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Marvel vs. Capcom: Clash of Super Heroes

MARVEL VS. CAPCOM: CLASH OF SUPER HEROES MINI-FAQ v1.0
for the Arcade
by K. Megura

Unpublished work Copyright 1998-1999 Kao Megura

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=================
TABLE OF CONTENTS
=================

1. HOW TO PLAY
2. CHARACTER MOVES LIST
- Captain America
- Captain Commando
- Chun-Li
- Gambit
- Jin Saotome
- Megaman
- Morrigan
- Hulk
- Ryu
- Ryu in Ken Mode
- Ryu in Akuma Mode
- Spider-Man
- Strider Hiryu
- Venom
- War Machine
- Wolverine
- Zangief
- Zangief in Mega Zangief Mode
3. HIDDEN CHARACTER MOVES LIST
- High Speed Venom
- Hyper Armor War Machine
- Lilith-Style Morrigan
- MSH Performance Hulk
- Roll-chan
- Shadow Lady
4. SECRETS AND TRICKS
5. COMBO PRIMER
6. MISCELLANEOUS


=========================================================================
1. H O W T O P L A Y
=========================================================================

-----------------------------------------------------------------------
KEY TO CONTROLS
-----------------------------------------------------------------------

This section outlines the basic controls for all characters:

(joystick directions and results)

ub u uf Jump Up-Back Jump Up Jump Up-Forward
| /
b -- n -- f Walk Back / Guard Neutral Walk Forward
/ |
db d df Defensive Crouch Crouch Offensive Crouch

(button layout and effect)

LP MP HP Light Punch Medium Punch Hard Punch

LK MK HK Light Kick Medium Kick Hard Kick

(FAQ abbreviations)

qcf / qcb - Press d,df,f or d,db,b on the joystick.
hcf / hcb - Press b,db,d,df,f or f,df,d,db,b on the joystick.
Rotate 360 - Rotate the joystick in a complete circle. You can start
and end the circle at any point (i.e. start at uf and
end at uf, or b to b, etc.)
PP / PPP - Press any two / all three Punch buttons.
KK / KKK - Press any two / all three Kick buttons.
(air) - The move can be performed while on the ground, or while
in the air (during a jump or after an air recovery).
x~x - All possible ranges are allowed (for example, ub through
uf, or MK through HP).
dir. - Any direction can be used.


------------------------------------------------------------------------

BASIC MOVES LIST
------------------------------------------------------------------------

Block / Low Block Hold b / db when attacked
Air Block Hold b / db when attacked in air
Advancing Guard While blocking, tap PPP rapidly (air)
Dash Tap f,f / press PPP
Backstep Tap b,b / press b + PPP
Super Jump Tap d,u / press KKK / press u after a launcher
Dashing Jump Tap uf during Dash / ub during Backstep
Ukemi (Tech. Hit) Perform a throw as you are thrown (air)
Down Kaihi (Evade) When knocked down, b,db,d + P / K to roll
Recovery When dizzied, wiggle the joystick, tap P / K
Variable Assist Press MP + MK (has limited uses)
Variable Attack Press HP + HK
Variable Counter While blocking, b,db,d + HP + HK (at Level 1+)
Variable Combination qcf + HP + HK (at Level 2+)
Variable Cross qcb + HP + HK, then attack (at Level 2+)

- Using the Advancing Guard doesn't reduce the amount of damage
taken; it only attempts to create more distance between you and
your opponent. It's wise to not always use it as it's possible
to be hit by an attack as you recover from pushing yourself
forward.
- You can Tech. Hit (Ukemi), out of almost any throw in the game,
including ground and air throws, as well as:

- Hulk's Gamma Tornado
- Spider-Man's Web Throw
- Zangief's Flying Powerbomb / Mid-air Screw Piledriver
- Zangief's Dash Throw (either version)

- All of the "Variable" moves will switch your active character with
your partner when the move finishes, except the Variable Assist.
In the case of the Variable Combination and Variable Cross, you may
not switch characters if the incoming ally is hit.
- Remember that the Variable Assist can be used a certain number of
times per battle, depending on the character. So be careful and
don't waste this move if you can help it.
- During the Variable Cross, both characters will come on screen and
remain there for a while (it lasts longer if performed at Level 3).
You can control both of them during this time, and you'll have an
infinite Hyper Combo bar for the duration of the Variable Cross.


-----------------------------------------------------------------------
USING EASY MODE
-----------------------------------------------------------------------

Easy Mode functions just like Normal Mode, but with some notable
differences:

- To do your launcher, press LP + LK while standing or crouching.
This is the _only_ way to launch someone, you can't do the launcher
manually.
- Tapping MP, MK, HP, or HK will result in a special move being
performed (not all characters can use all the buttons). Some
characters can do this in the air, too.
- Pressing MP + HP or MK + HK will result in a Hyper Combo being
performed if you have enough power (not all characters can use
MK + HK).
- If you hit an opponent with LP or LK while standing, crouching,
or jumping, you can tap LP or LK repeatedly for a combo (or press
any button to control the combo yourself).


-----------------------------------------------------------------------
SUPER ARMOR AND HYPER ARMOR
-----------------------------------------------------------------------

Normally, when you get hit, your character goes into "hit stun"; you
can't do anything for the brief moment that they're reacting to getting
socked in the head, etc. Characters with Super Armor have a one-hit
buffer, so if you hit them once, they'll flash but will not go into
hit stun. This means that if they were starting an attack as you hit
them, they'll still go through with it and you'll get hit instead.
This also means that they can't be launched unless you've just hit them
previously (or depending on your ground chain type, if you've chained a
hit before you did the launcher). In most cases, this also applies to
sweeps (you have to hit them once, then sweep them if you want to knock
them down). Note that the Web Throw attacks will not connect unless
Spidey / Venom combo it or have just hit their enemy with an attack
within the last second or so, due to the effects of the Super Armor.
Hulk has Super Armor; Zangief has it too, but only during certain
special moves. Jin gets it when his life is low and his partner is
out of comission.

Hyper Armor works just like Super Armor, but provides it's user with
an infinite hit buffer. This means that they cannot be launched or
sweeped (and Spidey / Venom cannot connect with their web throws).
In addition, any HC that results in an auto combo (such as Wolverine's
Weapon X, Spider-Man's Maximum Spider, Shadow Lady's Final Mission,
etc.) won't work. Also, a character with Hyper Armor can never be
dizzied! Luckily, only Hyper Armor War Machine and Zangief (in "Mega
Zangi" mode), have Hyper Armor.


=========================================================================
2. C H A R A C T E R M O V E S L I S T
=========================================================================

Characters are listed alphabetically. All move names are official
except those listed in lowercase in parenthesis. A short list of
attack, combo, and Variable move information is shown afterwards:

Ground Combo Chain: The chain type used when standing / crouching
Jumping Combo Chain: The chain type used when jumping
Super Jumping Chain: The chain type used when super jumping
Aerial Rave Launcher: The attack used to start a Super Jumping chain
Aerial Rave Finisher: Any attack that finishes a Super Jumping chain *
Flying Attack: Any attack that sends an enemy flying away
Knockdown Attack: Any attack that knocks an enemy off their feet
Ground Throws: What throws a character has while on the ground
Aerial Throws: What throws a character has while in the air
Variable Counter: What move is used during a Variable Counter
Variable Combination: What HC is used during a Variable Combination +

* Depending on the size of your opponent, and whether you're in the
corner or not, it's possible to hit your opponent after hitting
them with a finisher.
+ If 2 attacks are listed for, the second one is used if this character
is your partner who is not currently in use).

Any important comments concerning each character are written after
their moves list. For more information on chains and combos, please
refer to section 5, the Combo Primer.


