HH HH HHHH HHH HH HHHHHH HHH H HHHHHHH HHHHH HH HH HH HHHHHHHH HH H H HHHH H HH HHH HHHH HH HH HH HH H H HHHHHH HH HH HH H H H H H HHHHHH HH HH HHHHH HHHH HHHHH H H HH H HHHHHH HH H HHH H H H H HH H HHHHHHH HH H HH H H H HH HH H HH HHH HH HH HH HHHHHHHH HHHHHHHH HHH HHH HHHH HHHH HHH HH HHHH HHHHHHH HHHHHH HH HH HHH HH HHHHH HH H HH HH HH HH H H H HH HHHH HHHHH HHHHHH HHH HH HH HHH HH HH H H HH HH HH HH HH HH HHHH HHHH HHHHHH HH HH HH HH HH HH HH HHHH HHHHH HHHH HHHH HHHHHH HHH HH HH HH HH HH HH HH HH HH H HH HH HH HH HH HH HH HH HH HH H HH HH HH HHHHH HH HH HH HH HH HH H HH HH HH HH HH HH HH HH HH HH HH HH HH HHHHHHHHH HH HH HH HH HH HH HH HH HH HH HH HH HHHH HHHHH HHHHH HHHH HHHH HH HH HH HH NEW AGE OF HEROES HH =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Marvel Versus Capcom 2: New Age of Heroes FAQ/Move List Arcade/Dreamcast/Playstation 2/X-Box Author: Pop E-Mail Address: SPop6@aol.com Current Version: .22 Last Updated: 04/15/08 The latest version of this FAQ can always be found at www.GameFAQs.com. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= I ask that all new visitors please read the introduction section before seeking out information located in this FAQ. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = Table of Contents = = ----------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= 1: Introduction 2: Legend 3: Basic Gameplay 3a: Blocking 3b: Escape Rolls 3c: Partner Assists 3d: Snapbacks 3e: Dashing & Jumping 3f: Taunting 3g: Medium Attacks 3h: Canceling Moves 3i: Chipping 4: Move List 4a: Akuma 4t: Hayato 4mm: Sabretooth 4b: Amingo 4u: Hulk 4nn: Sakura 4c: Anakaris 4v: Iceman 4oo: Sentinel 4d: B. B. Hood 4w: Iron Man 4pp: Servbot 4e: Blackheart 4x: Jill 4qq: Shuma-Gorath 4f: Cable 4y: Jin 4rr: Silver Samurai 4g: Cammy 4z: Juggernaut 4ss: SonSon 4h: Captain America 4aa: Ken 4tt: Spider-Man 4i: Captain Commando 4bb: M. Bison 4uu: Spiral 4j: Charlie 4cc: Magneto 4vv: Storm 4k: Chun-Li 4dd: Marrow 4ww: Strider 4l: Colossus 4ee: Mega Man 4xx: Thanos 4m: Cyclops 4ff: Morrigan 4yy: Tron Bonne 4n: Dan 4gg: Omega Red 4zz: Venom 4o: Dhalsim 4hh: Psylocke 4a1: War Machine 4p: Doctor Doom 4ii: Rogue 4a2: Wolverine (Bone Claws) 4q: Felicia 4jj: Roll 4a3: Wolverine (Iron Claws) 4r: Gambit 4kk: Ruby Heart 4a4: Zangief 4s: Guile 4ll: Ryu 4a5: Abyss Strategies 5: Game Mode Explanation 6: Secrets & Scoring 7: Version Port Changes 7a: Arcade 7b: Dreamcast 7c: Playstation 2 7d: X-Box 7e: Best Version 7f: Technical Problems 8: Conclusion & Credits 9: Version History 10: Copyright Information =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 1: Introduction = = --------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= So, I was searching through some old files on my computer when I stumbled across one of my uncompleted works from back in the day. Its name was Marvel Versus Capcom 2. So, here I am now, writing it once again almost two years later to completion. For the most part, many readers are here for the “move list” section, if that’s the case then I please ask that you read the “legend” located at the very beginning of that section. Many defined terms can be located there making comprehension of each individual character analysis much easier. Marvel Versus Capcom 2 is, without a doubt, one of the best fighting games ever created. Although it may get too frantic for most players, people with a sharp eye and quick reflexes will not only find the craziness a refreshing mix of style, but lots of fun. The story in Marvel Versus Capcom 2 is quite simple; an evil named Abyss has awoken to destroy the world, and all available heroes are uniting to try and stop him. One brave warrior named Ruby Heart is using her pirate ship to send all willing heroes of the world to Abyss's palace to try and stop him. While in the palace, Ruby Heart attempts to obtain Abyss's armor and destroy it. However, I doubt you're playing this game for the intense storyline, but rather for the wonderful matches you'll fight along the way. I really hope you find use in this FAQ, and if not please let me know by e-mailing me at SPop6@aol.com with questions or comments. Please include Marvel, Capcom of MVC2 somewhere in the subject line. Thank you for taking the time out to read this FAQ. Please note, this guide uses the upper-score character ("―") to display some graphs and information charts. Some browsers will not be able to properly display this character, if you have a problem reading a certain part of this FAQ because of this then please e-mail me so I can help clarify the particular section for you. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 2: Legend = = --------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= The following abbreviations will represent the following commands. The abbreviations will be used throughout the entire guide. +---------------------------------------------------------------------+ |Abbreviation |Command | +---------------------------------------------------------------------+ |F |Forward | |U |Up | |B |Back | |D |Down | |FU |Forward Jump | |BU |Back Jump | |FD |Forward Crouch | |BD |Back Crouch | |LP |Light Punch | |MP |Medium Punch | |HP |Heavy Punch | |LK |Light Kick | |MK |Medium Kick | |HK |Heavy Kick | |PA |Partner A | |PB |Partner B | |T |Taunt | +---------------------------------------------------------------------+ =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3: Gameplay Basics = = ------------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Please read through your instruction manual for controls, menu translations, combat rules, vitality gauges, character types, how to change characters, how to charge your hyper bar, basic attack rules, etc. Those who are playing the arcade version should look right above the control stick to find a little label dedicated to gameplay basics. (Almost all the official machines have this.) I will try to avoid covering information already listed in the game's manual, but those who know the basics of punching and kicking should be just fine. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3a: Blocking = = ------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Blocking will be an ability you will use a lot while playing Marvel Versus Capcom 2. Simply press the back button while in combat to block; this will cause damage to be greatly reduced by the attacker. Please take note that no throws can be blocked. There are three types of blocks in Marvel Versus Capcom 2: Basic Block - B This block protects against attacks aimed at the torso and higher. Countering capabilities become higher while using a basic block, but chipping damage increases. Be especially careful when using blocking techniques rather than countering techniques against characters like Servbot; characters such as these can literally chip you to death. Crouching Block - BD This block protects against all attacks however, countering other moves will prove to be far more difficult while in the crouching position. Certain characters have moves that can break this block, so use this with caution. Aerial Block – (While Airborne) B This is a standard block used against anti-air moves and against airborne enemies. Try finding other methods of countering in the air rather than simply blocking though, to much blocking could lead your opponent to form awesome pressure tactics against you. -----------------------------!!IMPORTANT!!----------------------------- All blocks have something called an advanced block, simply press LP + HP while blocking and your opponent will be sent backwards. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3b: Escape Rolls = = ---------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Basic Escape Roll - B, BD, D + Any Attack Button Escape Rolls are essential to being a good Marvel Versus Capcom 2 player; they are used when a hyper combo or aerial combo is used on your fighter and you hit the ground, usually when you hit the ground your opponent will try to continue and attack you, but an escape roll will prevent them from doing so. Rolling Get Up - While In Air B, BD, D + Any Attack Button There are also two air versions of the escape roll; the first version is known as the Rolling Get Up. This technique literally allows you to escape an attack from your opponent before they even begin to attack. This move will prove vital to master. Break Away - D + Any Attack Button The final air escape roll is known as a Break Away. This technique is used to escape damage from a basic air throw. Be sure to input the commands as your character is falling however, or this move will fail. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3c: Partner Assists = = ------------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Partner assists allow you to call your opponent out for a brief moment to perform a special move. This move depends on the assist type chosen for that particular fighter; each character has thee different assists to choose from (A-Alpha, B-Beta and Y-Gamma) and there are twelve assist types total in the game. The twelve assist-types are: +---------------------------------------------------------------------+ |Assist Type| Assist Description | +---------------------------------------------------------------------+ |Anti-Air |Your partner comes out and performs a move that will | | |attack very close and airborne opponents. The move | | |performed is usually used as a counter move that has a | | |lot of speed to it. | +---------------------------------------------------------------------+ |Balance |Your partner comes out and performs a ground-based | | |attack. If you use a counter assist then your partner | | |will perform an anti-air attack, this assist type is | | |usually on characters that deal mid-ranged damage. | +---------------------------------------------------------------------+ |Capture |Your partner comes out and performs a move that will | | |render your opponent paralyzed for a brief amount of | | |time. The counter assist version of this move is usually | | |ground based. | +---------------------------------------------------------------------+ |Dash |Your partner comes out and performs a fast dashing attack| | |usually targeted towards grounded opponents. These moves | | |are generally fast and easy to combo off of, but are | | |sometimes difficult to connect with. | +---------------------------------------------------------------------+ |Enhance |Your partner comes out and hands an enhancement item to | | |your current fighter. This enhancement will usually up | | |your strength or defense statistic. The counter assist | | |version of this will usually consist of a ground move. | +---------------------------------------------------------------------+ |Expansion |Your opponent comes out and performs a move that will | | |either send your opponent flying across the screen, knock| | |them off their feet or both! Try not to miss though, | | |these attacks usually leave your partner open for attack.| +---------------------------------------------------------------------+ |Ground |Your partner comes out and performs an attack that | | |travels across the ground in a projectile-like fashion. | | |Some of these moves usually knock your opponent off his/ | | |her feet and leave combo opportunities open. | +---------------------------------------------------------------------+ |Heal |Your partner comes out and hands your current fighter an | | |item that will restore some health. The enhancement | | |restores a small amount of life, but it does go as far | | |as to restore parts of your non-curable health bar. | +---------------------------------------------------------------------+ |Launcher |Your partner comes out and performs a basic launcher | | |attack. (An attack that knocks an enemy into the air, | | |stuns them and opens them up for an aerial rave.) These | | |moves are damaging, but sometimes hard to connect with. | +---------------------------------------------------------------------+ |Projectile |Your partner comes out and performs a projectile attack. | | |These attacks are usually fast, safe to use and make good| | |counter attack. The team-hyper combos that come with this| | |assist are usually very powerful. | +---------------------------------------------------------------------+ |Throw |Your partner comes our and performs a throw move. These | | |attacks are usually hard to connect with against | | |experienced players, but deal a hefty amount of damage if| | |they do and usually send your opponent across the field. | +---------------------------------------------------------------------+ |Variety |Your partner will come out and perform a special move. | | |This move could fall under any attack category. The | | |counter assist is also another special move that could | | |be literally anything. It all depends on the character. | +---------------------------------------------------------------------+ Please take note, if your current fighter does not take the item from a heal or enhancement assister then they could be left open for a counter-attack. Make sure your current fighter is far from your opponent and that you're as close as possible to the edge of the screen so you can easily take the item. ----------------------------------------------------------------------- Performing an assist is quite simple, there are numerous types of assists and all of them make use of the PA and PB buttons. Standard Assists - PA or PB If you press PA then the second character on your team will come out and perform his/her assist technique; if you press PB then the third character on your team will come out and do his/her respective move. Counter Assist - B, BD, D + PA or PB You're partner will come out and perform a counter attack on your opponent. These moves are generally very fast, and can be used when your opponent is in the midst of performing a combo. Counter assists take up one hyper bar. Delayed Partner Hyper Combo - Varies Perform a hyper combo with your current character, and while its performing that hyper combo put in the commands for your second characters hyper combo. You can also perform this with you third character while your second character is performing his/her. Each hyper combo obviously takes up one hyper bar. Team Hyper Combos/Variable Combo - B + PA + PB This move varies depending upon on how many hyper bars you have. If you have two hyper bars than you and your second character will come out and perform their hyper combos at the same time. If you have three hyper bars then all three of your characters come out at the same time and perform their hyper combos. Since this move requires a lot of hyper bars, it's best to get a really good feel of your team and learn a combo that a team hyper combo of your team can easily be connected with. If any assist is performed and your assister survives, a big ASSIST OK will flash over your assister's life bar. