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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Marvel Super Heroes - Strategy Guide (Page 10)

Marvel Super Heroes - Strategy Guide (Page 10)

Below are the cheat codes, hints and help for Marvel Super Heroes - Strategy Guide (Page 10).

Secret Character; THANOS:
-------------------------

Beginning Pose: Thanos raises his hand and exclaims "Pray!"
Winning Pose 1: Thanos raises his hand and exclaims "Thanos Reigns!"
Winning Pose 2: Nebula appears and clings to her master's side, as he raises
                his hand and exclaims "Destiny Awaits"
Taunt:          Thanos raises his hand and exclaims "Thanos Reigns!"
Regular Color:  Light Orange and Purple
2nd Color:      Orange and Purple
Background:     The palace/fortress Thanos created for himself. Mephisto is
                sitting on the steps playing with a human skull :), and
                Lady Death is standing silently watching the fight. The
                pretrefied forms of Thor, the Scarlet Witch, Nove and
                She-Hulk are present as well.

TO PLAY AS THANOS:
******************

Playstation and Saturn:

First beat the game with any character, then save it to memory. With Short
Cut Select OFF, go the character select screen.
Tap up, up and hold it, and while holding press Fierce, then while still
holding Fierce press Strong, then while holding both press Jab. You must
start this code on Cap (so that the second upward tap lands you on Spidey).
If done correctly, Spider-Man's image will be replaced with Thanos', behind
the turbo selection.
NOTE: From here on, if you save it to memory, Thanos will always be
selectable in the Shortcut mode, but if you want to play with Shortcut off,
you'll have to imput the code again.

STORY:
******

A member of a powerful race known as the Titans, Thanos has been a tough
opponent for the greatest Super Heroes, such as Adam Warlock and Iron Man.
He is obsessed with impressing Lady Death, and wishes to court her. To do
this, he steals the Infinity Gems and sets out to destroy all who oppose
him.

CHARACTER OVERVIEW:
*******************

Thanos is considered by most to be far too cheesy, or powerful anyways. I
would tend to agree, but playing him is sickengingly fun, especially with his
huge, damaging combos. To say that you'll never be beaten would be going too
far, but Thanos' ability to utilize 6 different ICs, AS WELL as using the
Gems normally like everyone else, along with devastating combos in all forms
and a move similar in properties to Hulk's Gamma Charge (the Spear Slide)
make him a VERY difficult opponent when used right. If you're looking to beat
him, better hope a scrub is playing as him. :)

MOVES LIST:
***********

-Bubble Shot: QCT+any Kick
-Spear Slide: HCT+any Punch (can be done in mid-air)
-Power Knee: D+Forward (in mid-air)
-Rock Slab: F or B+Fierce (close)
-Soul Drop: F or B+Strong (close)
-Air Throw; Air Drop: F or B+Strong or Fierce (close in mid-air)
-Forward Dash; Run: F, F or all three punches 
-Backward Dash; Hop: B,B or B+all three punches
-Best Gem: none
-Infinity Counter; Spear Slide: B, D/B, D+any punch
-Infinity Combo 1; Reality Gem: B,D,D/B+Jab
-Infinity Combo 2; Space Gem: B,D,D/B+Strong
-Infinity Combo 3; Power Gem: B,D,D/B+Fierce
-Infinity Combo 4; Time Gem: B,D,D/B+Short
-Infinity Combo 5; Soul Gem: B,D,D/B+Forward
-Infinity Combo 6; Mind Gem: B,D,D/B+Roundhouse

