
                        THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST

                 By John Malone AKA Chalupa Donny <swidly@hotmail.com>

- IMPORTANT INFORMATION -
"The Marvel Vs. Capcom 2 FAQ For Dreamcast" is Copywrighted, as of November
2000 by the author, John Malone, under International Copywright Law. If you
wish to reproduce, distribute, or display this FAQ or use any part of it for
any reason, permission given by the author (me), is required by law. All you
have to do is e-mail me for permission. All violations will be immediately
reported.

- DISCLAIMER -
ALL of the information in this FAQ was thoroughly and painstakingly researched
and WRITTEN by myself, John Malone, and no part was copied from anyone else's
work without permission. Capcom's official move names were acquired through the
use of game instruction manuals (from this and previous games). The rest of the
move names were created by me using artistic license. That's right! 100% John!

- VERSION HISTORY -

1/3/00 - Version 1.1  Mistakes already found! Special thanks to Phillip M.
1/2/00 - Version 1.0  If you find any mistakes, please e-mail me at the address
given above.

- TABLE OF CONTENTS -

I: Introduction
II: Key
III: Game Basics
 1: Movement
 2: Basic Techniques & Ideas
 3: Your Partners And You
IV: The Game In Depth
 1: Types Of Characters
 2: Styles Of Playing The Game And Tactics
V: The Characters
VI: The Boss Section
VII: Top 10 Lists
VIII: Game Secrets
IX: Credits & Miscellaneous

-----------------------------------------------------------------------------------------------
I: - INTRODUCTION ... OR "WHY SHOULD I READ THIS FAQ?" -

Hello and welcome to my Marvel Vs. Capcom 2 FAQ. Why did I create this FAQ and
why should you read it? Well, I'm a huge of Capcom's games and this one is
undoubtedly their best one to date. Throughout all the time I've spent playing
this game and watching other people play this game, I've collected a huge
amount of information in my head and have felt the burning need to put it down
on paper (figuratively speaking).

I've found a couple tiny things that I haven't seen on other FAQs, but the main
reason I wrote this was because I wanted to write a FAQ that had a personal
touch to it. I've tried to create my FAQ with the reader in mind, including
information that I thought was either important or interesting. In the
Character section (Part V), I arranged the listings in alphabetical order for
convenience and have included a short "Overview" to give my personal views on
each character. Also, my FAQ has a part with some Top 10 Lists, which I
encourage you to read. I hope you enjoy my FAQ, I've tried to make it as
helpful and easy to read as possible.

*John* < swidly@hotmail.com >

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- SO WHAT'S UP WITH MARVEL VS. CAPCOM 2? -

In case this is the first FAQ you are reading and have not previously played
Marvel Vs. Capcom 2, let me tell what is new with MVC2 compared to the original
Marvel Vs. Capcom (Part III, Game Basics, includes the details of each of these
points):

1. Marvel Vs. Capcom 2 features many new characters, including 8 never before
seen in a Capcom fighting game. Also, Marvel Vs. Capcom 2 contains every
character ever to appear in the "Marvel series" of Capcom fighting games, plus
all of the characters from the previous "Vs." games.

2. The graphics are much improved from any other Capcom fighting game, and the
fighting is much more frenetic and furious than in Marvel Vs. Capcom.

3. There is a new final boss, Abyss (see Part VI of my FAQ).

4. Instead of 2-on-2 team battles, in MVC2 there are 3-on-3 battles. Each team
has 3 characters with 3 life bars.

5. Your Hyper Combo Gauge can now be filled up to 5 levels instead of 3. You
still start off with 1 full level at the beginning of the match.

6. You can call either of your resting partners to "Assist" you in the game
with an attack at any time, as many times as you want. Each character has three
different Assist "Types" to choose from, labeled Alpha, Beta, and Gamma, which
you choose at the Character Select screen(See Part III, Game Basics, for more).

7. In order to keep this from being to confusing, Capcom has eliminated the
Medium Punch and Kick buttons. The buttons that were previously assigned to
Medium Punch and Kick are now the Heavy Punch and Kick buttons. The buttons
that were previously assigned to Heavy Punch and Kick are now the Assist 1 and
Assist 2 buttons (See Part III, Game Basics, for more).

8. There are now "Delayed Hyper Combos." You can interrupt one character's
Hyper Combo with one from your second and third partners.

9. You can perform "Variable Combinations" (summoning your partners on screen
to perform their Hyper Combos at the same time) with 2, or 3 characters
(depending on the level of your Hyper Combo Gauge) by just pressing the Assist
1 and Assist 2 buttons at the same time. If you only have 1 level on your Hyper
Combo gauge, the on-screen character will perform a Hyper Combo by him or
herself.

10. There is a new technique called the "Snapback," which will knock your
opponent off screen and force one of their partners to fight (see Part III for
more).

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II: - KEY -

Here is an explanation of the abbreviations and notations you will see in this
FAQ:

- B - Back (on your control stick)
- F - Forward
- D - Down
- U - Up
- DF - Down and Forward at the same time
- DB - Down and Back at the same time
- UF - Up and Forward at the same time
- UB - Up and Back at the same time

- + - Press these two buttons at the same time; for example, "F + P" means
press Forward on the joystick and the Punch button at the same time

- , - Press the following buttons in order, directly after each other; for
example, "D, F, DF" means press Down on the joystick, then press Forward, then
press Down and Forward together

- 360 - Rotate the joystick in a full circle counterclockwise or clockwise (it
doesn't matter which way)

- hold/release - Hold then release the indicated button; for example,
"hold/release P" means hold Punch down (as long as you want) then release Punch

- charge - hold the control stick in the indicated direction for about 2-3
seconds

- (rapidly) - repeatedly tap the following button very quickly

- (air) -  this move can be performed in the air (while jumping)

- (air only) - this move can ONLY be performed while in the air

- (near) - you must be right next to your opponent for this move to work
successfully

- (Alpha or Beta or Gamma Assist Mode only) - some characters have super moves
that can only be performed if you have chosen a certain Assist Mode (Alpha,
Beta, or Gamma... see the individual character descriptions)

- (level 3) - the indicated move requires 3 levels of your hyper combo gauge to
perform

- P - a Punch button
- K - a Kick button

- Taunt - press the correct buttons to perform a Taunt (the "1P or 2P" button
if you're playing the arcade game, or "Start + LK" if you're playing on your
Dreamcast)

- 2_ - press the following two buttons at the same time; for example, "2P"
means press the two Punch buttons at the same time

- H_ - Heavy (Punch or Kick)... a strong but slow attack
- M_ - Medium (Punch or Kick)... medium quickness but medium strength
- L_ - Light (Punch or Kick)... a fast but weak attack
- A1 - your Assist 1 button
- A2 - your Assist 2 button

- MVC2 - an abbreviation for Marvel Vs. Capcom 2 (of course!)

- X-Men: COTA - an abbreviation for the Capcom game X-Men: Children of the
Atom, which I may make a reference to in some of the individual character
sections (see below)

- super - I say this all the time. In case you're totally clueless, It's my
abbreviation for "super move" (or Hyper Combo, as Capcom calls them)

- HC or HC Gauge - Hyper Combo and the Hyper Combo Gauge, which tells you if
you are able to perform a Hyper Combo (super) or not

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III: - GAME BASICS ... BEGINNERS PLEASE START HERE! -

1 - MOVEMENT -

Before we begin, lets go over the basics of Marvel Vs. Capcom 2. You will need
to master each of these essentials in order to kick butt at this game. If you
are a more experienced player, feel free to skip over this stuff.

The most basic of all basics is knowing your how your joystick affects
movement. If you didn't know this stuff, then you've obviously never played a
fighting game!

Here's an amazing picture rendering of the D (Direction) Pad on your Dreamcast
Controller.
If you're character is facing right:

                                  Vertical Jump

            Diagonal Backward Jump     __       Diagonal Forward Jump
                                      |  |
                                   ___|  |___
    Walk Backward/Upper Block     |          |        Walk Forward
                                  |___    ___|
                                      |  |
            Crouch/Lower Block        |__|      Crouch

                                     Crouch

U- Vertical Jump
UB- Diagonal Backward Jump
B- Move Backward/Upper Block
DB- Crouch/Lower Block
D- Crouch
DF- Crouch
F- Move Forward
UF- Diagonal Forward Jump

That covers the D-Pad, now for the buttons. Marvel Vs. Capcom 2 is different,
button-wise, from every other game in the Street Fighter/Marvel/Vs. series. As
you know, the Dreamcast controller has four buttons: X, Y, A, B and two trigger
buttons on the back, L and R. The default controls for Marvel Vs. Capcom 2 on
the controller is as follows (imagine this is a controller... I know, it's
hard):

   L Trigger ___            ___ R Trigger
                |           |
              __|___________|__
             |                 |
             |            X  Y |
             | D-Pad      A  B |
             |   __       __   |
             |  |  | VMU |  |  |
             |__|  |_____|  |__|

To perform a Light Punch: Press X               To perform a Light Kick: Press
A
To perform a Medium Punch: Press X twice        To perform a Medium Kick: Press
A twice
To perform a Heavy Punch: Press Y               To perform a Heavy Kick: Press
B
The A1 Assist button is the L Trigger           The A2 Assist button is the R
Trigger

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2 - BASIC TECHNIQUES & IDEAS -

These are things that every character has in common (generally speaking). Any
character can do these moves, and they are very important to know if you ever
want to win. Practice these moves and learn how to use them effectively.

