X-Men: Child of the Atom(v3.00) FAQ 8/28/99 dingo_jellybean - @ - AsianAvenue.com www.dingojellybean.com Playstation/Arcade/Saturn/PC(WIN98/95) Version Last NOTE: The v3.00 is the version of the game, not the FAQ. ***************************************************************************** Message Board: http://pub44.ezboard.com/bdingojellybean If you have questions, post there and I will answer it when I can. Sorry if you can't contact me on AIM anymore...if it weren't for people warning me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off AIM to those who need help with a certain game. Thank you. ***************************************************************************** ----------------------------------------------------------------------------- ----------------------------------Credits------------------------------------ ----------------------------------------------------------------------------- -+- Capcom(www.capcom.com) For making one of the best fighting games around, but why cut out the endings for the game? -+- Joseph Peitler/Alan Jaqueira(megnetto@hotmail.com) For their code in discovering the 'play as Akuma' code. Many many many thanks! -+- Kenichiro Tanaka(tanaka@maya.com) For his codes for Juggernaut and Akuma. -+- James Chen(jcehnsor@ucla.edu) For his outstanding combo system that should be the ONLY one used. -+- Miguel Rustia(www.miggy.net) For his clarification and remodilization on James Chen's marvelous combo system. -+- CJayc(www.gamefaqs.com) For his hard work and dedication to his site as well as posting up this FAQ. -+- You(--------@something.com) The readers of course, for respecting this FAQ and for not their interest in various FAQs, FAQs would not be possible! -+- Dingo Jellybean(bellybutton@hotmail.com) For typing up this FAQ. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Version Last: No more updates to this guide will be made. (10/8/00) ============================================================================= =================================Copyright=================================== ============================================================================= This FAQ was solely intended for the public use on the www. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict penalty---and high fines susceptible by law. If this legal document is portrayed in any commercial use, you are therefor stricten under the code of law----and will be---punished. In full contrast, this document portrayed in the website found (www.gamefaqs.com) is to be used and only used by the public itself and cannot be sold. Revisions of this FAQ are only to be done with notice of the author before hand and may be done so as long as the name of the author of the document appears in due credit. You may juxatpose this---document with other---documents as well without notice of the author but it must not be used for sales and broadcasting or commercial use. This FAQ may not be---included in a promotional CD, magazine, or any other use of monetary product. This FAQ may not be used in a password protected area nor---in a high security area. This FAQ is solely used and ONLY used for public---use only and may not be used in a promotional ad that sponsors any type of monetary use. This FAQ is to be used "just like a book" meaning that it can be read over and over again by anybody who wishes to do so. Just like a book it can be moved around from one person to another, but unlike a book the document can be viewed by more than one person at---once. This FAQ is in no way possible to be plagerized, doing so not only damages the person you had intentionally forged, but it also damages yourself in terms of self guilt or in terms of law, whether the punishment be civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION! The characters Collosus, Cyclops, Iceman, Juggernaut, Magneto, Omega Red, Psylocke, Sentinel, Silver Samurai, Spiral, Storm, and Wolverine are all (C) of Marvel Comics. And they are used with permission and are licensed to Capcom U.S.A. Akuma is (C) of CAPCOM CO.LTD 1998, (C) CAPCOM U.S.A., INC. 1998 ALL RIGHTS RESERVED. This document is (C) Dingo Jellybean; 2000 ============================================================================= ==============================End of Copyright=============================== ============================================================================= ------------ Introduction ------------ First off congratulations for buying one of the funnest and best fighting games around. This is FAQ is based on X-Men: Child of the Atom version 3.00. I am still unclear as to why Capcom of Acclaim did this, and I am assuming that there are other versions as well. The one I own is V.3.00 and this might be the beta version. The reason I call this the beta version is because apparently this was an un-finished product released too early by Acclaim, and thus Capcom had never had enough time to put the final endings in the game. What I mean by this is that when you beat the game with any character in the game, all you see is Avalon being destroyed and it goes straight to the credits. That must mean that the endings in this version are completely gone, or they are somehow hidden for the strangest reason and thus I hope somebody can come up with a Gameshark code to unlock these endings if any. If you ask me, Acclaim should have had no part in this game, and I think they had completely messed up the game, just by taking out all of the real endings, so if you want to play arcade mode, I suggest you do not bother because it was basically Acclaim's stupid fault anyways. Well enough talk and onto the FAQ! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Moves available to all Combo Definitions Legends Characters -- Akuma -- Moves -- Supers -- Combos -- Strategies -- Collosus -- Moves -- Supers -- Combos -- Strategies -- Cyclops -- Moves -- Supers -- Combos -- Strategies -- Iceman -- Moves -- Supers -- Combos -- Strategies -- Omega Red -- Moves -- Supers -- Combos -- Strategies -- Psycloke -- Moves -- Supers -- Combos -- Strategies -- Sentinel -- Moves -- Supers -- Combos -- Strategies -- Silver Samurai -- Moves -- Supers -- Combos -- Strategies -- Spiral -- Moves -- Supers -- Combos -- Strategies -- Storm -- Moves -- Supers -- Combos -- Strategies -- Wolverine -- Moves -- Supers -- Combos -- Strategies -- Juggernaut -- Moves -- Supers -- Combos -- Strategies -- Magneto -- Moves -- Supers -- Combos -- Strategies Episode Guide Miscellaneous Credits +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ---------------------- Moves available to all ---------------------- Basically in this section are moves available to all characters in the game. However some moves require X-Power and according to the manual here is what the Super Meter means when it is at a certain level: -------- Level 1: All character attacks remain the same, nothing changes and so forth. -------- -------- Level 2: As the guage reaches level 2, all characters in the game can perform -------- landings and reversals. Or more known as a safety rolls and tech hits, at this time the character can also perform special moves, not special attacks, Special Moves! I will tell you the special moves below. -------- Level 3: When your guage reaches a max of three levels, you can still perform -------- all of the reversals and escape landings as well as special moves, but this time you can execute off your Hyper X moves, which I will call supers. These Hyper X moves will take off massive damage and every character in the game has at least one, but nobody in the game has over two. ------------------------------------- Blocking: B(while blocking an attack) ------------------------------------- Basically without this, you are pretty much dead meat(ala Mech Zangief). Whenever you see an attack immediately block, or you can block in advance if you anticipate an oncoming jumping attack. When you block a special move you will take a little bit of the normal damage, however it is recoverable by the red bar. ----------------------------------------- Air blocking: B(while blocking an attack) ----------------------------------------- When your in the air you should block incase you are fighting an opponent with a high priority launcher, you might want to consider air blocking. In the Alpha series you can easily air block but you couldn't air block regular stading attacks or supers. However in the crossover series air blocking means you can block anything besides Zangief's Aerial Russian Slam. --------------------------------------------------- Supers(Hyper-X): Special motion+ 2P or 2K or Select --------------------------------------------------- In this game supers are the prime key to to winning, next to cheapness and combos of course. Super combos do an obsurd amount of damage and some of them can be comboed and some of them are just plain weak. Supers often tend to do alot of block damage sometimes and the way you can tell if you can perform a super or not is by looking at the bar on the bottom of your vitality guage and you will see another bar, which is your Super Meter. When this super meter reaches to a max you can then perform a Hyper-X. --------------------------------------------------------------- Safety Roll(Spinning Retreat): B/F+3P(after being knocked down) --------------------------------------------------------------- Often is the crossover series the opponent likes to OTG you. That means even though the opponent has knocked you down, you can still be hit and into another combo sometimes. To avoid the opponent's additional attacks simply perform the motion as described above and you will roll to safety and get up quicker than normal. Also you can even catch opponents in their recovery stance and start attacking them even though the opponent connected with their attack. NOTE: This will require a level 2 X-Power guage to use. --------------------------------- Super Jumping: D,U(quickly) or 3K --------------------------------- Super jumping is essential for keeping yourself from eating chipping damage and also for air combos. When opponents see you on the run about to get demolished they will often try to use supers to chip you to death, you can avoid practically all supers(except for Cyclops' Super Optic Blast) by supering jumping and thus avoid chipping damage. ---------------- Jumping: U/UF/UB ---------------- You might not always want to super jump your way out because otherwise you won't recover in time to counter your opponents' missed supers. Also you can jump in with attacks as well and sometimes special moves. However while you are jumping you can only perform a special move once. ------------------------------------ Dashing: F,F/B,B(quickly) or 3P/B+3P ------------------------------------ Dashing is essential for most characters to fully perform their combos and also moving in on an opponent quicker to counter. You can dash back as well and escape any ground combos your opponent is trying to pull on you. Dashing after landing from an attack also enables you to come closer to your opponent and also pull of more hits out of a combo. --------------------- Throws: F or B+P or K --------------------- Certain characters might not have a Kick throw or a punch throw but all characters have at least one. Throws are unblockable and cause a fair amount of damage. You must always be up close to your opponent to throw them and also its useful for people who block alot. ---------------------------------------- Tech hits: D+3P(immediately after throw) ---------------------------------------- Often when you are thrown you suffer a good amount of damage that you don't want to suffer. You can either completely nullify the throw damage or at least cut it in half, depending on how early you do it. When you expect a throw always preform this motion. NOTE: This requires a level 2 X-Power guage to use. --------------------------------------------------------- Quick Dizzy Recovery: Go crazy on controller(or joystick) --------------------------------------------------------- When you are dizzy after a couple of attacks you can make your dizzy recovery go much quicker by shaking on the control pad and ramming the buttons. Very useful when your opponent tries to pull a super or a lengthy combo. ---------------------- Dizzy: Constant attack ---------------------- In this game dizzies often occur, even if you pull off just a few hits. You can tell whether or not your opponent is close to a dizzy by the portrait displayed under your Super Meter. The portrait is first blue, as the character recieves more attacks it becomes yellow, after a few more attacks the portrait becomes red. When the portrait becomes red you will only need one hit to dizzy the opponent, and most supers will not dizzy an opponent. When the opponent is dizzy, they are momentarily stunned and can not block or attack, take this opportunity to even the odds or finish off your opponent. -------------------------------------- Launchers: Attack that knocks opponent -------------------------------------- No, these are not the launchers that launch your opponent into the air and then followed by an air combo. Launchers in this game will bounce the opponent in the air, at this time you can juggle the opponent for extra hits. ------------------------------------------------------------------------ Off the Ground(OTG): Persuit attack while your opponent is on the ground ------------------------------------------------------------------------ After you have knocked down your opponent, you are given an AMPLE amount of time to attack your opponent with a low attack. Your hits will count as a combo only after a throw, but if you have knocked your opponent down with a regular attack and then hit them with anything else, the hit will not register on the combo message, even though the hits were not blockable. You can quickly Safety Roll from the ground before your opponent attacks you as well. --------------------------------------------------------- Taunts: Various Combination of motions and attack buttons --------------------------------------------------------- Taunts in this game serve only one purpose, to humiliate your opponent or to let yourself be open to attack, either way its usually a very bad idea to pull this off. But on the plus side its fun to laugh at your opponent when they are losing, use your best judgement as to when to use these. Also note that some taunts may even hit. The character motions for each taunt will be explained below for each character. Also note that not all characters in this game have a taunt. ============================================================================= ============================================================================= ------------------ Combos Definitions ------------------ Here combos in this game are now performed by the magic series, although the magic series was first introduced in Darkstalkers, in this game characters possess a magic series for jumping, standing and super jumping. Each character in the game has their own unique comboination of attacks or magic series. Below are brief descriptions of the magic series: ----- None: ----- This magic series is at a serious disadvantage, the player can only perform any regular attack into a special attack, that is it. E.G.: S.Roundhouse --> Optic Blast --------- Stronger: --------- This magic series allows the characters in teh game to perform a maximum of three chain hit attacks. E.G.: S.Jab, S.Strong, S.Fierce The character can also incorporate all kicks or mix and match. E.G.: #2: S.Short, S.Forward, S.Fierce ------- ZigZag: ------- This is the most complex of the magic series, this allows basically all six attacks to go into one continuous combo! E.G.: S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse The character can skip attacks as well. E.G. #2: S.Short, S.Strong, S.Forward, S.Roundhouse -------- ZigZag2: -------- I would call this an "inverse ZigZag" mainly because you can switch the regular ZigZag series around and start with a Short and end with a Fierce. E.G.: S.Short, S.Jab, S.Forward, S.Strong, S.Roundhouse, S.Fierce Like above, you can also skip some of the attacks as well. E.G.: S.Jab, S.Forward, S.Roundhouse, S.Fierce -------------- Punch to Kick: -------------- This magic series allows the character to get a max of two hits in the entire chain combo, and you can not skip or go back. You can chain any punch into any other kick. E.G.: S.Fierce, S.Short -------------- Kick to Punch: -------------- This magic series is just like the one above, except this time you can go from any kick into any punch in a two hit chain combo. E.G.: S.Forward, S.Jab ----------- Weak Start: ----------- This magic series only limits you to a maximum of two hit chain combo only. You can go from a Jab or Short into any stronger attack, but you can not go from a Strong or Forward to a stronger attack, nor can you go backwards. E.G.: S.Jab, S.Roundhouse NOTE: Unlike the future incarnations of the Marvel and Capcom series this game allows you to perform your magic series without having to touch the opponent! So incase you are unsure what magic series your character has, try random magic series, and if they come out successfully without a hitch, than that is his or her magic series! ============================================================================= ============================================================================= ------------ Combo Legend ------------ Here in this section is a legend, I will use James Chen's Marvelous combo system along with the modifications and organizations of Miguel Rustia to ensure that you will be able to understand the entire combo system clearly with the least amount of mis-understanding. So just incase you are new to the combo system, this is the first place you should look, so study it hard, remember it, and "Combo is the key!" ============================================================================= JP : Jab Punch SP : Strong Punch FP : Fierce Punch SK : Short Kick FK : Forward Kick RK : Roundhouse Kick , : This is an indication to continue on with another chain hit --> : This means to quickly cancel your attacks into any special attacks 3P : Three punches simultaneously 3K : Three Kicks simultaneously \/ : After landing from an attack /\ : Super jumping/jumping after an attack UB : Up Backwards U : Up UF : Up Forward F : Forward DF : Down-Forward D : Down DB : Down-Back B : Back DN. : Hold down while performing an attack UP. : Hold up while performing an attack FWD. : Hold Forward while performing an attack AD. : Stands for Air Dashing (juggle) : Means the combo will juggle the opponent (OTG) : Means the combo will OTG the opponent D. : (don't confuse this with DOWN!) This means dashing while attacking ============================================================================= Hope all of the legends and definitions helped! ============================================================================= ============================================================================= ------------------------------- Character move lists and combos ------------------------------- ============================================================================= ----- Akuma ----- Akuma, known as the Bison Killer or true devil. Whatever you call him, its already a given fact that Akuma is one of the deadliest if not the deadliest Street Fighters alive. His style of fighting is much like Ken's nad Ryu's, however his form of style originates from the evil side of Shatoken. After killing his own master for believing he was a fool to hide that secret power, he has then seek out the best and negating the average and below. However, he seems sidetracked at the moment and looks to seal Magneto's fate. --------------------------[Gou Hadouken: D,DF,F+P]--------------------------- Akuma's projectile has many advantages, aside from being nice as a keep away manuver, it also comboes and does block damage. The overall speed of this projectile depends on which button you press, the stronger the button the faster the projectile. Mainly there is basically no recovery delay after using this move, and its safe to use. But be warned that when you use it from a Distance, the opponent with a beam super, say Cyclops, can counter that his his own Mega Optic Blast. -------------------------[Gou Shouryuken: F,D,DF+P]-------------------------- Well this is the basic anti-air attack move. It does good damage and has serious priority on the ground. It comboes very easily and is a great counter against missed attacks up close. However be warned that if you miss, you are left vulnerable to a counter attack as well, but it all depends on when you use it and how smart your opponent is. The stronger the button you press, the higher Akuma jumps with his Gou Shouryuken. --------------------[Shakunetsu Hadouken: B,DB,D,DF,F+P]--------------------- This is Akuma's red fireball, exactly like Ryu's from Super Street Fighter 2 and Super Street Fighter 2 Turbo. It hits multiple times and does slightly more damage than his normal Gou Hadouken, personally the only thing I think its good for is just block damage. It starts out too slow to be comboed and its easy to jump over, and note that the recovery delay is longer as well, so try to be careful from using it afar. ----------------------[Zankuu Hadouken: D,DF,F+P(air)]----------------------- This is basically an air version of his Gou Hadouken. It does the same amount of damage and goes out with the same amount of speed and you can variate the speed of the Zankuu Hadouken depending on which button you press, the stronger the punch the faster the projectile. This goes down at a 60 degree angle, and has very little recovery time and its a nice way to keep your opponent away. ---------------------[Tenma Kujin Kyaku: D,DF,F+K(air)]---------------------- This is one of the cheapest moves in the game, Akuma players tend to do this often as they just super jump and perform this kick. This move will have Akuma dive at his opponent and it does good damage and a lot of block damage for a regular move. Akuma will bounce a short distance away from the opponent if it hits the opponent and there is basically no recovery time involving this move. Very cheap and it gets on a lot of people's nerves, unless they have a character with an anti-air attack like Cyclops or Psylocke. ---------[Special Move: Ashura Senkuu: F,D,DF+3P/3K or B,D,DB+3P/3K]--------- This requires at least one level in your Hyper-X bar to perform. This move will have Akuma teleport across the screen and during the middle of this teleport, he is completely invincible. Also there is little recovery time after he completes the move. The forward dragon punch motion makes him go forward, the reverse motion makes him go backwards and the punches makes him go full screen distance, and the kicks makes Akuma teleport half way across the screen. -------[Hyper X-Move: Messatsu Gou Shouryuu: F,D,DF,F,D,DF+P(level 3)]------- This is a very powerful super, it does a lot of block damage and it can combo in rather easily. However the hard part about this combo is the complicity of trying to execute the move. Its very fustrating for a lot of players(like myself) to perform this move, you have to be very precise on the second dragon punch motion, otherwise the super will not come out. Also if this super misses, be wary to eat a counter attack. --------[Hyper X-Move2: Messatsu Gou Hado: D,DF,F,D,DF,F+P(level 3)]--------- This super is a semi-good super. What I mean by that is while its very comboable and all, the problem with this super is that its easy to anticipate and its easy to jump over. It does good block damage and it does good damage overall, but using it across the screen isn't exactly the best way to use it unless your opponent is as dumb as a post. There is little recovery time pertaining to this move, but don't expect this super to match power with the Mega Optic Blast. ------------------------------[Akuma: Combos]-------------------------------- 1. J.Roundhouse \/ S.Jab, S.Fierce --> Gou Hadouken 2. J.Fierce \/ D.S.Jab, S.Short, S.Forward, C.Roundhouse --> Messatsu Gou Shouryuu(OTG) 3. Fierce Throw, C.Short, S.Fierce --> Messatsu Gou Hado(OTG) Make sure you execute the cancel quickly, otherwise your super will not connect. -----------------------------[Akuma: Legend]-------------------------------- Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: None Knockdowns: C.Roundhouse ---------------------------[Akuma: Strategies]------------------------------- ----------------------------------[Akuma]------------------------------------ Well against Akuma, you just have to match cheap with cheap. Jump in often with your Tenma Kujin Kyaku, but watch for his Gou Shouryuken. You put Akuma away quickly, its best to combo in your supers and mainly put a combo fest on him. And when you get close, throw your opponent often. --------------------------------[Collosus]----------------------------------- Well against Collosus, its mainly an offensive game. Collosus is just too slow to really ave an impact on your game. Plus due to the fact that Collosus isn't as strong as he looks really adds