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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 02)

Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Marvel Super Heroes vs. Street Fighter - Strategy Guide (Page 02).

 -----------------------------------------------------------------------
 SAKURA KASUGANO
 -----------------------------------------------------------------------

 Hadouken                         qcb + P  (air)
 Shououken                        qcf + P  (air)
 Shunpuu Kyaku                    qcb + K  (air)
 Flower Kick                      f + MK
 Shinkuu Hadouken                 qcb + PP
 Midare Zakura                    qcf + PP
 Haruichiban                      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, Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       HK Shunpuu Kyaku
 Variable Counter:      HP Shououken
 Variable Combination:  Shinkuu Hadouken

  - On the ground, the Shouou Ken has a shield around it that will
    negate normal projectiles.
  - The Shunpuu Kyaku and Flower Kick are overheads and must be
    blocked high.
  - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
    kill someone with it, though.


 -----------------------------------------------------------------------
 SHUMA-GORATH
 -----------------------------------------------------------------------

 Mystic Stare                     Charge b,f + P
 Mystic Smash                     Charge b,f + K  (air)
 Devitalization                   hcb + K
 Sekika                           In air, d + MK
 (upward stare)                   In air, u + HP
 Chaos Dimension                  qcf + PP  (at Level 3)
 Chaos Split                      qcf + KK

 Ground Combo Chain:    Punch to Kick
 Jumping Combo Chain:   Punch to Kick
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MK
 Aerial Rave Finisher:  HP, HK, Upward Stare, Sekika
 Flying Attack:         Standing / Crouching HP, Standing HK
 Knockdown Attack:      Crouching MK / HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP / MK / HK
 Variable Assist:       LK Mystic Smash
 Variable Counter:      MK Mystic Smash
 Variable Combination:  Hyper Mystic Smash

  - If the Mystic Stare hits, Shuma's eyes cling to his opponent for
    a while, flash brown, then explode.  While clinging to his foe,
    Shuma can't use the Mystic Stare.  To get the eyes off yourself,
    simply hit Shuma with an attack or switch characters.  Note that
    this move only causes damage if it is blocked or if the eyes
    explode--actually hitting with it causes no damage.
  - Once Shuma activates the Chaos Dimension, he will glow for a while.
    His LP and LK attacks remain the same, but his Medium and Hard
    attacks all change to short-ranged touch attacks whether Shuma
    is crouching, standing, or jumping.  You must hit an opponent
    with one of these "touches" in order to trigger the actual attack.
  - It should be noted that Shuma can't use _any_ move (even the Upward
    Stare), during the Chaos Dimension.  Any moves that were previously
    in effect (the Chaos Split, or an attached Mystic Stare), will end.
  - However, Shuma can hit an opponent with the "activation" frame of
    this move (which occurs just as you press qcf + PP), then jump after
    them and touch them in air easily.  You can even kill someone with
    the activation, and it will still count as an HC finish (even though
    the activation won't trigger the actual throw part of this move; you
    have to touch someone to do that).
  - During the Chaos Split, Shuma is followed by a double, which does
    everything that he does.  If you try the Mystic Stare, the double
    will go through all the animations but no eyes are fired.  If that
    isn't bad enough, you can't even perform the Devitalization.  The
    Chaos Split ends if you get hit or if some time passes.


 -----------------------------------------------------------------------
 SPIDER-MAN
 -----------------------------------------------------------------------

 Web Ball                         qcf + P  (air)
 Web Throw                        hcb + P
 Web Swing                        qcb + K  (air)
 Spider Sting                     f,d,df + P,P
 Sankaku Tobi                     Jump against a wall, press uf~df
 Maximum Spider                   qcf + PP, then direct d / f / u  (air)
 Crawler Assault                  qcf + KK

 Ground Combo Chain:    Weak to Strong
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing MP, Crouching HK  (see notes)
 Aerial Rave Finisher:  HP, HK, Web Swing
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK / MK (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       LK Web Swing
 Variable Counter:      MP Spider Sting  (can't add second hit)
 Variable Combination:  Crawler Assault