------------------------------------------------------------------------
CAPTAIN AMERICA
------------------------------------------------------------------------

Shield Slash qcf + P (air)
Charging Star qcf + K
Stars & Stripes f,d,df + P
Zenten hcb + P
(heel kick) In air, d + HK
(double kick) Press MK twice
2 Dan Jump Press ub~uf (perform 2 times)
Final Justice qcf + PP
Hyper Charging Star qcf + KK
Hyper Stars & Stripes f,d,df + PP

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Shield Slash, Heel Kick
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: HP Stars & Stripes
Variable Combination: Hyper Stars & Stripes (as current player)
Hyper Charging Star (as partner)

- If the Shield Slash is blocked or if it misses, then the Captain's
shield will not return to him. Without the shield, he cannot use
the Shield Slash, and his attacks inflict less damage. He can get
his shield again simply by walking over it.
- During the Charging Star, Captain America can negate projectiles,
although doing so reduces the range and speed of this move. If
he doesn't have his shield, then he can't negate projectiles.
- The Zenten can be used to move behind an opponent. However, the
Captain is not invincible during this move.
- During the Hyper Charging Star, Captain America can negate and pass
through projectiles, and he can negate certain Hyper Combos (beam
attacks, etc.), although doing so reduces the range and speed of
this move. Without his shield, he can only negate and pass through
normal projectiles.


------------------------------------------------------------------------
CAPTAIN COMMANDO
------------------------------------------------------------------------

Captain Fire qcf + P (air)
Captain Corridor qcb + P
Captain Kick qcb + K
Commando Strike qcf + K
Captain Sword qcf + PP
Captain Storm qcf + KK

Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK / Crouching MP
Aerial Rave Finisher: HP, HK, Captain Fire
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Captain Corridor
Variable Combination: Captain Sword

- When using the Commando Strike, LK calls Kakeru, a ninja who does
a jumping downward sword slash. MK calls out Genity, a mummy armed
with knives who flies across the screen (low enough to hit jumpers
but not to hit standing opponents). Using HK summons Hoober, a baby
who fires a missle at his enemy.


------------------------------------------------------------------------
CHUN-LI
------------------------------------------------------------------------

Kikou Ken hcf + P
Sen'en Shuu hcb + K
Tenshou Kyaku f,d,df + K
Hyakuretsu Kyaku Tap K rapidly (air)
Reishiki Kikou Ken f + HP
Kaku Kyaku Raku df + HK
Yousou Kyaku In air, d + MK (perform 3 times)
Sankaku Tobi Jump against a wall, press f
3 Dan Jump Press ub~uf (perform 3 times)
Kuuchuu Dash In air, tap f,f / press PPP
Kikou Shou qcf + PP
Senretsu Kyaku qcf + KK
Hazan Tenshou Kyaku f,d,df + KK
Shichisei Senkuu Kyaku In air, qcf + KK

Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Hyakuretsu Kyaku, Yousou Kyaku,
Shichisei Senkuu Kyaku
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MP Kikou Ken
Variable Combination: Kikou Shou

- The Sen'en Shuu and Kaku Kyaku Raku are overhead attacks.
- The Reishiki Kikou Ken can negate normal projectiles. It also fits
nicely into a chain combo, although it can't be cancelled.
- The Kikou Shou can negate certain Hyper Combos (mainly beam attacks).
However, if the HC oulasts her Kikou Shou, then she will be hit.
- Chun-Li's taunt (press Start) hits for minor damage. You
can't kill someone with it, though.


------------------------------------------------------------------------
GAMBIT
------------------------------------------------------------------------

Kinetic Card qcf + P (air)
Trick Card qcb + P
Cajun Slash f,d,df + P
Cajun Strike Charge d,ub~uf + K
Cajun Escape Charge d,u + P, (b / f + P)
Royal Flush qcf + PP
Cajun Explosion qcf + KK / qcb + KK

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Kinetic Card
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MK / HK
Variable Counter: Kinetic Card
Variable Combination: Royal Flush

- During the Cajun Strike or Cajun Escape, you can press in the
opposite direction upon touching a wall to jump across to the
opposite wall before attacking.
- Using the qcf + KK version of the Cajun Explosion makes Gamibit
leap to the wall opposite him; the qcb + KK version makes him
cling to the wal behind him.


------------------------------------------------------------------------
HULK
------------------------------------------------------------------------

Gamma Slam qcf + P
Gamma Tornado hcb + P
Gamma Charge (Taichi) Charge b,f + K,K (or direction + K)
Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K)
Gamma Wave qcf + PP
Gamma Quake qcf + KK
Gamma Crush qcb + PP (direct b / f)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit
Aerial Rave Finisher: MP, HP, HK
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: HK Gamma Charge (Taichi; can redirect)
Variable Combination: Gamma Wave

- The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate
the joystick repeatedly to increase the damage done.
- If the Gamma Charge isn't blocked, you can press K again for a
second charge (both versions go straight up). Or, you can pick
the direction you travel in (ub / u / uf + K for the Taichi
version; b / ub / u / uf / f + K for the Taikuu version). You can
also reverse the direction if you want (i.e., press db to charge
up-forward).
- The Gamma Crush can hit on the way up. If it does so, you can't
direct the Hulk's landing, but he'll automatically land atop his
opponent anyway.
- All of the Hulk's normal punches and kicks cause block damage.
- The Hulk has Super Armor when on the ground or performing any
special move.


------------------------------------------------------------------------
JIN SAOTOME
------------------------------------------------------------------------

Saotome Typhoon Charge b,f + P
Saotome Dynamite Charge d,u + P
Saotome Crush hcb + K
Saotome Fire Hold Start, tap P rapidly, KKK to cancel
(sliding cyclone) d + HK
(diving cyclone) In air, d + HK
Blodia Punch qcf + PP
Blodia Vulcan qcb + PP
Saotome Cyclone qcf + KK

Ground Combo Chain: Weak to Any
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP
Aerial Rave Finisher: MP, MK, HP, HK, Diving Cyclone
Flying Attack: Standing HP / Crouching HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Saotome Dynamite
Variable Combination: Blodia Punch

- An opponent can be injured by the Saotome Fire. Jin even has an
infinite with this taunt; he can perform it after his opponent
super jumps or uses some other method to go high into the air.
They will land atop him and keep being juggled as long as you tap
P. However, the damage is miniscule, so you'll have to do it for
a long time to do any serious damage.
- Jin cannot use the Blodia Vulcan during a Variable Cross.
- Once Jin's partner dies and his life is almost gone, Jin will do
a special pose at his first opportunity to stand still. Once he
has done this, he will begin to glow, and he gains Super Armor
at all times.


------------------------------------------------------------------------
MEGAMAN
------------------------------------------------------------------------

Mega Buster Press HP (air)
Charge Shot Hold HP and release (air)
Mega Upper f,d,df + P
Item Kougeki qcf + P
Eddie Yobi (Item Change) qcb + K
Sankaku Tobi Jump against a wall, press f
(sliding kick) d + HK
Hyper Megaman qcf + PP (air)
Rush Drill qcf + KK, tap P / K, move b / f / u
Beat Plane qcb + KK, tap P / K, move around (air)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HK, Mega Buster, Charge Shot, Hyper Megaman,
Beat Plane
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Mega Upper
Variable Combination: Hyper Megaman

- The longer your charge the Charge Shot, the more hits it does. You
can even release it, and while your opponent is being hit, run up
through your own fireball and attack them.
- Megaman starts off with the Tornado Hold at the beginning of each
new battle (just input qcf + P). However, if you want to give him
a different weapon, use the Item Change. When Eddie appears and
drops the item you want, just run over it. But remember that a
rival Megaman or Roll can pick up your dropped item, too. The
items you can get include:

Rockball (qcb + LK) - When used, a soccer ball appears that can
be knocked around by attacking it (with, say, a crouching kick).
The ball will rebound off of the walls, ceiling, and ground for
a while before vanishing.

Tornado Hold (qcb + MK) - When used, Megaman throws out a little
fan that creates a tall tornado. The Tornado Hold can hit an
opponent while they're lying prone on the ground, and is tall
enough to hit jumping opponents.

Leaf Shield (qcb + HK) - When used, Megaman creates a shield of
spinning leaves around him that gives him one-hit Super Armor.
When the Item Kougeki command is repeated (qcf + P), Megaman will
fire the shield forward. This attack can be used in air.


