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|"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"| 
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FAQ
Marvel Vs. Capcom 2
Marrow 

Before moving any further, please if you are planning to use this 
FAQ for you website, give proper credit. ASK FOR PERMISSION FIRST!!!
Also this FAQ is NOT intended to be used to make profit. I wrote 
this for free and so it should be used for free.


I.Note to all readers               
 II.Updates                               
   1.Control Pad
    2.Basic Combos
     3.Advance Combos
      4.Wild Combos
       4a.Psylock AAA
        4b.Magneto CT
         5.Strategy
          6.Credits
______________________________________________________________________
======================================================================
I. Note to all readers
______________________________________________________________________
======================================================================
All of these combos are taken directly from the home version. Don't 
expect that all will work in the arcade. Most of these combos are 
tested on cable. I am testing them in the arcade to see any diffrence.

This is all playing sheet. I don't have any background on the character 
Marrow and don't intend to write in the FAQ. Though I will make the 
effort to provide a strategy guide in this FAQ.

I will like to apologies for any misspelling in this FAQ and any 
problems with the combos.

If you would like to add something to the FAQ, wondering how it works
or correct me for any Errors, Please E-mail me at my NEW SITE on the
credits Section. I will Credit for any help from the outside.

E-Mailers: USE DECENT ENGLISH OR SPANISH. My new site is incredibly 
filtered for any bad language or explicit terms and may not receive 
your mail.

Send only MvsC2 Related issues.

----------------------------------------------------------------------
II. Updates
----------------------------------------------------------------------

01/30/01
My first FAQ ever. Its not a lie. I will post dates that I have either 
made changes or added information and the location of the changes.
========
========
01/31/01
Start adding combos and the stragety guide.
Completed Version 1.1
V1.2 Will have corrections of spelling and combos, if any
Deadline 02/06/01
========
========
02/01/01
Finished Version 1.2 (Correction on spelling)
                     (No problems with combos so far)
Cooming Soon
V2.0 New assist in combo sheet
Deadline V2.0 02/06/01
========
========
02/02/01
V2.0 (because of the added assist) is complete for now.
      New content (4 old, 4. 4a. 4b. NEW)
      Added Magneto to the stategy guide
Cooming soon
V2.1 will be correction and or added combos for either section
V3.0 will have another assist, may change some of the graphics
V3.1 will be correction and or added combos for either section
V3.2 will modify the strategy guide
Deadline V2.1 02/06/01
Deadline V3.0 02/10/01 or less. 
Deadline V3.0 02/12/01 or less.
Deadline V3.2 02/20/01 or less.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1.Control Pad
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Character Facing Right (Player 1 Side)

UB  U  UF       LP   HP   A1
 \  |  /        
  \ | /         LK   HK   A2
B---N---F
  / | \
 /  |  \
DB  D  DF

Terms that I will be using.
QCF=|\>

QCB=|/<

HCF=</|\>

HCB=>\|/<

DPF=>|\

DPB=<|/

PP= LP+HP

P= LP or HP

(C)- Corner Combo

Pause- Short waiting period

Buffering- A term meaning doing two things at once
           D+HK, QCB+PP  |, /<

{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}
2.Basic Combos
{}{}{}{{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
These are combos that can be easly done by almost anyone

LK, LK, HK
LK, LK, HP
LP, LP, HK
LP, LP, HP
(c)LP, LK, LK, HK
LP, LK, LP, D+HK
LP, LK, D+HP, LP, LK, LP, LK, HP

VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
3.Advance Combos
----------------------------------------------------------------------
These are combos that are linked with hypers and doesn't require much 
accuracy to pull it off. These are the ones you will use most often.

DPF+P, HCB+PP

Tearing Spine must hit 4 for the final blow to connect.

