Marvel Super Heroes - Strategy Guide (Page 06)
Below are the cheat codes, hints and help for Marvel Super Heroes - Strategy Guide (Page 06).
SPIDEY'S ENDING:
****************
(Not word for word...)
Basically, Peter Parker returns home to his apartment and tells Mary Jane
that he saved the universe ("Another day, another universe saved!"). Mary
Jane then announces she's having a baby, bla, bla, bla. The rest is just
some mushy stuff.
#############################################################################
CAPTAIN AMERICA:
----------------
Beginning Pose 1: Cap slides in off of a rope across the screen.
Beginning Pose 2: Cap stands adjusting his glove. His shield flies in
from the opposite side of the screen and he jumps up
and catches it.
Winning Pose 1: Cap holds his shield high and exclaims "Victory!"
Winning Pose 2: Cap exclaims "Freedom Prevails!"
Winning Pose 3: Cap smiles, raises his thumb to the opponent and exclaims
"Thumbs up, soldier!"
Taunt: Cap salutes and exclaims "Thumbs up, soldier!"
Regular Color: Blue suit (plus red and white of course)
2nd Color: Darker Blue suit
Background: what looks like a post-apocalyptic New York, with crumbled
buildings and such.
Post-Match Quotes:
Vs. Spider-Man-"There's no substitute for a living legend of WWII!"
Close Fight-"Thanks for the excersise pal."
-"I'm getting too old for this."
-"The fancy costume doesn't make a warrior. Get some
training.
******
STORY:
******
At the beginning of World War II, a proud American named Steve Rogers
signed up for the U.S. Armed Forces, to go fight for his country overseas.
He was turned down, however, because his body was much to frail to pass the
physical test. Crestfallen, he returned to his home, where government
specialists found him and proposed a dangerous experimental procedure.
Still determined to help his country, Rogers agreed, and the experiment was
successful; Rogers' body was augmented to that of an Olympic-class gymnast
and he gained heightened strength and stamina. Given a red, white and blue
suit and shield made of a near indestructible metal known as adamentium
(also what Wolverine's skeleton and claws consist of, BTW), he became a
symbol of all that is American; Captain America.
He fought patriotically against the tyranny of the Nazis alongside Namor
the Submariner and the original Human Torch (not Johnny Storm, the android)
as the Invaders.
After the war, Captain America was frozen solid, and was thawed out by the
super hero team known as the Avengers in the 60's, which at the time
consisted of Giant-Man, the Wasp, Iron Man and Thor (the Hulk had recently
quit the group). He soon joined the team, and after Iron Man left, he
became their field leader.
Since then, he has remained in the Avengers as a symbol of liberty and
justice.
Now, the mad Titan known as Thanos has gained possession of the
all-powerful Infinity Gems, and Captain America has joined the fray
alongside the X-Men, his fellow Avengers and Adam Warlock to regain them
before the universe is destroyed.
CHARACTER OVERVIEW:
*******************
Without a doubt the most well-rounded character in the game, and some would
say the best. He has a great offense built around his amazing Safe Ground
Combo, and can also work well on defense, especially when countering jump-ins
with the Jab Stars `n' Stripes, which allows him to OTG afterward for huge
damage. Couple this with the insane priority and damage of his Fierce attacks
and a multi-purpose IC, and you've got one hell of an opponent. Good for
beginners, deadly in the hands of an expert. And to top it all off, he's good
for a laugh, with one of the corniest speech-tracks in all of fighting games!
MOVES LIST:
***********
-Shield Slash (Low): QCT+Jab (can be done in mid-air)
-Shield Slash (High): QCT+Strong (can be done in mid-air)
-Shield Slash (Diagonal U/F): QCT+Fierce (can be done in mid-air)
-Stars `n' Stripes: F, D, D/F+any punch
-Cartwheel: HCB+any punch
-Charging Star: HCT+any kick
-Double Jump: U during any jump
-One-hand Slam: F or B+Strong or Fierce (close)
-Ground Launch: F or B+Forward or Roundhouse (close)
-One-hand Drop: F or B+Strong or Fierce (close in mid-air)
-Infinity Combo; Final Justice: QCT+all three punches
-Best Gem: Power
-Forward Dash; Quick Run: F, F or all three punches
-Backward Dash; Back Handspring: B,B or B+all three punches
-Infinity Counter; Jab Stars `n' Stripes: B, D/B, D+any punch
-Infinity Combo; Final Justice: QCT+all three punches
REGULAR MOVES ANALYSIS:
***********************
Cap's Jabs are basic fast attacks, useful up close and as ticks. S.Strong is
a Regular Launcher that does well as an air counter and comes out fairly
fast; follow it with a Strong Stars `n' Stripes or Air Combo.
