Marvel vs. Capcom - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Marvel vs. Capcom - Strategy Guide (Page 02).
Charlie has been transformed to a shadow by the evil Bison and comes out doing a
toned down version of the Shadow Justice Super from XSF. By far he is the
strongest helper doing practically a half damage of most beam supers and hits
multiple times. 9 hits is the max I think, but it'll rise them in the air and
knock them down unable to block so use your beam super to do heavy damage. After
that he poses then leaves. He has poor range though and does fair chip damage.
# of uses: 3
Code: JP+FK+HP
Sentinel:
The X-Men's prime enemy and Onslaught's smallest threat. These mutant hunting
robots will seek out and destroy any living mutant, but now thanks to Henry
Macoy they have been reprogramed to be used in battle but only manage to capture
four of them, pretty cheesy huh? But how else would Gambit and Wolverine use
them? They just won't willingly help them would they? Onslaught has also gained
help from Master Mold and can use an unlimited amount of them.
A 20-foot high moving wall comes at you doing heavy block damage while missiles
fly at you as well. He moves a bit slower than Collosus but comes out just as
fast. He pushes your opponent back and will sometimes take some damage of a beam
super, pretty nifty huh? The 4th best helper in the game. I'm not saying he's
that bad its just that you can't use him as much as Collosus or Psylocke.
# of uses: 4
Code: JP+MP+FK
<--------------------------------------------------------------------------->
Most combos are courtesy of Migs Rustia: squatter@iconn.com.ph
<--------------------------------------------------------------------------->
Note: Most combos require you to dash after the first jumping hit, if you have
trouble doing that(like me) just make your hits deep, at least that works for
me. That way you don't lose any distance from your opponent as opposed to not
dashing.
Combos: Legend
Well basically people who have difficulty doing comboes might want to start
here. All you do is just follow the button patterns sorta like a 1,2,3 method.
Examples are shown at the bottom. This is called a magic series because it
chains very easily almost like magic!.
Zigzag - All six buttons can be chained into a single zigzag combo.
ex. Jab, Short, Strong, Forward, Fierce, Roundhouse
Stronger- Three hits can be chained from weak to strongest.
ex. Short, Forward, Roundhouse
Weak Start- Only one weak punch/kick into a stronger punch/kick.
ex. Jab, Fierce
None- No series. The biggest chain is a single hit into a special move.
This chart down here indicates what I'm saying during combo notations.
, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS
All moves shown at the bottom are from the left side, if you are on the right
side just switch the motion of the joystick.
You can get more hit out of comboes by basically using the weaker punches/kicks
but they do less damage then there stronger counterparts.
<--------------------------------------------------------------------------->
Not much is known about Ryu's past but the fact that he does live for the fight
and he never lets his skills deteriorate because of his constant training to
perfection. He has grown up training with Ken learning the good side of Shatoken
Karate. He takes little damage and his has good strength. His speed is good as
well but Ken is a little fast. He too can combo all of his supers as well.
Quotes
- "Power, determination and skill decide the victory."
- "Don't be so reckless, you must focus on the fight!"'
- "Not bad. Don't restrain yourself next time!"
- "I hope you have learned well from our battle."
- "Train yourself well, then challenge me again."
- "Fight your absolute best, or don't fight at all!"
- "You must believe you can win, in order to win!"
Strategies
Well basically keep away from him because he will combo you to death although he
would not be classified as a combo character his attacks are strong and the CPU
plays him well. There is a small note and that is that Ken's Jumping Fierce is
one of the most dominating moves in the game. It'll beat out or at least trade
hits with any standing attack. Ryu's is a little less effective, so keep that in
mind.
Ryu:
Hadoken: D,DF,F+P
This is basically the best projectile in the game. It has good width and
damage and should be used often. The punch used determines the speed of the
fireball. He can do 2 of them in a row but not at the same height. Use this in
the air while an opponent is dumb enough to do a beam while your in the air to
slow you down and doing this long enough you should avoid block damage.
Tatsumaki-Senpuukyaku: D,DB,B+K
This is Ryu's hurricane kick and will hit no more than 2 times. This is a very
powerful kick that will sometimes strike(I mean it will fling 'em across the
screen) an opponent. Watch for the recovery delay.