a bonus towards your match against Collosus. Watch for his attacks and counter. --------------------------------[Cyclops]------------------------------------ This battle will be pretty tough, mainly because Cyclops' projectiles will just nullify anything you throw at him. Jump in often and combo him, but watch for his Gene Splice and his beam supers, you won't be able to counter them unless you attack him in the middle of his super. Play offensive in this game rather than defensive, mainly because Cyclops wins a lot of his battles by block damage. --------------------------------[Iceman]------------------------------------- This battle shouldn't be too tough, and Akuma should go offensive in this match(like he usually does). Don't bother matching projectiles and dash in offensively, because if you jump in offensively, Iceman seems to drop a lot of Ice Avalanches(those giant Ice balls that fall from out of the middle of the screen). Keep comboing him and keep him in the corner and just peck at him while he is blocking, then when he lets his guard down, pound him. -------------------------------[Omega Red]---------------------------------- This match is pretty easy for Akuma. Jump in often and attack with the roundhouse and fierce to finish him off quickly. Watch for a lot coils, but they are usually easy to avoid. Jump in quickly and attack and keep the pressure on him offensively. --------------------------------[Psylocke]----------------------------------- This battle will be tough, since she has the same combo possibilities as you do. Her defense isn't as good as your defense, so you will have the offensive advantage in this game as well as the defensive advantage. Jump in often with the Kujin Tenma Kyaku and you can keep repeating this to give yourself an easy and cheap victory. ---------------------------------[Sentinel]---------------------------------- Again, this is another one of those easy victories. The Sentinel is just too slow to pose much of a threat. However, while its powerful, your speed advantage should overwhelm it. Go offensive in this battle and watch for the mini sentinels that the Sentinel sends out. Keep pounding away at him offensively and you shouldn't have much of a problem. ------------------------------[Silver Samurai]------------------------------- This match will be more difficult than the Sentinel, but not by much. The only thing you really need to worry about is the range of the Silver Samurai's attacks and his Ninja Shurikens, which does a bunch of block damage. You should still play offensively in this battle, but try to keep your distance and avoid his Shurikens. ----------------------------------[Spiral]----------------------------------- This battle will be tougher, but most likely the odds go to Akuma. She is pretty fast and has some good range on her attacks, but you've still got the speed and offensive advantage thanks to your ZigZag series. Watch for her to summon her sword dance, its best that you try not to hit her and keep your distance and fool her into throwing those swords like doing a Jab Gou Shouryuken from afar and then quickly jumping over them. Just go all out in this match and you should be able to win the match. ----------------------------------[Storm]------------------------------------ This battle shouldn't be too hard(jeez, they made Akuma too powerful in this game) and you shouldn't have to worry about her projectiles as they are easy to block. You should pay attention when she stays floating in the air, this is a sign that she will summon her Ice storm, and you should have plenty of time to knock her out of it, if not prepare to eat a bunch of frozen popsicles even if you do block. You can lose about 1/4 to 1/3 of your life just blocking the super, you be mindful of that and keep an offensive mindset. ---------------------------------[Wolverine]--------------------------------- This match isn't a tough match at all, the thing to watch out about Wolverine is his speed and the range on his punches, other than that he shouldn't be too much to handle. Make constant offensive jump ins and continue to pound him with your attacks and combos. Also make note that your Messatsu Gou Shouryuu can out prioritize his Berserker Barrage, even if he starts it first. ---------------------------------[Juggernaut]-------------------------------- This battle is the toughest battle Akuma will ever face, as basically you will have to hit him four consecutive times for him to actually feel the impact of your attacks. That's a difficult task to accomplish, but what you can do is keep throwing Zankuu Hadoukens at him. And always stay in the air because his Juggernaut Earthquake isn't exactly blockable on the ground. You can use your Tenma Kujin Kyaku as well, but that's a bit risky, but most of the times he can't counter it. ----------------------------------[Magneto]---------------------------------- This battle will be very tough, but since you can stun Magneto with a single hit(unlike Juggernaut), you should have things going for you. Watch for his Magnetic Tempest, if it connects you might as well say goodbye because it does massive damage. Your best bet at winning this match is to stay in the air constantly and attack from above. But be careful of the Hyper Gravs, they are EXTREMELY hard to avoid, and you probably won't have time to nullify them with your projectile. So the best way to avoid them is to super jump upon anticipation. ------------------------------[Overall: Akuma]------------------------------- 91/100 Akuma is quite possibly the most lethal non-boss character in the game. His attacks are lightning quick and he has absolutely the BEST combos in the game. He is also quick with very good throw range and he can deal out a lot of damage in no time flat. His defense is rock solid as well as his offense. Basically I see little flaws in Akuma other than the fact that his supers aren't really that effective. But basically overall, his overall game is really superb and he is definitely going to give Magneto a run for his money as being the best overall character in the game. ============================================================================= ============================================================================= -------- Collosus -------- Collosus, the strongest member of the X-Men with the power to turn his body into the Carbon and Iron molecular bond, or in other words Steel. In his past he has fought for his country, but his arch nemesis seems to be Omega Red in which Omega Red was brought out by the Russian Military as a biological weapon. Collosus has dealt with him before, but Collosus managed to escape his wrath and afterwards he has had dealings with Exodus, but he chose not to fight with the X-Men to save Quciksilver's daughter in which after what he had witness what had happened to Magneto. -----------------------[Shoulder Charge: D,DF,F+K]--------------------------- Depending on which button you use will determine the direction that he travels in. Short will go straight across the screen, Forward will go about at a 30 degree angle upwards and the Roundhouse version will go about at a 60 degree angle going upwards. The recovery on this move really sucks if you ask me, it has very good range and can stop on coming attacks from the air, but its not always very effective. This move will do quite a bit of damage if connected and can be comboed as well. Just make sure not to miss with it because it will leave Collosus open to attack. --------------------------[360 Throw: D,DF,F+P]------------------------------ This move is just funny to look at sometimes, however it has a bit of a start up delay that makes it virtually impossible to combo in. This is a blockable throw however, and once Collosus catches the opponent, he will swing the opponent around in a frenzy and then release them. You can spin around the directional pad or joystick to deal out more damage as Collosus will swing faster. However, if you miss, be ready to take a lot of punishment because it Collosus has horrible recovery time from this move as he will basically bounce of the opponent and then get stuck in that fugly pose(yes I meant fugly) just dying to be attacked. --------------[Special Move, Super Armor(Level 2): D,DB,B+3P]---------------- Well if you are familiar with the rest of the Marvel and Capcom series you will know that Super Armor lessens the damage from attacks given and it also protects you from launchers, just as long as the launcher is not the second hit. However in this game Collosus gains unbelievable Super Armor! Once Collosus gains Super Armor he becomes Mech-Collosus meaning that he cannot be tripped and he takes all and absorbs all! Not only that but he can block as well and all attacks are cut down in half! Once activated go all out and pound your opponent into smithereins! ------------[Hyper-X Super Move, Super Dive(level 3): D,DF,F+3P]------------- This super is a bit odd, once started you will have to move Collosus in the direction that you wish for him to go. But he can basically only go in two directions, upwards diagonally or straight forward. However if you start the super without hitting any direction Collosus will go diagonally upwards and come down. Think of it as a Gamma Crush, except its a bit less effective. However unlike his Shoulder Charge Collosus will have less recovery time after the super or Hyper-X. ----------------------------[Collosus: Combos]------------------------------- 1. J.Roundhouse \/ C.Roundhouse, C.Roundhouse(OTG) 2. C.Roundhouse, C.Short --> Shoulder Charge(OTG) 3. J.Roundhouse \/ S.Short, C.Roundhouse, C.Short --> Shoulder Charge/ Super Dive(OTG) 4. J.Jab, J.Roundhouse \/ S.Short, S.Roundhouse --> Shoulder Charge ----------------------------[Collosus: Legend]------------------------------- Ground Magic Series: Weak Start Jumping Magic Series: Weak Start Super Jumping Magic Series: Stronger Launcher: S.Strong Knockdowns: C.Roundhouse ----------------------------[Collosus: Strategies]--------------------------- ----------------------------------[Akuma]------------------------------------ This battle will be super tough, especially when Akuma has the superior speed advantage over you. First off you will have to watch for him, the CPU AI tends to throw a lot of projectiles at times, this is his weakness, jump over them and hit him with a Roundhouse and into a combo. Use your super armor when you can so that his attacks will basically become obsolete and keep attacking him and comboing him. Throw a lot as well and continue your combo from there. ---------------------------------[Collosus]---------------------------------- Well your mirror match double will be pretty tough, especially against an expierienced player. Against a human player keep poking him with jabs and shorts, this tends to have the human Collosus player use his Shoulder Charge, and the Shoulder Charge has a long recovery delay and you should counter with a combo, Super Dive, or another Shoulder Charge. In a battle against the CPU AI, you must watch for a lot of Shoulder Charges, that's it. Keep countering the CPU AI's attacks and jump in with a lot of Roundhouses and keep comboing him, throwing the CPU AI Collosus tends to cause Collosus to do a lot of Tech Hits, but throwing him is still one of your best options, and make sure you roll when he knocks you down, the CPU AI tends to OTG you a lot. ----------------------------------[Cyclops]---------------------------------- This battle will be immensely tough, when you want to use your Shoulder Charge, make sure you put it in a combo, this is because Cyclops can either use his Mega Optic Blast, Super Optic Blast, or a simple 9 hit combo to bring you down. Use your Super Armor to your advantage, just watch for his Mega Optic Blast and Super Optic Blast, that is something that you cannot absorb and attack at the same time with. Jump in on him blocking at times and jump in with a Roundhouse at times at well so mix and match, this way if he misses with his Roundhouse and when you land you can quickly dash in and combo him. ----------------------------------[Iceman]----------------------------------- This battle will be tough, Iceman will drop a lot of Ice Avalanches. Watch for it, Super Jump over that often and continue to attack him by jumping in with a Roundhouse and combo him. Your Super Dive really won't help you out much here since due to the fact that its easily countered with an Artic Attack or an Icebeam. Watch for him to use that Artic Attack to try and chip you to death as well, this is especially apparent with human opponents, try super jumping a lot in this battle and then come in with an attack. ---------------------------------[Omega Red]--------------------------------- This battle will be very tough. When you have your Super Armor initiated NEVER jump into him unprepaired, his Omega Destroyer will still deal a lot of damage towards you even with Super Armor, in fact it deals nearly 50% more damage than it does towards regular opponents. Jump in on him often with your jumping roundhouse and combo him, watch for a lot of Carbnadium Coils, try jumping over them and countering them along the match. ----------------------------------[Psylocke]--------------------------------- This battle will be very tough, watch for her to dash in a lot and combo. There is little that you can do about this except try to use your Shoulder Charge ahead of time. Throw a lot as well as she will try to throw you at times. Don't try to trade hits with her too often, although you can easily win, the problem is that she will dismantle you quickly with her combo ability. Jump in often, but watch for her launcher though. ----------------------------------[Sentinel]--------------------------------- This will be a power battle and since the Sentinel is stronger than you are, its would be pointless to try and trade hits with him. Watch for a lot of Sentinel Force attacks, jump over them and pull a few simple combos to knock him down. You can use your Super Dive if you wish, it rarely will counter with a Plasma Beam since it takes so long to charge for the beam. Make a lot of jump ins at him and keep pounding him and comboing him. --------------------------------[Silver Samurai]----------------------------- This guy a major cheap! He will use a lot of Shurikens to give himself a quick victory. You should be able to jump over the Shurikens since they are a bit slow, jump over them and combo him from time to time. Just watch for his Singing Blade of Thunder when you try to jump in at him, he will use it often or use his Super Shuriken, but his Super Shuriken is pretty easy to dodge and avoid. This fight shouldn't be hard though since Collosus has more priority. -----------------------------------[Spiral]---------------------------------- This battle shouldn't be too hard for Collosus. Keep jumping in on her and combo her, watch for her to use her Dancing Sword attack, once those blades start to swirl, super jump to avoid them. Don't try to attack her at this time though, you might end up suffering more damage if she manages to connect with them. ------------------------------------[Storm]---------------------------------- This battle shouldn't be too tough for Collosus, make sure you always jump in with the roundhouse, it should be able to counter her ground attacks. You can use your shoulder charge for a quick counter attack against her misses, but overall this shouldn't be too tough of a fight that you can't win against Storm. ----------------------------------[Wolverine]-------------------------------- This battle agaisnt Wolverine surprisingly isn't too tough. Its not one of your hardest matches, but then again its not one of your easiest matches. Watch for Wolverine to use his Berserker Barrage, if you use your shoulder charge late against his Berserker Barrage from a distance, you should be able to counter it with ease. Wolverine doesn't have much priority while jumping in, so Collosus' standing strong can counter that and knock Wolverine out of the air. ----------------------------------[Juggernaut]------------------------------- This battle will be extremely tough, the thing about Juggernaut is that nothing can stun him, so Collosus' main strategy is to peck and run. Jump in with a roundhouse and then block as you come down, and make absolutely sure to super jump when Juggernaut goes for his Earthquake, not only is it powerful, but it is unblockable while you are on the ground, so be mindful of that. Basically in this battle, its mainly a hit and run battle all the way through, and its best to stay away from Juggernaut during this battle and attack him when you have the chance because he is rather slow. ---------------------------------[Magneto]----------------------------------- This battle is also another tough battle, Magneto is not only fast, but he is just as powerful as Juggernaut, and he poses more of a threat than Juggernaut. Magneto will through a lot of projectiles at you, and you must constantly jump in and attack him as he throws his projectiles. Watch for Magneto's Magnetic Tempest, it does quite a bit of damage, and its his super where chunks of metal starts to encircle him. But don't be surprised if you might lose to Magneto a few times before you actually defeat him. -----------------------------[Overall: Collosus]----------------------------- 70/100 Collosus is just so slow, his combo ability sucks overall and he really can't do much on defense either. His attacks usually leave him open to an attack and the fact that he is always getting out-prioritized by some of the smaller characters. His throw range and priority is okay, but his attacks other than his Shoulder Charge have little priority, mainly because his attacks are put at such an awkward angle at times, especially his stronger attacks. He is mainly a grappler character and he really won't fare well against speedy characters. ============================================================================= ============================================================================= ------- Cyclops ------- As a small child, Scott Summers(A.K.A Cyclops) had no idea what power he had possessed. However, the kids around him weren't too fond of him. Being called names and being picked on most of his childhood during school didn't stop him from becoming a leader of the X-Men. His optic blast is powerful enough to blast through adamantium and its a good bet that once you step in the path of his beam, you might as well call it quits. His goal now has lead him to stop Magneto from his abominous plans. --------------------------[Optic Blast: D,DF,F+P]---------------------------- Its quite possibly the best projectile in the game, it comes out fast and will eat other projectiles. It does good damage and good block damage as well. There is little start up delay and little recovery delay on this move, the jab makes him shoot a low beam, the strong makes him shoot a head high beam and the fierce makes him shoot a beam diagonally upwards. Its often hard to combo this, but you can combo the strong version of his double roundhouse or his fierce version if you are in the corner. --------------------------[Gene Splice: F,D,DF+P]---------------------------- This is Cyclops' anti air attack. It does a lot of damage and its quite flashy too as it can hit up to 6 times and sends the opponent flying into the air and has Cyclops end with an Optic Bullet at the end of the move. It comboes basically off of anything as it is a great counter attack agaisnt airborne opponents. However, like all anti-air attacks, once you miss, expect a good chance that the opponent will counter attack. --------------------[Repeating Punches: F,F+JP+SK THEN P]-------------------- This attack is odd, but very powerful and useful. Its ideal to use this in comboes as it does a lot of damage and comes out pretty quickly. You may want to avoid using this too often from a distance because while it has quick speed going horizontally, opponents can usually counter the attack in time. Take note that you must continuously press the punch button until all six hits come out. But you can cancel the attack at any time if you stop pressing the punch buttons and even cancel into the Gene Splice! Also note that its difficult to use this in comboes, the only time I've ever gotten this to combo was after his Fierce Optic Bullet. --------------------[Running Neckbraker Drop: F,F+FP+RK]--------------------- This move is a very excellent move to use, mainly because its unblockable and does a lot of damage. It will set up Cyclops for an OTG combo or he can use his supers, whatever it is, it will just take out a lot of damage from the opponet. It comes out fairly quick and can be used as a surprise move if the opponent tries to dash in and attack you. This is also a good counter attack as well, but Cyclops can be knocked out of this at any time during the attack and there is some slight recovery time if he misses with the attack, which can give most opponents plenty of time to attack. ----------------------[Special Move: Leg Throw: D/F+K]----------------------- Well there isn't anything special about this move other than the fact that its a stronger version of his other throws. It will send the opponent flying across behind him, and as usual from a throw in this game, you can OTG the opponent afterwards. It has good range and good priority, so you may want to keep that in mind. -------------------[Hyper X: Mega Optic Blast: D,DF,F+2P]-------------------- One of the most feared supers in all of fighting games. This super does insane damage and it does a blockload of block damage as well. While you CAN NOT put it in comboes, you can cancel this after you have thrown the Optic Bullet(Fierce) from a distance. This will also OTG the opponent as well, but it won't do as much damage OTGing as you would from using it out in the open. There is little start up delay(even though you can't combo it) and little recovery delay from this move, feel free to get more hits by ramming the buttons. -------------------[Hyper X2: Super Optic Blast: D,DB,B+P]------------------- This is basically a thinner version of his giant Beam Super, it still does good damage, but this time you can control its direction with your directional pad. You can use this to OTG as well, but we warned that this does not combo in at all unless you use his Fierce Optic Bullet from a distance and cancel, assuming that your opponent is dumb enough to fall for it. Note that you can also perform this in the air as well and it will reflect off the walls and floors once. -----------------------------[Cyclops: Combos]------------------------------- 1. J.DN.Roundhouse \/ S.Short, S.Roundhouse, S.Roundhouse --> Strong Optic Blast 2. Leg Throw, Mega Optic Blast/Super Optic Blast(OTG) 3. J.DN.Fierce \/ C.Jab, C.Roundhouse --> Mega Optic Blast/Super Optic Blast 4. Repeating Punches --> S.Short --> Gene Splice Basically cancel after the 5th hit of the Repeating Punches and quickly hit the short button and cancel into the Gene Splice, its the coolest combo in the game yet! -----------------------------[Cyclops: Legend]------------------------------- Ground Magic Series: Stronger Jumping Magic Series: Stronger Super Jumping Magic Series: Stronger Launchers: S.Strong, C.Forward, S.Roundhouse(2nd hit), S.Forward Knockdown: C.Roundhouse ----------------------------[Cyclops: Strategy]------------------------------ ----------------------------------[Akuma]------------------------------------ Well against Akuma, your best bet is to keep him away with your Optic Blasts. He can't do much about them, you can play a keep away game, and once you have built up your ma levels, you can use your Super Optic Blast when he comes in for an attack or you can use your Gene Splice, however if he connects with a combo, expect him to barrage you with combos as you get up. --------------------------------[Collosus]----------------------------------- This battle shouldn't be too hard. Playing keep away should give you an easy victory, but going offensively is your quickest way to winning this match. Collosus is too slow to do anything about your quicker attacks. Throw him often and OTG him and you should get an easy victory. ---------------------------------[Cyclops]----------------------------------- Well this battle is pretty hard since he can do evrything that you do. Whoever gets out the first shot in a keep away match will most likely win the match if you and your opponent decide to do that. If you decide to play offensively, try jumping in blocking at times or look like you are jumping in for an attack and mid way through your jump you execute a Super Optic Blast if you have a level for it. It often fools the human opponent. ----------------------------------[Iceman]----------------------------------- Well this battle shouldn't be too hard, your projectile will nullify and still hit Iceman when he goes for his Icebeam. Jump in often and attack him and combo him, but watch for the Ice Avalanche that he CONSTANTLY drops. His Artic Attack will leave him open to attack for a while, and he will usually use it since it does