Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 01)

Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 01).

MARVEL SUPER HEROES VS. STREET FIGHTER FAQ v0.3
by K. Megura  

 Unpublished work Copyright 1998 Kao Megura

 This FAQ is for private and personal use only.  It can only be
 reproduced electronically, and if placed on a web page or site, may be
 altered as long as this disclaimer and the above copyright notice
 appears in full.  This FAQ is not to be used for profitable/promotional
 purposes; this includes being used by publishers of magazines, guides,
 books, etc. or being incorporated into magazines, etc. in ANY way.
 This FAQ was created and is owned by me, Kao Megura .
 All copyrights and trademarks are acknowledged that are not specifically
 mentioned in this FAQ.  Please give credit where it is due.

The Street Fighter series is (c) Capcom of Japan.  All Marvel characters
are (c) Marvel.

This FAQ can be found at:
-------------------------------------------------------------------------
Kao Megura's Home Page          www.geocities.com/Tokyo/Pagoda/4610/
GameFAQs                        GameFAQs


=================
TABLE OF CONTENTS
=================

 1.  HOW TO PLAY
       - Key to Controls
       - Basic Moves List
       - Using Easy Mode
       - Super and Hyper Armor
 2.  CHARACTER MOVES LIST
       - Blackheart
       - Captain America
       - Chun-Li
       - Cyclops
       - Dan Hibiki
       - Dhalsim
       - Hulk
       - Gouki
       - Ken
       - Norimaro
       - Omega Red
       - Ryu
       - Sakura Kasugano
       - Shuma-Gorath
       - Spider-Man
       - Vega
       - Wolverine
       - Zangief
 3.  HIDDEN CHARACTER MOVES LIST
       - Armor Spider-Man
       - Hiyakeshita Sakura
       - Mech-Gouki
       - Mega Zangief
       - Mephisto
       - Shadow
       - US Agent
 4.  SECRETS AND TRICKS
       - Bonus Options
       - Select the Hidden Characters
       - Fight a Hidden Team
       - "Mech-Gouki Now!!" Mode
       - Select Mech-Gouki
       - Change Characters
       - Quick Continue
       - Beat Up Your Opponent / Partner
       - Dan's Secret Introduction / Special Finish
       - Sakura's Win Poses
       - Norimaro's Quadruple Jump
 5.  COMBO PRIMER
       - Basic Combo Theory
       - Types of Chains
       - Starting and Finishing an Aerial Rave
 6.  MISCELLANEOUS
       - Survival Mode
       - Easy Mode Moves Chart
       - Translations
       - Special Thanks


=========================================================================
  1.  H O W   T O   P L A Y
=========================================================================

 -----------------------------------------------------------------------
 KEY TO CONTROLS
 -----------------------------------------------------------------------

 This section outlines the basic controls for all characters:

 (joystick directions and results)

  ub  u  uf      Jump Up-Back            Jump Up        Jump Up-Forward
    \ | /
 b -- n -- f     Walk Back / Guard       Neutral        Walk Forward
    / | \
  db  d  df      Defensive Crouch        Crouch         Offensive Crouch

 (button layout and effect)

 LP  MP  HP      Light Punch         Medium Punch       Hard Punch

 LK  MK  HK      Light Kick          Medium Kick        Hard Kick

 (FAQ abbreviations)

  qcf / qcb  -  Press d,df,f or d,db,b on the joystick.

  hcf / hcb  -  Press b,db,d,df,f or f,df,d,db,b on the joystick.

  Rotate 360 -  Rotate the joystick in a complete circle.  You can start
                and end the circle at any point (i.e. start at uf and
                end at uf, or b to b, etc.)

  PP / PPP   -  Press any two / all three Punch buttons.

  KK / KKK   -  Press any two / all three Kick buttons.

  (air)      -  The move can be performed while on the ground, or while
                in the air (during a jump or after an air recovery).

  x~x        -  All possible ranges are allowed (for example, ub through
                uf, or MK through HP).

  dir.       -  Any direction can be used.