The Life Bar... Yellow and Red Energy -
Each character has their own Life Bar. Once all of the Yellow Bar is depleted,
that character is knocked out for the rest of the match. You will notice that
behind the Yellow Bar of energy there is a Red Bar, which is always longer than
the Yellow Bar after you get hit. This is regainable energy. Your character's
Red Life bar will transform into useful, Yellow Energy when they are "resting"
off screen. You can also regain Yellow Energy out of the Red Life bar from Heal
Type Assists (see below). Always know when to let your characters rest!

The Hyper Combo Gauge (HC Gauge) -
This is a bar at the bottom of the screen. It starts at level 1. The bar will
slowly increase every time you perform any kind of move or if you are hit. Once
the energy reaches the other end of the bar, you gain an additional level. You
can gain up to 5 levels. Performing Hyper Combos and certain other techniques
(like a Snapback, see below), will drain your Hyper Combo gauge. Always keep an
eye on your bar and always perform attacks whenever possible to raise your bar.

Dash- F, F or B, B or 2P + F or 2P + B
Your character will move forward or backward very quickly. This is good just
for moving around the screen quickly. Learn how to dash backwards in order to
avoid oncoming attacks and opponents. Also, rushing forward is good way to
start combos and may surprise your opponent.

The Almighty Super Jump- D, U
Your character jumps really, really high. While airborne, your character can
move left and right and you can perform as many attacks as you want before
hitting the ground. This means you use your super jump to perform long,
damaging combos. Also, the super jump is terrific for jumping over whatever
wacky, screen-filling super move that your opponent throws at you. Use that
opportunity to jump over them and then pound their vulnerable backsides! The
screen follows the person who is super jumping, so you can't see what the
person on the ground is doing. You can use this to your advantage!

Block- B or F, away from opponent (air)
Of course, the block is one of the most basic and essential moves to any
fighting game. A good defense is a good offense! Know when to block by learning
how your opponent plays and what each character can do. Don't be caught by
surprise! Only scrubby- beginners (or REALLY confident players) play without
blocking. If you find someone who doesn't know how to block (surprisingly,
there's a lot a people out there!) exploit their weakness. Remember, in MVC2
you can block in the air as well on the ground.

Throw or Grab- B or F + HP or HK (near) (air)
You'll probably see this mostly done by accident. When you're right next to an
opponent and try to hit them with a fierce attack, your character will throw
(or grab) them! What's the difference? A throw is where you toss the opponent
in some direction, inflicting damage. A grab is where you *grab* the opponent
and start wailing away on them with your fists (or perhaps some other
appendage). Every character has a different throw or grab. Learn them! Many
characters can also throw opponents in mid-air. Note that you can control which
direction you throw the opponent by pressing the direction you want to throw
them in right before you actually throw them.

Safe Fall/Break Away- Any Direction (except U) + HP or HK
If you are thrown or grabbed by the opponent, you'll have a brief nanosecond or
two in which you can perform the Break Away to escape the throw or grab. If
you're being pummeled into submission and you're in the air, the Safe Fall will
knock you back to your senses and bring your character back under your control.

Rolling Escape- D, DB, B + P or K (before landing)
If you've just been pounded senseless by your opponent and you're about to
crash head-first to the ground, use the rolling escape to avoid further
punishment. Your character will roll out of the way (to the opposite side of
the screen) and escape any further damage the opponent has waiting for you.
Experts know how to know the other guy down and then hit them while their down
(with a special or a super move). Sounds cheap, but its true. The ONLY way to
avoid this fate is to perform a rolling escape when you've been tripped or if
the opponent has dealt massive damage to you (such as by a combo) and you're
about to fall to the ground. Often, people will get confused when an opponent
uses this technique, so keep practicing this technique until you reflexively do
it every time.

Advancing Guard- 2P
Sometimes people will come on to you so fast and furiously, all you can do is
keep blocking their attacks and hope for the best. They WILL probably catch you
eventually, so instead of just blocking, use the Advancing Guard to get them
out of your face. Your character will push forward while blocking, pushing the
opponent away from you. If you're trapped in a corner, use this! The best part
of this technique is that it will also reduce the block damage you take when
you're blocking someone's super move. So if Ryu whips out his Hyper Hadouken
beam super, continually use your Advancing Guard while blocking so that you
will take little to no damage from his attack.

Launcher- DF + HP or DF + HK (see individual character descriptions for which
one)
This attack will knock the opponent straight up into the air, allowing you to
pursue them for the chance to perform an Aerial Rave. Every character has at
least one launcher. The launcher listed can only be performed by itself, ie. it
cannot be linked from another move.

Aerial Rave- After Launcher, U + a Combo
If you really want to win at MVC2, you must master Aerial Raves. An Aerial Rave
is a highly damaging air combo. Each character has a different Aerial Rave. As
a general rule, you can perform one by pressing U after a launcher, then
following up with LP, MP, HP or LP, MP, HP. Some of the faster characters (such
as Pixie characters, see Part IV: The Game In Depth) can even follow up with
something like this: U + LP, LK, MP, MK, HP or HK. It is important to end the
Aerial Rave with something that hits hard; if you don't, the opponent can
retaliate and pay you back. Depending on the character, instead of ending the
Aerial Rave with a Heavy Punch or Kick, you can end it with an aerial special
move or an aerial Hyper Combo. Not only do these look cool, but they can be
very damaging and hard to avoid. Every character is different, it takes time
and practice to figure out what works.

Chain Combo- LP (or LK) + MP (or MK) + HP (or HK)
Note: Not every character can follow this progression. As you probably know,
you don't need to be jumping in the air to perform cool combos. Every character
has a similar combo that they can perform on the ground, too, which should also
end in Heavy Punch or Kick, a special move, or (better yet) a Hyper Combo
(super). Again, experiment and figure out what works (More info on Combos in
Part IV: The Game In Depth).

Taunt- LK + start
There's no better way to lower your opponent's self-esteem (or piss him/her
off) than by performing a taunt in the heat of battle. A taunt does no damage
and has no real use (except for Jin, see his description). Each character has a
different taunt... collect them all!

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3 - YOUR PARTNERS AND YOU -

The most innovative concept in MVC2 is the partner system! You now can choose
from 3 partners each match, and can switch between them any time. They can also
jump on-screen to help you at any time. The order in which you pick your
characters determines their positions. The first character you pick is the
character that you will start the round off with. The second character becomes
your first partner. Anything I mention that deals with your A1 button deals
with the first partner. The first partner's life bar appears right below the
main player's. The third character you pick is your second partner. Anything
dealing with the A2 button deals with the second partner. His life bar appears
last. Partner order is important with Delayed Hyper Combos and Variable
Combinations (see below).

The Assist Types govern how your partner will help you. More specifically, the
Assist Type you choose will determine which move your partner will perform
during a Variable Assist, and which Hyper Combo they will perform during a
Variable Combination (see below).

Every character's Assists are grouped under a specific group to help you choose
which will suit your purpose. Every character has 3 choices for Assists. The
first choice for Assist is always called "Alpha Mode," the second choice is
called "Beta Mode," and the third choice is called "Gamma Mode."

For example, when you select Cable as a character, the game will ask you to
choose his Assist Type. Three boxes will appear (every character has different
3 choices), which will say: Projectile Type (Alpha), Anti-Air Type (Beta), and
Variety Type (Gamma). Next to Projectile Type, a little bubble will say
"Recommended." This is the Assist that Capcom has decided is the best choice.
If you don't know what to choose, pick the Recommended one. The Types of
Assist, and what they mean, appears below:


Air Throw Type: The only instance I know of this Assist is Zangief's Aerial
Russian Slam. It's obviously an air-borne throw attempt.

Anti-Air Type: The character will perform some attack that is especially suited
for repelling air-borne opponents. These are an excellent way to risk your
partner for your defense while you stay safe. Examples include Ken's Dragon
Punch (Shoryuken) and Guile's Somersault Kick.

Balance Type: I'm not quite sure what the point of this Assist is, since it
usually duplicates the exact nature of one the character's other Assists. For
example, Megaman has an Alpha Projectile Type Assist, which includes his Mega
Buster (for his Variable Assist) and his Hyper Megaman super (as his Variable
Combination). Megaman also has a Gamma Balance Type Assist which includes
(Gasp!) his Mega Buster and his Hyper Megaman super. Go figure.

Capture Type: With this your partner will attempt to "trap" the opponent so you
can get a good whack at them. These are very helpful Assists. Examples include
Spiderman's Web Ball and Magneto's Hyper Grav.

Dash Type: These are always moves that has the partner moving very quickly
forward to attack the opponent. These are usually very powerful moves and make
good Assists. Examples are Captain America's Charging Star and Hulk's Gamma
Charge.

Enhancement Type: With this Assist, your partner will hold out some object for
you to touch which will temporarily increase one of your abilities (such as
Strength or Defense). The only characters with this Assist is Ruby Heart and
Amingo.

Expansion Type: This is usually a move that involves the partner using their
body to attack (as opposed to a fireball) and that covers a good deal of the
screen. Examples are Ryu's Hurricane Kick and Venom's Venom Fang.

Ground Type: These are attacks that occur entirely on the ground (and are often
low-hitting). Examples include Juggernaut's Earthquake or Zangief's Double
Lariat.

Heal Type: With this Assist, your partner will hold out some object which you
must touch in order to be healed. This will only heal RED, recoverable life.
Pretty helpful. Characters with this Assist include Sonson, J. Valentine, and
Amingo.

Launcher Type: Your partner will perform their Launcher move, which will
hopefully launch the opponent into the air, allowing you to perform an Aerial
Rave on them. These are pretty worthless. Players with this Assist Type include
Venom, Blackheart, and Iron Man.