Shoryuken: F,D,DF+P
This is one of the best moves in the game simply because its counters air
attacks and does good damage.
Supers:
Shinku Hadoken: D,DF,F+2P
This is one of the best supers in the game not only that it can be done in the
air it does good damage as well. This is a poor chipper though. The average hits
you can get is about 17-20 hits. I once ram the buttons and got 27 hits out with
this alone and this also doubles the chipping damage as well. This can be done
in the air as well. Ryu recovers very fast from this so don't worry.
Shinku Tatsumaki Senpukyaku: D,DB,B+2K
One of the most feared supers in the game. Ryu starts of a hyper Tatsumaki-
Senpuukyaku creating a huge vortex that brings in the opponent doing heavy
chipping damage. The first hit does insane damage while the rest do little so
ram those buttons and see if you can get 30 hits like I did once. Becareful of
the recovery delay though.
Shin Shoryuken: F,D,DF+2P
Boy this move is hard to do because it basically screws up what you want to do.
Why couldn't they have made it like this: D,DF,F+3K ? When people try this move
they end up doing the Shinku Hadoken after they launch somebody. But this is the
strongest super in Ryu's arsenal and will hit 7 times off his launcher and will
hit 3 times off the ground.
Shatoken Switch: F,DF,D,DB,B+P
The jab turn's Ryu back to Ryu if you have already turned into another player.
The strong turns Ryu into Ken there for obtaining his moves, but Ken's Hadoken
has nearly quadrupled in size since XSF and the distance is cut in half, but his
defense power has weakened.
The fierce turn's Ryu into Evil Ryu having all the moves of Akuma. Akuma's
Hadoken is the best out of all three because it comes down diagonally when in
the air and goes faster than Ryu's. But beware he takes hits like he was being
hit by a truck but his strength has went up a little.
Ken Mode
Ken's huge ego has reminded every single one of his opponents that he is the
greatest fighter in the world and that ego led to a brutal beating courtesy of
Akuma. Recent years Ken would spend time on the beach with his Girlfriend Elisa
and would let his skills deteriorate. Only a match with Ryu has rekindled his
spirit to fight in the World Warrior Tournament. That is long gone now and an
even bigger threat than Akuma lies awake, the wrath of Onslaught! After Ken's
humiliating defeat he was forced to stay in the hospital to heal his wounds
which would take weeks, but before that him and Ryu have been training together
and Ryu has learned and mastered the forms of the Shatoken Hiryuu Fist and now
takes on Onslaught with the help of other heroes and street fighters like Chun-
Li and Zangief. Ken takes hits worst then Ryu so becareful not to do anything
stupid. He can combo all of his supers and has better speed than Ryu.
Strategies
Well you can't play well in the keep away catagory because Ken is no keep away
character. He takes hits worst than Ryu so be on the offensive on him but try
not to jump in while he has a super charged up. Don't forget to use his
Shinryuken to counter those other Shoryu Reppas or missed Dragon punches.
Hadoken: D,DF,F+P
This is basically the same as Ryu's but one important flaw should be mentioned
and that is that it goes only half-screen distance!!! So its useless as keep
away. While in the air it goes down a 60 degree angle.
Tatsumaki-Senpuukyaku: D,DB,B+K
This move is a little different from Ryu's because it hits up to 5 times while
rising the opponent in the air and then finishes with an axe kick that knocks
them down. Its a bit risky to do if you haven't connected with a roundhouse
because Ken will sorta fly up leaving him vulnerable to attack so don't get to
predictable with this move. Ramming the button only brings you one extra hit so
start ramming.
Shoryuken: F,D,DF+P
The 2nd best anti-air move in the game(second only to CapCom's Captain
Corridor)!!! This is the strongest non-super anti air move you can have because
its hits multiple times and does a huge amount of damage!!! This can be done in
the air as an AC finisher as well.
