MMM MMM AAA RRRRRR VVV VVV EEEEEEEE LLLL MMM MMM AAAAA RRRRRRRR VVV VVV EEEEEEEE LLLL MMMM MMMM AAA AAA RR RRR VVV VVV EEE LLLL MMMMM MMMMM AAA AAA RR RR VVVV VVVV EEEEEEEE LLLL MMM MMM MMM AAAAAAAAAAA RRRRRRR VVVVVVVV EEEEEEEE LLLL MMM M MMM AAAA AAAA RR RR VVVVVV EEE LLLL MMM MMM AAAA AAAA RR RR VVVV EEEEEEEE LLLLLLLLLL MMM MMM AAAA AAAA RR RR VV EEEEEEEE LLLLLLLLLL SSSSS UU UU PPPPP EEEEE RRRRR HH HH EEEEE RRRRR OOO EEEEE SSSSS SS UU UU P PP EE RR RR HH HH EE RR RR O O EE SS SS UU UU PPPP EEEE RRRRR HHHHHH EEEE RRRRR O O EEEE SS SSSS UU UU PP EEEE RR RR HHHHHH EEEE RR RR OO OO EEEE SSSS SS UU UU PP EE RR R HH HH EE RR R OOO OOO EE SS SSSSS UUUUU PP EEEEEERR R HH HH EEEEEERR R OOOOOOOOOOO EEEEEESSSSS - [ www.dingojellybean.com ] - - [ Version: Last ] - - [ Date Started: 7/12/99 ] - - [ AIM: Dingo Jellybean ] - ============================================================================= -------------------------------- [ Credits ] -------------------------------- ============================================================================= -- Capcom(www.capcom.com) For making an excellent game and for their hard work in all of their other games. -- Marvel(www.marvel.com) Thanks to them for creating these lovable Marvel characters. -- Captain Commando(spidey_5@hotmail.com) Essentially my God, in terms of writing. He was the one who helped me first start writing back in July of 1998. He's been a great friend and a great writer. -- Jeanne Burch(http://www.sigma.net/burch/faq.html#awards) For helping me out on the Thanos bio and Maestro's bio. -- GameFAQs(www.gamefaqs.com) To CJay for his hard work and dedication to the popular site. -- James Chen((jchensor@ucla.edu) For his fabulous combo system that we've all come to know. (^_^) -- Migs Rustia(www.miggy.net/msf) For his clarification on the combo system and also his excellent web site, I suggest you check it out. -- Kao Megura(kmegura@yahoo.com) Thanks to Chris MacDonald for his the official names of Thanos and Dr.Doom's special attacks. -- Dingo Jellybean(AIM: Dingo Jellybean) For typing up this FAQ. -- Dallas(www.accentral.net) For being a great friend for so many years. ----------------------------------------------------------------------------- Okay, so this will be my last update. It's been a while since I've done anything FAQ-related (over 2 years to be somewhat exact), so I just want to touch up on this guide that severely needs touching up. I've reformatted the guide to make it look easier to read, though some of the information itself has been untouched, so you'll have to forgive my former 14-year old self writing this guide(because the guide gets corny a bit). I was kind of unsatisfied with this guide, I mean it had the information down, but there were also unncessary information that was kind of common sense, so I took it out. Please, don't bother me with this guide, I've done enough that I can with it, so I won't add any little combos you might have. I've taken out my email address because people tend to forget that the information they ask is in the guide. Please use the find/search function that's present on your computer (for most of you it's Ctrl+F) and find it. I don't really play games anymore, but I owe it to the readers that stuck by me all these years to encourage me to write. So without further ado, this is my guide to one of the most fun games I've ever played. (March 8th, 2004): This took a couple of hours to do, but I reformatted the guide and corrected some information as well as take out a lot of junk, so expect this guide to be cleaner, faster to load, and more resourceful than before. (July 12th, 1999): Finished the guide, it should have all information possible including some in-depth analysis for each character to go head to head with any other character. ============================================================================= ------------------------------- [ Copyright ] ------------------------------- ============================================================================= This FAQ is not in any way to be used improperly, improperly defined as; using for profit, taking credit for this guide as your own, altering the guide in any way. You are welcomed to use the guide if you do not intend to do any of the above. Simple as that, I won't get into the legal mumbo jumbo. Copyright Dingo Jellybean; 1999-2004 ----------------------------------------------------------------------------- Game Functions(supers, counters, etc.) Combo System Magic Series Characters - Blackheart - Moves - Combos - Captain America - Moves - Combos - Dr.Doom - Moves - Combos - Hulk - Moves - Combos - Iron Man - Moves - Combos - Juggernaut - Moves - Combos - Magneto - Moves - Combos - *Psylocke - Moves - Combos - Shuma Gorath - Moves - Combos - *Spider-Man - Moves - Combos - *Thanos - Moves - Combos - *Wolverine - Moves - Combos Miscellaneous -- Codes -- Disable Gems Closing Comments * This indicates a character has an infinite combo. ============================================================================= ----------------------------- [ Game Functions ] ---------------------------- ============================================================================= Here is what the game is based on, you block, dash, and super jump like normal. Incase you need help on how the game functions then read on, otherwise you can skip this section. --------------------------------------- Blocking: UB/B/DB(while being attacked) --------------------------------------- When you block to can completely avoid and physical damage, only Hulk's regular attacks will do block damage. You can block in the air and basically block any other move your opponent tries to throw at you, besides a throw. When you block special attacks like Captain America's Shield Slash, you will always incur a little damage. The block damage is unrecoverable and some moves may even lose you a chunk of life even if you do block. This is primary for beginners and its once of the most basic steps in winning battles. ----------------------------------------------- Throws: F/B+FK/RK/SP/FP(when close to opponent) ----------------------------------------------- Throws are grabs that are unblockable and do alot of damage, infact throws will always do the same amount of damage no matter what damage guage you set it at. Throws can be tech hit out of, which will be explained below. When you are close to your opponent each character has a special throw, its up to you to find out what button is required for the throw. Throws can also be done in the air and every character in the game has at least one type of throw. Grabs and holds are another type of throw, they usually involve Wolverine, where he repeatedly slashes at the opponent's back. In this game you can ram the buttons to get an extra hit out of it, but that's about it. Ramming the buttons during these holds and grabs will only make the grab or hold go faster, they will not make the grab or hold do more damage. --------------------------------------------- Tech hit: F/B+FK/RK/SP/FP(after being thrown) --------------------------------------------- A tech hit is what known as a "parry throw." It allows you to either cut the damage of the throw or completely escape a grab or hold. You must do the motion immediately after you have been thrown or right after you are caught in a throw, grab, or hold. If you perform the motion to late, then you can't tech hit out of a throw, grab, or hold. ------------------------------------------------- Safety Roll: B,DB,D+P/K(after being knocked down) ------------------------------------------------- To avoid being attacked any further from OTG combos, complete the motion to roll. During the roll your character is completely invincible and can block immediately after the roll. Sometimes when you are knocked down from a super you can often roll towards your opponent and attack them, even though their super had already connected. A prime example is Iron Man's Proton Cannon, Captain America can easily roll and counter the recovery time of the Proton Cannon, despite the fact that he ate the entire super. Also you cannot roll from combos or supers that initiate the flying screen. Meaning that air combos that ends with an AC Finisher, strikes, or supers like the Berserker Barrage X, you cannot roll after the moves have connected. -------------------------------------------------------------- Infinity Counter: B,DB,D+P/K(when blocking an attack)(level 1) -------------------------------------------------------------- When you are being constantly attacked or near death from a high chipping super, then your best choice instead of blocking all the way, is to counter. All counters in the game are invincible throughout the entire move, so when your near extinction from a Proton Cannon, you can use your counter to completely escape some block damage. Don't use the counter with every chance you get though because they do require one level of super. ------------ Dash: F,F/3P ------------ This is like a quicker version of a regular walk. Dashing allows you to come to your opponent or escape from your opponent more quickly than a standard walk. The dash also allows your sprites to be deeper into the opponent's sprites so that more hits can be put in combos. Every character in the game has a ground-based dash while only a few characters have an air dash. You can stop in the middle of a dash as well by hitting the opposite direction you are dashing in. ---------------------------------------------- Super Jumping: D,U/3K/U(after a launcher only) ---------------------------------------------- Super jumping can be seen from the last game, X-Men Child of the Atom. They allow you perform a jump much higher than a regular jump. Super Jumping is prime for escaping ground based supers or for use in air combos, infact nearly 70% of the combos in this FAQ involve super jumping. You only need to press U after you have launched your opponent to do a super jump. You can do many special attacks in the air and you can steer yourself away or towards your opponent during and after the super jump. ------------------------------------ Infinity Combo: Special Motion+2P/2K ------------------------------------ Every character in the game has at least one of these. They are often called "supers" and they perform massive damage towards your opponent. Some supers can be done in the air and all supers require a level of super. To use the Infinity Combo you must have a level of super and perform the required special motion. Some supers are not as good as others and some supers have start up delays and recovery times. Its up to you to decide on your best judgement when to use these supers. ---------------------------------- Taunt: D,D+Select(Saturn: D,D+L+R) ---------------------------------- Taunts in this game have basically no use offensively. They are here just to tease your opponent, humiliate them, rub your friends face in, or just to annoy the heck out of your opponent. As you can expect taunts will leave you open to attack and you cannot cancel from these taunts. Some taunts may even do damage, but very minute damage. So unless you are far away from your opponent and they don't have any supers or you are ahead in the life guage department, then I suggest you stay away from using these, unless of course you need a good laugh once in a while. -------------------------- Dizziness: Constant Attack -------------------------- This only happens when you are bombarded by attacks. You cannot become dizzy in the air unless your oppnent AC Finishes with a special attack like the Drill Claw or Web Swing. On the ground dizzies are at its peak, meaing that probably any attack will cause a dizzy if your opponent is in a near dizzy mode. The indication of a dizzy is shown by the characters portrait near his or her Infinity bar. At first the character's portrait is blue and the facial expression is normal, then after a few hits it turns yellow, after more hits the facial expression changes and the background color of the portrait becomes red. When you are hit with a few attacks when your portrait is red you will then become dizzy and your portrait will remain red and spin wildly. When you are dizzy you are momentarily stunned, meaing that the opponent can attack you at will and there is nothing you can do about it. To avoid this from happening in the future simply avoid attacks for a while and wait until your character's facial portrait turns back to normal. Also your character's dizzy condition will remain that way if you block attacks, meaning that if your character's facial portrait is yellow and you block attacks, your character's condition will remain that way. Also supers do not cause dizziness, but its ideal to use them when your opponent is diizy, taken consideration that you have enough super meter for it. -------------- Infinity Guage -------------- This guage is under your vitality guage. This guage slowly and gradually builds up as you attack. You don't even have to connect with an attack to build this guage up, some attacks even drain super meter from your opponent. Once its stored in place you are welcomed to use either an Infinity counter or an Infinity Combo. -------------- Vitality Guage -------------- This guage is shown in a yellow bar located at the top of the screen. It will gradually decrease as you take damage or block either a special attack or an Infinity combo. There will be a red bar the drains after you have been hit behind the yellow bar, its only and indication of how much damage was incurred. Only Wolverine can refill his guage naturally. --------------------------- Infinity Gem Use: D,DB,B+3P --------------------------- When you have a gem perform this motion to activate them, they can only be used once during the entire battle and your character can carry all 6 gems at the same time. Each gem has a unique ability which will be described below. ============================================================================= ------------------------------ [ Infinity Gems ] ---------------------------- ============================================================================= In Marvel Super Heroes there are infinity Gems, straight from the comics. They allow your character to perform special abilities normally not available to them, but the use is limited. Some gems however give your character a unique ability that it wouldn't give other characters when used, but that will be explained in each of the character's section. You can aquire these gems by attacking your opponent, some moves cause the gem to pop out of your opponent's hands and they drop onto the ground. Simply walk over the gem to pick it up, you can even roll towards the gem after a knockdown. Not all attacks will cause the gem to come out, mainly Infinity Counters, Infinity Combos, Special Attacks, and some taunts will pop the Gem out of the character's hands. Also note that when the character activates the gem they are invincible for a brief second and near by opponents will be knocked to the other side of the screen for some minute damage. ------------- Time Gem: Red ------------- This gem allows your opponent to move faster than normal. This does not however improve your start up time and recovery time on your special attacks. the Time Gem only affects your regular attacks, walking speed, and dash. Ideal Character: Hulk, Shuma Gorath --------------- Soul Gem: Green --------------- With this gem activated your character will gain two blocks of unrecoverable life. During this activation an opponent can still knock some life out of you mainly with a special attack. If you take block damage from special attacks the effectiveness will slowly decrease. So its almost worthless to use this when blocking a Proton Cannon. Ideal Character: Iron Man(not much use, see Iron Man) ------------------- Reality Gem: Yellow ------------------- The Reality gem allows your character to send out projectiles with each regular attack, these projectiles will