Marvel vs. Capcom - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Marvel vs. Capcom - Strategy Guide (Page 03).
1) C.Roundhouse --> Charging Star(OTG)
2) D.S.Short, S.Forward, S.Fierce
3) J.Roundhouse --> Jab-Air Shield Slash
A simple combo, just throw the Shield as soon as the kick connects and tag em
while they're still reeling.
4) Helper Attack, Final Justice!
Call in your helper, then pull off a Final Justice while they're trying to hit
the helper. Either that or you could actually let the helper attack
connect and if you're lucky, the Final Justice will connect after it.
5) J.Fierce \/ C.Short, C.Roundhouse --> Jab-Shield Slash(OTG)
This is one of Cap's most effective combos. The Jab Shield Slash will always
combo off of the knockdown as long as your opponent does not
roll.
6) D.C.Short, C.Forward, S.Roundhouse --> any special or super move
Cap's S.Roundhouse is simply awesome. It sets up all of his supers and all of
his special moves. Whichever one you want to pull off is up to
you and your skills.
7) In corner: Hyper Charging Star --> Hyper Stars & Stripes
Can anybody say major headache? Just make sure you cancel quickly. This will
only work while your opponent is in the corner and don't worry I tried this
myself by accident and people were awed! This really works because your opponent
will be pinned to the wall for the longest time, if they're on the ground or
close to it, use the Final Justice, this even works with the shield! If you
don't have any levels of supers after the Hyper Charging Star just use his
regular Stars & Stripes.
8) D.Short, S.Short, S.Roundhouse --> Final Justice
This works completely with the shield. His S.Roundhouse is awsome! It stuns the
opponent for any super to connect but to connect with the Final Justice? Yes it
will do that. You must cancel quickly or it will be blocked.
Harder Combos
1) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong
--> AC Finisher
Cap's standard air combo. Skip the SJ.Forward cause it'll mess it up.
2) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Forward, S.Forward, S.Fierce --> Jab-
Shield Slash
The Shield Slash will usually get blocked, but it's unavoidable and will do
chipping damage.
3) J.Jab, J.Strong \/ C.Short, C.Roundhouse --> Helper Attack --> Final Justice
The only helpers that'll work in this situation are Juggernaut and Sentinel. Try
to be in the corner when doing this combo so that the helper
reaches your opponent before they get up.
4) Lose Shield, D.S.Short, S.Fierce --> Any Super
Try doing a Fierce Shield Slash and then dashing to your opponent to lose your
Shield. Without it, Cap's S.Fierce will act like Ryu's S.Fierce,
stunning the opponent long enough to hit em with a super.
5) J.Jab, J.Strong \/ D.S.Short, S.Forward --> Hyper Stars & Stripes or Team
Super
Cap's easiest setup for a super or team super when he has a Shield. Use this
whenever you get a chance.
6) J.Jab, J.Strong \/ D.C.Short, C.Forward, C.Roundhouse --> Hyper Stars &
Stripes(OTG)
A tricky combo cause the sweep is often hard to set up and it can be rolled out
of. It's mostly for show cause it doesn't do as much damage as
the other Stars & Stripes combo.
7) J.Jab, J.Strong \/ D.C.Jab, C.Strong, C.Fierce /\ SJ.Jab, SJ.Jab, SJ.Jab /\
SJ.Jab, SJ.Strong, SJ.Forward --> AC Finisher
Another tricky showoff combo for Cap! It does a little more damage than the
standard AC but it's a lot harder to pull off. You've gotta hit em
with the Jab three times and then double jump. Continue on with the AC
afterwards.
8) J.Jab, J.Strong \/ C.Fierce, SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward,
SJ.Fierce, SJ.Roundhouse
Yes you can pull off his Roundhouse after the Fierce, just like it did in MSH.