Supers
Shoryu Reppa: D,DF,F+2P
This is one of my favorite moves in the game!!! Ken is immune to hits during
start up and will do alot of block damage if up close. This move can be chained
easily into a combo for some heavy damage. If you do manage to get up close you
will be able to get 12 hits. This move should be used often because it just
does tremendous block damage when up close so you can kill those pesky people
who just block all day. If Ken misses then he will be left in the air unable to
block so watch out.
Shinryuken:D,DF,F+2K
An excellent anti-air move because it has full verticle range and will do heavy
damage if connected. Did I mention that this move chips extremely well? Well it
doesn't it chips fairly like a regular Shinku Hadoken. This super can be set up
by his launcher. Basically Ken does a giant Dragon Punch that leaves his
opponent engulf in flames. Ramming the button works very nicely as well. If Ken
misses he will be left up in the air unable to block.
Shippu Jinrai Kyaku: F,D,DF+2P
This move is great for punishing mistakes because it comes out fast and does
good damage. Its similar to Chun-Li's Thousand Burst Kick but doesn't hit as
much but does equal damage. The chipping damage is great and once connected Ken
will rise the opponent and finishes them off with an axe kick. The recovery time
can only be countered by something quick like a Shinku Hadoken and nothing else
so the recovery time is marvelous unless your playing against Ryu.
Shatoken Switch:F,DF,D,DB,B+P
You know same drill just read above because I'm too lasy to type this out
again.
Akuma Mode
Akuma has tracked down Ryu and Ken and has sworn to destroy them both in combat.
After defeating Ken, Ryu has sworn to avenge Ken's defeat and Akuma finds Ryu in
a forest and has set where he has wanted to see Ryu's defeat. Ryu was not forced
to use Evil Shatoken techniques but his victory did not come easy. After the
defeat of Akuma Ryu left him on the shores of water as he sailed off finding an
isolated island. Ryu has learned to use Akuma's Techniques but uses them for
good not evil. So basically this is Ryu but in a different form. This mode
allows Ryu to use any moves Akuma has at his disposal.
Strategies
Akuma will most likely play keep away all day with you. Don't try fighting
against his keep away skills because he is able to throw several in a row. Only
Megaman will beat him out. He doesn't take hits well so always be on the
offensive with him no matter what and wait until he throws a fireball because he
has the worst recovery time in the game. When you see a level three on him back
up and use a helper to keep him away because you'll get pounded by his raging
demon.
Gou Hadoken: D,DF,F+P
This is best fireball from the 3 because it goes a little faster than Ryu's
with the same width and it comes down diagonaaly like Ken's. He has the ability
to throw 2 in a row making him a great keep away character. But he doesn't stand
a chance if he's going against Megaman because Mega has the ability to throw
several in a row while charging his Mega Buster.
Gou Shoryuken: F,D,DF+P
This is basically the same as Ken's but alot weaker. It has less horizontal
range then Ken's but will do just as well as an anti-air defender.
Gou Tatsumaki-Senpuukyaku:D,DB,B+K
This, in my opinion is the second best from the three other than Ken's of
course. Fields of electricity comes flying from his feet knocking the opponent
5 times doing good damage. This does not have the recovery time that Ken's or
Ryu's does but is the weakest of all three.
Diving Demon Kick: D,DF,F+K(air)
This move will hit the opponent multiple times and has little recovery lag.
Ryu comes down at a 60 degree angle extremely fast doing good damage.
Demon Slide: F,D,DF+3P or 3K
This is a great move to get out of corner traps because Ryu slides across the
floor through his opponent while not hitting them at all. The punch buttons
goes 3/4 screen distance while the kicks go 1/3 screen distance.
Supers
Messatsu Gou Shoryu: D,DF,F+2P
This has the same properties of the Shoryu Reppa doing heavy block damage and
comboes easily.
Tenma Gou Zankyu: D,DF,F+2P(air)
Ryu sets up and fires 36-40 Gou Hadokens at his opponent doing absolutely
tremendous block damage. Not all the fireballs connect though that's why he
fires so many. It comes down a 60 degree angle so it won't go horizontal very
well. So capitalize on this move and hit Ryu with an air Shinku Hadoken
teaching him never to use it again. The Legion, Captain Sword, Big Bang Laser,
Proton Cannon, Hyper Roll&Megaman, Rush Drill,Soul Eraser, and Siberian Blizzard
are all great ways to counter for his mistake. The Siberian Blizzard and the
Shinryuken you must be directly under Ryu for this to connect fully.