HCF+P, HCF+PP 
LP, LP, HK, HCF+PP
LK, LK, HK, HCF+PP
D+LK, LK, HK, HCF+PP
LP, LK, D+HP, DPF+LP, QCB+PP
Possible to pull of if fast enough.
Tearing Spine must hit 4 for the final blow to connect.
LP, LK, D+HP, LP, LK, LP, LK, QCB+PP

(C)LP, LK, LP, HP, HCF+PP
(C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP

The first pause is about one button tap miss.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
4.Wild Combos
//////////////////////////////////////////////////////////////////////

The cream of the crop. These combos are hard to pull off at first. 
They link with assist and hypers. This also has juggles so precise 
timing and accuracy is required. Some you will use very often and 
others are just to show off. Explanation is given under the combo
for your conveniance.
_____________________________________________
(C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP  |
                                             |
The first pause is about one button tap miss.|

_________________________________________
LP, D+LK, D+HK, QCB+PP                   |
                                         |
Buffer the Down kick into the final blow.|

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4a.Psylock AAA
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

NOTE: All of these combos are done with Psylock Anti Air Assist, a 
must to pull this off. As I said before, this is done by the drone 
Cable so I can't confirm smaller characters yet.
_______________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCB+P|
                                               |
The first pause is about one button tap miss.  |
Psylock should appear after the LP to connect. |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, Pause, HCF+PP     |
                                                            |
The first pause is about one button tap miss.               |
Psylock should appear after the LP to connect.              |
The second pause is the moment the opponent is about to fall|
________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, QCB+PP|
                                                |
The first pause is about one button tap miss.   |
Psylock should appear after the LP to connect.  |
____________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, Pause, HCF+PP     |
                                                                    |
The first pause is about one button tap miss.                       |
Psylock should appear after the LP to connect.                      |
The second pause is when the bonearrang hits the opponent the second|
time.                                                               |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, QCB+PP    |
                                                            |
The first pause is about one button tap miss.               |
Psylock should appear after the LP to connect.              |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF, QCB+PP|
                                                            |
The first pause is about one button tap miss.               |
Psylock should appear after the LP to connect.              |
Jump close to your opponent to do more damage.              |
______________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF, LP, LK, QCB+PP  |
                                                                      |
The first pause is about one button tap miss.                         |
Psylock should appear after the LP to connect.                        |
Jump close to your opponent to combine the two hit and the final blow.|
___________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, DPF+HP, QCB+PP|
                                                                   |
The first pause is about one button tap miss.                      |
Psylock should appear after the LP to connect.                     |
Walk about 2 frame steps                                           |
Tearing spine should hit 4 and pull the final blow for the link.   |
__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| 
QCB+PP                                                            |
                                                                  |
The first pause is about one button tap miss.                     |
Psylock should appear after the LP to connect.                    |
Walk about 2 frame steps.                                         |
Launch the opponent to the Air and 2 hits before the final Blow.  |
__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| 
LP, LK, QCB+PP                                                    |
                                                                  |
The first pause is about one button tap miss.                     |
Psylock should appear after the LP to connect.                    |
Walk about 2 frame steps.                                         |
Launch the opponent to the Air and 4 hits (if the launch becomes  |
Ariel-Rave) before the final Blow.                                |

__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F, D+HP, LP, LK,| 
LP, LK, Pause, UB+HP                                              |
                                                                  |
The first pause is about one button tap miss.                     |
Psylock should appear after the LP to connect.                    |
Walk about 2 frame steps.                                         |
Launch the opponent to the Air and 4 hits (if the launch becomes  |
Ariel-Rave)                                                       |
You should be close under the opponent for the second pause, 1/3  |
fo a second.                                                      |
This is a grab move to finish the combo                           |


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
4b.Magneto CT         !!!!!WOW!!!!!
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

NOTE: All of these combos are done with Magneto Capture type assist,
a must to pull this off.
________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, HCF+PP          |
                                                        |
The first pause is about one button tap miss.           |
The CT should hit the opponent and count as the six hit.|

________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, QCB+PP          |
                                                        |
The first pause is about one button tap miss.           |
The CT should hit the opponent and count as the six hit.|