------------------------------------------------------------------------
MORRIGAN AENSLAND
------------------------------------------------------------------------

Soul Fist qcf + P (air)
Shadow Blade f,d,df + P (air)
Vector Drain hcb + P
Shell Kick In air, d + MK
Shell Pierce In air, d + HK
Kuuchuu Dash (forward) In air, tap f,f / press PPP
Kuuchuu Dash (backward) In air, tap b,b / press b + PPP
Vania Dash In air, d / u + PPP (air)
(spinning blow) df + HP
(overhead kick) f + HK
Soul Laser qcf + PP
Darkness Illusion qcf + KK (air)
Silhouette Blade f,d,df + PP
Eternal Slumber LP,MK,b,MP,HK at Level 3

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Soul Fist, Shadow Blade, Shell Pierce,
Darkness Illusion
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MK / HK
Variable Counter: Soul Fist
Variable Combination: Soul Laser

- You can interrupt the Vania Dash with an attack, just as with
a normal air dash / backstep.
- The Vector Drain and Eternal Slumber is unblockable. A small
character like Megaman or Roll can duck under the Eternal Slumber
projectile while it is moving upwards, though.


------------------------------------------------------------------------
RYU
------------------------------------------------------------------------

Hadou Ken qcf + P (air)
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (air)
Sakotsu Wari f + MP
Senpuu Kyaku f + MK
(alternate kicks) In air, u + MK / HK
Shinkuu Hadou Ken qcf + PP (air)
Shinkuu Tatsumaki Senpuukyaku qcb + KK
Shin Shouryuu Ken f,d,df + PP
Mode Change hcb + P (MP for Ken, HP for Akuma)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Hadou Ken, Tatsumaki Senpuu Kyaku,
Shinkuu Hadou Ken
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Hadou Ken
Variable Combination: Shinkuu Hadou Ken

- The Sakotsu Wari is an overhead attack.
- When the Mode Change is used, Ryu's costume changes and he gains the
moves of Ken or Akuma (see below). Using the command to change into
the same character won't do anything (i.e. using hcb + LP while
playing with Ryu or hcb + HP while Ryu is in Akuma Mode). Ryu will
stay in Ken or Akuma Mode until you use hcb + LP to turn him back
into Ryu, or the battle ends.


------------------------------------------------------------------------
RYU in KEN MODE
------------------------------------------------------------------------

Hadou Ken qcf + P (air)
Shouryuu Ken f,d,df + P (air)
Tatsumaki Senpuu Kyaku qcb + K (air)
Inazuma Kakato Wari f + MK
(alternate kicks) In air, u + MK / HK
Shouryuu Reppa qcf + PP
Shinryuu Ken qcf + KK, tap P / K rapidly
Shippuujinrai Kyaku qcb + KK
Mode Change hcb + P (LP for Ryu, HP for Akuma)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Hadou Ken, Shouryuu Ken, Tatsumaki
Senpuu Kyaku
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: HP Shouryuu Ken
Variable Combination: Shouryuu Reppa

- The Inazuma Kakato Wari is an overhead attack.


------------------------------------------------------------------------
RYU in AKUMA MODE
------------------------------------------------------------------------

Gou Hadou Ken qcf + P
Zankuu Hadou Ken In air, qcf + P
Gou Shouryuu Ken f,d,df + P
Tatsumaki Zankuu Kyaku qcb + K (air)
Tenma Kuujin Kyaku In air, qcf + K
Ashura Senkuu f,d,db / b,d,db + PPP / KKK
Zugai Hassatsu f + MP
Senpuu Kyaku f + MK
(alternate kicks) In air, u + MK / HK
Messatsu Gou Hadou qcb + PP
Messatsu Gou Shouryuu qcf + PP
Tenma Gou Zankuu In air, qcf + PP
Shun Goku Satsu LP,LP,f,LK,HP at Level 3
Mode Change hcb + P (LP for Ryu, MP for Ken)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Zankuu Hadou Ken, Tatsumaki Zankuu
Kyaku, Tenma Kuujin Kyaku, Tenma Gou Zankuu
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Gou Shouryuu Ken
Variable Combination: Messatsu Gou Hadou

- The Zugai Hasatsu is an overhead attack.
- The Shun Goku Satsu is unblockable.


------------------------------------------------------------------------
SPIDER-MAN
------------------------------------------------------------------------

Web Ball qcf + P (air)
Web Swing qcb + K (air)
Web Throw hcb + P
Spider Sting f,d,df + P,P
Sankaku Tobi Jump against a wall, press uf~df
Kuuchuu Dash In air, tap f,f / press PPP
Maximum Spider qcf + PP (direct d / f / u) (air)
Crawler Assault qcf + KK
Ultimate Web Throw qcb + PP

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP, Standing HK (only if comboed into)
Aerial Rave Finisher: HP, HK, Web Ball, Web Swing
Flying Attack: Standing HP
Knockdown Attack: Crouching HK / MK (lifts them slightly upward)
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: MP Spider Sting (can add second hit)
Variable Combination: Crawler Assault

- An opponent hit by the Web Ball is encased in web wrappings. The
stronger the button used, the longer they remain encased. You can
attack an encased opponent any way you'd like, but using a second
Web Ball will not re-trap them.
- The Web Throw will not connect if Spidey hits an opponent who is
far away from him (since he is no longer holding onto the web
strand), or if that person has just been hit by the Web Ball and
is trapped. Once you catch someone with the Web Throw, rotate the
joystick repeatedly to make him spin them around faster (doesn't
seem to increase damage, though).
- The Maximum Spider can home in on your enemy's location a bit,
but not very well. If someone is above you or below you, it's
best to direct the attack by pressing up or down.
- Spidey's second launcher is a standing HK. If he hits an enemy
with it, you can press up to Super Jump--however, the enemy will
not fly up into the air with you. They won't be launched unless
they get hit by the HK while they're already airborne. So, if you
want to get both you and your enemy in the air at the same time,
either hit them with the HK while they jump at you, or knock them
off the ground with a crouching MK and chain into the standing HK.


------------------------------------------------------------------------
STRIDER HIRYU
------------------------------------------------------------------------

Ame no Murakumo qcf + P
Excalibur In air, qcf + P / K
Gram f,d,df + P / K (f,d,df + P in air)
Warp b,d,db + P / K
Vajra qcb + K
Formation A qcf + K
Formation B Charge b,f + P
(formation B fire) After Formation B, charge b,f + P (air)
Formation C Charge b,f + K
Heki Hari Tsuki qcb + P
Shimo Idou / Uwa Idou Move d / u after Heki Hari Tsuki
Chakuji Press f after Heki Hari Tsuki
Hantai Soku no Heki he Idou Tap b,f after Heki Hari Tsuki
Cipher Kougeki Press P after Heki Hari Tsuki
Jimen ni Tobigeri Press K after Heki Hari Tsuki
Sliding Kick df + HK
2 Dan Jump Press ub~uf (perform 2 times)
Ragnarok f,d,df + PP
Ouroboros qcf + PP
Legion qcf + KK

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Excalibur, Gram, Formation B Fire
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Ame no Murakumo
Variable Combination: Legion

- You can use the Hantai Soku no Heki he Idou to switch from one wall
to the other.
- During the Ouroboros, satellites rotate around Hiryu and injure
anybody who touches them. If you make an attack, the satellites
will also fire ring lasers. You cannot throw during this Hyper
Combo.


------------------------------------------------------------------------
VENOM
------------------------------------------------------------------------

Venom Fang qcf + P (air)
Venom Rush qcf + K
Web Throw hcb + P
Kuuchuu Dash In air, tap f,f / press PPP
Venom Web qcf + PP
Death Bite qcf + KK

Ground Combo Chain: Punch to Kick
Jumping Combo Chain: Punch to Kick
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing MP
Aerial Rave Finisher: HP, HK, Venom Fang
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Venom Fang
Variable Combination: Death Bite

- If you try to throw something with MP / HP, Venom will trap them
in spider webs. They will be momentarily defenseless, and Venom
can then attack them.
- The Web Throw will not connect if Venom hits an opponent who is
far away from him (since he is no longer holding onto the web
strand), or if that person has just been encased in webbing using
his Punch Throw.


------------------------------------------------------------------------
WAR MACHINE
------------------------------------------------------------------------

Shoulder Cannon qcf + P (air)
Low Shoulder Cannon qcf + K
Repulsor Blast hcb + P
Smart Bomb (b / f) + MP + MK (air)
Hikou qcb + K, repeat to end (air)
Kuuchuu Dash Press in any direction + PPP (air)
(knee dive) In air, d + MK
(upward kick) In air, u + HK
(laser blast) In air, uf~df + HP
(missile launcher) d + HP
Proton Cannon qcf + PP
War Destroyer qcf + KK

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Knee Dive, Upward Kick, Shoulder Cannon
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Repulsor Blast
Variable Combination: Proton Cannon

- You can change the Smart Bomb's range by holding b or f when you
press the buttons.
- During the Hikou, you can move in eight directions, but you cannot
block. You can perform any aerial move during this time, though.