insane block damage, catch him with your supers or combos. ---------------------------------[Omega Red]--------------------------------- This match shouldn't be too hard either, but it shouldn't be too easy as well. Omega Red's defense is really pitiful and he can't do much about Cyclops' jumping attacks, and once you come in with that down Roundhouse, you can just do your comboes and corner him and keep pecking away at his life. ---------------------------------[Psycloke]---------------------------------- This will be a tough battle for Cyclops to win because her offensive skills are one of the best in the game and she has good priority against Cyclops. And playing a keep away game won't be too effective either because of her double jump. Your best bet is to get the attack first and keep the pressure by pecking jabs out when she is blocking and try to hesitate every now and then to fool her. Your Gene Splice should keep her out of the air. ---------------------------------[Sentinel]---------------------------------- This battle should be pretty easy, just combo the crap out of it like you would Collosus. When you get close, you should throw it a lot as well and OTG because its throw range is pretty crappy. -------------------------------[Silver Samurai]------------------------------ This battle is a fairly tough battle. The thing to watch out for is that he will constantly throw out Shurikens, and each Shuriken can do major block damage and it doesn't take long for all that block damage to pile up. Constantly jump in on him and attack and combo him and that should be the end of that, avoid letting him get the offensive advantage. ----------------------------------[Spiral]----------------------------------- This battle shouldn't be too hard. Watch for her Sword Dance, don't try to knock them away with your Optic Blasts because your Optic Blast isn't wide enough to shoot all the swords away. Watch for her when she initiates the Metamorphesis, super jump and keep her away with your Super Optic Blast(if you have enough levels for it) if you can. ----------------------------------[Storm]------------------------------------ This battle shouldn't be too tough either. You can easily nullify her Typhoons with your Optic Blasts. Your defense and offense should basically overwhelm her. When she does her Ice Storm, quickly knock her out of the sky with your attacks, even if you are a full screen's distance away because it takes her about 5 seconds to pull off the super. ---------------------------------[Wolverine]--------------------------------- This battle shouldn't be too tough either. Wolverine is nothing like he is in other games, he's slow and really can't do much about your attacks. Watch for him to use his healing factor, at this point its best to attack him when he is left vulnerable, but other than that just keep playing an offensive game and you should win easily. --------------------------------[Juggernaut]--------------------------------- Well this battle shouldn't be hard if you are playing against the CPU. Peck and run often, you will need to deal 4 consecutive hits to actually make Juggernaut feel the stun of your attacks, and he will most likely get off an attack before you can deal 4 hits. Keep firing away Optic Blasts and watch for the Juggernaut Earthquake, you can only block it in the air. Use your Mega Optic Blast or super Optic Blast when you have the chance, however your best bet is to throw Juggernaut when you get near him and OTG him, this way you do not have to try and hit him four times. ---------------------------------[Magneto]----------------------------------- This battle will be pretty tough, ESPECIALLY when Magneto initiates that Force Field of his. When he does, just try and avoid attacking him, he is completely invincible and cannot get stunned at this point. Just wait for it until it wears off. Keep firing your Optic Blasts at him and jump in at him often, be careful when he does his Hyper Gravs, it will qucikly pull you in closer to him and its unblockable, but you can nullfy then with your Optic Blasts, that is if you are quick enough or if you can anticipate it. ------------------------------[Overall: Cyclops]----------------------------- 89/100 Cyclops obviously is one of the best well rounded characters in the game. His attacks are pretty powerful and they have good priority and his throw range is one of the best in the game. Not only that, but his overall defense and offense are very solid and well rounded along with very effective and powerful supers. I don't see a lot of weaknesses with Cyclops other than the fact that his magic series doesn't fit his type of character and the fact that his offense can't beat out a lot of other solid defenders like Wolverine. Overall, Cyclops is an excellent character to use and one of the best in the game. ============================================================================= ============================================================================= ------ Iceman ------ Born as a mutant, Bobby has had much trouble trying to cope with the suffering that he had to endure since he was a child. With the ability to accumulate his ambient temperature into a solid hydrodized state, he had much trouble drinking a cup of coffee or playing basketball on a hot summer day. Then came his encounter with the X-Men, in which Professor Xavier helped him control his power and cope with his pain, and since then has remained a valuable team member to the X-Men. However, he sets sights out on stopping Magneto. -----------------------------[Icebeam: D,DF,F+P]----------------------------- Well this is the basic overall projectile, however its much like Cyclops as a thin Icebeam shoots towards your opponents. The Jab version has Iceman hitting downward diagonally(not very much horizontal range mind you), the strong version has him shooting straight forward and the fierce version has him shooting the Icebeam upwards daigonally. There is start up delay incolving this move and it isn't as fast as Cyclops and also this beam only hits once and can be nullified by a single projectile unlike Cyclops'. ---------------------[Ice Avalanche: JP+SK/MK+SP/FP+RK]---------------------- This attack is very useful and should be used often. This has Iceman drop a giant iceball from out of nowhere onto his opponent, it comes out very quick and can be comboed. The stronger the button, the more range it has horizontally. This move does good damage and its an excellent anti-air attack. However, Iceman does take time to recover from it, but he can usually recover before the opponent can do anything. ---------------------[Special Move: Ice Fist: D,DB,B+3P]--------------------- This move is a rather weak move, weak in terms of effectiveness. This has Iceman form ice around his hands and you can press the punch button to swing his hand towards the opponent. The problem with this move is that its rather slow and it isn't very effective because it has such poor priority. If you ask me, just stay away from using this move. ---------------------[Hyper X: Ice Avalanche: D,DF,F+3P]--------------------- This is one of the most damaging supers int he entire game. Not only is it powerful, but it does massive block damage. If your opponent is standing next to you, you can lose about 1/4 of your opponent's life even if they block! Its hard to combo this move because it has such huge start up delay and also he takes a LONG time to recover from it as well. And the fact that the start up delay allows the opponent to easily jump over this super ahead of time really makes it hard to connect. However, I think it does OTG if you cancel quick enough though. ------------------------------[Combos: Iceman]------------------------------- 1. J.Roundhouse \/ S.Forward --> Ice Avalanche 2. J.Fierce \/ C.Roundhouse --> Jab Icebeam(OTG) 3. J.Strong \/ C>Jab, C.Roundhouse --> Artic Attack(OTG) Once again, I'm not really sure if this works on all charaters, I find that it works pretty well against the Sentinel. ------------------------------[Legend: Iceman]------------------------------- Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: ZigZag LAunchers: S.Fierce, S.Roundhouse, S.Forward Knockdowns: C.Roundhouse ----------------------------[Strategies: Iceman]----------------------------- ----------------------------------[Akuma]------------------------------------ This battle shouldn't be too hard for Iceman surprisingly. What I usually do is continuously drop Ice Avalanche's against the opponent. You can do this from a distance and stay away from his attacks and comboes, it does piss off the human opponents though. You shouldn't try to jump in on him because your priority is rather weak. And don't worry about his Messatsu Gou Hado either, you should be able to block it without sustaining any block damage. --------------------------------[Collosus]----------------------------------- This fight should be pretty easy, its usually best if you play a keep away game. However you should try to come in on him and at least attempt a combo because he has very little speed in his attacks and your Ice Avalanche can usually stop his on coming Super Dive drop. Just watch for his Shoulder charge and then counter. ---------------------------------[Cyclops]----------------------------------- This battle will be tough, mainly because Cyclops' projectiles are much quicker than yours and the fact that they hit more times than yours and he can nullify your projectile and still hit you with his beam. And even if you try to jump in on him, he can easily counter and knock you out of the air. And your defense won't be able to hold out much against his jumping attacks. What I usually do is jump in blocking and then throw him with every opportunity I get. When you knock Cyclops down with a throw, you can try to OTG him with your Icebeam or Arctic attack, but getting close to him and throwing him is possibly the best way to beat him. ----------------------------------[Iceman]----------------------------------- This battle shouldn't be as tough as it may look. Watch for Iceman to throw out a lot of beams and Ice Avalanche's. The thing about Iceman is that he can't do much about throws, which is also your weakness since you are Iceman. However, he barely rolls and you have a lot of opportunities to OTG him when you trip him. Jump in often when you anticipate an Icebeam and throw him into an Arctic Attack. ---------------------------------[Omega Red]--------------------------------- Watch for Omega Red, he is usually coil happy at times and uses them at will. Keep firing Ice Beams at him, and note that Omega Red's coils leave him open to attack if he misses and it gives you plent of time to counter attack. Whenever you see him or anticipate him using is Omega Destroyer, you can jump into the air and drop Ice Avalanche's. ---------------------------------[Psycloke]---------------------------------- This is one of your toughest fights yet, however, I've seen Iceman's Icebeam knock her out of her Psi-Thrust. You should jump in often and try to throw her, her defense isn't really much of a deal that Iceman can't handle. Your best bet like any other match is to OTG with your Ice Avalanche, even if the opponent is able to block, make sure she blocks all of it, this way you can knock down a lot of block damage. ---------------------------------[Sentinel]---------------------------------- Ah! The dummy has came out at last! This battle should be no breeze to you at all. The Sentinel calls out his mini-sentinels often, and you should use your Arctic Attack often as well. Your best bet to winning besides doing almost nothing, is to sweep him and then OTG him with your attacks and supers. ------------------------------[Silver Samurai]------------------------------- This guy is just so freakin cheap with those Shurikens of his. Keep firing your Icebeam at him because he always tends to overuse those Shurikens of his. Jump in at him often and combo the crap out of him, he barely rolls also and you can OTG your attacks and supers. Be warned that your throw range doesn't match his and neither does your priority so you may have to watch for that. ----------------------------------[Spiral]----------------------------------- This battle shouldn't be too tough, more even actually. You will have to watch for her Sword dance attack, its best to jump over the swords and attack from above rather than trying to nullify them. And when she goes for her Metamorphesis, its best to use your Arctic Attack from a distance because you can keep her away for a LONG time. Her main weapon will be the Metamorphesis, and if you can keep her away from you while she initiates it, you should be fine in this match. ----------------------------------[Storm]------------------------------------ This battle shouldn't be that tough, watch for her to overdo the Typhoons though. Keep pounding her with your combos and OTG whenever you get the chance. Your Icebeams won't nullfy her Typhoons as easily as other projectiles, but you can time an Arctic Attack just right so that it will plow through her Typhoons and still hit her. Mind you if you start the Arctic Attack after she rolls, she can go behind you and hit you with her Hail Storm, ouch! --------------------------------[Wolverine]---------------------------------- This match should favor you, watch for Wolverine to do a lot of Tornado Claws. You should wait for him to jump in on you and use your standing forward into an Ice Avalanche. He shouldn't be much of a problem, just watch for him to try to combo his Berserker Barrage, but other than that this should be a pretty easy match. --------------------------------[Juggernaut]--------------------------------- This battle will be tough, stay in the air and keep dropping Icebeams at. Use your Arctic Attack while you are on the ground immediately, Juggernaut usually takes the hits rather than try to block them. Also don't try to combo Juggernaut, Iceman isn't the combo character to stun Juggernaut with comboes by the way. ---------------------------------[Magneto]----------------------------------- This battle will be tough, don't try to do anything but runaway when Magneto initiates his forcefield. Doing so means a quick defeat, and watch for his Magnetic Tempest(when all the debris swirls around), when you see this...JUMP! This move is known to take away a chunk of your live, and you should NOT try to OTG him often because Magneto rolls out of the way basically everytime. You shouldn't rely too heavily on your Arctic Attack in this battle because it doesn't connect with a good ratio. -----------------------------[Overall: Iceman]------------------------------- 80/100 Iceman in this game is a really well rounded character with good defense and a posable offense. He has excellent keep away skills and a very effective and powerful super, which can deal a lot of damage even when blocking. However, the downside to Iceman's game is that is throw range is really on the average range and his offensive attacks are really bad as they go in awkwards angles and such. You should be careful when jumping in since you give your opponent a good opportunity to deal some easy damage, even those with an average defense. Overall, Iceman is a good solid character but he's not the combo character that he may look like. ============================================================================= ============================================================================= --------- Omega Red --------- The Russian bio weapon, the counter measure of Canada's Weapon X project. He aims to absorb all the people's vital systems that keeps himself going, but Collosus isn't about to let Omega Red take a walk in the park draining people of their vitality. Not to mention Omega Red was responisble for killing hundreds of people and made Sabertooth what he is today. He was created by the Russian government as an opposition to the people revolutionizing, but his main weakness seems to be the barren sub-zero temperature. Whatever his goals might be, he will have a tough time accomplishing it against Magneto. --------------[Carbonadium Coils: D,DF,F+P then P or K rapdily]-------------- This move is a very effective move to use. Once you catch your opponent with the coil, press the punch or kick or both buttons to drain your opponent's vitality(punch) or to drain their super meter(kick). The jab makes him go straight forward at head head height, the strong makes him throw the coil diagonally up and the fierce makes him throw the coil straight above his head. Keep in mind that you can't really rely on this move to combo because it has a long start up delay. However, you can cancel the coil in the middle of the move by pressing punch, just as long as you didn't connect with the coil. --------------------[Special Move: Air Dash: 3P in air]---------------------- This isn't neccessarily a move, its more like an ability. What this basically does is just allow Omega Red to air dash, and it would glide him for near full screen's distance. This is very useful at times, say you are jumping in for an attack and Cyclops tries to counter with a Gene Splice after you have already air dashed, you can get behind him and start comboing him! -------------------[Hyper X: Omega Destroyer: D,DF,F+3P]--------------------- This super does a lot of damage and you can get about 13 hits maximum out of it. It does good block damage as well as the closer you are to the opponent the more damage and hits that you will do. However, it has a lot of start up delay and you won't be able to combo it unless you OTG with it. Also note that there is basically no recovery time from this move and this super fills the entire screen, and it attacks from both sides so Omega Red does not have to worry about getting counter attacked if the opponent gets behind him. ---------------------------[Comboes: Omega Red]------------------------------ 1. J.Fierce --> Jab Carbonadium Coil For this combo to work you must cancel quickly after the first few hits of his fierce, otherwise it won't connect. Its also an easy cheasy combo that you can use over and over again for an easy victory. 2. Strong Throw --> Omega Destroyer(OTG) 3. J.Fierce \/ C.Jab, C.Forward --> Omega Destroyer(OTG) ---------------------------[Legend: Omega Red]------------------------------- Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: ZigZag Launchers: S.Strong Knockdowns: C.Forward --------------------------[Strategies: Omega Red]---------------------------- ----------------------------------[Akuma]------------------------------------ This match is fairly tough, just watch for Akuma to throw a lot of projectiles. When you have enough levels and you anticipate when he will throw them, use your Omega Destroyer. Its good to jump in with the fierce and cancel into the Jab Carbonadium Coil or you can use the air jab Carbonadium coil from a distance and catch Akuma while he is throwing his projectile. --------------------------------[Collosus]----------------------------------- This battle is pretty easy, your jumping fierce should and be able to nullify Collosus' super armor. Jump in constantly and just combo him and throw him. Also when he goes for his Super Dive, immediately use your Omega Destroyer, it should knock Collosus out of the sky. Overall, one of your easiest battles. --------------------------------[Cyclops]------------------------------------ This battle will be tough, watch for Cyclops to use a lot of Optic Blasts. Once again, always jump in with the fierce, but try to use the fierce early so you can hit him from a distance with little chance of being counter attacked by his Gene Splice. When I say from a distance, I mean use the jumping fierce early or what's really neat is that you can jump in but cancel into the strong Carbonadium coil early, Cyclops will have try to counter with his Gene splice but ends up getting caught by the Carbonadium Coil. ---------------------------------[Iceman]------------------------------------ This battle will be pretty tough. Just watch for Iceman's Icebeam and Ice Avalanches, your Carbonadium coils might not make much of a difference in this match because of how easily Iceman can counter your attacks out of the air. Your Omega Destroyer however, can nullify all his iceballs from his Arctic Attack! -------------------------------[Omega Red]----------------------------------- This battle shouldn't be too tough. Just make sure you go completely offensive in this game because Omega Red's defense sucks. Throw him when you get near Omega Red and keep pounding him with OTG comboes because he will seldomly roll out of attacks. -------------------------------[Psycloke]------------------------------------ This battle will be pretty tough in itself because of her speed and combo capabilities. However, always jump in with the fierce and cancel into the Coils if you do connect. However, if she takes the offensive, you might as well call it a day because your defense sucks and her offense is second best in the game. Try to fake out a human opponent by pretending to jump in with an attack and then quickly use the air strong Carbonadium coil to catch your opponent who uses the Psi- Blade and misses. --------------------------------[Sentinel]----------------------------------- This battle shouldn't be too tough, even though the Sentinel is slow, you pose just as much combo disadvantages as the Sentinel does. Keep pounding the Sentinel with your comboes and always jump in with the fierce. If he decides to overdo the little Sentinels, anticipate it and use your Omega Destroyer. OTG him often because it takes him longer to get up than any other character in the game. -----------------------------[Silver Samurai]-------------------------------- This battle will be fairly easy, just watch for the Shurikens though, you can counter that by using a Jab Carbonadium coil from a distance in the air. Also watch for him to use is Lightning Strike, if your quick enough, you can attack him and nullify his electricity attack at the sane time. Jump in often with the fierce and throw him whenever you get the chance. --------------------------------[Spiral]------------------------------------- This battle should be pretty even all the way out. The only thing you really have to worry about is the Metamorphesis. When she initiates it you can use the Omega Destroyer to keep her away for a while, or you can use the air dash to keep away. Other than that just keep going offensive and continue to attack. ---------------------------------[Storm]------------------------------------- This battle is fairly though. Your first bet when she uses her Hail Storm is to use the Strong or Fierce Carbonadium Coil, whichever is closer when you don't have enough meter for the Omega Destroyer. Jump in often and attack constantly, don't try to match coils with her Typhoons because you'll most likely not win. Basically in this match, just keep an offensive mindset. --------------------------------[Wolverine]---------------------------------- This match is actually one of the easier matches in the game for Omega Red. Even if you get hit by the Tornado Claw, it does very little damage anyways. If the CPU Wolverine does use his Berserker Barrage from a distance, counter that with your Omega Destroyer and basically keep jumping in with the jumping fierce into the Jab Carbonadium air coil. -------------------------------[Juggernaut]---------------------------------- Well Omega Red has one of the best chances at stunning Juggernaut often because of his jumping fierce, you might be able to stun him in the air before landing. Use your Omega Destroyer whenever you see a good opportunity because even if you use it out in the open, his Juggernaut Earth quake will knock you out of your Omega Destroyer and damage you greatly. --------------------------------[Magneto]------------------------------------ This battle will be tough, you basically can't do anything if he initiates the force field because he is completely invulnerable to attacks. If you anticipate the Hyper Gravs, immediately use your Omega Destroyer, otherwise you will be caught. You can use your Omega Destroyer to counter his Magnetic Tempest, it should deflect all the debris away, but don't start it too early or too late. Jump in often with the jumping fierce and cancel into the coil and drain away his super meter guage, otherwise you might eat a very nasty Magnetic Shockwave. ----------------------------[Overall: Omega Red]----------------------------- 79/100 Omega Red has good defensive skills and good throw range both in the air and on the ground. Not to mention he can regain his own life vitality at the expense of his opponent, which is a real plus and he has a rather effective and damaging super. However, the problem with Omega Red is that he has lousy defensive skills, and the recovery time on some of his moves are rather slow and allows the opponent to quickly get an attack in on him. Omega Red is also very slow for a guy his size and when he misses his Coils without retracting, he can be easily countered by an attack, and sometimes from a far screen's distance, a