REGULAR MOVES ANALYSIS:
***********************

S.Jab is your basic quick punch, somewhat useful as a tick. His C.Jab is a
very quick double-fisted uppercut, useful for starting combos, however
because the upper is so low and small, it will not work too well as an air
counter. S.Short is a quick knee, useful as a tick and has high priority up
close, for starting combos. C.Short is a fast low kick, his primary OTG
starter. S.Strong is a quick double-hit punch, useful in combos. C.Strong is
Thanos' only launcher, somewhat useful as an air counter, and comes out fast;
useful up close to snuff high attacks. S.Fierce releases a spherical energy
burst in front of him, doing GREAT damage and it is also a Straight Launcher.
Recovery is not all that good; useful for countering missed moves from a
distance, however a dash-in combo or IC is obviously better. Use mainly to
finish quick combos. His C.Fierce is the Stone Wave, a decent keep-away move
at a distance, and does big damage, the closer it is, the more hits you get.
Be careful up close however, as you can be countered if blocked. S.Forward is
the same as S.Short, a fast knee, only more damaging and slightly slower.
C.Forward is Thanos' only knockdown, and recovers fast enough to OTG after
fully. S.Roundhouse is a 2-hit Rock Throw, doing good damage up close with
both hits. It cannot be used conventionally as a projectile because of the
lag on the first hit. Like the C.Fierce its recovery is very bad if blocked
within countering range. The C.Roundhouse is the Fire Stomp; This racks up
the hits and does decent damage up close, but again it has slow recovery if
blocked within counter range. Useful as an OTG attack, but Thanos is quite
vulnerable against jump-ins here. J.Fierce is a horizontal bolt a short
distance in front of him (it is difficult to use in air combos; see combos)--
useful in air-to-air combat. J.Roundhouse is your best jump-in.

SPECIAL MOVES ANALYSIS:
***********************

-Bubble Shot-

(Thanos winds up, then tosses a small bubble at the enemy; if it connects the
 bubble will grow to encircle the prone opponent for a moment)

If this connects the enemy will stun for a considerable time, allowing a
Spear Slide to connect, or dash-in combo. To make it somewhat fair, no IC is
possible while the enemy is stunned. This projectile has considerable
start-up and recovery, so be careful where you use it.

-----------------------------------------------------------------------------

-Spear Slide-

(Thanos slides forward quickly, a small spear of energy at his head)

This will be familiar to Hulk players, as it has similar properties to the
Gamma Charge, without the charge time. It does the damage of the double Gamma
Charge; it comes out almost as fast, making it ideal to counter just about
any blocked attack; it can be OTGed after in certain special cases; and, it
has tremendous recovery. The only difference is that this can be used in the
air, to counter missed air attacks or to finish air combos. Use carefully.

-----------------------------------------------------------------------------

-Power Knee-

(Thanos dives downward with a knee)

This comes out fast, bouncing away if blocked. A good counter to jumped
projectiles, and if you have the right angle, you can continue into a
combo...

-----------------------------------------------------------------------------

-Rock Slab-

(Thanos grabs the opponent, then pulls up a slab of rock from the ground,
 smacking them away)

A damaging Throw, you can follow it with an OTG combo ANYWHERE. Definetely
should be used often.

-----------------------------------------------------------------------------

-Soul Drop-

(Thanos grabs the enemy with a crackle of mental energy, then slams them
 down)

Not as useful as his other Throw, as it cannot be followed up except VERY
fast in the corner.

-----------------------------------------------------------------------------

-Air Drop-

(Thanos grabs an airborne opponent and slams them to the ground)

IIRC it cannot be followed up either. Use if you want.

-----------------------------------------------------------------------------

-Forward Dash; Run-

(Thanos jogs forward quickly)

A fairly fast dash, it will flow into a combo easily and can be cancelled 
into a backward dash easily too. Dash in for a big combo whenever you see the
chance.

-----------------------------------------------------------------------------

-Backward Dash; Hop-

(Thanos hops backward quickly)

Decent for avoiding jump-ins or dashing opponents. Nothing else to comment on
here.

-----------------------------------------------------------------------------

-Infinity Counter; Spear Slide-

(Thanos blocks an attack and counters quickly with the Spear Slide)

Useful on projectiles from about half screen or closer, or any other ground
attack. Don't use it on jump-ins unless very deep.