------------------------------------------------------------------------
WOLVERINE
------------------------------------------------------------------------

Berserker Barrage qcf + P, tap P rapidly
Berserker Slash qcb + P
Tornado Claw f,d,df + P, tap P rapidly
Drill Claw (any direction) + MP + MK (air)
Fumitsuke In air, d + HK
(double claw) Press MP twice
(knee kick) Press MK, if it hits, press MK again
(repeated claw) In air, keep pressing MP
(sliding claw) df + HK
Sankaku Tobi Jump against a wall, press f
Berserker Barrage X qcf + PP
Berserker Charge qcb + PP
Weapon X f,d,df + PP
Fatal Claw f,d,df + KK (air)

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Fumitsuke, Drill Claw
Flying Attack: Standing HP
Knockdown Attack: Crouching HK / MP (lifts them slightly upward)
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: LP Berserker Barrage (can't add extra hits)
Variable Combination: Berserker Barrage X

- The Drill Claw goes straight forward unless you hold in a direction
while pressing the buttons. On the ground, you cannot Drill Claw
backwards or in any of the downward directions.
- You can use the Drill Claw after a successful Fumitsuke and vice
versa.
- During the Berserker Charge, Wolverine is followed by afterimages.
For a short period of times, all of his attacks come out faster and
recover faster, allowing him to perform longer combos. He also
moves faster and jumps higher.


------------------------------------------------------------------------
ZANGIEF
------------------------------------------------------------------------

Double Lariat Press PPP, move b / f (air)
Quick Double Lariat Press KKK, move b / f (air)
Screw Piledriver Rotate 360 + P (air)
Flying Powerbomb hcf + K
Atomic Suplex hcf + K when close
Banishing Flat f,d,df + P
Aerial Russian Slam f,d,df + K
Headbutt In air, u + MP
Double Knee Drop In air, d + MK
Body Press In air, d + HP
(long punch) In air, f + HP
(elbow drop) f + MP (in air, d + MP)
(instant dash throw) Hold MP / MK / HP / HK, tap f,f
(delayed dash throw) Tap f,f, then press MP / MK / HP / HK
Final Atomic Buster Rotate 360 + PP
Ultra Final Atomic Buster Rotate 360 + KK at Level 3
Iron Body b,d,db + LK

Ground Combo Chain: None
Jumping Combo Chain: None
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Crouching MP, MP Throw
Aerial Rave Finisher: HP, HK, Lariat Attack, Screw Piledriver,
Double Knee Drop, Body Press, Long Punch
Knockdown Attack: Crouching HK (standing HK knocks into air)
Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP)
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: MK Flying Powerbomb
Variable Combination: Double Final Atomic Buster (as current player)
Hyper Double Lariat (as partner)

- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
Slam, Dash Throw, FAB, and UFAB are all unblockable.
- You can move back or forward as you start the Double Lariat, or
after it begins.
- Zangief has Super Armor during the Flying Powerbomb and Final
Atomic Buster.
- The Banishing Flat can negate projectiles.
- When the Iron Body is used, Zangief changes into Mega Zangief, and
his moveslist changes (see below). He'll stay in Mega Zangief mode
until you repeat the Iron Body command, or once the battle ends.
- Zangief cannot backstep or using the dashing jump.


------------------------------------------------------------------------
ZANGIEF in MEGA ZANGIEF MODE
------------------------------------------------------------------------

Double Lariat Press PPP, move b / f
Quick Double Lariat Press KKK, move b / f
Screw Piledriver Rotate 360 + P (air)
Flying Powerbomb hcf + K
Atomic Suplex hcf + K when close
Vodka Fire qcf + P
Aerial Russian Slam f,d,df + K
Headbutt In air, u + MP
Double Knee Drop In air, d + MK
Body Press In air, d + HP
(long punch) In air, f + HP
(elbow drop) f + MP (in air, d + MP)
(instant dash throw) Hold MP / MK / HP / HK, tap f,f
(delayed dash throw) Tap f,f, then press MP / MK / HP / HK
Final Atomic Buster Rotate 360 + PP
Siberian Blizzard Rotate 360 + KK
Iron Body b,d,db + LK

Ground Combo Chain: None
Jumping Combo Chain: None
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Crouching MP, MP Throw
Aerial Rave Finisher: HP, HK, Screw Piledriver, Double Knee Drop,
Body Press, Long Punch
Knockdown Attack: Crouching HK (standing HK knocks into air)
Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP)
Aerial Throws: Any direction but d / u + MP / HP / MK / HK
Variable Counter: MK Flying Powerbomb
Variable Combination: Double Final Atomic Buster (as current player)
Hyper Double Lariat (as partner)

- The Screw Piledriver, Flying Powerbomb, Atomic Suplex, Aerial Russian
Slam, Dash Throw, FAB, and UFAB are all unblockable.
- You can move back or forward as you start the Double Lariat, or
after it begins.
- Note that MZ cannot backstep or using the dashing jump.
- Mega Zangief has Hyper Armor at all times.


=========================================================================
3. H I D D E N C H A R A C T E R M O V E S L I S T
=========================================================================

None of these characters are normally available. Prior to each
moves list is the code you have to input to select them. If you are
going to pick a hidden character and a normal character, you need to
pick the hidden character _first_. If you want to have two hidden
characters on your team, it doesn't matter which code you enter first.


------------------------------------------------------------------------
HIGH-SPEED VENOM
------------------------------------------------------------------------

To pick High-Speed Venom, move your cursor to Chun-Li, then move the
cursor in the following pattern:

R, Dx4, L, Ux4, Rx2, Dx2, Lx2, Dx2, Rx2, Ux4, Lx2, U

As you're doing it, you'll notice that you're drawing the number '127'
with the cursor. The last direction you press in during the code will
move your cursor off-screen.

--------------------------------------------------------------------

Venom Crush qcf + P, tap P rapidly
Venom Storm qcf + K, tap K rapidly
Venom Charge In air, qcf + P
Web Throw hcb + P
Kuuchuu Dash In air, tap f,f / press PPP
Venom Web qcf + PP
Death Bite qcf + KK

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Standing HP
Aerial Rave Finisher: HP, HK, Venom Charge
Flying Attack: Standing MP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Venom Crush
Variable Combination: Death Bite

- This version of Venom is followed by afterimages. All of his attacks
come out faster and recover faster than normal Venom's, allowing him
to perform longer combos. He also moves faster and jumps higher
than normal Venom.
- High-Speed Venom cannot dash or backstep, but his normal moving speed
more than makes up for it :)


------------------------------------------------------------------------
HYPER ARMOR WAR MACHINE
------------------------------------------------------------------------

To pick Hyper Armor War Machine, move your cursor to Zangief, then move
the cursor in the following pattern:

Lx2, Dx2, Rx2, Dx2, Lx2, Ux4, Rx2, Lx2, Dx4, Rx2, Ux2, Lx2, Dx2,
Rx2, Ux5

As you're doing it, you'll notice that you're drawing the numbers and
letter '56J' with the cursor. The last direction you press in during
the code will move your cursor off-screen.

--------------------------------------------------------------------

Shoulder Cannon qcf + P (air)
Low Shoulder Cannon qcf + K
Smart Bomb (b / f) + MP + MK (air)
(knee dive) In air, d + MK
(upward kick) In air, u + HK
(laser blast) In air, uf~df + HP
(laser shot) d + HP
Proton Cannon qcf + PP
War Destroyer qcf + KK

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Knee Dive, Upward Kick, Shoulder Cannon
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Shoulder Cannon
Variable Combination: Proton Cannon

- You can change the Smart Bomb's range by holding b or f when you
press the buttons.
- Hyper Armor War Machine has Hyper Armor, obviously :)


------------------------------------------------------------------------
LILITH-STYLE MORRIGAN
------------------------------------------------------------------------

To pick Hyper Lilith-Style Morrigan, move your cursor to Zangief, then
move the cursor in the following pattern:

Lx2, Dx2, Rx2, Ux2, Dx4, Lx2, Ux4, R, L, Dx4, Rx2, Ux4, Lx2, Dx4, R, D

As you're doing it, you'll notice that you're drawing the numbers and
letter '901L' with the cursor. The last direction you press in during
the code will move your cursor off-screen.