  - Hitting someone with a Web Ball will stun them momentarily.
  - The Web Throw can be blocked.  Once Spider-Man grabs someone,
    rotate the joystick repeatedly to make him spin them around
    faster (doesn't seem to increase damage, though).
  - Spidey's Sankaku Tobi works a little differently than other
    character's wall jumps.  Once you press in any forward direction,
    Spider-Man clings to the walls.  He'll stay there for a few
    seconds, or until you release whatever direction you were pressing
    in.
  - The Maximum Spider can home in on your enemy's location a bit,
    but not very well.  If someone is above you or below you, it's
    best to direct the attack by pressing up or down.
  - Spidey's second launcher is a standing HK.  If he hits an enemy
    with it, you can press up to Super Jump--however, the enemy will
    not fly up into the air with you.  They won't be launched unless
    they get hit by the HK while they're already airborne.  So, if you
    want to get both you and your enemy in the air at the same time,
    either hit them with the HK while they jump at you, or knock them
    off the ground with a crouching MK and chain into the standing HK.


 -----------------------------------------------------------------------
 VEGA
 -----------------------------------------------------------------------

 Psycho Shot                      hcf + P
 Psycho Field                     hcb + P
 Double Knee Press                hcf + K  (air)
 Head Press                       Charge d,u + K  (air)
 Somersault Skull Diver           (b / f) + P after Head Press  (air)
 Somersault Skull Diver           Charge d,u + P,P  (or hold P)  (air)
 Vega Warp                        f,d,df + P / K  (air)
 Hikou                            qcb + KK, then move in any dir.  (air)
 Psycho Crusher                   qcf + PP  (air)
 Knee Press Nightmare             qcf + KK

 Ground Combo Chain:    Weak to Any
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Weak to Strong
 Aerial Rave Launcher:  Standing HP
 Aerial Rave Finisher:  HP, HK, Psycho Crusher
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       MP Psycho Shot
 Variable Counter:      HK Double Knee Press
 Variable Combination:  Knee Press Nightmare

  - You can use the Vega Warp repeatedly in the air.
  - During the Hikou, you can move around and attack freely.  You can
    use special moves, too (but using any move will end the Hikou).
    Repeating the Hikou ends it.
  - Vega's Psycho Crusher can negate normal projectiles and resist
    certain Hyper Combo projectiles (the multiple kind, like Dhalsim's
    Yoga Inferno, Gouki's Tenma Gou Zankuu, or Shadow's Shadow Break).
    However, if he resists an HC projectile, he'll spin in place and
    won't move forward.


 -----------------------------------------------------------------------
 WOLVERINE
 -----------------------------------------------------------------------

 Berserker Barrage                qcf + P, tap P rapidly
 Tornado Claw                     f,d,df + P, tap P rapidly
 Drill Claw                       (direction +) MP + LK  (air)
 Fumitsuke                        In air, d + HK
 (repeated claw)                  In air, tap MP rapidly
 (double claw)                    Press MP,MP
 (double kick)                    Press MK, if it hits, press MK again
 (sliding claw)                   df + HP
 Sankaku Tobi                     Jump against a wall, press f
 Berserker Barrage X              qcf + PP
 Berserker Charge                 qcb + PP
 Weapon X                         f,d,df + PP
 Fatal Claw                       f,d,df + KK  (air)

 Ground Combo Chain:    Hunter
 Jumping Combo Chain:   Weak to Strong
 Super Jumping Chain:   Hunter
 Aerial Rave Launcher:  Standing HK
 Aerial Rave Finisher:  HP, HK, Drill Claw, Fumitsuke
 Flying Attack:         Standing HP
 Knockdown Attack:      Crouching HK / MP (lifts them slightly upward)
 Ground Throws:         b / f + MP / HP
 Aerial Throws:         any direction but d / u + MP / HP
 Variable Assist:       LP Berserker Barrage  (can't add extra hits)
 Variable Counter:      LP Berserker Barrage  (can't add extra hits)
 Variable Combination:  Berserker Barrage X

  - The Drill Claw goes straight forward unless you hold in a direction
    while pressing the buttons.  On the ground, you cannot Drill Claw
    backwards or in any of the downward directions.
  - You can use the Drill Claw after a successful Fumitsuke and vice
    versa.
  - During the Berserker Charge, afterimages trail Wolverine, who
    moves faster and jumps further.  In addition, all his moves come
    out faster and are easily cancelled.