______________________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, UF, LP, LK, QCB+PP            | 
                                                                      |
The first pause is about one button tap miss.                         |
The CT should hit the opponent and count as the six hit.              |
Jump close to your opponent to combine the two hit and the final blow.|

____________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK, QCB+PP|
                                                            |
The first pause is about one button tap miss.               |
The CT should hit the opponent and count as the six hit.    |

____________________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK, LP, LK, QCB+PP|
                                                                    |
The first pause is about one button tap miss.                       |
The CT should hit the opponent and count as the six hit.            |

______________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP             |
                                              |
Buffer the down kick and CT to the Final Blow.|

_____________________________________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP, HCF+PP                            |
                                                                     |
Buffer the down kick and CT to link the first hyper.                 |
Don't hyper delay. CT will contact the opponent after the first hyper|
CT connect then prefrom the final blow.|                             |


_____________________________________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP, QCB+PP                            |
                                                                     |
Buffer the down kick and CT to link the first hyper.                 |
Don't hyper delay. CT will contact the opponent after the first hyper|
CT connect then prefrom the final blow.                              |

??????????????????????????????????????????????????????????????????????
5.Stragety
??????????????????????????????????????????????????????????????????????

NOTE: This guide is based on a 2 player game (NOT 1 vs COM)
As you may have notice that marrow doesn't have a lot of single player 
combos. However she really shines with assist and great assist that 
can add up those combo numbers.

You won't believe the stuff this girl can do with psylock help. Its 
just simply amazing. Before you go against a real player, train 
yourself in normal to get the speed then turbo to adjust. The key is 
to see how the combo works.

I said it before and I'll say it again. !!!!!WOW!!!!!, Magneto capture 
type can realy rack in those combo numbers and damage levels. Be aware 
that his timing is diffrent from Psylock (has to be done early), but 
if you can pull it off with links, Burn baby burn. The last two combos 
are sweet. I pull two regular Hypers plus delay hypers for the entire 
team. Before you go against a real player, train yourself in normal to
get the speed then turbo to adjust. The key is to see how the combo 
works.

She has an aggressive temper and so she is best played as aggressive. 
Try not to let the opponent move by throwing bonearrangs constantly 
with assist in between. This will cause (Most of the time) the 
opponent to panic and try to do a desperate measure. Use this to your
advantage.

She has one of the most abusive hypers to any other character. HCB+PP.
These small bones will act like homing missiles at a high speed. If 
standing, it will take about 1 second. However, if its done in the air
its almost instant. Its best used in combos and for cheater who try to 
stay in the air (Storm, Dhalsim, ETC...) to win the game. Another 
benefit is that it will hit any opponent, including assist. Use it to
pressure your opponent to lay off the assist of to kill the assist. 
There is a draw back to this hyper. It will leave her UNMOVABLE and 
VUNERABLE until she lands on the ground again.

Her Hyper Delay is best used with almost any character after a link 
has been established.

Her assist types are fare and good. The projectile will pressure your 
opponent to block or if connected can start any of the combos on the 
top. 
Anti-Air Assist works well for any air attack. The range is great
but the timing is a bit slow.
Her Expansion only works to surprise the opponent. Its uses is very 
limited and only recommend this if you know what you can do.
 
||====||
|| 5  ||==============================================================
||Credits===========================================|
======================================================================

As we all know that all of these combos didn't come exactly from me so
I'm giving credits to those who deserve them.

MY SELF (for taking time to create this FAQ that will help others to 
use Marrow)
<GFLQDHL@Yahoo.com>

GameFAQ (For providing the help people need and permission to put 
this FAQ for your conveniance)
<www.GAMEFAQS.COM>

Adrian Au (Starting the FAQ about Marrow and providing some of the
basic combos)
<cerebrate@spacewar.com>

Capcom (For creating such a great game and the home version where I
discover most of these cool combos)
<WWW.capcom.Co.JP>

Gamepro (I hate the idea they took ideas from us W/O permission and 
for profit but they did provide some of the combos here on this FAQ)
<www.Gamepro.Com)


+===========================================+
|"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"|
+===========================================+ 