--------------------------------------------------------------------

Soul Flash qcf + P (air)
Shining Blade f,d,df + P
Vector Drain hcb + P
Shell Kick In air, d + MK
Shell Pierce In air, d + HK
Kuuchuu Dash (forward) In air, tap f,f / press PPP
Kuuchuu Dash (backward) In air, tap b,b / press b + PPP
Vania Dash In air, d / u + PPP (air)
(spinning blow) df + HP
(overhead kick) f + HK
Brilliant Shower qcf + PP
Darkness Illusion qcf + KK (air)
Splendor Love f,d,df + PP

Ground Combo Chain: Hunter
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP
Aerial Rave Finisher: HP, HK, Soul Fist, Shell Pierce,
Darkness Illusion
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP / MK / HK
Aerial Throws: Any direction but d / u + MK / HK
Variable Counter: Soul Flash
Variable Combination: Brilliant Shower

- The Vector Drain is unblockable.
- You can interrupt the Vania Dash with an attack, just as with
a normal air dash / backstep.
- This version of Morrigan plays just like the normal version, but
with no Eternal Slumber and altered special moves and Hyper Combos.


------------------------------------------------------------------------
MSH PERFORMANCE HULK
------------------------------------------------------------------------

To pick MSH Performance Hulk, move your cursor to Chun-Li, then move the
cursor in the following pattern:

Rx2, Dx2, Lx2, Rx2, Dx2, Lx2, Ux4, Dx2, Rx2, Ux2, Dx4, Ux4, L, U

As you're doing it, you'll notice that you're drawing the numbers and
letter '3H7' with the cursor. The last direction you press in during the
code will move your cursor off-screen.

--------------------------------------------------------------------

Gamma Slam qcf + P
Gamma Tornado hcb + P
Gamma Charge (Taichi) Charge b,f + K,K (or direction + K)
Gamma Charge (Taikuu) Charge d,u + K,K (or direction + K)
Gamma Wave qcf + PP
Gamma Quake qcf + KK
Gamma Crush qcb + PP (direct b / f)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Crouching HP - 2nd hit / Standing HK - 2nd hit
Aerial Rave Finisher: MP, HP, HK
Flying Attack: Standing HP
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: HK Gamma Charge (Taichi; can redirect)
Variable Combination: Gamma Wave

- This version of the Hulk has no Super Armor, but it's easier to
air combo with him.
- The Gamma Tornado can be blocked. Once Hulk grabs someone, rotate
the joystick repeatedly to increase the damage done.
- If the Gamma Charge isn't blocked, you can press K again for a
second charge (both versions go straight up). Or, you can pick
the direction you travel in (ub / u / uf + K for the Taichi
version; b / ub / u / uf / f + K for the Taikuu version). You can
also reverse the direction if you want (i.e., press db to charge
up-forward).
- The Gamma Crush can hit on the way up. If it does so, you can't
direct the Hulk's landing, but he'll automatically land atop his
opponent anyway.
- All of the Hulk's normal punches and kicks cause block damage.
- The Hulk has Super Armor when on the ground or performing any
special move.



------------------------------------------------------------------------
ROLL-CHAN
------------------------------------------------------------------------

To pick Roll-Chan, move your cursor to Chun-Li, then move the cursor in
the following pattern:

Lx2, Dx2, Rx2, Dx2, Lx2, U, R, Ux2, Rx2

As you're doing it, you'll notice that you're drawing the number and
symbol '5/' with the cursor. The last direction you press in during
the code will move your cursor off-screen.

--------------------------------------------------------------------

Roll Buster qcf + P (air)
Hana-taba Bakudan qcb + P (air)
Item Kougeki qcf + K
Eddie Yobi (Item Change) qcb + K
Sankaku Tobi Jump against a wall, press f
(sliding kick) d + HK
(upward kick) In air, u + HK
Hyper Roll qcf + PP (air)
Rush Drill qcf + KK, tap P / K, move b / f / u
Beat Plane qcb + KK, tap P / K, move around (air)

Ground Combo Chain: Weak to Strong
Jumping Combo Chain: Hunter
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Roll Buster, Upward Kick, Hyper Roll,
Beat Plane
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Hana-taba Bakudan
Variable Combination: Hyper Roll

- Roll starts off with the Tornado Hold at the beginning of each
new battle (just input qcf + P). However, if you want to give her
a different weapon, use the Item Change. When Eddie appears and
drops the item you want, just run over it. But remember that a
rival Roll or Megaman can pick up your dropped item, too. The
items you can get include:

Rockball (qcb + LK) - When used, a soccer ball appears that can
be knocked around by attacking it (with, say, a crouching kick).
The ball will rebound off of the walls, ceiling, and ground for
a while before vanishing.

Tornado Hold (qcb + MK) - When used, Roll throws out a little
fan that creates a tall tornado. The Tornado Hold can hit an
opponent while they're lying prone on the ground, and is tall
enough to hit jumping opponents.

Leaf Shield (qcb + HK) - When used, Roll creates a shield of
spinning leaves around her that gives her one-hit Super Armor.
When the Item Kougeki command is repeated (qcf + P), Roll will
fire the shield forward. This attack can be used in air.


------------------------------------------------------------------------
SHADOW LADY
------------------------------------------------------------------------

To pick Shadow Lady, move your cursor to Morrigan, then move the cursor
in the following pattern:

U, Rx2, Dx4, Lx2, Ux4, Rx2, Lx2, Dx2, Rx2, Dx2, Lx2, Ux2,
Rx2, Ux2, Lx2, Dx5

As you're doing it, you'll notice that you're drawing the numbers and
letter '05P' with the cursor. The last direction you press in during
the code will move your cursor off-screen.

--------------------------------------------------------------------

Miracle Drill qcf + P
Rainbow Missile qcf + K
Sky Counter Crash hcb + K
Plasma Barrier f,d,df + P, tap P rapidly
Infinity Leg Tap K rapidly (air)
Kaku Kyaku Raku df + HK
Yousou Kyaku In air, d + MK (perform 3 times)
Sankaku Tobi Jump against a wall, press f
3 Dan Jump Press ub~uf (perform 3 times)
Kuuchuu Dash In air, tap f,f / press PPP
Big Bang Laser qcf + PP
Galaxy Missile qcf + KK
Final Mission Charge b,f,b,f + KK at Level 3

Ground Combo Chain: Hunter
Jumping Combo Chain: Weak to Strong
Super Jumping Chain: Hunter
Aerial Rave Launcher: Standing HK
Aerial Rave Finisher: HP, HK, Infinity Leg, Yousou Kyaku
Knockdown Attack: Crouching HK
Ground Throws: b / f + MP / HP
Aerial Throws: Any direction but d / u + MP / HP
Variable Counter: Miracle Drill
Variable Combination: Big Bang Laser

- The Sky Counter Crash and Kaku Kyaku Raku are overhead attacks.
- The Final Mission can be blocked.


=========================================================================
4. S E C R E T S A N D T R I C K S
=========================================================================

LEADER CHANGE
------------------------------------------------------------------------
Hold PPP between battles to make your partner the first character to
fight in the upcoming battle.

POSE POINTS
------------------------------------------------------------------------
Press Start to move after winning a round, and perform any action.
You'll get more points if the animation you're doing when the game
stops looks cool.

BEAT UP YOUR OPPONENT
------------------------------------------------------------------------
Press Start after winning the match, then attack your fallen enemy.

STEAL OPPONENT'S HELPER
------------------------------------------------------------------------
After you kill your second opponent during any battle, but before the
'pose points' counter appears, hold down all three kick buttons (KKK),
and keep holding them. You'll have your opponent's helper at the
start of the next battle.

SELECT YOUR HELPER
------------------------------------------------------------------------
After selecting your second character, quickly hold down Start and the
buttons shown. To select your helper between rounds, hold these
buttons once the round ends but before you return to the Stage screen.