 -----------------------------------------------------------------------
 ZANGIEF
 -----------------------------------------------------------------------

 Double Lariat                    (b / f +) PPP / KKK  (air)
 Double Lariat                    PPP / KKK, move b / f  (air)
 Screw Piledriver                 Rotate 360 + P  (air)
 Flying Powerbomb                 hcf + K
 Atomic Suplex                    When close, hcf + K
 Banishing Flat                   f,d,df + P
 Aerial Russian Slam              f,d,df + K
 Headbutt                         In air, u + MP
 Double Knee Press                In air, d + MK
 Body Press                       In air, d + HP
 (long punch)                     In air, f + HP
 (elbow drop)                     f + MP  (or in air, d + MP)
 (instant running throw)          Hold MP / MK / HP / HK, f,f
 (delayed running throw)          f,f, then MK / HK or b / f + MP / HP  
 Final Atomic Buster              Rotate 360 + PP

 Ground Combo Chain:    None
 Jumping Combo Chain:   None
 Super Jumping Chain:   Weak to Strong
 Aerial Rave Launcher:  Crouching MP, MP Throw
 Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
                        Double Lariat, Screw Piledriver
 Knockdown Attack:      Crouching HK  (standing HK knocks into air)
 Ground Throws:         b / f + MP / HP / MK / HK  (db / df + MP / HP)
 Aerial Throws:         any direction but d / u + MP / HP / MK / HK
 Variable Assist:       KKK Double Lariat  (can't move b / f)
 Variable Counter:      MK Flying Powerbomb
 Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

  - You can move back or forward as you start the Double Lariat, or
    after it begins.
  - Zangief has Super Armor during the Flying Powerbomb and Final
    Atomic Buster.
  - The Banishing Flat can negate projectiles.


=========================================================================
  3.  H I D D E N   C H A R A C T E R   M O V E S   L I S T
=========================================================================

 None of these characters are normally available.  You must use a code
 to select them; please refer to section 4 (Secrets and Tricks) for
 information on how to do this.

 -----------------------------------------------------------------------
 ARMOR SPIDER-MAN
 -----------------------------------------------------------------------

  He plays just like Spider-Man, but with Super Armor (which only
  functions while on the ground)  However, Spidey's Super Armor seems
  to only work against certain attacks (i.e. it will stop a Shield
  Slash, but not a Carbonadium Coil).


 -----------------------------------------------------------------------
 HIYAKESHITA SAKURA
 -----------------------------------------------------------------------

 Hadouken                         qcf + P  (air)
 Shououken                        f,d,df + P  (air)
 Shunpuu Kyaku                    qcb + K  (air)
 Ashura Senkuu                    f,d,df / b,d,db + PPP / KKK
 Flower Kick                      f + MK
 Shinkuu Hadouken                 qcf + PP
 Midare Zakura                    qcf + KK
 Haruichiban                      qcb + KK
 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, Hadouken
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MK / HK
 Variable Assist:       HK Shunpuu Kyaku
 Variable Counter:      HP Shououken
 Variable Combination:  Shinkuu Hadouken
                                          
  - In the air, the Shouou Ken has a shield around it that will negate
    normal projectiles.
  - The Shunpuu Kyaku and Flower Kick are overheads and must be
    blocked high.
  - Sakura's taunt (press Chouhatsu) hits for minor damage.  You can't
    kill someone with it, though.  She gains HC energy from taunting,
    by the way.