S.Fierce is Cap's Strike, with GREAT range, and you should always cancel it
with a Jab Shield Slash if it connects for at least block damage.
Also note that the S.Fierce has GREAT priority against dashing attacks...
C.Fierce is Cap's other Regular Launcher, and is IMO one of Cap's primary
weapons. This is an excellent air counter and has a LOT of priority on both
jump-in and ground attacks; the C.Fierce is also a great Launcher with good
height and a perfect straight-up launch; very easy to follow with a SJ.Air
Combo. S.Short will hit opponents OTG, and is a very useful pester/tick up
close. S.Roundhouse does great damage and is also a decent air counterattack.
It has GREAT range; whenever this connects, cancel it into a Jab Shield Slash
or Final Justice. C.Roundhouse also has great range and always knocks the
enemy down. You can tack this on at the end of a combo if you want but there
are better options. Whenever this connects cancel into a Jab Shield Slash for
easy extra damage. J.Fierce has INSANE priority, some would say too much;
because of the vertical and horizontal range it covers, it is great for
air-to-air combat but is also an easy jump-in attack. This should be your
prime weapon whenever you're in the air. J.Roundhouse is decent in air-to-air
combat, but the J.Fierce is better--however, you can perform a downward jump
kick with J.D+Roundhouse, which is an excellent jump-in attack from closer
ranges.
SPECIAL MOVE ANALYSIS:
**********************
-Shield Slash (Low)-
(Captain America exclaims "Shield Slash!" and throws his shield to skim
across the ground, generally hitting the enemy in the shin area)
If you miss with this, it usually will hit the far wall and rebound to fall
to the ground, where you must again pick it up by walking over it. If it is
blocked fairly close or it connects, it will bounce back into the Avenger's
hand. This is the best Shield Slash to tack on the end of most combos, and
is best utilized otherwise to avoid most high projectiles and attacks (eg.
another Cap's Strong Shield Slash) and counterattack. Do not use this when
the opponent is in the air, because although Cap's recovery is decent, it is
rarely enough to avoid an air attack.
In the air, this will fire the Shield down at a 45 degree angle. If you miss
near a corner, it'll bounce off the wall and you'll have to pick it up again;
if it is blocked or it connects, Cap will usually catch it as he falls. This
a great technique for chipping away at the enemy on the ground, and is best
utilized after jumping ANY straight or D/F ground projectile attack. It can
also be used in some simple combos.
-----------------------------------------------------------------------------
-Shield Slash (High)-
(Captain America exclaims "Shield Slash!" and throws his shield through the
air to connect about eye level)
Again, if you miss with this, it usually will hit the far wall and rebound
to fall to the ground, where you must again pick it up by walking over it.
If it is blocked fairly close or it connects, it will bounce back into his
hand. This is IMO not as useful as the Jab Shield Slash, mainly because it
can be ducked. It comes out faster than the Jab version, however.
It can be jumped over with ease as well (in addition, Psylocke and Shuma
Gorath can dash under it!). It can be used OK in some combos, but usually
the Jab is SAFER.
In the air, this will throw it across the screen straight. If you miss near a
corner, it'll bounce off the wall and you'll have to pick it up again; if it
is blocked or it connects, Cap will usually catch it as he falls. This is OK
if you're across the screen from the opponent and you're both in the air; it
is faster than a lot of other mid-air projectiles, like Magneto's EM
Disruptor, and also great if Spider-Man tries to Web Swing over to you. Try
not to use it in up close air-to-air combat except to finish a combo because
if they air block it Cap's in trouble.
-----------------------------------------------------------------------------
-Shield Slash (U/F)-
(Captain America exclaims "Shield Slash!" and chucks his shield upward at
around a 45 degree angle)
Again, if you miss with this, it usually will hit the far wall and rebound
to fall to the ground, where you must again pick it up by walking over it.
If it is blocked fairly close or it connects, it will bounce back into his
hand. This is a good way to counter some block air attacks, or against an
annoying Magneto player who loves to chuck Magnetic Waves (although IMO it's
better to get under him for a Stars `n' Stripes or Air Combo). It can also be
used to a certain extent in combos after launchers. Do NOT use this if the
opponent is on the ground, because they will have plenty of time to dash in
and attack.
In the air, this will fire it upward at a 45 degree angle. If you miss near a
corner, it'll bounce off the wall and you'll have to pick it up again; if it
is blocked or it connects, Cap will usually catch it as he falls. This is
basically identical to the ground version, only in the air (duh). The only
real reason I can think of to use this is on opponents higher than you in a
Super Jump, or in Magneto's, Dr. Doom's and Iron Man's case, during Flight.
