rushing dash like Jill's Shoulder Cannon. Here's an idea. try ending
the aerial rave combo with a Rocket Punch THEN Plasma Storm. Heavy hittng! Another
incredible Super of this fighting machine is his Sentinel Storm. Doesn't come out as
fast as his Plasma Storm but it does the job. Almost like Spiral's Hyper Dancing
Swords. Only faster. When you get desperate, he recovers so fast from this Super
that you can throw another one the moment the last one stops. Finish up your entire
stock of Super meters.
Against Sentinel - Play against him like you would against the Juggernaut, but use
the same kind of caution on him like the one you would give against Colossus. This
guy is fast, mean and has enough power to take you out in seconds. But still, the
CPU version isn't that hard. Plays almost identical to the Juggernaut. So take the
fight to him. HUMANS can pose a problem. The Rocket Punch may be fast, but it has
sort of a slow start up time and recoil time as well. Measure the time it takes for
the Rocket Punch to go and the time it retracts. It may take time but when you
finally get it, every Sentinel users will regret every blocked Rocket Punch. Dont
try to rush in all the time because you might eat Sentinel Force if you're not
careful. Also, jumping all the time won't help, because Sentinel has an awful habit
of grabbing you very quickly in the air. Those little Sentinels can be destroyed,
y'know. A small jump kick or projectile can take out one little bugger. However
you'll have to contend with the other two that follow THAT little bugger. So hit
them with a big Super, preferably a Beam or Charge Super, one that really takes up
alot of space, because when you do that, Sentinel won't be able to block that little
attack. Why? Everytime he calls out those little Sentinels, he assumes a pointing
stance that doesn't end until all the Sentinels have done their business and left
the screen. BOOM! Watch out for his Supers, but nothing to worry about with a ground
Plasma Storm. Just stay away from him and you won't even get block damage if you're
beyond his reach. Watch out for his Launcher, though. Don't expect opponents to
throw a Launcher at you right outta the blue, since it comes out soooo slow. They
might rather throw a Launcher when you least expect it. Sucker punch! That's when
the Plasma Storm becomes dangerous. His Sentinel Storm? This Super is dangerous!
Especially when the Sentinel gets desperate, because he starts throwing them very
quickly and in rapid succession. Don't even think of going behind him because this
is where the little buggers can REALLY give you a beating. So just block and pray
for no cheese K.O, or better still, recognize the start-up animation then fire your
OWN Super before the Sentinels come out. Cancels that mean ol' Super and knocks
Sentinel right out of his microchips!
28. Thanos - Well, Death's son has returned after soooooo long an abscence and just
like Doom, it's pretty neat to be able to use him after all this time.
Quote: "Millions have known death at my hands. Now you will join them!" (MSH)
Assist Types:
A: Mental Lancer
B: Bubble Trap
Y: Launcher
Launcher - d + HP
Special Moves:
Bubble Trap - qcf + P
Mental Lancer - qcf + K
Super Moves:
Power Gem - qcf + PP
Space Gem - qcf + KK
Reality Gem - qcb + PP
Soul Gem - qcb + KK
Sad thing is, you can't pick up the Gems if you hit him with a Super. rats.
Would've been neat though. Oh well. I guess you can't have everything, eh?
In case you're wondering, I don't have anything on Thanos, Using or Against (or
Servebot as you'll see below) since when I finsihed this FAQ the only last new ones
to be released where Felicia and Sentinel. This move list came from Ben Thunder (not
his real name) and a few corrections from the movelist on www.capcom.co.jp. But I do
hear that Thanos plays just as he had done back in MSH, only a tad faster and enjoys
throwing multiple combos all the time, which means that he's as predicatable here
just as he was back in that game. So if you people out there still know how to fight
against Thanos back in MSH, get ready for a ride!
III. Capcom Characters
29. B. B. Hood - Little Red Riding Hood on steriods and with a major attitude
problem! Hood makes her debut on the Marvel vs. Capcom scene far away from the other
losers in the Darkstalker genre and it looks like she's out to leave a very big mark!
Quote: "You sleepy baby. You need a wake-up shot!? HA HA HA!!" (Darkstalkers 3)
Assist Types:
A: Smile & Fire
B: Molotov Flame
Y: Shyness Strike
Launcher: standing WK twice
Special Moves:
Smile & Missile - charge b 2 sec, f +P/K
Hop & Missile - charge d 2 sec, u + P
Shyness Strike - qcb + P
Molotov Fire - dp + P (can be done in air)
Ring Around The Posies - hcb + P (near foe)
Super Moves:
Cool Hunting - qcf + PP
Apple For You - hcb + KK
Beautiful Memory - hcf + KK
I have never, in all my gaming years, seen a game character more twisted and
perverse than this seemingly innocent little girl/killer. I LOVE IT!!
Using B.B. Hood - She's somewhat down in the speed department, but her dash is
pretty much decent. Her Launcher, because of its range, may prove to be a bit
difficult to pull off against opponents, so try to get it very near them. Or simply
suck them in with a jumping two hit C combo, then dash forward quickly while they're
stunned and throw another 2 hit C combo. She has a damaging delay combo when you've
got them in the air. A, C, A, C, stall for half a second, then C, C, then her
Molotov Fire. Don't underestimate this move. Her Molotov Fire does about as much
damage as Dhalseim's Yoga Flame move. Her Missiles go the way of Sagat's (ever
wonder why HE never got a shot in any of the Marvel vs Capcom series?) One goes
over, the other goes under. Learn which is which and keep your enemies guessing.
However, it would not be wise to use this move often, since they come out
ridiculously slow and any fool can either duck or jump over said missile before it
even comes withtinan in! ch of them. Her Cool Hunting is, in my opinion, one of the
most awesome move in the whole MVC2 game! If timed right, it can deal up to 60-hits
of damage! AH HA HA HA!!! POWER!! It comes out quickly, which means this is