-----------------------------------------------------------------------------

-Infinity Combo 1; Reality Gem-

(Thanos calls two huge slabs of rock on either side of the opponent, then
 they slide together, crushing his foe)

Will hit OTG, but I do not recommend this, as the recovery will go up
considerably. Alternately, you can also juggle or OTG AFTER this IC; dash in
as the enemy flies up after being crushed, then OTG. This IC is most useful
from mid-range to full distance, to counter slower projectiles or missed
attacks; if blocked up close you can usually be countered.

-----------------------------------------------------------------------------

-Infinity Combo 2; Space Gem-

(Thanos releases a big rock shower from a portal, first above and just in
 front of him, then over the enemy's head) 

If you're fast, you can hit him when the first half misses, with big moves
like Iron Man's Proton Cannon. I do not recommend using it from a distance,
or it will be easily defended against. However up close, the first part will
connect, then the second will hit OTG. Decent as an air counter to deep
jumping opponents. NOTE: If the first part of this IC is air-blocked, it is
impossible (or just difficult?) to continue to block the second.

-----------------------------------------------------------------------------

-Infinity Combo 3; Power Gem-

(Thanos tosses a big orange ball, which rolls along the ground)

Use to counter pretty much anything from about mid-range, after which it can
be blocked in time usually, or you should dash in for a more damaging combo.
This does HUGE damage, and IIRC will also hit OTG. If blocked up close the
recovery is quite slow, so be careful.

-----------------------------------------------------------------------------

-Infinity Combo 4; Time Gem-

(Thanos throws some form of energy pillar; if it connects, the enemy's speed
 is significantly decreased)

Pretty straight-forward, IMO not a too useful way of using a level on your
meter. May be useful on opponents who play too fast on offense for you to
readily handle.

-----------------------------------------------------------------------------

-Infinity Combo 5; Soul Gem-

(Thanos fires a bolt of mental energy from his head; if it connects, it will
 sap the enemy's energy away, then slam them to the ground)

Takes away a hefty amount of life (and give it to you :), and can be OTGed
after in the corner. If blocked, its recovery is HORRENDOUS, so only use it
in obvious places. This will also work in combos, BTW :).

-----------------------------------------------------------------------------

-Infinity Combo 6; Mind Gem-

(The screen turns to a starscape and the opponent's controls are reversed)

Useful only on human opponents, but can be highly confusing. Go for it if you
want, it can really screw the enemy up :).

COMBOS:
*******

-Safe Air Magic Series: Jab -> Short -> Strong -> Forward -> Roundhouse
-Safe Ground Combo: none
-Ground Magic Series: Zig-Zag
-Jumping Magic Series: Zig-Zag
-Launchers: C.Strong
-Air Launchers: none
-Straight Launchers: S.Fierce
-Small Launchers: none

*BASIC COMBOS*

1.  D.C.Short -> S.Strong (2 hits) XX Fierce Spear Slide
2.  D.S.Jab -> S.Short -> S.Strong -> S.Fierce
3.  D.S.Jab -> S.Short -> C.Fierce -> C.Roundhouse 
4.  J.Roundhouse, D.S.Jab -> S.Strong -> S.Fierce
5.  Bubble Shot, Fierce Throw, D.C.Short -> S.Strong -> S.Fierce
6.  Bubble Shot, D.S.Jab -> S.Short -> S.Strong XX Fierce Spear Slide

