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MARVEL VS CAPCOM 2: NEW AGE OF HEROES
Iceman FAQ(ARC)

Version: 2.1
Last updated: 1/13/01
By: Jason Alexander




_____________________________________________________________________________

This faq is copyright  2000-2001 Jason Alexander.                                                                
By reading this FAQ, you agree to the following :                                                          
_____________________________________________________________________________

1) First of all Marvel has copyright to all of its characters, and
Capcom has copyright to all of its characters, in no way have
I tried to take credit for any of their creations, as my own.                                          

2) I, am not in any way responsible for ANY harm that anybody
thinks came from this faq. Examples of this harm include physical
ones (getting the crap kicked out of you because of something
found in this faq), "emotional scarring", computer problems, etc.                                      

3) This faq is free, plain and simple.

4) Give credit. I don't care if you use stuff from this FAQ, just
please give me, or whoever I may have credited, full credit,
for whatever you take. Plagerizing my work will piss me off.
If you plagerize someone else's work, from this FAQ, they can
sue you, and easily win. Yes I'm talking to you.
                 
5) Last of all, if you are not willing to agree with any or even 
a little bit of the above, click off this FAQ, and read another one.
_________________________________________________________________________________
_________________________________________________________________________________
=============================================================================
---------------------------------------------------------------------------------------------------------
===================================

Table of Contents

===================================
----------------------------------------------------------------------------------------------------------
1)Intro.
   =Reasons to Read this FAQ
   =Why Choose Iceman?
   =Special Feature(s)
2)About Iceman
   =Iceman the character
   =Iceman Cheap?
   =Playing as the "Human Popsicle"
   =The "Shake Off" technique
3)Abbreviations
4)Move list
   =General Move Commands
   =Basic Attacks 
   =Special Basic Attacks
   =Special Moves
   =Hyper Combo
5)Assists     
   =What and how assists help Iceman
   =Iceman's Assists
         -Projectile Type
         -Variety Type  
         -Launcher/Balance Type
6)Partnering up Iceman
   =How he pairs up
   =The COA Team
7)Combos
   =Intro to Iceman's Combos
   =Essential Combos
   =Various Combos
8)Iceman Strategy
    =General Offense Strategy
    =General Defense Strategy
    =Specific Character Strategies
       (General Strategy CPU)
       (VS Human)
         -Akuma (Gouki)
         -Amingo
         -Anakaris
         -B.B. Hood (Bulleta)
         -Blackheart
         -Cable
         -Cammy  
         -Captain America
         -Captain Commando
         -Charlie (Nash)
         -Chun-Li
         -Colosus
         -Cyclops
         -Dan
         -Dhalsim
         -Dr. Doom
         -Felicia
         -Gambit
         -Guile
         -Hayato
         -Hulk
         -Iceman
         -Iron man
         -Jill
         -Jin
         -Juggernaut
         -Ken
         -Magneto
         -Marrow
         -M.Bison (Vega)
         -Mega man (Rockman)
         -Morrigan
         -Omega Red
         -Psylocke
         -Rogue
         -Roll
         -Ruby Heart
         -Ryu
         -Sabertooth
         -Sakura
         -Sentinel
         -Servbot (Kobun)
         -Shuma-Gorath
         -Silver Samurai
         -Sonson
         -Spider-Man
         -Spiral
         -Storm
         -Strider Hiryu(u)
         -T(ron) Bonne
         -Thanos
         -Venom
         -War Machine
         -Wolverine 1 (Metal)
         -Wolverine 2 (Bone)
         -Zangief
9)Abyss Strategies
10)Other Stuff
      =Using Iceman's "True Power"
      =Animations
11)Beating Iceman
12)Character Rating
      =Offense
      =Defense
      =Power
      =Speed
      =Recovery
      =Comboability
13) Revisions
14) Credits

___________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
===============================================================================

1)- Intro. -

===============================================================================
_______________________________________________________

- Reasons to Read this FAQ -
_______________________________________________________
This FAQ is designed to teach you how, or atleast help you
to kick @$$ with Iceman. Once you have finished reading this
FAQ you should:

-Know how to execute all of Iceman's moves
 If you're a Newbie, to teach you the basics of
 the game
-Know how to set up some traps for your opponent
-Know how to do some of Iceman's combos
-And to know how beat your challengers with out
being (too) cheap.

(Thanks to ReCharred Sigh for the idea for this section)
_______________________________________________________

- Why Choose Iceman? -
_______________________________________________________
Most people will either say that Iceman is cheap, because of his no
block damage feature and the Icebeam's guard damage. Or they
will say that he is a weak character that takes damage like a wuss.
I personally agree with the fact that he takes damage very badly,
but I guess Capcom figured that by giving him the no block damage
feature he would probably be overly abused by most players, so they
did tried to balance him out. Iceman is an excellent character with
great versatality. His abilites to be both combo-crazy, and his keep
away skills make him appealing to players of all styles. And he partners
up very well with anyone. Having these abilities allows you the player,
to "mold" him into your team. Iceman also has a special feature that
is unique to him (BELOW). 
________________________________________________________

- Special Feature(s) -
________________________________________________________
In MvC2, some characters have special feature or two, that is in most
cases unique to them. Iceman is one of the characters that is blessed
with one. His special feature is known as the "no block damage " 
feature. His special reflective Icesheild, entitles him to this. 
_______________________________

- Ice Shield -
_______________________________

Motion: back (to block of course)
Description: On the ground, Iceman spreads his arms vertically, as
some Ice quickly appears between his hands, forming the Ice Shield.
In the air, the Ice forms on the shoulder that is facing the opponent,
as Iceman ducks behind it.

(Thanks to Kao Megura for the following Implementation)

Iceman can block certain attacks without taking damage. 
But surprise, surprise, it's not just 'beam' or 'energy' attacks. There's
a whole load of stuff that he takes no block damage from, including: 

Akuma (Gouki): Gou Hadou Ken, Zankuu Hadou Ken, Messatsu Gou
                          Hadou,Tenma Gou Zankuu. 
Amingo: Nothing
Anakaris: Ouke no Sabaki, Hitsugi no Mai, all his HCs. 
Blackheart: Dark Thunder, Inferno, Armageddon, Heart of Darkness.
B.B. Hood(Bulleta): Smile & Missile, Happy & Missile, Cheer & Fire,
                              Cool Hunting, Apple For You (far range or blocked). 
Cable: Viper Beam, Hyper Viper.
Cammy: Nothing
Colossus: Nothing
Captain America: Nothing
C.Commando: Captain Fire, Captain Corridor, Captain Sword.
Charlie (Nash): Sonic Boom, Sonic Break
Chun-Li: Reishiki Kikou Ken, Kikou Ken, Kikou Shou.
Cyclops: Optic Blast, Optic Sweep, both HCs, also the 'eye blast'
               ending of Rising Uppercut and Rapid Punch.
Dan Hibiki: Gadou Ken, Shinkuu Gadou Ken.
Dhalsim: Yoga Fire, Yoga Flame, Yoga Blast, Yoga Inferno.
Dr. Doom: Plasma Beam, Photon Shot, Photon Array, Electric Cage.
Felicia: Sand Splash, Hyper Sand Splash.
Gambit: Kinetic Card, Trick Card, both of his HCs.
Guile: Sonic Boom, Sonic Hurricane
Hayato: Engetsu.
Hulk: Gamma Slam, all HCs (except the 'hand' hit of the Gamma
         Quake).
Iceman: Ice Beam.
Iron Man: Unibeam, Repulsor Blast, Proton Cannon (except for the
                physical hit with the cannon barrel).
Jill: Nothing
Jin S.: Saotome Dynamite, Blodia Vulcan.
Juggernaut: Earthquake Punch (except for 'hand' hit part).
Ken M.: Hadoken.
Magneto: E-M Disruptor, Magnetic Blast, both of his HCs.
Marrow: Bone-merang, both HCs.
M.Bison (Vega): Psycho Shot, Psycho Field, Psycho Explosion.
Megaman (Rockman): Hyper Rockman. 
Morrigan: Soul Fist, Soul Eraser, Silhouette Blade.
Psylocke: Psi-Thrust, Kochou Gakure.
Rogue: Nothing
Roll: Hyper Roll.
Ruby Heart: Fantme, Supremacion, Milles Fantmes,
                   Pare-tonnre, Tour de Magie.
Ryu: Hadoken, Shinkuu Hadoken.
Sabretooth: Armed Birdie, Hyper Armed Birdie.
Sakura K.: Hadou Ken, Shinkuu Hadou Ken (either form).
Sentinel: Plasma Storm. 
Servebot (Kobun): Kobun Fire.
ShumaGorath: Mystic Stare.
S. Samurai: Raimei Ken, Hyouga Ken, Homura Ken.
Sonson: All her HCs.
Spider-Man: Web Ball.
Storm: Lightning Sphere.
Strider H.: Formation B (If Ducked).
Thanos: Death Sphere, all his HCs.
Venom: Venom Rush, Death Bite.
War Machine: Repulsor Blast.
Wolverine: Fatal Claw.
Zangief: Banishing Flat, Vodka Fire (in Mecha Zangief form).

Abyss #1: Trident (splash part, not the actual trident), Blue Sparks,
both HCs (Stomach Blast and Green Rain).
Abyss #2: All of his attacks except the Green Bubbles.
Abyss #3: The Ground Flames, Arm Pound Column, Horizontal Flames,
and his Horizontal Flames SC. 
 