 -----------------------------------------------------------------------
 BASIC MOVES LIST
 -----------------------------------------------------------------------
                                  
 Dash                    f,f / PPP
 Backstep                b,b / b + PPP
 Super Jump              d,u / KKK / ub~uf after hitting w/ a launcher
 Long Jump               Tap uf during Dash / Tap ub during Backstep
 Block / Low Block       Hold b / db against high / low attacks
 Air Block               In air, hold b / db against an attack
 Advancing Guard         While blocking, tap PPP rapidly  (air)
 Tech. Hit               Perform a throw as you are thrown  (air)
 Recovery                Tap b / f + P / K rapidly when dizzied
 Down Kaihi              b,db,d + P / K when knocked down
 Variable Assist         Press MP + MK
 Variable Attack         Press HP + HK
 Variable Counter        While blocking, b,db,d + HP + HK  (at Level 1+)
 Variable Combination    qcf + HP + HK  (at Level 2+)

  - Zangief and Mega Zangief cannot Backstep or Long Jump backwards.
  - Using the Advancing Guard doesn't reduce the amount of damage
    taken; it only attempts to create more distance between you and
    your opponent.  It's wise to not always use it as it's possible
    to be hit by an attack as you recover from pushing yourself
    forward.
  - You can Tech. Hit (Ukemi), out of almost any throw in the game,
    including ground and air throws, as well as:

        - Cyclops' Running Neckbreaker Drop
        - Dan's Otoko Michi
        - Hulk's Gamma Tornado
        - Spider-Man's Web Throw
        - Zangief's Flying Powerbomb / Air Spinning Piledriver
        - Zangief's Running Throw (either version)
        - Mech-Gouki's Air Shining Gou Spark
        - Shadow's Final Mission

  - When you use any of the 'Variable' moves (aside from the Variable
    Assist), you'll switch characters.  This won't always happen in
    the case of the Variable Counter / Variable Combination, usually
    if your ally is attacked as he or she comes on-screen.  Keep in
    mind that you have to have both characters alive to use any of the
    Variable moves.


 -----------------------------------------------------------------------
 USING EASY MODE
 -----------------------------------------------------------------------

 Easy Mode functions just like Normal Mode, but with some notable
 differences:

  - To do your launcher, press LP + LK while standing or crouching.
    This is the _only_ way to launch someone, you can't do the launcher
    manually.
  - Tapping MP, MK, HP, or HK will result in a special move being
    performed (not all characters can use all the buttons).  Some
    characters can do this in the air, too.
  - Pressing MP + HP or MK + HK will result in a Hyper Combo being
    performed if you have enough power (not all characters can use
    MK + HK).
  - If you hit an opponent with LP or LK while standing, crouching,
    or jumping, you can tap LP or LK repeatedly for a combo (or press
    any button to control the combo yourself).
    

 -----------------------------------------------------------------------
 SUPER ARMOR AND HYPER ARMOR
 -----------------------------------------------------------------------

 Normally, when you get hit, your character goes into "hit stun"; you
 can't do anything for the brief moment that they're reacting to getting
 socked in the head, etc.  Characters with Super Armor have a one-hit
 buffer, so if you hit them once, they'll flash but will not go into
 hit stun.  This means that if they were starting an attack as you hit
 them, they'll still go through with it and you'll get hit instead.
 This also means that they can't be launched unless you've just hit them
 previously (or depending on your ground chain type, if you've chained a
 hit before you did the launcher).  In most cases, this also applies to
 sweeps (you have to hit them once, then sweep them if you want to knock
 them down).  Note that the Web Throw / Carbonadium Coil attacks will
 not connect unless they combo it or have just hit their enemy with an
 attack within the last second or so, due to the effects of the Super
 Armor. Hulk has Super Armor; Zangief has it too, but only during
 certain special moves.  Armor Spider-Man also has it but it seems to
 only apply to certain attacks (usually only LP or LK attacks; it
 varies against special moves--see his section for details).