even do block damage and they add the overall damage done to your attack. The use of this is very limited and lasts very fast. Ideal Character: Blackheart -------------- Mind Gem: Blue -------------- This gem will refill your Infinity guage at a phenominal rate. Its almost guaranteed to fill at least two bars of Infinity guage. If your Infinity guage is full I suggest you use a super then activate it. Ideal Character: None ---------------------- Power Gem: Red(again?) ---------------------- Well the color of this gem is suppose to be a mix of red and pink, but mostly red. I don't think its the resolution on my T.V. but I could be wrong. Anyways this will practically double the strength of your character's attacks. This will not double the damage of your super or special attacks though. This will also cause your character's normal attacks to do block damage and everytime you attack your opponent with an attack the screen will flash red. Ideal Character: Captain America, Psylocke, Wolverine, Spider-Man ----------------- Space Gem: Purple ----------------- This gem provides your character with super armor, meaning that it will take a second hit to launch your opponent or a second hit to stun your character. It will take three hits from jabs and shorts to stun your character. Also you will incur no block damage and all regular attacks are cut down in half, but your opponent can disipate your Space Gem more quickly if they continuously attack you. Ideal Character: Magneto, Juggernaut ============================================================================= ----------------------------- [ Combo System ] ------------------------------ ============================================================================= Combos in this game are performed by hitting a series of varying attack buttons that can ultimately wow the crowd and yourself. However, learning combos takes a bit of time, so if you aren't too familiar with combos in Marvel Super Heroes, take a look below. [ Launcher: ] The basic air combo(also known as Aerial Raves in Japan) start up move. Every character in the game has one except for Apocalyse. If you have trouble using your launcher properly you will have some serious trouble getting into your offensive game, unless you are a master at ground combos. Once you launch your opponent your opponent goes flying up into the air unable to block for a second or two, at that time is your golden opportunity to pull off a combo. Launchers are often used as anti-air attacks as well, but they normally don't have the priority of special move anti-air attacks. [ Air Launcher: ] Air launchers are very similar to launchers because they jack the opponent up into the air and it sets up the opponent for an air combo and also remember that not every character in the game has a air launcher. However the opponent must be in the air for the air launchers to fully jack the opponent up, if the opponent is on the ground that means the opponent will not be launched even though they were hit with an air launcher. Prime examples include: Marvel Super Heroes: Hulk's S.Roundhouse X-Men vs. Street Fighter: Juggernaut's S.Fierce Marvel Super Heroes vs Street Fighter: Spider-Man's S.Roundhouse Marvel vs. Capcom: Captain America's S.Strong [ Small Launcher: ] The are launchers that help set up the characters' air launcher or regular launcher. You must remember that not every character in the game has a small launcher. With a single attack the opponent is jacked up just a bit, but not enough to set the opponent up for an air combo though. Small launchers often are too useless to be used as anti-air attacks, and are mainly used when the opponent is on the ground. Prime examples include: Marvel Super Heroes: Psylocke's C.Forward X-Men vs. Street Fighter: Cyclops' C.Forward Marvel Super Heroes vs. Street Fighter: Spider-Man's C.Forward Marvel vs. Capcom: Zangief's S.Roundhouse [ Straight Launcher: ] The launchers are often called strikes. They send your opponent flying across the screen. These intitiate the flying screen, where the opponent follows the victim's momentum. You sometimes can combo off of these but rarely, they are used to sometimes keep opponents away. Prime examples include: Marvel Super Heroes: Magneto's S.Fierce X-Men vs. Street Fighter: Juggernaut's S.Roundhouse Marvel Super Heroes vs. Street Fighter: Captain America's S.Fierce Marvel vs. Capcom: Captain Commando's S.Fierce [ Air Combo Finisher: ] Also known as AC Finishers. In the air you can't combo the opponent forever(except for some characters) and you will need to finish the combo at some point in time, then you would use the AC Finisher. The basic AC Finisher initiates the Flying Screen, which is usually incorporated by the character's super jumping Fierce or Roundhouse, even a super or a special move can be used as an AC Finisher. Your opponent cannot roll from AC Finishers that causes the flying screen effect, also AC finishers can include special attacks that don't cause a Flying Screen and can be rolled from after the attack like Spider-Man's Web Swing. [ Off The Ground: ] Often referred to as OTG. You can further your combo by picking up your opponent off the ground, usually with a C.Short and then launch the opponent and perform another air combo. Most of the times the opponents can roll before this happens, but tend to forget. A prime example can be found using Wolverine: D.S.Jab, C.Forward, C.Fierce, S.Roundhouse(OTG) The knockdown in this combo is the crouching forward, and the pick up is the crouching fierce. Even though Wolverine has knocked down his opponent he can still continue his combo from their. [ Air Combos(Aerial Raves): ] Every character can pull these off in the game. They usually start with a laucnher and then the opponent is then pummeled by the characters continuous attacks. Air combos should always start with Jab, because it wouldn't be much use if you immediately go to a fierce because that would just end your combo right there. NOTE: If you did import a Capcom fighting game they are known as Aerial Raves. So instead of the little message saying "Air Combo" it says "Aerial Rave." ============================================================================= ------------------------------ [ Magic Series ] ----------------------------- ============================================================================= The whole key to all the characters combos in the game. Without this chain system combos would be completely obsolete. Here this is where beginners should start and get a brief knowledge at how this easy system works. Combos almost 95% of the time start with either a Jab or a Short, then is followed by a chain sequence into a stronger attack. Some characters can do 5 hits in the air and some can do three, it all depends on the character you are fighting, the character you are using, and what magic series the character possess in a discrete pattern. [ Stronger: ] Jab --> Strong --> Fierce This can be done by almost any character in the game. Also you do not just have to stick to just using straight punches and straight kicks, you can also do this: Short --> Forward --> Fierce Just as long as the next hit you will execute is stronger than the last hit, then the combo will fully come out. [ Punch to Kick: ] Fierce --> Short Only one character in the game possess this odd magic series, and that is Shuma Gorath. Here you can go backwards in terms of strength but you can never get more than two hits, and you can never go forward like a stronger magic series. Remember, this is only just one possible combination, you can go from a Strong --> Short, or a Fierce --> Roundhouse. [ Kick to Punch: ] Roundhouse --> Strong This is very similar to Punch to Kick Magic series, but its reversed. Only two character in the game has this magic series and that is Blackheart. Here you can go backwards in terms of strength but you can never go forward like the stronger series. You can never get more than two hits out of this and also there are more combinations like Short --> Strong, or Short --> Jab. [ ZigZag: ] Jab --> Short --> Strong --> Forward --> Fierce --> Roundhouse The most complex part of the magic series, but after you take sometime you can perform outrageous combos like the experts. You can most likely collect five hits out of this magic series. Also you can skip some of the magic series for example: Short --> Strong --> Fierce --> Roundhouse You can also perform a stronger magic series as well because basically a stronger magic series is in the ZigZag magic series. [ Weak Start: ] Short or Jab --> Stronger Attack Consider this like a weaker version of the stronger magic series. You can only go from a Jab or Short into a Strong/Forward/Fierce/Roundhouse. That is it, you cannot get more than two hits out of this and Hulk is the only one with this magic series in the game. [ None: ] Any attack --> Special Move That is the biggest combo out of this magic series. Any character with this magic series is primarily at a disadvantage, since the player cannot get more hits out he can only cancel into a special move just like those two-in-one's back in the old Street Fighter days. NOTE: The way this combo system is set up is that after the first hit, any proceeding attack will effectively be weaker. Say a fierce normally does about 44 pixels of damage, but after you combo a fierce off a jab it may do 40 pixels of damage. The more hits you chain in, the weaker the proceeding hits become until they only do one pixel of damage. Though there are exceptions to this, such that if you combo a Weapon X, the slash will still do significant damage even after 99 hits. ============================================================================= --------------------------------- [ Legend ] -------------------------------- ============================================================================= Basically this is James Chen's combo system, but it was refurbished by the help another genius named Migs Rustia. This combo system is easy to read and clear and its credited to the both of them. , 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 or will land after a move performed during SJ. 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 FWD. 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 -- [ ] -- These brackets means it's just a character's special move. ---- [ ] ---- These brackets refer to a character's best gem, infinity counter, and infinity combo. Other Legend JP Stands for Jab Punch SP Stands for Strong Punch FP Stands for Fierce Punch SK Stands for Short Kick FK Stands for Forward Kick RK Stands for Roundhouse Kick 3P Stands for pushing all three punch buttons at once 3K Stands for pushing all three kick buttons at once (air) Indicates that move can ONLY be done in the air (close) Indicates that move must be performed in Throw Range U Stands for holding the controller/joystick upwards D Stands for holding the controller/joystick downwards F Stands for holding the controller/joystick forwards B Stands for holding the controller/joystick backwards UB Stands for holding the controller/joystick up backwards:back jump UF Stands for holding the controller/joystick up forwards:jump towards DB Stands for holding the controller/joystick down back:defensive crouch DF Stands for holding the controller/joystick down forward: ============================================================================= ------------------------------- [ Characters ] ------------------------------ ============================================================================= ------------------------------ [ Blackheart ] ------------------------------- -- [ Inferno: F,DF,D,DB,B+P ] -- Depending on which button you push makes him do either an Ice pillar, Fire pillar, or a Thunder Pillar that each one of them has their own distance, Jab is for close range and can be used as an anti-air attack and the fierce version can be used from a distance. However if Blackheart misses you will be setting up yourself for a calamity because he just stands there while still in his Inferno pose, but one thing for sure and that's the fact that this does alot of damage and must be used early to be used as an anti-air attack. -- [ Dark Thunder: B,DB,D,DF,F+P ] -- Well not the best move in the game but it does have alot of range and distance as well. The jab version makes him hit the ground, the strong makes him go head height, and the fierce version makes him go at a fourty-five degree angle which can be used as an anti-air attack. The fierce version can be used as an anti-air attack but it really isn't all that effective and he must start the move early so that it at least hits the opponent. Also this can be used to nullify projectiles and still hit the opponent as well and can be used as a mistake punisher. -- [ (soul steal: FP ] -- Well this isn't really a special move because it involves his regular attacks, but it has special features that you would normally see in a special move. Basically what this does is rapidly drains the opponent's life away. I mean it drains a ton of life, but it doesn't go to Blackheart though. However you can never kill your opponent with this move for some odd reason I don't know and its also hard to connect with despite the fact that it has alot of range. Mainly because it takes a while for this to come out and when Blackheart gets hit the little demons go away, but they don't go away if they have already connected. Also the more demons that are on the opponent the quicker and more life they drain, and also when its blocked Blackheart gains alot of super meter. The recovery for this move is bad though. -- [ (time stopper: RK ) ] -- Well this isn't much of a special move either because it involves his regular attacks, but like his Soul Steal it does have special attributes though. When he does this move and if it connects he will first start out with a kick and then green demons(or depending on which color you select him as) cling onto the opponent making them literally freeze unable to block. This gives you the opportunity to do your Judgement Day, your Inferno, or your launcher. I've tried putting in a Heart of Darkness or a Dark Thunder after this move but for some reason once you do these moves the little demons just go away and the opponent is free to block so I guess its just certain moves that you can do. Also if the opponent blocks these Blackheart will gain an absurd amount of super meter. Also these little demons have been known to stop projectiles and yes even the Maximum Spider and Final Justice, and that's pretty special isn't it? ---- [ Armageddon: D,DF,F+2P ] ---- An excellent super to use overall, mainly because it does a ton of damage and combos easily off of his launcher. It'll do the most damage when you are in the corner and does alot of block damage. It takes a while for this super to start though since due to the fact that it takes time for the rocks to fall down. The recovery time is excellent since he can recover before the rocks start falling. However the Weapon X is liable to catch him if he misses with this super because it lacks horizontal range. But its a 50/50 chance that will happen, the best supers to counter the miss is the Proton Cannon, Space Gem, Reality Gem, Power Gem, Kouchou Gakure, and a Heart of Darkness. If Spider-Man uses his Maximum Spider he will simply bounce off the rocks and most likely be hit by them too. ---- [ Heart of Darkness: D,DF,F+2K ] ---- Quite possibly the coolest looking super in the game. Its 10 times better than it is in MSHSF and the damage that it does is phenominal. Its obviously his strongest super and ramming the buttons adds extra demons for more hits and more damage. Once it starts a giant blackhole will appear under the opponent, that's the gateway to his dimension. Then demons fly from the blackhole and juggle and balance your opponent high into the air then sends your opponent flying even higher with a blast of black magic. This super goes on for a long time and its just so cool how he laughs as the demons connect. The thing I like about this super is that the recovery time is very minimal and 99% impossible to counter even if blocked and also he floats up there with you laughing. When this super is blocked a few demons will fly out and Blackheart will float, but after a short while it'll stop, but its still very hard to counter. Blackheart can even combo after this. Obviously his best super to counter mistakes but watch for the start up delay, opponents will see the blackhole and then quickly jump over it making you waste a super. ---- [ Blackheart: Dark Thunder - Infinity Counter ] ---- An excellent counter to use overall. It does solid damage if it connects and even if your opponent does manage to block this move will push them back and away from you. This counter has alot of horizontal range and like all Infinity counters it's invincible during start up. ---- [ Blackheart: Reality - Best Gem ] ---- I wouldn't call this a good gem at all though. If used it makes Blackheart turn invisible, but if he attacks its a dead give away as projectiles comes out at his opponent. Also sometimes its hard to tell where you are and you might even be eating a super if you are not careful. On the plus side your opponent doesn't know where you are unless they see your shadow, and that's a dead give away as well. Also it doesn't last very long and Blackheart will come out of it rather quickly. -------------------------------- [ Combos ] --------------------------------- Special Game notes: Blackheart -- His crouching/standing fierce/roundhouse can act like projectiles, except that they can block out supers like the Weapon X, Final Justice, and Maximum Spider. -- His J.Strong has a special attribute, it drains your opponent's Infinity guage. Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: ZigZag Launcher: S.Strong Air Launcher: none Strikes: C.Strong Small Launcher: none Knockdowns: none Infinity Counter: Dark Thunder Best Gem: Reality Gem Max Infinity Guage: 1 AC Finisher: Forward(yes, that's it) 1. S.Roundhouse --> Inferno Just let the demons connect before you cancel 2. S.Roundhouse --> Heart of Darkness or Armageddon Quick and easy damage, just let the demons connect then cancel. 3. S.Roundhouse, S.Strong /\ SJ.Jab, SJ.Short, SJ.Forward 4. S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward 5. J.Roundhouse \/ S.Roundhouse, S.Forward, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward You might want to move in closer after the demons connect, so that both the forward and strong can be linked. 6. J.Roundhouse \/ S.Forward, S.Strong --> Armageddon 7. Inferno --> Heart of Darkness Cancel as soon as you can, before they hit the ground. 8. J.Forward \/ S.Forward, S.Strong /\ SJ.JAb, SJ.Short, SJ.Strong --> AC Finisher Basic combo for Blackheart, trust me, if you master this combo Blackheart can be a very dominating character. 9. J.Roundhouse \/ S.Roundhouse --> Inferno, Heart of Darkness, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher Quick cancellation is the key here, as soon as you land from the Heart of Darkness launch your opponent and into an air combo. 10. Inferno, Inferno Simple. Cancel immediately for the best effect. 11. Activate Mind gem, Heart of Darkness, Heart of Darkness, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward There's really not much to say here except ram the buttons to make the Heart of Darkness go on longer, that should give you sometime for your Mind Gem to completely fill up your next guage. Then as you land before your opponent launch them, and continue from there. ---------------------------- [ Captain America ] ---------------------------- -- [ Shield Slash: D,DF,F+P ] -- Jab-Downward slash, excellent for OTG combos Strong-Head height, is best for countering ground fireballs Fierce-45 degree angle upwards, so-so anti-air attack Captain America's prime weapon at its best. This is one of the strongest projectiles in the game and it combos very well and can be used to chip away some life. Also if he loses his shield like if he moves before he catches it after a Shield Slash he must go retrieve it because his offense and strength goes down, but he does gain a multi-hit Stars n' Stripes(described below). The recovery time is not bad also. -- [ Stars n' Stripes: F,D,DF+P ] -- An excellent anti-air attack that is very powerful and has little recovery time. It combos off anything that Captain America has and can be used to punish mistakes, but he still has recovery time from this move, and if it connects the opponent can fall down and block or attack so its not the safest move to use. You can also OTG after this super or combo in a Final Justice. The unique thing about this move is that the strong and fierce version hits multiple times without his shield, but it seems to look as if it does greater damage, but it can't OTG afterwards. -- [ Charging Star: B,DB,D,DF,F+K ] -- Unlike the start up delay in MSHSF here Captain America moves very quickly with this move as it does good damage and combos very easily. It will absorb projectiles, but as he absorbs projectiles he will slow down a bit as he takes the impact of the projectile. Make sure you have Captain America's Shield when using this move otherwise he can be knocked straight out of this move with a projectile. Watch for the recovery time because the opponent will be given ample time to counter. -- [ Cartwheel: F,DF,D,DB,B+P ] -- An overlooked move that comes quite handy. This is excellent for crossing up your opponent and Captain America will flip behind his opponent, but Captain America can be thrown or tripped out of it. This move will go through a few supers though like the Final Justice and possibly the Maximum Spider, however supers like the Proton Cannon and Weapon X will catch him. Use this to confuse, cheese, and annoy the heck out of your opponent. Just watch for the recovery time on this move because the opponent can easily anticipate it and counter as you recover. ---- [ Final Justice: D,DF,F+2P - Infinity Combo ] ---- Man, I simply love this super. Its possibly one of the coolest looking supers in the game. Once your opponent gets caught you just want to mimick Cap's attacks as he veers off an auto combo then preceeds to launch his opponent and slam them back down with a powerful suplex. This super just looks too sweet thanks to the PSX's slowdown(just kidding?)since it makes the auto super look longer than it has to be. Use this to counter mistakes and missed attacks, mainly supers. Also this move is invincible during start up and will pass through pretty much anything. It has insane priority and does a ton of damage, and yes your opponent will need stitches after this. It also combos rather easily as well, but not as easily as Wolverine's Berserker Barrage X. It chips only about 2 pixels of health and when blocked the recovery time is horrible, make sure you connect with this. ---- [ Captain America: Stars n' Stripes - Infinity Counter ] ---- An excellent counter to use because it does a lot of damage and it has excellent priority over any attack. Use this in tight situations or near fatal positions and like all Infinity Counters, they are invincible during the duration of the move. ---- [ Captain America: Power Gem - Best Gem ] ---- A very powerful gem for Captain America, as if he doesn't need more power. All his special moves besides his cartweel are now multi-hit attacks that great amplifies his attack power. But I must warn you, on the PSX it slows down like crazy. Go all out offensive in this move and think of the block damage. When you activate this gem use his Stars n' Stripes and he'll do what it seems like his Hyper Stars n' Stripes from MSHSF and MvC, although its much uglier looking and slower. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Captain America -- Captain America has a double jump, just hit UB/U/UF after a regular or super jump Ground Magic Series: Stronger Jumping Magic Series: ZigZag Super Jumping Magic SerieS: ZigZag Launchers: C.Fierce, S.Strong Strikes: S.Fierce Small Launcher: none Air Launcher: none Knockdown: C.Roundhouse Infinity Counter: Stars n' Stripes Best Gem: Power Gem Max Infinity Guage: 2 AC Finisher: Fierce, Roundhouse, Shield Slash 1. S.Jab --> Shield Slash 2. S.Short --> Charging Star 3. J.DN.Roundhouse --> Jab Shield Slash 4. C.Roundhouse --> Jab Shield Slash 5. C.Roundhouse, C.Short, S.Fierce(OTG) 6. Forward/Roundhouse Throw, Final Justice Here its your part to do a little timing, don't wait until your opponent has hit the ground but wait until their head is just above the ground, then pound them with stars. 7. In Corner: J.Jab, J.Short \/ S.Jab, S.Fierce --> Strong Shield Slash 8. In Corner: Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher Its a combo that should be used often, the throw alone does a ton of damage and afterwards OTG and continue from there. 9. J.Jab, J.Short \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic air combo for Cap, master it and you'll be considered a decent player. 10. D.S.Short, S.Forward, S.Roundhouse --> Anything, besides Stars n' Stripes Yes you can even throw in a Final Justice if you like. 11. S.Jab --> Jab Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher This combo is pretty simple, after the Stars n' Stripes OTG the opponent and continue on from there. 12. J.Jab, J.Forward, J.Roundhouse \/ D.S.Short, S.Forward, S.Roundhouse --> Final Justice You will have to skip the J.Roundhouse on all other characters besides Hulk, Juggernaut, and Blackheart. 13. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.fierce --> Strong Stars n' Stripes, C.Short --> Final Justice(OTG) Yes it does work. You will once again have to leave out the roundhouse against smaller characters, don't go into a standing roundhouse after the short, and I know you will because its a habit. The odd thing about this combo is that if you go into a standing roundhouse after the standing short the Final Justice will OTG. But you will only get 7 hits out of the Final Justice though. 14. J.Jab, J.DN.Roundhouse \/ C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher 15. J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce --> Strong Stars n' Stripes, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Roundhouse \/ /\ J.Jab, J.Short, J.Fierce, J.Roundhouse \/ C.Short, S.Forward, S.Fierce(OTG) After the first SJ.Roundhouse, hit roundhouse again, then quickly double jump and perform the entire combo all over again. When you land jump up quickly and continue from there and after you've landed OTG the opponent and continue from there. This combo takes a little practice and a little getting use to, this works easily on Juggernaut and Hulk, but I have some difficulty on the smaller characters. 30 total hits. 16. In corner: J.Jab, J.Forward, J.Roundhouse \/ D.C.Jab, C.Strong, C.Fierce --> Strong Stars n' Stripes, C.Short, S.Fierce --> Final Justice The initial charge of the Final Justice will connect but the middle hits where Captain America does an auto combo can be blocked. They all do block damage, but you cannot block the throw where he tosses you up and slams you. Its a really oddball combo, try this combo yourself and you'll see what I mean. -------------------------------- [ Dr.Doom ] -------------------------------- -- [ Plasma Beam: D,DF,F+P ] -- A powerful beam attack that does alot of damage. I haven't found a way to put this in ground combos or using it as an AC Finisher. He can also use it in the air but it comes down at a 45 degree angle. It can be chained off of his jumping roundhouse and in a keep away battle. At first the beam doesn't look like it will come out fast, then it smacks the opponent, sorta like Chun-Li's Kikouken from the crossover series. the recovery time is fairly decent but he can still be countered if he misses with the move. -- [ Molecular Shield: F,DF,D,DB,B+K ] -- Dr. Doom exclaims "Molecular Shield" as shards of rocks fly around him. It doesn't have a start up delay per se, but that's only because it lacks horizontal range at the beginning. A close opponent will get hit by this move and the damage that it does is pretty good, but the really cheesy thing about this move is that it does a ton of block damage, just as much as the Proton Cannon. So it doesn't matter if the opponent blocks this. But projectiles have been shown to go through this shield and opponents can easily jump over and attack Dr.Doom from behind because it nearly takes forever for the rocks to let loose. You can OTG this or combo after it. You can also use it as an air defense against jumping opponents but I wouldn't recommend using it since most attacks can go through the rocks. The recovery time isn't all that good, but its hard to counter. -- [ Photon Shot: F,DF,D,DB,B+P ] -- A pretty good move that can be used in a keep away game or as an anti-air attack, but it must be started early. It does good damage, and even more damage if up close and it can be put in combos or OTG. The recovery time is pretty bad, but it will hit opponents behind him incase they jump over it. the only area where it doesn't cover is the top of his head, any opponent directly above him can completely avoid the move or they can super jump away from it. The block damage that it does is insane if used up close and the start up time is pretty minimal. -- [ (dive kick: D+SK(air)) ] -- This move is similar to his jumping roundhouse, but you can combo after the hit connects. This move does good damage and has excellent priority and will beat out most attacks. If blocked or if you decide not to hit afterwards Dr.Doom will bounce off the opponent and be free to block. -- [ (flying): D,DB,B+3K ] -- This enables him to use flight like Magneto or Iron Man. In the air he has an assortment of moves to use whether it be his Plasma Beam from above or his Photon Array. Also he cannot block, but he can move freely around. To land you can either, repaet the motion to land, use a Dive Kick, or Roundhouse kick. ---- [ Photon Array: D,DF,F+2P ] ---- This super is extremely powerful. It probably does more damage than even the Power Gem. The block damage that this move does is mind boggling and it has as much range as his Photon Shot. Once again it doesn't cover the area directly above him and super jumping opponents can escape any damage done, while this super does reach both the horizontal sides of him and goes into the second screen, it'll disperse after a certain height. But it is still a hard super to escape from and has alot of range. This can be used as an anti- air attack if used in advance, be used as an AC Finisher, or in an OTG combo. The recovery time is bad though and any opponent standing next to him will easily counter, but overall its still an excellent super and can be used for cheesy victories. ---- [ Dr.Doom: Plasma Beam - Infinity Counter ] ---- An excellent counter because it comes out immensely fast, has tremendous range, and does a chunk of damage. Use this even in the middle of a Proton Cannon and blast Iron Man out of it. Like all Infinity counters, they are invincible during start up and cannot be knocked out of until the character finishes the attack. ---- [ Dr.Doom: none ] ---- Dr.Doom has no special gem that gives him enhanced abilities, but he is quite the agile character anyways and his combos are quite monstrous, he doesn't really need one. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Dr.Doom -- Dr.Doom's jumping roundhouse is a stomp kick that goes at a 60 degree angle, its very similar to his Dive Kick except he can't combo after it and it has a bit of a start up delay. -- Also he is one of the few characters that can't combo after a throw, so remember that. -- One more note about his jumping fierce, his jumping fierce makes him pull out a Plasma Gun and blast the opponent. The only way you can get it to connect as an AC Finisher is if you are a certain distance away from the opponent, if you are too close to your opponent the fierce won't connect. -- His C.Fierce launcher is immensely dominating, it has excellent horizontal range also and you are more than likely to knock your opponent, trading hits or having your opponent over power your launcher is very rare, infact it even knocks out Captain America's J.Fierce and Spider-Man's J.Roundhouse. Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag *Flying Magic Series: ZigZag Launcher: C.Fierce, S.Forward Knockdowns: C.Roundhouse **Air Launcher: S.Strong Small Launcher: none **Strikes: S.Fierce, S.Strong Infinity Counter: Plasma Beam Best gem: none Max Infinity Level: 4 AC Finisher: Fierce, Roundhouse, Photon Shot, Photon Array *Well Dr.Doom, Iron Man, and Magneto are the only characters in the game that can fly, since flying is not super jumping, jumping, or ground based, I decided to include the Flying MAgic Series as a separate series. **There is a really odd thing about his standing strong, its an air launcher and only works when your opponent is in the air, but it doesn't launch. In fact it strikes the opponent sending them across the screen like his S.Fierce. I'm not sure what you would call this, probably a Air Strike? 1. C.Roundhouse --> Photon Shot 2. C.Roundhouse --> Photon Array 3. C.Roundhouse --> Molecular Shield 4. J.Roundhouse --> Plasma Beam Simple combo, before you bounce off your opponent cancel for best effect. 5. In corner: Molecular Shield, Molecular Shield Easy combo, I wouldn't have found this out if the CPU hadn't had done this combo on me and he got 40 hits. 6. J.DN.Short, J.Forward \/ C.Short, C.Roundhouse --> Photon Array 7. D.S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher Basic air combo for Dr.Doom, practice this one often if you're a beginner. 8. J.DN.Short, J.Strong, J.Forward \/ D.C.Jab, C.Short, C.Strong, C.Forward, C.Roundhouse --> Molecular Shield This combo just looks so cool. This combo works well against Hulk and Juggernaut, but you might have to skip a hit or two against the other characters. 9. Molecular Shield, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finsiher(OTG) Not that hard to do, just OTG as soon as you recover. 10. In corner: Photon Array, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Forward --> Photon Array This combo isn't hard, just make sure you have at least two levels of super. 11. J.DN.Short, J.Strong, J.Forward \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce The SJ.Strong and SJ.Forward don't go together well, you'll need to slow down while performing the attacks in the air so that both the Strong and Forward connect and you will need to be just out of the reach of your attacks for the fierce to connect. 12. FL.Jab, FL.Short, FL.Forward, FL.Fierce --> Photon Array Its a little cheap, but not over the edge cheap like Thanos. 13. In corner: Photon Array, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce --> Photon Array, SJ.DN.Short, SJ.Fierce --> Photon Array \/ C.Short, S.Forward --> Photon Array(OTG) Its a pretty powerful combo and chances are your opponent won't survive this if they had been damaged earlier. Since the Plasma Gun(SJ.Fierce) stuns the opponent they'll drop and quickly be unable to block, make sure you cancel quickly after the first few hits of the Plasma Gun. Read number 11 if you can't get the SJ.Strong and SJ.Forward into the same combo. Also this violates the "One OTG per combo law" as well. --------------------------------- [ Hulk ] ---------------------------------- -- [ Gamma Lift: D,D+3P, then P or K ] -- Basically this move is like his Gamma Slam, it allows him to pick off a chunk of ground then throw it at the opponent. Depending on which button you use it will make him throw the chunk in three different directions like a Shield Slash or a Psi-Blast. You jump, super jump, move forward, or move backwards but you cannot block and you can be hit out of it rather easily. When you are close to the opponent it will knock them down without Hulk picking up a piece of Earth, but you can OTG afterwards. The damage that it does is pretty good and chips a few pixels, but other than that avoid using this useless and crappy move. -- [ Gamma Slam: B,DB,D,DF,F+P ] -- Well this isn't his ground wave from MSHSF and MvC, its more like the one above. It does good damage, but I don't see much use for this either. It will also knock the opponent down if up close and can be OTGed afterwards. The recovery time is very minimal, so if you do miss there's very little chance of being countered. Also you most definitely will not win many(if any) fireball fights with this move. -- [ Gamma Tornado: F,DF,D,DB,B+P ] - A very powerful move has Hulk grabs the opponent's head and tosses them to the other side of the screen. It does alot of damage(actually does the same amount of damage as a regular throw) and can be put in combos. The recovery time is very bad and opponents will be able to counter it with basically anything. It can be tech hit out of and can be blocked. -- [ Gamma Charge: B/DB/D, F/DF/UF/U+K, then Direction+K(optional) ] -- Well you can charge for this move in any ground position besides going forward and you can aim another Gamma Charge simply by pressing kick or steer in another direction holding the directional pad plus kick. It does a ton of damage if it connects and can easily be put in combos, it comes out very quickly and can counter alot of attacks and even jump in attacks. The problem lies in recovery time, regardless where yous steer this thing, if the opponent blocks it, you can basically kiss your victory good-bye if your opponent has a super. ---- [ Gamma Crush: D,DF,F+2P ] ---- An immensely powerful super that does incredible damage. Basically Hulk will do a very fast Gamma Charge going upwards and then come down with a giant comet that comes crashing down on the opponent. The block damage that this thing does is phenominal both on the way up and on the way down. It has high priority and nothing will beat it out, and can even go through projectiles at start up. If you miss with the first part you can aim the rock so that it will hit the opponent has you come down simply by using your directional pad. Just watch for the recovery time because you can get countered by a Maximum Spider or even a Proton Cannon. Note that if he misses with the first hit the second hit will do basically double the damage. ---- [ Hulk: Gamma Charge(horizontal) - Infinity Counter ] ---- An excellent counter to use, mainly because its quick and does alot of damage. You can even counter missed jabs with this move. Like all Infinity Counters its invincible during the duration of this move and has excellent priority. ---- [ Hulk: Time Gem ] ---- With this gem Hulk's speed is nearly doubled. His attacks will go into a multi-hit attack similar to Wolverine and they will do increased damage. This will serverely effect his combo abilities, and when your in the corner you can constantly hit a standing fierce for a ton of damage. -------------------------------- [ Combos ] -------------------------------- Special Game Notes: Hulk -- Hulk's regular attacks do block damage. This will sway some battles in Hulk's favor because you can keep pecking your opponent with jabs and drain their life. You can't defeat an opponent while blocking an attack, but its very advantageous for Hulk. -- Hulk's forward dash goes through opponents. This will allow him to go through most regular attacks and some special moves, possibly through the start up of the Proton Cannon. Ground Magic Series: Weak Start Jumping Magic Series: Stronger Super Jumping Magic Series: ZigZag Launcher: C.Fierce(2nd hit) Air Launcher: S.Roundhouse Small Launcher: none Strikes: S.Fierce Knockdowns: none Infinity Counter: Gamma Charge(horizontal) Best gem: Time Gem Max Infinity Guage: 3 AC Finisher: Fierce, Roundhouse 1. Gamma Charge, Gamma Charge Simple and powerful combo, just make sure your opponent doesn't block. 2. S.Jab, S.Fierce Quick and painful and it keeps you in a safe distance. Even if blocked your opponent will suffer block damage. 3. S.Jab --> Gamma Crush Very easy combo, but its also cheap, so watch out. 4. D.S.Jab, S.Strong --> Gamma Tornado 5. In corner: Time Gem Activation, S.Fierce, S.Fierce, S.Fierce Powerful combo, don't expect your opponent to live long after this one. 6. J.Roundhouse \/ S.Jab, S.Strong --> Gamma Charge, Gamma Charge 7. J.Roundhouse \/ D.C.Short, C.Fierce --> Gamma Crush 8. J.Short, J.Forward \/ S.Short, S.Forward --> Gamma Charge, Gamma Charge One of my all time favorites, this is basically the combo you should master, then you would already be an expert at Hulk. 9. J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher Basic air combo with Hulk, you will have to skip the SJ.Forward against smaller characters. 10. Strong/Fierce throw, C.Short, S.Roundhouse /\ SJ.JAb, SJ.Short, SJ.Forward --> AC Finisher(OTG) Another variation to the combo above and once again skip the forward against smaller characters. 11. J.Roundhouse \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG) Basically with this combo is to charge ahead of time and aim the Gamma Charge upwards, then OTG and continue from there. The SJ.Strong and SJ.Forward will have to be taken out against smaller characters. 12. J.Short, J.Forward \/ C.Fierce --> Gamma Charge, Gamma Charge, C.Fierce --> Gamma Crush(OTG) Watch for this combo because the 2nd hit of the Gamma Crush is blockable. 13. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge, C.Short --> Gamma Charge, Gamma Charge(OTG) Basically OTG the opponent and charge ahead of time. 14. J.Short, J.Forward \/ D.C.Short, C.Fierce --> Gamma Charge, Gamma Charge, C.Short, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse \/ S.Jab, S.Fierce(OTG) With this combo its pretty much the same as the few above, OTG and against smaller characters skip either the SJ.Strong or SJ.Forward, or even both. After the fierce immediately hit the roundhouse button as soon as you recover, then the opponent will be balanced, the polish off the combo with a standing jab into a standing fierce. Biggest Hulk combo I can do. 15. Gamma Crush(2nd-hit), C.Short, S.Roundhouse --> Gamma Crush(OTG) The key to this combo is to miss with the first hit intentionally, its usually hard to perform this combo, except when Iron Man misses with his Proton Cannon or Psylocke misses with her Psi-Maelstorm, after the second hit OTG afterwards and continue from there. ============================================================================= ------------------------------- [ Iron Man ] -------------------------------- ============================================================================= -- [ Unibeam: B,DB,D,DF,F+P ] -- An excellent projectile attack, while its one of the weaker projectiles in the game, it still does good damage and alot of block damage. It has a bit of a start up delay and cannot be comboed on the ground unless with the help of his missle shot. It can be used as an AC Finisher and also to stop dashing opponents, however the recovery time is a little bad and he can be countered and also the projectile acts like a projectile in the Alpha series, meaning that the farther youa re from your opponent the less hits and damage that it will do. -- [ Repulsor Blast: F,DF,D,DB,B+P ] -- An excellent defense move that does alot of damage and can be juggled for more hits resulting in more damage. It can even OTG the opponent or stop oncoming attacks, but the only problem with it is that it has horrible recovery time, infact even worst than the Gamma Charge. Even if you knock the opponent down with this move they still have a chance to retaliate. This move can be put in combos and to stop jumping in opponents. -- [ Smart Bombs: P+K(same strength) ] -- Depending on which strength of buttons you use the farther the bombs will drop. This move can be used as a jump in attack(or at least coupled with a jump-in attack) as he drops two bombs that spreads out. This move has excellent horizontal range and can also be used in the air. It does good damage and can also be used to stop dashing opponents. The recovery time is very minimal and the start up delay is minimal as well. -- [ (flight): D,DB,B+3K ] -- Well don't worry about the name, this basically lets Iron Man fly around the room, but you can only fly around the screen where you can see your opponent (you'll see what I mean). During this flight he cannot block but can move pretty fast in the air and you can also play a pecking game by dropping out those smart bombs. To land simply repeat the motion or use your Rocket Dive. -- [ (knee dive): D+FK(air) ] -- This move is Iron Man's main jump in attack, it does good damage, and has somewhat high priority but I've seen some launchers knock him out of it. It can be used after his smart bombs. If Iron Man misses or decides not to attack afterwards he will bounce off the opponent and be free to block after a short while. -- [ (missle shot: D+FP ] -- Well despite this move being extremely slow it can be used to set up his Proton Cannon. He won't win many projectile battles with this move, but it can add to his arsenal and can throw a Uni-Beam directly after it. The recovery time is very bad and that goes the same for his start up delay. ---- [ Proton Cannon: D,DF,F+2P - Infinity Combo ] ---- A giant cannon forms up on the back of Iron Man's suit as it blasts out a giant thick beam that does incredible damage. It can take away half your life and the block damage that it does is simply insane. Even if blocked a block of unrecoverable life will be taken away from your opponent. If the opponent is hit with the cannon during start up they will be knocked into the beam The few problems with this move is that it has alot of start up delay (probably the most in the game) and massive recovery time, even allowing a slow super such as a Maximum Spider or another Proton Cannon to connect. At average you'll only get 29 hits, and no you cannot ram the buttons to get any more hits. This move also OTGs, well only on Juggernaut's clumsy self. ---- [ Iron Man: Repulsor Blast - Infinity Counter ] ---- An excellent Infinity counter since due to the fact that it has excellent range, both horizontal and vertical and it does alot of damage and will counter anything. Like all Infinity Counters, its invincible during start up so feel free to use it, but just make sure you have a level of super for it. ---- [ Iron Man: Soul Gem - Best Gem ] ---- The unique thing about this gem is that not only does it recover life to Tony, but also all his attacks have an electrical attribute which lets him drain his opponent's life guage and absorb it as his own. You can end up gaining twice as much as normal, so it's suggested that you pretty much go all out. -------------------------------- [ Combos ] --------------------------------- Special Game Notes: Iron Man -- Iron Man has an air dash. The awkward thing about it is that it requires a special motion. Its F,F+2P, and no you cannot use the 3P button. Ground Magic Series: Stronger Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Flying Magic Series: ZigZag Launcher: C.Strong, S.Roundhouse Strikes: S.Fierce, C.Roundhouse Air Launcher: none Small Launcher: none Knockdowns: C.Forward Infinity Counter: Repulsor Blast Best Gem: Soul Gem Max Infinity Guage: 2 AC Finisher: DN.Fierce, Roundhouse, Uni-Beam 1. C.Fierce --> Uni-Beam 2. C.Fierce --> Proton Cannon Sucker Strategy. Be a full screen's distance away and blast your missle, wait until it reaches half screen distance then cancel, if you cancel too early the missle will disappear. 3. C.Forward, C.Roundhouse Mainly wait for your opponent to drop until they are flat on the ground. 4. C.Forward --> Proton Cannon(OTG) This only works on Juggernaut since he's such a big klutz, have fun. 5. C.Forward, C.Fierce --> Uni-Beam(OTG) This doesn't work on all characters though, only on the bigger characters. 6. D.S.Jab, S.Forward --> Repulsor Blast 7. Fierce Throw, C.Short --> Repulsor Blast Simple Combo, just OTG the opponent after the throw. 8. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ C.Short, C.Forward, C.Fierce --> Repulsor Blast The missle may not connect against smaller characters though. 9. J.DN.Forward, J.DN.Fierce \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.DN.Fierce Basic air combo for Iron Man, master this and you'll already be a master at Iron Man. 10. Smart Bombs, Initiate NTU-150 Flight, FL.Jab, FL.Forward, FL.DN.Fierce --> Unibeam 11. D.C.Short, C.Forward, C.Forward, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Roundhouse(OTG) After you knock your opponent down quickly hit that forward button to OTG, then continue from there. 12. Smart Bombs, J.DN.Forward, J.DN.Fierce \/ D.C.Short, C.Forward, C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce --> Uni- Beam ------------------------------ [ Juggernaut ] ------------------------------- -- [ Juggernaut Punch: B,DB,D,DF,F+P ] -- A very powerful attack that does alot of damage and it can be used as a powerful counter attack and it has alot of range. It can be comboed and thanks to Juggernaut's super armor, its rather hard to knock him out of it. Just make sure this move connects, why? Simply because the recovery time is rediculous and opponent has loads of time to counter. Avoid using this move unless against a missed attack like a Proton Cannon, Pis-Thrust, or Maximum Spider. -- [ Earthquake: F,DF,D+P ] -- An excellent move to use overall, you can probably call this his projectile. This move does excellent damage and a ton of block damage and best of all if blocked it pushes your opponent away leaving them in a difficult position to counter. Use this after the opponent has blocked your launcher or after you have knocked down your opponent. The recovery time is bad, but its not nearly as bad as his other moves. -- [ Juggernaut Splash: B,DB,D,DF,F+K ] -- Well this is no longer a regular attack like it was in the previous X-COTA game. This move is an excellent attack if used properly and can also be used as an AC Finisher. This move is his anti-crouch counter and will do a ton of damage if it connects. The only problem with this move is that the recovery time is horrible. Even Spider-Man can counter with a Maximum Spider or Iron Man can counter with a Proton Cannon. Its sort of a dead give away when Juggernaut launches himself in the air awkwardly so use at your own discretion. -- [ Power-Up: F,D,DF+2P, then P or K ] -- Well this move can be used as many times as Juggernaut wishes. He'll go into a short pose and exclaim "Power-Up." and then starts flashing red. Here's where he gets one crack at his opponent to deal some serious damage, if he misses with this move that mean the effects go away, if he connects it also goes away. But then again he can do this as much as he wants, try not to pull this off to often otherwise your opponent will counter while Juggernaut is in his pose. -- [ (lift): D,D+3P(over object) ] -- This is basically a pretty useless move. There are only certain objects he can lift up like the horses on the carousel in Hulk's stage. This move does good damage, but the start up delay is horrible since its a dead give away when he picks up the object. The recovery time is almost non-existant. -- [ (forward fist: F+FP ] -- Well this move is his launcher and you can follow up while you are in the corner otherwise cancel immediately into his Juggernaut Body Splash. It has a ton of range, even more than Hulk's standing fierce. The recovery time is bad, but you can cancel into a Juggernaut Earthquake to avoid retaliation. ---- [ Juggernaut Headcrush: D,DF,F+2P - Infinity Combo ] -- This move does immense damage and combos just as easily as the Berserker Barrage X and can be used to counter missed supers or even jabs. It doesn't do much block damage and the recovery time is horrible. What you can do is OTG with this super and cancel into another one, though the it's best that you catch someone in the air with the first Headcrush, that sends the opponent flying into the air and giving you a ton of time to use a 2nd headcrush before they touch the ground, giving your opponent no chance to roll. And with his super armor its sure to counter any attack as he absorbs projectiles and even low attacks. ---- [ Juggernaut: Juggernaut Punch - Infinity counter ] ---- An excellent counter mainly because it has alot of range and does alot of damage. Use this when you are blocking a Proton Cannon or mainly any attack, it counters anything. Like all Infinity Counters it's invincible during start up. ---- [ Juggernaut: Space Gem - Best Gem ] ---- What this gem will do is increase his super armor making him an unstoppable force to be reckoned with. He will absorb any attack and take absolutely no damage, even the Proton Cannon can't even stop him. Think of him as Mech-Juggernaut like Mech Zangief except for the fact that he takes absolutely no damage from his opponent's attacks. He can still be thrown, but still take no damage, basically go all out offensive in this mode. Though there are some supers that can still affect him. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Juggernaut -- Juggernaut has a Super Armor. Meaning that he can absorb any first hits (with a couple of exceptions) and not become stunned. However the second hit will stun Juggernaut(unless its a jab or short, otherwise he can block after the first two jabs or first two shorts, or one of each) and therefor Juggernaut will feel the full effects of the attacks. Special moves like Web Ball will not work unless it was canceled after being previously hit. -- Juggernuat's Super Armor will not work in the air nor when he is dizzy. -- Also Juggernaut's super armor will not work against Infinity Combos, Infinity Counters and some special attacks like a Web Swing or Gamma Charge. Ground Magic Series: Weak Start Jumping Magic Series: Weak Start Super Jumping Magic Series: ZigZag Launchers: C.Fierce, S.FWD.Fierce *Air Launhcer: S.Fierce, S.Roundhouse, C.Roundhouse Strikes: none Small Launcher: none Knockdowns: C.Forward Infinity Counter: Juggernaut Punch Best Gem: Space Gem Max Infinity Level: 2 AC Finisher: Fierce, Roundhouse, Juggernaut Body Splash *The S.Fierce is the normal air launcher but the other two are a little awkward. Its like Dr.Doom's S.Strong, you can't super jump after the air launhcer but yet it strikes them across the screen, so technically its not an air launcher and more like a strike or is it both? I would call it an Air Strike. 1. S.Jab --> Juggernaut Headcrush 2. S.Strong --> Juggernaut Earthquake 3. C.Forward --> Juggernaut Headcrush(OTG) 4. C.Forward --> Juggernaut Earthquake(OTG) 5. S.FWD.Fierce --> Roundhouse Juggernaut Body Splash 6. Fierce/Strong throw, C.Short, S.FWD.Fierce --> Roundhouse Juggernuat Body Splash 7. Juggernaut Head Crush, D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher Nothing hard here, after the Juggernaut Headcrush quickly dash and continue from there. 8. J.Fierce \/ S.Jab, S.FWD.Fierce --> Fierce Juggernaut Punch 9. J.Fierce \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward --> AC Finisher Basic Juggernaut Air combo, master this and you'll already be a master at Juggernaut. 10. D.C.Short, C.Forward --> Juggernaut Headcrush, Juggernaut Headcrush(OTG) Nothing to worry about here, just quickly cancel as soon as you recover. 12. C.Forward --> Juggernaut Headcrush, D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basically the same as above just incase you don't have a second level of super. 13. In corner: D.C.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Juggernaut Body Splash Well the only way I found the Juggernaut Body Splash to be used as an AC Finisher is to stay in the corner and use either a Short or Forward version of the Body Splash, the roundhouse version just takes too long. When your opponent is knocked up a little by the forward quickly cancel and voila, you've got it. 14. J.Short, J.Forward \/ D.C.Short, C.Forward --> Juggernaut Headcrush, D.C.Short, S.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce \/ C.Short, S.FWD.Fierce Not much to say here, just make sure you dash towards your opponent after the Headcrush, then after the SJ.Fierce you'll land before the opponent and be able to get a few more hits out. -------------------------------- [ Magneto ] -------------------------------- -- [ Hyper Gravs: F,DF,D,DB,B+K ] -- Well this move is no longer unblockable like it was in X-COTA, but it is still a very effective move to use. Once it connects it will bring the opponent closer to you and therefor let you combo the opponent. You can super jump or dash or whatever and your opponent will still follow you, sorta like a magnet. However the recovery time stinks and is easily countered and also it has very bad start up delay making it un-comboable. The stronger the kick button the farther distance that it goes. -- [ Repulse Disruptor: B,DB,D,DF,F+P ] -- This move is similar to Dr.Doom's Plasma Beam as it does alot of damage and has a bit of a start up delay. However unlike the Plasma Beam this can be used as an AC Finisher. This move has alot of range and can be used in an effective keep-away pattern. Definitely treat this like you would Dr.Doom's Plasma Beam. -- [ Magnetic Blast: U,UF,F+P(air) ] -- Well depsite the awkward motion this is a pretty effective move to use. Its a diagonal projectile going downwards, very similar to Akuma's Zankuu Gou Hadouken. This move has little recovery time and little start up delay and can be used as an AC Finisher. This is probably a better alternative in a keep-away battle than the Repulse Disruptor. -- [ (flight): D,DB,B+3K ] -- Exactly like Dr.Doom or Iron Man's flight capabilities, this allows Magneto to fly and he can no longer block during the duration of this move like he could in X-COTA. This allows him to move in any direction in the air he wants and also this can be used in an effective Keep away game throwing out E-M Disruptors, Hyper Gravitation, or Magnetic Blasts from the air and also using his MAgnetic Tempest. Just remember that he can't block in during the duration of this move. ---- [ Magnetic Shockwave: D,DF,F+2P - Infinity Combo ] ---- This is an excellent move overall and has been toned down from the last game, X-COTA. It still does excellent damage and can OTG or be comboed off of his launcher it does good block damage as pillars of Shockwaves rush towards the opponent. Its hard to counter(unless the opponent is in the corner) since due to the fact that there's no push blocking in this game the opponent will be carried along the Magnetic Shockwaves regardless if they are blocking or not. Treat this like you would Hulk's Gamma Wave in other games. ---- [ Magnetic Tempest: D,DF,F+2K - Infinity Combo ] ---- Well this is no longer just shards of cheap metal that flies at you like it was in X-COTA. The damage has been toned down and no longer does 60% of your life. The damage that this thing does isn't very much, but it has an easier time comboing in than the Magnetic Shockwave. It does decent block damage and will follow your opponent making it extremely hard to avoid. The recovery time on this move is very minimal and its immensely hard to counter and this move has little start up time, but it can only be comboed during an OTG or an air combo. ---- [ Magneto: Shockwave ] ---- This is a pretty good counter since due to the fact that it has a ton of vertical range and good horizontal range. It will catch opponents up close and will sunff out basically any attack. Like all Infinity Counters, its invincible during start up. ---- [ Magneto: Space Gem - Best Gem ] ---- Very similar to his Magnetic Force Field in X-COTA. It will protect him from any attack besides Blackheart's standing/jumping/crouching Fierce/Roundhouse demons. Basically go all out offensive(and notice the extreme slow-down on the PSX.) as nothing will damage you, but watch for opponents to constantly peck away at your Force Field therefor limiting its time. -------------------------------- [ Combos ] -------------------------------- Special Game Notes: Magneto -- Magneto's Fierce Throw will temporarily stun the opponent, allowing you to pull off any attack you want. But the throw is easier to escape from than his Hyper Gravitation. -- Magneto cannot throw once his opponent is caught by the Hyper Gravitation. -- Magneto's dash will have him go across the full length of the screen, it's one of the faster dashes in the game. Ground Magic Series: Weak Start Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Flying Magic Series: ZigZag Launchers: S.Roundhouse(2nd-hit), S.Strong, C.Fierce Strikes: S.Fierce, C.Strong Small Launcher: none Air Launchers: none Knockdowns: C.Roundhouse Infinity Counter: E-M Shockwave Best Gem: Space Gem Max Infinity Guage: 3 AC Finisher: Fierce, Roundhouse, E-M Disruptor, Magnetic Blast, Magnetic Tempest 1. C.Fierce --> Magnetic Shockwave 2. C.Fierce --> Magnetic Tempest 3. C.Roundhouse --> Magnetic Tempest/ Magnetic Shockwave(OTG) 4. Fierce Throw, Hyper Gravitation, S.Jab, S.Fierce 5. J.Fierce --> Magnetic Blast 6. J.Roundhouse --> E-M Disruptor 7. D.C.Short, C.Fierce /\ SJ.Jab --> Magnetic Tempest This is what I call the "Mozzerella Effect" because its basically cheap. 8. D.C.Short, C.Roundhouse, C.Short, C.Fierce --> Magnetic Shockwave/Magnetic Tempest(OTG) 9. J.Jab, J.Short \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic air combo for Magneto, master it and you will already master Magneto. 10. Fierce Throw, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Another short variation of the combo above. 11. Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher 12. In Corner: J.Jab, J.Fierce \/ D.S.Short, S.Fierce --> Magnetic Tempest 13. J.Jab, J.Short, J.Fierce \/ D.S.Short, S.Roundhouse(1st hit) --> Repulse Disruptor 14. D.C.Short, C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher 15. J.Jab, J.Short, J.Strong, J.Forward \/ D.C.Short, C.Roundhouse, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse (OTG) This combo consists only of chain combos, to get all 6 hits out of the air hesitate for a short while after the Jab, then continue on from there. Also you may have to skip the a few jumping attacks against smaller characters. 