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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Marvel vs. Capcom - Strategy Guide (Page 04)

Marvel vs. Capcom - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Marvel vs. Capcom - Strategy Guide (Page 04).


 

                                          Combos
Easy Combos
1) C.Strong --> Venom Fang

2) C.Roundhouse --> Short-Venom Fang(OTG)

3) J.Roundhouse \/ S.Roundhouse --> Death Bite or Team Super

4) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush

5) D.S.Strong /\ SJ.Jab, SJ.Strong --> Venom Fang
This is an easy air combo set up and AC for Venom. It's easy to use the Venom 
Fang to end it. If you're not that good at cancelling, just do the
following combo.

Harder Combos
1) J.Roundhouse \/ C.Jab, C.Roundhouse --> Short-Venom Fang(OTG)
Probably Venom's longest ground combo. It's a very simple one, just be quick 
about OTGing with the Venom Fang.

2) Fierce Throw, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong --> Strong Air Throw
Pause for a very quick split second after the throw. Most guys try to hit the 
launch too quickly and miss the window of opportunity. Just pause
and you'll catch em before they break out. Follow up with an AC and another 
throw for some insane damage.

3) Fierce Throw, S.Jab, S.Foward -->Death Bite or Team Super
Works best if you're in a corner. Very useful and very cheesy.

4) J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC 
Finisher
Typical Venom AC. Use it a lot cause it really hurts.

5) In corner: Fierce Throw, D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Forward --> Strong Air Throw \/ Death Bite or Team Super
Can anybody say Sabretooth? You Sabretooth players will find this combo very 
familiar! However, it will only work in the corner I'm told. 

6) In corner: J.Roundhouse \/ D.S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Roundhouse --> Fierce-Venom Fang \/ Fierce Web
Throw
<--------------------------------------------------------------------------->

Her personality is always on the sexual nature. She seduces men and when there 
asleep she takes their soul. But living as a Suucubus this is as natrual as her 
life can get. She then found out that Onslaught was going to destroy every 
living soul on Earth and she doesn't like that because she won't have nobody to 
take their soul from. This led her to use her powers to fight against the 
supreme Onslaught.

         Quotes


 - "I shouldn't have gone so easy on you!"
 - "Eternity can be lonely. Please keep me company."
 - "My beauty can overcome brains and brawn."
 - "Your soul is strong...... May I borrow it? Forever......"
 - "Stay down, it's easier that way."
 - "It gets rough sometimes...... Just stay on your back."
 - "Your soul is not worthy of me."
 - "You can get hurt...... Don't exert yourself next time."



         Strategies

She is a finesse at keep away because she acts like a Ken. She takes hit well 
and has lethal combos. Be on the offensive side because she doesn't like to play 
defense that often. 

Morrigan

Shell Kick: D+MK(air)
This is sort of a drill like move that will either beat out your opponents 
launch attack or just trade hits. Beware the recovery time is great so its hard 
to counter.

Shell Pierce: D+HK(air)
Bats will fly around her legs and she will sorta drill at you, so use this like 
a Chun-Li stomp kick.

Soul Fist: D,DF,F+P
This is exactly like Ryu's Hadoken and should be used often. It has the same 
damage,speed and width. It has good power both on the normal and chipping side.

Shadow Blade: F,D,DF+P
This move is exactly like the Shatoken Dragon Punch and should mostly be used as 
an anti air attack. This can also be used in the air as well.

Vector Slam: F,DF,D,DB,B+P
This is a very powerful move that flys the opponent up and she slams them down, 
but this move is blockable though. If she misses she'll start swinging her arms 
to regain her balance so attack when necessary.

     Supers

Soul Erasor: D,DF,F+2P
This move is very powerful but takes awhile to start up. The bats help her set 
up this beam of death practically killing anyone who doesn't block. Use a 
dashing helper like Collosus or Psylocke to stun them long enough to use the 
beam. This has good recovery time though so use it often.

Silohuette Blade:F,D,DF+2P
This move is the weakest of all her supers but still very damaging and is the 
easiest to set up from combos. Lilith images will appear and connect very fast 
but does little chip damage.