Messatsu Gou Hado: D,DB,B+2P
This is basically the same as the Shinku Hadoken but it last in about a second
and does very little chip damage, but same normal damage. It'll leave him a
little more vulnerable than reular Ryu though.
Shun Goku Satsu: JP,JP,F,FK,FP(Level 3)
This move is great because its unblockable and comes out just as fast as the
Captain Storm. It loses the opponent half their life so don't depend on this
giving you victories because the damage it does is not worth 3 levels of super.
Basically Ryu comes at you, catches you and pummels you while the screen goes
dark as a Chinese letter appears in the background.
Combos
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Hadoken,
Hurricane Kick, Strong Air Throw, Shinkuu Hadoken(Ryu),
Dragon Punch(Ken), Tenma Gou Zankyu(Akuma)
Universal Combos
1) D.C.Short --> Hadoken
2) D.C.Fierce --> Shoryuken
3) D.C.Short --> Tatsumaki-Senpukyaku
4) D.S.Short, S.Fierce --> Hadoken
4) J.Roundhouse \/ C.Short, C.Forward --> Hadoken
5) D.S.Short, S.Forward, S.Roundhouse
6) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong --> AC
Finisher
7) J.Roundhouse \/ C.Foward --> Hadoken
Ryu:
1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG)
2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super
Cancel the Fierce immediately with the Shinkuu and the opponent will be unable
to block it! For the team super version, have a partner that can
back it up for maximum damage!
3) Helper Attack --> Shinkuu Hadoken or Team Super
Have a helper that'll keep the opponent stunned long enough for the beam to
connect someone like Collosus or Thor.
3) D.C.Short, C.Fierce --> Shin Shoryuken
Just make sure you pull off the super immediately.
4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin
Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku
After the air Shin Shoryuken, the opponent will fall to the ground, unable to
block, just relaunch and repeat! You can finish up with a third Shin
Shoryuken or an air combo.
5) C.Strong, Hop Kick --> Repeat
This is his infinate combo! If you have any questions contact Solid Snake at
spidey_5@hotmail.com Thanks to Solid Snake for this combo!!!
Ken:
1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super
2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken
3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super
4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)
5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku
Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick to
connect.
6) J.Fierce, \/ S.Fierce --> Shoryu Reppa
This move is done extremely easily and you won't need to dash because you'll
still pound out all the hits just be sure to cancel quickly.
7) D.S.Jab, S.Strong, C.Fierce, --> Shinryuken
This move is done very easily as well because the launcher sets them up
perfectly for the "God Dragon Fist" to connect.
8) J.Roundhouse, C.Short, C.Foward, C.Fierce, --> Shinryuken
Don't worry I tried it and it works very well, plus you'll look like a true
expert just be sure to cancel quickly.
Akuma:
1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane
The classic Akuma hurricane OTG. Just learn the timing and hit em as soon as you
land from the first one.
2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super
Same idea as the Shinkuu Hadoken combo for Ryu mode.
3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu
4) J.Strong \/ D.S.Jab, S.Jab, F, S.Short, S.Fierce
5) C.Roundhouse, Raging Demon
Another Raging Demon setup. Make sure to start the demon just as they're getting
up so that they won't expect it and jump away.
<--------------------------------------------------------------------------->
When she was just a little girl M.Bison murdered her father. Since then she has
been sworn to avenge her father's death training her whole life. She tracks down
Bison only to be narrowly defeated. She then trains with Interpol learning about
Bison's whereabouts and gaining some new moves on the way. Bison's savage can
wait, for now lies an even bigger threat, the threat of Onslaught! During the
battle, Bison follows her while not infering with the battle in anyway. After
the defeat of Onslaught he tries to capture her and use her for evil but then an
old friend of Guile comes to the rescue, proving that the Shadowloo cannot over
come the human heart. Chun-Li has huge throw priority and an amazing chipping
super along with the lightning kicks. She is an excellent combo character and is
the most deadliest when mastered.