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3d: Snapbacks = = ------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Snapbacks are a great move that can be used in a variety of situations. A snapback allows you to force change your opponent's current fighter. So if you're about to kill off one of your opponent's characters, and he/she changes, then you can perform a snapback to force change their fighter to change back to that character that had low life and finish the job off. This is one of many uses for snapbacks; experiment to find some more. Snapbacks - D, FD, F + PA or PB If you press PA while performing a snapback then your opponent will be forced to change with their second character, if you press PB then your opponent will be forced to change to their third character. If your opponent only has one inactive fighter, then your opponent will be forced to switch with it. Snapbacks require one hyper bar to use. Snapbacks are generally a charged up HP or HK. -----------------------------!!IMPORTANT!!----------------------------- Snapbacks can be blocked, and can easily be countered, be sure to practice them often in training mode. Remember snapbacks require one hyper bar to use, so only use them when needed. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3e: Dashing & Jumping = = --------------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Dashing - LP + HP or F, F Air Dash - (While Airborne) LP + HP or F, F Dashing is a very important skill that is used to dodge attacks, and is usually used to start combos. Some characters even have an air dash that will allow them to soar quickly through the air. Air dashes are especially useful because they allow you to get on the other side of your opponent. They also allow you to escape possible aerial raves to perform a devastating counter. Back Dashing - B, B Air Back Dash - (While Airborne) Back dashing is just the opposite of regular dashing. The regular dash is mainly used to get close to your opponent, and start combos, where as the back dash is mainly used as a retreating type move. Some characters even have a back air dash, which is very useful to dodge anti-air moves. Super Jump - D, U Super Jumping pretty much has the same concept as dashing; you can use to get out of an enemy's attacks and it is a great starter for aerial raves. Super jumping allows you to perform a very high jump. You usually have to perform a super jump after performing a launcher to take full advantage of an aerial rave. Double Jump - U, U Triple Jump - U, U, U Some characters even have double and triple jumps, these characters usually have great aerial rave possibilities. Perform a super jump and keep pressing jump after a set of attacks to get in a wonderful combo that will make your opponent's life fall tremendously. Very limited characters have double and triple jumps, the characters with double and triple jumps are usually very fast with weak attacks. You can save your extra jump when descending from your first jump, this can sometimes confuse your opponent and it's a nice set up for a combo. When performing an aerial rave save your second and third jumps for after the first series of air attacks, the results of this combo are deadly. -----------------------------!!IMPORTANT!!----------------------------- Remember very few characters have double and triple jumps, so make sure and check to see if your character has it. I will tell you if a character has a double or triple jump in the move list section of the guide. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3f: Taunting = = ------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Taunting is done by simply pressing the select button on the Playstation 2 or X-Box, the start button on the arcade or LK + start on the Dreamcast. When the commands are inputted correctly your current character will come out and do a little comedy act, during this time your character is vulnerable, however they rarely last more than a second. So why even use a taunt? Well, your opponent can get a false sense of security and decide to go up to you, making it a great opportunity for a quick counter attack. I decided not to list the taunts in the move lists, because they are all meant for the same purpose, and I really want you to see for yourself what the characters do, instead of having me ruin it for you. (Some of them are quite funny.) However there is one character in the game named Dan who has multiple taunts. A lot of his special moves are taunts, and he even has a taunt hyper combo. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3g: Medium Attacks = = ------------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= The buttons for medium attacks were taken out, however medium attacks can still be performed. Some characters can use it by pressing a certain direction plus a low or high attack button, although medium attacks are only usually used while comboing. Follow Up Medium Attacks - (Air or Ground) LP, LP or LK, LK To make the medium attack for your character appear, simply press a low attack button twice, do make sure that the first low attack connects though or the medium attack will not show up. Reverse Order Medium Attacks - (Air or Ground) LP, LK, LP or LK, LP, LK While performing a combo, you don't actually have to input 2 low attack commands in a row to make your character perform a medium attack, all you have to do is input 1 low attack command, then input the other low attack button, then hit the first low attack button again. (i.e. LP, LK, LP) The last low attack will actually be a medium attack. Just like the low attack, low attack version, this will not work unless the initial hit connects. -----------------------------!!IMPORTANT!!----------------------------- Medium attacks are needed to successfully make a good combo, without them, combos are almost guaranteed to be short and pretty much useless. I did use a lot of medium attacks for the combos listed in this guide, However, I listed them as a low attack, not a medium, so make sure to take note when referring to the combo sections. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3h: Canceling Moves = = ------------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Canceling moves are pretty much the only way to successfully perform a combo that has a special move or a hyper combo in it. Canceling is a simple process that can easily be mastered after a little practice. While performing a high attack, or special move, immediately input the commands for another special move, or a hyper combo. Your character should stop performing the current move and a new move should begin. Remember, while canceling moves you must input the next move VERY quickly, or the canceling will fail, and could possibly ruin your combo and leave you open for attack. Canceling is an effective way to get hyper combos added to a regular combo. The result of doing this is usually very deadly. Remember: experimenting is the key to finding new combos. -----------------------------!!IMPORTANT!!----------------------------- Many combos listed in this guide involve canceling, so make sure you learn how to do it before going on to some of the more complicated combos in the guide. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 3i: Chipping = = ------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Chipping is pretty easy to explain, it's when damage is taken while you block. Although it sounds simple, chipping is a very hard skill to master. The key to being able to chip successfully is to have a character in your group that can easily restore your hyper bar. Two great characters that come to mind are Cyclops and Storm, they can easily gain lots of hyper meter, and Storm can even deliver awesome chipping damage. Like most things though, the key to finding a good meter builder for your team is to experiment. After you find a good meter builder for your team, it's time to find out who can chip well in the game. Two of the best characters in the game for chipping are B.B. Hood and Servbot. Both have awesome hyper combos that will deliver a lot of damage while your opponent is blocking. In my opinion, Servbot is the best chipper in the game, although Servbot has a lot of low points, he wins it all back by his power to chip. His hyper combo, Lunch Rush, will do the same amount of damage to your opponent whether they are blocking or not, in fact his chipping is so powerful that it will break Iceman's no damage block! Chipping is a widely used skill, so knowing how to avoid chip damage is just as important as knowing how to chip. One of the main things you need to practice are variable counters, variable counters can stop chip damage right in their process, and hopefully stop your enemy from attacking all together. However, this does require 1 hyper bar, and requires you to change your current character. Another method is learning how to jump over certain attack before they even start to hit you; this method is sometimes hard though since some characters are better jumpers than others. The last method I can think of is to learn how to counter a wide variety of moves. Although countering people like Servbot is very difficult, it can be done. Remember to experiment with your character to find out which way is best to avoid chip damage. -----------------------------!!IMPORTANT!!----------------------------- Make sure you know when it's appropriate to chip, it's good to have your opponent in a situation where he/she cannot dodge attacks, since projectile hyper combos can easily be jumped over. However, characters like Storm cover a wide range of the screen, so little timing and setup is needed, just make sure your opponent can't perform an escape roll at the moment or you're as good as dead. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4: Move List = = ------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Please be sure to review the legend before going on to the following section, it's needed to understand the abbreviations I will use throughout the remainder of this guide. ----------------------------------------------------------------------- - Legend - ----------------------------------------------------------------------- Throws - These moves are pretty self-explanatory, they are used to toss your enemy or slam them to the ground. Throws can generally not be blocked, and you must be very close to your enemy in order to input a throw command successfully. There is no specific way to input a throw command, it all depends on which character you are using and which throws you wish to use. There are some exceptions to these rules however, such as Colossus's Giant Swing. Launcher – A launcher is a move that sends your opponent into the air and allows you to follow up with an aerial combo. Every character has different launchers at their disposal, some even have multiple launchers. Larger combatants, such as Hulk and Sentinel, require that your character use a launcher in mid-combo in order to weaken them before they will successfully "launch" into the air. A super jump can be performed by simply pressing FU after a successful launcher instead of the normal input commands; this tiny tweak makes aerial raves a tad easier to perform. Special Basic Moves - These moves are done by pressing a certain direction on the D pad along with a certain attack button at the same time. Some special basic moves don't even require that you use the D pad, but just the use of a single button. Take note that special basic moves also include double/triple jumps, and unique types of dashes that will require more than one button input to perform. Special Moves - Special moves are moves that require one quick motion of the D Pad and end with an attack button. These moves are usually simple to perform. Hyper Combos - These are very damaging moves, and require 1 or 3 hyper bars to perform. These moves can either be simple to input, or very difficult. Some hyper combos will fail if the initial attack misses or is blocked, while others are will continue even if your opponent has dodged or blocked the move. Combos - Combos are done with numerous attacks, sometimes with the use of special moves, hyper combos, etc. While performing a combo your opponent cannot block in the midst of it. Once a combo starts it cannot be stopped unless your opponent performs a counter assist. When performing a combo make