 ------------------------------------------------------------------------
 MECH-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
 (hard knuckle)                   Press HP while standing or crouching
 High Mega Gou Beam               qcb + PP
 Scramble Gou Punch               qcf + PP
 Thunder Gou Shower               In air, qcf + PP
 Shining Gou Shock                LP,LP,f,LK,HP  (air) (at Level 1)

 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, Shining
                        Gou Spark
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         any direction but d / u + MP / HP

  - Mech-Gouki can only be used by himself, so he has no 'Variable'
    moves.
  - The Zugai Hasatsu is an overhead and must be blocked high.
  - CPU Mech-Gouki can interrupt the Scramble Gou Punch with the
    Shining Gou Shock while he's on the ground.  I don't know if you
    can do it if you're using Mech-Gouki.
  - The Shining Gou Shock is unblockable.
                           

 -----------------------------------------------------------------------
 MEGA ZANGIEF
 -----------------------------------------------------------------------

 Double Lariat                    (b / f +) PPP / KKK
 Double Lariat                    PPP / KKK, move b / f
 Screw Piledriver                 Rotate 360 + P  (air)
 Flying Powerbomb                 hcf + K
 Atomic Suplex                    When close, hcf + K
 Vodka Fire                       qcf + P
 Aerial Russian Slam              f,d,df + K
 Headbutt                         In air, u + MP
 Double Knee Press                In air, d + MK
 Body Press                       In air, d + HP
 (long punch)                     In air, f + HP
 (elbow drop)                     f + MP  (or in air, d + MP)
 (instant running throw)          Hold MP / MK / HP / HK, f,f
 (delayed running throw)          f,f, then MK / HK or b / f + MP / HP  
 Final Atomic Buster              Rotate 360 + PP
 Siberian Blizzard                Rotate 360 + KK

 Ground Combo Chain:    None
 Jumping Combo Chain:   None
 Super Jumping Chain:   Weak to Strong
 Aerial Rave Launcher:  Crouching MP, MP Throw
 Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
                        Double Lariat, Screw Piledriver
 Ground Throws:         b / f + MP / HP / MK / HK  (db / df + MP / HP)
 Aerial Throws:         Any direction but d / u + MP / HP / MK / HK
 Knockdown Attack:      Crouching HK  (standing HK knocks into air)
 Variable Assist:       KKK Double Lariat  (can't move b / f)
 Variable Counter:      MK Flying Powerbomb
 Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat

  - You can move back or forward as you start the Double Lariat, or
    after it begins.
  - Zangief has Hyper Armor while on the ground and in the air.
    However, he cannot block or air block, and his speed / jumping
    range are severely reduced.


 -----------------------------------------------------------------------
 MEPHISTO
 -----------------------------------------------------------------------

  He plays just like Blackheart, but any physical attack (LP through MK,
  and his crouching HP or standing HK from up close) will set an enemy
  on fire.  This doesn't seem to cause any extra damage though, so I'm
  still unsure what makes him better than Blackheart.


 -----------------------------------------------------------------------
 SHADOW 
 -----------------------------------------------------------------------

 Sonic Boom                       Charge b,f + P
 Somersault Shell                 Charge d,u + K
 Moonsault Slash                  In air, u,uf,f + K
 Jump Sobat                       b / f + MK
 Step Kick                        b / f + HK
 Spin Back Knuckle                f + HP
 Shadow Break                     qcf + PP, tap P rapidly
 Cross Shadow Blitz               qcf + KK
 Shadow Justice                   qcb + KK
 Final Mission                    Charge b,f,b,f + PP  (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, Moonsault Slash
 Knockdown Attack:      Crouching HK
 Ground Throws:         b / f + MP / HP / MK / HK
 Aerial Throws:         Any direction but d / u + MP / HP
 Variable Assist:       HP Sonic Boom
 Variable Counter:      HK Somersault Shell
 Variable Combination:  Shadow Justice

  - The Jump Sobat is an overhead and must be blocked high.
  - The Final Mission can be blocked.


 -----------------------------------------------------------------------
 US AGENT
 -----------------------------------------------------------------------

  He plays just like Captain America...and that's just about it.  I
  don't know what's supposed to be different about him.