 Hyper Armor works just like Super Armor, but provides it's user with
 an infinite hit buffer.  This means that they cannot be launched or
 sweeped (and Spidey cannot connect with his Web Throw; nor can
 Blackheart connect with his HK demons, or Omega Red connect with his
 Carbonadium Coils).  In addition, any HC that results in an auto combo
 (such as Wolverine's Weapon X, Spider-Man's Maximum Spider, Shadow's
 Final Mission, etc.) won't work (excluding either Sakura's Midare
 Zakura or Shadow's Cross Shadow Blitz).  Also, a character's stun meter
 (the half circle surrounding the timer), will not increase if they are
 hit, so they can never be dizzied!  Luckily, only Mega Zangief has
 Hyper Armor.


=========================================================================
  2.  C H A R A C T E R   M O V E S   L I S T
=========================================================================

 Characters are listed alphabetically.  All move names are official
 except those listed in lowercase in parenthesis.  A short list of
 attack, combo, and Variable move information is shown afterwards:
    
 Ground Combo Chain:    The chain type used when standing / crouching
 Jumping Combo Chain:   The chain type used when jumping
 Super Jumping Chain:   The chain type used when super jumping
 Aerial Rave Launcher:  The attack used to start a Super Jumping chain
 Aerial Rave Finisher:  Any attack that finishes a Super Jumping chain*
 Flying Attack:         Any attack that sends an enemy flying away
 Knockdown Attack:      Any attack that knocks an enemy off their feet
 Ground Throws:         What throws a character has while on the ground
 Aerial Throws:         What throws a character has while in the air
 Variable Assist:       What move is used during a Variable Assist
 Variable Counter:      What move is used during a Variable Counter
 Variable Combination:  What HC is used during a Variable Combination+

 * Depending on the size of your opponent, and whether you're in the
   corner or not, it's possible to hit your opponent after hitting
   them with a finisher.
 + If 2 attacks are listed for, the second one is used if this character
   is an ally and not currently in use).
 
 Any important comments concerning each character are written after
 their moves list.  For more information on chains and combos, please
 refer to section 5, the Combo Primer.
                            
 -----------------------------------------------------------------------
 BLACKHEART
 -----------------------------------------------------------------------

 Dark Thunder                     hcf + P
 Inferno                          hcb + P
 Kuuchuu Dash                     In air, f,f / PPP
 Kuuchuu Backstep                 In air, b,b / b + PPP
 (long dash)                      f,f (hold f)
 (long backstep)                  b,b (hold b)
 Armageddon                       qcf + PP
 Heart of Darkness                qcf + KK
 Judgment Day                     qcb + PP  (air)

 Ground Combo Chain:    Kick to Punch
 Jumping Combo Chain:   Kick to Punch
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP 
 Aerial Rave Finisher:  MK, Judgment Day
 Flying Attack:         Crouching MP
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       LP Dark Thunder
 Variable Counter:      LP Dark Thunder
 Variable Combination:  Armageddon

  - Blackheart's HP attack produces demons that fly around, then
    return to him.  If they hit an enemy, they latch on and slowly
    drain life from him or her.  You'll lose less life if less
    demons are attached to you.  Although an enemy is not stunned,
    they do get knocked around a bit (during the crouching HP
    attack, you have more than ample time to follow up with an
    attack or Hyper Combo while the demons knock around your foe).
  - Blackheart's HK attack produces demons that will move forward,
    then disintegrate.  If they hit an opponent, they latch on to
    him or her and prevent them from moving.  You can escape this
    the same way you would when dizzied (shake the joystick and tap
    the buttons), and you'll be stunned for a shorter period of time
    if less demons are attached to you.
  - The Judgment Day HC does the best block damage in the game.  For
    a cheap tactic, jump towards an opponent with low life and use
    it repeatedly in air to whittle down their life and kill them.