<--------------------------------------------------------------------------->
During the 30th anniversary issue of Iron Man issue Tony Starks had a bad heart
and was forced to use the NTU-150 Series Neuromimetic Telepresence Unit to stop
the deadly robots who were on a dealy ramage. However the robots have found
James Rhodes, but Iron Man comes to his rescue and reliazes he cannot be Iron
Man everywhere and he decides to make another armor for Rhodes and is a better
improvement of the last one giving him massive firepower. He is now a member of
The Avengers West Coast and now helps deal out his missles on the brute maniac
Onslaught. War Machine is very manuverable in this game and his hits do alot of
damage and his durablity is very strong in the rankings. He also can fly for a
long time and has good speed. So is there a weakness to him? Yes he cannot combo
his Proton Cannon which takes for ever to start up and forever to put back in
his shoulder, his attacks have a huge recovery time as well.
Quotes
- "No, not Iron Man; War Machine!"
- "You can chalk up that loss to experience!"
- "Not even a scratch on the surface."
- "Barely had to dip into my bag of high-tech tricks!"
- "Superior technology triumphs once again."
- "Repulsors are primed and ready for more action!"
Strategies
Keep away is useless on this guy because he's a finest at it too. But whenever
you see a Proton Cannon coming up quickly use a beam super like Hyper Megaman or
a Shinku Hadoken so catch him before he ever brings out his bad ass cannon. He
his really a fustrating character because he so balanced out with high rate. But
poke and block will win with this guy because his War Destroyer will do heavy
damage so watch out. Have a dashing character and use your beam super.
War Machine
Missle Blast: D+P
War Machine will fire one single missle at high speeds that will cancel
fireballs but won't do very much chipping damage. There is one huge default in
this though and that is that War Machine waits until it connects and then has
time to block.
Shoulder Cannon: D,DF,F+P
This is a good move that will hit multiple times and does great block damage and
remember the recovery delay if you use Fierce cause its horrible!!! Try using
Jab more often then Fierce.
Low Shoulder Cannon: D,DF,F+K
This is the low version of the Shoulder Canon and will hit people too short or
just blocks low alot.
Repulsor Blast: F,DF,D,DB,B+P
This is a great anti-air move because it juggles them in the air and will hit
multiple times, but most likely not set up for the War Destroyer because it
knocks 'em down. Can also be used on dashing opponents as well.
Smart Bombs: JP+MK
This is a great move that does good damage as well as block damage. Its also
easy to do and can be done in the air as well. The distance is half screen and
has fair recovery time.
Rocket Boosters: D,DB,B+3K
This will have him flying in the air, so this is useful for people who have
ground supers like Captain America. While your in the air hit JP+MK and watch
the life chip away. But be very careful because he cannot block!!!
Supers:
Proto Cannon: D,DF,F+2P
This is a very powerful weapon that does tremendous damage. The problem is that
it takes far to long to start up and anybody should be able to counter with a
beam super when he brings this cannon up. This cannon however will hit the
opponent into the beam if they happen to touch it without blocking. This cannon
will do alot of chipping damage.
War Destroyer: D,DF,F+2K
This is the super that should be used often because it will follow the opponents
and it inflicts good block damage. The recovery time is better than the proto
cannon though so use this on jumping opponents or super jumping opponents
that'll surprsie 'em cause it comes out fast.
Combos
Ground Magic: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Roundhouse
Knockdowns: C.Forward
Air Launchers: S.Roundhouse
AC Finishers: SJ.DN.Fierce, Shoulder Cannon
Strong Air Throw
1) D.C.Short, C.Roundhouse
2) C.Fierce --> Shoulder Cannon
Same idea as Cyclops' Optic Bullet to Optic Blast combo. As soon as you launch
the missile cancel into the Shoulder Cannon.
3) D.S.Short, S.Roundhouse --> War Destroyer
4) D.S.Jab, S.Short, S.Fierce --> Shoulder Cannon
This combo is a bit unreliable cause many opponents will be able to block the
S.Fierce. However, if it does connect, immediately cancel into the
Shoulder Cannon. It'll catch them as they fly to the corner.
Harder Combos
1) D.C.Short, C.Strong, S.Fierce --> Shoulder Cannon
This is similar to easy combo number four except the timing is trickier. The pay
off is that the S.Fierce is impossible to avoid. Immediately after
hitting them with the C.Strong, release the joystick and get into a standing
position. Then hit em with a S.Fierce and cancel into the Shoulder
Cannon as they land.
