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Game Cheats » Sega Dreamcast (DC) » Games Starting with the Letter M » Marvel vs. Capcom 2: New Age Of Heroes - Strategy Guide (Page 01)

Marvel vs. Capcom 2: New Age Of Heroes - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Marvel vs. Capcom 2: New Age Of Heroes - Strategy Guide (Page 01).

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   M A R V E L   V S .   C A P C O M   2   N E W   A G E   O F   H E R O E S
=--------------------------------------=---------------------------------------=
                             For the Sega Dreamcast
                           Japan/Asia Region Release
                        FAQ and Move List 1.00 (4/14/00)
=--------------------------------------=---------------------------------------=
     Logo, design, and Capcom characters are Copyright 2000 Capcom Co., LTD 
        Marvel Characters TM and Copyright 2000 Marvel Characters, Inc.
                      Strider Hiryu Copyright Moto Kikaku

               FAQ/Move List Copyright 2000 Jeff "CJayC" Veasey
  
     The latest version of this document may always be found at GameFAQs:

THIS DOCUMENT MAY NOT BE REPRODUCED WITHOUT FOLLOWING THE SPECIFIED GUIDELINES.
              SEE THE FINAL SECTION OF THIS DOCUMENT FOR DETAILS.
=--------------------------------------=---------------------------------------=

-- C O N T E N T S--

I.    Introduction and Version History
II.   Game System
III.  Character Move Lists
IV.   Secret Factor
V.    How to Hack the VMU Save Game
VI.   Administrivia

-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I.    Introduction and Version History

3-on-3 battles.  56 characters.  3D backgrounds.  'Nuff said.  

Version History:
V0.10 (03/30/2000): First Release.  Game System, Move Lists for the first 24
                    playable characters, VMU Save Game hacking guide.
V0.15 (03/30/2000): Added nine additional characters to make 31/56.
V0.20 (03/30/2000): Added nine more to make 40/56.
V0.25 (03/31/2000): Added five more to make 45/56, Biography.
V0.50 (03/31/2000): Added move lists to make 56/56, VMS file memory map.
V0.55 (03/31/2000): Expanded the Biography section.
V0.60 (04/01/2000): Added additional moves for characters 1-5.
V0.65 (04/01/2000): Added additional moves for characters 6-15.
V0.70 (04/09/2000): Added additional moves for characters 6-15, Secret Factor.
V0.75 (04/09/2000): Added additional moves for characters 25-32. 
V0.80 (04/10/2000): Added additional moves for characters 33-40. 
V0.85 (04/10/2000): Added additional moves for characters 41-56. 
V0.90 (04/11/2000): Additional corrections and additions.
V0.95 (04/13/2000): Greatly expanded Game System. 
V1.00 (04/14/2000): Added damage percentage and Power Drain notations for all
                    characters.  Added info about Zangief's two spin throws,
                    S.Samurai's dash, Omega Red's Slam & Double-Slam.  Released
                    the guide for free distribution.

=--------------------------------------=---------------------------------------=

II.   Game System

=-------------------------=
=Abbreviations and Symbols=
=-------------------------=
   P: Any Punch button
   LP: Light Punch button
   HP: Heavy Punch button
   PP: Both Punch buttons

   K: Any Kick button
   LK: Light Kick button
   HK: Heavy Kick button
   KK: Both Kick buttons 

   PA: Partner A (the higher partner)
   PB: Partner B (the lower partner)

   ST: Start

   F: Forward (Towards the opponent)
   B: Backward (Away from the opponent)
   D: Down
   U: Up

   1 , 2 , 3: Perform action 1, then 2, then 3 in very quick succession
   1 -> 2 -> 3: Perform actions 1, then 2, then 3 in quick succession
   1 + 2: Perform actions 1 and 2 at the same time

   *: Undocumented move (not in the game booklet or Capcom's web site)
   +: "Awesome" Assist Type

=--------=
=Controls=
=--------=
In the Arcade, MvC2's controls have a six-button layout, with the Start
button having additional functions once the game begins:

     O                       ST
     |       LP  HP  PA  
     |       LK  HK  PB
    ---

This is a radical change from the layout of the other three games in the
series which had three punch and three kick buttons.  The "medium" punch
and kick buttons have disappeared, and have been replaced by buttons for
Partner A and Partner B.  During gameplay, the Start button is used to taunt,
and after a round can be used to break the win animation of a character (see
below for more details).