*INTERMEDIATE COMBOS*

1.  D.C.Jab -> C.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide
2.  J.Roundhouse, D.C.Jab -> C.Short -> C.Forward, C.Short (OTG) -> S.Forward
    XX Spear Slide
3.  D.S.Jab -> S.Strong -> C.Forward, C.Short (OTG) -> C.Strong -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
4.  J.Forward -> J.Roundhouse, D.S.Jab -> S.Strong -> C.Forward ->
    C.Roundhouse (OTG)
5.  (corner) D.S.Jab -> S.Short -> S.Forward XX Space Gem IC
6.  J.Fierce -> J.Roundhouse, D.S.Short -> S.Forward XX Soul Gem IC
7.  (corner) D.S.Short -> S.Strong -> S.Forward XX Soul Gem IC, C.Short (OTG)
    -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
8.  D.C.Short -> C.Forward XX Reality Gem IC (OTG)
9.  2nd half of Space Gem IC, D.C.Short (OTG) -> S.Strong XX Fierce Spear
    Slide
10. Reality Gem IC, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward -> Jab Spear Slide
11. Reality Gem IC, Power Gem IC
12. Reality Gem IC (close), J.Jab -> J.Short -> J.Strong -> J.Forward XX
    Jab Spear Slide
13. Reality Gem IC, Soul Gem IC (juggle--must time it!)
14. Fierce Throw, Reality Gem IC (OTG)
15. Fierce Throw, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong, Strong Air Throw
16. Fierce Throw, D.C.Short (OTG) -> S.Forward XX Soul Gem IC
17. Activate Time Gem, C.Roundhouse -> C.Roundhouse -> C.Roundhouse...
18. C.Roundhouse (2-3 hits from any distance) XX Bubble Shot, combo of your
    choice.
19. C.Roundhouse (2-3 hits from any distance) Reality Gem, D.C.Strong ->
    SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
20. (corner) Strong Throw, C.Short -> C.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Fierce (FS)
21. (corner) Strong Throw, C.Roundhouse

*ADVANCED COMBOS*

22. J.Jab -> J.Short, C.Jab -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Forward, Jab Spear Slide
23. D.S.Jab -> S.Short -> C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> S.Forward XX Soul Gem IC
24. Spear Slide, D.C.Short (OTG) -> C.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward XX Jab Spear Slide
25. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Short ->
    SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
26. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> S.Forward XX Soul Gem IC
27. Reality Gem IC, D.C.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward XX Jab Spear Slide, J.Short (OTG) -> C.Strong -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)

Comments (#17): yes, this is a SOMEWHAT infinite combo, at least until the
                Gem runs out... :) This will even dizzy in between, perhaps
                the only true dizzy combo in the game. After this dizzies,
                stop the C.Roundhouses and follow with your favorite combo.

Comments (#22,#23): Thanks to BC2415@aol.com for these combos. The trick to
                    this is to hit the fallen body of your opponent after
                    the Spear Slide with a SJ.Short then re-launch and do
                    the air combo again. Timing is crucial, similar to the
                    J.Strong sfter the Chaos Dimension for Shuma Gorath.

Comments (#24): see OTG overview below for more info.

COMBO OVERVIEW:
***************

GROUND COMBOS: Thanos does not have a Safe Ground Combo, so despite his high
damage potential, you still have to be careful with your attacks. Doing a
simple ground MS and finishing with S.Fierce or C.Fierce works well, but he
can also do well with Air and OTG combos. Your choice. IMO it is definetely
worth doing a ground combo if you have a level charged, so you can combo into
a Soul Gem IC :).

AIR COMBOS: His Air Combo is smooth until the last hit; the SJ.Fierce has
very little range up or down, only forward. For this reason you will
frequently be too high or too low for the SJ.Fierce to connect; against the
large characters it will usually connect, so go for it in this case, however
against smaller foes try and finish with the Spear Slide. Actually, you should
be trying to finish with the Jab Spear Slide in any case, because of the
J.Short OTG possibility--if they Safety Roll, you're still safe from counter, so
always try for it. The SJ.Roundhouse will also work, but note that you must
be slightly over your opponent for it to hit, since it hits downward.

THROW COMBOS: The Rock Slab allows you to OTG in many places, so it should be
your primary Throw; simply follow with the Reality IC, or D.C.Short and
combo.