2) D.C.Short, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.UP.Fierce --> Jab-Shoulder Cannon
This is War Machine's basic AC. It's also very customizable. You can skip the
C.Strong if you want to, but it helps set up ther launcher. Also,
you can point the Fierce downward to use as an AC finisher if you don't wanna do
a Shoulder Cannon.
3) D.C.Short, S.Roundhouse --> War Destroyer, C.Short(OTG), C.Roundhouse
This combo is simple until it gets to the OTG. As soon as you can move, knock em
off the ground and hit em with the C.Roundhouse.
4) Fierce Throw into corner, D.C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.UP.Fierce --> AC Finisher
War Machine is the one of the lucky few that can OTG after a throw. Just dash in
quickly and OTG before they can recover. Then follow up with
the AC of your choice.
5) Air Smart Bomb --> Knee Stomp, J.DN.Fierce \/ D.C.Short, S.Roundhouse /\
SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Fierce -->
Shoulder Cannon
This is similar to his standard air combo except for the additional hits during
the set up. As soon as the Knee Stomp connects, cancel into the
Fierce so that he lands normally. Then dash in and finish up the AC.
6) Knee Stomp, DN.Fierce \/ C.Strong, S.Roundhouse SJ.Jab, SJ.Short, SJ.Strong,
SJ.Foward, SJ.UP.Fierce, Shoulder Cannon
Okay this is a combo I made myself, this practically has the same properties as
it did in MSH while playing as Iron Man. But the fierce in the air was his AC
finisher but in this game War MAchine can go into the Shoulder Cannon. Just make
sure you cancel into the fierce after the stomp quickly and you should be fine.
Any questions, just email me. This works best if in the corner.
<--------------------------------------------------------------------------->
Once born as a theif in the swamp area of Louisiana he found out that he was a
mutant. He has the ability to charge any object with kinetic energy to form high
explosions. Not only that but he is an expert at playing poker and always has a
trick up his sleeve. He is now a member of the X-Men and with his powers the
heroes stand a better chance at defeating Onslaught. Gambit is an amzing Combo
character, that means like any other combo character the recovery time is very
little he can chain hits, cancel, and combo his supers extremely well. But alot
like combo characters his strength and durability is weak, very weak.
Quotes
- "Hey, I think I bent my staff over your head......"
- "Style means everything, and you don' have any!"
- "Lebeau...... Remy Lebeau...... Remember dat name!"
- "Good looks, charm, wit, style and modesty, too!"
- "Not dealing with a full deck you say?"
- "Don't like that hand? I'll deal you another."
- "First class beating...... Cajun style!"
- "You've dealt yourself a full hand, but I am all aces!"
Strategies
Well basically keep him away because your fireballs will eat his kinetic card up
can go right through it. He doesn't take hits well so be on the offensive
because he really doesn't have an anti air attack. However Gambit is extremely
cheap because all his supers do heavy chipping damage and all his moves have no
recovery time and he is just too darn quick. But keeping him away will do
nicely.
Gambit
Kinetic Cards: D,DF,F+P
This is one of the best and most used projectile in the game by Gambit players.
It goes lightning quick and cannot be seen coming. However this will not go
through or nullify Hadokens or any other projectile and will most likely get
eatin up and over powered.
Ace: D,DB,B+P
This is basically the same thing as the kinetic cards except it goes diagonally
upwards.
Cajun Slash: F,D,DF+P
The buttons used determines the little recovery time or no recovery time and
the range, strength and length of the attack.
Jab: Gambit will come at you with one big swipe that is a great surprise move.
Has no recovery time.
Strong: He will come at you with 3 swipes of his staff and has very little
recovery time.
Fierce: He will also hit 3 times except you can hit the opponent while they are
down and has little recovery time.
Cajun Strike: D,U+P or K
This move will have Gambit bounce off a wall and hit the opponent and will
strike fast and cannot be countered by any normal move. But does fair damage.
Just hold the joystick in the desired direction and hit the attack button
whenever your ready to hit.
Supers
Royal Flush: D,DF,F+2P
This is a quick super that does tremendous chip damage and good normal damage as
well. Ramming the button works nicely and if the opponent is hit by the staff
they'll be eating aces all day! Don't forget that this thing OTG's.