For the Dreamcast and Arcade, the default commands are as follows:

Command           Arcade     Std. DC Pad   Arcade Stick
-------------------------------------------------------
Movement          Joystick   Digital Pad   Joystick
Light Punch       LP         X Button      X Button
Heavy Punch       HP         Y Button      Y Button
Partner A         PA         L Trigger     Z Button
Light Kick        LK         A Button      A Button
Heavy Kick        HK         B Button      B Button
Partner B         PB         R Trigger     C Button
Pause             --N/A--    Start         Start
Taunt (Chouhatsu) Start      A + Start     A + Start
Win Pose Break    Start      Start         Start

On the Dreamcast, in the game's pause menu there are options for changing the
game controls to your own configuration, such as assigning LP + HP to a single
button or even assigning the Taunt to a button.  Of course, with only six 
buttons, this means giving up one of the standard buttons to play with.

=------------=
=Assist Types=
=------------=
When selecting your characters from the opening screen, you will need to select
an Assist Type for each character.  The Alpha, Beta, and Gamma Assist Types
are unique to each character, and the selected type determines the Variable
Assist and Variable Combination moves that the selected character will perform.

For each character's Assist Types, one is noted as "Awesome" on the character
select screen.  While this type doesn't appear to be necessarily better than
the other two, it's the recommended type to choose until you have decided on
the best set of types to mix and match.

The Assist Type listed on the character selection screen will tell you 
generally about that character's Variable Assist and Variable Combination moves,
although characters with limited or unique Hyper Combos may not necessarily 
conform to the description given.  Each character's Assist Type is one of the 
following:
  Shooting Attack:  Character launches a projectile attack
                    Example: Ryu's Hadouken
  Air Attack:       Character launches a primarily anti-air attack
                    Example: Ryu's Shoryuuken
  Irregular Attack: Character launches a non-traditional attack
                    Example: Iceman's Ice Avalanche
  Movement Attack:  Character launches a moving melee attack that begins
                    from the current character's location
                    Example: Ryu's Tatsumaki Senpuu Kyaku
  Balance Assist:   Character's Variable Attack and Variable Combination moves
                    compliment one another
                    Example: Psylocke's Psy-Blast (Shooting) and Psy-Thrust
                             (Rush)
  Rush Attack:      Character launches a moving melee attack that begins
                    from the edge of the screen
                    Example: Rogue's Repeating Punch
  Throw:            Character attempts to throw the opponent
                    Example: Zangief's Flying Power Bomb
  Recovery:         Character gives the current character a life-up item.
                    Example: Jill's Red + Green Herb
  Sweep Attack:     Character launches a melee attack that spans almost all or
                    the entire screen, usually hitting low
                    Example: Blackheart's Dark Thunder
  Launch Attack:    Character attacks with a Aerial Rave Launch move.
                    Example: Gambit's Crouching HP
  Attack Assist:    Character launches a trap/grab projectile or attack
                    Example: Spider-Man's Web Ball
  Ability Assist:   Character gives the current character a power-up item.
                    Example: Ruby Heart's Power Up

=-----------------=
=Hyper Combo Gauge=
=-----------------=
The Hyper Combo gauge, located at the bottom of the screen for each team, 
displays the current number of Hyper Combo levels available for that team. When
empty, the bar is empty, but with each non-Hyper Combo attack (hit or miss, 
regular or special) or received hit, the bar fills with color (from center to 
side) until an additional level is gained.  Up to 5 Hyper Combo levels can be
stored for a team, and this level is denoted by "MAX".  