Darkness Illusion:D,DF,F+2K
This is one of the coolest supers in the game!!! This is another all or nothing 
supers that have to connect for damage. She'll rush at you with her rockets(?) 
and uppercuts you doing a devastating combo. Not only that but she calls upon 
Lilith to help her beat the crap out of the opponent. This move can do 33+ hits, 
so ramming the buttons won't work. This is the strongest super of her arsenal 
but does no chip damage so becareful cause this will leave her stunned for 
awhile.

Eternal Slumber: JP,MK,B,SP,FP(Level Three)
This move is unblockable but comes out very slow, but don't worry people who 
haven't seen this before will just block the heart and end up getting beat up 
behind the curtains. But use it wisely cause it'll eat up 3 levels of super.

     Combos
                          Ground Magic:       Zigzag
                                              
                          Air Magic:          Zigzag
                                              
                          Super Jump Magic:   Zigzag
                                              
                          Strikes:            None
                                              
                          Knockdowns:         C.Roundhouse
                                              
                          Air Launchers:      C.Fierce
                                              
                          AC Finishers:       Fierce, Roundhouse, Soul Fist,
                                              Shadow Blade, Strong Air Throw
                                              




                                          Combos
Easy Combos
1) D.C.Short, C.Forward, S.Roundhouse

2) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse

3) D.S.Jab, S.Short, S.Strong, S.Forward --> Shadow Blade

4) D.C.Short, C.Forward --> Silhouette Blade

5) C.Roundhouse --> Silhouette Blade(OTG)

6) Kill first character, Eternal Slumber
Yeah I know it's cheesy but it works. unless they're smart and pull off an 
escape move, they'll jump right onto the heart and get raped by the
Eternal Slumber.

7) Helper attack --> Soul Eraser
As far as I can tell, this is the only way to set up the Soul Eraser. It's best 
to have a helper that will keep the opponent stunned long enough for
the cannon to form and fire.

8) D.S.Jab, S.Short, S.Strong --> Darkness Illusion

Harder Combos
1) J.Jab, J.Short \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> AC Finisher
2) D.C.Short, C.Strong, C.Forward, C.Roundhouse --> Darkness Illusion(OTG)
If done fast enough, the Darkness Illusion will OTG, but for only one measly 
hit. 

<--------------------------------------------------------------------------->

This wall crawler used to be a geek until being bitten by a radioactive spider. 
This gave him the superior strength and agility of an Arachnid. He decided to 
use his powers for wrestling making big bucks during one of the nights he was 
due to wrestle he was possesed by how much money could earned and gave no help 
to help catch a crook.  That same night the same burglar broke into Uncle Ben's 
house killing Peter's dear uncle. He has always told to himself " with great 
power comes great responsability " and that has led him to the fight against 
Onslaught.

         Quotes

 - "J.J. doesn't pay me enough for this."
 - "Hope M.J. doesn't mind if I'm late."
 - "And I still have enough time to make it back for dinner."
 - "You got a beef with me pal? Well, I've got one for you, too!"
 - "Best two out of three? You're on!"




        Strategies

Well play offensive on him because he rarely uses his Spider Sting and doesn't 
take hits well. He will often get you in corner traps and keep comboing you all 
day so keep switching because he rarely blocks. Any super works on him so keep 
filling up that meter.

Spider Man

Web Catch: D,DF,F+P
This will catch the opponent and hold them there unable to block or move. This 
does good damage as well. If you use the fierce punch you will have enough time 
to actually use your Maximum Spider. However the start up delay is long and the 
jab version is best at keep away.

Web Throw: F,Df,D,DB,B+P
This move will come out and catch the opponent and Spidey will start to swing 
aroung and the release doing heavy damage. However this is blockable and will 
leave him vulnerable.

Web Swing: D,DB,B+K
This move comes out extremely fast and will surprise anyone. However if you 
connect you can get to the other side of your opponent. Once your on the other 
side your opponent will most likely have blocked in time so you can't do a 
thing.

Spider Sting: F,D,DF+P
This is one of the moves practically all Spider Man users won't use. This is use 
for an anti air attack just like the Shatoken Dragon Punch. If you can master 
this you can make Spider Man one of the best Defensive Characters in the game.