Projectile Type: The character will perform a ranged, "fireball," or "beam"
attack. These are good as diversionary tactics and to keep the opponent away
from you, or give you time to think. Examples include Cable's Viper Beam and
Ryu's Fireball (Hadouken).

Throw Type: Obviously, this is an Assist where your partner will attempt to
throw the opponent. Examples are Zangief's Flying Power Bomb and Anakaris'
Mummy Drop.

Variety Type: This is like a miscellaneous category. The attacks here will
always be unusual and unexpected. Examples are Doctor Doom's Photon Shot or
Iceman's Ice Avalanche.


Here are the various moves special moves that you NEED to learn to use, which
involve you and your partners in some way:

Variable Assist- A1 or A2
By pressing either of your Assist buttons, your first or second partner will
jump on the screen and assist you in some way. The service performed depends on
the Assist Type (see above about Assist Types and see also individual character
descriptions). After your partner performs their assist, they will do a little
pose and then jump back off screen. While your partner is on screen, they can
be damaged and KILLED if you're not careful. Once they are back off-screen,
resting, they will slowly regain any energy they lost (in the form of "red"
energy). However, if you switch to the resting character before they are
completely healed, the unhealed red energy is lost and you are only left with
whatever "yellow" energy you had. The kind of Assist you pick for your
characters can easily determine whether you win or lose, so learn what your
favorite character's assists are and how to use them!

Variable Attack: LP + LK (Switch to First Partner) or HP + HK (Switch to Second
Partner)
This will switch your characters. They will fly on the screen with an attack
and pose. If you hit the opponent, they will be stunned and fly straight up
into the air while spinning. They are totally vulnerable to a pursuit attack.
If they block you're jump-in attack, YOU are totally vulnerable to attack as
you stand there and pose. Use this wisely. Remember, the character who is now
off-screen will slowly regain any red energy they are while resting.

Variable Counter: While Blocking, press D, DB, D + A1 or A2
Depending on the A button used, one of your partners will jump on screen and
perform a counterattack (hopefully knocking the opponent away) and switches
characters to that partner. Obviously, this is the BEST and safest way to
switch characters. The downside is that it sucks up 1 level on your Hyper Combo
Gauge.

Variable Combination: A1 + A2
A Variable Combination will summon as many partners as you have Hyper Combo
energy for, and they will all perform a Hyper Combo at the same time. The Hyper
Combo performed depends on the Assist Type (see above on Assist Type and see
also individual character descriptions). If you have at least 3 levels on your
Hyper Combo gauge, both of your partners will jump on screen and all 3 of your
characters will perform a Hyper Combo. If you have only 2 levels on your gauge,
then only your first partner and the main character will perform Hyper Combos.
If you have only 1 level on your gauge, then only the on-screen character will
perform a Hyper Combo.

When using this technique, it is important to see what Hyper Combos will
compliment the others. If they don't compliment each other, you may end up
doing little damage and just wasting your Hyper Combo levels. Beam supers
usually compliment themselves very well to any other supers.

Delayed Hyper Combo: See Below
When your on-screen character is performing a Hyper Combo, you can have your
second partner jump on-screen and perform theirs before the first one ends.
While the first Hyper Combo does its damage, input the command for any Hyper
Combo for your second partner. They will jump in perform it. You can also
interrupt this one in a similar fashion with a Hyper Combo with your third
partner. Whichever character you end with will remain on-screen as the main
character. Not only does a Delayed Hyper Combo do mucho damage, but you can
also use this to save yourself if you're first Hyper Combo whiffs and that
character is in danger from retaliation. Simply whip out a second Hyper Combo
from your partner and hopefully surprise your aggressor.

Snapback: D, DF, F + A1 or A2
This is a new special move for MVC2. By inputting this command, your character
will flash and perform a Heavy attack which, if it connects, will knock the
opponent off the screen and send one of their partners on screen. The partner
you force into play depends on if you press the A1 or A2 button. The Snapback
drains 1 level from your Hyper Combo gauge and is blockable. However, if it
connects, the opponent cannot change to that character for a brief amount of
time, plus it does a small amount of damage. If you can pull it off, and you
really feel the need to kill that character that just got took off-screen, by
all means, use a Snapback.

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IV: - THE GAME IN DEPTH -

In this section I will discuss more specific aspects of the game, such as the
different types of characters in the game, the different styles of playing the
game, and the various techniques that players use to win the game. I've also
included a list of the type of people you will see playing MVC2, and how best
to beat them.

When fighting game aficionados talk about a game Capcom fighting game
(especially in the Vs. series of games), there are certain terms they may use
to describe the types of characters in the game and other various situations
that occur in the game. First are the types of characters.

1 - TYPES OF CHARACTERS -

The 56 characters in MVC2 can usually be grouped into different types, which
you may hear mentioned on other FAQs, websites, or among die-hard fighting game
players. Notice many characters cross categories. Here are some you may hear
(note, however, that this list is by no means definitive and other people may
disagree with some classifications):

"Shotokan" or "Shoto" characters: Ryu and Ken, the classic Street Fighters with
their famous moves, have been used as a template by Capcom and other fighting
games for other characters. Characters who have a set of moves that duplicate
or resemble Ryu's & Ken's Fireball, Dragon Punch, and Hurricane Kick moves are
sometimes called Shotos. Shoto characters are: Ryu, Ken, Akuma, Dan, Morrigan,
Sakura, and to a smaller extent, Cyclops, Megaman, and Cable.

"Pixie" characters: These are small (usually female) characters who are very
fast and combo-friendly, but very weak in defense. It takes practice and skill
to get good with these characters. Pixie characters are: Marrow, Sonson, Roll,
Megaman, Servbot, Cammy, B.B. Hood, and to a smaller extent, Chun Li,
Wolverine, J. Valentine, Psylocke, and Storm.

"Beam" or "Beamer" characters: Beamers are any characters with a beam attack or
an attack with a beam-like affect. Beam attacks are greatly loved and feared
because they will cancel and go through fireballs, and they are usually very
fast and damaging. Beamer characters are: Ryu, Akuma, Cyclops, War Machine,
Iron Man, Cable, Morrigan, Iceman, and to a smaller extent, Megaman, Sentinel,
Doctor Doom, and Magneto.

The "Big Guys": There is a certain group of characters in MVC2 who are MUCH
bigger than the average character. These characters, as a rule, are relatively
slow, not combo-friendly, have few and weak ranged attacks, but are very strong
and high in defense. The Big Guys are: Zangief, Hulk, Juggernaut, Sentinel,
Blackheart, and to a smaller extent, Anakaris, Venom, and Thanos.

"Joke" Characters: Capcom is notorious for creating Joke characters and putting
them in games. These characters are usually very weak, have very humorous
attacks, and are fairly hard to play with and win. Losing against a Joke
character is the ultimate humiliation. The Joke characters are: Dan, Servbot,
Roll, and to a smaller extent, Megaman (borderline) and Wolverine (Bone Claw).
Okay, the last one's not humorous, but he IS a joke of a character. Other
humorous "jokey" characters who are NOT defenseless and weak include: T. Bonne,
Sonson, Amingo, Jin, and Felicia.

The "Wierd" Characters: These are just characters who look and/or play wierd.
They are not the most popular characters; it's not often people will select
them and they are challenging to win with. Wierd characters include: Anakaris,
Blackheart, Shuma Gorath, Omega Red, Colossus, M. Bison, Sabretooth, Spiral,
Roll, and to a smaller extent, Storm, Amingo, Sentinel, and Thanos.

-----------------------------------------------------------------------------------------------
2 - STYLES OF PLAYING THE GAME AND TACTICS -

There are many different ways that people will play MVC2 and many tactics
people will use to win. Here's is a brief look at some of the technical aspects
of the game:

- Crossing Up -
     A great technique to learn is called "Crossing Up." This takes advantage
of the fact that player and the game can get a little confused when the
characters are really close to each other, and one jumps over the one. If the
one character is just barely jumping over the one, the problem that comes up
is: at what point do these characters have to turn around and face each other?
In order to demonstrate what all of this actually means, here is an example of
someone exploiting the confusion of "when characters turn around" to their
advantage, which is called "Crossing Up:"
     Suppose Ryu is standing still on the ground. Magneto is on the other side
of the screen and suddenly does a super jump and is heading straight for Ryu;
in fact, Magneto is now straight over Ryu and is already landing from his super
jump. Ryu is blocking (by holding Back on the control stick) to avoid whatever
Magneto has planned. However, as Magneto is falling down, he is no longer
directly above him, but he has actually maneuvered slightly behind where Ryu is
standing and Magneto performs a Heavy Punch attack on Ryu just before Magneto
lands. The attack hits Ryu, even though he was blocking, because of the
confusion that sets in when characters are forced to turn around. Since Magneto
started on one side but actually ended on the other side of Ryu, Ryu was forced
to turn around to face Magneto, but Magneto was so fast that Ryu was not able
to block in the correct direction in order to defend himself from Magneto's HP
attack. Clear now?
     Well, you may say, is this actually useful? It is, especially against
"Turtlers" (see separate entry in this section), beginners, and other defensive
players. Although it may not work every time, Crossing Up is a great way to get
in virtually unblockable hits against the opponent. One character who naturally
takes advantage of this principal is Chun Li, whose Flip Attack move (DB + HK)
will automatically Cross Up the opponent if the two are close together.
Learning to Cross Up is a valuable technique.