Hyper Combo levels are used to perform Hyper Combos, most of which use up one
Hyper Combo level.  Some other types of moves use up the levels as well; these
are outlined in detail below.

=-----------=
=Hyper Combo=
=-----------=
The Hyper Combo is a special move that, when successful, can do a large amount
of damage to a single opponent.  Each character has one or more unique Hyper
Combos that can be performed against the opponent.  Most Hyper Combos require
and use one Hyper Combo level, although their are some that require and use
three levels.  Each character has their own unique commands that initiate a
Hyper Combo, so see the Character Move Lists below for details.

Before a Hyper Combo, there is a slight pause where the screen darkens and the
character performing the move gathers energy.  During this pause, the opponent
cannot move, although if the Hyper Combo is one that does not connect instantly,
this does give them a short period in which to prepare a guard.

=-------------------=
=Delayed Hyper Combo=
=-------------------=
The Delayed Hyper Combo allows up to all three characters on a team to perform
Hyper Combos against a single opponent in quick succession.  Once the first
character is currently performing a Hyper Combo, if you perform any of the 
Hyper Combo commands for Partner A (the one listed first below the current
character), the current character's Hyper Combo will immediately stop, and 
Partner A will jump in and immediately begin the Hyper Combo that was chosen.
The current character becomes Partner B, and the character that was Partner B
then becomes Partner A.  During normal game play, you can perform this a 
second time, allowing all three of your characters to perform a Hyper Combo
against the opponent.

During a Delayed Hyper Combo, Hyper Combo levels are used up as if each 
character had independently performed a Hyper Combo.

Take note that if the Hyper Combo used is one that does not strike immediately, 
then the opponent may either fall to the ground unharmed by the second combo or
even be able to block it.

=--------------------=
=Variable Combination=
=--------------------=
The Variable Combination has up to all three partners attack the opponent at
once with a simultaneous Hyper Combo.  By pressing the Partner A and Partner B
buttons at the same time, a number of characters equal to the number of Hyper
Combo levels available (up to 3, naturally) will perform a set Hyper Combo at 
the same time.  Each character's Variable Combination depends on the Assist
Type chosen at the time of character selection.  Full details on each Hyper 
Combo used are given in the Character Move List below.

The Variable Combination can only be performed while the character is standing
or crouching on the ground and not performing an attack or actively guarding.

If you have only one Hyper Combo level, only your current character will 
perform their set Hyper Combo.  If you have two Hyper Combo levels, your
current character and Partner A will perform Hyper Combos.  If you have three
or more Hyper Combo levels, both Partners will attack along with you.

=--------=
=Snapback=
=--------=
The Snapback move allows you to knock the current opponent out of play for 
several seconds and force in the opponent's partner of your choice.  With
a motion of D, DF, F + either of the Partner buttons, the screen will pause
briefly (as it would for a Super Combo) and your character will launch a short
punch or kick.  If it connects and is not blocked, it will knock the current
opponent out of the field of play.  D, DF, F + PA replaces the current opponent
with Partner A, D, DF, F + PB replaces the current opponent with Partner B.

The Snapback does have a high price, however.  One Hyper Combo level is used
upon each execution, whether it is successful or not.

=---------------=
=Variable Assist=
=---------------=
The Variable Assist allows you to call in one of your Partners for a Special
Move or normal attack against the opponent.  The Variable Assist of each 
character is determined by their Assist Type (see above for more information,
and see the Character Move List for information on exactly which moves are 
performed).

By pressing either of the Partner buttons, the corresponding Partner (A or B) 
will jump onto the screen, perform their Variable Assist attack, taunt, and
then jump off screen.  During this time, the newly arrived partner is 
vulnerable to attacks from the opponent, and they can take damage.  However,
all damage an assisting character takes is recoverable.