Cajun Explosion:D,DF,F+2K or D,DB,B+2K
This move is alot like the Ultimate Web throw and will often be seen and will
often be blocked. It does do heavy chipping damage and will do major damage if
the opponent is blocking and in the corner. I think the down to back motion will
have Gambit do the Explosion from above your opponents head and will really mess
them up sorta like Chun-Li's neck breaker. But don't get fooled when Gambit is
right above you doing the Cajun Explosion just block the way as if he were in
front of you.
Combos
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse
Forward Air Throw
1) D.S.Short, S.Roundhouse --> Jab-Kinetic Card
2) C.Roundhouse --> Fierce-Cajun Slash or Royal Flush(OTG)
3) J.Fierce \/ S.Roundhouse --> Jab-Cajun Slash
4) J.Fierce, J.Roundhouse \/ Jab-Cajun Slash
5) Helper Attack, Royal Flush
Harder Combos
1) J.Fierce, J.Roundhouse \/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card
2) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Jab-Cajun Slash
3) J.Fierce, J.Roundhouse \/ D.S.Short, C.Roundhouse --> Fierce-Cajun Slash
(OTG)
4) J.Fierce \/ D.C.Jab, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ. Strong,
SJ.Forward --> AC Finisher
5) J.Fierce \/ D.C.Short, C.Strong, C.Roundhouse --> Royal Flush(OTG)
Gambit's most painful combo so far. Be quick when cancelling into the Royal
Flush or it'll miss.
6) In Corner: Fierce Throw, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.
Strong, SJ.Forward --> AC Finisher
Hehehe....I love this combo. I only use it on Wolverine though. Just throw them.
It'll be impossible to avoid the OTG combo unless they roll.
Have fun!
7) J.Fierce, J.Roundhouse \/ D.S.Short, C.Fierce --> Royal Flush
You must be right next to your opponent after launching them in order for the
Royal Flush to connect. Gambit's staff will knock them down into
the cards.
8) J.Short, J.Forward, J.Fierce\/ D.S.Short, S.Roundhouse --> Jab-Kinetic Card,
D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.
Strong, SJ.Forward --> AC Finisher
Ouch ouch ouch! When the kinetic card hits, immediately dash in and OTG into the
air combo. You can pull off a Royal Flush instead of the air
combo if you want to stick a super in there.
<--------------------------------------------------------------------------->
Bruce Banner, the highly intelligent rocket scientist was testing an atom bomb
while a lunatic drove in the test area and Bruce was able to say the dumb guy
while he absorbed the radiation. He, despite his size, strength, and durability
was a well-mannered walking giant when he encountered someone of his size named
Frost. This Frost guy is stronger than Hulk( wow! and he looks so human) and
well I'm not going to get into this story because its not important. He has
heard of Onslaught's wrath and comes to the aid of his other heroes as he takes
on the brute. Hulk is the strongest Character in the game besides the exception
of Mega War Machine. He is still to fast for a big guy and his combos have been
lengthened since MSHSF. He is a little better than he was the last version and
still has a super armor which allows him to take some hits before feeling the
effects of it thus he can stop combos before they occur. Hulk can trade hits
with Onslaught but my money goes to Onslaught because of his damaging supers.
Quotes
- "Brains and body...... What a perfect combo!"
- "Gamma charged and ready for the next match up!"
- "I've had a harder time squatting mosquitoes."
- "Catch you later. I've got some researching to do."
- "Barely flexed a bicep that time, who's next?"
- "Hey! Quit hitting my fists with your head!"
- "Still the strongest in this and any other world!"
- "That was pathetic. Are you trying to be funny?"
- "All this and I can tore bails too!"
- "You tried to beat me with muscle? We could've talked, use your brain"
Strategies
Basically keep this guy away! Because his strength will kill you in an instant.
He has a ground wave that will eat fireballs and will hit you in stun motion. He
doesn't use this much and your beams won't have a good affect on him. Final
Justice, Captain Storm, and Maximum Spider will eat him alive so these all or
nothing supers work well. If you do happen to have Chun-Li as a player than use
her Kiosho when Hulk takes time to grab a comet and immediately use it and Hulk
will take huge chipping damage and you end up with the same amount of lives
you've had in the beginning. Watch out though he will chip you with his normal
attacks, but it won't kill you. Use Hulk's S.Jab alot because its pratically
impossible to counter. Watch out for his C.Fierce because it'll have to hit
twice for the launcher to connect. Take note of his S.Roundhouse as an air
launcher, it has high priority and will beat out alot of moves, plus if they
block they'll take chipping damage. It will not launcher off the ground however.
