Marvel vs. Capcom - Strategy Guide (Page 05)
Below are the cheat codes, hints and help for Marvel vs. Capcom - Strategy Guide (Page 05).
Berserker Claw: D,DB,B+P
This move comes out quick and will strike once for good damage but poor chip
damage. Good for countering mistakes. This will strike the opponent making it
impossible to combo.
Supers
Berserker Barrage X: D,DF,F+2P
Basically the same as the regular version except its stronger, goes through
fireballs and does far more damage and chip damage. The recovery time is
absolutely horrible so make sure it connects.
Fatal Claw: F,D,DF+2K
This move will do fair damage but sometimes the opponent is far away and will
often push block it leaving Wolverine vulnerable to attack or even beam supers.
Basically wolverine does X shaped energy marks in the air each hit doing good
damage. The chip damage is fair but the recovery time is quick and you should be
able to block in time.
Berserker Charge: D,DB,B+2P
Basically Wolverine will become twice as fast and that gives him the ability to
do more combos, but he hasn't become any stronger and will wear off in about 20
seconds.
Weapon X: F,D,DF+2P
The most imtimidating move in his arsenal. Its another one of those all or
nothing supers that does no chip damage and will leave him vulnerable for an
undescribable amount of time. He can't go through fireballs anymore either. If
caught Wolverine will hit you 14 times I think and finish it off with a big X
shaped slash mark that does painful damage. Don't use it too often though
because you will get hurt if blocked.
Combos:
Ground Magic: ZigZag
Air Magic: ZigZag
Super Jump Magic: ZigZag
Strikes: S.Fierce
Knockdowns: None
Air Launchers: S.Roundhouse
AC Finishers: Fierce, Roundhouse, Drill Claw, Strong
Air Throw
Easy Combos
1) D.S.Jab, S.Forward, S.Forward, S.Fierce
2) J.Fierce \/ S.Strong --> Berserker Barrage X
3) J.Roundhouse \/ C.Short, C.Forward --> Berserker Barrage
4) J.Strong, J.Strong \/ S.Short, S.Forward, S.Fierce
5) D.S.Jab, S.Short, S.Forward, S.Forward, C.Fierce --> Berserker Barrage X
6) In Corner: Strong Throw, S.Strong --> Fatal Claw
Throw combos are back! Oh crap. After Wolvie's Throw, the opponent is normally
thrown forward and away from Wolvie. However, if done in a
corner, the opponent will hover slightly before falling. Take advantage of this
by chaining in a Fatal Claw.
Harder Combos
1) J.Fierce \/ D.C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
2) J.Jab, J.Strong \/ D.S.Jab, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Strong, SJ.Forward --> AC Finisher
3) J.Jab, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Strong, C.Roundhouse -->
Tornado Claw
4) D.C.Jab, C.Short, C.Forward, C.Fierce, C.Roundhouse --> Fatal Claw
5) Stomp Kick, J.Roundhouse \/ S.Jab, S.Short, S.Strong --> Berserker Barrage X
The Stomp kick to Roundhouse is almost impossible to counter. This is Wolvie's
best jump in because of it's speed and invinicibility.
6) In corner: Berserker Barrage X, S.Strong, S.Strong --> Fatal Claw
This combo works cause the Berserker Barrage X sends your opponent flying
horizontally. Juggle them back up with the Strong punches before
they can hit the ground. Hit em with a Fatal Claw afterward. Ouch.
<--------------------------------------------------------------------------->
When all else fails call the flying dragon Strider Hiryuu. One day his planet
was being taken over by a powerful force and the military was unable to do a
thing about it. The powerful force was named Onslaught and Strider has gone
after him in New York with other heroes to try and stop this menace. With his
ability to call the ancient Orbs of the Hiryuu he can now help destroy Onslaught
with the help of his fellow heroes.
Quotes
- "A false life is equal to death. Be your true self!"
- "It doesn't pay to betray your principles......"