16. In corner: Hyper Gravitation, C.Fierce --> Magnetic Tempest, C.Short, C.Fierce /\ SJ.Jab --> Magnetic Tempest, SJ.Jab --> Magnetic Tempest(OTG) Nothing much here, after the launcher cancel as soon as possible, otherwise the opponent won't bounce as high from the Magnetic Tempest, afterwards the opponent will fall back unable to block, quickly hit the opponent with a Jab and cancel. Also the Hyper Gravitation is only optional. See, nothing to worry about. -------------------------------- [ Psylocke ] ------------------------------- -- [ Psi-Blast: D,DF,F+P ] -- Think of this move like Captain America's Shield Slash or Blackheart's Dark Thunder: Jab-- Diagonally downwards Strong-- Head height Fierce-- Diagonally upwards The projectile can be used in an effective keep-away game, but this is possibly the slowest projectile in the game and opponents can easily jump over it. If it does connect it does alot of damage, the jab can OTG, and the fierce version can be used as an anti-air attack if it is timed early. Small recovery time and start up delay goes with this move. -- [ Psi-Blade: D,DF,F+K, then stronger K ] -- In X-COTA she was a pretty much sappy defensive player, having alot of trouble against jump in attacks. So what did Capcom do to remedy this problem? They gave her a new anti-air attack. While this move has good priority over jump in attacks, it doesn't do as much damage as other anti-air attacks, but it still does good damage. This move has good horizontal range and can be easily put in combos. Once you start this move with a kick that's weaker than the RK you can go into a another version of the Psi-Blade simply by pressing K for example: D,DF,F+SK, then FK, then RK This would make her go into her stronger Psi-Blade without repeating the motion unlike Fei Long's Rekka Ken where you would have to repeat the motion 3 times. -- [ Ninjitsu: F,DF,D,DB,B+P ] -- Well think of your standard 6-button arcade to tell you where she will teleport, if you can't then read this: Jab-- Top left corner(mirror images) Strong-- Top Middle(no mirror images) Fierce-- Top Right corner(mirror images) Short-- Bottom left corner(mirror images) Forward-- Bottom Middle(no mirror images) Roundhouse-- Bottom right corner(mirror images) This her basic teleport. The Strong and Forward version will leave no mirror images, making her easy to spot and to attack. There is very little start up delay, and just a small amount of recovery time on this move, but she can't be countered, but to help remedy this problem you can use a Psi-Drill after your teleport. -- [ Psi-Drill: Hold Direction+P(immediately after teleport) ] -- She can only use this move after her Ninjitsu teleport. Its a quick attack that does good damage. Use this to avoid being attacked as you recover from your teleport, but if she misses there is a possibility to counter. -- [ (flip kick): F+FK ] -- Okay so I made the name up, but I hated calling it just a flip kick. Well this kick has its advantages, but I don't see much or any disadvantages. This attack will go over low attacks, but its no overhead counter(nor are their any overhead counters in this game, besides Juggernaut's Body splash). It comes out pretty quick and has excellent recovery time making it near impossible for it to counter. -- [ (crossover rolling roundhouse): F+RK,F ] -- This move is a little awkward as she kicks the opponent with her regular standing roundhouse and then slides behind the opponent. This is similar to Spider-Man's Web Swing except for the fact that its less risky. this won't knock the opponent down though, but its a good opportunity to cross your opponent up. -- [ (rolling roundhouse: F+RK ] -- Like the one above except she doesn't cross the opponent up, its basically the same kick doing the same damage. This can be used in combos and used to set up some supers possibly. -- [ (delayed rolling roundhouse): B+RK ] -- This move is more of a confusion tactic than anything else. She will hop back and then prepare for a kick and launch the kick towards your opponent. It does good damage and cannot be comboed. Avoid using this while your in corner traps otherwise you'll only make the situation worst. -- [ (crossover rolling roundhouse #2): B+RK,F ] -- Like the move above except she can cross the opponent up with this move. It still does good damage and should be used as a surprise or confusion attack and nothing else. -- [ Moonsault Kick: U+RK(air) ] -- Thanks to Kao Megura for the official name of this move. This move is also her launcher believe it or not and it does good damage and hits up to two times. This single attack is vital for Psylocke to tack on any more hits in a combo. Use this whenever your in the air as it has excellent air priority. ---- [ Psi-Thrust: D,DF,F+2P, Hold Direction+P or K - Infinity combo ] ---- It has the same properties like it did in X-COTA, but this time she has serious recovery time as she will bounce off the opponent unable to block, unlike in the previous game where she would immediately block after the super. This move does good damage and chips pretty well. She can go into a second Psi-Thrust like the previous game just by hitting another direction plus punch or kick to get more hits and more damage out. She can OTG after the first one, but not after the second one. She can also use this move in the air and aim it in any of the 8 directions like Wolverine's Drill Claw, but as far as I've seen, you can't use it as an AC Finisher. The start up delay on this move makes it completely uncomboable, except during OTG or off of her launcher. ---- [ Maelstorm: D,DF,F+2K - Infinity Combo ] ---- Treat this like you would Ryu's Shin Shoryuken in the crossover series, it has alot of priority and it does good damage. This can be used up close to an opponent and also in a combo or off of her launcher. This can also be used as an anti-air attack, but the recovery time is horrendous. If she misses, she will eventually go three screens up and be unable to block, so make sure it connects. Also be wary that it has extremely little horizontal range. ---- [ Kochou Gakure: D,DB,B+2K - Infinity Combo ] ---- This super has alot of range and does excellent damage, as numerous groups of "Psyhic Butterflies" sworm around her creating alot of block damage towards your opponent. This can be used as an AC Finisher and also as an air defense. This move is similar to the Photon Array covering a ton of ground and very difficult to avoid any damage at all, except it doesn't do as much damage as the Photon Array. The start up time is very minimal and the recovery time is minimal as well. Use this super for a cheesy victory. ---- [ Psylocke: Psi-Blade - Infinity Counter ] ---- Well this move is rather risky, it has good vertical range, but lacks alot of horizontal range. Making this move a risk against counter a Proton Cannon or another Gakure Kouchou. If the opponent blocks this move that means they can easily counter back. Although like every other Infinity Counter, this move will beat out any other attack in the game because its invincible during start up. ---- [ Psylocke: Power Gem - Best Gem ] ---- Like her Ninjitsu Split from X-COTA except there will only be 2 extra images instead of four that will appear at either side. Her images are invincible and they can do damage while Psylocke herself must still be attacked as normal if the opponent wishes to cause any damage. You can play a keep away game in this mode and even perform a full air combo without having the real Psylocke being near the opponent. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Psylocke -- Psylocke has a triple jump, just hit U/UB/UF after a normal or triple jump, and repeat for the third jump. If she double jumps after the super jump that means you will have to wait awhile before she can execute the third jump. -- Psylocke can jump off the walls, jump towards a wall and hit the opposite direction. -- Also a small note, during the combos section I do not need to remind you about the Psi-Blade right. Since due to the fact that if you connect with a Short Psi-Blade you can just cancel into a stronger one. So all combos involving a Psi-Blade will go like this --> Psi-Blade(x3) I don't see a disadvantage to using the "Triple Psi-Blade" at all(that's what John Culbert calls it). Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag *Launchers: C.Fierce, J.UP.Roundhouse(2nd hit) Small Launchers: C.Forward Air Launcher: none Strikes: none Knockdowns: C.Roundhouse Infinity Counter: Psi-Blade Best Gem: Power Gem Max Infinity Guage: 3 AC Finishers: Fierce, Roundhouse, Psi-Blast, Psi-Blade, Kochou Gakure *Believe it or not her J.UP.Roundhouse is her launcher. Its a little awkward and you can even super jump after it and still combo the opponent. 1. C.Roundhouse --> Jab Psi-Blast 2. C.Roundhouse --> Psi-Thrust(OTG) 3. J.Roundhouse --> Jab Psi-Blast 4. D.S.Short, S.Forward --> Psi-Blade(x3) 5. D.S.Jab, S.Short, S.Forward, S.Fierce This is a safe combo, it will strike the opponent and away from Psylocke so that you can have time to set up for any other attacks. 6. D.S.Jab, S.Short, S.Strong, S.Forward --> Psi-Blade(x3) 7. J.Fierce \/ C.Forward, C.Fierce --> Psi-Thrust/Psi-Maelstorm 8. Strong/Fierce Throw, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher I don't know why people have difficulty with the SJ.Strong, it connects just fine with me, but the reason why the SJ.Strong won't connect is that people cancel into the SJ.Forward too quickly, you must perform the ZigZag series slowly like Captain America. 9. J.Jab, J.Forward \/ D.S.Jab, S.Short, S.Strong, C.Roundhouse --> Psi-Thrust(OTG) 10. J.Jab, J.Fierce \/ C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic Air combo for Psylocke, master this and your on your way to mastering her fighting style. 11. D.C.Strong, C.Forward, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Kochou Gakure 12. Psi-Thrust(1st half), C.Short, C.Fierce --> Psi Thrust(OTG) Pretty basic here, nothing much except avoid using the 2nd Psi Thrust the first time, otherwise you'll mess up the combo. Also note that you can replace the Psi-Thrust with a Psi-Maelstorm if you like. 13. Psi-Thrust(1st half), C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher 14. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Forward, C.Fierce --> Forward Psi-Blade(x2) This combo is pretty linear, the Short version of the Psi-Blade won't reach the opponent, but the forward version will. 15. Kochou Gakure, C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Kochou Gakure 16. In corner: D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse(2 hits) \/ /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse, etc. Unbelievable. How cheap can you get? This is her infinite and there's no escape once you get it to connect. Basically double jump and perform a SJ.UP.Roundhouse, then the triple jump with another SJ.UP.Roundhouse. Afterwards you'll land long before your opponent, IMMEDIATELY super jump(I can't stress that enough, that's the main key in pulling this off). If your super jump was late the opponent will be close to the ground and therefor your Infinite is messed up. The only thing you need to repeat is this: SJ.Jab, SJ.Short, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse /\ SJ.UP.Roundhouse, etc. Its really easier than it looks, the moment you land super jump IMMEDIATELY and continue from there. 17. J.Jab, J.Short, J.Forward \/ D.S.Jab, S.Short, S.Strong, S.Forward, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse \/ /\ SJ.Jab, SJ.Short, SJ.Forward, SJ.UP.Roundhouse /\ SJ.UP.Roundhouse \/ /\ J.Jab, J.Short, J.UP.Roundhouse \/ S.Fierce This combo is pretty much self-explanatory. After the first SJ.UP.Roundhouse super jump and perform the Moonsault Kick again, then you'll land before your opponent. Super jump again and continue the combo and double jump afterwards with a SJ.UP.Roundhouse. Here you will only need to jump to attack not super jump since the opponent will be close to the ground, after the SJ.UP.Roundhouse they'll be barely hitting the floor and you'll still land before them, hit a S.Fierce to tack on the last hit if you want. Its similar to her infinite but the timing is much more bearable. ----------------------------- [ Shuma Gorath ] ------------------------------ -- [ Mystic Stare: B(charge 2 sec.)F+P ] -- This projectile does good damage and has excellent range. It has fairly good speed and hits up to 6 times, blocking or not. In my opinion I mainly use this move to chip my opponent to death, it just chips so much block damage, its incredible, just like Iron Man's Uni-Beam. You can combo this move in for alot of hits, or you can use it to play keep away. -- [ Mystic Smash: B(charge 2 sec.)F+K ] -- An excellent move to use all the way through, it not only does good damage but you can OTG after it as well. Depending on which button he uses will determine the height and arc of the Mystic Smash, this can also be used as an anti-air attack but you'll often find yourself trading hits with the opponent's jumping attack instead. You can put this move in combos and also it chips alot of block damage as well. -- [ Devitilization: F,DF,D,DB,B+K(close) ] -- This move is Shuma Gorath's special grab, it does alot of damage as you can expect and even be put in combos. This grab hits twice as Shuma Gorath picks the opponent up and slams them onto the ground then proceeds to tack on an extra hit. As far as I can tell you can't tech hit out of this, and the move does have good range for a throw, but like Zangief's Spinning Pile Driver in the other games, if Shuma Gorath performs this while away from his grab range, that means he will go into his miss pose and be open to attack. -- [ (stone drop): D+FK(air) ] -- Well I wouldn't actually call this a good move to use since due to the fact that he has very horrible recovery time after the move. Its basically petrifying himself then drops on the opponent at quick speeds. Its also his AC Finisher and it does good damage and has good priority, but I've seen alot of launchers take him out of this move. While this petrifies himself it does not petrify the opponent, well not unless of course you have the Time Gem. -- [ (drain): F+FK/RK(close) ] -- Well this isn't exactly a special move, but it has special properties so I'll consider it a special move. You must perform this move at throw range, while it does alot of damage on its own, it takes away the Vitality of your opponent. Thus adding it to your guage, its a really annoying move that all Shuma Gorath players must use. You can drain as much life away from your opponent as you want until you reach a full guage. You cane easily turn the tides in your favor with this move and it can also be used as an AC Finisher. ---- [ Chaos Dimension: D,DF,F+2P, SP/FP/FK/RK(close) - Infinity Combo ] ---- With the Chaos Dimension you can easily win practically any battle. It does a TON of damage and you can even OTG afterwards as well. Once activated Shuma Gorath will glow and for about 10 seconds you can grab your opponent into the "Chaos Dimension." The first half of the damage comes from the vortex Shuma Gorath creates then the opponent drops back to the floor hard. Only his jabs and shorts will not be effected by the Chaos Dimension, all of his other moves will result in him going into a grab pose, jumping or crouching or standing. If you are lose to the opponent they will be hit by the activation of this move that pops them up, but for me I have trouble following up with a grab after that. Both the start up and the duration of the Chaos Dimension are both unblockable. Use this whenever you can. ---- [ Shuma Gorath: Mystic Smash - Infinity Counter ] ---- This move overall is an excellent counter, mainly because it does excellent damage and even if the opponent does manage to block, they will suffer alot of block damage as well. This has good horizontal range and can be used to counter practically any jumping attack and even the Gamma Crush. Like all Infinity Counters its invincible during start up and through the duration of this move making it safe to use. ---- [ Shuma Gorath: Time Gem - Best Gem ] ---- This gem will allow him to petrify his opponent with every hit he connects with. If you hit the opponent again while they are petrified that means they will become un-pretrified. This is very useful in putting alot of infinites against your opponent, and you basically can go all out offensive in this mode. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Shuma Gorath -- While Shuma Gorath's back dash lets him avoid attacks(similar to Vega's Backflip in the Alpha series) he can still be attacked by most supers, especially the the Weapon X. Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: ZigZag Launcher: S.Forward Strikes: C.Forward, S.Fierce, C.Fierce, S.Roundhouse, C.Roundhouse Air Launcher: none Small Launcher: none Knockdowns: none Infinity Counter: Mystic Smash Best Gem: Time Gem Max Infinity Guage: 1 *AC Finisher: UP.Fierce, Roundhouse, DN.Forward *If you want the Roundhouse AC Finisher that means you'll have to use it after the SJ.Strong or earlier in a combo, otherwise it won't connect, that goes the same for his SJ.DN.Forward. 1. C.Strong --> Mystic Stare 2. C.Forward --> Forward Mystic Smash 3. D.S.Jab, S.Short --> Devitilization This combo works very similar to Zangief's J.DN.Forward --> Siberian Bear Crusher combo in the old Street Fighter days. Why? Well even if blocked the Devitilization will catch them. Really cheesy. 4. C.Roundhouse --> Roundhouse Mystic Smash 5. J.Roundhouse \/ S.Strong, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce This is the basic air combo with Shuma Gorath, master it and you'll already be a master at him. 6. Mystic Smash, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce(OTG) You might have to dash in towards your opponent if he's too far way from you, and yes a C.Short can go into a S.Forward as long as it is OTGed. 