_________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
==============================================================================

2) - About Iceman -

==============================================================================
______________________________________________________

- Iceman the Character -
______________________________________________________
(Thanks to www.marvel.com for this information)

Real Name: Robert "Bobby" Drake
Birthplace: (Fort Washington) Long Island, New York
Height: 5'8"
Weight: 145 lbs.
Eyes: Brown
Hair: Brown

History: Bobby Drake discovered his mutant
power to create ice while he was in his early
teens, but kept it a secret from everyone except
his parents. One night, however, Drake and his
girlfriend, Judy Harmon, were attacked by a bully
named Rocky Beasley and his friends. To save
Harmon, Drake temporarily encased Beasely in ice.
When they heard what had happened, the local
townspeople thought Drake was the real menace.
They formed a lynch mob who broke into his home
and overpowered him. The local sheriff took Drake
into custody for the boy's own protection.
   Meanwhile, Professor Charles Xavier learned
what had happened and sent Cyclops, his only X-
Man at the time, to contact Drake. Cyclops broke
into Drake's cell, but when Drake refused to go
with him, the two began fighting until they were
caught by the lynch mob. Cyclops and Drake
were about to be hanged when they broke free.
Professor X used his mental powers to stop the mob,
and afterwards to erase their memories of Drake's
powers. The grateful Bobby Drake then accepted
Xavier's invitation to join the X-Men and took the
code name Iceman. He was the youngest of the
original five X-Men.
   Recently, Emma Frost, the White Queen, took
mental possession of Iceman's body and was able
to activate the full extent of his powers, turning
his body to all ice. Since then, under Frost's prodding,
Iceman has learned to transform his body into its
"ice" state on his own.

Known Powers:  Iceman has the ability to 
freeze, or unfreeze at will, without causing
harm to himself. He can also create objects,
structures, etc., out of unusually hard ice, by
freezing the air around him.

(For more info. check out www.marvel.com)

===============================================================
____________________________________________________

 - Iceman Cheap? -
____________________________________________________
Why does everyone complain that Iceman is so cheap?
Just because he has lots of cheese damage on his Icebeam?
Or because he takes no guard damage from ENERGY BASED
attacks?

What about the fact that he has hardly any specials? Or the fact 
that he takes damage like a wuss? Or poor combo ability? I use
Iceman as something I like to call, an "Anti-Cheese" character. He
takes care of Cables and Dooms very nicely. And plus, he's a pretty
cool character.

==============================================================
____________________________________________________

- Playing as the "Human Popsicle" -
____________________________________________________
Iceman is a good character for you to learn. Beginners can use
his Ice Shield, and Icebeam to their advantage, while experts
can be creative with some ways to air combo into his Arctic
Attack.

No matter how good you are, you should primarily go on def-
ense when playing as Iceman. He requires a certain level of pre-
diction as well as some decent skill in order to play him to his fullest 
extent.  Defense, and keep away are two different things. Any idiot
can throw Icebeams all day, but what if your opponent get's close
to you? That's what I thought. A good Iceman player can probably
whoop you without even using his specials. Even though they will
play a big roll in playing Iceman, they aren't his only chance.

=============================================================
____________________________________________________

- The "Shake Off technique"
____________________________________________________
The "Shake Off technique" is one of the must learns, in order to
master Iceman.  This really is not a technique, but the way that
Iceman's basic, and special basic attacks should be used. This
consists of using your basic attacks (or even your assists if you
have the right ones) to shake your opponent off of you. A certain
level of timing, as well as prediction, and accuracy are needed
in order to successfully use this technique.

You will use a different move for each situation. These are the sit-
uations you will use this in. Every situation has a move, and an
assist that I will suggest that you use. * means not really suggested.
 ** means this is  okay, but there are better choices. *** means that
I strongly suggest that you use this move. There are reasons that
Capcom programmed the assists into the game, your main
character may not always be able to do the job alone

Jump ins:
* Launcher
** Shake Off kick
***Anti-Air Assist

Dash ins:
*C. Fierce
** Dashing Assist.
***S. Roundhouse

Standing, or close next to you:
*** "Shake Off" combo (See "Combos" section)

Corner trap attempts: (physical attacks only)
***Guard Push

===============================================================================
===============================================================================
   
3) -Abbreviations-

===============================================================================

THC= Team Hyper Combo
DHC= Delayed Hyper Combo
QCF=Quarter Circle Forward
QCB=Quarter Circle Back
C.=Crouching  (Ex: C.Fierce= Crouching Fierce)
S.=Standing      (Ex: S.Roundhouse= Standing Roundhouse)
J.=Jumping      (Ex: J. Short= Jumping Short)
Launcher = C. Roundhouse

For those of you who don't know:
Jab= L Punch
Short= L Kick
Strong= M Kick
Forward= M Kick
Fierce= H Punch
Roundhouse= H Kick
A1= Assist 1
A2= Assist 2


===============================================================================
===============================================================================

4)- Move List -

===============================================================================
___________________________________________________

- General Move Commands -
___________________________________________________

Dash: Press; Forward, Forward
Backdash: Press; Back, Back
Iceman's dash is quick, but very short. Use if you don't wanna
jump, or to start air combos.

Guard Push: (While Blocking) Press; both punches
Use this to push away a combo-happy opponent.

Super Jump: Press; down, then up
(Do not HOLD down, before pushing up, simply tap it.)
By doing this, you are enabled to jump almost twice as high as
you normally could. Use this to get close, or to run away.

Roll: Press; back, down/back, down
You definately have to learn this, or you will be hit by many, 
OTG's (off the ground hits). Always use this after getting knocked
into the air, to have a better chance of escaping more hits.

Tag Out: Press; both Light, or both Hard attack buttons
Depending on which one you press, your first, or second partner
will come in. If you look at your lifebar, you will notice your two
buddies' lifebars under yours. The one directly underneath you, is
the one that will come in when you press both Light attacks. The
one at the very bottom, is the one that will come in when you
press both Hard attacks. Note, that when you tag out, the partner
you tagged in taunts, leaving him/her/it open to attack for a
brief period.

Snapback: Press; down, down/forward, forward + A1/A2
A light effect occurs, then Iceman throws his H Punch
attack. Depending on which assist button you pressed,
your opponent's 1st, or 2nd partner comes in, if it connects.
In other words, you can control the order in which your
opponent's team members fight. Since most opponents tag,
after their main character is hurt, you can use this to bring
the &@$+@^% back in! This wastes one super bar though,
so don't abuse it.

Tech Hit: Press; the direction towards your opponent 
(while being thrown)
Mastery of this is very important. If you time this right, that
voice will say "tech hit" and you will not go into throw stun.
Very important, that you learn this, because some characters,
such as Guile, Iceman, etc., can combo their throws.

Team Counter: Press; Back, Down/Back, Down + A1/A2
While blocking an attack, this causes either your 1st partner
(if you pressed Assist 1) or your 2nd partner (if you pressed Assist 2)
to jump in, do their Variable Counter special attack, then you
switch. It uses 1 hyper bar, but it's probably the safest way to switch.
It also counters most attacks. 

Variable Counter (THC): Press; Both Assist Buttons
All three of your team members perform their selected super.
For most characters, the type of assist you select, determines
the super that they will use in the Variable Counter (For Ex-
ample, when you pick War-Machine's Anti-Air type, you get
an Anti-Air super. When you pick his projectile type, you get
a projectile super. Note: not this does not apply to all of the
characters). This costs 3 super Bars.

___________________________________________________

- Basic Attacks -
___________________________________________________
Most of Iceman's Basic attacks have poor priority.
However some are fast and long reaching which can get you
out of some sticky situations.

=====================
- Standing Attacks -
====================
Jab - A "Kung-Fu" style type jab. The priority sucks, and the reach
isn't much better. An ok poking move, but a better starter for
ground chains. 

Strong - Iceman turns the end of his hand into a cone shaped form,
and performs a spinning back fist. Best used in ground chains. You 
can combo an Arctic Attack off this.

Fierce - Iceman turns the end of his back hand into a smaller version
of the Ice Fist, and throws an overhead style haymayker punch. This
is NOT an overhead, but you can combo an Arctic Attack off this as
well.

Short - Like the S. Strong, Iceman turns the end of his foot into a cone
shaped form of ice, and throws a standard sidekick. Excellent as a 
poking move, or to chain an Icebeam afterwards.

Forward - Your basic head kick. This pushes the opponent fairly far away,
making it good for shaking off your opponent.

Roundhouse - Iceman pivots both of his feet as some of his "unusually hard"
ice, shoots up in the opponent's direction. I've seen Iceman use this move
in some of his comic books. It has excellent speed and reach, and can
DESTROY smaller characters, because of the fact that it hits both high and
low at the same time. This can stop dahers, and to a certain extent, jump ins.
Use it to keep your opponent from getting too friendly, or as an ender to a
ground chain.

======================
- Crouching Attacks -
======================
Jab - Iceman throws an elbow, which has the virtually same use as the
S. Jab, but is even better at poking, because of the fact that Iceman
is crouching when he performs it.

Strong - Huh? Iceman stands up, and does his C. Jab. The only
purpose it serves, is comboing, but I wouldn't advise it.