=========================================================================
  4.  S E C R E T S   A N D   T R I C K S
=========================================================================

 -----------------------------------------------------------------------
 BONUS OPTIONS
 -----------------------------------------------------------------------

 Beat the game once (on any difficulty, even if you lose and continue),
 and you get an infinite Life Gauge option, eight speed stars total,
 and same character select.  The color layout changes from Punch or
 Kick for two colors to LP / MP or LK / MK for two colors, minus HP for
 one new color or HK for another new color.

 Beat the game again (on eight star difficulty, even if you lose and
 continue), and you get a Hyper Combo Gauge option.

 Optionally, beat the game one time on eight star difficulty and
 don't lose to get all of these options enabled.
                                 

 -----------------------------------------------------------------------
 SELECT THE HIDDEN CHARACTERS
 -----------------------------------------------------------------------

 To play as a hidden character, simply highlight the character listed,
 hold Start, and press any P or K, or even the L or R buttons.

        Armor Spider-Man    :  Highlight Spider-Man
        Hiyakeshita Sakura  :  Highlight Hulk
        Mega Zangief        :  Highlight Blackheart
        Mephisto            :  Highlight Omega Red
        Shadow              :  Highlight Dhalsim
        US Agent            :  Highlight Vega

 If you want to, you can use two hidden characters in the same team.
 You can't use the same two hidden characters, though, unless you've
 activated the bonus option for "select same character" (see above).
 Until that option is activated, note that you can't use Spider-Man
 and Armor Spider-Man in a team, either.  However, there is a trick
 to do just that: pick anyone for your first character, then Spidey
 for your second.  Play and lose, then continue and pick Armor
 Spider-Man.  The cursor will then default to Spider-Man, who you
 can pick, because he was your last chosen character.


 -----------------------------------------------------------------------
 FIGHT A HIDDEN TEAM
 -----------------------------------------------------------------------

 To fight a special team consisting of one hidden character and either
 Gouki or Vega, fulfill the following requirements before Stage 6:

        MEGA ZANGIEF and VEGA
         - No continues
         - Don't let yourself or your ally die
         - Get 2 Variable Combination Finishes
         - Get Hyper Combo Finishes on all other rounds
 
        HAYAKESHITA SAKURA and GOUKI
         - No continues
         - Don't let yourself or your ally die
         - Get 4 Variable Combination Finishes
         - Get Hyper Combo Finishes on all other rounds

        SHADOW and VEGA
         - No continues
         - Don't let yourself or your ally die
         - Get 4 Variable Combination Finishes
         - Get the 'First Attack' bonus on each round.
         - Use the Change Characters trick (hold PPP between rounds)
           once.


 -----------------------------------------------------------------------
 MECH-GOUKI NOW!! MODE
 -----------------------------------------------------------------------

 Beat Survival Mode once (on any difficulty) and this becomes available.
 To use it, highlight "Survival Mode" in the main menu and press L or R
 once.  It will now read "Mech-Gouki Now!!" mode.  If you select it, you
 can fight Mech-Gouki.  However, note that, like Survival Mode, none of
 the bonus options work in this mode.


 -----------------------------------------------------------------------
 SELECT MECH-GOUKI
 -----------------------------------------------------------------------

 To select Mech-Gouki, beat Mech-Gouki!! mode once (at any difficulty).
 You also need to beat the game once (to enable same character select).
 Then, in Arcade or Versus mode, highlight Gouki, hold Start, and press
 any button.  Highlight Gouki again (for your second choice), hold
 Start, and press any button.  You'll get Mech-Gouki instead.
                                 
 Note that Mech-Gouki can only be used by himself.  If killed, he cannot
 be attacked with the "Beat Up Your Opponent" trick.  If you beat the
 game with Mech-Gouki, another one will fall down and you can attack
 it.  Mech-Gouki actually gets one line of text here, but the ending
 is the same generic kind you get for using the Marvel hidden characters
 (Armor Spider-Man, Mephisto, or US Agent).
 