Quotes
- "Look at me again and I'll hit you even harder!"
- "You underestimated me. That's why you lost."
- "You underestimated me! Enjoy your defeat!"
- "I'd fight you again if I thought you had a chance."
- "I thought you liked the rough stuff?"
- "You aren't the hero you make yourself out to be."
- "You have wasted enough of my time! Later, loser!"
- "I guess I overdid it again!"
- "I hope I didn't hurt your ego too badly...... Oops!"
- "Fighting isn't the only thing I'll best you at!"
Strategies
Well you should first off keep her away because most of her moves will do heavy
chip damage especially the Lightning Kick. She takes hits as well as Ryu so
don't expect her to be as easy as Akuma. Play keep away all day and that
shouldn't be a problem.
Chun-Li:
Mini-Kikosho: F+P
This is a great anti air attack and will hit multiple times and has no recovery
delay and will nullify incoming fireballs. Great for combos.
Neck-Braker: F+RK
This is a great move cause opponents will get crossed up and won't know which
way to block.
Kioken: B,DB,D,DF,F+P
This fireball is too slow and too hard to do on a joystick and should not be
used often. It is a very poor keep awayer.
Rising Bird Kick: F,D,DF+K
This moves does very good damage and it lifts the opponent in the air. It hits
no more than 5 times, and watch out if it misses cause the recovery delay is
fair though but don't rely on it too much.
Lightning Kick: Push K rapidly
This is one of the best moves Chun-Li has at her disposal because its chips like
crazy and it pushes the opponents away and has low recovery time. The hits do
just a little more damage than the chipping damage so it doesn't matter if they
block it. Remember in SSF2 when this move just did way too much damage? Well if
you noticed its been toned down drastically.
Axe Kick: F,DF,D,DB,B+K
This move does alot of damage and will knock out anybody who decides to block
low.
Supers:
Kikosho: D,DF,F+2P
This is a great move that does tremendous chipping damage. If you just let this
thing it you'll notice that it only hits 9 times but if you ram the buttons you
should get at least 13 hits. It does incredible damage because the opponent is
sucked into the giant energy ball and into the core where the energy forms. If
you have a helper like Collosus or Juggernaut then quickly pull this move before
they reach the opponent and you'll actually get a few more hits from your helper
because it pulls your helper in causing them to slow down!!! But they still do
the same damage. If your really close to an opponent pull this move off quickly
because the opponent are ready inside the core and don't forget to ram those
buttons, plus with your aided helper attack you can throw away up 40% of there
life!!!
Senretsu Kyaku: D,DF,F+2K
Remember this move from way early in SSF2T? Well its here as well and it does
good damage and if you ram the buttons you can get up to twice as many hits!!! I
call it the Thousand Burst Kick. Chun-Li starts up and rushes at your opponent
with a series of kicks that will do alot of damage. Ramming the buttons works
extremely well with this super and it will chip nicely. If the opponent blocks
then Chun-Li will finish in her standing Roundhouse pose for a long time.
Hazan Tenshou Kyaku: F,D,DF+2K
This is the super version of the rising bird kick and does trmendous damage and
will combo right after her standing RK. If missed she will be left in the air in
a pose unable to block so watch out.
Shichisei Senkuu Kyaku : D,DF,F+2K(in air)
This is one of the coolest looking supers in the game!!! Once she connects the
screen will start to turn black with 5 chinese letters appearing with 50% of
there life bar gone!!! You only need one level of super for this!!! But it does
no block damage.
Combos:
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launcher: S.Roundhouse
AC Finishers: Fierce, Roundhouse
Lightning Legs, Strong Air
Throw
1) C.Short, C.Roundhouse --> Lightning Kick(OTG)
Simple combo, just start ramming on a kick button as soon as you knock em down.
2) C.Short, C.Roundhouse --> Kikosho(OTG)
3) J.Fierce \/ C.Short --> Rising Bird Kick
4) J.Roundhouse --> Lightning Kick
After the J.Roundhouse connects, ram on the button and hopefully, you'll hit em
while you're still in the air.