=----------------=
=Variable Counter=
=----------------=
While actively guarding from an attack, you can call in one of your partners
to counterattack the opponent.  B, DB, D + either Partner button calls in the
respective Partner to counter the opponent with a special move or normal
attack.  A Variable Counter uses up one Hyper Combo level per use.

=---------------=
=Variable Attack=
=---------------=
To tag out to another Partner, you can use the Variable Attack.  By pressing
LP + LK for Partner A or HP + HK for Partner B, your Partner will fly onto the
screen with an attack, and your current character will leave.  

If your Variable Attack strikes, the opponent will be thrown spinning into the 
air, unable to block or attack.  During this time, you can follow up with an
attack or combo.

=-----------=
=Aerial Rave=
=-----------=
An Aerial Rave occurs when you launch an opponent into the air with an attack
and follow them upwards with a combo.  To perform an Aerial Rave launch, each
character has one or more commands that will cause a red circular flash around
the opponent, sending them into the air.  Immediately upon a successful launch,
hold the Joystick or D-Pad up to perform a Super Jump that matches the 
opponent's trajectory.  This allows you to follow up with additional hits and
perform an Aerial Rave combo.

Each character has at least one launch move that is either DF + HP or DF + HK.
All available launch moves are listed below in the Character Move List.

=----=
=Dash=
=----=
Dashing allows you character to cover ground towards or away from the opponent
more quickly.  For larger, slower characters, this is an essential ingredient
to their attacks.  During a dash, you are vulnerable to attacks, but you can
attack at any time.

To dash forward, push the joystick towards the opponent twice quickly or press
both punch buttons together.  To dash backward, push the joystick away from
the opponent twice quickly or hold backward and press both punch buttons.

=----------=
=Super Jump=
=----------=
To perform a Super Jump that is much higher than your character's normal jump,
just move the joystick to any up position from any down position, such as 
D, U or DB, UF.  

=-----------------=
=Guard / Air Guard=
=-----------------=
To guard against an attack, hold back on the joystick.  While standing, holding
back guards from jumping and high attacks, but you can still be hit by a low
attack.  While crouching, holding back guards from high and low attacks, but
you can still be hit by a jumping or overhead attack.  While in Mid-Air,
holding back protects you from all attacks that come at you from the front.

=-----=
=Throw=
=-----=
In order to throw an opponent, you must be standing right next to them, and then
press forward or backward on the joystick while pressing HP or HK. 

=---------=
=Air Throw=
=---------=
In order to throw an airborne opponent, you must be also be in mid-air while
right next to them, and then press up on the joystick while pressing HP or HK. 

=-------------=
=Down Recovery=
=-------------=
To quickly roll and recover after being knocked down by an opponent, perform
a B, DB, D + punch or kick motion.  

=---------------=
=Advancing Guard=
=---------------=
While actively guarding an attack, you can press both punch buttons at the same
time to perform an Advancing Guard.  A blue circular flash will appear in 
front of your character, knocking your opponent backwards.

=-----------=
=Chain Combo=
=-----------=
Every character in the game has the ability to perform simple chain combos
consisting of three hits: light, light, heavy.  Whether the attacks are punches
or kicks, crouching or standing, every character has this combo set available.
Note that some character's second hit will drive the opponent backwards, 
leaving the third hit to be a guaranteed miss.

=-----------------=
=Taunt (Chouhatsu)=
=-----------------=
In the Arcade, a Taunt can be performed at any time simply by pressing the
Start button.  On the Dreamcast, pressing LK + Start at the same time will 
perform a Taunt, as just pressing Start alone will pause the game.  Every
character has their own unique taunt, and one character (Dan) has multiple
taunts and even a Hyper Combo taunt.

=--------------=
=Win Pose Break=
=--------------=
After winning a battle, your character will normally go into their win pose.
You can break from this pose by pressing the Start button, which will allow
you to freely control you character for a few seconds until the between-battle
screen pops up.