person such as myself tends to press the punch button to early because you want to zap away as much life vitality and X-Power as you can, but that makes Omega Red retract his coils and it never really connects against an opponent. But Overall Omega Red is a good solid character to use with good offense and good throw range. ============================================================================= ============================================================================= -------- Psylocke -------- A.K.A. Betsy Braddock, sister of Jamie Braddock was once an assassin and a part time thief. However, more over than that, her real nationality is of the British nature even though her outside facial features gives her the look of being oriental. Kwannon, the ninja assassin hired by the Mandarin had been found ashored by Spiral, it was then that it was Mojo's idea of switching the minds of both women, Kawwon's mind would be in Betsy's body and Betsy's mind would be in Kwannon's body. This switch would change both their lives forever, more mainly Psylocke's or Betsy's life. Through the years she has joined the X-Men and even had a near fatal encounter with Sabertooth, that is if Wolverine hadn't been there to stop him. However, her goal now like much of the X-Men is to stop Magneto's "fiendish" plans, but like everyone else, she must climb a long way to do that. ---------------------------[Psi-Blast: D,DF,F+P]----------------------------- This is her basic projectile, it travels pretty fast for a non beam projectile and it does a lot of damage. The Jab version makes her shoot the psychic attack downwards diagonally, the strong makes her shoot it at head height and the fierce version makes her shoot it upwards diagonally. You can use this to play keep away or use it in comboes, however it can also be used as an anti-air attack if it is timed correctly. Just make sure you avoid making this a pattern for your human opponent to pick up. ---------------------------[Psi-Blade: D,DF,F+K]----------------------------- This move is Psylocke's anti-air attack. It does good damage and it can be put in combos as well. The short version will have a small aura of energy surround her, good for horizontal defense, especially against dashing characters. The forward version will have her attack diagonally upwards, and the roundhouse version will have her attack straight upwards and in which I think is the best version, mainly because its a good and solid anti-air attack. Even though she has a good anti-air attack, there are still attacks that she has trouble defending against, mainly Omega Red's jumping fierce. You should watch how you use this though, because if you miss you can be counter attacked. -----------------[Special Move: Ninjitsu Split: D,DB,B+P/K]------------------ This move is more of a technique, this allows Psylocke to split up into 4 duplicating images of herself mimicking her motions and attacks. The images can damage, but you cannot damage Psylocke by attacking the images. This is a real advantage and I hardly see any disadvantages at all. However, keep in mind that when you do a special move, the images will mimic the movements but the attack will not come out, so even though you do a Psi-Blast, only one comes out instead of five. This technique only lasts about 10 seconds though, so use it to the best of your advantage. NOTE: Your REAL self must be close to the opponent to throw them. ------------------[Hyper X: Psi-Thrust: D,DF,F+3P then P]------------------- This Hyper X is pretty useful, even though I have yet to find a way to combo it besides OTG. What this super does is make Psylocke a giant moving projectile, it has basically no recovery time and little start up delay and does decent block damage. You can do a second Psi-Thrust by press punch and another direction again. Also note that she can use this move in the air and it has good priority and moves across the screen very quickly. ----------------------------[Comboes: Psylocke]------------------------------ 1. J.Fierce \/ C.Short, C.Roundhouse --> Jab Psi-Blast 2. In corner: D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse --> Fierce Psi-Blast Note that you may have to skip a hit or two against smaller opponents. 3. In corner: Forward throw, S.Strong x6 I've gotten this move to work on the PC version, however on the PSX and Saturn versions, I've had very little luck. Basically you just throw them into the corner and keep pressing strong. ----------------------------[Legend: Psylocke]------------------------------- Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: C.Strong, C.Forward, S.Roundhouse, C.Fierce Knockdowns: C.Roundhouse ---------------------------[Strategies: Psylocke]---------------------------- -----------------------------------[Akuma]----------------------------------- This battle will be pretty tough since Akuma is the only character in the game with bettere combo possibilities than you do. Akuma will go offensive for the battle, since your defense is pretty sub-par, your best bet to winning is to get close to him and throw him when you get the chance. Don't try to jump in everytime with an attack, try to variate between attacks and jumping in while blocking against a human opponent, this usually causes them to miss with a Gou Shouryuken. Your Psi-Thrust can nullify his projectiles, but not his Messatsu Gou Hado. ----------------------------------[Collosus]--------------------------------- This battle isn't too tough, Collosus' defense is pretty solid though, but that doesn't mean you don't have a reason to remain offensive in this battle. Your Psi-Thrust can knock Collosus out of the sky when he performs his Super Dive attack. However, keep in mind that you do not want to trade hits with Collosus, he is basically twice as strong as you are and his Shoulder Charge can come out without notice, so keep in mind of that. ----------------------------------[Cyclops]---------------------------------- This battle is pretty even. Your main concern is overdoing your projectiles and having to eat one of his beam supers. Watch for him to throw a lot of Optic Blasts at you. Don't try to play keep away in this match because you'll most likely lose against his faster and multi hit projectiles. Throwing him into the corner and juggle him is best through and you should always throw him with every chance you get. And you should take advantage of your Ninjitsu Split as you can strike from a distance without having to use your projectiles to try and match with his. ----------------------------------[Iceman]----------------------------------- This battle will bb fairly tough, not too much to handle. You can match projectiles with him, but don't try it too often. Use your double jump to your advantage in this battle as he will use a lot of Ice Avalanches in this match. Throwing him won't do you much good unless you can quickly juggle him in the corner because he tends to roll a lot often after you have thrown him. Double jump when you anticate the Arctic Attack, and get around him and attack, the human opponent usually falls for this often, that is if you don't make it a habit. ---------------------------------[Omega Red]--------------------------------- This match shouldn't be too difficult. Try to roll often when Omega Red throws you, that is if he has a max level of supers. However, watch for a lot of coils being thrown at you, once again double jump and try to psych him out from time to time. However, I find that a lot of Psylocke players confuse themselves when to block as they get crossed up and get hit by the Omega Destroyer. Go offensive in this battle, his defense is basically sub-par. ---------------------------------[Psycloke]---------------------------------- This battle is pretty even since you are fighting yourself. Also when the both of you initiate the Ninjitsu split, the screen will slow down like heck. You should always take the offensive approach and stay out of the corner. Also you should throw often as well, don't try to OTG with your super because Psylocke tends to roll often, and even though you probably won't suffer a counter attack because you can turn around with your Psi-Thrust, if your super does not connect you will have wasted it. ---------------------------------[Sentinel]---------------------------------- This battle will be pretty easy. You should keep the Sentinel pinned in the corner and just keep throwing him. Just watch for for the mini Sentinels. You can jump over them and attack the Sentinel before he recovers if you can anticiapte when he will send out the little sentinels at you. You really won't need to worry about his Plasma Beam, mainly because the Sentinel needs to charge for it, if he immediately fires it at you, it won't do that much damage. And it takes him a while to charge which gives you the chance to attack him and make him waste his super. -------------------------------[Silver Samurai]------------------------------ This battle isn't neccessarily a hard battle. Make sure that you avoid blocking to much from his Shurikens, since they do a lot of block damage. Go into an offensive game in this battle and don't let up. Don't try to throw him to often because he has more throw range than you do. Just watch for his Lightning super, he can OTG you with it. He can't do much about your jumping attacks because of his weak defense, so basically jump in with the fierce and combo him as you land. ---------------------------------[Spiral]------------------------------------ This battle isn't too hard. You should keep to an offensive game throughout this battle. When she starts her Metamorphesis, you can use your Ninjitsu Split to keep her away, just keep pecking at her with your jabs. You can use your double jump to avoid the sword dance, but other than that there isn't much strategy involved in this battle as basically its an offensive game for Psylocke. ---------------------------------[Storm]------------------------------------- This battle isn't too tough. Like all other matches you should go all out offensive in this match. Just watch for Storm to throw out a lot of Typhoons, her Lightning Storm can pose problems though, that is if she catches you out of your Psi-Thrust. Your images always helps in this match, and you should knock Storm out of the sky with your fierce Psi-Thrust when she prepares for the Hail Storm, otherwise you can eat a lot of block damage. -------------------------------[Wolverine]----------------------------------- This match shouldn't be hard, just avoid jumping in attacing too often as Wolverine's defense is possibly the best in the game(or at least tied with Akuma). However, Wolverine's priority jumping in isn't really that effective, you can use your Psi-Blade or crouching fierce to counter his jumping attacks. Note that your Psi-Thrust has more priority than his Berserker Barrage. -------------------------------[Juggernaut]---------------------------------- This battle will be tough, you should stay in the air and keep blasting your Psi-Blasts. Your images will help a lot in this battle as you can perform a combo from a distance. Never stay on the ground for an extended period of time(probably about 5 seconds) because Juggernaut's Earthquake does an absurd amount of damage and you can't block it on the ground either. Also use your Psi-Thrust from the air when Juggernaut is caught in his animation. If you use from the ground, Juggernaut can hit you out of it before you actually start to stun him. ----------------------------------[Magneto]---------------------------------- This battle will be another tough battle, don't do anything but run while his force field is on, your images won't even help you out at all when he does this. Watch for him to use his Hyper Gravs at you, you cna nullify and damage him greatly if you initiate the Psi-Thrust just prior to him using the Hyper Gravs. Your double jump really helps out in this battle as well because you cna use that you escape block damage from the Magnetic Tempest. -----------------------------[Overall: Psylocke]----------------------------- 91/100 Psylocke is one of the best characters in the game(2nd only to Akuma of course). She has a good and very solid defense which can ward off defenders and allow her to go offensively. Her X-Power ability is really a great asset to her overall ability and not to mention the fact that she has very high combo potiential and very fast speed with good throwing range. There isn't much negatives about her other than the fact that with a well timed attack, her defense can collapse and the fact that when she jumps in with an attack, she can be easily knocked out of the air which sometimes and usually forces her to dash in with attacks, and some characters can counter this(ala Cyclops' Running Neckbreaker Drop). But basically overall, she can deal out a lot of damage very quickly thanks to her speed and her super combo as well as her combo ability. ============================================================================= ============================================================================= -------- Sentinel -------- The government formed robots are out to destroy all mutants, especially the X-Men. These mutant hating robots sky as tall as 20 feet and weigh nearly 30 tons(even though it is all mainly plastic, which prevents Magneto from amnipulating them). They have no sense of thought or sense of feeling or emotion, they are sent out to hunt and track mutants down until every last one of them is made history. The Sentinel can maintain flight and call for its little buddy sentinels to help out when needed, but they are often slow with a lot of delay time in response. However, Magneto poses a great threat to the humans as he wants a mutant solidified state where all mutants rule and the Sentinel isn't about to let that happen. --------------------------[Rocket Punch: D,DF,F+P]--------------------------- This move is pretty interesting, but far too risky to be using it even occasionally. The jab version has the Sentinel extending his arm downwards diagonally, the strong version has the Sentinel extending his arm straight across at head height(Cyclops' head height, not the Sentinel's) and the fierce has the Sentinel extending his arm diagonally upwards. Its a quick attack to use and it does good damage, but the problem with this move is that its slow and it has a lot of recovery time which leaves the Sentinel open to an attack or combo, you can use this as a defensive precaution, but other than that, I really don't see much use to it. --------------------------[Sentinel Force: D,DF,F]--------------------------- This move is a bit odd, it has three mini Sentinels flying towards the Sentinel's opponents. The short version has the mini-Sentinels fly out and you can use the directional pad to steer them up or down, the forward version has the sentinels flying all the way to the end of the wall and if you press Forward during the duration of this move, one of the Sentinels will come closer towards the opponent, the roundhouse version has mini bombs that drop out, but you must hold roundhouse as you start the move and release the roundhouse button whenever you want the bombs to drop. This move is pretty nifty and neat might I add, it will leave the Sentinel open to an attack for a long time, but the mini Sentinels can still attack you if you are near them. ---------------------------[Mutant Grab: D+P(OTG)]--------------------------- Okay, its a corny name I know, but what else would I call it? Basically when your opponent is down, you can walk over to them and pick them up and the Sentinel will hold the opponent(much like Zangief's dash in later games) and pressing the medium or strong punches will result in the Sentinel throwing the opponent. Its very useful and it can give you a lot of upset victories. ----------------------[Special Move: Flight: D,DB,B+3P]---------------------- This move is basically the same as Magneto's and Storm's flight abilities. However, there is a limit to how long the Sentinel can stay in the air, but he can be knocked out of the air with a simple attack. You can stay in the air and use the Jab Rocket Punch all day to annoy the heck out of your opponent, otherwise avoid using this move because it stinks and it does nothing for the Sentinel. --------------[Hyper X: Plasma Storm: D,DF,F+3P then P rapidly]-------------- This Hyper X is a really pathetic super, it does good damage and all, but you must charge for it to do so. If you press the punch button real fast you can build it up for more damage but usually I can't tap fast enough without a rapid fire controller and I usually get knocked out of it before I even finish charging. You can also throw out a few waves in succession if you increase the time intervals between your taps, but don't delay too much, otherwise you will jsut throw out a really weak blast. -----------------------------[Combos: Sentinel]------------------------------ 1. Sentinel Force, Rocket Punch, Mutant Grab(OTG) This is the only combo I use basically, the Rocket Punch should ground the opponent to allow you to pick them up. Otherwise I wouldn't know too much combos for this programmed mutant racist. -----------------------------[Legend: Sentinel]------------------------------ Ground MAgic Series: Weak Start Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Kick to Punch Launchers: S.Forward, S.Fierce Knockdowns: None. ----------------------------[Strategies: Sentinel]--------------------------- ----------------------------------[Akuma]------------------------------------ This battle will be tough, and you will have to get use to it against the other opponents since the Sentinel is quite possibly the crappiest character in the game. Use a lot of Sentinel Forces, and don't be afraid to trade hits with Akuma's Gou Hadouken with your Rocket Punch, your hit does more damage and it will go through his projectile and still damage him. Keep calling out your Sentinel force because you've basically got no good or even decent jump in attacks to start any real comboes. ---------------------------------[Collosus]---------------------------------- This battle will be tough, watch for a lot of Shoulder Charges. Just like the battle with Akuma, use a lot of Sentinel forces but don't try trading hits with the Shoulder Charge, its probably just as strong as your Rocket Punch. Note that you can use your Sentinel Force to knock Collosus out of his Super Dive as well as nullify his super armor, but you must start the move early, otherwise you probably won't get the attack to connect. ---------------------------------[Cyclops]----------------------------------- Oh boy. This battle ranks up there with Juggernaut and Magneto as one of the toughest battles in the game for the Sentinel. If you use your Sentinel Force too often, you will end up eating a lot of Optic Blasts from Cyclops. What you should do is jump over above and use a Jab air Rocket Punch, but avoid using it too often because Cyclops can counter with his ground Fierce Optic Blast, not to mention his other supers. ---------------------------------[Iceman]------------------------------------ This battle will also be tough. Avoid using the Sentinel Force too often as Iceman can catch you with either the Ice Avalanche or his Icebeam. Use an air Jab Rocket Punch, however like Cyclops you must watch for the ground Fierce Icebeam that he can counter you with. Don't be afraid to get close to Iceman and throw him, his throw range and priority sucks and you should always try to throw him and pick him up while he is on the ground as well. --------------------------------[Omega Red]---------------------------------- This battle will be tough, the downside to this battle is like the battle against Cyclops and Iceman. However this time Omega Red can drain you of your energy and use it to refill his energy as well as his own super meter. But like the battle agaisnt Cyclops and Iceman, you can use the air Jab Rocket Punch and don't be afraid to throw him, both your throw ranges and throw priorities are pretty much even and it all depends on who started the throw motion first. Watch for OTG attacks though. ---------------------------------[Psylocke]---------------------------------- This will be another tough battle, however in this battle you can deal out more damage as her defense is one of the weakest in the game. You should use your Rocket Punch from a distance often and call out a lot of Sentinel Forces, even if she hits you with her Psi-thrust super, the little Sentinels will knock her out of it. Try to avoid jumping in too often and throw when you get the chance, and note that you should run away(not block), and keep running away when she initiates her Ninjitsu Split. If you just block, she will keep pecking at you and try to get closer to you and then start to throw you. ---------------------------------[Sentinel]---------------------------------- This battle is fairly tough, its pretty much even all the way through since you are fighting yourself. You should try to jump in a lot, maybe use your jumping fierce and just complete the weak start magic series as your on the ground and cancel into a Rocket Punch, that's the basic combo for the Sentinel. Throw if you want, but that's basically just an option. He will use a lot of Sentinel forces though, counter that quickly with a Rocket Punch and block. ------------------------------[Silver Samurai]------------------------------- This battle is pretty tough. Don't block his Shurikens too often, one of them deals out a lot of block damage it isn't even funny. You should call out a lot of Sentinel Forces and you can trade hits with his Shuriken in exchange for your Rocket Punch, his Shurikens do very little damage despite doing a lot of block damage. Avoid staying on the ground when the Silver Samurai initiates his moves, otherwise he can start to corner you and pound the crap out of you. ----------------------------------[Spiral]----------------------------------- This battle will be tough, her Sword Dance can easily outmatch your Sentinel Force and Rocket Punch. Its best to stay in the air when she starts this and try to fool her into throwing the swords. Also your main worry is her Metamorphesis, your best bet is to have enough levels of super foryour Hyper X, then use it, you can use this to your advantage to keep her away, you cna make the human opponent paranoid, you can let out one wave and charge for another, and as she tries to grab you, release the super and watch her get knocked by it! You really have to mess with your opponent's head in this battle. -----------------------------------[Storm]----------------------------------- This battle will be pretty tough, and the thing about the Sentinel is that when she starts her Hail Storm, seldom does the Sentinel ever reach Storm in time because of the fact that the Sentinel is just so friggin slow. Use your Sentinel Forces a lot, her Typhoon may be able to knock out one minature Sentinel but it can't knock out all three of them. Make sure you use your super wisely, otherwise you can catch you with her MUCH QUICKER super. ---------------------------------[Wolverine]--------------------------------- This battle will also be pretty tough. Rocket Punch him all day and use your Sentinel Force to keep him away from you. Avoid jumping in, but you should use your air Jab Rocket Punch from a distance to keep Wolverine grounded. Don't try to throw him when you get near him because his throw range is much greater than your throw range. Watch for a lot of Drill Claws because Wolverine can go trigger happy with it and you should use every chance he misses with an attack to counter. ---------------------------------[Juggernaut]-------------------------------- This battle will be tough, good luck trying to pull off the Plasma Storm because Juggernaut will most likely hit you with his Juggernaut Earthquake before you can even charge long enough to deal even fair damage with it. You should stay in the air as much as possible and hit him from above with your jab Rocket Punch, and keep repeating this as Juggernaut uses his Juggernaut Earthquake. -----------------------------------[Magneto]--------------------------------- This battle will be another tough battle, however you should aways use your Sentinel Force and you can throw Magneto as he is inside his Force Field, but other than that stay away from him as much as possible when he initiates the Force Field. Also you should stay in the air often, the Sentinel isn't fast enough to avoid Magneto's Hyper Gravs, which are nearly impossible for the Sentinel's slow ass to move out of. Use a lot of air jab Rocket Punches and keep repeating that pattern, you can knock Magneto out of his Hyper Gravs if you hit him prior to the Hyper Gravs coming out. -----------------------------[Overall: Sentinel]----------------------------- 68/100 The Sentinel has some good assets, he can take damage pretty well and can deal out a lot of damage with his regular attacks. However, opponents can easily dismantle this robot apart. The Sentinel is just so friggin slow its not even funny(hahahaha) and his defense is