Hulk
Ground Wave: D,DF,F+P
This is extremely useful because it will nullify projectiles and hit the
opponents in fireball stun motion. This is a heavy chipper as well and will go
screen distance.
Gamma Charge: Charge B then F+K or hold D,U+K
Hulk Charges at you and will eat fireballs(taking no damage of course) and hit
the opponent for good damage, but if blocked he will be stuck for a while so use
this to your advantage. Hulk can do 2 of these in a row, after you complete the
motion hit another direction again and push kick.
Gamma Tornado: F,DF,D,DB,B+P
This will swing the opponents to the other side of him and do incredible damage
but watch for the recovery time cause he is KORT(King of Recovery Time) and will
get countered alot so becareful when playing him. This is blockable as well.
Supers:
Gamma Wave: D,DF,F+2P
This is the super version of the ground wave, but does fair damage and good chip
damage.
When your up close to the opponent you can get serious damage!!!
Gamma Crush: D,DB,B+2P
Hulk goes up reaches for a comet and crushes it on you doing good damage and
heavy chip damage. If the opponent is jumping at you they will get hit and drop
on the floor unable to block, but there is also a down side to this as well.
When they get knocked they'll either just fall in front of you or half screen
distance away from you. If they fall in front of you, you'll completely miss the
damage!!! For those of you wondering what do you mean where does he get it? He
is massively strong and has a giant leaping ability surpassing Michael
Jordan's(yes this is possible) and will jump so high reaching outer space to get
a comet or a piece of the moon. Jeez has everybody for gotten their astronomy?
Gamma Quake: D,DF,F+2K
This is the move that should be used the most because it practically goes screen
distance except when someone is all the way on the other corner, that causes the
opponent to escape any damage. Use this on jumping opponents as well. It does
good damage and fair chip damage as well.
Combos
Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Strong, S.Forward, S.Fierce,
C.Roundhouse
Knockdowns: None
Air Launchers: C.Fierce, S.Roundhouse
AC Finishers: Strong, Fierce, Roundhouse, Strong
Air Throw
1) S.Short, S.Fierce --> Ground Wave
The Ground Wave is not really part of the combo but it pushes away the opponent
leaving Hulk safe in case they block.
2) C.Fierce --> Jab-Gamma Tornado
Immediately cancel the C.Fierce with the Tornado so that the second hit does not
connect. If it does, then your opponent will get launched and
Hulk will be left grabbing at air.
3) J.Roundhouse \/ Gamma Quake
Hit em deep with the kick and do the super as soon as you land. They'll be able
to block if the kick is not extremely deep.
4) C.Short, C.Forward --> Gamma Quake
A simple and easy to do combo. However, Hulk needs to be right up next to his
opponent for this to connect.
5) D.C.Short, C.Fierce --> Gamma Crush
The C.Fierce to Gamma Crush combo is one of Hulk's most painful combos. It works
great on people that like to jump in on you!
6) D.C.Short, C.Fierce(one hit) --> Ground Wave or Gamma Wave
If you time it just right, the wave should catch them before they get launched.
Even if they block the C.Fierce, this is a very safe combo cause it'll
push em away.
7) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Fierce
Hulk's basic air combo. It should work on every character. If you try to tack on
any more hits, he'll either miss the Fierce or finish the AC
prematurely.
Harder Combos
1) J.Short, \/ C.Short, C.Forward --> Gamma Charge --> Gamma Charge
This combo is Hulk's easiest and most painful ground combo. The trick is to
start charging for the Gamma Charge as soon as you start the
combo.
2) In Corner: J.Short, J.Forward \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Strong,
SJ.Roundhouse
This is Hulk's most damaging air combo. Since his SJ.Strong is an AC Finisher,
it shouldn't be possible to hit em with the Roundhouse right?
Well the range that he's got on that sucker is awesome and will catch his
opponents if done in a corner.