=----------------------=
=Character Order Change=
=----------------------=
Between battles, you can change the lead character of your team by pressing
and holding either the Partner A or Partner B button, depending on which 
character you want to use.


=--------------------------------------=---------------------------------------=

III.  Character Move Lists

=---------------=
=Move List Notes=
=---------------=
All characters are listed under their Japanese names.

"Biography" gives the team of the character (Marvel or Capcom), their alias 
(for Marvel characters) or American name (for Capcom characters), first 
appearance in a Marvel comic and/or Capcom game, and their previous appearances
in the VS. series.

"Character Data" gives the approximate percentage of damage that character will
take from enemy attacks (the median characters are 100%), and the ability that
Rogue gains from her Power Drain or Goodnight, Sugar moves.

"Extra Moves" are ones that are not considered Special Moves, but are still
moves unique to that character.  They are additional non-attack skills or 
slightly changed or enhanced versions of their normal attacks.

"Special Moves" are performed with a joystick motion and/or button press and
launch an attack against the opponent.

"Hyper Combos" are performed with a joystick motion and/or button press and
use up one or more Hyper Combo levels.

"Assist Type" lists for each type the type description, Variable Assist, and
Variable Combination moves.

"Aerial Rave Launchers" list the moves that will begin an Aerial Rave against
an opponent.

=-------------------=
=Universal Move List=
=-------------------=

  Hyper Combo
   - Unique to Each Character - See Move Lists
 
  Snapback
   - D, DF, F + PA or PB
   Knocks the current opponent out of play for several seconds

  Variable Assist
   - PA or PB
   Calls in Partner A or B for a quick attack

  Variable Counter
   - While Blocking, B, DB, D + PA or PB
   Calls in Partner A or B for a counterattack

  Variable Attack
   - LP + LK (for Partner A) or HP + HK (for Partner B)
   Tags out with Partner A or B who flies in with an attack

  Aerial Rave Launch
   - DF + HP or HK -> U
   Launches an opponent into the air, followed by your character

  Forward Dash
   - F, F or PP

  Backward Dash
   - B, B or PP + B

  Super Jump
   - D, U
   A very high jump

  Throw
   - F + HP or HK

  Throw Escape
   - When being thrown, U + HP or HK

  Down Recovery
   - After being downed, B, DB, D + P or K
   Allows you to roll away from your downed location

  Advancing Guard
   - While guarding an attack, PP

  Taunt
   - LK + Start

  Delayed Hyper Combo
   - During a Hyper Combo, initiate the move of one Partner A's Hyper Combo.
     Can be chained together for three Hyper Combos in a row.
 
  Instant/Double/Triple Variable Combination
   - PA + PB


=-------------=
=No.  1  Cable=
=-------------=

Biography
---------
  Team:              Marvel
  AKA:               Nathan Summers
  First Appearance:  New Mutants #87 / Marvel vs. Capcom 2
  Previous VS Games: NONE

Character Data
--------------
  Damage Setting:    100%
  Power Drain:       Power Up

Extra Moves
-----------
 *Hop Kick
   - F + HK

Special Moves
-------------
  Viper Beam
   - D, DF, F + P
     Can be performed in Mid-Air

  Scimitar
   - F, D, DF + P

  Elec-Trap
   - D, DB, B + K
     Can be performed in Mid-Air

  Sightage
   - F, DF, D, DB, B + P

 *Rushing Punch
   - D, DF, F + K

Hyper Combos
------------
  Hyper Viper Beam
   - D, DF, F + PP
     Can be performed in Mid-Air

  Time Flip
   - D, DF, F + KK

Assist Type
-----------
  +Alpha: Shooting Attack - Viper Beam / Hyper Viper Beam
   Beta:  Air Attack - Scimitar / Hyper Viper Beam
   Gamma: Irregular Attack - Elec-Trap / Hyper Viper Beam