Again, don't use this when the enemy is close in the air, because it'll
probably miss them and they'll put a world of hurt on the Star Spangled
Avenger.
-----------------------------------------------------------------------------
-Stars `n' Stripes-
(In the typical Dragon Punch fashion, Cap exclaims "Stars `n' Stripes!" and
rises into the air with his shield pushed ahead of him)
It hits once with the shield, and without, the Fierce can hit up to 7
times! This move is totally DEVASTATING if you don't have a shield and have
the Power Gem engaged, hitting 9 times with the shadows for HUGE damage! At
first, this may seem like Cap's awesomest move, but I really have learned to
be careful with it. First of all, unless you're ABSOLUTELY sure that it will
connect, best in a combo, stick with the Jab version; the reason for this is
because he has the worst DP-move recovery time in the game, and if he misses
he is left at the mercy of ANYTHING; one of my friend's favorite moves here
is to jump up as Cap falls and Air Throw him... Even in a combo, I find this
tends to miss a lot unless you've got 'em in a corner. This also isn't too
bad as an air counter, but you're best to use Jab in this case as well,
because it can still be air blocked and the enemy will have time to punish
you even after he lands if you use the Strong or especially Fierce Stars `n'
Stripes. It is powerful though, bear in mind, so if you can get it in a combo
TRY VERY HARD to do so. NOTE: it is possible to OTG after the Jab version as
an air counter or NOT. See Combos.
NOTE: do NOT use the Stars `n' Stripes as an air counter when the Power Gem
is activated. The falling opponent will get hit by the first few hits, but as
Cap spins around to repeat the opponent will fall SLIGHTLY further and the
rest will miss, potentially leaving you open.
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-Cartwheel: HCB+any punch
(Cap performs a cartwheel forward)
A generally overlooked move, this is a VERY effective technique for Cap,
especially against keep-away fighters like Iron Man; it allows him to pass
through his opponent and more importantly, through projectiles. The timing
must be precise to go through projectiles, and I would recommend not doing
it through them up close, because his recovery is instant, but so might his
opponents. For example, if you were to Cartwheel through Spider-Man's Web
Ball, you would come out unscathed, but Spidey would recover in time to hit
Captain America as he recovers instantly from his Cartwheel, easily with a
Throw! So, your best bet is to use it from a distance to avoid projectiles
and GET close, then when you're close use the appropriate tactics. Also, as
an alternative to his Infinity Counter, you can Cartwheel through a lot of
fast jump-in attacks and counter them from behind (eg. Iron Man's D+Forward
Knee Thrust.) Note: I will require more time to research this, but I
believe the Cartwheel can be used in the same fashion as Ken's Roll from
SFA2; use it in the middle of a combo, and the instant you recover, Throw...
This is a pretty thorough list of the things you should and shouldn't
Cartwheel through for each fighter (remember that you must TIME it against
projectiles--too early or too late and you'll get hit):
Yes: Hulk's Ground Chuck, Iron Man's Knee Thrust, Iron Man's Jab UniBeam,
Iron Man's Smart Bombs, Iron Man's missle (C.Fierce), Wolverine's
C.Roundhouse, Psylocke's PsiBlast, Psylocke's PsiDrill (move after
coming out of Teleport), Spider-Man's Web Ball, Web Throw or Web Swing,
Captain America's Shield Slash, Magneto's Hyper Grav (I think),
Magneto's Magnetic Wave, Shuma Gorath's Mystic Stare, Shuma Gorath's
Stone Drop, Blackheart's Inferno (not the tracking version...)
No: falling part of Hulk's Gamma Crush IC, Iron Man's Proton Cannon :), Iron
Man's Strong/Fierce UniBeam, Iron Man's Repulsor Blast, Wolverine's BB
or SBB, Psylocke's PsiThrust or Kochou Gakure, Magneto's Shockwave, or I
don't think EM Disruptor either, Any of Juggernaut's Special Moves!,
Shuma Gorath's Mystic Smash, either of Blackheart's ICs, or Dark Thunder
NOTE: If anyone has additions or corrections to this list, please submit
them, I have done all of these, but maybe some of them were very lucky
and they don't work consistently...
Whew! So as you can see, it can be extremely effective, but can also be
your doom if the opponent recovers fast enough to hit you as you come out of
the Cartwheel, or the move stays out too long and you come out right in it
anyways!