Fierce - Iceman's sweep. He swings his arm in a horizontal-choplike motion,
as more of that "unsually hard" ice is shot in the opponent's direction. 
A good sweep, but only use it to sweep, because of the S. Roundhouse.

Short - Iceman kicks with his lower foot(while crouching). Good for poking,
or for starting the "Shake-Off" combo. Otherwise, a pretty wussy kick.

Forward - Same as the Short, but with a longer reaching animation.
Like all other mediums in this game, this can only be used for comboing.

Roundouse - Iceman does a hand stand while kicking at a up-forward angle.
This is Iceman's launcher. It aims at sort of an up-forward angle, as the
animation suggests. Use it to start air combos.

=======================
- Jumping Attacks -
=======================

Jab - Iceman strikes you with his back hand. Basically a standard Jumping
weak attack. Used mainly for air-combos, or to jump-in. However you should
only use it for air-combos, since you have the beat punch for jump ins.

Strong - Same as the Jab version, but only used in combos, and with different
animation.

Fierce - This time Iceman strikes with his front hand. This actually has good priority
in the air, because of its reach, and because it charges you up for an Arctic
Attack. 

Short - Same as the standing version, only this time Iceman kicks at a down-ward
angle. Good for jumping in, or for air-combos.

Forward - Same as the short, with longer reaching animation. Used only
in combos.

Roundhouse - The animation is the same as the standing forward. Can be
used as a combo ender, in air battles, or to jump in.

===================
- Throws - 
===================

Punch throw: (when close) <-(left) or (right)-> + H Punch. 
===========
Description:
Iceman yells, "FREEZE", as he grabs his opponent, freezes them,
and hurls them across the screen. 
By far what I consider, the best throw in
MvC2. The range is ultra-short, but if it connects, your opponent is left
stunned, and open to any move, combo, or assist of your choice!
(This can be done while air-borne)


Kick throw: (when close) <-(left) or (right)-> + H Kick
=========
Description:
Iceman grabs his opponent by the head, and slams it into some
jagged-looking Ice (Ouch!). The damage isn't all that high, and
since the punch throw stuns the opponent, this move is pretty
useless.
___________________________________________________

- Special Basic Attacks -
___________________________________________________
Iceman has 2 Special basic attacks

Beat Punch:
========== (while airborne) Press down+H Punch
Description:
Iceman swings his arms in an axhandle like motion, and releases a very
weak projectile. Useful for basically the same thing as a jump in, except
Iceman himself doesn't actually touch his opponent.(This beats out a
shoryuken, if you are far enough away when you use it)

Shake off kick:
============ (while airborne) Press down+H Kick
Description:
The end of Iceman's leg changes form for a short moment, as he throws
a kick at sort of an up-forward angle.  Useful against opponents that are
airborne opponents that are close to you, but not below you.
_________________________________________________

 - Special Moves -
_________________________________________________
Iceman has 3 specials

Ice Beam: motion-QCF+either punch
======== (when grounded or airborne)
Description:
Ice man yells "ICE BEAM!", sticks his arms straight out, and shoots a very fast
beam projectile. The L Punch version shoots straight out, while the H Punch
version shoots at an angle(upward if you're grounded,and downward if 
you're airborne). Probably Iceman's most useful special. On the ground you
can use it in a beam war, or to knock an air borne "web ball", or "proton
shot" abuser out of the air. In the air this gives Iceman HUGE range. Just be
careful not get too predictable with it, 'cause anyone could easily jump
over, or maybe even walk under, it and nail you.  

Avalanche: motion-QCF+either kick
========= (when grounded or airborne)
Description:
Iceman points his hand up, then brings it down as a giant ice ball
falls from the sky. I strongly suggest you jump before using this move,
so you can drop it on your opponent. Especially a block abuisng
Iceman. After the shake-off kick, or your launcher connects you
could try to combo it.  Could be used as an anti-air counter, but you
should  have a good anti-air assist so use it insted.  Otherwise pretend
this move doesn't even exist.

Ice Fist: motion QCB+either punch
====== (when grounded)
Description:
Iceman grabs his hand. When he lets go, it is much bigger.
The ONLY TIME you EVER use this is when fighting someone that is
bigger, or stronger than you. All this does is adds damage to your
H Punch attacks. Make sure you are safe when you use this move.
______________________________________________________

- Hyper Combo -
______________________________________________________
This is Iceman's only Hyper Combo.

Arctic Attack: motion QCF+Both punches
=========== (when grounded or airborne)

Description:
Iceman brings both of his arms up, and yells "Arctic Attack!!!"
NEVER, EVER throw this out at random. It starts up way to slow, and
you will only get guard damage if you're lucky (the Icebeam actually
does more overall guard damage than this). The only way to safely
get all of the hits, is to combo into it (this includes using it as
a DHC/THC ender).  

(See combos section [BELOW] to learn how to combo into this.)

==========================================================================
=========================================================================
*****************************************************************************************
 
5)- Combos -

*****************************************************************************************
______________________________________

- Intro to Iceman's Combos -
______________________________________
Iceman is no combo machine. His combos are mainly used to
either, shake your opponent off of you, or to set up the Arctic
Attack. Some people have a hard time doing them. Well, 
here's some advice:

First of all you have to get close. Do this by either
dashing, or jumping in. The safest way to do this, 
is by jumping in with a beat punch, duck,(C. Short
if you want an extra hit) launch, then proceed with
the combo. If you've got guts, you can dash insted.
A very common problem people have with air-combos
are the combos themselves. By dashing in you can auto-
super jump after the launcher, simply by pressing up.
Dashing in however is risky, because you are left open for
a second while you dash. Dashing can be predictable,
and severely punished if you abuse it. However by doing
it the "safe" way, people are faced with the problem of
jumping after their opponent. Something I see alot, is
people launching, then dropping an Avalanche on
their opponent, in the attempt to jump after them. 
The key to air-combos, is control. After launching,
let the control stick go to the center, then quickly press
toward/up. True, it can be done by pressing straight
up, but the aim of Iceman's launcher aims sort of 
at a diagonal angle so by pressing diagonally up you
go with the launcher, rather than going against it.  

Anyway, these are the only combo's that you really need to
know with Iceman.
______________________
Ground Combo:
______________________
Jump in with a beat punch then; S.Jab, S.Forward,
Arctic Attack!!
This must be done quickly, because of the fact
that the S.Forward's move stun is not very long.

_____________________
Basic Air combo:
_____________________
Dash in with a C. Short, Launch, then; J. Jab, J. Short,
J. Strong, J. Forward, Arctic Attack!!
This is a must learn in order to master Iceman.

_____________________
Elementary Air combo:
_____________________
Jump in with a Beat punch then; C.Roundhouse(Launcher), J. Jab,
J.Forward/Short, Arctic Attack.
This is probably the best way to set up the Arctic Attack.

_____________________
"Shake Off" combo:
_____________________
C. short, C. Forward, S. Roundhouse.
This is part of the "Shake Off" technique mentioned earlier.
It's RIDICULOSLY easy to pull off. Another must learn combo.

(of course, if you don't have the bar(s) for an Arcitc Attack, you could always try
an Icebeam).

_________________________________________

- Various Combos -
_________________________________________
(Coming Soon)


=========================================================================
=========================================================================
****************************************************************************************
 
6)- Assists -

****************************************************************************************
____________________________________

- What and how assists help Iceman -
____________________________________
(Thanks to ReCharred Sigh for about 90% of this section)

 MVC2 is a game full of assists. There should always be at least
 one assist on the screen. Utilize assists to your
 advantage.  There are 3 main ways to implement assists-
 *setting up combos
 *stopping offense-based attacks
 *distracting the opponent(so you can hammer em while they try to hammer your bud)

 Here is the complete list of different types of assists in MVC2:

 1)=Capturing Attack Type=
 Description:
 Your partner jumps in, throws an unreliable projectile out, then taunts and
 jump out.  The difference between this and the projectile assist is that when
 your projectile hits, the opponent is left stunned, or wrapped in whatever
 was thrown.
 Implementation:
 THE combo starter and lengthener.  Attacks that usually don't combo without
 quirky startups can now combo off of these attacks(Arctic Attack), this also
 Get it to connect by the projectile crossup technique(see projectile type).
 More useful offensively by helping you set up your combos rather than def-
 ensive tactics preventing offensive rushes.  You can also start a ground combo
 string, and call out this assist so that just when you hit the opponent with the
 standing fierce, the opponent is captured.  Just remember, only one assist to
 one combo.
 Best version:
 Magneto's holds the opponent the longest for those attacks that seem
 impossible to combo, but Spiderman's is the easiest augmented, since
 it is most closest to a good projectile. Thanos's version is sort ot a com-
 bination of both. 

2)=Ground Attack Type=
 Description:
 Your partner jumps in, performs his/her special attack that is stationed from
 the ground, and doesn't move anywhere.  Sort of imagine a projectile attack
 from the ground that doesn't move anywhere.(Yoga Flame, for instance)
 Implementation:
 Not much to say, not many people have these attacks.  Just have good judgement
 as to whether this assist will set up a combo(multi-hitting), stuff an
 offensive rush(good distance in attack/good startup), or just distract the
 opponent.
 Best version:
 Dhalsim has the best version, besides stunning the opponent long, opens combos
 up, and has great range.