OTG COMBOS: Heh. Many different places to use it here. After the second half
of the Space Gem IC allows an OTG follow-up (provided it did not hit OTG in
the first place)--ditto for the Reality Gem, though it is a BIG mistake to
use the Reality Gem if the enemy can Safety Roll consistantly; you are left
wide open for a counter. As well, you can also OTG after the Soul Gem IC in
the corner... :) Other than that, the C.Forward recovers fast enough to OTG
with an IC or the C.Short. To top it all off, he can OTG after a Jab Spear
Slide in an air combo, provided you properly time the J.Short as you fall;
this is a good move to use, as the recovery of the J.Short will leave you OK
if the enemy Safety Rolls.
It is also possible, in rare cases, to OTG after the ground-based Spear
Slide; an OTG attack will usually connect in two major cases: a) if the
Slide connects as an air counter, best with the Jab version (however, the
Spear Slide should not be used in this fashion, as you can be hit by a high
jumping attack), or b) if the Spear Slide connects from its maximum range.

TACTICS:
********

Offense:

S.Short is a great up close move, so use it along with your quick forward
dash to get in close. Jumping in is fairly safe, you can use the Knee, or
the J.Roundhouse, which has decent range, giving you time to react with an
Air Block if you anticipate a counter. Nothing else much I can say.

Dashing Jump:

Again, good range and all-around useful for getting over to the opponent
from a distance. You can even fake out early into a Power Knee if the enemy
tries to move forward...

Defense:

Thanos works VERY well on defense, unfortunately making him a turtler. When
you block an attack, you can counter with the lightning fast Spear Slide, or
Power Gem IC on slower attacks. Of course, The Spear Slide will also snuff
most attacks, or counter them if they miss (see Hulk's section :). The
Reality Gem IC will frequently catch the opponent in the middle of just about
any move, and the Space Gem IC also works well as an air counter to deep
attacks. C.Strong is also a DECENT air counter, but lacks real vertical
range, making it difficult to connect with; however, if it does you can of
course follow with an Air Combo.

In the air:

J.Fierce is great in air-to-air combat, and of course if you can anticipate
their attack, the Spear Slide usually takes it out. In the event that you
jump a projectile from a distance, the Power Knee will frequently connect.
BEST JUMP-IN CHAIN: If you hit fairly early with it, J.Fierce -> J.Roundhouse will
work, however more hits are consistant with your basic Zig-Zag Jump-in.

THANOS' ENDING:
***************
        
Thanos contemplates what he should do now that he's omnipotent. You're given
a choice for his path--to continue ruling the universe, or give up the gems.
If you give up the gems, you see him working in the fields as a farmer, with
his old Thanos costume hanging on a pole as a scarecrow! :)

#############################################################################

Secret Character; ANITA:
------------------------

At the character select screen tap up, right, down, left, up, right, down,
left, then hold up; then hold Jab, then hold Strong, and then hold Fierce. 
NOTE: From here on, if you save it to memory, Anita will always be
selectable in the Shortcut mode, but if you want to play with Shortcut off,
you'll have to imput the code again.

---

NOTE: AS FAR AS EVERYBODY KNOWS, THIS CODE ONLY WORKS ON THE JAPANESE
VERSION. IN ORDER TO PUT SOMETHING IN THIS SECTION, I HAVE TAKEN EXCERPTS
FROM REINALDO'S ANITA FAQ, WITH HIS PERMISSION (HE IS BRAZILIAN AND DOES NOT
HAVE PERFECT ENGLISH (THOUGH IT IS PRETTY GOOD), SO I CORRECTED ANY
GRAMMATICAL/SPELLING ERRORS, AND EXCHANGED TERMINOLOGY TO MATCH THIS
COMPENDIUM). SINCE I ONLY HAVE ACCESS TO THE NORTH AMERICAN VERSION, I OF
COURSE CANNOT WRITE ANYTHING ON HER...

DISCLAIMER: ALL OF THE INFORMATION AND OPINIONS IN THIS SECTION OF THE MSH
COMPENDIUM ARE THOSE OF spidey@datacontrol.com.br AND NOT OF THE MAINTAINER,
JOHN CULBERT. I JUST PROOF-READ IT, FOLKS.