- Playing Keep Away -
     A character with strong and/or confusing ranged attacks can breed players
who like to "play keep away." These players rely on ranged attacks to win.
Instead of any close-up fighting, these players just pour out projectile after
projectile with the occasional "air projectile" attack. The idea is that the
opponent will not be able to close-in and get you with combos or whatever, but
instead are held at the other end of the screen and forced to only block
whatever comes their way.
     Not only is this an easy way to beat beginning players, but it can serve
several other purposes. Here's the basic goals of a successful game of "keep
away": 1)Keep your opponent away (preferably at the other end of the screen);
2)Catch the opponent occasionally when they're not blocking; 3)Killing your
opponent with chipping or block damage. Characters who are really good at
"keeping away", if you play them right, include Cable, Doctor Doom, Akuma,
Blackheart, B.B. Hood, Cyclops, Captain Commando, Magneto, Iceman, Storm,
Sentinel, Megaman, Dhalsim, Morrigan, Iron Man, War Machine, and Jill
Valentine.
     How do you beat someone playing "keep away" with you? You have many
options. Try to super jump over projectiles and try to get close, then unleash
your most devastating attacks. If you can, try a Beam Super to cancel their
fireballs and hit them while they're vulnerable. A cheap way to beat known
"keep away-ers" is to learn to play as Iceman (his Ice Beam special cancels
fireballs and is very damaging, plus Iceman takes no chipping damage from
projectile attacks) and get really, really good with him.

- Pursuit Attacks and On-The-Ground (OTG) Attacks -
     Both of these terms are related; On The Ground attacks are a form of
Pursuit Attacks. A Pursuit Attack is hitting the character after they've just
been knocked out or knocked down by a powerful attack or combo. These extra
hits are unblockable, but often they can be avoided by using a Rolling Escape
(see Section III.2, Game Techniques, for more on the Rolling Escape).
     For example, Ruby Heart's Sublimation attack summons a column of blue fire
that knocks the opponent partway into the air as they are hit multiple times.
If you're quick enough, Ruby Heart can jump up as the victim is being hit with
the fire and follow up with several more normal attacks while the victim is
still in mid-air. This example of a Pursuit Attack is actually unblockable and
unavoidable.
     If a character is knocked flat on the ground, usually by a sweep attack of
some kind, they are vulnerable to certain moves while on the ground; these
moves can "OTG." There are many moves and many characters who can take
advantage of this. For example, Cyclops' Mega Optic Blast super is a
screen-filling beam of ruby colored energy. As Cyclops, if you sweep the
opponent and then, as they are lying flat on the ground, perform the Mega Optic
Blast, the victim will automatically be hit by the super with no chance of
blocking. Some examples of moves that can OTG include Gambit's Royal Flush
super, Wolverine's Berserker Claw X, Jill Valentine's Close Fighting A attack,
Jin's Blodia Punch super, and many, many more.
     Learn to take advantage of the pursuit and OTG attacks because they are
mostly unavoidable and deal extra damage that can add up. In fact, the only way
to avoid an opponent's Pursuit or OTG attack is to perform the Rolling Escape
technique (mentioned in Section III.2).

- Super Armor -
     Several of the larger characters in MVC2 have a special condition called
"Super Armor." This means that it takes two hits to stun or "faze" the
character with Super Armor (as opposed to one hit with any other character). A
character who is stunned or fazed is temporarily stopped; they can be hit again
with another quick move (as in a combo) and any move that the stunned character
was about to perform is interrupted. Therefore, characters with Super Armor
need to be hit twice before they are stopped or before their moves can be
interrupted. The exception is that an extremely powerful hit (such as from a
super move) can disregard Super Armor, and sweep attacks (usually D + HK) also
ignore Super Armor.
     Players on both sides need to always remember what Super Armor can do.
When playing against a character with Super Armor, you must either be very
defensive or very offensive. Playing very defensive will let you block the
opponents attacks and then strike safely when they are vulnerable (usually from
laggy or slow attacks). Or you can play the extreme offense (only recommended
for very fast characters), who can hit Super Armored characters twice (so as to
bypass the Super Armor) so fast, like in a combo, that the opponent has no time
to retaliate. And if you are playing as someone with Super Armor, DO NOT forget
that you have it! You can usually just plow through smaller, weaker characters
with a few well timed moves.
     Characters with permanent Super Armor include Juggernaut, Hulk, and
Sentinel. Colossus has a super move that grants temporary Super Armor. Zangief
gains temporary Super Armor while performing his Flying Power Bomb or Final
Atomic Buster attacks and permanent Super Armor while in Iron Body Mode. Jin
gains permanent Super Armor if he is the last surviving character in a team and
his energy is reduced by 3/4 of the total.

- Turtling -
     Playing like a "Turtle" means excessively playing the defensive.
Constantly blocking and jumping away from the opponent, and only striking when
the foe is vulnerable. There is a lot to be said for this tactic; if the other
guy is just ramming on buttons, turtling until the other guy slips up and makes
a mistake is a good idea.
     On the other hand, too much Turtling can get very annoying and many
players hate turtlers. If someone is turtling, you can get by their defenses by
1)Throwing them; 2)Continue attacking, mixing low and high attacks until you
catch them; 3)By Crossing them Up (see separate entry in this section).
     A few characters lend themselves to the Turtle playing style more than
others, such as Captain Commando (especially due to his Captain Corridor move)
and Guile (since most of his moves require a charge, Guile is often on the
ground, blocking).

If there's any topic I missed or something in here you think I got wrong, go
ahead and e-mail me, John Malone, at  swidly@hotmail.com

-----------------------------------------------------------------------------------------------
V: - THE CHARACTERS -

Now, on to the characters! Here is the format that you will see for each and
every character entry:

# : The number this character is listed as, out of 56. The list is
alphabetical.
- CHARACTER NAME -

Full Name: If the character name is short for a known, full name, I list it
here.
Real Name: For the Marvel characters, if their real name is known, I list it
here.
AKA: Other names you may hear this character called; either in arcades or only
in Japan.
Occupation: Just for fun; the official "job" of the character, if any.
Origin: What game this character first appeared in.
Taunt: A description of the unique Taunt of that character.
Launcher: How to perform that character's launcher. Sometimes there are two way
to perform that launcher, which I will mention in parenthesis.

Alpha: Assist Type  Variable Assist/Variable Combination (Recommended)<-
Capcom's Assist of
Beta: Assist Type  Variable Assist/Variable Combination                       
Choice
Gamma: Assist Type  Variable Assist/Variable Combination

The info above is the Type of Assist for each, along with the name of the
Variable Assist and the name of the attack the character performs during a
Variable Combination. I also write which Assist Type Capcom recommends.

- Notable Normal Moves -
Here are moves that are weaker than special moves, usually these are just
extended normal moves or normal moves that can only be performed with a special
command.

-Special Moves-
Moves usually unique to this character, which require a special command to
perform. These moves can be fairly damaging.

-Super Moves-
Hyper Combos. Anything listed here requires at least one bar on your Hyper
Combo Gauge to perform. These are generally very damaging.

Overview: A physical description of the character along with what's new with
them in MVC2 and other comments about them.

(Note: Moves with a little dash listed below them like so:

Wall Walk:
 -Kick Off:  <-- Indicates that you can follow up the main move with additional
moves or commands.)

The characters are listed in alphabetical order so that they are easier to
find. Here is a complete list of the characters by number:

       #1-  Akuma             #20- Hayato            #39- Sabretooth
       #2-  Amingo            #21- Hulk              #40- Sakura
       #3-  Anakaris          #22- Iceman            #41- Sentinel
       #4-  B.B. Hood         #23- Iron Man          #42- Servbot
       #5-  Blackheart        #24- Jill Valentine    #43- Shuma Gorath
       #6-  Cable             #25- Jin               #44- Silver Samurai
       #7-  Cammy             #26- Juggernaut        #45- Sonson
       #8-  Captain America   #27- Ken               #46- Spiderman
       #9-  Captain Commando  #28- Magneto           #47- Spiral
       #10- Charlie           #29- Marrow            #48- Storm
       #11- Chun Li           #30- M. Bison          #49- Strider Hiryu
       #12- Colossus          #31- Mega Man          #50- T. Bonne
       #13- Cyclops           #32- Morrigan          #51- Thanos
       #14- Dan               #33- Omega Red         #52- War Machine
       #15- Dhalsim           #34- Psylocke          #53- Wolverine
       #16- Doctor Doom       #35- Rogue             #54- Wolverine (Bone Claw
       #17- Felicia           #36- Roll              #55- Venom
       #18- Gambit            #37- Ruby Heart        #56- Zangief
       #19- Guile             #38- Ryu

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

# 1
- AKUMA -

AKA- Gouki (in Japan)
Origin- Super Street Fighter II Turbo (arcade)
Taunt- Akuma grunts as he assumes the "horse stance," body trembling
Launcher- DF + HP

Alpha- Projectile Type  Fireball/Messatsu Gou-Shouryouu
Beta- Anti-Air Type  Dragon Punch/Messatsu Gou-Shoruyouu
Gamma- Expansion Type  Hurricane Kick/Messatsu Gou-Rasen (Recommended)

-Notable Normal Moves-

Karate Chop: F + HP
Hop Kick: F + HK

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P
Hurricane Kick: D, DB, B + K (air)
Dive Kick: D, DF, F + K (air only)
Ashura Warp:
 -Forward: F, D, DF + 2P or 2K
 -Backward:B, D, BD + 2P or 2K

-Super Moves-

Messatsu Gou-Shouryuu: D, DF, F + 2P
Messatsu Gou-Hadoken: D, DB, B + 2P
Tenma Gou-Zenkuu: D, DF, F + 2P (air only)
Messatsu Gou-Rasen: D, DB, B + 2K
Shin Goku Satsu: LP, LP, F, LK, HP (level 3)

Overview: One of the perennial favorites of Capcom fighting games, Akuma is the
evil version of Ryu and Ken who combines the powers of both. The only way to
balance his power was to make Akuma's defense terrible. So, if you can avoid
getting hit, you should little to worry about there, since his combos and power
are unbelievably strong. Akuma has a new super move, Messatsu Gou-Rasen, a
Hurricane Kick that flies straight up.