3) J.Short \/ C.Short, C.Fierce --> Upwards Gamma Charge --> Upwards Gamma
Charge, C.Fierce(OTG) --> Gamma Wave
I've yet to make this combo connect cause frankly, my Hulk sucks. The idea is
for Hulk to land before his opponent and mini launch them into
the Gamma Tornado or Wave. It's a waste to do the wave though, cause it'll do
pitiful damage, with your opponent being in the corner and all.
4) In corner: C.Short --> Gamma Quake, Gamma Crush
This is a combo from Fluffy's Hulk FAQ. Pull off the Crush as soon as the Quake
is over to catch em while they're still falling.
5) In corner: J.Short, J.Forward \/ S.Jab, S.Fierce --> Gamma Quake --> Gamma
Crush
You've gotta be very deep in the corner for this to work. Immediately after the
Fierce, hit em with the quake. If you did it right, then they should
be stuck in the air momentarily. Catch em with the Gamma Crush. I'm pretty sure
that this combo will kill if it all connects.
<--------------------------------------------------------------------------->
Well he used to be the Capcom Mascot but the role given to Pure & Fur. He even
had his own game called Captain Commando(duh) with the same powers he had now.
He protects the lives of innocent people while whooping punks and drug dealers
on the streets. He is your basic crime fighter like Batman, but without the
tragic past. Now he's got a bigger task at hand, the takedown of Onslaught.
Captain Commando has great strength and speed and has the ability to combo both
supers. He has other Commandos come to aid him in his quest whenever he needs
it. Sho the Ninja is probaly his only other Commando that he can call to finish
his ground combos.
Quotes
- "Burn, baby, burn!"
- "Get up, go home, and tell 'em who defeated you."
- "Thank you for playing this game!"
- "I welcome your challenge! You can become the best!"
- "Capcom's first game was Vulgus, which was released in 1984."
- "We stand for justice, fair play and character."
- "Graphics aren't everything. Gameplay is the key!"
- "You would make a great soldier."
Strategies
You won't win keep away with this guy because he has excellent keep away skills
that rivals Megaman's. He doesn't take hits well and has tremendous ground to
super combos, so be on the lookout for it. Have a dashing helper and use your
beams on him because he doesn't take beams well either. But stick to keep away
and he'll give up eventually.
Captain Commando
Captain K.O.: D,DF,F+P
This is not Captain Fire its called Captain K.O.(he yells this out when he does
it anyways) because remember the CapCom game for the SNES a while back and he
used this to finish of opponents and just knock them out!!! This has good
strength and should be used often and will go screen distance. Doing good chip
damage.
Captain Corridor: D,DB,B+P
This is simply a great anti-air move probably the best in the game and has fair
distance as well. Use this on jumping characters or to set up the Captain Sword.
Captain Kick: D,DF,F+K
This is a great surprise move because it goes screen distance in less than a
sec, but the recovery time is lame. Sometimes and most likely he will, he will
completely miss the opponent and go over there head leaving him open for attack.
Use this kick on Zangief and Hulk but start hitting them after that because they
won't feel the effects of anything after a few hits so that gives them room to
counter back.
Commando Strike: D,DF,F+K
SK- Sho the ninja comes out very quickly and can be comboed easily because he
hits multiple times and does good damage.
FK- Jennety comes up and down while spinning a knife doing good damage and is
basically used as a anit-air attack.
RK- Hoover will launch a missle at you at head height and will not only do poor
chipping damage but poor normal damage as well. He takes awhile to actually
shoot the missle so its usually blocked, but comes at you fast. The worst of all
three.
Supers
Captain Sword: D,DF,F+2P
This is an incredibly damaging super for something that doesn't even connect
half the way. It goes up and comes at you going screen distance while doing weak
block damage. When you combo this with a helper make sure you pull it off
immediately because it'll do very little damage if it OTG.
Captain Storm: D,DF,F+2K
Almost like the Final Justice but a little more flashier. CapCom rushes at you
with an uppercut that hits you high up then all of his teammates come out and
gets a beating on your opponent rising them up and while the opponent comes down
CapCom has prepared a huge Captain Corridor that will bounce your opponent while
your group poses for a shot doing a total of 12 hits. This move however will not
do chip damage and its another all or nothing super. But the recovery time is
long so use this to your advantage if you've blocked. This will also go under
fireballs. Oh yeah its very comboable as well.