- "Devote yourself, but do not lose who you are!"
- "Life or death awaits...... A strider is never certain."
- "Who can see the future? Those who create it."
- "Take me to your boss!"
- "Selfish ambition is the root of today's problems!"
- "Those who seek the truth are the world's saviors."
- "Destruction is the cost of selfish ambition."
Strategies
Well basically he is an excellent combo character and will keep you in the
corner all day until your gone. He takes hits like Akuma so be on the offensive
because no matter how good you are at keep away and defense you'll always lose
because his sword gives him high priority and range. Beam supers should kill him
instantly.
Strider Hiryu(Flying Dragon)
Ame No Murakamo: D,DF,F+P
Strider will come at you with a big slash the does good damage and has poor
recovery time so becareful when using it.
Air Ame No Murakamo: D,DF,F+P or K(air)
Strider will come at you flying using himself as a human projectile. It hits
multiple times doing good damage. The kicks makes him go down while the punches
make him go up.
Ghram: F,D,DF+P or K
This move goes screen distance but has a start up delay and is basically used as
a surprise attack. The button used dtermines the height of the attack.
Formation A: D,DF,F+K
This move will call his mechanical leapard and will go screen distance. Use it
as a keep away but its not that useful.
Formation B: B,F+K
This will call upon his mechanical eagle that will drop a bomb on top of you.
The kick determines the distance it goes. This move will do great damage and
will often fool opponents.
Short will go right in front of Strider.
Forward will go half screen distance.
Roundhouse will go full screen.
Formation C:B,F+P
This calls upon one satelite to revolve around him. While doing this motion
again it will be used as a projectile that has the size of a Hadoken but is much
faster. Use it as a surprise move.
Wall Climb: D,DB,B+P
This is just a wall climb that gets pretty hard to get out of because when your
on the wall you hit the opposite direction you'll fly over the other wall and
stick to it as well. He can't block so watch out for supers Like the War
Destroyer or the Galaxy Missile. Just hit your kick button to get out of it.
Vagula:F,DF,D,DB,B+K
Strider splits into 5 images then reforms near the opponent and jump kicks them.
Good surprise move that shouldn't be used much.
Teleport: B,D,DB+any button
Think of the chart of buttons as an indicator of where you will teleport to.
Jab-In the air to the left of the opponent.
Strong-Right on top of opponent.
Fierce-In the air to the right of opponent.
Short-On the ground far away from opponent to the left.
Forward-On the ground next to opponent.
Roundhouse-On the ground to the right away from opponent.
Supers
Ouroburos:D,DF,F+2P
A great super that does chipping damage well. Your invincible from normal
attacks because they'll just get hit by the 4 orbiting satelites that does
amazing damage. When strider attacks 4 energy rings will be used as a projectile
that does chipping damage as well. But when you activate it just teleport behind
the opponent and dash at them and watch the fireworks because this will hit up
to 45 times!!!
Legion:D,DF,F+2K
A swarm of mechanical leapards and eagles come at you doing a great amount of
damage. Yet its hard to actually connect because it has a start up delay. There
is no escape from the Legion even when super jumping and also cannot be pushed
blocked. However this is a very good chipper and should be used when your
opponent is near death.
Ragnarok:F,D,DF+2P
This is an all or nothing super that once you get caught Strider will split up
into 4 images and hits a total of 17 times that does great damage. No chip
damage as well so don't rely on it to much.
Combos:
Ground Magic: Zigzag
Air Magic: Zigzag
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Ame No Murakamo,
Ghram, Strong Air Throw
1) C.Forward --> Ame No Murakamo
2) D.S.Short, S.Forward, C.Roundhouse --> Ame No Murakamo(OTG)
3) Helper Attack --> Legion
4) Short-Formation B, C.Short, C.Forward, C.Fierce
Simply call the mechanical eagle to drop a bomb. Then combo your opponent and
launch them. On their way up, they'll hit the bomb for some
good damage.
