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 Unpublished work Copyright 1998-1999 Kao Megura
   
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---------------------------------------------------------------------
Kao Megura's Home Page          members.xoom.com/megura (or) i.am/kao
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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