sure you input the commands very quickly or the combo will fail. Juggling – Juggling is a term used to describe the process of sending your opponent into the air with an attack and then repeatedly throwing them back into the air with follow up attacks. Juggling can be easily countered and often times hard to perform, but skilled players can deal a large amount of damage with this technique and also open up a large number of confusion tactics. Like combos, your opponent will not be able to block while in the midst of a juggle. Aerial Rave – Often times throughout this guide you will come across the term "aerial rave", this is an air combo that is usually a follow- up to a launcher. Both air combos and aerial raves share the same meaning through this guide. Aerial Rave Finishers - Aerial rave combos also have special finishing moves that send your opponent to the ground with great force. Most high attacks, special moves and special basic attacks will act as aerial rave finishers as well as medium attacks. There are numerous aerial rave finishers for each character, I will not be listing them in the guide. Experimentation is key to figuring out which aerial rave finishers work best for your character and your style of play. L and H Differences – Many special moves have both a low (LK or LP) and high (HK or HP) version. Usually, the low version of a special move is quicker, but not as powerful or lengthy, and the high versions usually have a slow start-up, but have lots of power behind them and usually travel higher, faster, etc. Direction Throwing – Usually when performing a throw that gives you directional input options (For example, you can execute the move by either using F or B.) your character will throw your opponent in the same direction you used to input the command with. Pressure Tactics – A set of moves that is used to corner your enemy in a barrage of oncoming attacks. These attacks usually consist of moves that cover all planes of the battlefield making it near impossible for your opponent to get out of the situation they are in. Usually, your opponent is forced to take heavy damage in order to break free of situations such as these. Confusion Tactics – A technique designed to deceive your opponent into thinking a certain attack or move is coming and in reality something else is performed. Characters that have good confusion tactics are usually fast and perform well in the air. Confusion tactics rarely work on a computer controlled character unless using attacks like Cammy's Hooligan Combination. Escape Tactics – A set of moves used to retreat from the enemy allowing the player to re-think or switch out characters safely. Escape tactics consist mainly of throws and aerial raves and are meant to take your opponent on by surprise. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4a: Akuma = = --------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Akuma has been rated by many as being one of the best characters in the entire game, and it's hard to disagree. Akuma has a move for every situation, and his counters and combos can be very deadly. Akuma is generally used on teams that rely on a good mixture of speed and strength to win. Many players use Akuma to balance their team out. Akuma isn't the easiest character to use, but he's a very rewarding character to have in due time. His defense may be a little low, but the fact that he has an answer for everything negates this fact. Try taking control of the air with Gou-Shoryu-Ken, the ground with an airborne Gou-Hadouken or the distant with a well-placed Messatsu-Gou-Hadou. First Appearance: Super Street Fighter 2 _____________ |Alpha | |―――――――――――――| |Type | Projectile |Assist | Gou-Hadou-Ken |Counter | Gou-Hadou-Ken |Team Hyper | Messatsu-Gou-Hadou ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Gou-Shoryu-Ken |Counter | Gou-Shoryu-Ken |Team Hyper | Messatsu-Gou-Sharyu ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Expansion |Assist | Tatsumaki-Zankuu-Kyaku |Counter | Tatsumaki-Zankuu-Kyaku |Team Hyper | Messatsu-Gou-Rasen ――――――――――――― --------------------------------Throws--------------------------------- Shoulder Throw - B or F + HP Your opponent will be thrown in the direction you choose to input the commands with. It's a very useful throw to get your opponent away from you, or to get them into a corner. Rolling Throw - B or F + HK Your opponent will be thrown in the direction you chose to input the commands with. Like the shoulder throw, this throw is useful to get your opponent away from you, this throw is also a bit more damaging, but harder to connect with. Hyper Rolling Throw - F, FD, D, BD, B + HK Akuma grabs the enemy and spins him around multiple times. This is a very damaging throw that is best used to get your opponent into a corner. Throw Down - (While Airborne) F + HP This move is usually used to end an aerial rave, it's very damaging, but can easily be negated with a break away. It can also be used as a simple aerial counter. -------------------------------Launcher-------------------------------- BD or FD + HP This is an easy launcher to use. Try adding this to combos for full effect. Make sure you know that the BD version will protect Akuma from oncoming attacks, while the FD version is easier to add to combos. It all depends on what situation you're in. --------------------------Special Basic Moves-------------------------- Karate Chop - F + HP This move is one of the best moves in the game, no joke. It actually allows you to break crouching blocks and start a devastating combo. Make sure this move hits though, because you could be left open for counter attacks if you miss. Grounded Roundhouse - (Air or Ground) F + HK This move is a great combo move, and if used properly, it's a great set up for a launcher, which can lead to an aerial rave. Try adding this to a combo. If this move does not connect then your opponent can easily counter it with an anti-air attack, so be careful. -----------------------------Special Moves----------------------------- Gou-Hadou-Ken - D, FD, F + LP or HP This is a basic projectile move, the harder the punch the faster the projectile. This is a great combo move, but if you decide to use the HP version, Akuma will be stunned for a brief moment, leaving combo opportunities open for your opponent to take advantage of. Zankuu-Hadou-Ken - (While Airborne) D, FD, F + LP or HP This move sends a projectile at an angle to your opponent. This is a great ground counter, but leaves Akuma stunned if he misses. This move is also very easy to counter as well, but it's still useful since it's one of the few air-to-ground counters in the game. Gou-Shoryu-Ken - F, D, FD + LP or HP Akuma performs a flying uppercut when this move is executed. He also becomes invincible while the move is being performed, but he can still be countered with ease if he misses. This move is fast and travels with lots of speed, and the damage rate is also high. Tatsumaki-Zankuu-Kyaku - (Air or Ground) D, BD, B + LK or HK This is a move where Akuma performs multiple airborne roundhouses in a row. Just like Gou-Shoryu-Ken. This move knocks opponents off their feet, but it can easily be ducked or countered. The harder the kick, the faster and more powerful the move will be, but remember if you decide to use the HK version of this move and Akuma misses, he can be countered with ease. Tenma-Kuujin-Kyaku - (When Airborne) D, FD, F + LK or HK This move is an average ground counter, the harder the kick, the more damaging the move. You can't combo with this move, but it's a damaging ground counter. This move will require a lot of experimenting with before being able to properly execute. Ashura-Senkuu (Forward) F, D, FD + LP + HP or LK + HK This move is used to get out of throws and is also a great way to get behind your opponent. While Akuma is performing this he cannot be damaged. Be sure not to accidentally input the commands for Tenma-Gou- Zankuu while executing this move. Ashura-Senkuu (Backward) B, D, BD + LP +HP or LK + HK This move is used to get out of throws and back away from your opponent. Akuma cannot be damaged while he is performing this move, so it's a good way to escape action for a brief moment. -----------------------------Hyper Combos------------------------------ Messatsu-Gou-Hadou - D, BD, B + LP + HP This is a beam hyper combo similar to Ryu's Shinku-hadou-Ken. This move is a great move to combo with, but since it can't be performed in the air like Ryu's, its combo potentials are limited. This move also has a brief charge up time, so make sure your opponent isn't recovering from a fall when you try to perform a combo with it. Messatsu-Gou-Sharyu - D, FD, F + LP + HP This is an anti-air counter move that covers the length of the entire screen. Try using this to build up some pressure tactics or simply try adding it to basic ground combos for full effect. Tenma-Gou-Zankuu - (When Airborne) D, FD, F + LP + HP This move sends multiple Zankuu-Hadou-Ken's at your opponent. This is a great move to counter ground and anti-air attacks with. This move seems to be especially damaging on larger guys like Blackheart and Thanos. Messatsu-Gou-Rasen - D, FD, F + LK + HK This is a close ranged counter move that sends Akuma up in the air with multiple roundhouses. Make sure this move lands, or Akuma can be in for some unpleasant counters when he reaches the ground. Shungokusatsu - LP, LP, F + LK, HP (Requires Three Hyper Gauge Bars) This move requires three hyper bars to use, so make sure to use it in an emergency only. It's pretty hard to connect with, but since it looks like you're about to use Ashura-Senkuu (Forward), your opponent may be confused and attempt to counter rather than block. If you can connect, then expect devastation to follow. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o FU + LP, FD + HP, U, LP, LK, LP + Tatsumaki-Zankuu-Kyaku or Zankuu- Hadou-Ken or Flying Roundhouse or HP or HK Attack Notes ------------ This combo starts out with Akuma pretty far away from the opponent, if the FU + LP fails to connect, than immediately back away, because you will be left open for counter-attacks. ------------------------------o--------o------------------------------- |Combo #2| o--------o LP, LK, LP, Gou-Hadou-Ken, Messatsu-Gou-Shoryu Attack Notes ------------ This combo is very damaging, but it's also a very hard combo to connect with. Experimenting is key. ------------------------------o--------o------------------------------- |Combo #3| o--------o FU + LK, FU + HK, FD + LK, LK, Messatsu-Gou-Hadou Attack Notes ------------ This combo is very useful and easy to perform, make sure it connects to avoid possible counters. ------------------------------o--------o------------------------------- |Combo #4| o--------o FU + HK, HP, Gou-Hadou-Ken Attack Notes ------------ This is a very simple combo that has an interchangeable move set. Try experimenting with the combo's move-set for the best results. ------------------------------o--------o------------------------------- |Combo #5| o--------o FU + HK, HP, Gou-Hadou-Ken, Messatsu-Gou-Shoryu Attack Notes ------------ This is one of the more damaging combos Akuma has to offer, to boot, it's fairly easy to connect with. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Akuma has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4b: Amingo = = ---------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Amingo is a very strange character, his playing style: awkward, and he's usually only put into teams dedicated to anti- air attacks and aerial raves. He is, however, a very good character by every means. Although he's slow, this is made up for the numerous pets Amingo can summon for cover while he goes in for the kill. He has great aerial raves, however is hyper combos suffer a lot, considering he has one anti-air hyper, and one grab hyper. Despite this, he can be used to build up hyper bars for the team, or just devastate the opponent with combos. His pressure tactics are also amazing, he can corner his opponents with his pets and perform an amazing ground or ground-to-air combo. First Appearance: Buster Brothers _____________ |Alpha | |―――――――――――――| |Type | Heal |Assist | Life Up |Counter | Kaze No Sakebi |Team Hyper | Taiyou No Megumi ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Enhance |Assist | Defense Up |Counter | Kaze No Sakebi |Team Hyper | Taiyou No Megumi ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Balance |Assist | Kaze No Sakebi |Counter | Kaze No Sakebi |Team Hyper | Taiyou No Megumi ――――――――――――― --------------------------------Throws--------------------------------- Shoulder Throw - B or F + HP Your opponent will be thrown in the direction you chose to input the commands with. It's a very useful throw to get your opponent away from you, or to get them into a corner. Air Throw – (While Airborne) B or F + HP This is a good throw to escape possible combos with; it's also a very nice way to end an aerial rave with. However, please note that this throw can easily be evaded using a break away. -------------------------------Launcher-------------------------------- FD + HP or FD + HK or BD + MK To perform the BD + MK version of Amingo's launcher, simply press LK twice, the second kick Amingo will perform will actually be a MK. Since Amingo has a wide variety of launchers, it makes him a great aerial rave comboist. Take advantage of them to form good ground combos that lead into aerial raves. --------------------------Special Basic Moves-------------------------- Flower Spin - HP Amingo has a very odd HP, when ever you press HP his arm will turn into a flower and spin around. This move