   Supers

Maximum Spider: D,DF,F+2P
This is an extremely damaging move and will juggle your opponent in the air 
doing 5 hits that does a ton of damage. However this does no chip damage and 
will leave Spider Man vunlnerable to wide supers like Captain Sword or the Big 
Bang Laser.

Crawler Assult: D,DF,F+2K
This is Spider Man's only chipping super and will do heavy damage if you can ram 
the buttons long enough. Spider Man does a wicked dance-like combo that leaves 
shadows behind him and is extremely fast and will be anyone who makes a mistake. 
It's hard to roll out of this though, but only if Spidey has started this super 
while your in the air and about to fall. If your on the ground Spidey will still 
be able to OTG this but you should be able to roll out of it easier.

Ultimate Web Throw: D,DB,B+2P
This is the strongest of all of Spider Man's supers. If the opponent is standing 
right in front of Spidey(and he has to) and not blocking Spidey will catch this 
guy and start to gain momentum then finally he releases the opponent hurtling 
into the wall doing extrememly powerful damage. This will not chip so don't use 
it often and will have a start up delay. Try spinning the joystick in the same 
direction Spidey's swinging the opponent for maximum damage.

      Combos:
                    Ground Magic       Stronger 
                                       
                    Air Magic:         Stronger
                                       
                    Super Jump Magic:  ZigZag
                                       
                    Strikes:           S.Fierce
                                       
                    Knockdowns:        C.Roundhouse
                                       
                    Air Launchers:     S.Strong, C.Forward(small launcher),
                                       S.Roundhouse(air launcher) 
                    
                    AC Finishers:      Fierce, Roundhouse, Web Swing, Strong Air 
Throw
                                       



                                          Combos
Easy Combos
1) J.Roundhouse \/ C.Jab, C.Strong, C.Fierce

2) D.S.Short, S.Forward --> Jab-Web Ball

3) D.S.Jab, S.Strong --> Strong-Web Throw
This combo is not a sure thing. It is very tricky cause it only works on the 
bigger characters.

4) D.C.Short, C.Strong, C.Roundhouse --> Web Swing(OTG)

5) Fierce Air Web Ball, Maximum Spider
This is the only way to combo the Maximum Spider. As soon as you see the ball 
connect, immediately pull off the super to hit em before they
shake free.

6) J.Short, J.Roundhouse \/ S.Strong /\ SJ.Jab, SJ.Strong, SJ.Fierce

Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> AC Finisher
This will be the bulk of your offense with Spidey. Get this to connect reliably 
and you'll already be a master at Spidey.

2) J.Jab, J.Strong, J.Fierce \/ D.S.Short, C.Forward --> Fierce Spider Sting 

3) J.Roundhouse \/ D.S.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> Jab-Web Ball
This is Spidey's alternate air combo. Skip the SJ.Forward to get a web ball to 
connect. The beauty of this AC is the fact that Spidey lands after
the opponent gets up. You can then confuse them into blocking the wrong way and 
relaunch.

4) J.Jab, J.Strong, J.Fierce \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, 
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
Same as Spidey's regular air combo except for the additional hits during the 
jump in. Do this for show or if you wanna rack up the combo meter.

5) J.Roundhouse \/ D.C.Short, C.Strong, C.Roundhouse --> Crawler Assault(OTG)

6) J. Fierce \/ D.S.Jab, S.Jab, S.Short, S.Foward, C.Fierce, C.Roundhouse --> 
Crawler Assault (OTG)
<--------------------------------------------------------------------------->

After the World Warrior Tournament years past and Zangief was getting bored of 
wrestling bears and he soon heard that Onslaught's wrath might fall apon mother 
Russia. Wasting no time he hurried to New York with the other heroes and was now 
engaged in battle with Onslaught. Zangief is very strong in this game and most 
of his special moves are unblockable. He has a deadly unblockable Final Atomic 
Buster that just hurts. He is the weakest combo character in the game though.