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

# 2
- AMINGO -

Origin- ??? (Does anyone know where this guy is from??)
Taunt- Tips his sombrero while he waves the opponent forward
Launcher- DF + HP (HK also works)

Alpha- Heal Type  Green Fruit (Life Up)/Boon of the Sun (Recommended)
Beta- Enhancement Type  White Fruit (Defense Up)/Boon of the Sun
Gamma- Balance Type  Shout of the Wind/Boon of the Sun

-Special Moves-

Shout of the Wind: D, DF, F + P (air)
Joy of Green: D, DB, B + P
Child of the Ground:
 -Ram: D, DF, F + K
 -Grab: D, DB, B + K

-Super Moves-

Rule of the Plants: D, DB, B + 2P
Boon of the Sun: D, DF, F + 2K

Overview: Amingo is a strange living cactus who wears only slacks and a huge
sombrero. All of his attacks are odd and take some getting used to. What makes
Amingo worthwhile, however, is his air HK "drill" attack and his quick, yet
effective Shout of the Wind special, which both make for some brutal combos.
He's not for beginners.

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

# 3
- ANAKARIS -

Origin- Darkstalkers (arcade)
Taunt- Faces the screen with his arms raised while he says something
Launcher- DF + HP

Alpha- Ground Type  Cobra Blow/Pharoah Cobra Throw (Recommended)
Beta- Throw Type  Mummy Drop/Pharoah Illusion
Gamma- Variety Type  Coffin Drop/Dance of the Coffins

-Notable Normal Moves-

Air Dash: F, F (air only)
Axe Kick: F, B + HK
Pyramid Drop: D or DB or DF + K (air only)

-Special Moves-

Coffin Drop: D, D + P (air)
Cobra Blow: B, F + P (air)
Mummy Drop: D, DF, F + P (air)
Pharoah Judgment: D, DF, F + K (air only)

-Super Moves-

Pharoah Cobra Throw: B, F + 2P (air)
Dance of the Coffins: D, D + 2P (air)
Pharoah Magic: HK, LP, D, LK, HP (air)
Pharoah Illusion: LP, LP, F, LK, HP
 -Left Hand Move Up & Down: LP
 -Right Hand Move Up & Down: HP
 -Left Hand Move Side to Side: LK
 -Right Hand Move Side to Side: HK

Overview: Without a doubt, the most akward, hardest to use, and wierdest
character in the game. Anakaris is a giant, B-movie style mummy. His super
moves are hard to execute and not very effective. He takes damage like a baby.
Anakaris' one advantage, however, is that he can people by surprise with his
wacky fighting style.

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

# 4
- B. B. HOOD -

Full Name- Baby Bonnie Hood
AKA- Bulleta (Japan)
Origin- Darkstalkers 3 (arcade)
Taunt- B. B. Hood says something while she kneels and beckons to her dog, who
barks in return
Launcher- DF + HK

Alpha- Projectile Type  Smile & Missile/Cool Hunting
Beta- Anti-Air Type  Cheer & Fire (Anti-Air)/Cool Hunting (Recommended)
Gamma- Variety Type  Shyness Strike/Cool Hunting

-Notable Normal Moves-

Basket Smash: F or B + HP
Forward Knee: F + HK
Blade Lunge: F, F or B, B + HP
Mine Toss: DB + HK

-Special Moves-

Smile & Missile: Charge B, F + P
Low Smile & Missile: Charge B, F + K
Hop & Missile: Charge D, U + P
Shyness Strike: D, DB, B + P
Cheer & Fire (Anti-Air): F, D, DF + P
Cheer & Fire (Straight): F, D, DF + K (air)

-Super Moves-

Cool Hunting: D, DF, F + 2P
Beautiful Memory: B, DB, D, DF, F + 2K
Hyper Apple For You: F, DF, D, DB, B + 2K

Overview: B. B. Hood is a short, blonde-headed girl who wears a red hooded cape
and wields a small arsenal of guns. Despite her small stature, B. B. Hood can
dish out a lot of damage. She has a variety of projectiles to use but she's
pretty slow and has little close-ranged combat talent. Her supers are funny and
ridiculously devastating, though.

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

# 5
- BLACKHEART -

Origin- Marvel Super Heroes (arcade)
Taunt- Crosses his arms and laughs
Launcher- DF + HP

Alpha- Ground Type  Dark Thunder (LP version)/Judgment Day (Recommended)
Beta- Anti-Air Type  Inferno/Heart of Darkness
Gamma- Launcher Type  Launcher/Armageddon

-Notable Normal Moves-

Air Dash: F, F or B, B (air only)
Melt Into Ground: F, hold F or B, hold B

-Special Moves-

Dark Thunder: B, DB, D, DF, F + P
Inferno: F, DF, D, DB, B + P

-Super Moves-

Armageddon: D, DF, F + 2P
Judgment Day: D, DB, B + 2P (air)
Heart of Darkness: D, DF, F + 2K

Overview: What in the world is a Blackheart? This guy is the son of Mephisto
(the Satan character in the Marvel Comics universe) and I'm guessing he's a
pretty evil guy. He's also very weird to play. He's very tall but his normal
attack aren't particularly strong. Blackheart is an indirect guy... most of his
moves consist of throwing something at the opponent. This makes him very weak
when it comes to close-ranged combat. But he can play a great game of keep
away, especially with his Inferno special and his Judgment Day super.

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

# 6
- CABLE -

Real Name- Nathan Summers
Origin- New Character
Taunt- Steps back and twirls his pistol near his hip with a neat pose
Launcher- DF + HP

Alpha- Projectile Type  Viper Beam/Hyper Viper (Recommended)
Beta- Anti-Air Type  Scimitar/Hyper Viper
Gamma- Variety Type  Electrap/Hyper Viper

-Notable Normal Moves-

Pistol Blast: HP (rapidly)
Shin Kick: F + HK

-Special Moves-

Viper Beam: D, DF, F + P (air)
 -Control Beam: U or D
Scimitar: F, D, DF + P
Electrap: D, DB, B + K (air)
Plasma Rush: D, DF, F + K
Electroshock: F, DF, D, DB, B + P (near)

-Super Moves-

Hyper Viper: D, DF, F + 2P (air)
 -Control Beam: U or D
Time Flip: D, DF, F + 2K

Overview: Despite first impressions, Cable is not a 'Ryu' copycat. He has a lot
of unconventional, weirder moves thrown in. Cable, the gun-toting time traveler
from Marvel Comics fame, is a master of long range attack with his Pistol Blast
(HP) and Viper Beam attacks, which easily cancel into other attacks. He also
has the potential to be a very strategic character with his Electrap move and
Time Flip.

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

# 7
- CAMMY -

Occupation: M. Bison's former hench-woman
Origin- Super Street Fighter 2 (arcade)
Taunt- Cammy shouts "Lock On!" as she makes a cutting motion with her hand
across her neck
Launcher- DF + HK (HP also works)

Alpha- Anti-Air Type  Cannon Spike/Spin Drive Smasher (Recommended)
Beta- Dash Type  Cannon Drill/Spin Drive Smasher
Gamma- Expansion Type  Axle Spin Knuckle/Killer Bee Assault

-Notable Normal Moves-

Double Jump: U, U (air only)
Low Strike: B + HK

-Special Moves-

Cannon Drill: D, DF, F + K (air)
Cannon Spike: F, D, DF + K
Axle Spin Knuckle: D, DF, F + P
Cannon Strike: D, DB, B + K (air only)
Cannon Revenge:
 -Launcher: F, DF, D, DB, B + LP
 -Cannon Spike: F, DF, D, DB, B + HP
Hooligan Combo: D, DB, B + K
 -Cancel: P
 -Cannon Strike: K
 -Leg Throw: P (near)
 -Sweep: do nothing

-Super Moves-

Spin Drive Smasher: D, DF, F + 2P
Killer Bee Assault: D, DB, B + 2P (air)
Reverse Shaft Breaker: D, DB, B + 2K

Overview: Cammy is one of the fastest (and thinnest) characters in the game.
Formerly (or still?) M. Bison's henchperson, Cammy is unbeatable when it comes
to annoying combos and flying around the screen with wacky kick attacks. If not
for her terrible defense, she would be a much better character. As far as
changes go, I'm pretty sure the Reverse Shaft Breaker super is a new move.

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

# 8
- CAPTAIN AMERICA -

Real Name- Steve Rogers
Origin- Marvel Super Heroes (arcade)
Taunt- Faces the screen and gives a salute with his shield-arm
Launcher- DF + HP

Alpha- Projectile Type  Shield Slash/Hyper Charging Star
Beta- Anti-Air Type  Stars & Stripes/Hyper Stars & Stripes
Gamma- Dash Type  Charging Star/Hyper Charging Star (Recommended)

-Notable Normal Moves-

Double Jump: U, U (air only)

-Special Moves-

Shield Slash: D, DF, F + P (air)
Stars & Stripes: F, D, DF + P
Charging Star: B, DB, D, DF, F + K
Cartwheel: F, DF, D, DB, B + P

-Super Moves-

Final Justice: D, DF, F + 2P
Hyper Stars & Stripes: F, D, DF + 2P
Hyper Charging Star: D, DF, F + 2K

Overview: Captain America, that shield-throwing super patriot of Marvel Comics
fame, along with War Machine used to be my favorite characters in the original
MVC. I'm afraid it's no longer true since Capcom sissy-fied both of them in
MVC2. It's the little changes that add up to make him bad. Firstly, the
Charging Star special no longer OTG's. Also, his Shield Slash can no longer be
thrown along the ground (therefore barring many combos) or diagonally upwards
while in mid-air. With this lost combo-ability, Captain America becomes just
your average character.