 -----------------------------------------------------------------------
 CHANGE CHARACTERS
 -----------------------------------------------------------------------

 Normally, the character you pick first fights first.  However, if you'd
 like your second character to go first from now on, simply hold down
 PPP between stages, and the character order is switched for all the
 rest of the stages.  If you want to switch back, simply repeat the
 trick between the next two stages.  You can do this trick twice between
 rounds (i.e. if you switch once so that Dan is first and Sakura is 2nd,
 then change your mind and press PPP again, Sakura will show up first
 once the round starts).


 -----------------------------------------------------------------------
 QUICK CONTINUE
 -----------------------------------------------------------------------

 If, at the end of an Arcade or Versus Mode match, you decide you'd like
 a rematch using the same characters, just have the loser press L or R
 and the message "Quick Continue" will appear.  After the winner
 delivers his winning quotes, the match will restart.


 -----------------------------------------------------------------------
 BEAT UP YOUR OPPONENT / PARTNER
 -----------------------------------------------------------------------
       
 After beating both opponents, you can press Start to make your
 character stop his or her victory pose.  You can now move around and
 use special moves (and even Hyper Combos if you have enough power
 left).  You can't use Variable moves, though.  Hitting your opponent
 knocks them into the air, allowing you to beat them up for a couple
 of seconds until the game continues onto the next stage.

 Once you beat Mech-Gouki and your opponent drops down, you can do
 the same thing to attack him or her.  If you keep hitting them, they'll
 fight back!


 -----------------------------------------------------------------------
 DAN'S SECRET INTRODUCTION / SPECIAL FINISH
 -----------------------------------------------------------------------

 To see Dan slam into the floor in an explosion, make sure that he's
 the first up to fight, and hold LP prior to the battle starting.
 This has no effect on the game but is always worth a laugh ;)

 Dan also has a special finish; if he kills a person with his Premium
 Sign attack (even if they're killed by block damage), you'll get the
 black finish usually reserved for Hyper Combos.  Note that this only
 works if they're hit by the _thrown_ autograph, not if they're killed
 while Dan is holding his autograph.


 -----------------------------------------------------------------------
 SAKURA'S WIN POSES
 -----------------------------------------------------------------------

 When using Sakura or Hiyakeshita Sakura, hold down a button after
 winning a round to select your win pose, as shown below:

   Hold LP - Sakura throws her arm up and cherry blossoms appear.
   Hold MP - Sakura does some attacks and her shoe hits her head.
   Hold HP - Sakura does some attacks and yells.
   Hold LK - Sakura does her groovy dance from SFA2.
   Hold MK - Sakura rubs her nose and holds out her hand.
   Hold HP - Kei (Sakura's friend) flies in and lands on her face.


 -----------------------------------------------------------------------
 NORIMARO'S QUADRUPLE JUMP
 -----------------------------------------------------------------------

 To use Norimaro's quadruple jump, hold down LP + MP + LK before the
 battle begins.  Once it has begun, Norimaro can now jump 4 times in
 a row (just like Chun-Li's triple jump or Cyclops' double jump).  If
 you want to keep using this trick, you have to do it between every
 stage.  His quadruple jump is a little different from most people with
 mid-air jumps in that you have to wait a moment between the 3rd and
 4th jumps.
 

=========================================================================
  5.  C O M B O   P R I M E R
=========================================================================

 This section is my attempt to explain how combos work in this game, as
 the Marvel / VS series' combo method is pretty complex and extensive.

------------------------------------------------------------------------
BASIC COMBO THEORY
------------------------------------------------------------------------

 Although this game is full of massive chain combos, launchers, aerial
 raves, and all that other junk, the basic stuff still applies and is
 important.  Here's a quick run-down of what you can do:

 A combo is any series of attacks which are unblockable after the
 fist hit connects.  A basic combo usually falls into one of the
 four examples listed below:

  ---------------------------------------------------------------------
  Attack -> Special Move
  ---------------------------------------------------------------------

  Also known as a two-in-one.  You simply perform an attack during
  the input for a special move (or Hyper Combo), and the two will
  occur rapidly upon execution.  (i.e.  down + Medium Kick, down-
  forward, forward + Punch would make Ryu combo a crouching kick
  into his Hadouken.  Replace Punch with two Punch buttons and he'd
  combo into the Shinkuu Hadouken Hyper Combo.)