-----------------------------------------------------------------------------
-Charging Star-
(Cap exclaim's "Charging Star!" and rushes the opponent with his shield
out)
Without the shield and/or with the Power Gem initiated, this will also hit
multiple times; this is another prime example of what I'm talking about with
being careful. If this is blocked, the enemy has plenty of time to set up a
beautiful combo, so you must make sure this connects; after hitting a
standing enemy with a standing Roundhouse or Short -> Forward -> Roundhouse
series, you can finish with this; it does good damage. It will also hit OTG
cancelled out of a C.Roundhouse.
Here's its greatest strength: it nullifies projectiles! Remember how
Colossus' Shoulder Charge absorbed Fireballs and continued on through? Well,
the Charging Star works in a similiar fashion, although Cap doesn't advance
quite a ways after he has absorbed the projectile. This makes it so Cap
cannot barrel through any projectile and smack the opponent, but he can still
do this if you're right up close. Ideal for long-lasting projectiles, like
any of Dr.Doom's beams, Magneto's EM Disruptor, or Iron Man's UniBeam.
-----------------------------------------------------------------------------
-Double Jump-
(Cap performs a hop in the air to increase his vertical distance)
This is a great way to avoid most ground-based projectiles, even more so
than the Super Jump. This is because the Super Jump usually puts you up
much too high for you to nail 'em with a Jab Shield Slash while they shoot
their projectile. Remember you can Double Jump ANYTIME during a jump, so
use it if you accidentally jump in at your opponent and they prepare to
counter with one of their Launchers or other air counters (eg. Wolverine's
standing Roundhouse).
-----------------------------------------------------------------------------
-One-hand Slam-
(Cap grabs the opponent and slams them into the ground over his shoulder)
Decent damage and can sometimes be followed with an OTG combo. I'd be trying
to connect with the Forward or Roundhouse Throw, though, as you have the
potential for a lot more damage.
-----------------------------------------------------------------------------
-Ground Launch-
(Cap grabs the opponent, falls on his back and heaves them high into the air)
The better of his two types of ground Throws, this Throw lines the enemy up
PERFECTLY for a Fierce Stars `n' Stripes as soon as you turn around. You can
usually follow it up with a jumping Air Combo, although you'll have to direct
the jump forward. You can also juggle with an Air Throw, or D.C.Fierce+Air
Combo... OR a Final Justice :). See combos.
-----------------------------------------------------------------------------
-One-Hand Drop-
(Cap grabs the enemy in mid-air and chucks them into the ground one-handed)
Decent damage but as far as I can tell it can't be followed up, unless it
happens real close to the ground. Go for it if you want.
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-Best Gem; Power-
This is Captain America's best Gem; once activated, he will not only be
more powerful, but shadows of himself trail behind him and mimic his
movements, adding extra hits to attacks. His Stars `n' Stripes hits 9 times,
as he repeats the rising uppercuts, and if you do a Shield Slash it will be
followed by shadows and hit three times. Go for a big combo when this Gem is
activated, but remember to be RIGHT up close if you're trying to hit with the
shadowed Stars `n' Stripes, because when turning around for another uppercut
Cap may miss the opponent.
-----------------------------------------------------------------------------
-Forward Dash; Quick Run-
(Cap dashes forward quickly)
A fairly fast dash, mix it up with his backward dash on the ground to keep
the enemy guessing. Dash in for a big combo whenever you see the chance.
-----------------------------------------------------------------------------
-Backward Dash; Back Handspring-
(Cap performs a back handspring)
A fairy fast retreat, mix it up with the forward dash and the Cartwheel to
mix it up and counter when the enemy screws up. It MAY be possible to avoid
really low hits (i.e. Wolverine's D/F+Fierce Claw Slide) with this.
-----------------------------------------------------------------------------
-Infinity Counter; Jab Stars `n' Stripes: B, D/B, D+any punch
(Cap blocks an opponent's attack and counters with the Stars `n' Stripes)
This Infinity Counter is especially effective after blocking jumping attacks,
and don't use it on crouching moves like Sweeps, because Cap will block then
fly into the air and miss them, leaving himself wide open.
-----------------------------------------------------------------------------
-Infinity Combo; Final Justice-
(Captain America stands still to gather energy as the screen grows dark,
then exclaims "Final Justice!" and dashes at the enemy as in the Charging
Stars. If he connects, he will knock the opponent up then proceed to pummel
the opponent senseless with a multi-hit juggle combo, then finishes by
grabbing them and performing a jumping inverted piledriver into the ground)
This does great damage, although not as much as other Infinity Combos (eg.