really crappy. Opponents can always find a hole in his poor ass defense and just come in for a combo, especially those smaller and more speedier characters. Then you have his offense to deal with, his attacks are always coming in at an odd and awkward angle that just makes it so hard to attack the opponent with a good attack and then later allows the Sentinel to follow up with an attack. Then you have his very poor magic series, which basically does jack for him since he can't even connect his weak start in a solid and effective combo. Basically overall, if you want a good character to use, pick somebody else because apparently somebody forgot to program these robots right. ============================================================================= ============================================================================= -------------- Silver Samurai -------------- The Silver Samurai is a known and long time enemy fo the X-Men. The suit he wears which is one of the channels of his mutant powers gives him protection against attacks and projectiles. As the member of the Yashida clan, his skills are top notch and his sword gives him immeasurable powers. However, his goal now is to defeat Magneto and hopefully start a mutant clan of his own, and much people won't follow him unless he can get the job done. ----------------------------[Shuriken: D,DF,F+P]----------------------------- This Shuriken can be used in comboes, but its rather slow and does only decent damage. However, this Shruiken does A LOT of block damage and even just 5 or six of these can equal the block damage fo the Arctic Attack! There is little start up delay to using this move as well as little recovery delay. It doesn't matter what punch button your press because they all travel the same direction at basically the same speeds. ----------------------[Fury Sword: F,D,DF+P/P rapidly]----------------------- This attack is very useful, treat it like you would Chun-Li's Hyaku Retsu Kyaku. It does a lot of damage and a lot of block damage and I think it can be used in comboes as well. It can also be used as a horizontal defense to guard against dashing attacks. There is little recovery time and little start up delay on this move, making it a safe move to use up close. -----------------[Special Move: Samurai Teleport: D,DF,F+K]------------------ This move allows the Silver Samurai to quickly disappear and re-appear at the same spot he had disappeared from. This is a semi useful move, but he takes a small while to recover from it, which can sometimes be hazardous because in beam supers like Cyclops' Mega Optic Blast, Silver Samurai can get it with the super as he is recovering from the super. ------------------[Special Move: Elemental Sword: D,DB,B+P]------------------ Once you perform this move, ice, fire, and lightning will appear on his sword. The Jab is for lightning, the strong is for ice, and the fierce is for fire. With the Ice you can freeze your opponent when you throw your ice attack at them, but you must charge for it, you charge by holding the button as you start the move, then release. It should take probably a split second, which is more than enough time for your opponent to attack you. Also note that your super meter does not gain while you are attacking as your sword becomes comprised of elemental powers. -----------------[Special Move: Multiple Samurai: D,DB,B+3K]----------------- This move is much like Wolverine's Power Gem in Marvel Super Heroes, however the Silver Samurai can deal out as many as 4-6 hits with a single attack! This cna lead to some giant comboes as mirror trailing shadow images mimic the moves of the original Silver Samurai. I basically see absolutely no disadvantages to using this move at all and you should use it often, especially against Juggernaut and just one hit will stun Juggernaut! ----------------[Hyper X: Singing Blade of Thunder: D,DF,F+3P]--------------- This super is much or probably EXACTLY like Storm's lightning storm. The closer the opponent is to you, the more damage it will do, however as the opponent is far away, it will do pitiful damage unlike the Lightning Storm. This does good block damage up close and it will OTG a down opponent if you are quick enough. However, the recovery time is pretty bad, so make sure your opponent is far away when you miss. Also this super cna be used as an anti-air attack if you can time it right as it basically fills up the entire screen as the only way to get out of its line of fire is to super jump. ------------------[Hyper X2: Samurai Shuriken: D,DB,B+3P]-------------------- This is basically a giant version of his regular Shuriken, nothing special and it really isn't worth the amount of super since it takes about 2-3 regular Shurikens to equal the damage of this super. It does a lot of block damage, but barely more than his regular Shruiken, nothing much here to use. --------------------------[Combos: Silver Samurai]--------------------------- 1. S.Fierce --> Shruiken 2. C.Roundhouse --> Singing Blade of Thunder(OTG) 3. J.Fierce \/ S.Jab, S.Fierce --> Samurai Shuriken --------------------------[Legend: Silver Samurai]--------------------------- Ground Magic Series: Weak Start Jumping Magic Series: Weak Start Super Jumping Magic Series: Weak Start Launchers: S.Roundhouse, C.Fierce, C.Forward, S.Strong(2nd hit) Knockdown: C.Roundhouse -------------------------[Strategies: Silver Samurai]------------------------ -----------------------------------[Akuma]----------------------------------- This battle will be tough, watch for Akuma to throw out a lot of Gou Hadoukens, which you can nullify with your Shuriken, but that really won't get you anywhere. Try jumping in a lot and combo him when you can anticipate him throwing out his Gou Hadouken. You shouldn't try to OTG him too often because he usually rolls out of it, even though your Singing Blade of Thunder will protect your from all sides, if you don't connect you've wasted a level of super. Basically just play offensively in this game because your defense really won't help you much against his attacks. ----------------------------------[Collosus]--------------------------------- This battle will be pretty easy, you should throw out a lot of Shurikens to peck away at his life and always be on the offensive and keep him pinned in the corner by pecking at him with your jabs. Try to throw him often as well because he will block in the corner often and you should throw him when he is blocking. OTG often with your Singing Blade of Thunder often and basiclaly just keep pounding him offensively, your defense really won't help much in this battle anyways. ----------------------------------[Cyclops]---------------------------------- Think offensively in this battle, but avoid jumping in with an attack everytime as you might eat a Gene Splice, but instead jump in and throw an airborne Shuriken as he attempts to use his Gene Splice. Cyclops often rolls out after being grounded so its not a good idea to waste your super meter trying to OTG him. Don't let him try to get the offensive in on you because his offense will overwhelm your defense. And avoid playing keep away, his Optic Blast alone is enough to knock out your giant Shuriken. ----------------------------------[Iceman]----------------------------------- This battle is pretty even, the odd thign about this battle is that your ice attack actually damage Iceman. I think somebody forgot the friggin profile while writing Silver Samurai's data. Basically just go offensive in this match, your Singing Blade of Thunder can completely nullify all of his iceballs in his Arctic Attack. OTG him when you get the chance, as he barely rolls and throw him when you get near him, your throw range and throw priority is much greater than his. --------------------------------[Omega Red]---------------------------------- This battle should favor you. Watch for a lot of Carbonadium Coils to be thrown at you. You can match coil with Shuriken all day, but that won't get you anywhere. Go offensive on Omega Red as his defense is pretty much under par, but so is yours, so its important to keep offensive in this match and avoid letting Omega Red take the offensive on you. You should try to OTG Omega Red once in a while with your Hyper X, but he will roll out of the way from time to time. You shouldn't try to get close to him because Omega Red's throw range is greater than yours. --------------------------------[Psylocke]----------------------------------- This battle will be tough, you should throw when you get the chance and use your Multiple Samurai ability, it should help you a great deal in this match as you can inflict multiple hits and massive damage just by performing a simple weak start magic series, this is significant because she doesn't take damage well at all. You can throw her when you get near her, but her range is just as good as yours, so be warned about that. She will roll out of the way basically everytime you try to OTG her, so keep that in mind. --------------------------------[Sentinel]----------------------------------- This battle is pretty easy. You should always play offensively in this battle and OTG him with your Hyper X often. The Sentinel is too slow to do much about it and keep a constant offensive surge going at him, this prevents him from attacking you with his Rocket Punch and Sentinel Force. This should be a pretty easy battle all the way around, however, never try to throw your Shurikens from a distance because his Rocket Punch will get you before you get him, and not to mention the fact that the Rocket Punch does a lot more damage than your Shuriken and you shouldn't waste your time playing keep away against him when you can be going offensively. -----------------------------[Silver Samurai]-------------------------------- Well this battle should favor whoever gets the first attack off first. You already know that your defense is pitifully weak, and you should go offensive in this battle. Throw him whenever you get the chance and OTG him afterwards, don't try to make this a longer fight than it has to be by throwing out your Shurikens in hopes that he will get tired instead of playing an offensive game. Your comboes are basically the only thing you need to win this battle, you shouldn't have to rely on keep away tactics and using your super. --------------------------------[Spiral]------------------------------------- This battle will be pretty even, watch for her Dancing Swords, you can fool her into throwing it by standing near her and intentionally missing on your fierce or roundhouse attack and quickly cancel into the teleport to get out of the way. Your Singing Blade of Thunder can be used to keep away Spiral when she initiates her Metamorphesis, but don't use it immediately when she starts the super because even after your super is over, she will still have an ample amount of time to capture you in her super. Instead wait or even use your Multiple Samurai ability and then try to combo her before she attacks you and then cancel into the Singing Blade of Thunder. ---------------------------------[Storm]------------------------------------- This battle should be pretty even, and good luck trying to match Shuriken with Typhoons because it isn't going to happen. You should try to keep an offensive game intact, while Storm's offense isn't really something to worry about, keep in mind once again that your defense sucks. You really won't do much blocking all day and hoping to counter attack because mostly all her moves have little recovery delay. You should throw often when you get near her and whoever starts their super second will over- prioritize the other opponent's super. --------------------------------[Wolverine]---------------------------------- This match should favor you. The only thing Wolverine really does is just go berserk with his Tornado Claw. You should throw him into an OTG combo as you are near him when he lands. Note that Wolverine likes to use the Drill Claw to get out of certain situations, you can fake like you are going to counter attack and then use your Singing Blade of Thunder to knock him out of the air as he attempts to escape. His Berserker Barrage will eat your regular Shuriken though, but you can use your Fury Sword to knock him out of his Berserker Barrage in the later frames of animation. -------------------------------[Juggernaut]---------------------------------- This battle is another tough battle to endure. Use your Multiple Samurai ability and attack Juggernaut in his the middle of his attacks, you should be able to sun Juggernaut when he gets caught for as long as your super cna hold out. Just keep pressing Jab when you get him stunned and you can get over 20 hits! You should throw Juggernaut once you get behind him or use your Singing Blade of Thunder, but always remain in the air to avoid his Juggernaut Earthquake, which can end your match in a hurry. Note that Juggernaut never rolls in this match, take the opportunity to OTG with your Singing Blade of Thunder. --------------------------------[Magneto]------------------------------------ This battle will be tough, you can't really do much when Magneto initiates his Force Field other than throwing him. You should run away and avoid his attacks when this happens. Use your Singing Blade of Thunder when you anticipate him to use his Hyper Gravs, which will nullify his Hyper Gravs and do good damage against Magneto. Don't try to OTG him often because he will usually roll out of thr way. Keep the offensive pressure going in this battle and never let up on your attacks. -------------------------[Overall: Silver Samurai]--------------------------- 82/100 The Silver Samurai has a good and solid offensive game with adequate keep away skills. He can quickly deter away a lot of block damage from an opponent, even when the opponent is blocking. He has good throw range that can be used to counter missed attacks and a very effective super that plays a good part in his defense. The downside with the Silver Samurai is that he can't really defend well against attacks without having to result to his super and his speed is pretty slow for someone who is just a little bigger and a little shorter than Cyclops. Overall if you want to use a good solid character, than the Silver Samurai is your man. ============================================================================= ============================================================================= ------ Spiral ------ Spiral, the follower and lead executive producer of Mojo and his entertainment studios which pits foreign mutants against his own little television creations. She was the one who found both Kwannon and Betsy Braddock and helped the two of them switch the minds of each other. Her powers range from her six arms, each arm possessing great strength, and she has the ability to teleport and create an electrical force around her which can stun opponents(even though she does not have this move in the game). ---------------------[Dancing Swords: F,DF,D,DB,B+SP+FK]--------------------- This move is her prime move and you should try to master this first more than anything else in her artilery. Once you initiate this move, six swords will fly around her, you can press the punch button to throw the swords, the stronger the button you press, the more swords she will throw. This is a very powerful attack, and quite possibly the strongest single attack in the game besides the Juggernaut Earthquake. There is little start up and recovery delay from this move, but as she is throwing the swords, she will be left vulnerable to attack, you can also throw the swords in the air as well. --------------[Sword Launch: Initiate Dancing Swords: D,DF,F+P]-------------- This basically will have Spiral hurl her swords at you, it doesn't matter how many swords she has when she does this though. The Jab version will have her throwing the swords diagonally downwards, the strong version will have her throwing the swords at head height, the fierce version will have her throwing the swords straight upwards. You can combo this up close, but make sure you don't miss with it because the recovery time is pretty bad. Also note that she can throw the swords in the same directions as on the ground in the air. -------[Special Move: Spiral Destruct: Initiate Sword Dance D,DF,F+K]-------- This move will require one level of super, after you have initiated the Sword Dance, you are given the option to use them in several odd attacks, assuming of course you have at least two levels of super in your guage. The short version will have her explode the swords and send a surge of energy surrounding her. The forward version will have her create a whirlwind sword, and the roundhouse version will have her create a homing missile type of sword that follows your opponent(much like Shadow Lady's Heat Seeking Missiles in Marvel vs. Capcom). Each one of them has a certain use for certain situations, practice them and master them and you'll easily pick these attacks out in a certain situation without hassle. -------------------[Special Move: Mirror Dance: D,DB,B+JP]------------------- This move is one of the most confusing, but best moves in the game, if not the best. What this move will do is have Spiral switch positions of her opponent! That's right, your opponent can be gearing up for a super but as you perform the move you will switch places on the screen! Also when the opponent crosses you up, just do the Mirror Dance and cross your opponent up! Its a really neat move that's easy to master and can really turn the tides in your favor. There is basically no recovery time and recovery delay on this move, so feel free to use it often and fool your human opponent! Watch out though, the computer opponent(as you can expect) does not get fooled by this as easily as a human opponent. -------------[Special Move: Spiral Teleport: D,DB,B+FK then P/K]------------- This her basic teleport, much like M.Bison's teleport in later games. Press the punch or kick button immediately after performing this motion. Think of the punches and kicks as a guide to where she will land, you can use the 6 button configurations to know where she will land. For example, when you press Jab, she will land at the top left and if you press roundhouse she will teleport to the bottom right. There is very small recovery time from this move though. ------------------[Special Move: Frame Reducer: D,DB,B+SP]------------------- I call this the frame reducer because that's exactly what it does to the game. Once she starts this, a lot of her frame animation is dropped and the game slows down a bit, that's why I call it the Frame Reducer (^_^). I haven't gave it one of my Dingo Jellybean names because I can't think of one(dammit Capcom, why don't you just list all the moves instead of being so ignorant like you did in those old Street Fighter manuals). This move will basically speed her up, making her twice as fast, but other than that, you might as well avoid using it because it has very little advantages. -------------------[Special Move: Mirror Split: D,DB,B+RK]------------------- This move will make Spiral disappear and become invisible. However, the really crappy thing about this is that you can see her shadow, umm... Capcom, do you realize that if you can see through something, it does not block light? That what glass does. There is no point in using this, actually your opponent will have the advantage over you because you will have a hard time seeing what the heck you are actually doing. -------------------[Special Move: Power Split: D,DB,B+SK]-------------------- This move will allow Spiral to increase her attack power for a few seconds. By this you can pull off a simple combo and do massive damage! I should use this often, especially against the power characters like Juggernaut, Collosus, or the Sentinel. However, I'm not really sure if you can combine the two moves together though(the Speed Split and Power Split). --------------------------[Floating Grab: D,U+P]----------------------------- This move will have Spiral float up and attempt to grab her opponent that is above her. Once she grabs the opponent, she will throw the opponent and give you a quick chance to juggle the opponent. However, if she misses, she will be left vulnerable to an attack. ------------------[Hyper X: Metamorphesis: D,DF,F+3P then P]----------------- This super is one of the most effective supers in the game, it works EXACTLY like Shuma Gorath's Chaos Dimension(that is those of you familiar with Shuma Gorath). If the opponent near her is not blocking when she initiates the move, it will knock them and stun them long enough for you to catch your opponent. Once she catches her opponent, she will pummel the opponent by mimicking all the characters in the game, and she will repeat other characters for a total of 19 hits. Since this is the only auto super in the game, it does full damage each time you connect with it. The only problem with this super is that she must get near her opponent to catch them in it, this can be a real pain against Iceman or Cyclops who can easily keep you away all day. Use it when the opponent is down and as they get up, snatch 'em! ------------------------------[Comboes: Spiral]------------------------------ 1. Initiate Sword Dance, Punchx3 This basically will connect in a combo if you press the buttons consecutively for a total of 6 hits, not bad either. 