3)=Expansion Type=
 Description:
 This is known in Japanese arcades as the "Moving Attack" type. Basically your
 partner moves slightly forward while attacking. They then taunt, and then
 move off the screen. Like a dash type, except with less speed moving forward.
 Implementation: 
 More used as an offensive tool, in setting up super combos. There are many
 varieties, though, so realize which one is best.
 Best version: 
 Akuma's Hurricane Kick is the best Expansion Type. His hurricane kick not only
 has high priority, it does great damage, and holds the opponent very long,
 so that many of your attacks will combo! Be very creative, and either launch
 after his attack into an air combo, or use this to set up an Arctic Attack! 

4)=Dash Type =
 Description: 
 Known as the "Rushing Attack" Type in Japanese arcades, your character
 jumps in, and does a dashing attack that in most cases, has high priority.
 They then taunt, then jump out.
 Implementation: 
 A great substitute for the projectile type, this assist is great offensively
 and defensively. Many dash types can nullify projectiles, so it becomes
 great for stuffing offensive rushes. And in many cases, the opponent gets
 jacked into the air, enabling Iceman a free shot at an Icebeam. 
 Best version:
 Captain America definitely has the best dash type. His goes full screen
 likeCammy's, but can also absorb projectiles like the Hulk! That means he
 is a great assist! He can also hit people trying to cross up Iceman.

5)=Launcher Attack Type=
 Description:
 Your buddy jumps in, and does their launcher. They then taunt, and then
 jump out.
 Implementation:
 Useful for turning defense into offense, or confusing. Many launchers are
 good for antiair, with less range, so back up while calling out your character.
 If the opponent gets hit, follow up with an air combo. Just remember that
 you must press down, up instead of just up.
 Best version: I would guess Magneto has the best version. His launcher has
 really good priority and range. 

6)=Anti-Air Type=
 Description:
 Your buddy jumps in, does an attack that has great priority and has good
 vertical range, but so-so horizontal range. They then taunt, and then
 jump out.
 Implementation:
 Perhaps your all time best defensive assist. This attack prevents your
 opponent from becoming too aggressive with jump-ins. Throw one out every
 time you think your launcher won't come out in time to snuff the jumper.
 To a certain extent, they are also good for stuffing dashers, just wait until
 the opponent is really close.
 Best version: 
 I would have to say Dr.Doom has the best Anti-Air assist. There are so many
 ways you can use it. On defense it can be used to stop jumpers, or dashers,
 or even for keep away. On offfense, either use the projectile cross-up tech-
 nique (see projectile type), or as a shield, while you throw a barrage of att-
 acks out at your opponent!

7)=Throw Assistance Type=
 Description:
 Your partner does a special attack that is usually unblockable(exceptions
 to Omega Red) and then taunts and jumps out.
 Implementation:
 Anti-turtler assist. In most cases, these types of assists allow no follow
 ups, and sometimes they are easily seen, but these attacks are great
 against the turtlers. Start a ground chain, and when you do your
 middle attack, call in the assist, then continue hammering away to
 not arouse suspicion. After your opponent throws the opponent, you
 may have a chance (slim as it is) to combo with an Icebeam.
 Best version:
 Zangief of course! The master of throws must use this assist to really en-
 hance Iceman's game! 

8)=Ability Assistance Type=
 Description:
 There are many types of assist names for this type, including Power, Defense,
 Speed, etc. Your partner jumps in and presents to you an item that boosts
 your attributes in some way. After you receive the item, there will be green
 letters on Iceman that say "*name of power-up*- up."
 Implementation:
 This assist is most useful in helping Iceman when you need it. Obviously, use
 your common sense. Depending on what increase of strength you get, you
 should use it that way. In most cases, go offensive whenever you get one
 of these power-ups, since all of them help Iceman's offensive game.
 Best version:
 I would have to say that I think Amingo has the best ability type. It halves
 the damage that Iceman takes! (making up for his seemingly short lifebar) 

9)=Recovery Assistance Type=
 Description:
 Known as the life assist, it basically works like the ability assistance type
 except that you gain some of your red life back, and on Iceman it will
 say "Life Up."
 Implementation:
 Very, very useful. If you have one of these assists, you MUST
 keep using the assist during the entire match to almost double Iceman's
 lifebar! Just play offensively, and while the opponent is blocking Iceman's
 attacks, pull out the assist. Basically, keep poking at your opponent. This
 also adds a bonus; because you are throwing out attacks, you will gain
 hyper meter fast, too!
 Best version:
 Probably Jill. The fact is, sometimes she will present you with a green AND
 red herb, which adds even more life than just her green herb!

10)=Projectile Type=
 Description: 
 Your buddy jumps in and does his/her projectile attack. They then taunt, and
 then leave.
 Implementation:
 By far what I consider THE most useful assist in MVC2! Defensively, they stuff
 offensive rushes! Call in your projectile while blocking a pixie's rushes, and
 then combo off of the hit stun! Offensively, you can think of them as the
 Sonic Boom, but pumped up! Call them out while hammering the opponent
 to cover Iceman's recovery on his heavy attacks! There is also a Projectile
 Cross-Up tactic that I learned off of Beta's Spidey FAQ, and it goes like
 this: Call your projectile assist while jumping to the other side of your
 opponent, then block. Your opponent can't block because you aren't
 attacking, so they only escape if they jump. I have found that this actually
 works better if you throw lots of weak attacks (high then low) to try to
 open your opponent up to your partner's projectiles. Of course, if the
 rojectile hits, combo away!
 Best version:
 Iceman has one of the best assists in the game. If you use him as an assist
 character, choose his projectile type. It's quick, and does good damage. If
 you are using Iceman  as your main character, then choose Cable's projectile
 assist. It hits multiple, times and also does good damage. However, Iceman's
 is faster.

11)=Balance Type=
 Description:
 It's also sometimes called Variety Type. This one really varies with the
 character. It is "balanced" as the name suggests by one of two ways: De-
 pending where your opponent is, your assist comes out differently (ie Charlie
 does a sonic boom if his foe is grounded, but a flash kick it they are in the
 air) or the Variable Counter and assist aren't the same(Guile does a sonic
 boom as an assist, but counters with a flash kick)
 Implementation:
 Well, read the above assists, and decide how to use it.
 Best version:
 Probably Charlie's. You usually want to do a projectile if the opponent is
 grounded, and an anti-air attack if the opponent is jumping, and you get two
 in one when you pick Charlie. 

=================================================================
____________________________________

- Iceman's Assists -
____________________________________
These are Iceman's Assists. Iceman is just as good, as an assist
character as he is a main character. However I suggest using
Iceman towards the end of the match insted of having him start.

(Thanks to Prima's Official Strategy Guide for the names
of these assists, their counters, and their THCs)    primagames.com

Projectile Type:
Assist: L Punch Icebeam
Counter: L Punch Icebeam
THC: Arctic Attack
 
This is Iceman's best assist. It is probably the 2nd best projectile
assist in the game (Behind Dr.Doom's Anti-Air assist). Can be used
to kill your opponent's assists, and projectiles, or as part of some-
thing called the "projectile cross-up technique." 
(see projectile type in the "Assists" section)
 
Variety Type:
Assist: L Kick Avalanche
Counter: L Kick Avalanche
THC: Arctic Attack
 
This is Iceman's MvC assist. It has been drastically toned down since
then, and is no where near as good as it used to be. Pretty useless in
this game.
 
Launcher/Balance Type:
Assist: L Punch Icebeam
Counter: L Kick Avalanche
THC: Arctic Attack.
 
When you perform an assist,(A1 or A2) Iceman performs his Projectile
assist. When you perform a counter (QCB+A1 or A2) Iceman performs
his Variety assist.


==============================================================================
==============================================================================
********************************************************************************

7)- Partnering up Iceman -

********************************************************************************
__________________________________________

- How he pairs up -
__________________________________________
(Here's an interesting idea that I got from Evil Matt-MUN's Dan FAQ)

Iceman is a very well rounded character that works fairly well
with anyone. Just make sure you give him the right assists.
The following secion is merely a rating of how each of the
56 characters in this game pair up with Iceman.

Legend:
*    - I wouldn't pair Iceman with this character (unless...)
**   - Good enough
*** - This character and Iceman make an excellent
       team