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

# 9
- CAPTAIN COMMANDO -

AKA- CapCom (get it?)
Origin- Captain Commando (arcade)
Taunt- The Captain strums a guitar and tips his cowboy hat to you (???!!!)
Launcher- DF + HK

Alpha- Ground Type  Captain Fire/Captain Sword
Beta- Anti-Air Type  Captain Corridor/Captain Sword (Recommended)
Gamma- Expansion Type  Captain Kick/Captain Sword

-Special Moves-

Captain Fire: D, DF, F + P (air)
Captain Corridor: D, DB, B + P
Captain Kick: D, DB, B + K
Commando Strike:
 -Call Sho: D, DF, F + LK
 -Call Genity: D, DF, F + HK
 -Call Hoover: D, DF, F + LK + HP

-Super Moves-

Captain Sword: D, DF, F + 2P
Captain Storm: D, DF, F + 2K

Overview: If you played the original Marvel Vs. Capcom, then you know Captain
Commando as "that one really cheap guy." CapCom starred in his own
side-scrolling "Final Fight" style arcade game with his three partners. I don't
think it did very well. Anywho, Captain Commando seems a little toned down in
this game... it's harder to pull off those old combos with him and he seems to
be a little slower. He's still just as powerful, though. Note that his Commando
Strike moves have different commands than from the first MVC.

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

# 10
- CHARLIE -

AKA- Nash (in Japan)
Origin- Street Fighter Alpha
Taunt- Grabs the front of his vest and says something really fast
Launcher- DF + HP

Alpha- Projectile Type  Sonic Boom/Sonic Break
Beta- Anti-Air Type  Somersault Kick/Somersault Justice
Gamma- Balance Type  Sonic Boom/Sonic Break (Recommended)

-Notable Normal Moves-

Backhand Punch: F + HP
Thrust Kick: F + HK
Reverse Jump Kick: B + HK

-Special Moves-

Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Moon-sault Slash: U, UF, F + K (air only)

-Super Moves-

Sonic Break: D, DF, F + 2P
Somersault Justice: D, DB, B + 2K
Crossfire Blitz: D, DF, F + 2K

Overview: Charlie is Guile's long-lost partner who made his first appearance in
Street Fighter Alpha. Oddly, he fights just like Guile, except not as good and
with a few differences. Charlie is unchanged since his last appearance.

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

# 11
- CHUN LI -

Occupation- Hong Kong Detective
Origin- Street Fighter II (arcade)
Taunt- Waves her hand in a cute pose and says something in Chinese. Oddly, Chun
Li's taunt can hit and slightly damage opponents.
Launcher- DF + HK

Alpha- Projectile Type  Kikouken/Kikoushou (Recommended)
Beta- Anti-Air Type  Tenshou Kyaku/Hazan Tenshou Kyaku
Gamma- Expansion Type  Senensyu/Senretsu Kyaku

-Notable Normal Moves-

Air Dash: F, F (air only)
Wall Jump: When touching the edge of the screen, press F (air only)
Triple Jump: U, U, U (air only)
Heel Kick: D + HK (air only)
Fierce Jump Kick: F + HK (air only)
Flip Attack: DB + HK
Mini-Kikoushou: F + HP

-Special Moves-

Kikouken: B, DB, D, DF, F + P
Tenshou Kyaku: F, D, DF + K
Hyakuretsu Kyaku: K (rapidly) (air)
Senensyu: F, DF, D, DB, B + K

-Super Moves-

Kikoushou: D, DF, F + 2P
Senretsu Kyaku: D, DF, F + 2K
Hazan Tenshou Kyaku: F, D, DF + 2K

Overview: Chun Li is the original female Street Fighter. She's also the most
changed since her first appearance. The only move that she has now that she had
from her first appearance is her "Lightning Legs" attack (Hyakuretsu Kyaku).
But I digress. In MVC2, Chun Li is no beginner's character. She has few
powerful, direct attacks and she's rather weak. In good hands, though, she's an
unblockable combo monster. Her Flip Attack is great for crossing up and her
supers are pretty powerful. Unfortunately, she no longer has her air super (D,
DF, F + 2K... I forget the name) from the previous Vs. game.

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

# 12
- COLOSSUS -

Real Name- Peter Rasputin
Origin- X-Men: COTA (arcade)
Taunt- Colossus rubs his nose while he grunts
Launcher- DF + HK

Alpha- Dash Type  Power Tackle (Straight)/Super Dive (Recommended)
Beta- Anti-Air Type  Power Tackle (Diagonal)/Super Dive
Gamma- Launcher Type  Launcher/Super Dive

-Notable Normal Moves-

Two-Armed Slam: UF or F or DF + HP (air only)

-Special Moves-

Power Tackle (Straight): D, DF, F + LK (air)
Power Tackle (Diagonal): D, DF, F + HK (air)
Giant Swing: D, DF, F + P (air)

-Super Moves-

Super Dive: D, DF, F + 2P
Super Armor: D, DB, B + 2P

Overview: Colossus, the big Russian X-Man made out of metal, is still a sub-par
character despite Capcom's best efforts. Obviously, he's slow and he's strong,
but he has absolutely no ranged game to speak of. And super moves? Forget about
it. The only thing that's good about him at all is his Power Tackle move, which
is actually a very good move. It's fast, damaging, can go in many various
directions, and doesn't leave Colossus TOO vulnerable. Overall, though, this
guy needs more work.

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

# 13
- CYCLOPS -

Real Name- Scott Summers
Origin- X-Men: COTA (arcade)
Taunt- Gives the viewer a two-fingered salute while his protective visor
twinkles
Launcher- DF + HP (HK also works)

Alpha- Projectile Type  Optic Blast/Mega Optic Blast (Recommended)
Beta- Anti-Air Type  Gene Splice/Mega Optic Blast
Gamma- Expansion Type  Cyclone Kick/Mega Optic Blast

-Notable Normal Moves-

Double Jump: U, U (air only)
Low Air Attack: D or DB or DF + MP or HP or LK or MK or HK (air only)

-Special Moves-

Optic Blast: D, DF, F + P (air)
Gene Splice: F, D, DF + P
Cyclone Kick: D, DB, B + K
Optic Sweep: F, DF, D + P
Bum Rush: Charge B, F + K
Optic Combo: Charge B, F + P (rapidly)
Optic Crush: F, DF, D, DB, B + P (near)

-Super Moves-

Mega Optic Blast: D, DF, F + 2P (air)
Super Optic Blast: D, DF, F + 2K (air)

Overview: Cyclops is that preppy, red-visored leader of the X-Men. A few
changes have been made to Cyclops; his Mega Optic Blast super can now be done
in the air (bonus), but he can no longer fire his Optic Blast straight forward
while standing, only while ducking. Oddly, Cyclops is not the beam-freak that
you would think he would be. Since his Optic Blast can only go really low or
really high, Cyclops must often rely on his other moves (which he has a very
wide variety of).

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

# 14
- DAN -

Full Name- Dan Hibiki
Origin- Street Fighter Alpha
Taunt- Puts his arm facing the screen up as if flexing his biceps and yells
something in Japanese
Launcher- DF + HP

Alpha- Projectile Type  Gadouken/Shinku Gadouken
Beta- Anti-Air Type  Kouryuuken/Kouryuu Rekka
Gamma- Variety Type  Premium Sign/Hisshou Buraiken (Recommended)

-Notable Normal Moves-

Jumping Taunt: Taunt (air only)
Rolling Taunt: D, DF, F or D, DB, B + Taunt

-Special Moves-

Gadouken: D, DF, F + P
Kouryuuken: F, D, DF + P
Dankyu Kyaku: D, DB, B + K (air)
Premium Sign: D, DF, F + K

-Super Moves-

Shinku Gadouken: D, DF, F + 2P
Kouryuu Rekka: D, DF, F + 2K
Hisshou Buraiken: D, DB, B + 2K
Super Taunt: D, DF, F, D, DF, F + Taunt
Otoko Michi (Suicide Bomber): FP, LK, B, LP, LP (level 3)

Overview: Who is Dan Hibiki? Why he's the ultimate joke character... Capcom
created this pink-suited Ryu clone after rival fighter-maker SNK released "Art
Of Fighting," which featured two characters who had moves that resembled
Capcom's patented "shotokan" trio of moves (fireball, dragon punch, and
hurricane kick). As a result, Dan is a rip-off of SNK's rip-off of Capcom. His
moves are weaker, sillier versions of Ryu's and Ken's moves. Dan is fun to play
as, and if you're lucky (or really, really good) you may win a few matches with
him. The ultimate humiliation... winning with the Otoko Michi super.

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

# 15
- DHALSIM -

Origin- Street Fighter 2
Taunt- Dhalsim puts his hands together in prayer and mumbles in his yoga-like
way
Launcher- DF + HP

Alpha- Projectile Type  Yoga Fire/Yoga Inferno
Beta- Ground Type  Yoga Flame/Yoga Inferno (Recommended)
Gamma- Anti-Air Type  Yoga Blast/Yoga Inferno

-Notable Normal Moves-

Yoga Hover: any direction + 2P (air only)
Yoga Barrel Roll: D or DB or DF + HP (air only)
Yoga Drill: D or DB or DF + LK or HK (air only)
Yoga Headbutt: HP (near)
Yoga Knee: HK (near)

-Special Moves-

Yoga Fire: D, DF, F + P (air)
Yoga Flame: F, DF, D, DB, B + P
Yoga Blast: F, DF, D, DB, B + K
Yoga Teleport:
 -Backward: B, D, DB + 2P or 2K (air)
 -Forward: F, D, DF + 2P or 2K (air)
Yoga Noogie: F, DF, D, DB, B + P (near)
Yoga Flight: D, DB, B + 2K (air)

-Super Moves-

Yoga Inferno: D, DF, F + 2P (air)
 -Control Flame: U or D
Yoga Strike: D, DF, F + 2K

Overview: There's nothing really new for Dhalsim. Of course the stretchy master
of everything yoga is still great at keeping opponents away, but he really
lacks when it comes to combos or effective close ranged attacks. The sheer
variety of his moves and his flexibility makes him really hard to use without
lots and lots of practice.