NAME BUTTON CODE USES PER BATTLE
--------------------------------------------------------------------
Unknown Soldier LP 4 times
Lou MP 8 times
Saki HP 7 times
Pure and Fur LK 5 times
Psylocke MK 5 times
Michelle Heart LP + LK 6 times
Iceman MP + MK 4 times
King Arthur LP + MP 8 times
Ton-Pu LP + HP 9 times
Juggernaut LP + MK 3 times
Devilot MP + HP 5 times
Thor LK + MP 8 times
Magneto LK + HP 7 times
US Agent MK + HP 5 times
Cyclops LP + LK + MP 7 times
Storm LP + LK + HP 6 times
Colossus LP + MP + MK 5 times
Anita LP + MP + HP 5 times
Shadow (hidden) LP + MK + HP 4 times
Sentinel (hidden) MP + MK + HP 3 times
Jubilee LK + MP + HP 8 times
Rogue LP + MP + HP + LK 7 times


FIGHT THE HIDDEN CHARACTERS
-----------------------------------------------------------------------
The universal prerequisite to fighting a hidden character is that
neither of your characters can die, you can't continue, and no one
else can join in. Otherwise, simply refer to the table shown below:

TO FIGHT HIGH-SPEED VENOM
---------------------------------------------------------------------
- Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
Finish for every round.
- However, you have to have at least 4 Variable Cross Finishes.
- Furthermore, you must defeat your opponents as quickly as possible
during every round.

TO FIGHT HYPER ARMOR WAR MACHINE
---------------------------------------------------------------------
- Get 5 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.
- However, you have to have at least 2 Variable Cross Finishes.

TO FIGHT LILITH STYLE MORRIGAN
---------------------------------------------------------------------
- Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.
- Use your special partner to kill one of your opponents 2 times.

TO FIGHT MSH PERFORMANCE HULK
---------------------------------------------------------------------
- Get 3 Hyper Combo Finishes, Variable Combo Finishes, or Variable
Cross Finishes.

TO FIGHT ROLL-CHAN
---------------------------------------------------------------------
- For 6 battles straight, use up all your Helper stocks (it doesn't
matter if they hit or miss).
- Get 2 Variable Cross Finshes.
- Get 3 finishes (you can use a mix of Hyper Combo Finishes,
Variable Combo Finishes, or Variable Cross Finishes).

TO FIGHT SHADOW LADY
---------------------------------------------------------------------
- Get a Hyper Combo Finish, Variable Combo Finish, or Variable Cross
Finish for every round.
- However, you have to have at least 4 Variable Cross Finishes.
- Use your special helper to kill one of your opponents in every
round.
- Furthermore, you must defeat your opponents as quickly as possible
during every round.


=========================================================================
5. C O M B O P R I M E R
=========================================================================

This section is my attempt to explain how combos work in this game, as
the Marvel / VS series' combo method is pretty complex and extensive.

------------------------------------------------------------------------
BASIC COMBO THEORY
------------------------------------------------------------------------

Although this game is full of massive chain combos, launchers, aerial
raves, and all that other junk, the basic stuff still applies and is
important. Here's a quick run-down of what you can do:

A combo is any series of attacks which are unblockable after the
fist hit connects. A basic combo usually falls into one of the
four examples listed below:

---------------------------------------------------------------------
Attack -> Special Move
---------------------------------------------------------------------

Also known as a two-in-one. You simply perform an attack during
the input for a special move (or Hyper Combo), and the two will
occur rapidly upon execution. (i.e. down + Medium Kick, down-
forward, forward + Punch would make Ryu combo a crouching kick
into his Hadouken. Replace Punch with two Punch buttons and he'd
combo into the Shinkuu Hadouken Hyper Combo.)


---------------------------------------------------------------------
Jumping Attack -> Standing / Crouching Attack -> Special Move
---------------------------------------------------------------------

Jumping attacks can preceed a two-in-one in order to do added
damage.


---------------------------------------------------------------------
Attack -(link)-> Attack -> Special Move
---------------------------------------------------------------------

In any type of chain combo, the animation of one normal attack is
cancelled by the animation of another. A link is when two normal
attacks can combo without having their animation cancel. Usually,
this is limited to quick attacks, like LP and LK. It may sound
useless considering the many chains in this game, but for characters
like Zangief, who has no ground chains, it's pretty handy. It's
also useful for preceeding a chain combo (Wolverine can dash in and
hit with his standing LP attack several times, then cancel normally
into a chain combo).


---------------------------------------------------------------------
Dashing, then attacking
---------------------------------------------------------------------

When you dash, you move forward (hehe)! Press any Punch or Kick
while dashing (this even applies to crouching Punches or Kicks), and
you'll still move forward a bit as your initial attack comes out.
This means that you'll be closer to your opponent by the time you hit
than you would be if you walked up and attacked him / her, and since
you're closer, any attack that you follow up with also has a greater
chance of hitting due to the decreased proximity between you and your
foe.


---------------------------------------------------------------------
Flying Attacks
---------------------------------------------------------------------

Flying Attacks are somewhat useful, but they can also put a kink in
your ground combos. When you hit someone with a Punch or Kick that
also has the Flying Attack effect, your opponent will fly across the
screen for a fair distance. This can be handy if you want to get
your opponent away from you, but it can be annoying if you're
performing a ground chain, and in the middle of it, send your foe
flying before you can finish.


---------------------------------------------------------------------
Oiuchi / Off The Ground (OTG)
---------------------------------------------------------------------

The idea behind this is simple: in certain cases, if you knock your
opponent to the ground and they don't roll away, you can hit them
with any attack that is low to the ground (most crouching attacks,
etc.) Doing so will bounce them up, and you can hit them again while
their airborne and continue to combo them. This doesn't work all the
time, and you have to attack your enemy quickly or they will get up.
This can be used in many ways: you can bounce your opponent up with
Spidey's crouching HK and then juggle them with a Crawler Assault, or
after an aerial rave, OTG them with an attack, then launch them, and
keep comboing.


------------------------------------------------------------------------
TYPES OF CHAINS
------------------------------------------------------------------------

There are lots of different chain combos in this game, each character
using different varieties. They are explained in detail here:

---------------------------------------------------------------------
Hunter Chain*
---------------------------------------------------------------------

This is the generic chaining system taken from DarkStalkers. Two
rules apply to it, and they are: a weak attack can be followed by a
strong one, and the button progression must go from Punch to Kick in
regards to the same set of buttons.

This means that you can do this: LP -> LK -> MP -> MK -> HP -> HK.
Or, you can skip buttons and do: LK -> MK -> HP -> HK.
Or even: MP -> HP -> HK.

However, you can't do a combo that violates the rules, such as:

MK -> MP (violates 'Punch to Kick using same set of buttons' rule)
HP -> LP (violates 'Weak to Strong progression' rule)

* It's actually called 'the chain combo', but since that terminology
is a little confusing, I'll use the commonly-accepted 'Hunter
Chain' term which is referring to DarkStalkers / Vampire Hunter.


---------------------------------------------------------------------
Weak to Strong Chain
---------------------------------------------------------------------

This combo system functions on one premise of the Chain Combo, but
not the other. You have to go from a weak attack to a stronger
attack, but you cannot go from Punch to Kick in the same set of
buttons.

This means that LP -> MP -> HP or LK -> MP -> HK will work.

However, LP -> MP -> MK will not because you're going from a Punch
to a Kick in the same set of buttons (in this case, MP and MK).


---------------------------------------------------------------------
Weak to Any Chain
---------------------------------------------------------------------

This chain combo states that you can go from any of the weakest
attacks (Light Punch or Light Kick) into any other, stronger, attack.
This means that LP -> HK or LK -> MK are both usable, but LP -> LK is
not, nor is MP -> HP. This also means that unless a Punch or Kick
hits more than once naturally, the best you can do is a 2 hit combo.


---------------------------------------------------------------------
Punch to Kick Chain
---------------------------------------------------------------------

This type of chain combo is probably the most simple one to explain.
You can interrupt any Punch attack with any Kick attack. So you can
use LP -> MK, HP -> HK, MP -> LK, and so on.


---------------------------------------------------------------------
None
---------------------------------------------------------------------

Some characters simply can't combo a normal move into another one. :(


------------------------------------------------------------------------
STARTING AND FINISHING AN AERIAL RAVE
------------------------------------------------------------------------

Perform a combo while in the air (during a jump or super jump) and it's
called an 'aerial rave'. Okay...whatever--it's still an air combo.
However, there are some notable differences between the 'aerial rave'
and a ground combo:

---------------------------------------------------------------------
Launchers
---------------------------------------------------------------------

All characters have an attack that, when it hits, will knock an enemy
high into the air. This can be used to force a Super Jumping Chain,
rather than having two characters Super Jump and meet in the air. If
the 'launcher' attack hits, you have a small amount of time in which
to press Up (or Up-Back, or Up-Forward), and you will Super Jump as
well (as opposed to tapping Down, Up or pressing KKK). You can then
steer yourself towards your opponent and hit them with an attack or
chain combo, because your opponent cannot block until after he begins
falling.