7. Chaos Dimension, C.Short, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce(OTG) Its as simple as that, quickly go into a crouching short and continue from there. 8. J.Strong, J.Forward \/ D.S.Strong, S.Short --> Devitilization 9. J.Strong, J.Forward \/ S.Forward /\ SJ.Jab, SJ.Forward, SJ.Forward --> Chaos Drain This was the first combo I had ever pulled off with Shuma Gorath, it gains Shuma Gorath alot of life as well. Have fun. 10. In corner: J.Strong, J.Forward \/ S.Strong, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.UP.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Jab, SJ.UP.Fierce \/ C.Strong, S.Roundhouse(OTG) This is the 2nd biggest combo I can do with Shuma Gorath, basically after the first SJ.UP.Fierce you will start to fall down slowly, and thanks to his ability to drift in the air he will have another chance to tack on another combo. Once the opponent is just barely under you quickly complete the combo and you can even throw in an extra jab aftet the SJ.Forward. Don't use the jab after the first SJ.Forward though, since that would mess up the combo. then once again you'll land before the opponent, giving you a chance to OTG them, then continue from there. I got 19 hits from this. Also one more note, when you super jump after his launcher jump straight up, don't jump UF otherwise he will end on the other side of the opponent after the first combo. 11. In corner: J.Strong, J.Forward \/ S.Jab, S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Mystic Smash \/ C.Jab(OTG), S.Forward /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Up.Fierce \/ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Up.Fierce \/ (jump up) /\ J.Jab, J.Forward This combo is difficult to pull off because it requires a lot of practice. The key is connecting with the Mystic Smash, and you will either have to use the Roundhouse, Forward, or Short version depending on the character. After you connect, you can OTG the opponent. Now as you OTG the opponent and perform the zigzag combo in the air, the UP Fierce will shoot the opponent up, they will fall faster than you. Now here is the key to the 2nd part of the combo, you will have to do the zigzag combo again as the opponent is right in front of you. After that, just jump up for 2 more hits. 27 hits total. I have the combo video to show you if you like. ------------------------------- [ Spider-Man ] ------------------------------ -- [ Web ball: D,DF,F+P ] -- This isn't a very good projectile for many reasons. First its got a little lag time and recovery time, second its weak, and third you won't suceed in playing keep away with it. What it does it keeps the enemy in place so you can pull off a combo, its also best that you use Fierce cause its the only one that will allow you to start combos. Use the Jab alot because its the most safest because of its start-up and recovery lag. When done in the air its really useful because it'll push Spidey back a little and it'll come down at a 60 degree angle. It's basically a useless chipper, but still chips for one measely pixel. -- [ Spider Sting F,D,DF+P, then P(Optional) ] -- Well often expert Spidey Players don't use it often. It's very versatile because you can use it like a set-up launcher and you can choose if you want it to hit once or twice if you hit the punch button again. This is also a nice keep away move and its quite strong too. Often opponents will come after you if you miss because they forget that this thing hits twice so you'll end up hitting them as you come down. -- [ Web Swing D,DB,B+K ] -- A great move, it has a start up delay but still comboable and has alot of priority and is a very powerful kick. Spidey can use this in the air to get out of nasty situations and can easily combo it. If Spidey connects on a blocking enemy he will land on the other side of the opponent to a relative safety except quick counters or supers. Also this can be used sorta like an air dash, use this to escape ground based supers like a Proton Cannon, and it even OTGs. -- [ Web Throw: F,DF,D,DB,B+P ] -- The Web Throw goes like this: Jab-goes straight across the screen Strong- 60 degrees upward Fierce- Right above your head Well This is an extremely strong throw that will chip but if the web is out of his hands and you get hit by the web you'll take minor damage and Spidey won't throw you. This can be used as an air counter and Spidey is left safe if the opponent is blocking, if you miss and they jump in for a combo, your gone. Don't use this against other Spidey Players because they can knock you out in the middle of it with a Maximum Spider. ---- [ Maximum Spider: D,DF,F+2P (air) - Infinity Combo ] ---- Its not the best super but it does quite a bit of damage. This super cannot be comboed however even if your back is to the wall. Basically Spidey will bounce off the wall with a fast kick and juggle the opponent for five hits that does heavy damage. The problem is is that its too easily seen and has huge start-up and recovery delay. Even Iron Man can counter with the Proton Cannon. But there are advantages, Spidey can control the movement by pointing the direction he wishes to go by using the directional pad and can be done in the air. This super does chip but barely. You can counter: Iron Man's Proton Cannon Spider-Man's Maximum Spider Hulk's Gamma Crush Psylocke's Kochou Gakure Psylocke's Psionic Maelstrom That's about it. There is one thing you must look out for and that is is that sometimes it'll only connect twice instead of the full five. This super is unpredictable and can connect once or twice or trice and you still won't get the other two hits. This super will go through basically anything, I mean Magnetic Shockwave or even through the beam of a Proton Cannon. It has very high priority probably even more than a Gamma Crush. Just watch for the recovery time though cause it stinks. ---- [ Spider-Man: Spider Sting(one hit) - Infinity Counter ] ---- This is an excellent counter overall, and it has more horizontal range than it appears as well and its an excellent counter against jump in attacks as well. It does good damage and if the first hit misses, the second hit will automatically hit as well, but this counter does not hit twice. But like all Infinity Counters it's invincible throughout the duration of this move making it safe to counter, except countering a Proton Cannon from afar. ---- [ Spider-Man: Power Gem - Best Gem ] ---- An excellent gem and you should basically go all out offensive with this gem. Once activated Peter Parker will have a double image appear on the opposite side of the opponent allowing you to do double the hits and basically double the damage. Basically go all out on this mode and nothing will stop you. -------------------------------- [ Combos ] -------------------------------- Special Game Notes: Spider-Man -- Spider-Man can stick to the walls, jump towards a wall and quickly hit the opposite direction. Ground Magic Series: Stronger Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: S.Strong Air Launcher: S.Roundhouse Small Launcher: C.Forward Strikes: S.Fierce Knockdowns: C.Roundhouse Infinity Counter: Spider Sting Best Gem: Power Gem Max Infinity Guage: 3 AC Finisher: Fierce, Roundhouse, Web Swing, Web Ball 1. C.Roundhouse --> Roundhouse Web Swing(OTG) 2. Fierce Web Ball --> Maximum Spider Its best that you use the Web Ball in the air, that way you can immediately go into a Maximum Spider when you land instead of having to recover while on the ground. 3. J.Roundhouse \/ D.S.Jab, S.Forward --> Jab Web Ball 4. D.S.Short, S.Roundhouse --> Jab web Throw 5. Fierce Throw in corner, C.Short, S.Strong --> Fierce web Throw Seems possible, I've only got it to connect against Hulk though. 6. J.Roundhouse \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic Spider-Man combo, master it and you'll already be a master at Spider-Man. 7. J.Jab, J.Short, J.Strong \/ C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basically here its just more hits coming in. 8. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Strong --> Fierce Spider Sting(two-hit) This combo is pretty basic, and its just to fun to do. 9. S.Strong --> Jab Spider-Sting, C.Short, S.roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG) Basically this involves a little OTGing, after that continue from there. 10. D.C.Short, C.Forward, S.Roundhouse --> Strong Spider-Sting, S.Roundhouse --> Strong Spider Sting, S.Roundhouse --> Strong Spider-Sting, etc. Boy would you believe this is his infinite? I've got a total of 10 hits with this. You have to be very quick with this otherwise your opponent will fall. For me I found that it works best against smaller characters, but your opponent is likely to get dizzy during the infinite, practice the timing to get it down infinitely. This works best in the corner. 11. S.Strong, Jab Spider-Sting, repeat. This is just a variation of his infinite, except it's easier to pull off since your opponent does not need to be in the corner. 11. J.Jab, J.Short, J.Strong \/ D.C.Short, C.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab, SJ.Short \/ S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG) This combo doesn't require much, after the Web Swing come down and hit Jab and go into a short, then you should land, throw a standing strong and continue from there. 12. J.Jab, J.Short, J.Strong, J.Forward \/ D.S.Jab, S.Jab, C.Forward, S.Roundhouse --> Strong Spider Sting, S.Strong --> Fierce Spider Sting, S.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Web Swing \/ SJ.Jab, SJ.Short \/ S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Jab Web Ball, SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce This is 100% guaranteed to work. I've only gotten this to work once, but if you've done it once your bound to do it again right? Well this combo is pretty complex and takes alot of practice for this 30 hit Master Blaster of Disaster Rock n' Roll oozy douzy combo. The second Spider-Sting in this combo is EXTREMELY crucial, you can always skip that since its optional. After that go into the air magic series and end with a Web Swing as you start to fall hit a SJ.Jab into a SJ.Short, then continue from there. In the air after the forward IMMEDIATELY cancel into the Jab Web Ball(this part of the combo was used from James Chen's Jab Web Ball combo) then continue from there. -------------------------------- [ Thanos ] --------------------------------- -- [ Titan Crush: B,DB,D,DF,F+P ] -- A very powerful move, that even does more damage than Hulk's Gamma Charge. Its easily comboed and no it doesn't quite suffice to the recovery time like the Gamma Charge, but it still has horrible recovery time. Its used in similar fashion but he can't go into two of them in a row. This can be used in combos and also as a deadly AC Finisher. This is an excellent counter against any missed attack and does almost as much damage as some supers. -- [ Death Sphere: D,DF,F+K ] -- This move is very similar to Spider Man's Fierce Web Ball except for the fact that it has even more start up delay than the Fierce Web Ball and more recovery time. However it will hold the opponent still unable to block for a time even longer than a Fierce Web Ball. While you can't do any Infinity Combos while the opponent is stuck you can combo your opponent while they are stun. The opponent can shake out of this move like they would a Web Ball though, but you have to be literally an idiot if you were to be caught by this move. -- [ (dash drop: D+RK(air)) ] -- An excellent move to use overall, mainly because it has alot of priority and can be put in combos or used as an AC Finisher. The recovery time on this move is very minimal and Thanos can immediately follow up after this move, it comes down fast, probably at the same speed as Akuma's Tenma Kujin Kyaku. Use this to start off your combos often. -- [ (fire wave): D+RK ] -- Well since alot of Thanos's regular attacks are special attacks, I thought I could descibe them a little. This is similar to Magneto's Magnetic Shockwave except for the fact that it doesn't have the vertical height nor is it as damaging. This move will still do good damage and can OTG, it can be used as a projectile and it moves pretty fast. This move builds up Thanos' infinity guage extremely fast, but only if you connect (regardless if the opponent is blocking). -- [ (rock wave): D+FP ] -- This move is similar to Hulk's Gamma Wave from future games, except for the fact that the opponent can still be in the corner and still be inflicted with normal damage. This move does alot of damage and there's also one special note that I'll happen to mention serveral times, if the opponent blocks this move or if they get hit by it, that means that Thanos will gain about one full level of Infinity Guage. That's another reason why not to block against Thanos. The recovery time isn't all that bad, and it can be OTGed. Note: Thanos does not need the proper gem to perform the proper Infinity Combo, as long as he has a level of Infinity Guage he can perform and Infinity Combo that he wishes. ---- [ Reality Gem: B,D,DB+JP - Infinity Combo ] ---- Well Thanos carries a load of Infinity Combos, even more than his special attacks. This Infinity Combo will do major damage and its similar to the one found on MSH:WOTG(SNES). It can be used in OTG combos and does alot of block damage, possibly just as much as the Proton Cannon. The recovery time is pretty bad, but its hard to counter since the opponent will get pushed back by the wall. This move has excellent range and can be used often. ---- [ Time Gem: B,D,DB+SK - Infinity Combo ] ---- Well this gem is a little awkward. The strangest part is that it is blockable, as a red pillar of light comes towards your opponent and if it connects the opponent's time will be slowed down drastically. As far as I can tell you can't OTG this or even combo it in. This infinity combo is often overlooked, once it connects the opponent will feel like there controlling the Juggernaut, even if they are Spider-Man or Wolverine. Its even worst for Juggernaut, and Juggernaut can barely move. It completely throws off the timing of their combos, thus making it easier for you to connect and even some of their moves have tacked on significantly more recovery time, thus allowing you to counter more easily. Its best if you use this against dash in attackers mianly Wolverine or Spider-Man. ---- [ Space Gem: B,D,DB+SP - Infinity Combo ] ---- A very painful Infinity combo, it does massive damage and the hits easily rack up over 40+ This can be OTGed and does incredible block damage, even more than the Reality gem. This Infinity Combo goes on very long as a portal opens up in front of Thanos and a ton of rocks becomed vortexed in another portal, the second part will follow the opponent if they are in front of Thanos and proceed to drop the rest of the rocks. The recovery time is pretty bad and if the opponent manages to get around Thanos during the duration of this Infinity Combo that means they literally have almost an eternity to counter, that's because the first part of the Infinity Combo will only begin directly in front of Thanos. you can also use this as an anti-air attack as well. ---- [ Soul Gem: B,D,DB+FK - Infinity Combo ] ---- This Infinity combo his like the super version of the Chaos Drain. This allows Thanos to gain back alot of life and taken out of his opponent(this also varies depending on how your damage guage is set). It has pretty good range and will automatically track the opponent within range. It can be comboed and the advantage can be put in your side heavily. The recovery time is decent but still liable to counter attacks. Also this will drain your opponent's Infinity Guage but it drains very little. ---- [ Power Gem: B,D,DB+FP - Infinity Combo ] ---- An immensely power Infinity Combo that does