Juggernaut's), but is quite effective and can be put in combos. Do NOT
just pull it out of the blue, because just like the Charging Star, if
blocked the Final Justice leaves him open to a quick but painful combo from
his foe. Instead, either fit it into a combo, or wait until the opponent
leaves an opening; a prime example would be after most Infinity Combos,
especially ones with huge recovery like Iron Man's or Juggernaut's; just
block and do the Final Justice; I myself, if blocking an Infinity Combo
right up close, prefer to go into a combo if they stay close enough (like
Wolverine's Super Berserker Barrage), but in some cases if you block from a
fair distance the Final Justice would be the better choice.
The priority AFTER the standing pose is quite high, so much that you can even
catch jump-ins and ANY regular move at ANY range, and a lot of Special Moves
too. If you have great reflexes, you can simply watch for the opponent to
twitch in the beginning of ANY move and pull it off... :)
BTW, this WILL hit downed opponents, but ONLY the charge itself--Cap
WILL NOT go into the combo, so don't bother. The Final Justice gives 9 hits.
COMBOS:
*******
-Safe Air Magic Series: Short -> Forward -> Fierce or Roundhouse
-Safe Ground Combo: D.S.Short -> S.Forward -> S.Roundhouse XX Final Justice
or Charging Star
If the opponent blocks... D.S.Short -> S.Forward -> S.Roundhouse XX Jab
Shield Slash
-Ground Magic Series: Weaker -> Stronger
-Jumping Magic Series: Zig-Zag (3 hits average)
-Launchers: S.Strong, C.Fierce
-Air Launchers: none
-Straight Launchers: S.Fierce
-Small Launchers: none
*BASIC COMBOS*
1. D.S.Short -> S.Forward -> S.Roundhouse XX Jab Shield Slash
2. D.S.Short -> S.Forward -> S.Roundhouse XX Roundhouse Charging Star
3. D.S.Short -> S.Forward -> S.Roundhouse XX Final Justice
4. D.S.Short -> S.Forward -> C.Roundhouse XX Jab Shield Slash (OTG)
5. J.Fierce, S.Jab -> S.Fierce
6. J.Fierce, S.Roundhouse XX Roundhouse Charging Star
7. J.Fierce -> S.Roundhouse XX Final Justice
8. D.C.Short -> C.Forward -> C.Roundhouse XX Jab Shield Slash (OTG)
9. Roundhouse Throw, Fierce Stars `n' Stripes
*INTERMEDIATE COMBOS*
10. D.S.Short -> S.Forward -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward ->
SJ.Roundhouse (FS)
11. D.S.Short -> S.Forward -> C.Roundhouse XX Forward Charging Star (OTG)
12. J.Fierce, C.Jab -> C.Strong -> C.Roundhouse XX Jab Shield Slash (OTG)
13. J.Fierce, D.S.Jab -> S.Strong XX Strong Stars `n' Stripes (or Fierce in
the corner)
14. J.Fierce -> J.Roundhouse, C.Forward -> C.Fierce -> SJ.Short ->
SJ.Forward -> SJ.Fierce (FS)
15. D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce
(FS)
16. Forward Throw, juggle with Final Justice
17. Forward Throw, D.C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS)
18. Forward Throw, SJ.Fierce Air Throw
19. Roundhouse Throw, J.Jab -> J.Short -> J.Forward -> J.Fierce
20. (corner) Fierce Throw, D.C.Short -> C.Fierce -> SJ.Short -> SJ.Forward ->
SJ.Fierce (FS)
21. Jab Stars `n' Stripes (as an air counter), D.C.Short (OTG) -> C.Fierce ->
SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS)
22. J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> C.Forward -> C.Fierce ->
SJ.Jab -> SJ.Short -> SJ.Fierce (FS)
23. J.Fierce, D.S.Short -> C.Strong XX Jab Stars `n' Stripes, D.C.Short (OTG)
C.Fierce -> SJ.Jab -> SJ.Forward -> SJ.Roundhouse
24. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->
C.Forward XX Jab Shield Slash
25. D.S.Jab -> C.Strong XX Jab Stars `n' Stripes, D.S.Short (OTG) ->
S.Roundhouse XX Final Justice
26. (corner) Roundhouse Throw, Jab Stars `n' Stripes, D.C.Short -> C.Fierce
-> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
27. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX
Jab Star `n' Stripes, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse,
SJ.Fierce -> SJ.Roundhouse
28. (corner) J.Jab -> J.Forward -> J.D+Roundhouse, D.C.Short, S.Strong XX
Jab Star `n' Stripes, C.Short (OTG) -> S.Roundhouse XX Final Justice
*ADVANCED COMBOS*
29. Captain America's MARVELous Combo:
Enemy must be in corner. J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short ->
S.Forward -> C.Fierce XX Strong Stars `n' Stripes, C.Short -> S.Strong ->
SJ.Jab -> SJ.Short -> SJ.Forward -> SJ. Fierce. While enemy starts falling
back down and passes you (you'll still be in same Super Jump), SJ.Fierce.