Aerial Rave Launchers
---------------------
   - DF + HP
   - LP -> LP
    

=--------------=
=No.  2  Marrow=
=--------------=

Biography
---------
  Team:              Marvel
  AKA:               Sarah
  First Appearance:  Cable #15 / Marvel vs. Capcom 2
  Previous VS Games: NONE

Character Data
--------------
  Damage Setting:    115%
  Power Drain:       Speed Up

Extra Moves
-----------
 *Double Jump
   - During a jump, U

Special Moves
-------------
  Bone-A-Rang
   - D, DF, F + P
     Can be performed in Mid-Air

  Tearing Spine
   - F, D, DF + P

  Ricochet Slash
   - D, DB, B + K

  Ride & Slash
   - F, DF, D, DB, B + P
     Can be performed in Mid-Air

Hyper Combos
------------
  Stinger Bones
   - D, DF, F + PP

  Bone Baste
   - D, DB, B + PP
     Can be performed in Mid-Air

Assist Type
-----------
   Alpha: Shooting Attack - Bone-A-Rang / Bone Baste
   Beta:  Air Attack - Tearing Spine / Bone Baste
  +Gamma: Movement Attack - Ricochet Slash / Stinger Bones

Aerial Rave Launchers
---------------------
   - D + HP


=---------------=
=No.  3  Cyclops=
=---------------=

Biography
---------
  Team:              Marvel
  AKA:               Scott Summers
  First Appearance:  Uncanny X-Men #1 / X-Men: Children of the Atom
  Previous VS Games: XMvSF, MSHvSF, MvC (Helper Only)

Character Data
--------------
  Damage Setting:    100%
  Power Drain:       Power Up

Extra Moves
-----------
 *Double Jump
   - During a jump, U

Special Moves
-------------
  Optic Blast
   - D, DF, F + P
     Can be performed in Mid-Air

  Rising Uppercut (Gene Splice)
   - F, D, DF + P

  Cyclone Kick
   - D, DB, B + K

  Optic Sweep
   - F, DF, D + P

 *Throw & Beam 
   - Next to enemy, F, DF, D, DB, B + P

 *Running Neck Breaker Drop
   - Charge B, F + K

 *Rapid Punch
   - Charge B, F + P
     Tap P to add more hits

Hyper Combos
------------
  Mega Optic Blast
   - D, DF, F + PP
     Can be performed in Mid-Air

  Super Optic Blast
   - D, DF, F + KK
     Can be performed in Mid-Air
     Control direction with Joystick

Assist Type
-----------
  +Alpha: Shooting Attack - Optic Blast / Mega Optic Blast
   Beta:  Air Attack - Rising Uppercut / Mega Optic Blast
   Gamma: Movement Attack - Cyclone Kick / Mega Optic Blast

Aerial Rave Launchers
---------------------
   - LP -> LP
   - DF + HP
   - DF + HK

=-----------------------=
=No.  4  Captain America=
=-----------------------=

Biography
---------
  Team:              Marvel
  AKA:               Steven Rogers
  First Appearance:  Captain America Comics #1 / Marvel Super Heroes
  Previous VS Games: MSHvSF, MvC

Character Data
--------------
  Damage Setting:    90%
  Power Drain:       Power Up

Extra Moves
-----------
 *Cartwheel
   - F, DF, D, DB, B + P

 *Double Jump
   - During a jump, U

Special Moves
-------------  
  Shield Slash
   - D, DF, F + P
     Can be performed in Mid-Air

  Stars & Stripes
   - F, D, DF + P

  Charging Star
   - D, DF, F + K

Hyper Combos
------------
  Final Justice
   - D, DF, F + PP

  Hyper Charging Star
   - D, DF, F + KK

  Hyper Stars & Stripes
   - F, D, DF + PP

Assist Type
-----------
   Alpha: Shooting Attack - Shield Slash / Hyper Charging Star
   Beta:  Air Attack - Stars & Stripes / Hyper Stars & Stripes
  +Gamma: Rush Attack - Charging Star / Hyper Charging Star

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