         Quotes

- "I'd shake your hand, but your arms are over there."
 - "I'm sorry. Do you require medical assistance?" (poor attempt at Charlie's
   'Red Cross is on the way')
 - "Not bad. You're still in one piece. Then again......"
 - "A tough country breeds an even tougher man!"
 - "Wow! You make me feel so powerful!"
 - "I apologise. I have damaged the floor with your head!"
 - "Towards all odds, I'll prevail, Mother Russia!"
 - "Fool! You wish to be pulverized by my muscle?"



         Strategies

Keep him away at all cost!! He is more lethal than Hulk because his supers are 
unblockable and his special grabs are unblockable as well. Keep him away, that 
all you'll need to win. When he changes to his Mega Zangief mode use your beam 
super because he will eat it up and lose over half his life.

Zangief

Spinning Clothesline: 3P
Ah! good old Zangief who has a great sense of humor, a sensitive heart will 
happlessly spin himself around whacking the opponent doing crazy damage as well 
as chip damage. But if the opponent is blocking he can be sweeped and will leave 
him vulnerable if blocked.

Spinning Lariat: 3K
Once again this is the same move as above but comes out quicker has better 
recovery time and does the same chip damage. However this move is weaker than 
the clothesline but you should stick with this one.

Siberian Slap: F,D,DF+P
This move is great because it will simply absorb fireballs and slap the opponent 
for good damage. Try not to use it too much though because it gets very 
predictable.

Air Suplex: F,D,DF+K
This is simply a fair anti air move but when the opponent is caught he will be 
thrown down on the pavement and will do very powerful damage. So when there's 
power you know there will be some catches to it as well.

Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
This move is unblockable but slow and will do great damage. Zangief will come at 
you, grab you then puts you down on your head. This is simply one of the best 
moves in Zangief's powerful arsenal.

Siberian Suplex: 270 degrees+K(up close)
This move is unblockable as well and will do twice the damage and can be comboed 
after his jumping FP if timed right. This does an insane amount of damage and 
should be used whenever your near an opponent.

Spinning Pile Driver: 270 degrees+P
Zangief's Favorite move simply because it hurts! Once your up close use this 
move because its also unblockable. It has no start up delay but will leave him 
vulnerable if he misses, just a really small character like Roll, but that's it. 
Don't worry about Hulk it doesn't matter if he ducks cause he's just too darn 
big.

   Supers
Final Atomic Buster: D,DF,F+2P
Use this like you would a Raging Demon because it hurts and its unblockable but 
its a little slower. First he puts you in a Siberian Suplex that does 
practically low damage, then his patented pile driver that also does pathetic 
damage, but then he puts you in a Super Spinning Pile driver that takes away 20% 
of your life tallying up to a total of 30% damage!!! However if the opponent is 
not in range he will have wasted a super and leaving him vulnerable as well.

Ultra Final Atomic Buster: (Level 3) D,DF,F+3K
The super version of the Final Atomic Buster!!! Wow just saying it puts fear 
into opponents. Basically he'll do the same thing but with 60% damage!!! Yeah it 
does sound cheesy, so stick with the regular Final Atomic Buster.

Mecanized Zangief: B,D,DB+2K
The super version of Zangief, ouch!!! This guy is a walking Zombie and will come 
at you at will. He doesn't take that much damage, but if you have a beam super 
use it at will because he doesn't take beams well. In fact about 1 1/2 of the 
should finish him off!! Watch out though because he cannot block!!.

                                

                                 Mechanized Zangief



Spinning Clothesline: 3P
Ah! good old Zangief who has a great sense of humor, a sensitive heart will 
happlessly spin himself around whacking the opponent doing crazy damage as well 
as chip damage. But if the opponent is blocking he can be sweeped and will leave 
him vulnerable if blocked.

Spinning Lariat: 3K
Once again this is the same move as above but comes out quicker has better 
recovery time and does the same chip damage. However this move is weaker than 
the clothesline but you should stick with this one.

Siberian Slap: F,D,DF+P
This move is great because it will simply absorb fireballs and slap the opponent 
for good damage. Try not to use it too much though because it gets very 
predictable.