5) Uroburos Activation, Teleport
After seeing Strider call the Satelites, most opponents will block. If you
teleport behind them, they'll get crossed up and get hit by the
Ouroburos.
6) D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse --> Ghram or
Ame No Murakamo
Strider can link all of his normal attacks into a ground combo. This combo is
extremely flexible. You can skip some of the moves altogether and
the first four hits can be done while crouching.
Harder Combos
1) J.Roundhouse \/ D.C.Short, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> AC Finisher
2) Ouroburos Activation, J.Fierce, J.Roundhouse \/ C.Short, C.Forward, C.Fierce
--> Ragnarok
Make sure that the Ouroburos connects before you try the Ragnarok cause the
Uroboros will disappear as soon as you try another super
3) Dashing Helper Attack --> Legion, Dashing Helper Attack --> Legion, Dashing
Helper Attack --> Legion
Collosus and Psylocke are the best helpers to use for this combo. Basically,
pull off the following attack before the opponent falls to the ground
to catch them.
4) J.Roundhouse \/ D.S.Jab, S.Short, S.Strong, S.Foward, C.Fierce, SJ.Jab,
SJ.Short, SJ.Strong, SJ.Foward --> Fierce Ame No Murakamo
This acts basically as chaining a ZigZag motion on the ground to the air, but
you'll have to be quick on this combo though and use the punch button on the Ame
No Murakamo because you'll get more hits going up then coming down. Just try
this and you'll see what I mean.
<--------------------------------------------------------------------------->
On the planet Blodia lies a dealdly confrontation of Giant Mechs against each
other. During a Cyberbots tournament Jin decided to participate and won easily.
Somehow he has gotten to Earth by his Mech and has decided not to use his mech
but his own fighting abilities. Jin, in my opinion is the worst character in the
gamebecause all his regular attacks are special moves. He has huge recovery time
on all of them and his supers are the worst at chipping.
Quotes
- "If my father were alive, I could make him proud."
- "Go back to playing video simulations, weakling!"
- "What is a VA? Variant Armor, used in combat!"
- "If the world gets more mechanical, many may die."
- "Machines can transform rage into power."
Strategies
Keep Jin away because he is very strong and cannot combo his supers except for
the Great Cyclone. His supers doing pathetic chipping damage so it won't matter
if you block. Always be on the offensive against and let him attack to sometimes
while your blocking because he has huge recovery time. Keep away and being on
the offensive will work well against him. Beam supers don't seem to work as well
against him though.
Jin
Blodia Fire: MP
Mostly all of Jin's moves are easy to do because they all require a simple push
of a button. This move can be done in the air or on the ground. Its best that
you do this crouching because it works like a projectile.
Screaming Punch: HP
Another useless move coming from the worst character in the game. It has huge
start up delay and recovery time. It basically is a flaming punch that has good
damage and distance but avoid using it.
Flaming Kick: MK
A fair move that does little chip damage will have Jin move across the screen.
If done while crouching it can be used as an anti-air attack. While in the air
he'll go more verticle if the opponent is above him.
Drill: HK
This is a fair moving drill that will hit your opponent for good damage. The
standing version does a little hop in the air then comes towards your opponent
that often fools them because they think Jin is jumping. The crouching version
will knock down opponents while the air version will do a double flaming kick
that beats out most air attacks.
Saotome Dynamite: D,U+P
Basically your projectile move that will push opponents away when blocked. It
can also be used as an anti-air defender.
Saotome Drill: (air) D+RK
Basically the same as Dhalsim's Yoga drill it goes a bit faster and does good
damage.
But watch out for the recovery time though cause it stinks.
Saotome Cyclone: B,F+P
A huge cyclone appears doing multiple hits that does good damage. And will catch
opponents while their knocked down. It comes out fast and does great damage but
the recovery time is a little long though.