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

# 16
- DOCTOR DOOM -

Real Name- Victor Doom
Occupation- Power crazed madman bent on world domination
Origin- Marvel Super Heroes (boss character)
Taunt- Doctor Doom crosses his arms and then laughs
Launcher- DF + HK (HP also works)

Alpha- Variety Type  Photon Shot/Photon Array
Beta- Anti-Air Type  Molecular Shield/Sphere Flame
Gamma- Projectile Type  Plasma Beam/Electric Cage (Recommended)

-Notable Normal Moves-

Air Dash: F, F or B, B (air only)
Laser Gun: HP (air only)
Floating Stomp: HK (air only)
 -Short Floating Stomp: D + HK (air only)

-Special Moves-

Plasma Beam: D, DF, F + P (air)
Photon Shot: F, DF, D, DB, B + P (air)
Molecular Shield: F, DF, D, DB, B + K
Flight: D, DB, B + 2K (air)

-Super Moves-

Electric Cage: D, DF, F + 2P
Photon Array: F, DF, D, DB, B + 2P (air)
Sphere Flame: D, DF, F + 2K

Overview: Doctor Doom, the infamous metal-clad foe of the Fantastic Four, is
the master of projectiles. In a game of keep away, Doctor Doom is nearly
unmatchable. Unfortunately, he's also rather slow and hard to use. And you
would think with all that armor he would have better defense.

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

# 17
- FELICIA -

Origin- Darkstalkers (arcade)
Taunt- Gets on all fours low to the ground and licks her paw
Launcher- DF + HK

Alpha- Expansion Type  Delta Kick/Hyper Sand Splash
Beta- Ground Type  Sand Splash/Hyper Sand Splash (Recommended)
Gamma- Variety Type  Neko Spike/Hyper Sand Splash

-Notable Normal Moves-

Tail Kick: B + HK
Wall Grab: When touching the edge of the screen, press B or UB
 -Slide Down: D or DB

-Special Moves-

Rolling Buckler: D, DF, F + P
 -Neko Punch: LP
 -Rising Slash: HP
 -Slide: K
Neko Spike: F, D, DF + P
Delta Kick: F, D, DF + K (air)
Sand Splash: D, DF, F + K
Hell Cat: F, DF, D, DB, B + K (near)

-Super Moves-

Dancing Flash: D, DF, F + 2P
Hyper Sand Splash: D, DF, F + 2K
Please Help Me!: D, DB, B + 2K

Overview: Felicia is a sexy catwoman from the Darkstalkers series (her costume
is on the verge of public nudity). Felicia is an underrated character; all of
her moves are easy to combo and she can OTG with many moves too. Her biggest
downfall is her terrible defense... a few big hits and she's toast.

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

# 18
- GAMBIT -

Real Name- Remy LeBeau
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Gambit lays his staff on his back and then beckons with his hand, saying
"C'mon!"
Launcher- DF + HP

Alpha- Projectile Type  Kinetic Card/Royal Flush
Beta- Expansion Type  Cajun Strike (LP version)/Royal Flush (Recommended)
Gamma- Launcher Type  Launcher/Royal Flush

-Special Moves-

Kinetic Card: D, DF, F + P (air)
Trick Card: D, DB, B + P
Cajun Slash:
 -1 hit: F, D, DF + LP
 -Leaping 3 hit: F, D, DF + HP
 -Rushing 3 hit: F, D, DF + LK + HP
Cajun Strike:
 -Kick: Charge D, U + K
 -Stick Attack: Charge D, U + P, then P again

-Super Moves-

Royal Flush: D, DF, F + 2P
Cajun Explosion:
 -Facing the Opponent: D, DB, B + 2K
 -Behind the Opponent: D, DF, F + 2K

Overview: That suave, stick-wielding Cajun known as Gambit returns to MVC2
fairly unchanged in substance. In fact, the only real difference is his Cajun
Slash special now requires different button commands to get the various
effects. I've always seen Gambit as an annoying character. He's got great
defense and when he retaliates, Gambit can be really nasty (especially his
aggravating Royal Flush super, which can OTG). He's a versatile guy and a bitch
to play against.

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

# 19
- GUILE -

Origin- Street Fighter 2 (arcade)
Taunt- Rotates his arm and says "Too easy!"
Launcher- DF + HP

Alpha- Anti-Air Type  Somersault Kick/Somersault Strike
Beta- Projectile Type  Sonic Boom/Sonic Hurricane
Gamma- Balance Type  Sonic Boom/Sonic Hurricane (Recommended)

-Notable Normal Moves-

Straight Knuckle: B + HP
Backhand Punch: F + HP
Reverse Jump Kick: B + HK
Upside Down Kick: F + HK

-Special Moves-

Sonic Boom: Charge B, F + P
Somersault Kick: Charge D, U + K
Air Somersault Kick: D, U + K (air only)

-Super Moves-

Sonic Hurricane: D, DF, F + 2P
Somersault Strike: D, DB, B + 2K
Crossfire Assault: D, DF, F + 2K (air only)

Overview: Much to the joy of players everywhere, Capcom has brought Guile into
the Vs. series. Being a newbie to the Vs. series, Guile's old familiar moves
have been "super-ized" and you now have a variety of new hyper combos to play
with, including the Sonic Hurricane; a spinning donut of energy which vacuums
nearby opponents in for the kill. Guile's ability to combo all of his moves and
supers makes him one of the best characters in the game and a joy to play with.

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

# 20
- HAYATO -

Origin- Star Gladiators (PSX)
Taunt- Rears back and lowers his sword while yelling something in Japanese
Launcher- DF + HP

Alpha- Expansion Type  Shiden/Rasetsuzan (Recommended)
Beta- Anti-Air Type  Guren/Engetsu
Gamma- Balance Type  Shiden/Engetsu

-Notable Normal Moves-

Jumping Slice: F + HP
Sliding Cut: F, F + HP, HP
Dropping Stab: D or DB or DF + HK (air only)

-Special Moves-

Shiden: D, DF, F + P
Guren: F, D, DF + P (air)
Hayato Strike: B, F + 2P (near)
Plasma Combo: B + P (to begin)
 -Beginning with B + LP: B + LP, LP, LP, LP           #1
                                  |   |_ HK, LP, LP   #2
                                  |_ HP, HK, LP, LP   #3
 -Beginning with B + HP: B + HP, LP, HP, HP, HP       #4
                                      |_ LK, HP       #5

(Note: Just follow the branch to get a complete combo. For example, to do combo
# 3, you have to press B + LP, LP, HP, HK, LP, LP)

-Super Moves-

Rasetsuzan: D, DF, F + 2P
Engetsu: D, DF, F + 2K
Plasma Field: D, DB, B + 2K (air)
Black Hayato: LP, HP, B, LK, HK (level 3)

Overview: Hayato is one of my favorite new characters (how can you resist a guy
with a katana made out of energy?). Hayato is a futuristic guy from the
not-very-popular 3-D-ish fighting game Star Gladiators.  None of his moves or
super moves are that impressive looking, but damn, he's got style. He's a super
easy guy to combo with, unfortunately for him, though, he lacks any decent
ranged attacks.

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

# 21
- HULK -

AKA- The Jolly Green Giant (Okay, I guess I'm the only one who calls him that.)
Full Name- Bruce Banner, The Incredible Hulk
Occupation- Scientist
Origin- Marvel Super Heroes (arcade)
Taunt- Holds out his meaty arm with a clenched fist and says "Let's rock."
Launcher- DF + HK (HP also works)

Alpha- Ground Type  Gamma Slam/Gamma Wave
Beta- Dash Type  Gamma Charge/Gamma Crush (Recommended)
Gamma- Anti-Air Type  Gamma Charge(Diagonally Upwards)/Gamma Quake

-Special Moves-

Gamma Slam: D, DF, F + P
Gamma Charge: Charge B, F + K
Gamma Charge (Anti-Air): Charge D, U + K
Gamma Tornado: F, DF, D, DB B + P (near)

-Super Moves-

Gamma Wave: D, DF, F + 2P
Gamma Crush: D, DB, B + 2P
Gamma Quake: D, DF, F + 2K

Overview: The big green lunk known as Hulk has been changed somewhat. While he
still retains all the strength from his previous appearances, two of Hulk's
supers, the Gamma Crush and Gamma Quake, now do MUCH more damage. Hulk is a
great character; despite his huge size and unbelievable strength, he can be
very fast at times. While his normal moves have plenty of lag, some of his
specials and supers (Gamma Charge and Gamma Crush, for example) are extremely
fast and very damaging. Plus he's got that great super armor thing going.