When enemy starts falling back down, Jump up and meet them in the air with
J.Jab -> J.Short -> J.Fierce.
Comments (#27): Thanks to guyver3 for this cool combo. The only thing that
really needs to be talked about is the final SJ.Fierce ->
SJ.Roundhouse. It is possible to connect with the
SJ.Roundhouse, then another Fierce -> Roundhouse because the
FS executed by his Air Combo finisher throws them forward
into the wall, not downward.
Comments (#29):
VERY special thanks to James Chen's MSH Combo FAQ for this Amazing 17 hit
combo! I have cut and pasted the explanation from James Chen's FAQ. Thanks,
James!
There are only a few things I need to discuss for this combo. First of
all, for smaller characters you need to change the initial three hits to
only two hits with J.Fierce -> J.Roundhouse highly recommended. And in the
Dashing Combo portion, skip the S.Forward on smaller enemies. Another
problem is that after launching the enemy off the ground with the C.Short
-> S.Strong, for no reason it is hard to connect all four hits from the
Super Jump. Sometimes, the first hit just misses, especially against Iron
Man. It might be safe to do a SJ.Short -> SJ.Forward -> SJ.Fierce and then
the rest and skip the SJ.Jab. After completing the Air Combo (SJ.Jab ->
SJ.Short -> SJ.Forward -> J.Fierce), the enemy will be knocked upwards and
you'll still be in the air. The enemy will start falling back downwards and
will fall faster than you and pass you by. This is when you hit Fierce
again. You will hit them out of the air while you are both on your ways
down and you'll land. The enemy, after being knocked BACK up, will start
falling down again. Jump up after them and meet them in the air with the
last three hits. After the last hit, they will be free to block again.
An alternate of this combo that doesn't allow the enemy to roll away is
to skip the Strong Starts and Stripes, C.Short -> S.Strong portion. Go
directly from the C.Fierce into the SJ.Jab -> SJ.Short -> SJ.Forward ->
SJ.Fierce portion. Then, at the end of the combo, instead of jumping back
up to meet the enemy in the air, you can just wait until they land and do
an easy S.Short -> S.Forward -> S.Roundhouse Juggle Combo that they can't
roll away from.
COMBO OVERVIEW:
***************
GROUND COMBOS: Although Cap's overall combinations are not huge or
multi-hitting, it is my opinion that Cap is the most well-rounded comboer in
the game. His Safe Ground Combo is HIGHLY damaging, and versitile in that you
can complete the entire combo (D.S.Short -> S.Forward -> S.Roundouse XX Jab
Shield Slash), or finish with a C.Roundhouse and Jab Shield Slash or Charging
Star to OTG, or you can chain into a C.Fierce if you need to, OR you can
cancel into a Final Justice for huge damage. The reason why this is so
powerful is that the original Safe Ground Combo is Cap's best offensive
pecking move, and when the S.Short -> S.Forward hits, you usually have enough
time to react and go into a bigger combo. This versitility of this combo is
what makes Cap such a great comboer.
In addition to the Safe Ground Combo variations and his Launcher, Cap can
also perform small combos finishing with the Stars `n' Stripes; the first 3
hits of the Safe Ground Combo USUALLY push too far away for even a Fierce
Stars `n' Stripes to connect, however you can do a D.S.Short -> S.Forward or
D.S.Jab -> S.Strong and finish with the DP move (use the Strong Stars `n'
Stripes after the S.Strong unless in the corner). To top it all off, if you
wanna show off, finish your ground combos with a Jab Stars `n' Stripes, and
follow with an OTG combo! Even if they Safety Roll, the Standing or Crouching
Short recovers to fast to easily counter.
AIR COMBOS: if you choose to use them, Cap's Air Combos are all right.
Unfortunately, you can get only 3 hits consistantly with Cap, however 5 is
frequently possible with proper timing; depending on the opponent, experiment
to see how many hits you are comfortable with. IMO Cap's Ground combos say it
all, but you may want to throw in an Air Combo here an there for variety (or
as an air counter).
THROW COMBOS: Cap's Strong/Fierce Throw leaves the enemy close to help keep
the pressure on them, and sometimes you can follow with an OTG combo; like
Spider-Man, Cap's OTGs after this Throw are not very consistant, although you
will have better luck connecting with the C.Short in the corner.