  ---------------------------------------------------------------------
  Jumping Attack -> Standing / Crouching Attack -> Special Move
  ---------------------------------------------------------------------

  Jumping attacks can preceed a two-in-one in order to do added
  damage.


  ---------------------------------------------------------------------
  Attack -(link)-> Attack -> Special Move
  ---------------------------------------------------------------------

  In any type of chain combo, the animation of one normal attack is
  cancelled by the animation of another.  A link is when two normal
  attacks can combo without having their animation cancel.  Usually,
  this is limited to quick attacks, like LP and LK.  It may sound
  useless considering the many chains in this game, but for characters
  like Dhalsim, who has no ground chains, it's pretty handy (he can
  link his crouching LP into a crouching LK).  It's also useful for
  preceeding a chain combo (Wolverine can dash in and hit with his
  standing LP attack several times, then cancel normally into a
  chain combo).


  ---------------------------------------------------------------------
  Dashing, then attacking
  ---------------------------------------------------------------------

  When you dash, you move forward (hehe)!  Press any Punch or Kick
  while dashing (this even applies to crouching Punches or Kicks), and
  you'll still move forward a bit as your initial attack comes out.
  This means that you'll be closer to your opponent by the time you hit
  than you would be if you walked up and attacked him / her, and since
  you're closer, any attack that you follow up with also has a greater
  chance of hitting due to the decreased proximity between you and your
  foe.


  ---------------------------------------------------------------------
  Flying Attacks
  ---------------------------------------------------------------------

  Flying Attacks are somewhat useful, but they can also put a kink in
  your ground combos.  When you hit someone with a Punch or Kick that
  also has the Flying Attack effect, your opponent will fly across the
  screen for a fair distance.  This can be handy if you want to get
  your opponent away from you, but it can be annoying if you're
  performing a ground chain, and in the middle of it, send your foe
  flying before you can finish.


  ---------------------------------------------------------------------
  Oiuchi / Off The Ground  (OTG)
  ---------------------------------------------------------------------

  The idea behind this is simple: in certain cases, if you knock your
  opponent to the ground and they don't roll away, you can hit them
  with any attack that is low to the ground (most crouching attacks,
  etc.)  Doing so will bounce them up, and you can hit them again while
  their airborne and continue to combo them.  This doesn't work all the
  time, and you have to attack your enemy quickly or they will get up.
  This can be used in many ways: you can bounce your opponent up with
  Spidey's crouching HK and then juggle them with a Crawler Assault, or
  after an aerial rave, OTG them with an attack, then launch them, and
  keep comboing.


------------------------------------------------------------------------
TYPES OF CHAINS
------------------------------------------------------------------------

 There are lots of different chain combos in this game, each character
 using different varieties.  They are explained in detail here:

  ---------------------------------------------------------------------
  Hunter Chain*
  ---------------------------------------------------------------------

  This is the generic chaining system taken from DarkStalkers.  Two
  rules apply to it, and they are: a weak attack can be followed by a
  strong one, and the button progression must go from Punch to Kick in
  regards to the same set of buttons.

  This means that you can do this:  LP -> LK -> MP -> MK -> HP -> HK.
  Or, you can skip buttons and do:  LK -> MK -> HP -> HK.
  Or even:                          MP -> HP -> HK.

  However, you can't do a combo that violates the rules, such as:

  MK -> MP  (violates 'Punch to Kick using same set of buttons' rule)
  HP -> LP  (violates 'Weak to Strong progression' rule)

  * It's actually called 'the chain combo', but since that terminology
    is a little confusing, I'll use the commonly-accepted 'Hunter
    Chain' term which is referring to DarkStalkers / Vampire Hunter.


  ---------------------------------------------------------------------
  Weak to Strong Chain
  ---------------------------------------------------------------------

  This combo system functions on one premise of the Chain Combo, but
  not the other.  You have to go from a weak attack to a stronger
  attack, but you cannot go from Punch to Kick in the same set of
  buttons.

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