Saotome Crush: F,DF,D,DB,B+K
You have to be up close to do this move and it will basically roll his opponent
around the screen doing good damage. He is left vulnerable if blocked.
Saotome Power Up: Automatic
When your partner has died and your in the danger zone you will automatically
power up giving you increased strength and a super armor. This will give you
many advantages as well as disadvantages. His recovery time has skyrocketed when
powered up and will often get killed if he uses his RK or FP. So be careful.
Supers
Blodia Punch: D,DF,F+3P
This move has great range and can act as a beam super. His mech will come at you
with a giant fist mimicking Jin's move that hits 3 times and pushes you back
then unloads a series of rounds of amunition that does great damage and
extrememly poor chip damage. Its sometimes hard to connect because the fist will
push you out then takes time for you to block. Ramming the buttons will work
with this super as well.
Great Cyclone: D,DF,F+2K
A huge cyclone that does 40% damage but very very little block damage will send
your opponent flying into the wall. Its great as an anti-air defender too. But
don't worry about the recovery time cause it'll push your opponent a little
giving you enough time to block.
Blodia Vulcan: D,DB,B+2P
Jin hops inside his mech and fires 23 times at you doing fair damage and the
poorest chip damage. So don't rely on this too much because it won't do a thing
when blocked.
Combos:
Ground Magic: Weak Start
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: S.Fierce, C.Fierce, S.Roundhouse
Knockdowns: C.Roundhouse
Air Launchers: S.Strong
AC Finishers: Strong, Forward, Fierce, Air Drill
Roundhouse(2nd hit), Strong Air
Throw
Combos
Easy Combos
1) J.Fierce \/ C.Fierce
2) D.S.Jab, S.Jab, S.Forward
3) Tornado Drill --> Saotome Dynamite
4) D.C.Jab, C.Strong --> Saotome Dynamite or Saotome Typhoon
5) D.C.Jab, C.Strong --> Blodia Punch or Team Super
This combo is Jin's bread and butter. Whenever you get a chance, hit em with
this! Make sure that you are up close for the super to connect.
Using a team super with a character that has either a wave or beam super will
add even more damage to this painful combo!
Harder Combos
1) In Corner: D.C.Jab, C.Strong --> Blodia Punch, C.Roundhouse --> Saotome
Dynamite
If you hit em with it in the corner, they'll be up in the air long enough for
you to hit em with the Tornado Drill and cancel into the Dynamite for
some awesome damage.
2) J.Roundhouse \/ S.Forward, S.DN.Roundhouse
The hard part about this combo is the last hit. Keep in mind that the first two
attacks are double hit kicks. The second one should knock them
down. Wait till Jin lands, then OTG them with the drill
3) J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short --> AC Finisher
This is the easiest way to set up an air combo for Jin. Though he is able to
chain a Jab before his launcher, the S.Strong takes some time to
actually connect, allowing your opponent to block. Instead, just hit em deep
with the Fierce and immediately go for the launch after he lands.
4) Half a screen to corner: J.Fierce \/ D.S.Short, S.Fierce --> Blodia Vulcan
The S.Fierce will send them flying across the screen toward the wall. Cancel
into the Blodia Punch to make the mech's fist catch em while they're
flying down.
5) J.Jab, J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Roundhouse --> SJ.DN.Roundhouse
Cancel the two hit SJ.Roundhouse before the second hit connects with the
downward drill for some extra damage!
6) In corner: J.Fierce \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Roundhouse --> Air
Drill --> Saotome Dynamite
Same idea as hard combo number 5. Keep holding the joystick down so that you can
pull off the Dynamite move before they land!
<--------------------------------------------------------------------------->
Secret Characters
Well one day when Mega heard the news about Onslaught he immediately went to
battle, while his sister begged to come and help he refused and was stuck at
home cleaning. However Dr. Light has made major adjustments to her giving her
the power to defend herself even better. She is somewhat intimidated by her
brother and sometimes will cry form being insulted from him. She is the same as
Mega except without the charged buster and her Hyper Roll is a thin beam of
electricity and not a giant beam. She doesn't take hits well and cause too
little of it. She is very small and will often be able to get under attacks. She
is a bit dfaster than Mega though.