---------------------------------------------------------------------
Aerial Rave Knockdowns
---------------------------------------------------------------------

Certain attacks, when used during an aerial rave, will cause your
opponent to quickly fall to the ground, and the screen will scroll
after him or her. Doing this almost always prevents you from
continuing the combo in the air (although there are some exceptions,
see below). Note that in most cases, the knockdown move will not
cause the screen to scroll unless it was preceeded by another move
aside from the launcher.

For example, with Ryu, Launcher -> HK would make his enemy fly to
the ground, off-screen.

Launcher -> LP -> HK would have the screen follow Ryu's opponent as
he smashes into the ground. Ken will leap onto the screen a moment
later.

So what's the importance? Well, if the screen doesn't scroll, you
can still perform moves after the aerial rave has technically ended.
If it does scroll, then you can't move and will dash on screen a
moment later, regardless of your location in the air at the time
that the screen began scrolling. Note that some attacks will also
cause the screen to scroll (Wolverine's Berserker Barrage is one of
them, if you get all the hits in).

Keep in mind that you can bend the rules a bit when it comes to
ending an aerial rave. For example, if you finish a jumping or super
jumping chain without ending it with a knockdown attack, it's
possible to hit again with another attack (even with the same
attack), while you fall. In some situations, you can even do this if
you did connect with a knockdown blow (for instance, in the corner
with Strider, you can knockdown with his HP, but press HK and it will
still connect as his enemy plummets to the ground). The key here is
to just be creative and try to see what you can do after a non-
knockdown attack or special move.


=========================================================================
6. M I S C E L L A N E O U S
=========================================================================

-----------------------------------------------------------------------
EASY MODE MOVES CHART
-----------------------------------------------------------------------

This section lists what buttons produce what moves for Easy Mode users:

CAPTAIN AMERICA

Tap MP : Shield Slash (air)
Tap HP : Stars & Stripes
Tap MK / HK : Charging Star
Press MP + HP : Final Justice
Press MK + HK : Hyper Charging Star

CAPTAIN COMMANDO

Tap MP : Captain Fire (air)
Tap HP : Captain Corridor
Tap MK : Captain Kick
Tap HK : Captain Kick
Press MP + HP : Captain Sword
Press MK + HK : Captain Storm

CHUN-LI

Tap MP : Kikou Ken
Tap HP : Tenshou Kyaku
Tap MK : Hyakuretsu Kyaku (air)
Tap HK : Sen'en Shuu
Press MP + HP : Kikou Shou
Press MK + HK : Senretsu Kyaku

GAMBIT

Tap MP : Kinetic Card (air)
Tap HP : Trick Card
Tap MK : Cajun Slash
Tap HK : Cajun Strike
Press MP + HP : Royal Flush
Press MK + HK : Cajun Explosion

HULK

Tap MP : Gamma Tornado
Tap HP : Gamma Slam
Tap MK : Gamma Charge (Taichi)
Tap HK : Gamma Charge (Taikuu)
Press MP + HP : Gamma Wave
Press MK + HK : Gamma Crush

JIN SAOTOME

Tap MP : Saotome Typhoon
Tap HP : Saotome Dynamite
Press MP + HP : Blodia Punch
Press MK + HK : Blodia Vulcan

MEGAMAN

Tap MP : Mega Buster (air)
Tap HP : Mega Upper
Tap MK : Item Kougeki
Tap HK : Eddie Yobi (Item Change)
Press MP + HP : Hyper Megaman (air)
Press MK + HK : Rush Drill

MORRIGAN

Tap MP : Soul Fist (air)
Tap HP : Shadow Blade (air)
Press MP + HP : Soul Laser
Press MK + HK : Silhouette Blade

RYU

Tap MP : Hadou Ken (air)
Tap HP : Shouryuu Ken
Tap MK / HK : Tatsumaki Senpuu Kyaku (air)
Press MP + HP : Shinkuu Hadou Ken (air)
Press MK + HK : Shinkuu Tatsumaki Senpuu Kyaku

RYU in KEN MODE

Tap MP : Hadou Ken (air)
Tap HP : Shouryuu Ken (air)
Tap MK / HK : Tatsumaki Senpuu Kyaku (air)
Press MP + HP : Shouryuu Reppa
Press MK + HK : Shinryuu Ken

RYU in AKUMA MODE

Tap MP : Gou Hadou Ken / Zankuu Hadou Ken in air
Tap HP : Gou Shouryuu Ken
Tap MK : Tatsumaki Zankuu Kyaku (air)
Tap HK : Ashura Senkuu / Tenma Kuujin Kyaku in air
Press MP + HP : Messatsu Gou Hadou / Tenma Gou Zankuu in air
Press MK + HK : Messatsu Gou Shouryuu

SPIDER-MAN

Tap MP : Web Ball (air)
Tap HP : Web Throw
Tap MK : Spider Sting
Tap HK : Web Swing (air)
Press MP + HP : Maximum Spider (air)
Press MK + HK : Crawler Assault

STRIDER HIRYUU

Tap MP : Ame no Murakumo / Excalibur in air
Tap HP : Gram (air)
Tap MK : Vagula
Tap HK : Formation A
Press MP + HP : Ragnarok
Press MK + HK : Legion

VENOM

Tap MP : Venom Fang (air)
Tap HP : Web Throw
Tap MK / HK : Venom Rush
Press MP + HP : Venom Web
Press MK + HK : Death Bite

WAR MACHINE

Tap MP / HP : Shoulder Cannon (air)
Tap MK : Repulsor Blast
Tap HK : Smart Bomb (air)
Press MP + HP : Proton Cannon
Press MK + HK : War Destroyer

WOLVERINE

Tap MP : Berserker Barrage
Tap HP : Tornado Claw
Tap MK : Berserker Slash
Tap HK : Berserker Slash
Press MP + HP : Weapon X
Press MK + HK : Fatal Claw (air)

ZANGIEF

Tap MP : Screw Piledriver (air)

Tap HP : Double Lariat (air)
Tap MK : Flying Powerbomb / Atomic Suplex when close
Tap HK : Banishing Flat
Press MP + HP : Final Atomic Buster

ZANGIEF in MEGA ZANGIEF MODE

Tap MP : Screw Piledriver (air)
Tap HP : Double Lariat
Tap MK : Flying Powerbomb
Tap HK : Vodka Fire
Press MP + HP : Final Atomic Buster
Press MK + HK : Siberian Blizzard


-----------------------------------------------------------------------
TRANSLATIONS
-----------------------------------------------------------------------

These were done by me and may not be completely correct / accurate:

CAPTAIN AMERICA

Zenten Forward Revolve
2 Dan Jump Two Level Jump

CHUN-LI

Kikou Ken Chi Fist
Sen'en Shuu Spinning Circle Kick
Hyakuretsu Kyaku Hundred Rending Kicks
Tenshou Kyaku Heavenly Ascention Kick
Kaku Kyaku Raku Crane Leg Drop
Yousou Kyaku Eagle Talon Kick
Reishiki Kikou Ken Zero Style Chi Fist
Kikou Shou Chi Palm
Senretsu Kyaku Thousand Rending Kicks
Hazan Tenshou Kyaku Supreme Mountain Heavenly Ascention Kick
Shichisei Senkuu Kyaku Seven Star Air Flash Kick

HULK

Gamma Charge (Taichi) Gamma Charge (Anti-Earth)
Gamma Charge (Taikuu) Gamma Charge (Anti-Air)

MEGAMAN

Item Kougeki Item Attack
Eddie Yobi (Item Shutsugen) Eddie Summon (Item Appear)
(the 1st time you use "Item Change")