---

"- Sword Throw: Press Fierce+Roundhouse to put the sword on the ground. Press
               again to throw the sword (Just like Donovan's move). I don't
               know if it was just my impression, but I think that when the
               sword comes back (swinging in the air) you can jump around,
               avoiding to get it back. In this moment the sword HITS the
               enemy. Maybe this can make a good strategy...
               
- Lightning Sword (B,D,D/B+any Punch): With this, Anita raises the sword with
                lightning around it. Can be done in the air and Anita MUST
                have the sword to do it. Note that the spirit that appeared
                behind Donovan doesn't appear here. In his place appears Mei
                Ling, Hsien Ko's sister (from Darkstalker's Revenge). Press
                Punch several times for more hits (+20!). (Again, just like
                Donovan's move).

- Akuma's Burn (F,D,D/F+any Punch): Yes, I said Akuma! With this Anita raises
                the sword with fire around it, but Akuma appears behind her
                instead of the fire spirit. Cool, isn't it? Can be done in
                the air and Anita MUST have the sword to do it. This is also
                her ICO. (Again, just like... oh, you get the idea!)

- Love For You (QCT+all Three Punches): Geez, what a stupid name... Anyway,
                this is her IC. Despite this dumb name the IC is AWESOME and
                REALLY ANNOYING at the same time! I get a maximum of 98 HITS
                (without a combo)! The damage is MONSTRUOUS and even the
                block damage is VERY HIGH! Cheese, anyone? :). Do you want
                some more? OK, it hits the enemy OTG! Imagine all the nasty
                combos you can do with that! Anita throws HUNDREDS of small
                heads of little girls (Doll's heads? Maybe it is, because the
                doll that she carries are headless!). VEEEERY STRANGE!!!

Normal Moves:
WATCH OUT!! She looks harmless but don't underestimate her!!! With the sword
it's VERY HARD to get near her. The swords grants her almost 100%  priority.
Her C.Fierce keep happy jumpers away. The C.Roundhouse has a great range and
can nullify a lot of other normal moves (even some specials!). And its hits
takes DECENT energy. Her "Launcher" is the C.Fierce. BTW, Anita can perform a
TRIPLE JUMP (like Psylocke) and avoid a lot of moves! However, it's hard to
control.

THROWS:
Her throws are the same as Donovan (this is getting a little repetitive...).
She levitates the opponent and smashes him/her on the ground. If you are one
of those sadistic players, throw the opponent close to the corner and, if the
opponent doesn't Safety Roll, release the IC....... He/she will call you
a lot of bad names (expect things like son of a b**** and up), but who tells
him/her that life is fair? ;)

COMBOS:

The combos are very easy (well, it seems)! I didn't get the pattern yet, but
my friend's cousin (he doesn't know how to do combos) makes 5 hits JUST
PRESSING THE BUTTONS! Her Ground MS is Zig-Zag, here are some example
combos:

1) J.Jab -> J.Fierce, C.Roundhouse, C.Fierce (OTG) -> SJ.Jab -> SJ.Strong ->
   SJ.Fierce (FS)

1) D.S.Jab -> S.Strong -> S.Fierce
Simple and safe. The Fierce will push you away from the opponent if he/she
blocks.

2) D.S.Jab -> S.Strong XX Akuma's Burn
A variation of #1, but you get one free hit. 

3) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce -> S.Roundhouse.
Yes, all the six of her Magic Series. But the opponent must be in the corner
in order to the S.Roundhouse connect.

- Intermediate Combos:
1) J.Jab -> J.Short -> J.Strong -> J.Forward, C.Forward -> C.Fierce, SJ.Jab
   -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse.
Wow! 12 easy hits! Fell free to change the SJ.Fierce into a Akuma's Burn.
You will not be able to connect the sj.Roundhouse, but you will get 12 hits
anyway. I've tried to connect the Lightning Sword, but it seems too slow to
combo in the air. 