2. Initiate Metamorphesis, Floating Grab, Catch opponent in Metamorphesis This is one of the cheapest combos to date, just juggle the opponent with this and you'll already drain about 1/3 of your opponent's life. ------------------------------[Legend: Spiral]------------------------------- Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Reverse ZigZag Launchers: S.Forward, S.Roundhouse, C.Roundhouse, C.Fierce Knockdowns: None ----------------------------[Strategies: Spiral]----------------------------- ----------------------------------[Akuma]------------------------------------ This battle will be pretty tough, what you can really do is just keep switching places with Akuma everytime he throws a projectile. However, since you don't have unlimited X-power, you will have to play a little defense at times. Always keep a few swords around you, this is essential to winning the match. You can use your swords as a defense mechanism, like when Akuma throws out his Messatsu Gou Hado, your homing blades will catch him and you will be able to block in time, assuming of course you did start the motion for the homing blades(D,DB,B+RK) early enough. ---------------------------------[Collosus]---------------------------------- This battle should be easy, but it doesn't hurt to boost your attack power either. When he initiates his Super Armor, you can use your Speed Split and keep pressing jab when you are near him, you will be quick enough to continuously attack him without being attacked and you will be able to stun him. Also note that your homing blades will knock Collosus out of the sky when he tries to attack you with his Super Dive. ---------------------------------[Cyclops]----------------------------------- If your smart enough(which I'm betting no), you can easily win this match using your mutant powers! Okay everybody has to use their mutant powers in this game, but what I mean is that you can swap places with Cyclops often, even in the air! This is a great way to confuse the human Cyclops due to the fact that he constantly will try to come in and combo you, but you can turn the tides and get into the jumping in combo position! Neat! Also note that against the CPU Cyclops, you can switch around with him because he will go Optic Blast crazy. Also you can stop Cyclops' supers with your Mirror Swap. ---------------------------------[Iceman]------------------------------------ This battle against Iceman will be pretty tough. But like the last battle can be made untough with your nifty tricks you can use over and over again against the CPU! You should play offensive as well because Iceman's defense is really pathetic, just make sure you watch for his Arctic Attack though. And you should always keep a few swords handy, your swords (if you throw out enough of them) will nullify his Icebeam and still charge at him. --------------------------------[Omega Red]---------------------------------- This battle will be pretty tough. Don't try to switch places when Omega Red does his Omega Destroyer on the ground, you can get crossed up and you will eat the Omega Destroyer. You just really need to watch for the jumping fierce and the Carbonadium Coils, human Omega Red players will drain you of your X-Power rather than your life guage. So you should use it up rather than risking that chance by speeding yourself up and confusing him by switching places. --------------------------------[Psylocke]----------------------------------- This battle will pretty pretty difficult to win, even with all your snazzy techniques. She can easily double out of the way of your swords and attacks. You should still use all your special techniques like Mirror Swaps and Power Splits, just make sure not to swap with Psylocke when she initiates her Ninjitsu Split. If you do, you will still be stuck with a dilema as Psylocke will still be able to corner you because of all those extra images. You should keep a lot of swords handy(about 4-5) at all times and always go in for the offensive with your swords intact. --------------------------------[Sentinel]----------------------------------- This battle is just way to easy. Use your super and just catch his slow robotic bottom. Your Sword Dance can easily knock out those minature Sentinels. You should throw the Sentinel a lot to and just save your X-Power for your Metamorphesis super. This is basically a very easy fight to win, just make sure you don't let the Sentinel go on a rampage with those minature Sentinels because once he starts them, its really hard to recover. -----------------------------[Silver Samurai]-------------------------------- This battle will be a bit tough, since the Silver Samurai has some neat tricks of his own. You should switch places with him a lot, the CPU Silver Samurai will throw out a lot of Shurikens. Just make sure that you avoid letting him get the offensive, your Floating Grab isn't exactly the best anti-air attack, and its actually one of the worser anti-air attacks in the game. Both your throw ranges are pretty much even, and like all battles, you should have a few swords swing around you just in case. ---------------------------------[Spiral]------------------------------------ This battle is pretty much even. However, the CPU has the same bug in her AI to use her Mirror Swap everytime she has enough levels for it. So expect this a lot in the battles because it will happen quite often, you should use your Metamorphesis over anything else in this battle, along with keeping a few swords singing around you. The CPU will usually be caught in the super like 80% of the time, however, when your opponent initiates the super, just keep swapping positions, this is a great keep away tactic, or you can use your swords and throw them at her to keep her away. This works great on human opponents especially. ----------------------------------[Storm]------------------------------------ This battle shouldn't be all that too tough to handle. You should really watch for her movements, when she prepares for the Hail Storm, you can switch places JUST AFTER her Hail Storm begins, and you will switch spots with Storm and her Hail Storm super will be wasted! Timing is the key though and you have to take into consideration of the delay time as well. Your Sword Dance will be helpful in this battle, especially when she over uses her Typhoons, your homing blades will reach her without you being scrapped, that is if you use the homing blades from a distance. --------------------------------[Wolverine]---------------------------------- This battle shouldn't be all too tough either. Wolverine's offense is really pathetic, but that doesn't mean you should take your defense for granted. Keep a lot of swords around you and your swords will easily knock Wolverine out of his Berserker Barrage. Switch places often, especially when Wolverine uses his Tornado Claw or Drill Claw, it will even catch the computer opponent off guard! Don't bother trying to throw Wolverine though, he porbably has the best overall throw in the game in terms of range and priority. --------------------------------[Juggernaut]--------------------------------- This battle will be tough, use your Speed Split and get behind Juggernaut and press jab as he misses with his Juggernaut Earthquake. You will move so quick that your jabs will stun Juggernaut and you will be able to take advantage of his weaker defense when you have nullified his super armor. Also note that your Metamorphesis works EXCELLENT in this battle as you can catch Juggernaut with a snap of a finger. Just make sure to stay in the air often to avoid his Juggernaut Earthquake and catch him with your super. ----------------------------------[Magneto]---------------------------------- This battle will be pretty tough as well. I think you can catch Magneto in his Force Field with your Metamorphesis, but I haven't tried it yet though. Your Dancing Swords will be very handy in this battle, you can use them immediately to cancel out his Hyper Gravs. And switch places with Magneto often as well, especially when he starts his Magnetic Tempest. You should try to throw him once in a while with every chance you get, Magneto's throw range isn't neccessarily that bad, but your throw range should get the best of Magneto. -----------------------------[Overall: Spiral]------------------------------- 81/100 Spiral is a good character to use with decent throwing range. Her offensive and keep away abilities are top notch, having the Sword Dance perfected can make a poor Sprial user into a superb Spiral player. Also the fact that she has a very good and very effective super, mainly the Metamorphesis. However, her offense isn't exactly too good and her throw range is pretty sub-par. Another problem wiht Spiral is that she must always have swords around her, without it her offensive ability basically goes kaplutz since she has to rely on it so often. But overall her overall game is very good and she can win a lot of battles if you know how to use her. ============================================================================= ============================================================================= ----- Storm ----- Storm, best known as Ororo Monroe. Her past is but a terrifying one. Back in her past she was carrying home lodges of water with her parents, however, it would soon follow that her parents would die. This was the result of a mysterious collapsing building that she and her family would pass by. However, she was not found for days and she was stuck in the darkness of the rubble for many days and each day added to her fear of darkness and close areas or in other words, she was developing claustrophobia. While she was stuck int he rubble, she saw a shadowy figure, that in which would haunt her until the day Psylocke would seal away the Shadow King for good. However, her goal now is to stop the madness of Magneto in anyway possible. ----------------------------[Typhoon: D,DF,F+P]------------------------------ This attack is Storm's projectile. Depending on which button you press, the faster the Typhoon will go. This can combo and has really excellent speed both in the air and on the ground. You can use this as a horizontal defense mechanism and even to OTG a grounded opponent. The really neat thing about this is that since she controls the elements, she can direct the Typhoon to the direction of her bidding. These little suckers can delay themselves by pressing the back button on your directional pad and they can speed themselves up by pressing forward on the directional pad. You can also move it up and then move it down using your directional pad, which makes the use of this projectile for fun to control rather than to really use it in your offensive game. This can be used for her defense but be warned that its not a very good anti-air attack to use against all attacks. Its a semi-good anti-air attack counter to use, but most likely a jumping fierce from Omega Red or a jumping down roundhouse from Cyclops will easily be able to get around this. The Typhoon does good damage, but it has very bad recovery time compared to other projectiles, so you may have to watch out for that. ------------------[Lightning Attack: P+K(of same strength)]------------------ This attack is somewhat similar to Wolverine's Drill Claw. However, she can only go in one direction and she has bad recovery time from it as well. The nice thing about this move is that it's super fast and has excellent priority and can be put in comboes. Not to mention this can be used in the air as an effective air dash as well. There is very little start up delay on this move, but make sure you connect or successfully veer out of your opponent's attack range. ----------------[Special Power: Cyclone: D,DF,F+3K/D,DB,B+3K]---------------- This move is a bit odd, think of it as a vacuum and a wind current. The back motion will bring the opponent closer to Storm, the real neat thing about this is that it can stop an opponent from performing a move, even if they are in the middle of it, I've brung in Juggernaut during his Juggernaut Headcrush! There is basically no recovery time from this move, but the real disadvantage of this move is that it brings opponents closer to you, and they can start to barrage you with attacks. Even strong grapplers like Spiral can throw you once she gets near you. The forward motion will blow the opponent away, this is pretty useful as it will also take the opponent out of their attack and can keep the opponent away. ---------------------[Special Power: Flight: D,DB,B+3P]---------------------- This basically is Storm's flight, it will allow her to move across the screen in very fast speeds. She can block in the air when she flies as well, which is a HUGE bonus since you can use your Lightning Attack to counter mistakes or use your jumping strong and aim that bolt to the opponent. She will stay in the air for quite a while, repeat the motion to land. --------------------[Hyper X: Lightning Storm: D,DF,F+3P]-------------------- This super does a lot of damage, but it can't be comboed too well. The only way that I found out how to combo this was to OTG the opponent QUICKLY. This also does a lot of block damage if the opponent is blocking close to Storm, and it does fair damage from a far screen's distance away. Its basically the same thing as the Singing Blade of Thunder, but except Storm's is a bit more powerful and more hits come out of the super as it lasts longer as well. The recovery time is pretty good on this and she can also use it from the air as well, which can be a huge advantage fighting against Cyclops where you can sail over his Mega Optic Blast and fry him. ---------------------[Hyper X2: Ice Storm: D,DF,F+Select]-------------------- This super does MASSIVE damage as you can score over 50 hits basically everytime you use it. Think of it as a beefed up Arctic Attack, it does loads of block damage(even 1/3 of your life at times!) and it can take away a little more than half your opponent's life! The problem with this super is that it takes so long to start up, if you've seen Shadow's Cross Shadow Blitz and multiply the start up time by 2.5, you will get the start delay of Storm's Ice Storm in this game. There is little recovery time to this move, but note that she CANNOT use this super in the air. -------------------------------[Combos: Storm]------------------------------- 1. C.Forward --> Typhoon/Lightning Storm(OTG) 2. J.Roundhouse \/ S.Jab, S.Jab, C.Forward, C.Roundhouse --> Lightning Attack This combo will require you to be very quick and adept with using your fingers, practice and you'll see how sweet this combo is. 3. Flight, J.Strong --> Lightning Storm If your opponent is dumb enough to fall for this, then go ahead. You should cancel immediately after throwing out the strong, the little firebolt will stun them long enough for your Lightning Storm to come out assuming of course you did cancel quick enough. -------------------------------[Legend: Storm]------------------------------- Ground MAgic Series: Punch to Kick Jumping MAgic Series: Punch to Kick Super Jumping Magic Series: ZigZag Launchers: S.Fierce, C.Roundhouse Knockdowns: C.Forward -----------------------------[Strategies: Storm]----------------------------- -----------------------------------[Akuma]----------------------------------- This battle will be pretty hard, you should use a lot of Typhoons and try to steer them near your direction, this can be a good counter against his horizontal dashing attacks. Your Lightning Storm should do a good deal of damage to him and use it in the air whenever you predict a Gou Hodouken or a Messatsu Gou Hado to come your way. Note that your standing roundhouse is an excellent counter agaisnt basically all of his jumping attacks if you can time it early enough so that the little burst of wind will hit them as they come in. You should use your Lightning Storm whenever you can anticipate the Ashura Senkuu, its a good counter to use and its really effective. ----------------------------------[Collosus]--------------------------------- This battle should favor you more, while your Typhoons are basically defensely against his Super Dive, if you can time an Ice Storm or Lightning Storm right, you can knock him out of the air and still have him suffer massive damage. You should OTG Collosus often because he doesn't roll very often and since his throw range and throw priority is weaker than yours, you should throw him as you get close to him and follow up with an OTG combo afterwards. You can go offensive as well, using your jumping roundhouse as the combo starter as Collosus can barely do anything about that. -----------------------------------[Cyclops]--------------------------------- This battle will be a bit tough, but with a few skillful manuvers you can easily score the victory. You can use Storm's jumping strong as a keep away move, the nice part about it is that you can steer the direction and annoy the heck out of your opponent. Whenever you see Cyclops ready to veer up for his Mega Optic Blast, anticipate it before hand and then take to the skies and use your Lightning Storm. You can also jump in on him, but as you jump in on him, try to stop about half way and it should fool him into the Gene Splice and you can ready up your Lighting Storm or even the Ice Storm! -----------------------------------[Iceman]---------------------------------- This battle will be pretty easy, you can easily nullify his Icebeam with constant Typhoons, as you can throw out several at a time. You can use your Lightning Storm just prior to Iceman using his Arctic Attack, the Lightning Storm will nullify all of the little iceballs that come from the Arctic Attack. You should also hump in often and keep on putting the offensive pressure on Iceman since his defense isn't exactly the best in the game. You can use your air dash to manuver out of the Ice Avalanche though, it should allow you an easier opportunity to attack Iceman without having to resort to staying on the ground. ----------------------------------[Omega Red]-------------------------------- This battle will be pretty even all the way out. You just have to make sure that you don't get caught by the Carbonadium Coils and watch for his throw range, its pretty dominating both on the ground and in the air as well. You can use the Lightning Storm to anticipate his Omega Destroyer before hand and fry him. When you do decide to jump in on him, watch for that Strong Carbonadium Coil, use your air dash to quickly move over it and hit him with your jumping roundhouse on your way down. Also note that when you fly and you so happen to stay above Omega Red when he does his Omega Destroyer, just make sure to know which way you are blocking, otherwise you will suffer the consequences. --------------------------------[Psylocke]----------------------------------- This battle will be tough, her multiple images(Ninjitsu Split) will pose a lot of problems for you. You should try to stay in the air more often and keep using that jumping strong and steer it towards Psylocke's direction to annoy the heck out of her and to keep her away from you. You can also throw out constant Typhoons(like having about two on the screen at once) to overwheml her Psi-Blasts. You can also try to throw Psylocke once in a while, but don't try it too often as she can reverse throw you. Use your Lightning Storm ahead of time just prior to Psylocke using her Psi-Thrust, you should be able to deal an ample amount of damage towards her. --------------------------------[Sentinel]----------------------------------- This battle will be pretty easy as you should mainly stick to an offensive type of game in this match up. Watch for a lot of Sentinal Forces, which can be nullifed with your multiple Typhoons or even your Lightning Storm. You should throw the Sentinel with every chance that you have, since his throw range sucks and the fact that you can follow up with a juggle combo afterwards. You should OTG the Sentinel often as well, mainly with your Typhoons and Lightning Storm since the Sentinel seldomly rolls out of the way, and even if he does roll out of the way you are automatically protected by your Lightning Storm. You should try to use the Ice Storm whenever you can since the Sentinel is just too slow to really stop you in time. -----------------------------[Silver Samurai]-------------------------------- This battle shouldn't be too hard. His defense is really weak, so you should take advantage of that and take it offensively in this battle. Your Typhoons should be used constantly in this battle and just keep throwing them out at the Silver Samurai. Also note that your Lightning Storm will nullify his Singing Blade of Thunder and still attack him, which is pretty fair in this game since I think Capcom just gave him a rip-off move of Storm's Lightning Storm. Try to avoid dashing in on him because his Shurikens can come out pretty quickly and catch you by surprise, you should try to throw the Silver Samurai every now and then, but don't do that too often as your throw ranges are pretty much even as you can get counter throwed as well. Basically in this battle, keep an offensive mindset and you should be fine. ----------------------------------[Spiral]----------------------------------- This battle will be fairly tough, not too much to handle. Your main concern obviously is her Metamorphesis, its pretty hard to escape unless you have X-Power. Use your flight and keep her away by using your jumping strong or you can use your Cyclones to blow Spiral away if she gets near you and you can use your air dash to veer away from her and also your Lightning Storm. Its a dumb idea to use your Ice Storm when Spiral uses her Metamorphesis since its pretty much leaving yourself open to her super. You should jump in offensively often, but don't try to out gun her since her Sword Dance will pretty much eat your Typhoons and still attack you. You should try to OTG her once in a while as well since she doesn't roll often either. ----------------------------------[Storm]------------------------------------ This battle is pretty even since you are fighting yourself. You should play more defense then offense, let Storm come into you and then launch her back into the sky with your roundhouse and cancel into the Typhoon or the Lightning Storm. You should OTG Storm a lot as well, but watch for her reverse throwing since its pretty easy for you to get caught in that. You can use your jumping strong constantly in the air, in fact you should stay in the air often and then take the offensive on Storm whenever you see an opening. --------------------------------[Wolverine]---------------------------------- This battle shouldn't be that tough at all. You should play defense and just wait for Wolverine to attack you, and then you can use your standing roundhouse or steer your Typhoon at him and knock him out of the sky. Just make sure that you can time your attacks correctly, otherwise you will suffer the consequences. Note that Wolverine likes to dash a lot at times, use your Lightning Attack to counter him as a surprise attack. Watch out for his Drill Claw if he gets up close, it can pop up out of no where. You shouldn't try to throw Wolverine too often since his throw range and priority is much greater than your throw range. This battle should mainly be a adefensive battle rather than an offensive battle, just make sure you know when to strike. --------------------------------[Juggernaut]--------------------------------- This battle will be pretty tough, but the thing about Juggernaut is that he doesn't block often because of the super armor which usually makes him think that he can take anything and counter attack before he gets stunned. Use this to your advantage and use your Ice Storm whenever you get the chance, especially when he does his Juggernaut Earthquake. You can throw Juggernaut and then OTG him as well. Use your jumping strong constantly and just keep pecking away at his life. This battle will be more easy if you use Storm's flight ability, which can keep her away from the ground and away fromt he insanely powerful Juggernaut Earthquake. ---------------------------------[Magneto]----------------------------------- This battle can be one of your easiest battles believe it or not. You can throw Magneto as he is in his Force Field, but the nice thing about this battle is your Lightning Storm. It usually always catches Magneto and his Magnetic Tempest has a lot of start up time as well, which can give you an opportunity to use your Ice Storm. You can use your Cyclone to blow Magneto away whenever he initiates the Force Field. Use your Typhoons at will and just keep barraging him with them and stay on the offensive to avoid his Hyper Gravs. ------------------------------[Overall: Storm]------------------------------- 83/100 Storm has a very good offensive game and her defense works pretty well in certain situations. She is also a very good keep away character and with her air dash, Lightning Attack, flight, and the ability to use her Lightning Storm both on the ground and in the air makes her a very versatile player. However, her offense isn't really too good when it comes to those average-good defenders as she will usually get knocked out of the air basically everytime. Her throw range is pretty sub par and she doesn't take hits to well, not to mention the fact that some of her important attacks have a lot of recovery time. But basically overall, Storm is a very good and solid character to use with an effective Lightning Storm. ============================================================================= ============================================================================= --------- Wolverine --------- Wolverine, a.k.a. Logan(I don't know his last name) was the subject of a Canadian expieriment which fused his current skeleton with Adamantium, this making his bones virtually indestructible. However, the treatment was brutal and they treated him like an animal. He then later escaped the facility holding him there and was later acquired by the Canadian government, but at this time they did not once inform Logan that the Canadian government had made this possible. He then joined Alpha flight, which you can call the Canadian version of the X-Men. Later Wolverine had left Alpha flight and joined the X-Men in which he knew it would be a never ending struggle to maintain tranquility and peace among all mutants and humans. The person to divide this would be Magneto hence Wolverine's next target. ----------------------[Drill Claw: P+K(same strength)]----------------------- This move is a really useful move to use. Wolverine can steer himself in all eight directions in the air and all 5 directions on the ground (obviously he can't Drill Claw down while he is standing). This is a great escape tactic and can be used somewhat like an air dash to escape ground moves. Not only that but it has many other useful uses, it can combo and its an excellent counter attack against missed attacks. The recovery time on this move is pretty good as even when hit against a blocked opponent, Wolverine still recovers in time enough to block. The strong the punch and kick buttons you press, the more distance the attack will cover. ----------------------[Tornado Claw: F,D,DF+P, then P]----------------------- This attack is a pretty good anti-air attack. You can get up to as many as eight hits out of this move, but you must press the punch button rapidly after executing the move. This can do a lot of block damage as well towards an airborne blocking opponent. You can put this in combos and use it as a counter attack, but the recovery time is bad and will usually result in a counter if Wolverine misses with the attack. Just becareful when you are using it. -----------------[Special Move: Healing Factor: D,DB,B+3K]------------------- This isn't neccessarily a move, but an ability. This will recover a good portion of Wolverine's loss life, however it can be used only once during battle as even if you have enough X-Power for the next one, it won't execute. The downside to this move is that Wolverine is left vulnerable to an attack when he starts this. And if he gets hit, he will either gain a fractional amount of none at all. However, this can really give Wolverine the edge in any battle he faces, just make sure you know when to use it, like after throwing the opponent or when they are dizzy. -----------------[Special Move: Berserker Charge: D,DB,B+3P]----------------- This move basically speeds up Wolverine to lightning quick. As if he wasn't quick enough, this also makes Wolverine's hits to multiple hits even if you press the punch button once. This also makes him dash twice as quick and twice as far. This is totally unfair because the opponent can do nothing to stop this, and this can lead to some high hitting double digit combos. There