_____________________________________
================================
- Akuma - **
================================
Iceman has perhaps the best keep away in the game,
and Akuma probably has the best offense in the game.
Traps could be a slight problem since his assists make you
base your strategy primarily on either offense, or defense.
Anyway, they are both from COA, which is cool, but they also
have something that I call, the "Raging Avalanche".
To do this, first charge up three hyper bars. Iceman's 
Variety assist, must be selected. Have Akuma as the main
character. Get your opponent corner trapped, then call
Iceman in to do his avalanche. While they are blocking it,
have Akuma do the Raging Demon, but since IT can't be
blocked, your oponent's only hope of escaping is to teleport.
If they don't have a teleport, then their, just screwed. This may
be a little hard to pull of at first, but if it connects, kiss about 1/3
of your opponent's life-bar goodbye!
================================
- Blackheart - **
================================
Where did this guy come from? Blackheart is excellent as an
assist character, but pretty sucky as an active character. If you
pick him, you'd better use his assist well, because if he actually
has to fight, he will get slaughtered by pretty much anyone in the
game. 
================================
- Captain America - ***
================================
Captain America is a power/speedster character that works
very well with keep-away/speedster characters like Iceman.
Cap. A, also happens to have one of the best assists in the 
game. Him and Doom can really contribute to getting Iceman
out of some tight situations. For Example: Against the dreaded
Spiral, Cap.A's dash assist, can knock some of her swords out of
the way, clearing a passage for Iceman to attack
================================
- Dr.Doom - ***
================================
As one of the MSH bosses, Doom is Very powerful, and well
rounded, but a bit slow. His power, and air skills compliment
Iceman perfectly. As mentioned earlier, Doom's Anti-Air assist
is very valuable. Having him as an assist character, can really
get you out of some sticky situations.
================================
- Iceman - ** (Dreamcast version only)
================================
Iceman, and Iceman work okay together but it's kind of stupid.
They can easily chip an opponent to death in 15 seconds, but
the Icemen die rather quickly. Partners that are too similiar to each
other tend to have serious problems if your opponent figures out 
your strategy, then when the clone comes in, they are already too
predictable, and easily beaten.
================================
- Juggernaut - *
================================
As perhaps the largest playable character in the game,
behind Sentinel, this guy deals out alot of damage. However,
size is not only his strength, but actually his biggest weakenes.
His dash assist can screw up just about anything your opponent
has planned, but anyone smaller than him, can just eat him
with their combos. The only reason will ever pair them together,
is because, in the newest comic book series, "X-Men Forever" (January/01)
Iceman has teamed up with Juggernaut.
It's kinda cool, to use an "official" team, from a comic
book series, every now and then. 
================================
- Rogue - ***
================================
As an active character, Rogue is a combo/throwing type
character with the ability to "borrow" one of her opponent's
attributes. This gives her a good chance against anyone, with
her only weakness being that she has no projectiles. But since
Iceman has, what I think of as, the best projectile assist in the
game, the two alone have no real weakness!! As an assist,
Try to get your opponent corner trapped, and call out her assist.
Just think, A (jumping or standing) fierce Icebeam, combined
with a throw assist.......
================================
- Strider - **
================================
His variety assist can help you get out of some traps as well.
But unlike Blackheart, and Dr.Doom, he is much better as an
active character. Something I learned off of Strider_HiryuX's
Strider FAQ, is the "keep away and run strategy". All you basically
do, is try to stay away from your opponent, the whole match! Super
jump, dash, block, do whatever you have to, to stay away. Strider,
can jump around and teleport, in his attempt to stay away. And
Iceman's Ice shield can absorb beams, while he super jumps, dashes,
and blocks, while staying away. Both are fast, so it shouldn't be
too difficult, just be sure to get a couple of hits in, so you will
have more lifebar, when the match ends. This pisses people off, but
it's kind of fun to do!
================================
- Storm - **
================================
Her variety assist is very similiar to Blackheart's in the sense that it
automatically tracks your opponent, but it is also sort of different
in a way. Her version is slower, and causes guard damage, but his
 is quicker and does more overall damage. The thing that makes
these two so different, other than the obvious differences, is how
they do as active characters. While her assist, may not be quite as
good, her size, combo, and flying abilites make her much better
as an active character.
================================
- Zangief - **
================================
Nothin' too special about him. Just another power character.
However, if you can get your opponent corner trapped, call
out his assist. Just think, A (jumping or standing) fierce Icebeam,
combined with a throw assist.......
______________________________________

- The COA team -
______________________________________
(Coming Soon)


===============================================================================
===============================================================================
********************************************************************************

8) - Iceman Strategy -

********************************************************************************
__________________________

- General Offense Strategy -
__________________________
Iceman has one of the best throws in the game. He grabs
his opponent, freezes them, then hurls them across the 
screen, where they are still frozen. In regular cases, the 
opponent is frozen long enough for an Icebeam to combo.
In the rare case that you corner the opponent and do it,
it easily chains into a launcher(which of course leads to
an Arctic Attack). You could also use the air version after
a 2-hit air combo, land and proceed to do another air
combo into the Arctic Attack. Iceman can confuse, sorta
like Ryu. Jump in with lot's of beat punches, and throw
out lot's of weak attacks. If one breaks through, make your
opponent eat an air-combo.  Never try to trade hits with
someone, 'cause you'll almost always lose. Iceman's pri-
ority, is not very good (exeptions to his C.Fierce, and
S.Roundhouse). If ANYTHING goes wrong, switch to defense.
__________________________

- General Defense Strategy -
__________________________
Shoot out Icebeams, simple as that. Use an anti-air assist, 
when/if your opponent get's close to you, if you have one
(which you should).

==========================================================================
==========================================================================
********************************************************************************

- Specific Character Strategies -


********************************************************************************

***************
Vs Computer
***************
If you're trying to beat the computer with Iceman,
all you have to do is Icebeam them repeatedly,
because 99% of your projectiles will either hit, or do 
some good guard damage.
Otherwise, try to strengthen your weakest areas,
that's what the computer is for.

**************
Vs Human
**************
Human Characters are usually much harder
to beat. Here's some strategies that I've created
based on my gaming experience.