- Cheesy Combos :) :
1)D.C.Roundhouse (or just C.Roundhnouse) XX Love For You
If you do this,I hope you are bigger than your opponent. :)

2)Throw opponent next to the corner, Love For You
Same thing as above, except that this time the opponent have a chance to
Safety Roll. In the combo listed above if you are quick you get them BEFORE
they fall!

- Expert Combos:
Still looking for...

More to come (I hope). Don't be lazy! Send yours too!!!

NOTES ABOUT HER SIZE:

One more important point to consider is her size. Anita is the smallest
character in the game. This gives her a lot of advantages:
- Is hard to do a combo against her. Especially air combos. If you don't
  connect the moves quickly you'll probably miss her;
- She can stay standing and pass below most of the projectiles;
- Talking about standing, forget about hiting her with MOST of the standing
  moves (e.g. Ironman's Standing Strong or Roundhouse).

PLAYING WITH HER:

If you are a beginner and are tired of being beaten with Double Perfects, she
is the character you need. Thanks to the priority that the sword gives to
Anita in her moves, you can play offensively or defensively. As I said her
C.Fierce keep jumpers away. In fact, a good strategy is for YOU to jump often
at your opponent because just a few moves can stop or trade hits with Anita
in the air. Her C.Roundhouse knocks down the opponent and if you press it
again it will hit him/her on the ground. When you see the Mind gem don't
think twice: GET IT! Her Infinity Combo is the cheesiest thing I've ever seen
in a game! If you complained about the amount of block damage that Iron Man's
Proton Cannon or Cyclops' Mega Optic Blast inflict, wait until you see Love
For You. I don't have words to express my feelings about this move. Get the
opponent near and release the move. Enjoy.

PLAYING AGAINST HER

Argh! I HATE HER!!! That tiny thing is VERY annoying! Let's face it: if you
are playing against her controlled by an experienced (doesn't need to be a
pro) player you are in DEEP trouble. The reasons? All the things that I
mentioned before: priority, Love For You, etc. Good luck avoiding the Love
For You. My advice is to keep away when she has at least one special bar
full, waiting for an opening. If she gets you in the corner... well, prepare
yourself to pass the joystick to the next player. Keep your distance throwing
projectiles and avoid to get caught in the IC. If you are far away the
results of the IC will be less effective (thank God!), and with some fighters
you can avoid it if you are quick.  With Iron Man and Magneto you must Super
Jump and turn the flying on, go behind her and fell free to execute a Proton
Cannon or Magnetic Shockwave :). With Blackheart Super Jump and Air Dash.
Psylocke must Triple Jump and Captain must Double Jump. An alternative with
Spidey is to Web Swing in the air and with Wolverine try to do an aerial
Drill Claw.
If you are near there are two alternatives to not take SO much damage:

1. Use a gem if you are REALLY near. THIS will knock her out of her IC.
2. Make the Infinity Counter. Note that some counters can save you, while
   others... The distance is very important too. The closer, the better.

If the methods above didn't work there is one more thing you can do: cry.
Last advice: the IC can "suck" you in if you jump above her or a small
distance behind her. In other words: DON'T TOUCH HER while she is performing
the IC. The biggest problem is that even if you find an opening to go for a
combo, there is a great chance that the combos that you are used to using are
hard to pull off on her. So have A LOT of patience and you may win. As I
said, the skill of your opponent is very important to determine the level of
challenge that you will have. But don't worry; Average players and up pick
Anita sometimes, just for fun or to piss off someone (I am in this group :).
Besides, I can't say the same thing of the beginers... Remember: some
beginers can give you a headache. Don't underestimate the power of Anita!"
---

MAINTAINER'S NOTE: ANY ADDITIONAL INFORMATION ON ANITA IS APPRECIATED; I MAY
ONLY HAVE THE NORTH AMERICAN VERSION OF MSH, BUT I'M TRYING TO MAKE THIS
COMPENDIUM AS COMPLETE AS POSSIBLE.