does multiple hits and is a nice combo move. It also has good reach and is a nice counter. Needle Spin - D + HK Amingo will spin around and damage the opponent with needles. This move is very fast, and pretty damaging; add this to a combo for full potential. Since this move is very fast, you don't have to worry about counters too much. Vine Whip - D + HP Amingo makes a vine appear to attack your opponent. This is a good move that travels across the ground and also has some reach to it; try adding it to combos. It's also a very nice ground counter. -----------------------------Special Moves----------------------------- Child of the Ground (Grab) - D, BD, B + LK or HK This move summons a cactus, if this cactus connects it will grab your opponent. This move is one of the best moves in the game, because it can't be blocked, and if it connects it leaves great opportunities for wonderful combos. This move can also be used as a shield for Amingo. Child of the Ground (Punch) - D, FD, F + LK This move summons a cactus that will perform a punch if it connects. This move can be blocked, but if it connects it will give you a very brief moment for combos. This version of Child of the Ground provides as a better blocker than the grab version because of the fact that it stays on the field longer if unharmed. Child of the Ground (Kick) - D, FD, F + HK This move summons a cactus that will perform a kick if it connects. This move can be blocked, but if it connects it will give you a very brief moment for combos. This version of Child of the Ground provides as a better blocker than the grab version because of the fact that it stays on the field longer if unharmed. Joy of Green - D, BD, B + LP or HP This is a great ground counter, but make sure this move connects or it will give your opponent a good chance to counter. You can't combo with this move, but if you're facing a human you do have a chance to confuse your opponent. Shout of the Wind - (Air or Ground) D, FD, F + LP or HP This is a great move, it cannot only be used in combos, it can be used multiple times in combos! Try some awesome aerial raves with this move to get the full affect of this. This move can also be used to get closer to your opponent. It's fairly damaging, so try combining it with your cactus friends along with this move to overwhelm your opponent. -----------------------------Hyper Combos------------------------------ Boon of the Sun - D, FD, F + LK + HK This is an awesome close counter that sends your opponent for a ride. It will also connect if your opponent is directly over you. If this move connects it will leave you an opportunity for a possible ground assault afterwards. This move must be used in team hypers, which isn't a good thing since it goes straight up and has no outward spread. Rule of the Plants - D, BD, B + LP + HP This is a very hard move to connect with, if the initial grab does not connect, then the whole move will not connect. It's good when your opponent is confused and multiple characters are out on the screen at one time. Try to summon some cactuses to confuse your opponent even more before launching this move. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o Child of the Ground (Grab), Child of the Ground (Kick), FU + LK, LP, LK, Shout of the Wind or Joy of Green Attack Notes ------------ This is a very simple combo to use, make sure you cast Child of the Ground (Kick) right after the grab version of this combo won't work. If Child of the Ground (Grab) does not connect do not proceed with the combo. ------------------------------o--------o------------------------------- |Combo #2| o--------o FU + LK, BD + LK, BD + LK, FU, LK, LP, LK, HP or Shout of the Wind Attack Notes ------------ This is a fairly advanced combo; it starts out with a simple ground combo and leads into an aerial rave. You may also want to consider summoning some cactus friends to use as a shield as Amingo goes in for the kill. ------------------------------o--------o------------------------------- |Combo #3| o--------o LK, LP, LK, Shout of the Wind, FD + HK, SU LK, LP, Air Throw Attack Notes ------------ A fairly simple combo that starts out with a ground combo and goes into an aerial rave and ends with an air throw. This combo is great because it gets your opponent away from you if done correctly. ------------------------------o--------o------------------------------- |Combo #4| o--------o FU + LK, LK, FD + LK, Boon of the Sun Attack Notes ------------ A very complicated combo, but if done correctly, it can be very damaging. It's one of the few combos that actually has Boon of the Sun in it. ------------------------------o--------o------------------------------- |Combo #5| o--------o LP, LK, LP Rule of the Plants Attack Notes ------------ An easy combo that ends in a hyper combo, make sure that the timing is very quick or this combo won't connect. It's a good idea to have two cactus friends before you try to use this combo. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Amingo has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4c: Anakaris = = ------------ = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Anakaris is a great character that is played with a style to confuse your opponent. His attacks come out of nowhere, and he has moves that actually make part of his body disappear for a short period of time! His hyper combos are VERY difficult for beginners to input correctly, but when mastered, he has some deadly combos that should not be taken lightly. Another good thing about Anakaris is that almost all of his moves can be used in the air, or when he's on the ground. Anakaris is not recommended for beginners; because of his slow speed and awkward jumps, however, they can actually be used to his advantage if used properly. First Appearance: Darkstalkers _____________ |Alpha | |―――――――――――――| |Type | Ground |Assist | Cobra Blow |Counter | Cobra Blow |Team Hyper | Pharaoh Cobra Blow ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Throw |Assist | Mummy Drop |Counter | Mummy Drop |Team Hyper | Pharaoh Illusion ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Variety |Assist | Coffin Drop (Special Move Version) |Alpha | Coffin Drop (Special Move Version) |Team Hyper | Coffin Drop (Hyper Combo Version) ――――――――――――― --------------------------------Throws--------------------------------- Mummy Drop (Close) - D, FD, F + LP This is a great combo throw. Anakaris's hands go out in front of him and wrap up your opponent; the move ends with a devastating throw. Try using this when your opponent is trying to get close to you and you want to get away. Make sure this move hits, or your opponent will have a good opportunity to counter. Mummy Drop (Far) - D, FD, + HP This move is just like Mummy Drop (Close), except Anakaris's hands go out really far in front of him. This move is good when your opponent is going close to you. You can also use this after your opponent advance blocks you to send Anakaris away from you. -------------------------------Launcher-------------------------------- BD or FD + HP Anakaris's one launcher is a good one. It's a great launcher to add to a combo, and since he shrinks into the ground when used, most of his body is protected for a brief moment of time. When not doing combos try to use the BD version to protect yourself from counters. --------------------------Special Basic Moves-------------------------- Air Dash - (While Airborne) LP + HP or F, F Anakaris actually has an air dash, which can be used to go in for ground combos, or counter an anti-air move your opponent has just performed. Make sure to hold back while doing an air dash to protect yourself from possible counters. Short Cobra Blow - HP Anakaris's HP is actually a move, it send out a small cobra in front of him, this move can be added to combos, and is a very nice small range counter. Make sure you know that the cobra can be attacked, and Anakaris will receive damage for it if it is. Karate Kick - B + LK This move makes Anakaris do a karate kick, the great thing about this move is that it can actually break low block. It can't be added to combos well, so just use it when you've scared your opponent into blocking. Disappearing Kick - (When Airborne) LK or HK Anakaris will make part of his body disappear and perform a kick that actually appears on the ground. This is a very nice ground counter, or anti-air counter. Diagonal Pyramid Drop - (When Airborne) FD + LK or HK Anakaris's legs turn into a big pyramid that attacks your opponent at a diagonal angle. Be careful not to get countered. This is a great move to confuse your opponent, or to trick them by moving in for the attack. Try comboing right after this move connects for full affect. Vertical Pyramid Drop - (When Airborne) D + LK or HK This attack will only connect to opponents directly under you. Make sure that you take full advantage of the combo opportunities that open up after a successful connection. Beware of possible counters for an unsuccessful attack. Horizontal Pyramid Drop - (When Airborne) F + HK Try to use this as an anti-air counter. Use the combo opportunities that open up after this move connects. Remember that the pyramid Anakaris forms can be attacked, so be especially aware of counters when you use this move. -----------------------------Special Moves----------------------------- Coffin Drop - (Air or Ground) D, D + Any Attack Button This move is a great combo move that will throw your opponent off guard. The coffin acts as a barrier, so don't worry about counters too much. Use this as an anti-air counter or ground counter as well. This move has endless uses. Cobra Blow - (Air or Ground) B or F + LP or HP This is a good combo move and a counter for an anti air move or a regular ground move. Make sure to be careful though, because the cobra Anakaris holds out in front of him can be damaged, leaving an opening for great counters. Pharaoh Judgment - (While Airborne) D, FD, F + LK or HK This move is hilarious and useful. Use it on opponents who use anti air moves a lot. This move captures your opponents, turns them into a doll and makes them bow down to you. It's pretty funny. While in this form your opponent can move around, but not attack. You however are totally open to attack, so try doing a team hyper combo after this move connects. -----------------------------Hyper Combos------------------------------ Coffin Drop - (Air or Ground) D, D + LP + HP This is the hyper combo form of the special move coffin drop. Multiple coffins come down on the screen and hurt your opponent. This move is a great counter, and can be used when you're unsure of your opponent's next move. If you get the move just right you can take 75 percent off your opponent's life! Pharaoh Cobra Blow - (Air or Ground) B, F + LP + HP You have to press attacks buttons after you input commands for this move. Each attack button will cause a different cobra to attack. Keep pressing LP, LK, HP, HK to get full effect of this hyper combo, pressing those buttons in that order will prevent your opponent from breaking out of the combo, or performing a counter. Make sure you have very fast timing on the first cobra or your opponent may block. Pharaoh Magic - (Air or Ground) HK, LP, D + LK, HP This move can very easily be blocked, but if you catch your opponent off guard it's well worth it. The commands are hard to input, but get easier with due time. If you can connect this move try using a combo afterwards. Pharaoh Illusion - LP, LP, F + LK, HP This move is somewhat difficult to pull off, and even if you do manage to input the commands correctly, your opponents can still counter you with relative ease. The damage output for this maneuver is very high, so those skilled enough to use this as a counter attack can easily turn the match around. While Anakaris is in his gigantic form, you are going to need to know the following commands to properly control him: Left Hand |Right Hand LP: left hand strikes to the right |LK: right hand strikes left LP: left hand rises |HK: right hand rises Also note that you can input a directional command alongside an attack command: the hand will become affected by the direction you choose. For example, if you input the commands FD + LP, then Anakaris’s hand will strike to the right but move diagonally in the process. After connecting with this attack, you can juggle your opponent using alternating hand strikes. A successful juggle with Pharaoh Illusion can take away over 50% of your opponent’s health. Using directional commands without attack commands will allow Anakaris to move around in the backround enabling you to follow your opponent around the level. Please be aware that Anakaris’s head will be left open to attacks if you fail to connect with his hand strikes. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o BD + HP, FU, LK, LP, LK, Coffin Drop (Special Move Version) Attack Notes ------------ This is an easy aerial rave that will do a nice amount of damage. This move might also throw your opponent off guard. ------------------------------o--------o------------------------------- |Combo #2| o--------o LP, LK, BD + HP, Pharaoh Illusion Attack Notes ------------ This is a hard move to input, so practice it in training mode before using it in the arcade mode. This move is very strong, and is one of Anakaris's best combos if you get the full affect of Pharaoh Illusion. ------------------------------o--------o------------------------------- |Combo #3| o--------o LP, LK, LK, HK, HP, Cobra Blow Attack Notes ------------ This is a fairly simple ground combo that can be followed up with some confusing air moves like Diagonal Pyramid Drop. ------------------------------o--------o------------------------------- |Combo #4| o--------o Vertical Pyramid Drop, LK, LK, FD + HP, FU, LK, LP, LK, Cobra Blow or Coffin Drop Attack Notes ------------ This is a fairly simple ground-to-air combo. Trying catching your opponent off guard by using this. ------------------------------o--------o------------------------------- |Combo #5| o--------o LK, LP, LK, HP, Cobra Blow, Coffin Drop (Hyper Combo Version) Attack Notes ------------ This is a fairly simple combo, but the Coffin Drop hyper combo at the end is designed to get away from your opponent, not really cause damage. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Anakaris has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4d: B .B. Hood = = -------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: B.B. Hood is a very funny character, and also very misunderstood. B.B. Hood's reach is so short that she needs to rely a lot on projectile to attack, so what's bad about that? Well her projectiles are very slow, and sometimes disappear without going across the whole screen. So is there anything good about B.B. Hood? You better believe it! Her hyper combos are so powerful sometimes, that it will make even the most defensive characters fall before her might. If you can get close enough to your opponent then make use of her double jump to see some of the best aerial raves in the game. Her ground combos aren't half bad either. First Appearance: Darkstalkers 3 _____________ |Alpha | |―――――――――――――| |Type | Projectile |Assist | High Smiling Missile |Counter | High Smiling Missile |Team Hyper | Cool Hunting ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Cheer of Fire (Upward) |Counter | Cheer of Fire (Upward) |Team Hyper | Cool Hunting ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Variety |Assist | Shy Strike |Counter | Shy Strike |Team Hyper | Cool Hunting ――――――――――――― --------------------------------Throws--------------------------------- Throat Cut - (Air or Ground) B or F + HP B.B. Hood goes up, cuts the throat of your opponent, and throws them in the direction you chose to input the commands with. This is a great throw that does decent damage and gets your opponent away from you. Try following it up with a combo. The aerial version of this move is a great way to finish off an aerial rave, since the damage is inflicted when B.B. Hood catches the opponent, not when they reach the ground, so break aways are useless. -------------------------------Launcher-------------------------------- FD + HK or MK To perform the MK version of B.B. Hood's launcher, simply press LK twice, the second kick B.B. Hood will perform will actually be a MK. Both of B.B. Hood's launchers can easily be put into combos, make good use of them, because B.B. Hood has some of the best aerial raves in the game. --------------------------Special Basic Moves-------------------------- Double Jump - U, U B.B. Hood can make great use of her double jump by performing an awesome aerial rave, using her double jump, and performing a second aerial rave. Use this move to also escape certain hyper combos, special attacks, launchers, et cetera. Basket Blow - B or F + HP This move is used to get closer or further away from your opponent, it all depends on how you inputted the commands. This is a great combo move, and can sometimes be used as a counter. Now that's what I call a picnic basket. Mine Trap - DB + HK This is a good counter move. Try using this when your opponent is using a dash move. Make sure not to miss or get this move blocks, because it will leave B.B. Hood stunned for a second, and it will give your opponent an opportunity to counter. Knee Bash - F + HK This is a great combo move, and a good counter for a dash move. It can also be used to get close to your opponent, and you know what happens when B.B. Hood gets close enough to her opponent. Yup, combo heaven! Ground Stab - Dash + B or F + HP This move can only be used while B.B. Hood is dashing; it's a good counter that has lots of speed. Your opponent may be caught off guard because B.B. Hood can only do this move while dashing. It's good start to a combo. -----------------------------Special Moves----------------------------- High Smiling Missile - B (Hold For 1 Second), F + LP or HP This can easily be ducked or blocked. The speed of this missile is also very slow, so you may want to use it as a shield to get B.B. Hood closer to her opponent. Low Smiling Missile - B (Hold For 1 Second), F + LK or HK This move can be easily jumped over, but unlock the high version it can't be ducked. Try using this when your opponent is dashing. This version of the smiling missile is easier to counter, so use with caution. Happy Missile - D (Hold For 1 Second), U + LP or HP This is a good ground counter, but it explodes in midair. It will explode right on front of B.B. Hood if you use LP, and it will explode three-fourths throughout its trip if you use HP. Be careful not to accidentally use super jump when inputting the commands for the move. Shy Strike - D, BD, B + LP or HP This is a good counter, and can be added to combos. The good thing about this move is that it's very fast, leaving your opponent a very small amount of time to counter if B.B. Hood does not connect. Cheer of Fire (Forward) - (Air or Ground) F, D, FD + LK or HK This is a good combo move, finish an aerial rave with it, use her double jump, do another aerial rave and finish the second aerial rave off with this move. It's also a good dashing move counter, and has some distance, but make sure it hits, because it's easy to counter. Cheer of Fire (Upward) - (Air or Ground) F, D, FD + LP or HP This is a good anti-air counter. This move, like lots of other moves B.B. hood has, can easily be countered if missed. If this move is successful, try getting B.B. Hood away from her opponent and give yourself a moment to get your mind together. -----------------------------Hyper Combos------------------------------ Cool Hunting - D, DF, F + LP + HP This move is an awesome hyper combo. It's fast, furious, very damaging, and has a very wide spread. It can also be added to some combos for insane damage. The top row of bullets usually won't hit grounded opponents unless they are very tall, so try catching them when they are coming down from a jump. If done correctly both rows of bullets will hit. Beautiful Memory - B, BD, D, FD, F + LK + HK This is good grab hyper combo, but it's all or nothing, so if the first grab hits, then the whole move will hit, but if the initial attack is blocked, then the whole move will fail. Try adding this to combos to get insanely deadly results. Hyper Apple For You - F, FD, D, BD, B + LK + HK This is a great hyper combo, but just like Beautiful Memory, this is an all or nothing move. It's starts out with a gun move, and ends with bombs. It's very damaging and can be added to some combos. How do you like them apples? --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o FU + LK, LP, LK, FD + HK, FU, LK, LP, LK, Cheer of Fire (Forward), FU, LK, LP, LK, Cheer of Fire (Forward) Attack Notes ------------ This is a very complicated ground-to-air combo. Use B.B. Hood's double jump for the second portion of the serial rave. This combo is very damaging if done correctly, and can really make your opponent's jaw drop. ------------------------------o--------o------------------------------- |Combo #2| o--------o LP, LK, LP, Cool Hunting Attack Notes ------------ This is a damaging combo since it involves Cool Hunting. The top row of bullets probably won't hit, but the damage is all worth it. If the LP does not connect do not pursue this combo. ------------------------------o--------o------------------------------- |Combo #3| o--------o LP, LK, LK, Beautiful Memory Attack Notes ------------ This is another damaging combo (just like every other combo B.B. Hood has) that makes great use of B.B. Hood's Beautiful Memory hyper combo. ------------------------------o--------o------------------------------- |Combo #4| o--------o LP, LK, LP, Knee Bash Attack Notes ------------ This is a good combo, because Knee Bash has the ability to get yourself, or your opponent away from B.B. Hood. ------------------------------o--------o------------------------------- |Combo #5| o--------o FU + LK, LP, LK, LP, Cheer of Fire (Forward) Attack Notes ------------ This combo is very damaging, and can be used to get B.B. Hood closer to her opponent for further attacks. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that B.B. Hood has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4e: Blackheart = = -------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Blackheart is a walking combo target, but his defense is rather good to combat his height. His special moves are awesome, because he can literally trap the opponent into the corner and start pounding away. He has anti-air beam projectiles, and also has a projectile that travels across the ground, making ground movements impossible unless your opponent decided to block. Another great thing about Blackheart are his monsters, he can summon monsters and they will hold your opponent down, making it possible for you to go in for the kill. Blackheart also has the best dashes in the game, he has a back dash, an air dash, a backwards air dash, and even an extended air dash. Blackheart also turns invisible while ground dashing. Make good use of this. First Appearance: Daredevil Comics _____________ |Alpha | |―――――――――――――| |Type | Ground |Assist | Dark Thunder (Grounded) |Counter | Dark Thunder (Grounded) |Team Hyper | Judgment Day ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Inferno (Homing) |Counter | Inferno (Homing) |Team Hyper | Heart of Darkness ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Launcher |Assist | MP |Counter | MP |Team Hyper | Armageddon ――――――――――――― --------------------------------Throws--------------------------------- Monster Charge Throw - B or F + HP This is a cool looking throw; basically Blackheart grabs his opponent and makes creatures drain from his opponent. This is a good follow up move after Blackheart uses a dash. Thunder Throw - B or F + HK This is another good through that can be used after a dash is done. In this throw Blackheart grabs his opponent and sends electricity through him/her. Air Throw – (While Airborne) F + HP This is a nice way to finish off an aerial rave, also use it as a counter for slow anti-air moves. Make sure you know that Blackheart should use an air dash after this, because it is very easy for your opponent to use a breakaway when this move is used. -------------------------------Launcher-------------------------------- FD + HP or MP To perform the MP version of Blackheart's launcher, simply press LP twice; the second punch Blackheart will perform will actually be a MP. Both of Blackheart's launchers can easily be put into combos, make good use of them. --------------------------Special Basic Moves-------------------------- Extended Dash - F, F (Hold) This dash allows Blackheart to do even a longer dash then his usual dash. If your opponent is in the middle of the screen, then this dash will place Blackheart behind his opponent, making it a great way for a sneak attack. Remember that Blackheart will become invisible while dashing, making him invulnerable for a short period of time. Extended Back Dash - B, B (Hold) This dash is an extended version of Blackheart's back dash. This is a great way to escape incoming attacks from your opponent. Like all other ground dashes Blackheart has, he becomes invisible when this dash is used. Air Dash - (While Airborne) F, F or LP + HP This is a great dash to get closer to your opponent while airborne, or to fly over your opponent's head and use a sneak attack. Since this is an air dash, Blackheart does not go invisible; it's still very useful though. Back Air Dash - (While Airborne) B, B This is a good way to escape possible aerial attacks. Use this and then summon some monsters to really keep your opponent away from you for a brief period of time. Again, Blackheart will not disappear while using this dash. Aerial Monsters - (Air or Ground) HP or D + HP Blackheart's HP will actually summon monsters that fly across the screen. These monsters will hold your opponent and prevent them from blocking. If missed, these monsters never hit the ground. The crouching version of this move simply sends monsters across the bottom portion of the field. Gremlin Hold - (Air or Ground) HK or D + HK Blackheart's HK will summon monsters that hold your opponent for a brief amount of time. This move starts out with a kick, so it's a good close range counter. When your opponent is trapped, take advantage of it, and do a combo. The crouching version of this move is almost the same exact thing as the standing up version. -----------------------------Special Moves----------------------------- Dark Thunder (Grounded) - B, BD, D, FD, F + LP This is an awesome ground counter, which goes across the whole entire screen. Use this move to get your opponent in a corner and start pounding away! Dark Thunder (Air) - B, BD, D, FD, F + HP This is a good anti air counter. You may want to summon some Gremlins, or use an assist before this though to keep opponents away from Blackheart's lower body, if you don't this, Blackheart can easily be countered. Inferno (Defensive) - F, FD, D, BD, B + LP This move will appear right in front of Blackheart; it's a great defensive move that should keep your opponent away for a short amount of time. Watch out for projectile counters. Inferno (Homing) F, FD, D, BD, B + HP This is the same thing as the defensive version, except it appears wherever your opponent was standing when this was casted. The damage on this is nice, and it's a good setup for combos. -----------------------------Hyper Combos------------------------------ Armageddon - D, FD, F + LP + HP This is a great combo move that covers a decent portion of the screen. If only the end portion of this move hits, then it is possible for your opponent to evade the area of attack, so be weary of counters. Judgment Day - D, BD, B + LP + HP This is an awesome combo move. Blackheart can add this to aerial raves as well. When you use this move you can control the flow of the projectiles by pressing U or D on the D pad. Heart of Darkness - D, FD, F + LK + HK This is an awesome ground counter, however, that's pretty much it's only use, since it's pretty easy to dodge, and it's pretty hard to add this move to combos. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o FU + LK, LK, FD + HP, Armageddon Attack Notes ------------ This is an awesome, easy to do combo, that ends in a hyper combo. If the FU + LK does not connect, then do not continue with this combo. ------------------------------o--------o------------------------------- |Combo #2| o--------o HP, LK, LP, LP, FU, LP, LK, Judgment Day Attack Notes ------------ This is another good combo, however it's pretty hard for beginners to perform correctly. ------------------------------o--------o------------------------------- |Combo #3| o--------o LP, LK, LP, Dark Thunder (Grounded) Attack Notes ------------ This combo was not made for damage; rather to gain breathing room between yourself and your opponent. ------------------------------o--------o------------------------------- |Combo #4| o--------o Inferno (Homing), Heart of Darkness Attack Notes ------------ Use the Inferno as a counter, then immediately input the commands for Heart of Darkness, this is one of Blackheart's best combos, because even if it's blocked, your opponent will still suffer a nice amount of damage. ------------------------------o--------o------------------------------- |Combo #5| o--------o HP (Dash Forward), LP, LK, FD + HP, LP, LK, LP, Air Throw Attack Notes ------------ Since Blackheart doesn't have an actual HP or HK, you're going to have to end this ground-to-air combo with an air throw. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Blackheart has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4f: Cable = = --------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Cable is rated one of the best characters in the game due to his anti-air move and general projectiles. Cable relies heavily on his Hyper Viper Beam (Air Version) to counter many other moves and to sometimes chip your opponent to death. His other basic projectiles can overwhelm your opponent without putting Cable in too much danger, and his anti-air move (Psimitar) is one of the fastest, and most damaging anti-air moves in the game. His assist types are all awesome, and can easily fit in with any team. Cable has a move for every situation, and beginners and experts can easily use his tactics with ease. First Appearance: New Mutants Comics _____________ |Alpha | |―――――――――――――| |Type | Projectile |Assist | Viper Beam |Counter | Viper Beam |Team Hyper | Hyper Viper Beam ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Psimitar |Counter | Psimitar |Team Hyper | Hyper Viper Beam ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Variety |Assist | Elec-Trap |Counter | Crackdown |Team Hyper | Hyper Viper Beam ――――――――――――― --------------------------------Throws--------------------------------- Shoulder Throw - B or F + HP Your opponent will be thrown in the direction you chose to input the commands with. It's a very useful throw to get your opponent away from you, or to get them into a corner. It's also a nice start up for a barrage or projectiles; simply throw your opponent in the corner and go projectile crazy. Air Throw – (While Airborne) B or F + HP This is a good throw to use if you're trying to escape possible combos; it's also a very nice way to end an aerial rave. However, please note that the effects of this throw can easily be negated with the use of a break away. Psy-Charge - F, FD, D, BD, B + LP or HP Cable grabs your opponent and charges him/her with electricity, then throws them across the screen. This move is really hard to land, and the uses are very limited. It is however a great close range counter, but if you miss then Cable is open for attack for almost 2 seconds! -------------------------------Launcher-------------------------------- FD + HP or MP To perform the MP version of Cable's launcher, simply press LP twice; the second punch Cable will perform will actually be a MP. Both of Cable's launchers can easily be put into combos, and that's saying a lot since Cable also has some of the best ground-to-air combos in the game. --------------------------Special Basic Moves-------------------------- Jump Kick - F + HK Cable will perform a jumping kick, this move is a good ground counter, put it does put Cable in a lot of danger if missed. This move is best used when your opponent seems to be dashing a lot, but it does have a slow startup, so make sure you use it as soon as your opponent begins the dash. Viper Gun - HP (Up To Four Times) This is a good close range counter, and you can input HP up to 4 times for a 4 hit combo. The damage is really good, and it's a great way to fill up your hyper bar. However, your opponent will take no chip damage, and if this move is dodged, then it is easy to counter Cable. Remember, you can input HP up to four times; it doesn't necessarily have to be four times. Air Viper Gun - (While Airborne) HP The startup on the air version of Viper Gun is really slow, and its uses are pretty limited, however, it is an anti-air projectile, so it can be used as a good counter. Unlike the ground version Viper Gun in the air can only be used once, not four times. Anti-Air Viper Gun - D + HP My god there's a lot of versions of this move. The anti-air version of Viper Gun is a really good air counter that puts Cable in little danger. Make sure to use Psimitar though if your opponent is close to you. Another thing about this move you need to know is that the startup is slow, so watch out for people like Storm who have insane air dashes. ---------------------------Special Moves----------------------------- Viper Beam - (Air or Ground) D, FD, F + LP or HP This is an awesome beam projectile that counters a good amount of attacks your opponent will throw at you. You can also add this move to combos for full potential. While Cable is performing this move, you can press LP (Rapidly) or HP (Rapidly) + U to move the beam upward or LP (Rapidly) or HP (Rapidly) + D to move the beam downward. The startup is especially quick airborne. Psimitar - F, D, FD + LP or HP This move is the sole reason why some players even pick Cable. This anti-air counter move is fast, and damaging. It's also the move that is used when Cable performs his anti-air assist, and it's considered the best anti-air move in the game. This move also does multiple hits and can be added to combos. Elec-Trap - (Air or Ground) D, BD, B + LK or HK This move will temporarily make your opponent unable to move. The LK version of this move appears relatively close to Cable, whereas the HP version of this move appears across the screen. Take note that Cable can easily be countered when this move is used, and that it very rarely hits grounded opponents. Crackdown - D, FD, F + LK or HK This is good ground counter, and it's decently fast, so you have to worry very little about counter attacks. Cable finishes this move with a projectile, so getting perfect timing isn't necessary. This move is really useful when your opponent keeps on trying to get close to you. -----------------------------Hyper Combos------------------------------ Hyper Viper Beam (Ground Version) - D, FD, F + LP + HP The ground version of Hyper Viper Beam is nowhere near as useful as it is in the air, however it can be used as a really good projectile, or ground counter. The startup on this move is quicker than many other moves in the game though, and can counter many hyper combo dash moves. Since Cable is a little bit better than most characters at building his hyper bar try using this move to chip. Although this move is quite good, the air version simply blows this one of the water. Hyper Viper Beam (Air Version) - (While Airborne) D, FD, F + LP + HP Now this is why Cable is so good. The startup on the air version is fast, and can pretty much counter any hyper combo your opponent throws at you. If you can successfully hit your opponent in the air when they are high enough and close enough, then you can hit them for a total of three Hyper Viper Beams (Air Version) before they hit the ground! (Timing is everything on that though.) Another great thing about this move is that Cable falls quickly from the air afterwards, so little worry about counters is needed. Time Flip - D, FD, F + LP + HK This is an awesome move, but it's nearly impossible to connect, since it has such a slow startup, but if you can hit your opponent, then it's well worth it. Another version of Cable comes out of the screen and starts hitting your opponent, while this is going on, you can control your Cable and start hitting your opponent as well. Use moves like Viper Gun and Viper Beam for full potential. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o LP, LK, LP, Viper Beam Attack Notes ------------ This is a decent combo that ends in a special move. A good thing about this move is that little timing is needed. ------------------------------o--------o------------------------------- |Combo #2| o--------o FU + LP, LK, LP, LK, Psimitar Attack Notes ------------ This is a very damaging combo that will send your opponent up into the air when it's finished. ------------------------------o--------o------------------------------- |Combo #3| o--------o FU + LP, LP, FU, LK, LP, HK Attack Notes ------------ This is a good ground-to-air combo, however, if the initial LP does not connect, then do not go on with the combo. ------------------------------o--------o------------------------------- |Combo #4| o--------o LP, LK, LP, Psimitar Attack Notes ------------ This is a good combo to get your opponent away from you. It's also fairly damaging to boot. ------------------------------o--------o------------------------------- |Combo #5| o--------o FU + LK, LP, LK, LP, Viper Beam Attack Notes ------------ This is a fairly damaging combo, make sure that the initial LK connects or you can put Cable in a lot of danger. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Cable has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4g: Cammy = = --------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Cammy is a quick fighter who uses pressure and confusion tactics rather than an all out assault. She has her Hooligan Combination to keep opponents guessing and a wide variety of counters to keep the enemy at bay. Cammy also has an awesome ground as well as air game going for her. Her double jump also makes jumping over hyper combos and certain attacks easier, which is good, because Cammy isn't really one for boasting a great defense. Players may have to experiment with her assist types to find one suited for them since they all seem to be commands that are difficult to connect. Her team hyper combos are especially hard to use, unless in the hands of an expert, in which case the right timing could mean devastation. First Appearance: Super Street Fighter 2 _____________ |Alpha | |―――――――――――――| |Type | Anti-Air |Assist | Thrust Kick |Counter | Thrust Kick |Team Hyper | Spin Drive Smasher ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Dash |Assist | Cannon Drill |Counter | Cannon Drill |Team Hyper | Spin Drive Smasher ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Expansion |Assist | Accel Spin Knuckle |Counter | Accel Spin Knuckle |Team Hyper | Killerbee Assault ――――――――――――― --------------------------------Throws--------------------------------- Hooligan Throw – B or F + HP The startup on this move is surprisingly slow for Cammy, but still retains value. In this move, Cammy takes the opponent and slams them over her back. You can use this throw to get much-needed breathing room between yourself and your opponent, although the countering options are limited. Frankensteiner – B or F + HK This is another move that has a slow startup, but can be used a wonderful combo starter. Make sure to take advantage of Cammy's wonderful speed since your opponent lands relatively close to your position if you successfully connect. Air Frankensteiner – (While Airborne) B or F + HK This is an awesome move that catches your opponent in midair and sends them back to the ground along with Cammy. This move can easily catch your opponent off-guard and is a wonderful chance to either perform a hit and run or counter attack on the follow-up. Flying Neck Hunt – (While Airborne) B or F + HP This is Cammy's fastest throw. She takes an airborne opponent and hurls them across the screen. Even if your opponent does manage to perform a break away (which is near impossible due to the speed), he/she will still give Cammy breathing room. The startup is almost non-existent to boot. Fatal Leg Twister – D, BD, B + LK or HK, (Wait Until Close) LP or HP Timing is key in this move. Cammy uses her Hooligan Combination as the startup for this move, but you have to be in an absolutely perfect position to perform this. If you correctly time this move than you can perform some serious pressure and confusion tactics to build up a wonderful