To get a guarenteed Throw combo (i.e. the enemy cannot Safety Roll) and put
some more distance between you, use the Forward/Roundhouse Throw. After this,
the best option for good, solid EASY damage is a Fierce Stars `n' Stripes,
which will ALWAYS connect if you do it immediately as you recover from the
Throw animations. For more damage, your best option is a D.C.Fierce and Air
Combo. Other than that, you can show off by following them into the air for
a jumping MS, or an Air Throw. HOWEVER, once you have a level charged, a well
timed Final Justice will do major damage and woo the crowds (it's not that
hard to time either).
OTG COMBOS: Cap has two other options for OTGing besides his Strong/Fierce
Throw. The most obvious is after a C.Roundhouse; the recovery is too great to
go into a full OTG combo, however you can cancel the C.Roundhouse with a Jab
Shield Slash or Charging Star for quick and easy damage. Just remember that
if the enemy manages to Safety Roll, both of these attacks will most likely
leave you open to a counter.
The other OTG option allows Cap to really destroy jumping opponents with the
use of his Jab Stars `n' Stripes. After knocking a close enemy out of the air
with the Jab DP move, you can quickly dash in and OTG! This is an extremely
powerful way to counter a simple mistake of not air blocking :). And to top
it off, the Jab Stars `n' Stripes frequently recovers too fast for the enemy
to counter IF they air block it!
TACTICS:
********
Offensive:
Cap's best offense is his dashing Safe Ground Combo. If it connects, it does
great damage and you can finish with a variety of moves--if they block, you
get pushed away and they cannot counter. The majority of your offense should
revolved around this combo. Once up close, peck with S.Short in hopes of a
Throw, and the Jab Stars `n' Stripes can work well to deter slower regular
attacks. Remember from mid-range the C.Fierce is a formidable weapon for
snuffing regular attacks.
When jumping in, Cap has the VERY high-priority J.Fierce, and this is pretty
much all you need.
Dashing Jump:
Good range and height, pretty useful when combined with Cap's supreme
J.Fierce to nullify most defenses. Go offensive mixing in HEAVILY the Safe
Ground Combo with dashing.
Defensive:
Cap is also good on defense. Against dashing opponents the S.Fierce will work
well, as well a Jab/Strong Shield Slash from afar. The Shield Slash as a
whole can be used as keep-away, but this can get boring and repetitive (and
will also eventually stop working). Against jumping opponents, the C.Fierce
provides excellent coverage and will launch the opponent; the Jab Stars `n'
Stripes is another good option, and you can OTG after the Jab version in most
cases (which equals big damage).
In the air:
All you need is the J.Fierce, period :). NOTE: he also has GREAT Air Throw
priority (thanks Oj :)
BAST JUMP-IN CHAIN: J.Fierce -> J.Roundhouse, period. :)
CAP'S ENDING:
*************
Basically, he just yaks with Thor for a few moments, then throws the
Infinity Gauntlet into a black hole (yawn...)
#############################################################################
MAGNETO:
--------
Beginning Pose: Magneto retracts his forcefield and exclaims "Playtime
has ended!"
Winning Pose 1: Magneto crosses his arms and snickers.
Winning Pose 2: Magneto "wills" his helmet to disappear, and holds his
hand up, flowing with EM energy and exclaims "I am
supreme!"
Taunt: Magneto holds his hand up, flowing with EM energy and
exclaims "I am supreme!"
Regular Color: Red and Purple
2nd Color: Yellow/Orange and Purple (IMO worst colors in the game!)
Background: Inside Asteroid M, with transparent floor and instrument
panels
Post-Match Quotes:
Vs. Magneto-"If that is the best you can do, I pity the mutants of
your alternate Earth."
Close Fight-"Your strength is great, but it still pales before my
unlimited might."
-"You squander your power in a vain attempt to beat the
Master of Magnetism."
-"You've learned a valuable lesson today. I am powerful
and you are nothing."
-"Is that all? I expected more from a so-called
super-being."
STORY:
******
Erik Magnus Lensherr was born into a world of Nazi brutality; of course, the
Nazis' prejudice also had to include mutants, so at a very young age, he was
placed in a Nazi death camp. Learning that only the strong survive, Magnus
took the idea to heart when his mutant control over magnetism surfaced. He
began a world crusade for mutantkind, determined to make homo sapiens pay for
their prejudice against homo superior, and in truth ended up following the
same discriminative ideals of the Nazis. He is considered to be THE most
dangerous mutant alive, and is the arch-enemy of the famed X-Men, the
organization of mutants lead by Charles Xavier to find a friendly way to live
with humans in harmony. Recently a band of mutants known as the Acolytes
pledged their total alligience to Magneto, and currently lives and plots in
an artificial satellite of his own design, dubbed Asteriod M.