is no disadvantage to using this at all so feel free to slash away! ------------------[Hyper X: Berserker Barrage: D,DF,F+3P]-------------------- This super is one of the best supers in the game. It can combo and its lightning quick and will even combo off his jab or short! It does A LOT of block damage, even more than the Mega Optic Blast and it can even OTG the opponent perfectly! This is a one of a kind move as it has a lot of priority during its initial frames of start up. However the priority drastically drops after the first few frames of animation. It covers a good amount of horizontal distance but it shouldn't be used as an anti- air attack since basically all jumping attacks will be able to knock Wolverine out of his super. The recovery time is somewhat decent, by that I mean that an opponent can counter often with a quick attack, but usually they would miss. ----------------------------[Combos: Wolverine]------------------------------ 1. J.Roundhouse \/ S.Jab, S.Fierce 2. J.Fierce \/ D.S.Strong, S.Forward, S.Forward --> Drill Claw 3. In corner: J.Fierce \/ S.Short --> Tornado Claw 4. In corner: Initiate Berserker Charge, D.S.Jab, S.Short, S.Jab, S.Short, etc. 5. Strong throw --> Berserker Barrage 6. J.Roundhouse \/ D.S.Jab, c.Forward --> Berserker Barrage(OTG) ----------------------------[Legend: Wolverine]------------------------------ Ground Magic Series: Punch to Kick Jumping Magic Series: Punch to Kick Super Jumping Magic Series: ZigZag Launchers: C.Roundhouse, S.Roundhouse, S.Fierce, D/F Fierce Knockdowns: C.Forward ---------------------------[Strategies: Wolverine]--------------------------- ----------------------------------[Akuma]------------------------------------ This battle is pretty tough. You should let him jump in on you and try to time your standing roundhouse so that your tip of the foot knocks him out of the sky. You cna use your Tornado claw to counter his airborne attacks as well, mainly the Tenja Kujin Kyaku. Just watch for yourself when you dash into him, he will use his Gou Shouryuken as a quick counter-attack. You should try to limit yourself to playing an offensive game in this battle because Akuma has very solid defense. Use your Drill Calw as a quick counter towards his missed attacks and against his dash, and you can time a Berserker Barrage to catch Akuma just as he lands out of his teleport. ----------------------------------[Collosus]--------------------------------- This battle shouldn't be too tough, just watch for his Shoulder Charge. You should block when he does this because none of your attacks will out-prioritize him besides your Berserker Barrage, when he misses, counter-attack as usual. You should mainly take the offensive route against Collosus since his defense isn't exactly top rated. You should use the Tornado Claw often, and if you start the Tornado Claw late, there is a slight chance that you can knock Collosus out of his Super Dive. Try not to trade hits with Collosus and don't use Wolverine's D/F Fierce in this battle, it's has so much recovery time that it even lets Collosus counter attack with ease. ---------------------------------[Cyclops]----------------------------------- This battle will be pretty tough, just watch for Cyclops to throw a lot of Optic Blasts at you. You should mainly try to go offensive at him since it won't do you much good to stay there and block all day. You should definitely combo in your Berserker Barrage to get this match over with. Use your Berserker Charge to give yourself a boost and you should be able to counter his attacks with ease. Use your Drill Claw to get around his Mega Optic Blast in the air and get behind him and combo him! You should throw him from time to time, usually when he is caught off guard, but don't do that too often since he has a lot of throw range. You should OTG him as well, but half of the time Cyclops will roll out of the way so you have to be careul about that. Basically, play half defense and play half offense and you should be fine. ----------------------------------[Iceman]----------------------------------- This battle should be pretty even all the day through. However, you should take every oppotunity to throw Iceman often because his throw range isn't very good compared to yours. Watch for Iceman to OTG you often with his Icebeam or Arctic Attack, just make sure to roll out of the way when you do get knocked down. Also watch for a lot of Icebeams and Avalanches to come your way, you should use your Berserker Charge throughout the battle to avoid his keep away tactics and to combo him when you get close to him. You shouldn't neccessarily OTG him everytime, but you should most of the time since Iceman doesn't roll as often as other characters in the game. Basically, keep up enough levels for a Berserker Charge and go in offensively and throw when you have the chance. --------------------------------[Omega Red]---------------------------------- This battle will be pretty easy. Watch for a lot of Carbonadium coils to come your way, these are pretty easy to avoid, but against human opponents, don't make such a habit of jumping over the jab coil too much to make it an obvious pattern since you can get fooled out when they use the strong Carbonadium coil. Use your Tornado Claw or Drill Claw to counter airborne attacks(the Drill Claw preforably because of the small recovery time) and keep an all out offensive game in this match. And you can use your Drill Claw to escape the Omega Destroyer if your life guage is low. Don't bother with the Berserker Charge but use the Healing Factor instead since you really won't need the Berserker charge in this battle. When you get near Omega Red, just throw him into a juggle or OTG combo since your throw has a lot of range, but not only that its the perfect set up for combos as well, especially in the corner. --------------------------------[Psylocke]----------------------------------- This battle will be pretty tough, just watch out for her Ninjitsu Split, and her Psi-Thrust. You can qucikly knock her out of the Psi-Thrust with the initial frames of the Berserker Barrage, but timing is crucial, otherwise you can be taking the end of the raw deal. You should jump in on her often and just combo her, but watch for the Psi-Blade, it still has a good chance of knocking you out of the air. Your defense really works well in this battle, your Tornado Claw, Drill Claw, and even the standing roundhouse are all very effective anti-air attacks against her airborne attacks. You should take the opportunity to throw her everytime that you get, then combo her. Basically a defensive battle should allow you to win the battle pretty easily, that is if you stay cautious and alert. --------------------------------[Sentinel]----------------------------------- This battle will just be insanely easy. Keep jumping in on him constantly and never let up, it doesn't matter how you use your X-Power, or even if you decide to use it for that matter. You should throw the Sentinel often and OTG the Sentinel often as well. You shouldn't play defensively in this battle, in fact there is no need to play defensive, just make sure you don't let the Sentinel call out those little buddies of his. Just super jump over the little Sentinels if he happens to send them out and then come down with an attack and just keep pounding him. Basically in this battle, just keep going offensively and you should be fine. ------------------------------[Silver Samurai]------------------------------- This battle will be pretty tough, but not too tough. You should always jump in for an attack and basically just keep pounding him till the match is over. Your Berserker Charge should allow you match his Multiple Samurai, but even then your speed will basically double his. You should combo in your Berserker Barrage to make this a quick match and use your Drill Claw and only your Drill Claw to counter his air borne attacks, mainly because your standing roundhouse and Tornado Claw won't really provide adequete priority to knock him out of the air. Also when you get near him, throw him often and OTG him often, his throw range is pretty sub-par and he doesn't roll very often either(mainly because it takes him so long to gain his level). ---------------------------------[Spiral]------------------------------------ This battle will be fairly tough, but other than that you can score a victory for yourself. The only thing you should watch for and worry about is her Metamorphesis. You can use your Berserker Charge to keep out of the way, and if you don't have enough levels you can do Drill Claws to avoid going near her and don't try to throw her when she is in her Metamorphesis state. You should jump in often and just combo her, and throw her whenever you get the chance, just make sure you don't sit around playing defense all day. Note that while you jump in on her, she will use her Sword Dance as an anti-air counter attack, so block jumping in whenever you see those swords and wait for her to throw them and then quickly dash in for a quick attack. ----------------------------------[Storm]------------------------------------ This battle is somewhat easy, you should play offensively though. Watch for her to throw out a lot of Typhoons and expect to be blown away by her Cyclones from time to time. You should always jump in offensively and just keep attacking her, just make sure to keep a close eye on her Typhoons since she can control them. Whenever you see her prepare for the Ice Storm, its best to use your Drill Claw, it will quickly knock her out of the air in under a second. You should use your X-Power to either combo in the Berserker Barrage or use it for the Healing Factor to regain a small portion of your life guage. you won't need the Berserker Charge because Wolverine should be able to win this match without it anyways. Use your Tornado Claw or standing roundhouse to counter her jumping attacks, if you use your Drill Claw and she blocks it, her Lightning Attack is quick enough to counter. --------------------------------[Wolverine]---------------------------------- This battle against Wolverine should favor you more if you are fighting against the CPU. Against human opponents, your on your own because if your human opponent so happens to come across these strategies, its going to be a long day for you. Basically Wolverine will use a lot of Tornado Claws and he will most likely use his Healing Factor more than anything else if he acquires enough X-Power. You should mainly stick to an offensive game in this match and try to combo your Berserker Barrage and try to stay close to him, otherwise you won't be able to strike him before he is healed by his Healing Factor. And throwing in the match can go either way, you should reverse throw though, it really helps out a lot in this match, just in case Wolverine decides to throw you. --------------------------------[Juggernaut]--------------------------------- This battle will be immensely hard. You should use your Berserker Charge in this battle often and just get around him and then quickly start to combo him. your Berserker Charge will allow you to quickly stun Juggernaut as you can keep pressing Jab and short. Use your Drill Claw in the air to go behind Juggernaut when he does his Juggernaut Earthquake on the ground. You should throw him when you get behind him as well, just never stay on the ground for an extended period of time because his Juggernaut Earthquake will knock you senseless. ---------------------------------[Magneto]----------------------------------- This battle will be tough. You should always run away and keep him away whenever he initiates his Force Field. I'm not sure if you can throw him when he is in his Force Field though. You should always try to stay close to Magneto and jump in and just combo him. This allows you to avoid his Hyper Gravs as you can quickly attack him before his Hyper Gravs actually come out. Its also very hard to avoid his Hyper Gravs when you are a far distance away. But when you are a far distance away, super jump and then use the Drill Claw to steer yourself out of the way. Combo in your Berserker Barrage to make things go easier for you and throw him when you get neat him. ----------------------------[Overall: Wolverine]----------------------------- 85/100 Wolverine is a very good and avid combo character and can deal a lot of damage in a quick flurry. He also has rock solid defense and a very posable offense, not to mention that he has a very good throwing range and priority. However, Wolverine isn't nearly as good as he is in the later games. His offense really isn't that good and his defense is sub par when it comes to the priority characters(ala Cyclops). The reason why his offense isn't too good is because his attacks have no priority jumping in, which makes it hard to start a combo off right. But basically overall, Wolverine is a very good and very quick player with excellent combo ability and he can out-prioritize a throw with his own throw against any opponent. ============================================================================= ============================================================================= ---------- Juggernaut ---------- Juggernaut, the step brother of Professor Chrales Xavier has been known to be a bully when he was a little kid, often picking on his step brother Charles. However, Charles was a gifted child and he went on to becomes a successful doctor and he even became a war veteran. However, Kain Marco(a.k.a Juggernaut) was upset that he had to stay behind on not only his education, but his overall life. Later as he was hired to do some digging, he had found the temple of Cyttorak, in which a crystal inside turned him into an unstoppable Juggernaut of evil! NOTE: All of Juggernaut's regular attacks do block damage! Also his Super Armor provides him a very strong defense, cutting basically all attacks down to half strength. It takes approximately 4 hits to actually stun Juggernaut instead of the usual one attack. He can even block in the middle of eating a super, but he will feel the full effect of Spiral's Metamorphesis. Note that his super armor does not go into effect if he is in the air. ------------------------[Double Clutch Fist: D,DF,F+P]----------------------- This basically is the same attack as his S.Fwd.Fierce in Marvel Super Heroes. This attack isn't neccessarily the best attack, nor is it even a good attack for that matter. It has a ton of start up delay and it cannot be comboed, and if Juggernaut misses he will be left vulnerable to an attack. However, thanks to his super armor, he should be able to still pull off the attack even if the opponent is attacking him. This attack is just insanely powerful its not even funny, it can literally take about 4 of these to knock out an opponent, even against those characters with a strong defense like the Sentinel and Collosus! ---------------------[Juggernaut Earthquake: F,DF,D+P]----------------------- This move is just rediculously powerful that it ain't even funny. The most unfair part about this move is that its virtually unblockable on the ground, but luckily this only happens when you are in Juggernaut's stage. See in his stage its a construction site, and everytime he hits the ground, the pieces of metal fall over your head, so you must block high, but you have the Earthquake wave that travels to your feet, so you must block low. And if these two attacks come after you at the same time, then how do you block it then? Exactly, you can't block it and you must stay in the air. You can use this to combo but you must be quick about it though, otherwise your attack will not combo. And also a final note, in other stages the Juggernaut Earthquake only moves along the ground, making it blockable in other stages and you have to watch for the horrible recovery time of this move, luckily the super armor is there to allow you to block in time before you get stunned by your opponent's attacks. ---------------------[Juggernaut Body Press: D+FP(air)]---------------------- This move is the exact same thing as his B,DB,D,DF,F+K Body Splash in Marvel Super Heroes. However, this attack does not leave Juggernaut vulnerable to an attack if he misses but more actually sets him up to follow up on a combo! This move does massive damage and it has immense priority. Use this often and set your opponent up for a devastating combo! ----------------[Special Move: Cyttorak Power-Up: D,DB,B+P]------------------ I can't even believe Capcom gave this to him. This move makes Juggernaut flash red for about 7 seconds, in this 7 seconds Juggernaut's attacks will do a significant amount of damage, and considering that he is powerful enough as it is, about 3 Clutch Fists from Juggernaut is good enough to knock anybody out! Also this allows Juggernaut to deal out twice as much block damage as well, which is pretty unfair. However, the only bright side for his opponents on this move is that it takes Juggernaut awhile to charge up for this move. This will leave Juggernaut open to attacks and supers, but his defense should basically protect him from suffering extensive damage. ---------------[Hyper-X: Juggernaut Headcrush: B,DB,D,DF,F+P]---------------- Can anybody say cheap? This move is just so friggin powerful its like owning two Mega Optic Blasts in your possession. While you can't combo this move, it just does a buttload of damage. I've seen this move do as much damage as taking away 80% of your life guage! It starts out like his Juggernaut Earthquake motion, but quickly changes to the Juggernaut Headcrush, which can surprise a few opponents who jump but then get clobbered by the super which basically fills up the entire screen. You can OTG with this as well, making it more deadly and more powerful. HOWEVER(didn't expect it to become more powerful?), you can use your Cyttorak power-up and use the Juggernaut Headcrush to basically take away ALL of your opponent's life guage! Incredible! So friggin cheap they should have a law banning such power! But then again, at least the Hulk isn't in this game. (^_^). ----------------------------[Combos: Juggernaut]----------------------------- 1. C.Roundhouse --> Juggernuat Earthquake(OTG) 2. J.Fierce \/ C.Roundhouse --> Juggernaut Headcrush(OTG) 3. Cyttorak Power Up, C.Roundhouse --> Juggernaut Headcrush(OTG) I call this the "kiss the bamma goodnight" combo because if this connects, you can basically call it a day. 4. In corner: J.DN.Fierce \/ C.Fierce /\ SJ.Short, SJ.Fierce Its hard to super jump after a launcher, but Juggernaut's C.Fierce will launch the opponent very high and allow you some time to combo in some more hits in the air. ----------------------------[Legend: Juggernaut]----------------------------- Ground Magic Series: Kick to Punch Jumping Magic Series: Kick to Punch Super Jumping Magic Series: Reverse ZigZag Launchers: S.Short, S.Forward, S.Roundhouse, C.Fierce, J.DN.Fierce, J.Roundhouse Knockdowns: C.Roundhouse --------------------------[Strategies: Juggernaut]--------------------------- Juggernaut is this powerful and you expect me to give you strategies? Okay, I'll provide general strategies since his method of attack is pretty much the same against all characters in the game. Use your Cyttorak Power Up and OTG the Juggernaut Headcrush to your advantage. You should throw your opponent often because his throw does A LOT of damage. You should also pretty much stay away from the air, since that's Juggernaut's only weakness. ----------------------------[Overall: Juggernaut]---------------------------- 86/100 Juggernaut is just so amazingly powerful in this game that it takes only a few hits to knock out the opponent, probably 5 or 7 of any of his strong attacks. His defense is virtually the best in the game since his super armor allows him to block in time, even if he is getting hit. However, Juggernaut is just so friggin slow. His combo ability is just almost none existant despite having a good magic series and his super armor just makes him so slow when the opponent attacks him its not even funny. But overall if you want to win with POWER, than Juggernaut can EASILY provide the damage. ============================================================================= ============================================================================= ------- Magneto ------- A.K.A. Erik Lensher(sp?). Magneto wasn't always like this(unlike Juggernaut). When he was little, he had suffered watching the millions of millions of masacred Jews in Germany during WWII. And as Magneto being Jewish, he saw this with so much fear he could not bare to see it anymore as he had escaped and fled the country. He had developed such a hatred for humans that he began to terrorize the human population using his own power as a manipulation tool on metals that are attracted by his own magnetic field. His power has made Magneto one of the most strongest and the most deadliest mutants alive. He wishes to set up a separate home for mutants called Asteroid M, however his hatred for human population has led him to create a full arsenal of nuclear missiles in his Asteroid M that can literally wipe out all life on the face of the earth. However, he knows that he will have enemies that will interfere(ala the X-Men). ---------------------------[Repulse Disruptor: FP]--------------------------- Yep, all you have to do is press the Fierce punch button to initiate this move. It does a lot of damage(and I do mean A LOT) and it even does block damage as well. It has a bit of a start up delay making it virtually uncomboable, but it comes out just as fast as the Icebeam and Optic Blast. You can use this as a projectile and basically it has no recovery time from this move, making it a safe move to use. Your opponent basically has no choice but to try and jump in at you because your projectile is so fast. --------------------------[Air Repulse Disruptor: SP]------------------------ This is basically the same thing as his ground version, except its in the air(gee, if you couldn't figure that out then...never mind). However, it does come out a bit faster and it does the same damage and block damage and he also has basically no recovery time from this move. I'm not sure how to use this in a combo though. --------------------------[Magnetic Blast: FP(air)]-------------------------- This move is basically the same thing as his MAgnetic Blast in Marvel Super Heroes. However, there is no need for that rediculous motion and it travels EXTREMELY fast. Magneto can throw out two of these on the same screen, but you need to have a slight hesitation to throw the second one. This can be used to keep the opponent away and it does block damage as well. Its really cheap as human players tend to overuse this and just constantly throw this out at you for that easy cheesy win. --------------------------[Hyper Gravs: D,DB,B+SK]--------------------------- This attack has a small bit of delay at first, but then the Hyper Gravs travel quick like crazy towards your opponent. This thing is unblockable and will catch ANYBODY, even Juggernaut. Its virtually in escapable unless you have the right tools, once you catch the opponent you can attack them with a super or a combo, and they will be held in your possession for about 2 seconds, which is more than enough ample time to attack. Use this to set up your Magnetic Shockwave and note, THIS IS NOT BLOCKABLE. ----------------------------[EM Shock: D,DF,F+SP]---------------------------- You can use this both on the ground and in the air. It does good damage and what this does is that it has Magneto shoot out 3 little magnetic particles in 3 different directions at the same time, basically allowing Magneto to cover his entire front side, which is also a great horizontal defense and anti-air attack defense. I don't think this can be comboed because it has start up delay, but there are a few ways that you can get this to combo though, which of course will be explained later. ------------------------[Magnetic Tempest: D,DF,F+JP]------------------------ This will ONLY work in Magneto's Asteroid M stage. Once Magneto initiates this, a lot of debris from his base will start to gather around him and start to spin around really fast and then shoot off at the opponent. This does AMAZING damage, but it only chips a few pixels though. The most I've seen this hit is 10 times. There is A LOT of start up delay as you can expect and when hit, Magneto can be knocked out of it. If you try to use this in another stage all Magneto will say is "Magnetic Tempest" with a warp sound effect. ---------------------[Special Power: Flight: D,DB,B+JP]---------------------- Like Storm's flight ability, this allows MAgneto to fly in the air as well. And like Storm he can also block in the air as he is flying, however, you can really piss off your opponent by continously throwing out Hyper Gravs or just keep throwing out Magnetic Blasts and EM Shocks. Magneto moves at about the same speed in the air as he does on the ground as well, so you can basically play a solid and very effective keep away game away from the ground. ------------------[Special Power: Force Field: D,DF,F+FP]-------------------- This