                 
********************************************
Akuma (Gouki)
********************************************
Akuma is basically a weaker Ryu, with more specials. 
You will face two different kinds of Akuma opponents, the kid
that throws fireball after fireball, and the master, who will get
up close, and try to confuse the heck out of you. The fireball thrower,
easy match, just Icebeam all of his fireballs till he dies. The master,
will most likely try super jump over you, expecting you to do an
H Punch Ice beam. Don't do this. Insted, either meet him in mid-air
with a shake-off kick, or use your launcher.  If he tries to land on top of
you, block high, and make him pay. If he makes any mistakes, make
him eat an air combo into "ARCTIC ATTACK!" If he just stays back keep
in mind that your Icebeam will do insane guard damage, therefore
forcing him to go on offense. At mid range use your C.Fierce or
S.Roundhouse. Don't try to trade hits with him. Insted block and 
counter with either an S.Roundhouse, or C.Fierce. 
********************************************
Amingo
********************************************
It's been a while since I've played against an Amingo player.
The only advantage he has on you is his lifebar. You are much
quicker, have better offense, keep away skills, and priority. His
litlle cactus trick will be easily shot down by your Icebeam. Try to
keep him on offense by jumping in with a beat punch, back dash,
Icebeam, repeat. Remember, your launcher will beat out most of
his jump in attempts, and while you are on offense, watch out for
that verticle super of his.
********************************************
Anakaris
********************************************
One of the more tricky opponents in this game. Don't stay back,
'cause he CAN chip you. Insted, go straight after him. Jump in with
a beat punch to avoid his Coffin Fall. You will definately need your
S. Roundhouse to keep some space between you while attacking.
Another thing, NEVER try to throw him, he will  almost always beat
you to it.
********************************************
B.B. Hood (Bulleta)
********************************************
Iceman has his own way of dealing with smaller characters.
Don't use your Icebeam, unless you are trying to kill her assists.
Insted, get close. Now mix up you're C. Fierces, Launchers, and
S. Roundhouses, and this little red pixie will be dead in no time. 
********************************************
Blackheart
********************************************
The only effective strategy I have encountered with Blackheart user
is using hisI nferno assist to do hold you in place, while someone 
like Storm or Doom, chips you to death. As an assist, you can either,
dash and Icebeam him, or attack your opponent's main character
like crazy to keep him from even calling out Blackheart. Your
opponent probably won't use Blackheart as his main character. But
if, or when, he does, just block all of the projectiles, 'cause his specials
can't chip you. If he wants to get close, combo like crazy. Blackheart
alone, should be no threat to Iceman.
********************************************
Cable
********************************************
Iceman is probably Cable's most hated opponent. Why? Because he 
can't chip you. Heh-heh. His only chance is to rely on his assists (if he 
has one) that can chip you.  If he STILL tries to beat you in a projectile
war, Icebeam the h**l out of him!! If he pulls out his assists, just, um......
Icebeam both of them!! Of  course, he will probably get REALLY P.O.ed
and come towards you! Iceman can fight a  better close range battle
than Cable can.  So beat the crap out of Cable!!! (Learn to fight in real
life too, 'cause he may try to beat the crap out of YOU.)
*********************************************
Cammy
*********************************************
When she uses her hooligan twist, jump back, and stuff her with an
H Punch Icebeam. Never jump over her, she's just too quick. Just sit back
and throw Icebeams, and S. Roundhouses. Don't play her little guessing
game, unless you're willing to lose Iceman.
*********************************************
Captain America
*********************************************
His moves do more damage. He has a longer life bar. And he can
fight in the air a lot better than you can. You are quicker, and have
a beam projectile. Let him make the first move. If he drops his shield,
don't let him get it back. Iceman seems to have better comboing skills,
so wait for him to make a mistake, then show him what he leaves open.
Don't use the Icebeam unless the Cap. is at long range. Always be looking
for something to counter.
*********************************************
Captain Commando
*********************************************
Your opponent probably knows that Captain Commando can't chip
Iceman, so chances are he's going to play a very aggressive close range
fighting game. Don't try to stay away from him, cause He WILL catch you,
and NEVER use the Icebeam, unless your absolutely sure it will hit him.
Just engage in a good confusers game with him, and you'll be okay.
**********************************************
Charlie (Nash)
**********************************************
Charlie is like Guile. He is quicker, weaker, has a projectile super, and does
not have the air super.  If he is stupid enough to throw a sonic boom, Ice-
beam it immediately. If you get close to him, either, block and counter, or
combo him like crazy!! Don't be afraid to use your helpers against this guy,
'cause he doesn't have the sonic boom typhoon.
**********************************************
Chun-Li
**********************************************
Poor Chun-Li. She's been toned down so much, that no one really uses
her anymore. You're just as fast as her, have a beam, no guard damage,
stronger basic attacks, a life bar just as long as hers, and a move(beat
punch) that can stuff her launcher. Icebeam her kikou-ken, and her spinning
air kick. Arctic Attack, all of her supers, and combo her like crazy if she 
gets too close.
**********************************************
Colossus
**********************************************
A fellow "Child of the Atom". Keep him away as much as possible. You can
counter  ANYTHING he throws at you with an Icebeam. Use your assists to 
kill his. If he is somehow able to get through this, equip your Ice fist when
you see him getting close, and get ready to do some serious comboing.
When he uses his super Armor, THC him, or give em' an Arctic Attack, since
he is left open for almost two seconds after he uses it. Don't worry about his
Super Dive. Unless he uses it as part of a DHC, or THC, It will be highly pre-
dictable, and punished with, what else, but an ARCTIC ATTACK!!
**********************************************
Cyclops
**********************************************
Cyclops will fight alot like you do, only without the Ice shield, and with
better combo-ability. There are 2 kinds of Cyclops opponents, the scrub
that will fire Optic blast after Optic blast, and of course, the master. If
all he does is shoot Optic blast after Optic blast, Icebeam him to death.
If he is able to mix his game up well with him, then he is probably a master
of Cyclops. In this case, I quote J. Christopher when I say, "May the best
confuser win!!!". 
**********************************************
Dan
**********************************************
Ice beam!! Ice beam!! Ice beam!! If he manages to get to you then Combo!!
Combo!! Combo!! The person probably one of the following. 1)A Newbie.
Nothing really to worry about, take it kinda easy on him, but don't let 'em
beat you. 2) A Master. If this is the case, get serious. Mix it up. Stay back,
Icebeam!! Get close, COMBO!! He'll try to get close confuse you, so  use your
anti-air assist (you'd better have one, or you're gonna have to rely on your
launcher) to take care of jump ins. Once he is knocked back, Ice Beam!!
Repeat til' dead.
**********************************************
Dhalsim
**********************************************
He's slow, and he can't fight worth a crap. Nothing personal, I've just never
ever played against a good Dhalsim player. If he's a newbie you know what
to do. If he is actuallygood with him, expect alot of teleports and drill 
attacks. Don't jump, unless you are trying to escape a teleport. Your H Punch
Avalanche will take care of his drill attacks nicely. This is one of the few,
if not the only opponent where your Avalanche will prove most useful.
***********************************************
Dr.Doom
***********************************************
Iceman is probably the best anti-Doom character in the game.
Doom's Air proton shot strategy is useless against Iceman.  When he shoots it,
give him a nice H Punch Icebeam. L Punch Ice beam his Molecular shield.
And block anything else he throws at you. Eventually he'll get frustrated, and
try to combo you. In this case, launch his jump-in attempts, and Beat Punch
his launcher. Combo him if he misses with anything. As an assist, dash(back-
ward, or forward) and Icebeam.
***********************************************
Felicia
***********************************************
She is one of the top dialers in this game. Don't get corner trapped, and don't
Icebeam over and over again. Insted, go straight after her, but vary your
approaching tactics. Use jump ins, dash ins, whatever you need to do to get
close to her. Once you get there, don't let up, until you kill her. Try to keep
her on defense, and try lots of air combos into your Arctic Attack. 
************************************************
Gambit
************************************************
Against Iceman, Gambit has really no choice except to jump in. Icebeam
his Assists, and his Kinetic Cards. If he tries to dash in, use your insanely prior-
itized S. Roundhouse. Launch him if he tries to jump in, or cross you up. Not
much of a challenge if you ask me. 
************************************************
Guile
************************************************
Guile will probably be one of your tougher opponents. His lifebar is almost
twice the size of yours, and he deals out a lot more damage per hit than you
do. You are quicker, and have the Icebeam. Keep him away as much as you
can. Feel free to block anything he throws at you, but watch out for those
throws of his, and NEVER get corner trapped. Meet him in mid-air with a Shake-
Off kick if he jumps in. At long range try to get some good guard damage. At
close a range combo the heck out of him. Use your S. Roundhouse at medium 
range.
************************************************
Hayato
************************************************
Very easy to beat. Keep him away, and use your launcher and S. Roundhouse
if he wants to get close.
************************************************
Hulk
************************************************
He's big, slow, and can chip you with his normal attacks! Don't worry, Iceman
eat's power characters for lunch. Icebeam him. If he gets close, give 'em an
air combo into an... ARCTIC ATTACK!!!
************************************************
Iceman
************************************************
My favorite opponent. The guy that picks Iceman is either an idiot, or a
master. Both can be equally annoying. First the idiot. There are two kinds 
of idiots, defensive ones, and offensive ones. The defensive one will just
sit back and throw avalanches and Arctic Attacks at you hoping to get
some guard damage. If he doesn't know that the Icebeam won't chip
Iceman, than he'll throw those at you insted. He probably can't fight up 
close, so get up close, and beat the crap out of him. Now the offensive
one. He will keep charging, and dashing, and jumping in, hoping to catch
you off guard, and combo you into an Arctic Attack. This is rather amusing
to watch, and even easier to counter. Once again, you will need your
S. Roundhouse to take care of the dashing and charging. And all you have
to do is launch his jump in attemps. Now for the master. It's going to come
down to who the better player is. Use your common sense to counter what
he throws at you, and to determine what you will throw at him.
************************************************
Iron Man
************************************************
Another easy match. Remember how energy based attacks don't give you
any guard damage?? There you go. Block the unibeam, and even the Proton
Cannon. If he gets close, use your S. Roundhouse. Eventually he'll grow
impatient, and use his mid-air smart bombs. When this happens, You can
either use your H Punch Icebeam, or meet him in mid-air with an L Punch Ice-
beam. Don't forget about your launcher and S. Roundhouse, if he wants to get
close.
************************************************
Jill
************************************************
She will try to combo the h**l out of you!! Your anti-air assist will take care
of her jump-ins, your Icebeam will knock out those zombies, and of course,
your S. Roundhouse, for the dash-ins. Try super jumping, and giving her a
mid air H Punch Icebeam. Play some good defense, or you'll be dead in
no time.
************************************************
Jin
************************************************
Super jump, Icebeam. When he gets close, stay on the ground, beat him back
then repeat. Arctic Attack his Jin Cyclone, and super jump his Blodia Punch.
'Nuff said.
************************************************
Juggernaut
************************************************
Don't let Juggernaut be a problem for you. Stay back and fire off Icebeams as
fast as you can! If you don't want to look like a coward, then jump in with a
beat punch, C. Short, C. Roundhouse, Air combo, ARCTIC ATTACK!! Or dash in
if you want to. Don't forget about your S. Roundhouse.
************************************************
Ken
************************************************
Mr. Close range -V.S.- Mr. Long range. All of Ken's most effective combos are
jump-ins. Shotos will usually jump in, and almost NEVER dash in. Use your 
Anti-air assist, or your launcher, to take care of jump ins, and your S. Round-
house to counter dash in attempts. Try to keep him away. If he gets to you,
air combo him (they hate that) and repeat.
************************************************
Magneto
************************************************
This will probably be your toughest fight. He has a combo ability rivaling
even Spider-man, and launcher even greater than yours! You have your
S. Roundhouse, and your Ice Shield. If he plays keep away, go on offense,
unless he flies, then block everything. Jump in with a 2 hit, Beat Punch, 
S.Roundhouse combo. Launch jump ins, and S. Roundhouse dash ins.
Sound easy? Well, maybe....
************************************************
Marrow
************************************************
Probably not a fight you'll come across that often. Marrow is going to
either throw lots of bones at you, or try to combo you like crazy. Her keep
away strategies can not match yours, so just fight cheese with cheese. If