 -----------------------------------------------------------------------
 CAPTAIN AMERICA
 -----------------------------------------------------------------------

 Shield Slash                     qcf + P
 Charging Star                    qcf + K
 Stars & Stripes                  f,d,df + P
 Zenten                           hcb + P
 (heel kick)                      In air, d + HK
 2 Dan Jump                       ub~uf (x2)
 Final Justice                    qcf + PP
 Hyper Charging Star              qcf + KK
 Hyper Stars & Stripes            f,d,df + PP

 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP / Crouching HP
 Aerial Rave Finisher:  HP, HK, Heel Kick, Shield Slash
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MK Charging Star
 Variable Counter:      HP Stars & Stripes
 Variable Combination:  Hyper Stars & Stripes / Hyper Charging Star

  - Captain America can lose his shield if he misses a Shield Slash.
    Without the shield, he cannot perform the Shield Slash until he
    picks it up again by passing over it.  Furthermore, all of his
    attacks do less damage when he doesn't have the shield equipped.
  - His Charging Star can neutralize normal projectiles (doing this
    reduces the speed and distance that this move goes, though).
    It won't neutralize projectiles if he doesn't have his shield.
  - Captain America's Zenten can be used to pass through most any
    attack, execept for special throws.
  - His Hyper Charging Star can pass through normal projectiles and
    resist Hyper Combo projectiles (at the cost of reducing his
    speed and distance travelled), but only if he has the shield.
    Otherwise, he can't pass through anything.
    

 -----------------------------------------------------------------------
 CHUN-LI
 -----------------------------------------------------------------------

 Kikouken                         hcf + P
 Sen'en Shuu                      hcb + K
 Tenshou Kyaku                    f,d,df + K
 Hyakuretsu Kyaku                 Tap K rapidly  (air)
 Reishiki Kikouken                f + HP
 Kaku Kyaku Raku                  df + HK
 Yosou Kyaku                      In air, d + MK  (can do repeatedly)
 (split kick)                     In air, u + LK
 (front kick)                     In air, f + HK
 Sankaku Tobi                     Jump against a wall, press f
 3 Dan Jump                       ub~uf (x3)
 Kuuchuu Dash                     In air, f,f / PPP
 Kikoushou                        qcf + PP
 Senretsu Kyaku                   qcf + KK
 Hazan Tenshou Kyaku              f,d,df + KK

 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing HK 
 Aerial Rave Finisher:  HP, HK, Front Kick, Hyakuretsu Kyaku,
                        Yousou Kyaku
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Kikouken
 Variable Counter:      MP Kikouken
 Variable Combination:  Kikou Shou / Senretsu Kyaku (w/ Chun-Li)

  - The Reishiki Kikouken can negate normal projectiles.  It also
    fits nicely into a chain combo, although it can't be cancelled.
  - The Sen'en Shuu and Kaku Kyaku Raku moves are overhead attacks
    and must be blocked high.
  - You can cancel a chain combo into the Reishiki Kikouken.
  - Chun-Li's Kikoushou can negate normal projectiles and resist
    Hyper Combo projectiles.
  - Chun-Li's taunt (press Chouhatsu) hits for minor damage.  You
    can't kill someone with it, though.


 -----------------------------------------------------------------------
 CYCLOPS
 -----------------------------------------------------------------------

 Optic Blast                      qcf + P  (air)
 Optic Sweep                      f,d,df + P
 Rising Uppercut                  f,d,df + P, tap P rapidly
 Cyclone Kick                     qcb + K
 Rapid Punches                    Charge b,f + P, tap P / K rapidly
 Running Neckbreaker Drop         Charge b,f + K
 (optic bullet)                   Press HP while standing or crouching
 (double attacks)                 LP,LP / LK,LK / HK,HK
 (alternate attacks)              In air, d + LK~HP
 2 Dan Jump                       ub~uf (x2)
 Mega Optic Blast                 qcf + PP
 Super Optic Blast                f,df,d + PP, direct  (air)
 
 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP
 Aerial Rave Finisher:  HP, HK, Optic Blast, any Alternate Attack
                        except d + LK
 Knockdown Attack:      Crouching HK / MK (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP / HK  (db / df + MK / HK)
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Rising Uppercut  (can't add extra hits)
 Variable Counter:      LP Optic Blast
 Variable Combination:  Mega Optic Blast

  - The Optic Bullet is just a normal move, so you can fire it and
    cancel into any other attack while it's hitting.  It's a useful
    setup for any of his long-range attacks.
  - You can direct Cyclops' MP throw; just hold in any direction
    immediately after it starts.  The directions are reversed, too,
    so holding up-back _or_ down-back makes him fire them up-back.
  - When used, the Super Optic Blast "locks on" to your enemy.  You
    can direct it in any of 8 directions by using the joystick, though.
    If the blast hits the floor, walls, or corners, it rebounds in the
    opposite direction.