Quotes
- "Hehe...... I did it! Girl power!"
- "Are you hurt? Maybe my doctor can fix you......"
- "I didn't mean to hurt you badly!"
- "I think you're due for an upgrade!"
- "I should learn that absorption thing from Dr. Light."
- "See? I should have been in Power Battle!"
- "Now how does Megaman do that absorption thing?"
Strategies
Roll can be very painful to play against because she has a very good throw
priority and huge combos. Her durability and strength is where she lacks the
most while her size can get up close to opponets without getting hit. When you
see War Machine using his Proton Cannon just walk under him and use your Hyper
Roll because it'll knock him straight up into the beam doing incredible damage.
So basically be on the offensive with or against her.
Roll
Code: - Start a Game.....
- Move your cursor to Zangief.....
- Move the controller in the following sequence.....
L, L, D, D, R, R, D, D, L, L, U, R, U, U, R, R
- Roll's box will appear next to Megaman's.....
Roll Buster: D,DF,F+P
This is basically the same as the Mega Buster but you can't charge it, but every
fireball she throws does good chip damage. She can work pretty good as a keep
away character as well.
Exploding Bouquet: D,DB,B+P
This move has to be a good decoy that will allow Roll to sneak up there opponent
and combo them. However this move doesn't do alot of damage so use it as a
decoy.
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: Roll 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: Roll 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 Roll 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.
Supers:
Hyper Roll: D,DF,F+2P
This move won't connect often because the opponent has to be high up in the air
for it to work. However when connected the electricity will do more damage than
Hyper Meagaman. It works great as a chipper if the bolt happens to connect.
Rush Drill: D,DF,F+2K
Roll 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. Roll is invincible while doing this move and
will go through anything!!! This really pisses people off because they use the
Duo Team Up Attack and often ends up wasting it because they don't know Roll is
invincible and will get punished serverely. Watch for the recovery time though.
You can't control the up and down movement while your inside though.
Beat Plane: D,DB,B+2K
Roll 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 damage is
just tremendous and the damage, even greater!!! 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, Leaf Shield
Combos
Easy Combos
1) J.Jab \/ D.C.Short, C.Forward, C.Roundhouse --> Jab Tornado Hold(OTG) or Mega
Buster
2) 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.
3) Flower Bouquet, C.Roundhouse --> Rush Drill(OTG) The flower bouqet does not
chain into the Roundhouse. Instead, it forces your
opponent to block high, allowing Roll to hit em with a slide, setting up the
drill.
Harder Combos
1) D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward
--> AC Finisher
2) Leaf Shield Activation, D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Short,
SJ.Strong, SJ.Forward --> Fire Leaf Shield
3) D.S.Short, S.Roundhouse /\ SJ.Jab, SJ.Strong --> Hyper Roll
This AC must be done extremely quickly. If not, the opponent will either be able
to block or fall away from the super.
4) In Corner: Tornado Hold, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong,
SJ.Forward --> AC Finisher
The Tornado item will make them fly upwards. Run under them and launch followed
by an air combo.
5) J.Roundhouse, D.S.Roundhouse, SJ.Jab, SJ.Short, SJ.Strong, SJ.Foward,
SJ.Fierce --> SJ.Roundhouse or other AC Finisher
This is basically a super jumping ZigZag combo that works nicely.
<--------------------------------------------------------------------------->
Well aparently he has thrown out his old symbiote and has found a new one biving
him super strength and speed. He lacks in durability and takes hits like a four
year old. This is not Carnage but Hyper Venom, besides it even saids so. He is
on Hyper mode all the time and will duck under fireballs if he is moving so
there is no need to dash.