Air Suplex: F,D,DF+K
This is simply a fair anti air move but when the opponent is caught he will be 
thrown down on the pavement and will do very powerful damage. So when there's 
power you know there will be some catches to it as well.

Siberian Bear Crusher: 270 degrees+K(1/3 screen distance away)
This move is unblockable but slow and will do great damage. Zangief will come at 
you, grab you then puts you down on your head. This is simply one of the best 
moves in Zangief's powerful arsenal.

Siberian Suplex: 270 degrees+K(up close)
This move is unblockable as well and will do twice the damage and can be comboed 
after his jumping FP if timed right. This does an insane amount of damage and 
should be used whenever your near an opponent.

Spinning Pile Driver: 270 degrees+P
Zangief's Favorite move simply because it hurts! Once your up close use this 
move because its also unblockable. It has no start up delay but will leave him 
vulnerable if he misses, either when somebody is ducking or just a really small 
character. Don't worry about Hulk it doesn't matter if he ducks cause he's just 
too darn big.

Siberian Blast: D,DF,F+P
Wow! A projectile coming from a guy this strong!! It does good damage and goes 
3/4 screen distance and will stop most incoming supers. The recovery time is 
just like Dhalsim's so becareful!!!

   Supers
Final Atomic Buster: D,DF,F+2P
Use this like you would a Raging Demon because it hurts and its unblockable but 
its a little slower. First he puts you in a Siberian Suplex that does 
practically low damage, then his patented pile driver that also does pathetic 
damage, but then he puts you in a Super Spinning Pile driver that takes away 20% 
of your life tallying up to a total of 30% damage!!! However if the opponent is 
not in range he will have wasted a super and leaving him vulnerable as well.

Siberian Blizzard: B,DB,D,DF,F+2K
An absoltuely great anti air attack that does major unthinkable damage!!! 
Zangief will go high up and smack his opponent to death!!! He has low recovery 
time and will do great chip damage, but it doesn't bring the opponent in like 
Ryu's Hyper Hurricane Kick.


Normal Zangief: B,D,DB+2K
This should turn the machine into the regular good natured guy back into his 
natural self.

        Combos:
                             Ground Magic:       None
                                                 
                             Air Magic:          None
                                                 
                             Super Jump Magic:   Stronger
                                                 
                             Strikes:            None
                                                 
                             Knockdowns:         C.Roundhouse
                                                 
                             Air Launchers:      C.Strong, Strong Throw
                                                 
                             AC Finishers:       Fierce, Roundhouse, SPD,
                                                 Lariat, Strong Air Throw
                                                 




                                          Combos
Easy Combos
1) C.Fierce --> Fierce Green Hand

2) J.Roundhouse \/ C.Roundhouse --> Siberian Bear Crusher or Final Atomic Buster

3) S.Roundhouse --> Short-Air Grab
This combo is very easy to pull off. The Roundhouse knocks the opponent up in 
the air, setting them up perfectly for the grab. The cool thing
about this combo is that Zangief looks so fast while doing it.

Harder Combos
1) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward, SJ.Roundhouse
The easiest Zangief air combo to pull off. You'll find yourself doing this a lot 
if you screw up your lariat.

2) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Air SPD
This is in the expert section cause the SPD is so friggin hard to connect! This 
is a very painful combo though and it makes you look like a
master. Skip the Forward for heavier characters.

3) J.DN.Forward \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ 
S.Roundhouse --> RGB, FAB or SPD
Zangief will land before his opponent and the Roundhouse will knock them up 
again. Grab em when they're coming down for the second time.

3) Siberian Splash \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ 
S.Roundhouse /\ Short-Air Throw
Same idea as the previous AC, except this is what you should do if you're not 
too good at SPD's or FAB's.

5) Knee Stomp \/ C.Fierce, Double Final Atomic Buster
The idea here is to stun em long enough for the DFAB to connect. One of the 
easier linkers for Grief.

6) Knee Stomp \/ C.Strong /\ SJ.Jab, SJ.Forward --> Kick Lariat \/ S.Roundhouse 
--> Jab Green Hand, Final Atomic Buster
Yet another variation of Zangief's bread an butter AC. This one does more damage 
but it's mostly for show. Hard as hell to connect though.