 -----------------------------------------------------------------------
 DAN HIBIKI
 -----------------------------------------------------------------------

 Gadouken                         qcf + P
 Kouryuuken                       f,d,df + P
 Dankuu Kyaku                     qcb + K
 Premium Sign                     qcf + K
 Zenten Chouhatsu                 qcf + Chouhatsu
 Kouten Chouhatsu                 qcb + Chouhatsu
 Jump Chouhatsu                   In air, press Chouhatsu
 Shagami Chouhatsu                Crouch, press Chouhatsu
 Shin Kuu Gadouken                qcf + PP
 Kouryuu Rekka                    qcf + KK
 Hisshou Buraiken                 qcb + KK
 Chouhatsu Densetsu               qcf,qcf + Chouhatsu
 Otoko Michi                      HP,LK,b,LP,LP  (at Level 3)

 Ground Combo Chain:    None
 Jumping Combo Chain:   None
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP
 Aerial Rave Finisher:  HP, HK
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Gadouken  
 Variable Counter:      HK Dankuu Kyaku 
 Variable Combination:  Shin Kuu Gadouken  

  - Most normal characters and all small characters can crouch beneath
    the Dankuu Kyaku.
  - There is a 1-in-8 chance that Dan will flash during the Kouryuuken.
    If this happens, he becomes invincible while flashing (normally,
    the Kouryuuken isn't invincible).
  - The Premium Sign is an interesting attack.  Dan will spend a while
    signing his autograph (depending on the button used), show it to
    his opponent, then throw it (the range and direction travelled also
    depends on the button used).  When he's showing it, this move has
    really high priority and will out-hit most incoming attacks.  When
    thrown, it can negate normal projectiles.
  - Dan gains HC energy from any of his taunt moves (including the
    rolling taunts), but not his Chouhatsu Densetsu.
  - If his opponent doesn't block, Dan can hit an opponent with any
    attack after his Kick throw, or even Super Jump up and air combo
    them.
  - If you connect with an Otoko Michi, you will lose all of your
    remaining life except for a tiny bit (so you'll die if you take
    even one hit of block damage, too).  Furthermore, none of this
    damage is recoverable.  However, doing another Otoko Michi later
    will not take away any more life.


 -----------------------------------------------------------------------
 DHALSIM
 -----------------------------------------------------------------------

 Yoga Fire                        qcf + P  (air)
 Yoga Flame                       hcb + P
 Yoga Blast                       hcb + K
 Yoga Teleport                    f,d,df / b,d,db + PPP / KKK  (air)
 Fuyuu                            qcb + KK, then move in any dir.  (air)
 Drill Zutsuki                    In air, d + HP
 Drill Kick                       In air, d + K
 Yoga Inferno                     qcf + PP, then direct d / u  (air)
 Yoga Strike                      qcf + KK

 Ground Combo Chain:    None
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing close MP
 Aerial Rave Finisher:  MP, MK, HP, HK
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Yoga Fire
 Variable Counter:      MP Yoga Flame
 Variable Combination:  Yoga Inferno  (can't direct)

  - Dhalsim's limbs automatically extend if you're far away or contract
    if you're close by.  This is pretty handy, but you have to make
    sure you're really close if you want to use the shorter version of
    his Punch or Kick attacks.
  - He has an automatic teleport that kicks in whenever there's a
    pause between you getting hit by one attack to the next.  It's
    useful, but don't depend on it.
  - Dhalsim can teleport repeatedly in the air.
  - During the Fuyuu, you can move around and attack freely.  You can
    use special moves, too (the Drill attacks or the Yoga Teleport will
    end this moe, the Yoga Fire / Inferno will not).  Repeating the
    Fuyuu ends it.
  - You can cancel a weaker Drill Kick into a stronger one, and can
    cancel any of them into the Drill Zutsuki.