she tries to combo you, and she probably will, use the "Shake Off" technique
that I've been preaching about this entire FAQ! (S. Roundhouse, Launcher...)
************************************************
M. Bison (Vega)
************************************************
Another fight that you're not very likely to come across. Bison takes damage
just as well, if not better than Guile. Don't try to cheese him to death, he
has too many ways of get-ting around this. Insted use a "hit and run" 
strategy.  (Ex: Jump, or Super jump - in with a beat punch, S. Roundhouse,
Jump back, Icebeam, repeat).
************************************************
Mega-man (Rock-man)
************************************************
Throughout my entire playing experience I've encountered two types
of Mega-man players. The one who will jam the H punch button and
try to combo you into it, and the one who pulls out his Juggernaut, 
or Dr.Doom assist and fires off Mega busters first one high then one 
low, and that's all he does. To take care of the H Punch jammer,
try to hit him as much as possible. Jump in with an L Kick, then air
combo him into an ARCTIC ATTACK!! If you're both on the ground,
you will need your S. Roundhouse to keep some space in between you
while that little midget eats the ice from your S. Roundhouse. That
was easy, but this one may not be. Now for Mr. Mega buster.  Don't
stay back and block, insted super jump and fire off Icebeams as fast 
as you possibly can!! If he gets close, handle him the same way as the
first guy.
************************************************
Morrigan
************************************************
Morrigan will fight alot like the shotos do, but she will try to DHC
you into her Soul Eraser. She never really gives me that much of a
problem. Keep a good look out if you sense an air combo coming,
but try not to even let her get that close to you.
************************************************
Omega Red
************************************************
Omega red has great combo-ability, and a keep away strategy
almost as great as yours. Notice I said almost. Super jump alot,
and try to keep him away. If he gets to you, shake him off as
quickly as possible. Then repeat.
************************************************
Psylocke
************************************************
Expect lots of combos, and corner trap attemps.
Show her what she leaves open by answering her mistakes with
some combos of your own. If she doesn't try to combo you, then
she will try that cheap air Psy-blast game. Knock her out of the air
with an H Punch Icebeam if she does this. You can see her teleport
coming a mile away, so when this happens, stay back and block.
She'll be left wide open if she doesn't connect with it, so punish
away.
************************************************
Rogue
************************************************
Rogue is a good close range fighter, with that stupid kiss of hers.
DON'T LET HER KISS YOU. If you play Iceman correctly, you don't
even need to worry about that, 'cause you'll be keeping her away
the whole match. If she is some how able to get to you use your
S. Roundouse, or your Shake-Off kick to get her off of you. If
you've got guts, you can attempt an air combo to counter her 
kiss attempts.
************************************************
Roll
************************************************
Roll is sort of like a toned down Megaman. If you're both on the 
ground, you will need your S. Roundhouse to keep some space in
between you while that little midget eats the ice from your 
S. Roundhouse. Roll's fireball comand is much more complicated
than Mega-man's so she probably cannot use Mega-man's fire
ball strategy. If she can, then handle her the same way as Mega-
man but don't worry about the H Punch charging strategy, 'cause
she can't charge her Roll Busters.
************************************************
Ruby Heart
************************************************
The French Pirate gal will fight alot like Jin does, but with a Hyper
Combo that is rediculously easy to combo into. Your best bet is to
play keep away. Mix up your launchers, S. Roundhouses, and C. fierces
to get her off of you, if she gets to you. You can actually super jump
her ship super, if you time it just right. Don't worry about blocking her
other supers, unless they connect, you'll barely suffer any damage at
all.
************************************************
Ryu
************************************************
Ryu is probably the most misused character in this game. 
Most Ryu users hate guys like Iceman, 'cause he is a "cheese" character.
PLEASE, don't use Iceman that way (at least not against Ryu). Give him
a good fight, throw Icebeam's all day if you want, but if you do, Ryu
will probably beat the crap out of you. I'm not saying that you shouldn't
use the Icebeam, just don't abuse it. Akuma's strategies will work nicely
here, just remember that Ryu is slower, yet stronger than Akuma is.
************************************************
Sabertooth
************************************************
Chun-Li wasn't the only one that was drastically toned down. 
Even though Sabertooth suffered at the hands of Capcom in this
game, he is still very powerful. Don't use your S. Roundhouse against
him, his range is just too far. Try to get him to fight you in the air, and
abuse your Shake-off kicks, Beat punches, and Icebeams. Just don't
get caught in one of Sabertooth's nasty combos, or you'll regret it.
************************************************
Sakura
************************************************
Tsk. Tsk. Tsk. Personally, I've never encounered an effective strategy
against a Sakura user. As you probably already know, she can be
even more annoying that Servebot. Her only chance against you, is to
play aggresively. Remember how you can push block in this game?
(press both punches while blocking) Push block her Sho-ryu-ken, and
Tastu-maki wannabees, and Icebeam that crappy fireball of hers. Use the
"Shake off Technique" if all else fails.
************************************************
Sentinel
************************************************
I take back what I said about Iceman, THIS GUY is my favorite
opponent!! Sentinel is a perfect combination, of Iron-man and
Colossus, only bigger, slower, and slightly stronger. Expect a projectile
game, and fight cheese with cheese! If he has the nerve to try to beat
you in a fist fight, make him regret it. Big opponents like him are like
combo-magnets. You know what to do.
************************************************
Servebot (Kobun)
************************************************
SERVEBOT!!!! This uh... thing, can be very annoying if you let him.
Good thing you have your S. Roundhouse. And that's all you really
need (unless he jumps, then you could use your launcher). Other
than that, just Icebeam his assists, and of course, if he moves in on
you, S. Roundhouse. Super jump his horizontal supers and Arctic Attack
the vertical one. Servebot chooses his supers, by choosing an assist type.
The Projectile type, will give him the horizontal lunch rush. The Anti-Air
assist type, will give him his vertical super, and the balance type will
give him the full screen super. No matter what assist type he chooses,
he will always have his "King Servbot" super.  Don't waste your Arctic
Attack on him unless it's gonna connect. It just do enough guard dam-
age for what it's worth.
*************************************************
Shuma-Gorath
*************************************************
Treat Shuma' kinda' like a "combo crazy" Guile. He actually has traits of
the pixie, as this guy not only runs fast and combos hard, but he has anti
-turtling properties and can regain life by throwing. I hope you're good at
dodging projectiles, you have to be, or  Shuma' will eat you alive. My best
advice, is super jump alot, and look for  openings in his defense, for a
chance to air combo into an Arctic Attack. Just watch out for the Chaos 
Dimension.
*************************************************
Silver Samurai
*************************************************
Keep him back! If he get's close use the "Shake Off" technique. If you don't
you will lose a good fraction of your lifebar to guard damage. Most of his
attacks seem to have slow recovery, so capitalize on this with.... anything!
Just be resonable. Because of his sword, he can change styles when ever
he wants, but he loses 1 power bar. You need not worry too much about
this.
*************************************************
Sonson
*************************************************
Sonson is not used very often. But all she is, is another pixie.
Beating her is quite simple. Mix it up. At long range, Icebeam her. At short
range shake her off. I guess you could engage in a combo game if you 
want to...
*************************************************
Spider-Man
*************************************************
Spidey is like Iceman's opposite. Swat him out of the air if with an 
H Punch Icebeam he is dumb enough to abuse that stupid "Air web
ball" strategy, but if he doesn't do this, he'll try to combo you like crazy!
Show 'em what he leaves open with a move of your choice, once you
beat him back, Icebeam him. If you just can't get him off, answer his
combo's with some combo's of your own. The "Shake Off technique will
prove most useful here.
*************************************************
Spiral
*************************************************
Spiral vs. Iceman. I hate her, in fact I think it's safe to say, that unless
she's on your team, EVERYONE hates her. You're screwed if you can't
time an Icebeam right.  And even if you can, if she has the right assists
(like Storm) you're even more screwed. In situations like these, you
need to have the right assists as well. Either mix up your Icebeams, and 
Avalanches, or go for an instant anti-air assist (CapC, CapA) or just
Dr. Doom. There are two ways to beat her. Select Dr. Doom as one of
your parners, and select his Anit-Air assist, you will almost have to RELY on
this to beat her. If she doesn't have Blackheart, or Storm, stay back and
call out Dr.Doom while you jump up, and fire off Icebeams, then land, and
fire off Icebeams then repeat. If she does have Blackheart, and/or Storm,
then at the start of the match, get close to whoever is starting. As soon as
the voice says "BEGIN!", immediately, and simultaneously, jump up, and
summon Dr.Doom. If you land on the other side of her, make a
"Spiral Sandwhich" and use the projectile cross-up technique (SEE Assists
section). Block as Doom's rocks hit her in the back, then follow up with an
Arctic Attack, or just your launcher. If you land in front her, throw as many
attacks as you can before Doom jumps off. Then repeat.  
*************************************************
Storm
*************************************************
Most people will choose her, just so they can chip you to death. Do not
try to beat Storm in a projectile battle, 'cause you will lose. Insted engage
in a "combo crazy" game. Jump the to avoid her horizontal Typhoons, and
dash or super jump to avoid her vertical ones. The Lightning Storm can be
super jumped, and the Ice Storm, starts up even slower thatn War-Machine's 
Proton Cannon. While fighting in close quarters, keep an eye out for those 
nasty air combos of hers.
*************************************************
Strider Hiryu(u)
*************************************************
Stay in the corner, simple as that. Super jump when you see
the Legion, or the Ouroboros coming. Other than that, throw an
Icebeam, or two, then be ready to block, or else, he'll teleport
above you, and then, bye-bye Iceman.
*************************************************
T(ron) Bonne
*************************************************
What's the deal? How come she has a fourth character on her team?
Oh well. Treat her supers the same way as you would Servbot's. I'm sure
if she can choose her supers though. Super jump, and Icebeam alot, and
look for openings in her defense, for an opportunity to air combo into
the Arctic Attack.
*************************************************
Thanos
*************************************************
The ol' Marvel Super Heroes boss is back. He's been toned down so
much, that now, he RELIES on his assists more than he should have to.
Against anyone you face you should always make sure you have the 
right assists (I reccomend Dr.Doom). Thanos will fight alot like Doom
does, but slower, and more powerful. Don't jump in, 'cause 9 out of
10 times you get nailed by the Gauntlet Soul, or Gauntlet Space. Insted
try to dash in alot, and air combo into your Arctic Attack. Super jump
and Icebeam if you detect the Gauntlet Reality coming. 
*************************************************
Venom
*************************************************
Fighting Venom, will be a mental test for you. Lucky for Iceman, one
of his basic attacks has INSANE priority. Look for opportunities to
Air combo into your Arctic Attack. Super jump and Icebeam alot to
charge up you're hyper meter. If you get close, mix up your C. Fierces,
and S.Roundhouses, and watch out for that hated throw of his, 'cause
he can combo you from it. 
*************************************************
War-Machine
*************************************************
This guy may be a little bit more of a probelm than 
his Armored friend. It just all depends on how you
look at it. In case you haven't noticed War Machine
can chip you (ALOT easier than Iron Man can). But
even so, still an easy match. Deal with his smart bombs
the same way as you would Iron Man's. Don't block
his Shoulder Cannons unless you're willing to lose almost,
if not, ALL of your lifebar to guard damage. Insted, duck
the high one's, and Icebeam him. For the low ones,
simply hop them and... Ice beam him. His Proton Cannon
shouldn't be a problem either. Just super jump, and give
him an ARCTIC ATTACK, before he can even finish the word
"Cannon"!! Don't forget about your launcher and S. Round-
house, if he wants to get close.
************************************************
Wolverine 1 (Metal)
************************************************
Another close range fighter. Stay back and Icebeam.
If you haven't already guessed, use your S. roundhouse to
shake him off, and launcher to stop jump ins. If YOU jump in,
use the beat punch, but watch out for the Fatal Claw.
************************************************
Wolverine 2 (Bone)
************************************************
Doesn't get much easier than this. Handle him the same way
as the first one, except you don't have to worry about the 
Fatal Claw 'cause he doesn't have it!!
****************************************
Zangief
****************************************
Not as easy as you might think. His Spinning Lariat thing can
pass right through your Icebeam. Time it right, or fight close
range. Seriously. Even though he's bigger, you still have more
reach (with your S. Roundhouse), and you're still quicker. Just
be very careful, one lucky Spinning Piledriver will make you
both even again.      