<--------------------------------------------------------------------------->

Once Dr. Wily and Dr. Light were partners in designing robots for the benefit of 
mankind but greed has overwhelmed Dr. Wily and one night he has taken all the 
offensive and defensive robots with him and left the weaker and house cleaning 
robots behind that being Megaman and Roll. Mega now must stop the wrath of 
Onslaught as he prepares for the biggest fight of his mechanical life.

          Quotes

- "Your powers are too weak to help me!"
 - "I need more power! Maybe if I defeat you......"
 - "I cannot let you defeat me! I must become better!"
 - "Dr. Light said I could learn much from fighting!"
 - "Right on! What new powers have I obtained?"
 - "Why must I fight you? We are not enemies!"
 - "That was a neat attack. I think I'll try it myself!"





         Strategies

Megaman is the best keep away chracter in the game. His Mega Fireball is so easy 
to do and his Mega Upper has high priority. Watch out for his Hyper Mega Man 
because its extremly lethal even more powerful than War Machine's Proton 
Cannon!! But in the early levels he'll just stand there and let you hit him all 
day so keep attacking. But on levels like six or seven he can become more 
leathal then Zangief or Hulk. Don't worry about Hyper Megaman though it takes 
far too long to start and will be extremely difficult to combo with a dashing 
helper or a helper with a beam.

Megaman

Mega Fireball: HP
This is simply one of the best fireballs in the game because its just simply to 
easy to do and will beat out any fireball, use this as you would Cyclops' mini 
eye beam. This move however will not do chip damage. You can throw 2 at a time 
but they must be at different levels of height so make one high and one low.

Mega Buster: HP(Charged)
This is simply alot stronger than his fireball because you can move while your 
charging and will hit alot of times depending on how long you charge it. If 
charged long enough you can get beam super damage from this, all by simply 
holding down a button! If you can charge for 20 seconds you can get at least 12 
hits and it will stun them leaving you open to use your Hyper MegaMan and just 
watch them die in an instant!!! Every 2 seconds will bring in another hit until 
after 15 seconds. After 15 seconds every second will bring in another hit.

Mega Upper: F,D,DF+P
This is basically the same as a Shatoken Dragon Punch, but does more damage and 
has the same recovery lag. The button used will determine the height of the 
upper.

Item Call: D,DB,B+K

  Depending on which kick you use you'll get a different item. If your playing 
against another Megaman or Roll you can steal the opponents item!

Short-This will call eddie to retreive one of your items and use it against an 
opponent. Using the Short will bring out the Rockball.

Forward-This will call out eddie once again but you'll get the Hurricane Hold.

Roundhouse-This will call upon eddie once again but you'll get the leaf shield.

    Item Use: D,DF,F+P
Rockball: Mega will kick the ball at the opponent bouncing off walls and after a 
few hits it'll just dissappear, but does very low chip damage.

Hurricane Hold: Mega will throw out his Hurricane Hold and will toss the 
opponent in the air leaving the opponent falling down unable to block so use 

Hyper Meagman!!!

Leaf Shield: A shield will form around Mega and will protect him from one single 
hit. He can also use it as a weapon which will hit multiple times doing great 
chip damage as well as normal damage. This does not last forever and will go 
away in about 6 seconds. This, when used as a projectile will eat out fireballs 
and still do good damage afterwards. 

   Supers

Hyper Megaman: D,DF,F+2P
MegaMan transforms into a huge giant sized robot practically double the size of 
Hulk and will do crazy damage and fair damage. If the opponent is near Mega they 
will get hit by the transformation and get knocked up into the beam super. Don't 
count on this to win you battles it's not even comboable with a helper!!

Rush Drill: D,DF,F+2K
Mega hops onto his mechanical dog as he is transformed into a drill that does 
amazing damage and chipping damage. If your next to the opponent just hit RK and 
the opponent will be lifted up. Megaman is totally invincible too! Use this the 
most often because when people jump around  over you, you can immediately turn 
around and it them!!!