is quite possibly the cheapest move of all. It puts a Force Field around Magneto and he takes absolutely no damage at all. He can be thrown while he is in the Force Field, but not by every individual though. You can basically attack Juggernaut and continously attack him and go unscathed! It lasts quite a while to, about 15 seconds and its a great but very cheap way to get you back into the fight, if for some reason you were behind before using the Force Field in the match. It comes up automatically and that's whats so hard about stopping it. ------------------[Hyper X: Magnetic Shockwave: D,DF,F+K]-------------------- Let me just say this, oh my gosh. This is hands down the most powerful super in the game. It can literally knock out your entire red bar. It can be set up by OTG or even after catching the opponent in his cheesy and unfair Hyper Gravs. It does the most amount of damage if Magneto's back is to the wall and it can even be used as a horizontal defense as well as an anti-air attack, making this one of the most unfair and cheesy moves in Capcom history, well second to none other than Cyber Akuma's Mega Gou High Beam. -----------------------------[Combos: Magneto]------------------------------- 1. Hyper Gravs, Magnetic Shockwave The cheesiest piece of grab you'll ever see. 2. J.Fierce \/ /\ J.Fierce This is Magneto's double Magnetic Wave combo that I was talking about earlier in the guide. You have to be from a far distance and throw the first one in the air but still low to the ground, this way you can land and jump up in time to throw the second one. 3. J.Jab, J.Roundhouse \/ D.S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse --> Hyper Gravs, Magnetic Shockwave(OTG) Hands down the most impessive but the most cheapest combo in the game. You must be quick in cancelling into the Hyper Gravs, otherwise you won't connect with it. -----------------------------[Legend: Magneto]------------------------------- Ground Magic Series: ZigZag Jumping Magic Series: ZigZag Super Jumping Magic Series: ZigZag Launchers: S.Fierce, S.Roundhouse, C.Fierce Knockdowns: C.Roundhouse ----------------------------[Stratgies: Magneto]----------------------------- Heh, I'm not going to give you much strategy for Magneto since it doesn't take a genius to figure out that Magneto is powerful enough already. Note that your Hyper Gravs and Force Field will work great in ALL battles. Watch for Spiral as she can grab you out of your Force Field with her Metamorphesis. That's all I have to say, other than that, your on your own, and even by that you should win anyways. -----------------------------[Overall: Magneto]------------------------------ 92/100 Magneto is just such an amazing but very CHEAP and CHEESY character. His attacks do a lot of damage and his combo ability rivals any other high combo profile character in the game. His Hyper Gravs can be used often and will usually catch the opponent often and allow Magneto to do his cheapo combos. I see very little downside to Magneto, other than the fact that his defense can use a lot of brush up, but other than that Magneto is the cheapest character that you will ever meet, well of course second to Cyber Akuma of course. ============================================================================= ============================================================================= ------------- Episode Guide ------------- Here in this section is pretty much useless, I have been known to base my FAQs on nothing and it just so happen that since this is an X-Men game, I thought I can provide you with some X-info on the episodes! As you can expect this guide will be based on the hit T.V. show X-Men. In my opinion this is one of the best T.V. shows to date, the problem with the T.V. show as you can expect is that TOO many things were drastically changed. Like the Fatal Attractions affair with the X-Men and Magneto, which was never shown and happened long after Jubilee joined the team. Or if it was the editors' decisions to cut out Forge, Iceman, Archangel, Psylocke, Bishop, and Collosus out of the T.V. show, my guess is unknown. I will not however, list the Comicbook Guide to the X-Men, because this FAQ would explode! Also the fact that I do not own every X-Men comic. I also want to note that there are a few X-Men episodes that I had missed due to the fact that I had woke up way too late to watch them(sob..) and I will need people to fill me in on the episodes that I have missed. These episodes were first shown on FOX Kids, but FOX canceled the show and sold the show to UPN. How come they just didn't cancel all them other dumb shows they had on the FOX Kids network like Power Rangers earlier instead? The X-Men were doing just fine, but oh well, at least there still on T.V.! Well enough talk and onto the Episode Guide! NOTE: The T.V. show is not on anymore, its been replaced by that Disney 1 Sunday morning crap. (%_%) ----------------------------------------------------------------------------- Season #1 ----------------------------------------------------------------------------- ------------ | Episode #1:| NIGHT OF THE SENTINELS: PART 1 of 2 ------------ Here in this episode, the X-Men make their first appearance on televion (duh) and they also first meet up or encounter the Sentinels. Sentinels are the deadly mutant hunting 20 ft. high walking robots made of a highly synthetic plastic, which is both durable and lightweight. In this episode the Sentinel search for a mutant named Jubilee, and they do find her. Luckily the X-Men are in the mall at the same time the Sentinel attacks Storm, Rogue, and Gambit try to fight off the Sentinel, and they do succeed, but the Sentinel still persues Jubilee. Then you have Cyclops, who gives the Sentinel a high dose of Optic Fury and blows his head off, and thus Jubilee is saved. The X-Men alter learn about the Mutant Control Agency, and they set off into the building with the mutant files and the episode ends with Storm about to open a door, but she does not know that heavily armed guards are expecting them, and also Morph makes his appearance on the show as well. ------------ | Episode #2:| NIGHT OF THE SENTINELS: Part 2 of 2 ------------ This episode starts off exactly where the last episode last left off. Before Storm opens the door and leads the team to an ambush, Wolverine's keen senses alerts Storm and they avoid the ambush and gets the drop on the men who were trying to ambush them. In this episode the files are quickly disposed of in a fire, the X-Men realize that they must hurry and escape otherwise they would be subsequently captured. The X-Men escape and flee back to the Blackbird, but the guards stop them, or at least some of them. Henry(Hank) McCoy is blasted and shocked and momentarily unconsiuous the thus he is captured, the rest of the X-Men escape back to the Blackbird and this time faces off against several Sentinels instead of just one like before, here Cyclops shows off his cool Optic fighting abilities and shows the Sentinels a thing or two when messing around with the X-Men, but apparently Morph is legitimately killed in this episode. Later at the mansion Wolverine gives a powerful punch to Cyclops' stomach (which I was just cracking up about!) for leaving Morph behind. ------------ | Episode #3:| ENTER MAGNETO ------------ This episode first shows the true colors of Magneto, also known as the most powerful and deadliest mutant on Earth. He has the power to literally control the entire Magnetic Spectrum and all things metal around him with ease. Professor X sends Cyclops, Wolverine, and Storm after Magneto when he has torn apart a military base and is setting missles to blow humanity up. Here lies the first encounter with Magneto episode wise, and before the missles reach there target, Storm uses all of her strength to stop the missles and succeeds while Magneto escapes away. ------------ | Episode #4:| DEADLY REUNIONS ------------ This episode starts off right after Magneto has failed to destroy the target with the nuclear missles. Here Magneto manages to break into a chemical factory with enough chemicals to wipe out half the world. Once again the X-Men must stop this madman and doing so are Rogue, Cyclops, and Storm. The X-Men once again fall to Magneto's power, but this time Professor Xavier comes in and creates a psyhic link with Magneto, causing him painfully harsh memories that has Magneto escaping. Also Rogue has un-intentionally absorbed Cyclops' mutant power and she can not control it, but she closes her eyes and Professor Xavier creates a mental link between him and Rogue and thus his eyes becomes her eyes and they return back to the mansion. ------------ | Episode #5:| CAPTIVE HEARTS ------------ This episode starts off with Storm, Jubilee, Wolverine, Rogue, and Gambit in the danger room training, and Professor X has the whole room collapse of the team and not even Rogue's strength can stop it. But Storm reminises that fact about her claustrophobia and creates a giant hurricane that takes the X-Men around the room and is so powerful it stops the room from collapsing on them. Later Jean Grey and Cyclops having a night on the town, but a small theif steals a few oranges and that has Cyclops and Jean Grey to follow him. They follow the thief into the subway and encounters the Morlocks, they defeat the Morlocks, but later are defeated by a powerful mental link that has Cyclops and Jean Grey unconsiuous and thus they are captured. The X-Men are once again called to action and try to rescue their friends, they find Jean Grey who has been mentally mind warped, but Wolverine's ambitions saves her from the Morlock's mental hold. They later storm in and find the Morlock's base and do battle, Wolverine shows Calisto a thing or two about messing with the X-Men. He later chases her, but finds Cyclops unconsiuos and takes him back to the X-Men. Before the X-Men tries to escape, Wolverine is hit with a psyhic attack and almost kills Cyclops in the process, but Jean Grey's mutant powers prevail. Then Storm challenges Calisto into a battle of one on one, which she reluctantly agrees. They battle with staffs that glow(no they are not the rediculous and stupid Light Sabres found in the stupid Star Wars series) and Storm later wins. Storm tells the Morlocks that they are their friends and the Morlocks are now no longer a threat to the X-Men, and they choose to stay down int he sewers instead of staying with the X-Men. At the end of the episode Wolverine leaves while a picture of Jean Grey and Cyclops is teared in half. ------------ | Episode #6:| COLD VENGENCE ------------ This episode starts off where the last one took off. Wolverine has taken a break from his X-Men career, but sooner than he knows it, Sabertooth appears and the usual brawl between them ensues. Wolverine loses and falls to the cold waters below, his healing factor will not be able to heal him quickly enough for him to survive in sub zero waters for very long. He is later rescued by village folk, they nurse him back to health and Wolverine thanks them. They welcome Wolverine as a part of their family, and they go out to catch fish with a few fish nets. However one of the villagers is jealous that Wolverine has taken the spotlight. The villager(forgot his name) has tried to catch fish with the net, but fails due to the struggles of the fish and the heavy weight they present, but Wolverine does it with ease. Wolverine finds this kind of stuff kind of fun, but later the villager finds Sabertooth and tells him about Wolverine and they had set up a plan to take Wolverine out. Wolverine then finds out that the villager has been tricked and fights off against Sabertooth, and this time Sabertooth falls to the icy waters below and rescues the village folk. The villagers tell Wolverine where they would go, but he does not seem to think that the city is a good place to be, and later tells Wolverine that he is always welcomed amongst his people. I almost forgot to mention that Jubilee, Storm, and Gambit take a vaction to Genosha, it is a place that welcomes mutants and treats them as equals instead of inferiors. Little did they know that it was a concentration camp and they had been attacked in the middle of the night and are now prisoners of Genosha. ------------ | Episode #7:| SLAVE ISLAND ------------ Here this episode takes place where the last one had left off, many cameos are abound in this episode as Sunfire, The Blob(in the comics the X-Men offered him to become a member), Warpath, and many, many others. They are all mutants and has been enforced to become mutant slaves and build buildings and all other sorts for the Genoshian government, which is the hometown of the Sentinels. Also note that the rediculously too cool Cable makes his appearance(or was it the last episode?) and gives the government of Genosha a name that they will never forget. Jubilee had tried to escape, almost succeeded and failed. However later they had all escaped and the mutant slaves had rebelled against the Genoshian government, and Storm had built a powerful tidalwave that had literally destroyed hundreds of Sentinels in the process. ------------ | Episode #8:| THE UNSTOPPABLE JUGGERNAUT ------------ The episode starts off with Collosus taking down buildings with his mutant powers, the other workers are jealous that he is getting all of their money and they attack him. Wait a minute, actually the episode started off with the X-Men returning home and finding their mansion destroyed and pray that Professor Xavier had not been killed. Luckily he has not, and they do find a giant footprint. Then Jubilee finds out about Collosus and almost becomes crushed by the building had not Wolverine's quick speed saved her. Wolverine decides to wait before attacking and thus the workers attack Collosus, but he does them no harm, yet they still run away. Wolverine and Jubilee attacks Collosus, they are later defeated but Wolverine knows that Collosus is not the man they are looking for. He then finds the Juggernaut breaking in and stealing the bank's money, Wolverine sneaks up on him and slashes his money bags and returns all the money back to the bank via Jubilee's help. Juggernaut does not even notice that the weight has significantly decreased in his arms, but since he's so strong he could barely feel it. Later in the episode Collosus is wrongfully accused of being the robber and is taken away in jail. Rogue and Storm decides to break in jail and free Collosus, and Rogue distracts the guards in her own way. They also meet their friend Beast inside, but he refuses to escape along with them, and thus Collosus escapes while providing an instant door for their escape. Later they battle Juggernaut and eventually win and Wolverine gives credit to Cyclops' teamwork. And the Juggernaut forgets about himself and the world, thanks to Jean Grey. Also at the end of the episode Collosus helps the X-Men rebuild the mansion. ------------ | Episode #9:| THE CURE ------------ This episode is based solely on Rogue. One of the first scenes has Cable fighting Warren Worthington III, I forgot why though. Warren is defeated and flies off, he later hears about a cure for mutants and how they can become human again. He then agrees to take part in an expieriment to make him human, but Apocalypse shows his face and thus that does not at all mean he will become human. Later Warren Worthington III appears at a bar where the X-Men are and tells the mutants that there is a cure, but little did people know that it was actually Mystique taking the form of Warren Worthington III. Then later Rogue hears about this and takes a chance to meet up with this so called reknowned scientist, but before she does so she encounters Pyro and his other friend(forgot his name), but she easily takes out the trash. She then finds the so called reknowned scientist and just when she is about to undergo the expieriment, little did she know that Pyro saved her from the false expieriment, but she still takes out the trash once again. The other mutants who thought that they were being cured were now part of the four horsemen of Apocalypse. ------------- | Episode #10:| COME THE APOCALYPSE ------------- In this episode the four horsemen attack New York city as Apocalypse makes his claim towards survival of the fittest. The X-Men as usual take part and tries to resolve the riot, but they know they will have to force them to stop. Then later they meet up with the four horsemen again as well as Apocalypse and Rogue absorbs Warren Worthington III's powers temporarily which has caused Warren to see the truth and later the battle ends.(sorry my memory of this episode is very scarse) ------------- | Episode #11:| DAYS OF FUTURE PAST: Part 1 of 2 ------------- This episode starts off in the post-Apocalyptic world that the X-Men failed to protect and thus all mutants are now slaves. Sentinels are abundant, actually more than usual as seen in the present time. Bishop works for the Sentinels, but he is also a mutant and he captures Wolverine and the other two mutants(I forgot their names!). Bishop reaches the base and later the Sentinels feel no more use for Bishop and they make him a prisoner, but they had an ace up their sleaves(no not Gambit) and attacked and destroyed the Sentinels and later finds Forge. Forge is an expert in time travel mechanics and he can send Bishop back to the present(to Bishop its the past) and stop the assassination attempt so none of this would ever happen. Also you see the tombs of the X-Men including Jubilee, Cyclops, Jean Grey, Storm, and Rogue. Bishop travels back to the past forgets his target but not his objective. He meets up with the X-Men after a quick brawl and tells them about his future. He supposedly forgot who the assassin was, but then Gambit makes his appearance and Bishop goes berserk(not like Wolverine of course) and points his gun towards Gambit. (also did anybody catch the videogame the kids were holding featuring The Punisher?) ------------- | Episode #12:| DAYS OF FUTURE PAST: Part 2 of 2 ------------- This episode takes place from where the last episode took off, but Gambit does not become soot by Bishop's gun. Gambit claims that he is no assassin but Wolverine says that the Cajun has never been straight with the X-Men. Later as Wolverine puts it, he babysits Gambit and Bishop. Gambit literally has an ace up his sleave in this episode and thus he escapes while putting a kinectically charged card into the VCR and it explodes and he escapes. Gambit escapes because he wants to find out who the real assassin is. He later does, but he finds a clone of himself(well not actually a clone) and its actually Mystique, which he does not know. He fights with the fake Cajun and is momentarily stunned by Bishop's gun and Wolverine has had enough and crushes his arm band and sends Bishop back to his own time. At the end Mystique tells Rogue that she is her mother, in which Rogue is obviously shocked about. ------------- | Episode #13:| THE FINAL DECISION ------------- In this episode(which I think is the coolest one yet) it starts with Magneto capturing President Kelly, and he takes him to an abandoned old ship of some sort. Magneto is about to kill president Kelly, but the Sentinels break up the party and takes out Magneto easily. Magneto lost because the Sentinels are plastic, which he can not magnetize of course and that is why they defeat him so easily. The X-Men later find Magneto and take him back to the mansion where they rest him up to almost full health. The X-Men has decided to attack the Sentinel's base, Magneto tells them that they are only making themselves an early deathwish. Professor Xavier also decides to come with the X-Men, as he controls the Blackbird's firepower. When they arrive the Sentinels are caught off guard, they then take out a few Sentinels. Later a swarm of Sentinels come out(I think there were about a few thousands of them!) and attack them. Just as the Sentinels attack the Blackbird and almost send Professor X to his legitimate doom, Magneto comes and saves Professor Xavier and realizes that if the X-Men lose this battle, all mutants will be in danger. This episode is pretty cool for one reason, the fighting! There was a ton of it as the X-Men take down the Sentinels to their fullest extent with all their abilities. Its also pretty cool when Wolverine dodges out the Sentinel's hand beams, the room is completely dark, and the only time the room would light up is when the Sentinels fire and here you can see Wolverine's skills to their potiential which is pretty neat. Also Cyclops and Jean Grey rescue President Kelly, and as they do they know that they will need to escape. Cyclops however remembers about Morph, and he has made his decision that this time he is leaving no one behind and goes off and finds Gambit and Wolverine. He later finds them and they escape, and the underground base is about to explode as Master Mold(the Sentinel that makes all other Sentinels look like ants, literally!) alarms the rest of the Sentinels, the underground explodes and so does the remaining Sentinels. Then a giant red cascade blows apart a mountain as Master Mold appears, Porfessor X attempts to crash the Blackbird(which is rigged with nearly a kiloton of explosives!) on Master Mold while Magneto provides the shielding. The Blackbird collides and Master Mold blows up with such awesome fury that not even Cyclops can create with his Optic Blast! Later President Kelly announces to the world that mutants are not all bad and he has seen how mutants are just as normal as humans. Later the show ends with Jean Grey and Cyclops having a picnic as some mysterious force watches over them, can you guess who? Well if you have seen the second season you should already know. NOTE: I'm not sure if any of you X-folks remember this, but FOX Kids had run this same season for three straight seasons. The reason being is that because the series was released too early, or either the episodes that were due for the second season took too long to produce. Can someone fill me in on this? Season: 1991-1992, 1992-1993, 1993-1994 I'll probably stop here, I want to provide a good sense of information, but not overflow the FAQ with the television show. ============================================================================= ============================================================================= ------------- Miscellaneous ------------- Play as Akuma: -- Player 1: Go over to Silver Samurai and press Short, Roundhouse, and Fierce at the same time. -- Player 2: Go over to Spiral and press Short, Roundhouse, and Fierce at the same time. Play as Juggernaut: -- All Players: Input Akuma code, then after the battle press Up/left TWICE and you should see Juggernaut's face. Play as Magneto: -- Be darned if I knew. Note that I acquire a gameshark code to play as Magneto, go to www.cmgsccc.com for the code. NOTE: Below is the Playstation code on how to play against Akuma provided by Megnetto. "HOW TO PLAY AGAINST GOUKI (AKUMA) AS THE "ALPHA" BOSS. This is for people who want an extra challenge. In order to face him, your character must have these requirements: 1) Must be on "manual". 2) Fight with no continues. 3) Defeat your opponents two rounds in a row (don't lose a round), having "first attack" on each round. 4) Must use "Hyper-X" 6 times or more and it must CONNECT to the opponent each time. No missed or blocked "Hyper-X" nor blocked or "cheesy" one-hit "super finish" will be accepted. You must get a MAXIMUM number of combos hits from your character's Hyper-X at least once (check John Culbert's X-men FAQ for that info). If done correctly, Akuma will appear as the sixth opponent, before Juggernaut. His stage is the "Danger Room" and he fights like he does in SUPER STREET FIGHTER 2 TURBO. GOOD LUCK!" I have tried this code, it worked for me 4 times, out of 11 tries. Not really sure why though, but this is the closest anybody has gotten to the code. Many thanks to Megnetto for this info. ----------------------------------------------------------------------------- ----------------------------------Credits------------------------------------ ----------------------------------------------------------------------------- -+- Capcom(www.capcom.com) For making one of the best fighting games around, but why cut out the endings for the game? -+- Joseph Peitler/Alan Jaqueira(megnetto@hotmail.com) For their code in discovering the 'play as Akuma' code. Many many many thanks! -+- Kenichiro Tanaka(tanaka@maya.com) For his codes for Juggernaut and Akuma. -+- James Chen(jcehnsor@ucla.edu) For his outstanding combo system that should be the ONLY one used. -+- Miguel Rustia(www.miggy.net) For his clarification and remodilization on James Chen's marvelous combo system. -+- CJayc(www.gamefaqs.com) For his hard work and dedication to his site as well as posting up this FAQ. -+- You(--------@something.com) The readers of course, for respecting this FAQ and for not their interest in various FAQs, FAQs would not be possible! -+- Dingo Jellybean(bellybutton@hotmail.com) For typing up this FAQ. ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- Copyright 1999-2000 (C) Dingo Jellybean