===========================================================================
===========================================================================
________________________________________________________________________________
=============================================

9) - Abyss Strategies -

=============================================
________________________________________________________________________________
This guy is so easy to beat, it's not even funny.

1st form - I hate this guy. He is big, slow, and can't block.
=======  For Iceman, this is probably the hardest of the 
                three forms. At the start of the match, stay back
                and Icebeam him. Don't let him trap you in the 
                corner. When, or if he gets close, hit him a few
                times, then jump over him and repeat.  Mix this 
                up with some "hit and run" tactics of your own.
                Block anything he throws at you. Do this until
                you get charged up. 3 Arctic Attacks should kill
                him.

2nd form - This stupid looking green thing that just stands 
======== there, laughs, and can't block. Two words. "ICE
                 BEAM". Just do that over and over again till he
                 dies. When the bubbles come, launch them
                 away. Don't waste your supers on this form.

3rd form - This big giant red monster. It looks tough, but its
=======  actually very easy to beat. Just jump and do the
                Arctic Attack, you should have at least 3 super bars
                by now. When the ore appears jump up and Icebeam
                it. Repeat til' dead.


=============================================================================
=============================================================================
***********************************************************************************************
=======================================
10)- Other Stuff
=======================================
__________________________________________

- Using Iceman's "true power"
__________________________________________
To use Iceman's "true power", in this game, use the Ice fist (See Move list)
and Iceman will create an Iceball that he can use in battle for a short time.
If you do Iceman's taunt, He'll un-freeze himself, and you will get to see Human
Iceman!![then he'll freeze again])
__________________________________________

- Animations -
__________________________________________
Opening:
  - The word "ICEMAN" is spelled out in ice, and turned
    vertically on it's side, with the "N" facing downwards.
    It then chips away, as Iceman spins around and faces
    his opponent in his standing animation.
Standing:
  - Iceman Stands in  the classic Dhalsim stance.
    He stands completley still. If you stand there for
    a second, he will flash, as light reflects off him. 
    I'm not sure about his fighting style.
Walking:
(Before match starts)  
- Iceman walks like.... a penguin?
(After match starts)
-Iceman walks while standing almost straight up, keeping his
 hands at his hips, moving only his arms and his legs.
Blocking:
  - Iceman uses his Ice Shield.
Win by K.O:
  - Iceman unfreezes, holds up two fingers, and says, "Yeah!"
  - Iceman creates a smaller version of his opening animation.
    He then folds his arms and leans against it.
  - Iceman creates an "Ice Statue" of himself. He then unfreezes
    himself and puts his arm around it like they are buddies.  
Win by Time Over:
  - Iceman unfreezes, and smiles at you.
Lose by Time Over:
  - Iceman bends over, and puts both hands on his head, like
    he is ducking from something.
Lose by K.O.
  - Iceman lays there, his stomach facing upward unconsious
    with his mouth open, and his eyes closed. Yet he still flahes
    as if he were still standing..........

=============================================================================
============================================================================
***********************************************************************************************
==========================
11)-Beating Iceman
==========================
Iceman is not a very easy character to beat. If all he does, is Icebeam the
whole match, either pick a good long range chipper (War-Machine, Storm),
and chip him to death, or a good close range fighter (Jill, Ken, etc.), and
cross him up. Actually, cross-ups are probably your best chance against him.
Doom's anti-air assist, is good for cross ups. If it hits, it will open your opp-
onent up to almost any move in the game.  

(If you don't know what a cross-up is, find out about the projectile cross-up
technique in the "Iceman's Assists" section.)

============================================================================
============================================================================
***********************************************************************************************
===========================
12)-Character Rating
===========================
These are the six factors that make-up a character (offense, defense, power,
speed, recovery, and comboability). I have rated Iceman's attributes on a
scale of 1 to 10. 1 being the lowest, and 10 being the highest. 

Offense - 5 - Iceman was not designed to be played offensively.
His offense kind of sucks. He does have his S. Roundhouse, and a
few other basic attacks, but he's nowhere near Wolverine, or Ken.
On the other hand, he's not as slow as, Zangief, for example, and
he has decent reach. I give Iceman a respectable 5. 

Defense - (Varies) -  Iceman's defense all depends on who you are
facing. Agansit opponents that use energy based attacks, he gets
a 10, because of the fact that he suffers no guard damage from
those kinds of attacks. Aganst, characters that can chip him, I
would give him a 7.5 due to the fact, that his Ice Shield is useless
against them. However, Iceman is blessed with good keep away
skills, any keep awayer has good defense. Overall, I give his defense,
a 9.

Power - 3.5 - I counted power not only as the amount of damage
that his basic attacks deliver, but also how he takes damage. Ice-
man's basic attacks do "pixie" damage, and if a super hits him, then
he can easily lose half of his lifebar. Power is Iceman's biggest weak-
ness, he recieves a 3.5 here. 

Speed - 8 -  He's no Jill, but Iceman has pretty good speed. Most of
his moves have good start-ups, and are fairly quick. His speed is just
good enough to recieve an 8. 

Recovery - 8 - His Icebeam, Avalanche, and all of his basic attacks
have good recovery. His Icefist starts up slow, and the recovery on
the Arctic Attack is not so good eirher. Iceman barely sneaks by with
an 8. 

Comboability - 6 - One of the coolest things about Iceman, is that he
 is one of the few keep awayers with some combo-ability. His has
better comboing skills that Iron-man/War-machine, and his combo
do good damage, but they are not as easy to do as Spidey's, or
Magneto's. 

Overall Rating - 7 - Iceman takes some practice to get used to, but
once you do, you can win with him comfortably. He's is kind of an all
rounder, and he can be cheap if he needs to be, but he is definately
not the best character in the game (as far as skill goes anyway). In
conclusion I give our frozen hero an overall rating of 7.


===============================================================================
===============================================================================
***********************************************************************************************

- Revisions -

***********************************************************************************************
0.1 - Started faq. Typed table of contents. (11/16/00)
0.2 - Put in Move List. Typed Abyss Strategies. Did Abbreviations.
                 Typed Specific Character Strategies Section, Vs Computer,
                 Vs Human, Akuma(Gouki) - Felicia. Pasted in the Legal Section. 
0.3 - Updated Specific Character Strategies section.
0.4 - Added more Strategies.  
0.5 - Added even more strategies.
0.6 - Added Ryu and M. Bison Strategies, changed some other stuff.
0.7 - Added even MORE strategies.
0.8 - Edited strats some more. Edited the "About Iceman" section.
       Put in the "Shake Off technique"
0.9 - Switched some stuff.
1.0 - Added the "Combos" section
1.1 - Finished Specific Character strategis section. (For now anyway)
1.2 - Added "Cool Stuff", and "Iceman's Assists".
1.3 - Edited legal section, Put in "Iceman the character", changed layout.
1.4 - Corrected some spelling errors.
1.5 - Added "Beating Iceman", "Character Rating".
1.6 - Fixed some spacing errors.
1.7 - Added "Partnering up Iceman", and "What and how assists help Iceman".
1.8 - Added "General Offense, Defense" strategies. Edited "Best Partners" section.
       Put in "Cool Partners".
1.9 - Added "Animations". Fixed Some spelling errors.
2.0 - Put in Intro., General move commands, and basic attacks (Finally).
2.1 - Edited "Partnering up Iceman" section. Added Ice Sheild Info.
***********************************************************************************************

 - Credits -

***********************************************************************************************
Thanks to:
- J. Christopher, if it weren't him I wouldn't have even known how
to write a FAQ.

- gamefaqs.com for posting this

- Marvel for creating Iceman

-Those who contributed to this FAQ

- And Capcom for Creating the Mother of all fighters.
(But are you ever going to put Gouken in a game?)



Good Luck.