 -----------------------------------------------------------------------
 HULK
 -----------------------------------------------------------------------

 Gamma Slam                       qcf + P
 Gamma Tornado                    hcb + P
 Gamma Charge (Taichi)            Charge b,f + K,(direction +) K
 Gamma Charge (Taikuu)            Charge d,u + K,(direction +) K
 Gamma Wave                       qcf + PP
 Gamma Crush                      qcb + PP, then direct b / f

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP - 2nd hit / Standing HK - 2nd hit
 Aerial Rave Finisher:  HP, HK
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       LK Gamma Charge (Taichi)  (can't redirect)
 Variable Counter:      HK Gamma Charge (Taichi)
 Variable Combination:  Gamma Wave

  - The Hulk has Super Armor while on the ground.
  - His punches and kicks do block damage, too.
  - The Gamma Tornado can be blocked.  Once Hulk grabs someone,
    rotate the joystick repeatedly to increase the damage done.
  - If the Gamma Charge isn't blocked, you can press K again for
    a second charge (both versions go straight up).  Or, you can
    pick the direction you travel in (ub / u / uf + K for the
    Taichi version; b / ub / u / uf / f + K for the Taikuu version).
    You can also reverse the direction if you want (i.e., press
    db to charge up-forward).
  - The Gamma Charge hits on the way up.


 -----------------------------------------------------------------------
 GOUKI
 -----------------------------------------------------------------------

 Gou Hadouken                     qcf + P
 Zankuu Hadouken                  In air, qcf + P
 Gou Shouryuuken                  f,d,df + P
 Tatsumaki Zankuu Kyaku           qcb + K  (air)
 Tenma Kuujin Kyaku               In air, qcf + K
 Ashura Senkuu                    f,d,df / b,b,db  + PPP / KKK
 Zugai Hasatsu                    f + MP
 Senpuu Kyaku                     f + MK
 (alternate kicks)                In air, u + MK / u + HK
 Messatsu Gou Hadou               qcb + PP
 Messatsu Gou Shouryuu            qcf + PP
 Tenma Gou Zankuu                 In air, qcf + PP
 Shun Goku Satsu                  LP,LP,f,LK,HP  (at Level 3)

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP
 Aerial Rave Finisher:  HP, HK, u + HK, Zankuu Hadouken, Tenma
                        Kuujin Kyaku, Tenma Gou Zankuu
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MK Tatsumaki Zankuu Kyaku
 Variable Counter:      LP Gou Shouryuuken
 Variable Combination:  Messatsu Gou Hadou

  - The Zugai Hasatsu is an overhead and must be blocked high.
  - The Shun Goku Satsu is unblockable.


 -----------------------------------------------------------------------
 KEN
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shouryuuken                      f,d,df + P  (air)
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Inazuma Kakato Wari              f + MK
 (alternate kicks)                In air, u + MK / u + HK
 Shouryuu Reppa                   qcf + PP
 Shinryuuken                      qcf + KK, tap K rapidly
 Shippuujinrai Kyaku              qcb + KK

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP
 Aerial Rave Finisher:  HP, HK, u + HK, Hadouken, Shouryuuken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       HP Shouryuuken
 Variable Counter:      HP Shouryuuken
 Variable Combination:  Shouryuu Reppa / Shinkuu Hadouken (w/ Ryu)

  - The Inazuma Kakato Wari is an overhead and must be blocked high.
  - If the Shippuujinrai Kyaku is blocked, Ken will stop the move
    early.