combo. -------------------------------Launcher-------------------------------- BD + HP or FD + HK or HK Cammy's launchers are relatively quick and powerful compared to other fighter's in the game. She has a fast startup, but sadly they are all hard to build off of from combos. Use her double jump to take full advantage of her launchers, if not her combos may end relatively quickly. Her HK launcher seems to be an exception however, she can dash and use it at practically the same time, this is a great way to throw off your opponent. --------------------------Special Basic Moves-------------------------- Double Jump – U, U Cammy's double jump is simply awesome. Due to her lack of ground-into- launcher combos, Cammy relies heavily on her double jump to create awesome combos. Simply jump, perform a combo, and then jump again in midair to perform another combo. Cammy is also extremely fast and her double jump makes countering airborne opponents a breeze. Use Cannon Drill to take full advantage of her speed while in the air. Shaft Kick – B + HK A very good close ranged counter and nothing more. If you fail to connect this move than Cammy could be left severely open, but if you connect than you can get some breathing room and it leaves a nice opportunity for you to switch out characters. -----------------------------Special Moves----------------------------- Cannon Drill – (Air or Ground) D, FD, F + LK or HK This is an awesome move than can be used a dash or in correlation with a combo. The fact you can use it in the air gives Cammy a sort of air dash, but unless you connect Cammy is left wide open for attack. However, the quick startup will leave expert gamers feeling little repercussions. This is easily one of Cammy's best moves and goes well with anything you have planed, just be careful not to miss or have it blocked. Thrust Kick – F, D, FD + LK or HK This is an awesome anti-air counter that leaves a wide variety of combo opportunities open for Cammy to take advantage of. It's also a great move to add in a ground combo. Just like all of the other moves Cammy has though, this one also leaves her vulnerable is she misses. Hooligan Combination – D, BD, B + LK or HK This move is the sole reason to use Cammy as a character. She can use a variety of attacks after the startup of just let the move flow and let the move end in a low kick. This version ends in a low kick and is a great and confusing close ranged counter. The fact that this move knocks your opponent off their feet is great because it will allow you to use an infinite amount of confusion tactics against your opponent. Combination Cannon Strike – D, BD, B + LK or HK (While Airborne) HK One of the three possibilities that Cammy has after performing her Hooligan Combination. This move is a great ground counter and it's very fast to boot. It's not only a great way to perform confusion tactics, but pressure tactics as well. The recovery time is also quick as well and doesn't leave your opponent much room for a counter opportunity. Air Thrust Kick – (While Airborne) D, BD, B + LK or HK This is an awesome air-to-ground counter move and can also be used to play some harsh pressure tactics. It also allows Cammy to get out of the air rather quickly, but the startup time is rather slow. If you connect with this to a cornered opponent then try to build a nice combo off of it. Cannon Revenge – F, FD, D, BD, B + LK or HK This is a very good close ranged counter that is very risky as well. Cammy will blink for a few seconds and counter any moves that are attempted to be thrown at her. It's especially good if you see your opponent dashing and ready to attack. The startup is almost non- existent and if you connect that your opponent will go flying across the screen in the air to boot, giving Cammy the option to either run in for the kill of get some breathing room. Be weary if you miss however, you could leave her open for almost a solid second! Accel Spin Knuckle – D, FD, F + LP or HP This is an awesome dash counter. The area as to which it covers is also ridiculously large and can even hit some airborne enemies if they're close enough. Cammy will punch twice, which can also throw your opponent into thinking its safe to attack you. The startup is pretty slow, as is the recovery time, but this is one of Cammy's better confusion tactics move rather than one based on raw speed and power. -----------------------------Hyper Combos------------------------------ Killerbee Assault – (Air or Ground) D, BD, B LP + HP This is an awesome move that can counter both airborne and ground opponents. Again, this is another move that leans towards confusion tactics. The speed is great as is the recovery time, and the damage it deals is wonderful as well. Cammy lands fairly close to the opponent if she connects, which leaves great opportunities open for combos. Just don't miss though, it could mean a very harsh counter for Cammy! Spin Drive Smasher – D, FD, F + LK + HK This is a great ground counter that ends in a high attack. It can be added to most ground combos as well and it's extremely easy to pull off thanks to its quick startup and recovery time. If the air portion of the move doesn't connect than consider canceling for another hyper combo with someone else on your team, the results of not doing so could mean a fatal counter. Reverse Shaft Breaker – D, BD, B + LK + HK This is an awesome anti-air counter and a wonderful move to use in combos. It's especially great when you perform a launcher and use this as a follow up move. The startup time and recovery rate are extremely small making this move hard to counter even if you entirely miss your enemy! To boot, if you connect then your opponent will go flying across the screen; giving you time to gain breathing room or switch out characters. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o (Dash Forward), HK, Reverse Shaft Breaker Attack Notes ------------ This is a quick dashing combo that takes advantage of Cammy's confusion tactics. Make sure you input the commands for Reverse Shaft Breaker quickly or your opponent could dodge it. ------------------------------o--------o------------------------------- |Combo #2| o--------o LP, HK, FU, LP, LK, LK, HK Attack Notes ------------ This is a fairly good ground to air combo that's fairly easy to pull off. Try not to get receive a counter from the initial LP however. ------------------------------o--------o------------------------------- |Combo #3| o--------o FU, LP, LP, LK, LK, Cannon Drill Attack Notes ------------ Make sure you land the initial LP while airborne or the combo will fail. This is a fairly hard combo to pull off since the button timing is ridiculously quick. ------------------------------o--------o------------------------------- |Combo #4| o--------o Hooligan Combination, Spin Drive Smasher Attack Notes ------------ This is a great combo and easy to pull off. Trick your opponent and land a basic Hooligan Combination and then immediately follow up with a Spin Drive Smasher. Just watch out for counter attacks on the initial Hooligan Combination. ------------------------------o--------o------------------------------- |Combo #5| o--------o D + FP, FU, LP, LP, LK, Cannon Drill Attack Notes ------------ This is a fairly damaging aerial rave. Feel free to substitute the D + FP launcher for any launcher you wish. If you land this correctly then your opponent will fly across the screen and give you breathing room. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Cammy has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4h: Captain America = = ------------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Captain America is a character that requires patience to learn. He has complete control over the air and ground, through deals most of his damage while on the ground. He can often go right through attacks and his shield gives his moves priority over most. He may lack great damage, but he makes up for this by being a wonderful defensive character. One downside of Captain America is that if he misses with his projectile then he could lose his shield. This renders him without a projectile, gives him a ton of less defense and renders most of his special moves useless. If you lose your shield you can pick it up again, but down be lured into a trap by your opponent. Also be careful while dashing with Captain America, he stops short right at the end of it and leaves himself open for attack. Take advantage of Captain America's beautiful air game by utilizing his air throw, shield slash and charging star. Along with a strong air-control game, Captain America can create some amazing pressure tactics. First Appearance: Captain America Comics _____________ |Alpha | |―――――――――――――| |Type | Projectile |Assist | Shield Slash (Horizontal) |Counter | Shield Slash (Horizontal) |Team Hyper | Hyper Charging Star ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Stars & Stripes (High) |Counter | Stars & Stripes (High) |Team Hyper | Hyper Stars & Stripes ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Variety |Assist | Charging Star |Counter | Charging Star |Team Hyper | Hyper Charging Star ――――――――――――― --------------------------------Throws--------------------------------- Punching Throw – F or B + HP Captain America will take his opponent and slam them into the ground causing them to fly across the screen. This is easily Captain America's best throw move because it gives you breathing room while dealing a hefty amount of damage. Kicking Throw – F or B + HK In this move, Captain America will take his opponent and throw them straight up in the air by kicking them. Your opponent will land on their feet and fairly close to Captain America after landing this throw, so recovery time for your opponent is non-existent. The only real use for this is to form pressure tactics against your opponents or to follow up with another attack. A follow-up attack is a great way to make use of this. Air Throw - (While Airborne) B or F + HP Captain America's air throw is significantly different from other character's versions. He takes his opponent and tosses them downward with a great deal of speed. It's almost impossible to perform a break away during this and this is a wonderful move to build pressure tactics off of. -------------------------------Launcher-------------------------------- D + HP Captain America's launcher is fairly limited and hard to combo off of. Try catching in airborne opponent of try performing a dash before the move to take full advantage of it. --------------------------Special Basic Moves-------------------------- Double Jump – U, U This is a surprising addition to Captain America's set of moves. Use this to build aerial raves off of or to avoid ground projectiles. Since Captain America may be a ground fighter then you may find limited uses of his double jump, but this is a great way to take control of your air game or get close to your opponent. Cartwheel – F, FD, D, BD, B + LP or HP This is one of the reasons as to why Captain America is such a great character. This move allows the Captain to go straight through basic projectiles and attacks in general. If you're standing close enough to your opponent then this move will allow you to switch sides with your partner giving you some awesome pressure tactics at your disposal. Lateral Air Kick – (While Airborne) U + HK This is another fairly good air-control move that Captain America has at his disposal. It's great to knock your opponent out of the air or counter an oncoming aerial attack. The setup is quick and recovery time: non-existent. Anti-Ground Kick – (While Airborne) D + HK This is a good air-to ground counter. This is especially good against dash moves or pesky ground combatants like Strider. This has a good recovery time and combo possibilities to boot. -----------------------------Special Moves----------------------------- Shield Slash (Horizontal) – (Shield Needed) D, FD, F + LP This is a fairly good dash counter, but really nothing more other than that. This move doesn't have the ability to go through projectiles and it's somewhat slow as well. The range it covers is good, but if you miss then you could lose your shield, and retrieving the Captain's shield against an expert opponent is anything but easy. The damage is high though and it does offer some ground-combo opportunities. Shield Slash (Diagonal Up) – (Shield Needed) D, FD, F + HP This is yet another great move Captain America has to control the skies with. The timing needed is very hard to master, but this can counter many air moves and throw off a lot of opponent who decide to jump a lot. If your opponent is close enough then this can hit grounded enemies as well. Just don't miss. Shield Slash (Horizontal) – (Airborne, Shield Needed) D, FD, F + HP This is an extremely risky projectile that travels through the air at great speeds. The area covered is wide and it deals great damage. It's also a wonderful anti-air counter against combatants such as Storm. There is a drawback however; this is literally the most risky projectile in the entire game. You will leave Captain America wide open if your miss and you practically have a 100% chance of losing your shield regardless if the move connects or not. Shield Slash (Diagonal Down) – (Airborne, Shield Needed) D, FD, F + LP A great air-to ground counter that, while still risky, isn't as dangerous as the other versions. It's a great way to counter your opponent's assists and is a lovely way to hit slow enemies. This is also a good dash counter. However, just like every other version, be sure not to miss. Stars & Stripes (High) – F, D, FD + HP This is a great move