5) D.C.Forward, C.Fierce --> Senretsu Kyaku
This combo is Chun-Li's bread and butter. Master it and you'll be whooping the
floor with your opponents.
6) D.S.Short, S.Roundhouse --> Hazan Tenshou Kyaku
The Launcher will set them up perfectly for the Hazan Tenshou Kyaku. Just be
quick about cancelling into it.
7) D.S.Short, S.Forward --> Hazan Tenshou Kyaku
8) Helper Attack --> Senretsu Kyaku or Shichisei Senkuu Kyaku
Collosus, Psylocke, Juggernaut, Sentinel, Thor and Saki are the preferrable
helpers to use when you wanna use the Senretsu Kyaku. Rogue and
Shadow are the best to use for connecting the Shichisei Senkuu Kyaku
9) Stomp Kick, J.Roundhouse --> Air Lightning Legs
10) D.C.Short, C.Forward, C.Roundhouse --> Senretsu Kyaku(OTG)
This combo is kind of risky because sometimes, the super knocks them upward to
safety. Cancel immediately for the best effect.
11) S.Short, S.Short, S.Strong, S.Fierce --> Senretsu Kyaku
A variation on Chun Li's bread and butter combo. This one requires her to be way
up close to her opponent to connect.
Harder Combos
1) Stomp Kick, J.Roundhouse \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
Chun Li's basic AC. The jump in is very confusing and they'll end up blocking
the wrong way. You can skip it if you want, but it really helps her
set up the combo.
2) Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --> SJ.Jab, SJ.Short -->
Shichisei Senkuu Kyaku
You must be very, very fast when canceling into the Air Super. If it's a split
second too slow, she'll miss.
3) AD.J.Short, J.Forward, J.Fierce \/ D.S.Jab, S.Strong, S.Fierce --> Senretsu
Kyaku
You must be close to the ground when doing the air dash. As soon as you're near
enough, pull off the air chain and immediately go into the
ground chain as you land.
4) Jump towards corner: Stomp Kick, Stomp Kick, Stomp Kick, --> AC Finisher
5) J.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, Stomp Kick, Stomp Kick -->
Lightning Legs
This is a combo that Silver Sage calls the Razor Wind. After the SJ.Short, do
Chun Li's Stomp kick twice. Keep hitting the kick button and she'll
do the lightning legs.
6) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick,
SJ.Jab, SJ.Short --> Sichisei Senkuu Kyaku
This is harder to pull off than the regular Sichisei Senku Kykau air combo, but
it does more damage and is flashier.
7) In Corner: C.Short, C.Forward --> Hazan Tenshou Kyaku \/ Kikosho
Ouch! This may not work on heavier characters. Immediately do the Kikosho after
you land and they should fall into it.
8) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick,
SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher
This is an awesome air combo for Chun Li. Immediately restart the AC after the
stomp kick or Chun Li will bounce away from her opponent.
9) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse --
> Hazan Tenshou Kyaku, C.Short(OTG),
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
She can OTG and then launch because at no time is an AC Finisher pulled off
except for at the end of the combo.
10) In corner: AD.J.Short, Stomp Kick, J.Roundhouse \/ D.S.Short, S.Roundhouse -
-> Hazan Tenshou Kyaku, C.Short(OTG),
S.Roundhouse --> Hazan Tenshou Kyaku, C.Short(OTG), S.Roundhouse /\ SJ.Jab,
SJ.Short --> Shichisei Senkuu Kyaku
This combo is just for show. Why? Well chances are, if they survive the two
Hazan Tenshou Kyaku's they'll only have a few pixels of life left.
You'll actually be lucky if they survive long enough for the air super to
connect!
11) J.Fierce \/ D.S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, Stomp
Kick, SJ.Jab, SJ.Short, SJ.Strong, Stomp Kick, SJ.Jab,
SJ.Short, SJ.Strong, Stomp Kick etc. etc.
Would you believe that Chun Li has an infinite? This combo is quite hard to do
because of the rhythym and the fact that Chun Li and her victim
fly off the screen. Get the timing down to do it infinitely.