Strategies
He takes hits worst than Venom and his strength has been weakened. However he
can crawl under projectiles while walking under them. He is always on hyper mode
and will do crazy combos. But anything works on him whether its keep away,
defense, or offense just combo the crap out of this guy because he won't last
long infact I think he takes hit worst than Roll!
Hyper Venom
Code: - Start a Game.....
- Move your cursor to Chun Li.....
- Move the controller in the following sequence.....
R, D, D, D, D, L, U, U, U, U, R, R, D, D, L, L,
D, D, R, R, U, U, U, U, L, L, U
- Red Venom's box will appear above Chun-Li's.....
Lunge Bite: D,DF,F+P
This move is similar to the Lunge Bite but hits multiple times doing good damage
and combos nicely.
Diving Venom Fang: (air)D,DF,F+P
This move works just like the Diving Demon Kick Akuma has and does good damage
and often used best as a surprise move.
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
Symbiote Shield: D,DF,F+K
It acts like a shield that hits 3 times with the roundhouse and you can get
additional hits if you can ram the kick buttons like the lightning legs but much
faster to cancel out but a bit harder to do.
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 no chip damage.
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: Zigzag
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launchers: S.Fierce
AC Finishers: Fierce, Roundhouse, Diving Bite, Strong
Air Throw
Easy Combos
1) D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Death Bite or Team Super
2) D.C.Strong, C.Foward -->Death Bite or Team Super
Unverified as of now
3) J.Roundhouse \/ S.Roundhouse --> Short-Venom Rush
4) Helper Attack, Venom Web
Harder Combos
1) Fierce Throw, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce /\ SJ.Jab,
SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher
2) J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce
/\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC
Finisher
3) In corner: J.Roundhouse \/ D.S.Strong, S.Fierce /\ 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. The
Death Bite won't do too much damage but it's still cool to look at. Unverified
as of now.
<--------------------------------------------------------------------------->
Okay, the story before was a little corny. Actually Shadow Lady is a Cyborg just
like Shadow Charlie that's why you see all those neat gadgets like missles and
big bang lasers coming out of her. I don't how this cyborg came about, but she
can't combo her supers but has increased strength and speed. Her moves are
totally revamped from Chun-Li's except her normal attacks, Axe Kick, Lighting
Kick, Stomp Kick, and Flip Kick.
Strategies
Well don't think you going to win by playing keep away because her heat seeking
missles will do a load of chipping damage. Basically keep her on the defensive
side because she oftens uses the Big Bang Laser which comes out extremely quick
like a Shinku Hadoken plus she can pick you off the ground with it as well. Just
play the offense and you shouldn't have a problem. She takes some beams
extremely well and some she takes them like bricks.
Shadow Lady
Code: - Start a Game.....
- Move your cursor to Morrigan.....
- Move the controller in the following sequence.....
U, R, R, D, D, D, D, L, L, U, U, U, U, R, R, L, L, D, D,
R, R, D, D, L, L, U, U, R, R, U, U, L, L, D, D, D, D, D
- Shadow Chun Li's box will appear under Gambit's.....
Shadow Drill: D,DF,F+P
This move should be used often when an opponent trys to get close because even
if they block they get good block damage and will often push them away. Its good
to end combos with as well. She has a little unnoticeable start up delay that
doesn't really matter because it comes out extremely quick. She can use this
against Onslaught because it'll nullify his Hyper Gravs and still hit him 7
times.
Electricity: F,D,DF+P
A great anti air move that will do heavy damage and combos better than the
shadow drill.
It can be used to OTG an opponent as well after a sweeping roundhouse. It has
poor range so used it as a anti-air attack.
Heat seeking Missiles: D,DF,F+K
This move is one of the best in the game even though it has about 1.5 second
start up delay it follows your opponents and will do heavy chip damage and will
stop alot of supers. Don't use it too often unless your playing the CPU or
unless someone is super jumping.
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