His mission? To allow all mutants to live peacefully, in a world that is
"rightfully theirs".
But now, the mad Titan known as Thanos has gained possession of the
all-powerful Infinity Gems, controlling the very fabric of the universe. In
an attempt to save all in existance, Magneto has apparently joined forces
with the X-Men, the Avengers, and Adam Warlock to seize the Gems and restore
peace. Magneto wishes foremost to teach Thanos a lesson about conquering,
and he has a further hidden agenda...
CHARACTER OVERVIEW:
*******************
I like Magneto because he oozes class; if you're one of those Wolverine
spazzos, then I really don't think the Master of Magnetism is for you. You
cannot simply go crazy on the controls and get something--instead you have
to use the right moves at the right time, and KNOW YOUR COMBOS. Magneto
scrubs will sit back and toss off Hyper Gravs and EM Disruptors, both of
which leave him open if defended against. If used PROPERLY Magneto can be
devastating. Although significantly weakened since he was the big boss of
X-MEN: CotA, Magneto is still extremely effective and can be quite effective
with his various combo setups. He has two effective ICs, and the Shockwave is
IMO the coolest looking IC in the game. As well, it is definite that
Magneto's Super Jumping Air Combos are THE EASIEST to perform in the game,
and also IMO the most rewarding.
If played right, I believe Magneto can still be as devastating as he used to
be (well, just about, anyways...:); and besides, he's just so damn cool!
Definetely one of my favorites.
MOVES LIST:
***********
-EM Disruptor: HCT+any punch
-Air EM Disruptor: HCT+any punch in mid-air
-Magnetic Wave: U, U/F, F+any punch in mid-air
-Hyper Grav: HCB+any kick (can be done in mid-air)
-Gravitation: QCB+all three kicks
-Scrap Hold: F or B+Fierce (close)
-EM Repulse: F or B+Strong (close)
-Air Scrap Hold: F or B+Strong or Fierce (close in mid-air)
-Best Gem: Space
-Forward Dash; Grav Dash: F, F or all three punches
-Backward Dash; Backward Grav Dash: B, B or B+all three punches
-Infinity Counter; Shockwave Surge: B, D/B, D+any punch
-Infinity Combo; Magnetic Shockwave: QCT+all three punches
-Infinity Combo; Magnetic Tempest: QCT+all three kicks (can be done in
mid-air)
REGULAR MOVES ANALYSIS:
***********************
S.Jab is fast with virtually no chance of being countered, it will start
combos and can be used up close as a tick. S.Strong is a regular launcher,
but I find it is difficult to easily follow up with a Super Jump and Air
Combo because it throws the enemy up at an akward angle; so, the C.Fierce is
the better alternative, IMO. C.Strong is a Strike; if it comes down to the
nitty-gritty up close, this is an instant Strike, meaning it knocks the
opponent away from Magneto immediately--it also has decent priority as well.
For that reason it is not too good in combos unless you finish one with it.
S.Fierce is a Strike, one of Magneto's best all-around attacks. It comes out
fast, does respectable damage and has great range. C.Fierce is Magnus' other
Regular Launcher, and is a GREAT air counter if the enemy is jumping from
close (and if this connects on a jumping foe you can cancel into a Shockwave
or Tempest!), and has decent priority up close. The recovery if blocked or
missed is not too good, so it should be mainly used as a ground combo
finisher to continue into an Air Combo. S.Roundhouse is a weird Launcher; if
both hits connect, it will launch, but only in the corner or on large
enemies (and it launches a little weirder, not so high and farther forward),
and it does GOOD damage with both hits. If you wanna cancel it into a
Special Move you must do it before the second hit. Be very careful to make
sure this connects, because Magneto's recovery time is considerable. I don't
recommend doing Air Combos with this, because as I said the angle is really
weird and it is difficult to follow them into the air with a Super Jump;
instead, if finishing combos with this, cancel the first hit only, as I said
above, with a Jab EM Disruptor.
C.Roundhouse is a very fast knockdown and a good combo finisher, again make
sure this connects because the recovery time is slow. If this connects and
you have an Infinity Combo charged, cancel into a Shockwave to hit them on
the ground repeatedly for AWESOME damage, provided of course they cannot
Safety Roll consistantly, or you don't think they will (and unless you're
near the corner; see Shockwave for more info). Both J.Fierce and
J.Roundhouse are great, solid jump-in attacks, go for them if you want good
damage. J.D+Short produces a downward kick which is excellent for starting
jump-in MS chains.
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