ROLL-CHAN

Hana-Taba Bakudan Flower Bundle Bomb

RYU

Hadou Ken Surge Fist
Shouryuu Ken Rising Dragon Fist
Tatsumaki Senpuu Kyaku Tornado Whirlwind Kick
Sakotsu Wari Collarbone Splitter
Senpuu Kyaku Whirlwind Kick
Shinkuu Hadou Ken Vacuum Surge Fist
Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
Shin Shouryuuken True Rising Dragon Fist

RYU in KEN MODE

Inazuma Kakato Wari Lighting Flash Heel Split
Shouryuu Reppa Rising Dragon Render
Shinryuu Ken Divine Dragon Fist
Shippuujinrai Kyaku Swift as Lightning Kick

RYU in AKUMA MODE

Gou Hadou Ken Great Surge Fist
Zankuu Hadou Ken Air Slashing Surge Fist
Gou Shouryuu Ken Great Rising Dragon Fist
Tatsumaki Zankuu Kyaku Air Slashing Tornado Kick
Ashura Senkuu (evil demonic spirit) Air Flash
Tenma Kuujin Kyaku Demon Air Blade Leg
Zugai Hasatsu Skull Destroyer
Messatsu Gou Hadou Great Surge Deadly Attack
Messatsu Gou Shouryuu Great Rising Dragon Deadly Attack
Tenma Gou Zankuu Great Demon Sky Killing
Shun Goku Satsu Imprisoning Death Flash

STRIDER HIRYUU

Ame no Murakumo Rain Cloud Mass
(a sword from Japanese legend)
Heki Hari Tsuki Attach (and) Cling to Wall
Chakuji Arrive (at) Ground
Shimo Idou / Uwa Idou Move Down / Move Up
Hantai Soku no Heki he Idou Move to Opposite Side of Wall

Jimen ni Tobigeri Jump Kick to Ground

WAR MACHINE

Hikou Aviation

WOLVERINE

Fumitsuke Trampling


-----------------------------------------------------------------------
CHARACTER ENDINGS
-----------------------------------------------------------------------

Don't read these if you're not interested in them, or don't want to
have the ending spoiled for you. All the endings were contributed by
other people, btw.

RYU:
Ken is telling Sean how Ryu created all the special moves involved in
Shotokan karate and that he should ask Ryu for training. Once he does,
Ken jumps away saying "Now I can go shopping with Eliza!" and Ryu says
something like "Okay Sean... give me your best shot!"

CHUN-LI:
The Chunster confronts Bison, saying that he is trapped, but then Bison
says that SHE is the one who is trapped, and she gets zapped by
something. Bison plans to bring her to Shadoloo, but then Shadow jumps
in and gives Bison a Somersault Justice. Chun comes to and wonders who
it was that saved her.

ZANGIEF:
Boasts about his invincible iron body and then picks a fight with a
Cyberbots robot. A view is shown of the Earth with an explosion,
presumably Zangief FAB'ed it.

STRIDER:
"Target terminated. Mission completed." He jumps onto his hang glider,
then jumps on to the back of a whale. The End. (if you didn't beat the
arcade Strider, you might not get the reference).

CAPTAIN COMMANDO:
Back at Avengers HQ, a guy mentions that Onsalught has been defeated.
Then, Captain appears on the big-ass monitor of theirs and says "We
have defeated Onslaught. Now some peace will be restored to the world."
"Who are you?" "I am Captain Commando." (Note: if you've seen the end
of the Captain Commando arcade game, this should look familiar)

MEGAMAN:
The blue bomber picks up the item left behind by Onslaught then
teleports away. A screen is then showing saying "You got Magnetic
Shockwave!" with Mega Man doing a Magnetic Shockwave. Cute. (I see
the rumors have already started so let me say right now... NO YOU
CAN'T USE IT!!)

MORRIGAN:
She states that there isn't anyone strong enough, then Ryu jumps on the
screen to challenge her. The game does a "READY... FIGHT!" message, but
then they end up playing Puzzle Fighter! Best ending by far!

JIN:
Onslaught (as a bunch of molecules) says that he is not defeated, and
then Jin does his Jin Tornado move. The screen whites out, and Ryu is
looking up at the sky, wondering if Jin will return.

SPIDER-MAN:
Gets the idea for a great headline "Spider-Man and you were playing> team up to defeat Onslaught!" and so he takes a
picture of themselves. He says that "J.J. will probably make me look
like the bad guy, but I need the money to make a living!"

CAPTAIN AMERICA:
All the "good guys" are back at Avengers HQ, where he tells them that
they were summoned here to help fight Onslaught, and that now that he's
been defeated they can return to where they came from.

HULK:
Captain America sacrifices himself to defeat Onslaught's final form (as
those molecules or whatever). Hulk tries to stop him, but to no avail.
Professor X tells Hulk and the other Marvel characters that what he did
was unselfish and brave, or something. Cool ending.

GAMBIT:
Hits on Morrigan, but Rogue shows up saying "Havin fun without me
sugah?" and carries him away.

WOLVERINE:
Logan and Professor X talk about how Onslaught was created from the bad
side of the Prof and Magneto, or something. Professor X says that he's
not fit to lead the X-Men since he's made mistakes, but Wolverine tells
him that he's made lots of mistakes but the important thing is to look
at the future, not at the past. Then Professor X thanks him for being
a good friend.

WAR MACHINE:
"Mission completed", and Iron Man... er, War Machine flies away, "The
war for peace still continues", blah blah blah.

VENOM:
Decides to team up with whoever his partner is to fight evil. I don't
really remember this one either, it was pretty cheesy.

LILITH-STYLE MORRIGAN:
Lilith is trapped in Morrigan's body and she tries to return to her own
body by headbutting the forehead of her (Lilith's) body. Zangief shows
up and joins on the headbutting! Morrigan and Lilith get away from him
and return to Castle Aensland. However, it turns out that Lilith didn't
transfer her consciousness back to her old body, she transferred it to
Zangief!

ROLL-CHAN:
After defeating Onslaught, Roll runs towards Rush while saying "I
finished the stage before Megaman did!" A projector pops out of Rush's
back and Dr. Light's image appears, congratulating Roll. He tells her
that Dr. Wily is causing him trouble, then gives her enhancements that
turn her into Hyper Roll. She rockets away, saying that she will
protect the world. Dr. Light tells her to be careful. With everyone
gone, Megaman runs in, expecting a fight, but Onslaught's already dead.
He proceeds to drop to one knee and cry.

SHADOW LADY:
Bison shows up and traps Jin in a floating electric field. He tells
Jin that he is pathetic and lets him fall to the ground before leaving.
Shadow Lady and Shadow (Charlie) show up. Shadow Lady says that they
were too late. Shadow Lady hears Jin's heartbeat and Shadow says
that the only way to save him is via cybernation. You then see Shadow
Jin holding his arm and wondering what happened to him.


-----------------------------------------------------------------------
SPECIAL THANKS
-----------------------------------------------------------------------

I'd like to thank all the people who have contributed or who I've
borrowed information from:

Jinston 1jjc0814@mt.sac.edu
Mike Z jzaimont@worlnet.att.net
Ismat psu19527@odin.ccpdx.edu
Galen Henderson bigkamehame@hotmail.com
Mehdi Malek (Dr. P Venkman) mehdi@andrew.cmu.edu
Orochi Herman orochi_herman@hotmail.com
Daemon23 daemon23@aol.com
Miguel Raya foreignermiguel@hotmail.com
RpM cscc1k@bayou.uh.edu
Carlos Alexandre c_alex@geocities.com
Ben Vargas chaos_106@hotmail.com
Team Red Herring hammad@pc.jaring.my
Rolento rolento@geocities.com
Shinichi Nakada snaka00@nx30.mik.uky.edu
Dark Blaze dblaze890hotmail.com
Ezekiel Li 8986@ipoline.com
Matt Hall LordBBH@aol.com
Ken "Hoju" Gaskell none
Edward T. Ma amsoulde@aol.com
Silver Sage chromeluv@hotmail.com
Lancer gamer@technologist.com
Migs Rustia squatter@iconn.com.ph
Capcom of Japan www.capcom.co.jp
Anthony Cannon ponder@best.com
James Kuroki Gundam3108@aol.com
Henry Moriarty madmanscafe@deathsdoor.com
John Culbert tigeraid@geocities.com
Yow Hong Chieh oka@mindless.com
Nammy NammyX@aol.com
Charles Washington crw3165@lxe.com

Unpublished work Copyright 1998-1999 Kao Megura