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Unpublished work Copyright 1998 Kao Megura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
=========================================================================
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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.
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BASIC MOVES LIST
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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