even more damage than his Space Gem. This can be OTGed and can be put in combos easily. Even if it doesn't connect any opponent hanging on the wall(mianly Spider-Man) will probably get caught because this super climbs walls. Basically its a giant orange(?.) and its about double the size of Thanos and 50% larger than Juggernaut. The first two hits will do pretty good damage but the final hit will put out a tremendous pounding on your opponent. This Infinity Combo will also do a load of block damage just as much as the Proton Cannon if not more. It comes out fairly fast, but is easily super jumped over. ---- [ Mind Gem: B,D,DB+RK - Infinity Combo ] ---- Once activated your opponent's motions will be reversed including special moves and infinity combos. Except for the jumping and crouching commands, if your opponent moves forward they will block, if they try to block they will move forward. Also super motions like D,DF,F+2P will have to be performed by D,DB,B+2P. Its really difficult for human opponents to get adapted to, think of this sorta like the poison mushroom found in Earthbound. However its basically useless against CPU opponents. If done on Thanos' stage his stage will change completely into another dimension. Also note that this Infinity combo is unblockable and will effect the opponent everytime its activated and will last for about 10 seconds as your opponent glows. ---- [ Thanos: Titan Crush - Infinity Counter ] ---- An overall excellent and powerful counter attack that has alot of range and will counter basically anything. Its also useful against jumping attacks if the opponent is close to you. And like all Infinity counters, its invincible during start up and during the duration of the counter. ---- [ Thanos: none - Best Gem ] ---- Like Dr.Doom Thanos has no special infinity gem, but its not like he needs one anyways. He's already cosmically cheap as it is. -------------------------------- [ Combos ] --------------------------------- -- Thanos' C.Fierce, blocked or not blocked, will gain Thanos almost a level of Infinity Combo. -- Thanos' S.Strong will double hit, but it can be canceled out of either by a regular attack or a special attack. -- Thanos' front dash can be made longer, after you dash hold F on your controller and he will continue to run for a long period of time, or of course you decide to let go. Its pretty useful in the long stages like Captain America's or Juggernaut's when the opponent keeps jumping or dashing back. Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: C.Strong Air Launchers: none Small Launcher: none Strikes: S.Fierce Knockdown: C.Forward Infinity Counter: Titanic Rush Best Gem: none Max Infinity Guage: 4 AC Finisher: Fierce, Roundhouse, DN.Roundhouse, Titanic Rush 1. C.Strong --> Soul Gem Cheap but effective. 2. C.Forward --> Space Gem This one is very risky since after the first part the opponent can roll to safety, but in the corner this is pretty much safe even if the opponent can block the second part. 3. D.S.Jab, S.Strong --> Titanic Rush 4. D.S.Forward --> Titanic Rush, S.Jab --> Titanic Rush(OTG) 5. J.DN.Roundhouse \/ C.Jab, C.Short, C.Forward, C.Fierce/C.Roundhouse(OTG) For the C.Roundhouse to connect wait until the opponent hits flat on the ground. 6. D.S.Jab, S.Short, S.Strong, S.Forward, S.Roundhouse(1st hit) --> Titan Crush 7. J.DN.Roundhouse \/ C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic air combo for Thanos, master this and your on your way. 8. Titanic Rush, C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce \/ S.Jab, S.Strong, S.Fierce(OTG) Nothing to say much here except that you will land before the opponent does, then continue from there. 9. In corner: D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul Gem, D.C.Short, C.Strong --> Soul Gem, C.Short, C.Strong --> Soul Gem, D.C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG) Well trust me, Thanos can do this even though it violates the "One OTG per combo law" 10. J.DN.Roundhouse \/ S.Jab, S.Short, S.Forward --> Reality Gem, D.C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher You can choose to OTG here if you want, but youc an juggle them and then follow up with an air combo instead. 11. J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, C.Forward --> Power Gem (OTG) You can only get three hits jumping in on Blackheart, the other characters you will have to use two hits jumping in instead. 12. Fierce Throw, C.Short, C.Strong --> Soul Gem, C.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher(OTG) Once again he violates the OTG law, but I'm only here to help. 13. In Corner: J.Jab, J.Short, J.Strong \/ D.S.Jab, S.Short, S.Strong(2 hits), C.Forward, D.S.Jab, S.Short, C.Strong /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> Titanic Rush, SJ.Short, SJ.Fierce(OTG) Well this is the biggest combo Thanos can do without being cheap basically in this combo you OTG after the C.Forward and continue from there. In the air go into a Titanic Rush, you'll recover and have time for more hits and your opponent will be behind Thanos, go into a SJ.Short to a SJ.Fierce. 14. In Corner: S.Roundhouse(2 hits) --> Death Sphere, D.S.Roundhouse(2 hits) --> Death Sphere, D.S.Roundhouse(2 hits) --> Death Sphere, etc. Cheap. Yet its unbelievable how cheap you can get, and Mistress Death won't stop him. This infinite is as easy as it gets. Most likely your opponent will be dizzy after about 20 hits, but that's okay, you can do it all over again. Basically you must cancel pretty quick after the second hit, if you cancel after the first hit, it won't connect. This is even cheaper than Ryu's Infinite. ------------------------------- [ Wolverine ] ------------------------------- -- [ Berserker Barrage: D,DF,F+P, then P(rapidly) ] -- This has been a very effective move throughout the Marvel series and it still is. This move will do alot of damage and depending on which strength of button you use will determine how many hits you get afterwards. It has good recovery time and extremely hard to counter, that is if you don't use the Fierce version after rapidly hitting that punch button. This move will do alot of block damage and even if the opponent does block it will gain his Infinity Guage pretty quickly. This can be used in combos or OTG. Only the fierce version can be OTGed afterwards. -- [ Tornado Claw: F,D,DF+P ] -- An excellent anti-air attack that does alot of damage and is just as easily comboed as his Berserker Barrage. The recovery time is pretty decent for an anti-air attack. This move has good horizontal range and chips good damage, the jab version should be used the most since it has the least amount of recovery time and its pretty hard to counter. -- [ Drill Claw: Hold Direction+P+K(same strength) ] -- An excellent move to use overall, mainly because it does alot of damage and can be used as an AC Finisher. Watch if Wolverine misses with his move though because he will sorta coil back and be left open to attack. This move comes out very quickly and can easily be put in combos like his other moves. It can also be used as a surprise attack and Wolverine can use this in the air in any 8 directions. -- [ (heel stomp): D+FK(air) ] -- This is an excellent move to use overall, mainly because it comes out quick and it does good damage and has good priority. This can be used in air combos or use to set up ground combos, if Wolverine misses he will bounce off of the opponent and be able to block. A prime weapon he should use often. ---- [ Berserker Barrage X: D,DF,F+2P - Infinity Combo ] ---- A very lethal super mainly because it comes out so fast and does alot of damage. It comboes just as easily as his other special attacks and has good range and should be used to counter missed supers or even missed Jabs. It does decent block damage and hits 12 times and can be OTGed after if in the corner. You should mainly use this in combos rather than to wait and counter. The recovery time is pretty bad and he can be countered. The priority of this move at start up is pretty high, but during the latter part he can be knocked out of it and he is still vulnerable to projectiles. ---- [ Weapon X: F,D,DF+2P - Infinity Combo ] ---- An immensely painful super that does a TON of damage, even more so than the Final Justice. It ranks up there with being one of the most powerful supers in the game as Wolverine engages in an auto 12 hit combo that ends with a Weapon X slash. This is visually impressive and like the Final Justice you just want to mimick the motions to insult your opponent even more. But being an auto super it will only work if if connects and Wolverine will stop if the opponent blocks leaving him open to attack. It moves extremely quick and will go full screen's distance, not only that it has high priority and will go through any projectile, it even catches Blackheart out of his Armageddon. It has a bit of a start up delay and cannot be comboed, unless if you OTG with this move, but for one measely hit though. This is the prime counter against missed attacks and supers. ---- [ Wolverine: Drill Claw - Infinity Counter ] ---- An excellent counter to use overall, mainly because it has excellent horizontal range and can counter jump in attacks. It comes out quick and often hard to block isnce it is a counter, like all Infinity counters this move is invincible during the duration of this move coutering any attacks. ---- [ Wolverine: Power Gem - Best Gem ] ---- A powerful gem that gives Wolverine all the advantages, treat this like you would Rose's Soul Illusion from the Alpha series. Go all out because your speed is boosted and all your attacks will do multiple hits with mirror images trailing behind him. However its basic use is for ground combos, its pretty much hard to start an air combo after his ground combos with this gem activated. Basically go all out offensively in this mode. --------------------------------- [ Combos ] -------------------------------- Special Game Notes: Wolverine -- Wolverine can jump off walls, once you jump towards a wall hit the opposite direction. -- Everytime Wolverine becomes damaged his healing factor comes in to work, it will cut basically any attack down by 50% making it appear that he has more vitality then shown. -- Wolverine's S.Forward can and only double hit when he is close to the opponent, that is if you hit the forward button twice. Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: S.Roundhouse Small Launchers: C.Strong Air Launchers: none Strikes: S.Fierce, C.Roundhouse Knockdowns: DF.Fierce, C.Forward Infinity Counter: Drill Claw Best Gem: Power Gem Max Infinity Guage: 3 AC Finishers: Fierce, Roundhouse, Drill Claw 1. S.Jab --> Berserker Barrage 2. C.Forward --> Berserker Barrage X 3. D.S.Jab, S.Strong --> Drill Claw 4. J.DN.Forward --> Drill Claw Simple, just aim the Drill Claw towards your opponent as soon as the forward connects. 5. J.DN.Forward, J.Fierce \/ S.Strong --> Berserker Barrage X 6. D.S.Jab, S.Short, S.Forward, S.Roundhouse --> Fierce Tornado Claw 7. In Corner: D.S.Jab, S.Short --> Berserker Barrage X, S.Short, S.Forward, S.Forward --> S.Fierce(OTG) 8. In Corner: D.S.Jab, S.Short, S.Forward, C.Fierce --> Fierce Berserker Barrage, C.Short, S.Strong, S.Fierce(OTG) Basically here make sure you use the fierce version and all of the 8 hits comes out of the Berserker Barrage, then OTG afterwards. 9. J.DN.Forward, J.Roundhouse \/ D.S.Jab, S.Short, S.Forward, C.Fierce --> Berserker Barrage X The classic combo that works so well, master it and you'll be whopping competition. 10. J.DN.Forward, J.Fierce \/ C.Jab, C.Strong, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward --> AC Finisher Basic Air combo with Wolverine, master it and you're on your way. 11. In Corner: S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.DN.Forward, SJ.Fierce SJ.Roundhouse \/ S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.DN.Forward, SJ.Fierce, SJ.Roundhouse, etc. There really isn't much to this combo. In the air pause a little bit before the SJ.DN.Forward, then hit a SJ.Fierce into a SJ.Roundhouse. Here you'll land before the opponent and then as you land immedaitely launch them into an air combo. Each time you repeat this combo you will need to hesistate a little longer before the SJ.DN.Forward until you no longer need to hesistate as long. Basically you must hesistate before each SJ.DN.Forward, and has usual you'll land before the opponent, then launch and repeat. Timing and practice is the key here folks. 12. In Corner: J.DN.Forward, J.Fierce \/ D.S.Jab, S.Forward, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.Jab, SJ.Short, SJ.Fierce This combo is a little awkward, but effective. In the air after the two SJ.Strong's hesistate and continue from there. If you throw out another SJ.Strong(it becomes a habit sometimes) the combo completely messes up so practice and get the timing down and get it right. 13. J.DN.Forward, J.Fierce, J.Roundhouse \/ D.S.Jab, S.Jab, S.Short, S.Strong, S.Strong, C.Forward, D.S.Short, S.Forward, S.Forward, S.Roundhouse /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Strong, SJ.DN.Forward, SJ.Fierce, SJ.Roundhouse --> Drill Claw(OTG) Ouch. 3 AC Finishers in one combo, that's amazing. This 21 hitter involves that you OTG after the C.Forward, you will recover quick enough to dash and attack at the same time. In the air skip a strong against smaller characters and hesistate before pulling off the SJ.DN.Forward, then continue from there. ============================================================================= ----------------------------- [ Codes/Secrets ] ----------------------------- ============================================================================= Dr.Doom -- Beat game on any difficulty -- At character selection screen(with Short Cut off) go to Spider-Man -- Hold Select, move down to Captain America, then hit Down again and hold it -- Now very quickly press Short, Forward, Roundhouse in less than a second -- Dr.Doom's face should replace Captain America's Note: You must be extremely quick while executing the Short, Forward Roundhouse, don't hit the 3K button. They must be executed in that order in a smooth motion otherwise the code won't work. Thanos -- Beat Game on any difficulty -- At character select screen(with Short Cut off) go to Captain America -- Hold Select, move up to Spider-Man, then hit up again and hold it -- Now very quickly press Fierce, Strong, Jab in less than a second -- Thanos' face should replace Spider-Man's Note: You must be extremely quick while executing the Fierce, Strong, Jab, don't hit the 3P button. They must be executed in that order in a smooth motion otherwise the code won't work. NOTE: Once you have the code activated you can exit during the middle of your battle and save it to a memory card. Then go to the options screen with the Shortcut on, this way Thanos and Dr.Doom will be selectable without inputting the code again. If you use the Shortcut off you will have to repeat the code again, but the Shortcut On trick still works. ------------------------------ [ Disable Gems ] ----------------------------- At versus mode pick any two characters, then at the battle screen hold select on either controller a message will appear "No gems?" then on the opposite controller hold select and the "No gems" message will be displayed throughout the battle. NOTE: If the opposite player does not comply that means you cannot turn off the gems, and this trick will not work in Battle Mode because simply the computer won't reply and the gems have something to do with the storyline itself anyways. ---------------------------- [ Closing Comments ] --------------------------- Well, there you have it. Like I said, I won't update this guide just for one combo, no matter how good it is. It was a chore updating this guide as it is but for the most part, I think this guide will better suit everyone's needs. So thanks for reading and good luck gaming. - [ EOF ] - Time of Completion: 22 hours, 34 minutes Dingo Jellybean (C) 1999 - 2004