Combos
Ground Magic: Stronger or ZigZag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: C.Roundhouse
Air Launchers: C.Strong, S.Roundhouse
AC Finishers: Fierce, Roundhouse, Captain
Fire, Strong Air Throw
1) D.S.Jab, S.Jab, C.Short, S.Roundhouse --> Captain Corridor
2) D.S.Short, S.Roundhouse --> Captain Sword
This combo is CapCom's bread and butter. It'll do insane damage and it is
extremely easy to pull off.
3) D.C.Jab, C.Forward, C.Fierce --> Captain Fire, Captain Corridor or Short-
Commando Strike
Capcom's Crouching Fierce is awesome. It leaves the opponent stunned long enough
for almost all of his special moves to connect.
4) Helper Attack, Captain Fire or Captain Storm
5) J. Foward, \/ D.S.Fierce, S.Roundhouse --> Captain Sword
Harder Combos
1) D.S.Jab, S.Jab, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
2) J.Fierce \/ D.C.Short, C.Forward, C.Roundhouse --> Fierce-Captain
Corridor(OTG)
Always use the Fierce Corridor because the weaker ones will miss.
3) In corner: D.C.Short, C.Forward, C.Fierce --> Captain Storm
If it's not done up close and in a corner, they'll have enough time to block the
Captain Storm, leaving him vulnerable. A very powerful combo
otherwise though.
4) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm,
C.Short(OTG), S.Roundhouse --> Captain Sword
Ouch.....yep fellers, he can OTG after a Captain Storm. This sets up the Captain
Sword beautifully. Don't expect them to survive this one.
5) In the corner: J.Fierce \/ D.C.Short, C.Forward, C.Fierce --> Captain Storm,
C.Short(OTG), S.Roundhouse --> Captain Sword,
D.C.Short(OTG), S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher
If they're still alive after that last one, then OTG them again after the
Captain Sword. If you have another level of super meter, you can hit em
with another Captain Sword.
6) J.Fierce, D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce --> Short Commando
Strike
You should make this combo as as quick as possible without any stops in between,
or if you do stop make sure your amount of time between attacks are all equal.
His crouching fierce should set up nicely for the Ninja to come in through.
<--------------------------------------------------------------------------->
Long after his fight against Carnage he served helping the innocent and has his
hatred for Spider Man has cooled off. Once again the dynamic duo of Spidey and
Venom has set their sights to stop Onslaught.
Quotes
- "Spider-man will pay for ruining my innocence!"
- "We're going to eat your brain!"
- "That's just a sample of what I'm gonna do to Parker!"
- "My symbiote's tops. Everyone should have one."
- "You broke the rules and you were punished for it."
- "Innocent death is always unpleasant. For you."
- "And righteous triumphs once again."
Strategies
Basically he doesn't take anything well. His anti air attack is very weak so
anything works on him.
Venom
Lunge Bite: F+HP
This move is very strong and is like a mini version of the venom fang. Hit will
push opponents away making it a great keep away move, but does no chipping
damage and can be used as a ground combo finisher.
Venom Fang: D,DF,F+P
This will have Venom arching in a blob form that does good damage and can also
be done in the air. The button use determines the height and arch of the blob so
becareful not to miss.
Web Throw: F,DF,F,DB,B+P
If this catches the opponents then it will start slamming them across the screen
doing super strength damage if you manage to ram the buttons.
Jab- will go straight across
Strong- will go at a 45 degree angle
Fierce- will go straight up
Web Rush: D,DF,F+K
This is an anti-air attack that goes around Venom, but it has huge recovery
delay.
Supers
Venom Web: D,DF,F+2P
This will catch you in his web then starts to tear the crap out of you while
doing decent chip damage as well.
Death Bite: D,DF,F+2K
This super does good chip damage and if caught you will ge surfed along the
Symbiote doing good damage.
Combos:
Ground Magic: Stronger/Punch to Kick
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.FD.Fierce
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Fierce, Roundhouse, Venom Fang, Strong
Air Throw
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