#############################################################################

##########
# REVIEW #
##########

PLAYSTATION:

As far as graphics and sound go, they are pretty damn near arcade perfect.
The sound has not been touched AFAIK, and as far as animation goes, some
frames were taken out of some moves, but all in all it looks pretty good. All
endings, characters combos and moves are intact as well.

So what's wrong with it? What everyone's been complaining about everywhere:
the slowdown. And DAMN is there slowdown! Basically it is the general type
of slowdown you get in some games; during loading, or when there is an excess
of movement of sprites on the game screen. The loading time is quite slow,
but who really cares about that. The serious slowdown comes during play;
depending on the conditions, combos, Special Moves and especially ICs can
come out with a considerable lag, making the timing of combos and other
attacks difficult. Now, here are examples of "ideal" settings and "the worst" 
settings.

-For fastest Vs. play: shortcut on (i.e. quick character select screen),
small character VS. small character (eg. Wolverine vs. Spider-Man), on Shuma
Gorath's stage, Turbo ON.

With this setup, there will be minimal slowdown; Spider-Man and Wolverine are
the smallest characters, therefore their sprites during movement do not take
up much of the speed. With shortcut ON, this cuts the loading time, and
Shuma's stage, a fossil graveyard, has NO movement in the background, so it
doesn't take up any of the speed either. During this game, the only
significant slowdown will occur in the middle of either fighter's IC.

-For slowest Vs. play: shortcut off, Juggernaut vs. Juggernaut (or Hulk or
Blackheart) on Hulk's stage, Turbo OFF.

With this setup, it will be almost unbearable to play. The big characters
take up more of the screen, and therefore the speed will be slowed down. In
addition, Hulk's stage, once the carosel in the background begins to move,
has OODLES of movement (this is just an example, other stages do this as
well).

So this does NOT mean you HAVE to play small fighters on Shuma's stage, it is
just the optimal conditions. The only time the slowdown makes the game VERY
difficult to play is on a stage with a lot of movement, with both characters
being large. Gradually you will become used to it, and you will adjust your
combo timing. And ALWAYS remember to have the TURBO setting ON!!!

------

SATURN VERSION: It seems to me that the Saturn version is quite good. The
slowdown is not really a problem during the fight for the most part, except
during bigger ICs. I personally enjoy it MUCH more on the Saturn, mainly
because the 6-button layout, so I don't have to use the L/R triggers as
seperate Punches/Kicks, like you have to on the PS. If you have both systems,
I highly recommend you get the Saturn version. Once again, Capcom and Sega
has shown that their 2D fighting games rule on the Saturn. :)

#############################################################################

CREDITS
*******

First a VERY special thanks to James Chen for his GREAT combo FAQ, and
Richard Cheung's original MSH FAQ for info on the game dynamics.

FOR THE HOME VERSION UPDATE:
))))))))))))))))))))))))))))

AT THE TOP OF THE LIST, HIS MAJESTY ONAJE EVERETT 
for LOTS of additions/combos/corrections to stupid mistakes (there,
happy Oj? :)

- for his Thanos FAQ
-Brian Scaramucci  for his Thanos and Doom Moves/Codes FAQ
- for his cool Doom combos.
-Reinaldo f or his Anita FAQ (Japanese version
 only) and great Blackheart info
- for plenty of info on Thanos and Doom
-Ryan Jackson for some Doom/Thanos combo info
-David Litchman [davel@discovernet.net] for Doom Molecular Shield Info
-guyver3  for some Blackheart info and other
 combos.
-Jason Jamieson for some good competition with Captain America (S.FIERCE! :)
-Harry "Mr. Attitude" for some good half-decent Wolverine comp at the arcade

This and all of my other FAQs can be accessed on my homepage:
and
GameFAQs

You can also e-mail me at: tigeraid@geocities.com

"I said it before and I'll say it again--democracy simply doesn't work!"

                                          -Kent Brockman, the Simpsons

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