Beat Plane: D,DB,B+2K
Mega hops onto Beat and he transforms into a plane and will shoot beams when 
hitting the punch buttons and will drop bombs when using the kick buttons. Ram 
the buttons and watch your artilery climb off the scales!!! The chip is pretty 
decent and the damage is okay depending if you can hit a punch button rapidly 
the bombs will do more damage. But its often blocked, but you can control the 
plane while your inside, but your not invincible and will get knocked off by a 
single hit. The recovery time is better than the Rush Drill though.

     Combos:
                             Ground Magic:      Stronger
                                                
                             Air Magic:         Zigzag
                                                
                             Super Jump Magic:  ZigZag
                                                
                             Strikes:           None
                                                
                             Knockdowns:        C.Roundhouse
                                                
                             Air Launchers:     S.Roundhouse
                                                
                             AC Finishers:      Roundhouse, Mega Buster
                                                



                                          Combos
Easy Combos
1) Charge Mega Buster, J.Jab \/ D.C.Short, C.Forward --> Mega Buster release

2) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado Hold(OTG)

3) Charge Mega Buster, C.Roundhouse --> Crouching Mega Buster release(OTG)

4) D.C.Short, C.Forward, C.Roundhouse --> Rush Drill(OTG)
You must cancel immediately into the Drill or your opponent will get hit once or 
twice and then be able to block. 

5) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, 
SJ.Strong, SJ.Forward --> Fire Leaf Shield 

6) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Megaman 
This AC must be done extremely quickly. If not, the opponent will either be able 
to block or fall away from the super.

Harder Combos
1) Charge Mega Buster, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Forward --> Release 
Mega Buster   --> Beat Plane

2) Charge Mega Buster, Jab-Tornado Hold --> Mega Buster release --> Hyper 
Megaman
Get close to your opponent for this to connect. After the Tornado Hold, release 
the Mega Buster and make sure that it'll hit at least five times.
This will give you enough time to connect with the Hyper Megaman! Unverified as 
of now

3) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward 
--> AC Finisher

4) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, 
SJ.Forward --> AC Finisher
Same idea as combo number one, except with a different set up! The Tornado item 
will make them fly upwards. Run under them and launch
followed by an air combo!

5) Charge Mega Buster, Leaf Shield Activation, D.C.Short, C.Forward, 
S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> Fire Leaf Shield --> Mega Buster Release --> Mega Buster
Complicated isn't it? You could theoretically stick in a Hyper Megaman instead 
of a second Mega Buster!

<--------------------------------------------------------------------------->

His past to anyone even himself has little knowledge and he was injected with an 
Adamantium feed that made his bones indestructible along with retracable claws. 
During his recent battle with Magneto he has gotten the Adamantium physically 
removed and was left unconsious for days. If it were not for his healing factor 
he would not have survived. After his recovery he has heard what has happened to 
Professor X and now helps to join the fight. Overall Wolverine is one of the 
best combo characters in the game. Wolverine doesn't take the hits well but can 
recover most of his life outside of battle.

         Quotes

- "Come back when you've learned how to fight."
 - "I'm still the best at what I do."
 - "It's just a scratch...... It'll heal in no time."
 - "Back to the Danger Room for more training......"




        Strategies

Wolverine another cheap player in the game because his moves especially the 
Berserker Barrage X does alot of chipping damage. His throws do alot of damage 
and he can combo his Fatal Claw for a ton of damage. He doesn't take hits well 
but will recover the most life than any other player when he's resting. Be on 
the offensive on this guy because you'll be taking alot of chipping damage.

Wolverine

Berserker Barrage: D,DF,F+P
This is a great chipping move and will hit 9 times if the fierce version is used 
while the jab hits 4 times and has no recovery time. So the button determines 
the damage and recovery time.

Tornado Claw: F,D,DF+P
This move hit multiple times does weaker damage then the Berserker Barrage and 
has more recovery time. Basically useless, but will hit in the air. Sometimes it 
hard to air block against this move because it hits in all directions and most 
likely you won't be able to block it. It's just another cheap arsenal that 
Wolverine has.

Drill Claw: Hold direction then, JP+FK
This move is extremely fast and will often counter very well. The recovery time 
is fair, but the chip damage is poor so don't rely on this too much.

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