 -----------------------------------------------------------------------
 NORIMARO
 -----------------------------------------------------------------------

 Super Fantastic Treasure         qcf + P  (air)
 Powerful Rolling Arms            qcf + K
 Great Fighting Jump              f,d,df + P
 (spin kick)                      Jump ub / uf + MK
 2 Dan Jump                       ub~uf (x2)
 4 Dan Jump                       ub~uf (x4)
 Hyper Strong Miracle Treasure    qcf + PP
 Ultra Variety Private Memories   qcf + KK
 Ultimate Grand Champion Jump     f,d,df + PP

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing HK
 Aerial Rave Finisher:  HP, HK, Super Fantastic Treasure
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK / MP (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       MP Super Fantastic Treasure
 Variable Counter:      MK Powerful Rolling Arms
 Variable Combination:  Hyper Strong Miracle Treasure

  - Norimaro's standing HK makes him throw a banana peel.  Walking
    over this causes minor damage (yes, Norimaro can dash into it
    himself).  You can throw it, then cancel the HK into an attack
    to push your enemy back for 2+ hits, if you want to.
  - Norimaro can't use the 4 Dan Jump unless you've activated it via
    a code.  To use it, hold (LP + MP + LK) between stages.  You
    can't do the fourth and final jump right after the 3rd jump, you
    have to wait a moment beforehand.
   

 -----------------------------------------------------------------------
 OMEGA RED
 -----------------------------------------------------------------------

 Carbonadium Coil                 qcf + P  (qcf + P / K in air)
 Death Factor                     Tap P after C. Coil / Energy Drain
 Energy Drain                     Tap K after C. Coil / Death Factor
 (single flip)                    Dir. + P / K from any of 3 above moves
 (double flip)                    Dir. + P / K from Coil -> Single Flip
 (coil retract)                   Before C. Coil hits, press P
 (air coil retract)               Before air C. Coil hits, press P / K
 Omega Strike                     qcf + K
 (strike cancel)                  d + K during Omega Strike
 (strike recall)                  b + K during Omega Strike
 (coil hit)                       db~df + HK
 Kuuchuu Dash                     In air, f,f / PPP
 Omega Destroyer                  qcf + PP
 Omega Smasher*                   In air, qcf + PP

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP
 Aerial Rave Finisher:  HP, HK, Carbonadium Coil, Omega Smasher
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       Standing HP
 Variable Counter:      LK Omega Strike
 Variable Combination:  Omega Destroyer

  - Using the Death Factor drains your foe's life and gives it to
    you.  The Energy Drain does the same thing, but affects HC
    energy instead.
  - The Double Flip can't be used if you preceeded the first flip with
    the Death Factor or Energy Drain.  You need to press in the desired
    direction + P / K as the first flip ends.  It's considerably easier
    to do in the air than on the ground (but it is possible with
    practice).
  - If you want to retract a Carbonadium Coil after you've begun the
    move press any P to do so.  This must be done before the coil is
    blocked or connects.  In air, you can use P or K interchangably
    (so if you did qcf + MK in air, you could cancel it with any P and
    vice versa).

  * The manual (and Capcom's web page) list this move as the "Omega
    Smasher".  Omega Red himself says, "Carbonadium Smasher".  But in
    the game, what appears on the screen (and what the announcer says)
    is "Carbonadium Smash".  Hey, go figure! ;)


 -----------------------------------------------------------------------
 RYU
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shouryuuken                      f,d,df + P
 Tatsumaki Senpuu Kyaku           qcb + K  (air)
 Sakotsu Wari                     f + MP
 Senpuu Kyaku                     f + MK
 (alternate kicks)                In air, u + MK / u + HK
 Shinkuu Hadouken                 qcf + PP  (air)
 Shinkuu Tatsumaki Senpuu Kyaku   qcb + KK
 Shin Shouryuuken                 f,d,df + PP
 
 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Crouching HP
 Aerial Rave Finisher:  HP, HK, u + HK, Hadouken, Shinkuu Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       LP Hadouken
 Variable Counter:      LP Hadouken
 Variable Combination:  Shinkuu Hadouken

  - The Sakotsu Wari is an overhead and must be blocked high.
  - The Shin Shouryuuken hits 3 times if you hit an opponent with
    it; if they evade the intial hit then they'll take around 8
    hits as you rise up.


 Next Page »