12) J.Roundhouse, \/ D.S.Short, S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong -->
Shichisei Senkuu Kyaku
This move is great because its not that hard to pull off, but I think there is a
pause motion in this, but I forgot where. Sorry.
<--------------------------------------------------------------------------->
Captain America will do just anything for his country and he believes that all
men are created equal no matter what and anyone who decides to abuse the power
of the Declaration of Independence will get crushed. That has led him to the
battle against Onslaught who is against the Bill of Rights. For a guy this
strong Captain America is an unbelievable combo character, in fact he is the
only one with combos that will do the most damage no other player comes close.
When Cap A. loses his shield he becomes an even deadlier combo character making
him a superior combo character. When he loses his shield he loses durability and
strength, but can combo all his supers so keep that in mind when playing him.
Quotes
- "I fight loudly for those with no voice."
- "It only takes one man to make the difference."
- "For Truth, Justice, and the American Way!"
- "What is your sense of patriotism? Stand up!"
- "Believe your country, but believe in yourself!"
- "Rest well, soldier. The time is yours."
- "Victory is yours if you believe in yourself."
Strategies
Well you should stay away from him as much as possible because his charging star
will eat your projectiles and pummel you. His shield slash plays well against
your projectiles so don't expect to win much battles with this guy because he is
simply one of the toughest characters in the game. Have a dashing helper and use
your beam super. He takes all beam supers extremely well and will most likely
take 6 Shinku Hadokens w/helper attack before he's dead but hey it works. Just a
small note: when he loses his shield he gains incredible speed and ability to
combo his supers, but he loses range and 40% durability. He lacks in speed with
his shield so use that to your advantage.
Captain America
Shield Slash: D,DF,F+P
Use the JP to hit the opponent low usually after you've knock them down.
Use the SP to go straight in the head.
Use the FP to use as an anti-air attack.
These all go the same speed and all have the same strength.
Stars & Stripes: F,D,DF+P
The punch determines the height and recovery of the move. This is like the
Shoryken, but Captain America style. Great anti-air defender and should be used
over the shield slash.
Charging Star: D,DF,F+K
This is one of the best moves in the game because it eats fireballs and can
still knock your opponents as well. It does great chipping damage as well.
Cartwheel: F,DF,D,DB,B+P
This is very useful becuase he's invincible while doing this and will go behind
the opponent and through all attacks, but I'm not sure about supers though.
Supers:
Final Justice: D+DF+F+2P
This is one of the coolest looking supers in the game. Cap A. rushes at you with
a uppercut while yelling out "Final Justice!" (pretty cool huh?)that has you
falling down on your head but before you can hit the ground he hits you with a 7
hit combo then launches you up and Cap A. comes up and does a tremendously
powerful suplex that loses 15% of your life alone with an explosion. It is
visually impressive and does alot of damage taking away 35% of your life.
Ramming the buttons don't work though because its one of them all or nothing
supers and it hits 10 times. This however will go through fireballs during start
up.
This does not work on Mechanized Zangief though and it will not catch opponents
in the air. Truly the coolest looking super in the game. I say this all the time
but this time I mean it, I just simply love using it whenever I get the chance.
Very hard to combo off of though. Watch for the recovery time though its
horrible and it does no block damage.
Hyper Stars & Stripes: F,D,DF+2P
Captain America does this move exactly like Ken's Shoryu Reppa, but looks cooler
and is stronger. This is probably as strong as the Final Justice if not
stronger. Once again this move cannot be made stronger buy ramming the buttons.
This works better if Cap A. has no shield. This is Cap's super that has the less
recovery time but it leaves him in the air a long time. When your up close to
your opponent this will chip like crazy even more than the Rush Drill!
Hyper Charging Star: D,DF,F+2K
The hyper version of his Charging star will eat other beam supers but will not
hit after that. Cap rushes at his opponent with a huge energy forming around his
shield and does alot of damage. However this is an extremely poor chipper and
probably his the best super to use with a dashing helper. But watch for the
recovery time as well.
Combos
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce, S.Strong
AC Finishers: Fierce, Roundhouse
Shield Slash, Strong Air Throw
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