and a wonderful alternate to super jumping. This move can hit airborne opponents with ease and the startup and recovery rate are both extremely fast. Note, if the captain does not have his shield than this move will do far less damage. Stars and Stripes (Mid) – F, D, FD + LP This is another good anti-air combo that, after connecting, will put Captain America right back into the game. This version of Stars & Stripes also offers more combo opportunities, but if you miss then you can be put in danger. Note, if the captain does not have his shield than this move will do far less damage. Charging Star – D, FD, F + LK or HK This is an awesome combo move and is an awesome alternative to dashing. If the Captain has his shield while performing this move than he can pass through almost any projectile as well. The startup and recovery rate are both rather slow, so watch out. Note, if the captain does not have his shield than this move will do far less damage and lose its capabilities to pass through projectiles. -----------------------------Hyper Combos------------------------------ Final Justice - D, FD, F + LP + HP A fairly good dash counter and is also good for pressure tactics, but don't miss or you will leave the Captain open for attack. The damage is wonderful and you gain breathing room if you connect. Just don't let your opponent trick you into using it and have them follow up with a counter. Hyper Charging Star – D, FD, F + LK + HK This is another move that the captain does far less damage with without his shield. This move has the ability to pass right through projectiles and even some hyper combos and also offers great combo opportunities. You can even go as far as to counter basic attacks with the use of this. Just be careful to use it when the captain has his shield, if not then even basic projectiles can counter this maneuver. Hyper Stars & Stripes – F, D, FD + LP + HP The sheer coverage of this move is great and practically covers, not only the entire ground of the stage, but hit airborne enemies as well! Just like practically every other move Captain America has, the power this one also weakens unless Captain America has his shield equipped. There are infinite counter opportunities with the move and even some openings for combos. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o FD + HP, FU, LP, LK, LK, Shield Slash (Diagonal Down) Attack Notes ------------ This is a fairly simple aerial rave. Make sure you input the commands for the correct shield slash or the aerial rave finisher will fail. ------------------------------o--------o------------------------------- |Combo #2| o--------o FU, LP, LK, LK, Charging Star Attack Notes ------------ Make sure the initial LP lands while Captain America is still airborne or the combo will fail. ------------------------------o--------o------------------------------- |Combo #3| o--------o FU, LP, LK, LK, Charging Star, Hyper Charging Star Attack Notes ------------ This is the same combo as the one above, except now you must cancel Charging Star for Hyper Charging Star. Timing is everything. ------------------------------o--------o------------------------------- |Combo #4| o--------o FD + HP, Stars & Stripes (High) Attack Notes ------------ This is a really great set of moves to gain breathing room or give you time to properly switch out characters. ------------------------------o--------o------------------------------- |Combo #5| o--------o LP, LK, D + HK, Charging Star Attack Notes ------------ A fairly good damaging ground combo, the timing is a little tough however, but this is a move that focuses around Captain America's pressure game. ----------------------------------------------------------------------- Remember, the above combos are only a few combos that Captain America has to offer. Possibilities are endless, so make sure to experiment. =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= = 4i: Captain Commando = = -------------------- = =~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~= Character Overview: Captain Commando has quite possibly the best anti- air moves in the entire game. His Captain Corridor can dominate all parts of the playing field and his helpers are also useful on all areas of the stage. He hits hard, and is played correctly, he hits fast as well. The only weakness is his lack of basic moves and lack of damaging aerial raves and general combos. Captain Commando's ability to basically change playing sides is a great confusion tactic and his reach is also decent. His standard HP and leg sweep can also be used in combos. Just be extremely careful in the air, Captain Commando is meant to be an anti-air combatant, not so much an air player and leaves your opponent open for counter attacks if you decide to venture forth into that region of play. First Appearance: Captain Commando _____________ |Alpha | |―――――――――――――| |Type | Ground |Assist | Captain Fire |Counter | Captain Fire |Team Hyper | Captain Sword ――――――――――――― _____________ |Beta | |―――――――――――――| |Type | Anti-Air |Assist | Captain Corridor (Away) |Counter | Captain Corridor (Away) |Team Hyper | Captain Sword ――――――――――――― _____________ |Gamma | |―――――――――――――| |Type | Expansion |Assist | Captain Kick |Counter | Captain Kick |Team Hyper | Captain Sword ――――――――――――― --------------------------------Throws--------------------------------- Teammate Throw – F or B + HP Using this throw will summon one of your teammates out and use an anti- air attack on your opponent. The teammate selected is always random and there's an even a chance that Captain Commando will be the one to throw your enemy. I'll break down the following actions for you: If Sho Comes Out: Captain Commando will throw your opponent into the air and Sho will come out and barrage your enemy in shuriken attacks. This is a good confusion tactic throw and gives you time to rethink your strategy while the throw animations are currently playing. If Jennety Comes Out: Captain Commando will throw your opponent into the air and Jennety will use a flying move with swords to juggle your opponent in the air for a short amount of time. This has the slowest animation of all the throws and gives you a great chance to plan a follow-up attack. If Hoover Comes Out: Captain Commando will hold your opponent in the air while Hoover uses a missile to attack with. This is the fastest of all the throws and sends your opponent flying across the screen with great speed allowing you to use some pressure tactics. If Captain Commando Attacks: Captain Commando will hold your opponent and send electricity through them for a brief amount of time. After this he will through them horizontally. The recovery time on this version is non-existent and is a great way to form pressure tactics. Kicking Throw – F or B + HK This is similar to the Captain Commando's teammate throw. Captain Commando will send electricity throw your opponent's body and kick them across the screen. This is a fast move used to create some breathing room, but watch out. The recovery rate may be fast, but your opponent lands on their feet leaving a follow-up on their part possible. Air Throw - (While Airborne) B or F + HP You have to be extremely close to your opponent to pull off Captain Commando's only air throw. If you connect then Captain Commando will take his opponent and throw them almost directly under you giving your opportunities to build up pressure tactics and land follow-up maneuvers. -------------------------------Launcher-------------------------------- FD + HP or HK Captain Commando has a surprisingly large number of possibilities to go along with his launchers. Both are decent to combo off of and the HK launcher can be used in a follow-up to a dash. The easy to pull of aerial raves at Captain Commando's disposal is another reason as to why his launchers are so deadly. --------------------------Special Basic Moves-------------------------- Leg Sweep – D + HK Basically every character in the game has a leg sweep at his/her disposal, however, Captain Commando's version bears mentioning. It's so quick and easy to startup that its properties are practically unbalanced to the rest of the game. You can even cancel the leg sweep into a Captain Kick after it connects! This leaves escape or pressure tactics at your fingertips. -----------------------------Special Moves----------------------------- Captain Fire – (Air or Ground) D, FD, F + LP or HP This is an awesome move that practically covers the whole screen. Its startup is slow and counter capabilities: weak. However, if you are airborne than you can use this move repeatedly to make Commando hover slowly to the ground. This will give you time to dodge hyper combos or basic ground-based attacks. Captain Corridor (Close) - D, BD, B + LP This is quite possibly the best anti-air attack in the entire game. Not only will your opponent go flying across the screen if it connects, but the damage is high and it practically covers the entire length of airspace in front of you. It's also a great way to gain breathing room and make your opponent back away. The only downfall is the recovery time, which is rather slow. This version hits right where Commando is standing and is a great counter for opponents ready to reign down pain from above. Captain Corridor (Away) - D, BD, B + HP This version of Captain Corridor lands directly in front of Commando. This is great for opponents jumping towards you are dashing for you. This is the better of the two versions to use to create escape tactics with. Captain Kick (Mid) – B, BD, B + LK This is a very fast ground counter that covers a decent portion of the screen. The damage is heft and combo possibilities exist. Try using this against dashing opponents to use some amazing pressure tactics against your adversary. Captain Kick (Long) – B, BD, B + HK This is the faster, harder and quicker version of Captain Kick gives Captain Commando the edge in most matches. This is an amazing move and is surprisingly effective against airborne combatants. This is also a great way to advance across the field instead of using a dash. Captain Strike (Sho) – D, FD, F + LK In this version of Captain Strike, your teammate Sho will come out and attack your enemy. This is a good counter for enemies jumping towards you or dashing at you. This move also has some combo possibilities to boot; this is one of the better Captain Strike's Commando has at his disposal. Captain Strike (Jennety) – D, FD, F + HK This is a fairly good anti-air counter and has a much faster recovery time than Captain Corridor. This only hits airborne opponents though and doesn't even come close to the ground, so the timing may be hard to pull off and your opponent can counter with ease if you miss. If you connect then immediately follow-up with another move. Captain Strike (Hoover) – D, FD, F + LK + HP This move is absurdly difficult to pull off if you're playing this on a console version, but rewarding never the less. Your partner, Hoover, comes out and launcher a very fast, and decently high, projectile that can double as low anti-air counter. The recovery time and counter possibilities favor your opponent however, so be careful when using this. -----------------------------Hyper Combos------------------------------ Captain Sword – D, FD, F + LP + HP This is an awesome move that covers the entire screen. The damage is low, but if you manage to land this move while your opponent is overhead than expect a devastating result. Regardless, the move will send your opponent flying if you connect leaving a plethora of follow- up opportunities and pressure tactics at your disposal. To boot, the startup is ridiculously fast. Captain Storm – D, FD, F + LK + HK This is a surprisingly good ground counter that deals a large amount of damage. If the initial dash connects then there is no chance for a counter and you can breath easy for the remainder of the move. (This is similar to Captain America's Final Justice or Sabertooth's Berserker Claw X.) This move also has a number of combo possibilities open as well. --------------------------------Combos--------------------------------- The following combos contain aerial raves and ground combos, remember that there are endless possibilities for combos for all the characters in the game, so make sure to experiment. ------------------------------o--------o------------------------------- |Combo #1| o--------o LP, LK, HK, FU, LP, LK, Captain Fire Attack Notes ------------ This is a surprisingly difficult aerial rave to pull off and the timing is difficult, but the damage is pretty good. ------------------------------o--------o------------------------------- |Combo #2| o--------o LP, LK, HK, (Wait) Captain Strike (Sho) Attack Notes ------------ After the launcher you're going to have to wait for your opponent to fall a little closer to you before launching Captain Strike (Sho). ------------------------------o--------o------------------------------- |Combo #3| o--------o LP, LK, LK, Captain Kick Long Attack Notes ------------ This is an awesome and damaging combo to use a pressure tactic against your opponent. This combo is fairly easy to pull off as well. ------------------------------o--------o------------------------------- |Combo #4| o--------o LP, LK, HK, FU, LP, LK, LK, HK Attack Notes ------------ This is a fairly easy aerial rave to pull off against enemies who leave themselves open. ------------------------------o--------o------------------------------- |Combo #5| o--------o LP, LK, HP, Captain Corridor (Close) Attack Notes ------------ A great combo to use against a cornered opponent and also a great combo to use to develop escape tactic