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

# 22
- ICEMAN -

Real Name- Bobby Drake
Origin- X-Men: COTA (arcade)
Taunt- Reverts to his human form and says "Yeah!"
Launcher- DF + HK

Alpha- Projectile Type  Ice Beam/Arctic Attack
Beta- Variety Type  Ice Avalanche/Arctic Attack
Gamma- Balance Type  Ice Beam/Arctic Attack (Recommended)

-Notable Normal Moves-

Snowball Toss: D or DB or DF + HP (air only)
Glacial Kick: D or DB or DF + HK (air only)

-Special Moves-

Ice Beam: D, DF, F + P (air)
Ice Avalanche: D, DF, F + K (air)
Ice Fist: D, DB, B + P

-Super Moves-

Arctic Attack: D, DF, F + P (air)

Overview: Iceman, that precocious teen with a body of pure ice, is known far
and wide as one of the cheapest characters in MVC2. Although he is basically
the same as from his first appearance in X-Men:COTA, Iceman is extremely
versatile. Firstly, his Arctic Attack super is fairly damaging and can also be
done in the air and comboed. Secondly, Iceman takes NO block damage from
projectile attacks. Thirdly, his Ice Beam special can cover virtually any angle
and is annoyingly damaging. He's easy to learn and easy to abuse.

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

# 23
- IRON MAN -

Real Name- Tony Stark
Occupation- Rich, snobby multi-billionaire and inventor
Origin- Marvel Super Heroes (arcade)
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a
bright flash
Launcher- DF + HK

Alpha- Projectile Type  Uni-Beam/Photon Cannon
Beta- Anti-Air Type  Repulsor Blast/Photon Cannon (Recommended)
Gamma- Launcher Type  Launcher/Photon Cannon

-Notable Normal Moves-

Rocket Knee: D or DB or DF + HK (air only)
Rocket Launcher: D or DB or DF + HP

-Special Moves-

Uni-Beam: B, DB, D, DF, F + P (air)
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
Flight: D, DB, B + 2K (air)

-Super Moves-

Photon Cannon: D, DF, F + 2P

Overview: The red and yellow tin can known as Iron Man returns to the fighting
game circuit and is all but unchanged from his last appearance. In order to
differentiate Iron Man from his silvery doppleganger, War Machine, Capcom has
made Iron Man totally laser-related (as opposed to War Machine's missiles).
Like War Machine, Iron Man's Rocket Knee move can no longer be linked to any
other move. Iron Man also has only one dinky super (actually, it's not that
dinky). It would have been nice to have another one, though, at least for
variety sake.

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

# 24
- JILL VALENTINE -

Full Name- Jill Valentine
Occupation- Veteran S.T.A.R.S. team member
Origin- Resident Evil (PSX)
Taunt- Jill grabs her walkie talkie and yells "Yes!"
Launcher- DF + HP

Alpha- Heal Type  Green or Red Herb (Life Up)/Rocket Launcher (Recommended)
Beta- Dash Type  Close Fighting A/Close Fighting A+
Gamma- Projectile Type  Grenade Launcher/Rocket Launcher

-Special Moves-

Close Fighting A: D, DF, F + P (air)
Close Fighting A (charge): D, DF, F + hold/release P (air) (max 22-25 hits)(?)
Grenade Launcher: F, D, DF + P
Return Fire: F, DF, D, DB, B + P
Emergency Dodge A:
 -Zombie: D, DB, B + LK
 -Flaming Zombie: D, DB, B + HK
Emergency Dodge B (dog): D, DF, F + LK
Emergency Dodge C (crow): D, DF, F + HK

-Super Moves-

Close Fighting A+: D, DF, F + 2P (air)
Rocket Launcher: D, DF, F + 2K
CODE: T-002: D, DB, B + 2K

Overview: Jill Valentine is one of the most interesting and capable new
characters in MVC2. Her Close Fighting move is very easy to combo and very
damaging, thus making Jill also one of the CHEAPEST new characters. She also
can summon her foes from the RE games to attack her opponent. She's very fun to
play.

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

# 25
- JIN -

Full Name- Jin Saotome
Origin- Cyberbots (Japan arcade)
Taunt- Jin appears naked except a thong and a towel with which he rubs his
back. By quickly alternating the LP and HP buttons during the animation, Jin
will begin to rub faster and faster until he glows red and his back catches on
fire. Jin's taunt can actually damage anything that's too close. Barrels of
fun!
Launcher- DF + HP

Alpha- Expansion Type  Saotome Typhoon/Great Cyclone (Recommended)
Beta- Anti-Air Type  Saotome Dynamite/Blodia Punch
Gamma- Launcher Type  Launcher/Blodia Punch

-Notable Normal Moves-

Drill Kick: D or DB or DF + HK (air only)
Super Armor: Activates when Jin's vitality is reduced to about 1/4 of the total

-Special Moves-

Saotome Typhoon: Charge B, F + P
Saotome Dynamite: Charge D, U + P
Saotome Crash: F, DF, D, DB, B + K (near)

-Super Moves-

Blodia Punch: D, DF, F + 2P
Blodia Vulcan: D, DB, B + 2P
Great Cyclone: D, DF, F + 2K

Overview: Jin and his trusty, giant robot of death, Blodia, hail from the
obscure fighting game Cyberbots. Jin has been vastly improved, and is now one
of the better characters in the game. Although Jin has no new moves, he is
noticeably faster, his already useful Drill Kick move now hits multiple times,
and most of his attacks do more damage (especially the Blodia Vulcan).

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

# 26
- JUGGERNAUT -

AKA- The Unstoppable Juggernaut, Juggy, Jugs
Real Name- Cain Marko
Origin- X-Men: COTA (boss character)
Taunt- Jugs crosses his arms while his eye flashes, saying "I am Juggernaut!"
Launcher- DF + HP

Alpha- Ground Type  Earthquake/Headcrush
Beta- Dash Type  Juggernaut Punch/Headcrush (Recommended)
Gamma- Variety Type  Body Splash/Headcrush

-Notable Normal Moves-

Two-Fisted Slam: F + HP

-Special Moves-

Earthquake: D, DB, B + P
Juggernaut Punch: D, DF, F + P
Body Splash: D, DF, F + K (air)
Cyttorak Power Up: F, D, DF + 2P

-Super Moves-

Headcrush: D, DF, F + 2P

Overview: Juggernaut is a large but not-so-bright bundle of muscles encased in
an even bigger suit of indestructible red metal armor. All of his moves have
lots of lag, but his defense is incredible and the damage he can dish out is
even better. Since he has the "super armor" effect, you can pretty much plow
through any attacks the opponent puts up and smash them with a Juggernaut Punch
or Headcrush (the latter of which is now absurdly damaging). Of course, beware
of those quick, combo-happy characters who can knock you out of your super
armor.

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

# 27
- KEN -

Full Name- Ken Masters
Origin- Street Fighter I (arcade)
Taunt- Ken brushes his hand through his hair, then gives you a thumbs up
Launcher- DF + HP

Alpha- Anti-Air Type  Dragon Punch/Shinryuu Ken (Recommended)
Beta- Projectile Type  Fireball/Shouryuu Reppa
Gamma- Expansion Type  Hurricane Kick/Shouryuu Reppa

-Notable Normal Moves-

Axe Kick: F + HK
L-Kick: U or UB or UF + HK (air only)

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P (air)
Hurricane Kick: D, DB, B + K (air)
Forward Roll: D, DB, B + P

-Super Moves-

Shouryuu Reppa: D, DF, F + 2P
Shinryuu Ken: D, DF, F + 2K
Shipuu Jenrai-Kyaku: D, DB, B + 2K

Overview: Good 'ol Ken is no longer trapped in Ryu and has been given his
previous powerful-osity, since Ken's Shouryuu Reppa super is now much more
damaging. As most players know, in the Vs. series, Ken is not really the same
as Ryu. Ken is more of a "close fighting" guy, who doesn't rely on ranged
attacks, but is great with combos and must get close to do real damage.

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

# 28
- MAGNETO -

Real Name- Eric Lenshearr (sp.?)
Origin- X-Men: COTA (boss character)
Taunt- Magneto laughs as he crosses his arms and says "Begone!"
Launcher- DF + HP

Alpha- Projectile Type  E-M Disruptor/Magnetic Shockwave
Beta- Capture Type  Hyper Grav/Magnetic Tempest (Recommended)
Gamma- Launcher Type  Launcher/Magnetic Tempest

-Notable Normal Moves-

Air Dash: F, F or B, B (air only)

-Special Moves-

E-M Disruptor: B, DB, D, DF, F + P (air)
Hyper Grav: F, DF, D, DB, B + K (air)
Magnetic Blast: U, UF, F + P (air only)
Magnetic Forcefield:
 -Repel: B, DB, D, DF, F + LK
 -Mini-Shockwave: B, DB, D, DF, F + HK
Flight: D, DB, B + 2K (air)

-Super Moves-

Magnetic Shockwave: D, DF, F + 2P
Magnetic Tempest: D, DF, F + 2K (air)

Overview: Magneto is the original villian; the white-haired guy who used his
master of magnetism to annoy the X-Men since the very beginning. Magneto has
been given a new special move for this game, the Forcefield, plus his Magnetic
Tempest super is much more damaging (though still slow to start up). Magneto is
a strong character. Though he's not much for long combos, what he does dish out
is very damaging. His Hyper Grav special is not only fun to use, but also makes
a great set-up for dozens of combos and supers.

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

# 29
- MARROW -

Real Name- Sarah
Origin- New Character
Taunt- Twirls her bone knife as she says "Show me your guts!"
Launcher- DF + HP

Alpha- Projectile Type  Bonerang/Bone Burst
Beta- Anti-Air Type  Towering Spine/Bone Burst
Gamma- Expansion Type  Ricochet Slash/Stinger Bones (Recommended)

-Notable Normal Moves-

Double Jump: U, U (air only)
Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Bonerang: D, DF, F + P (air)
Towering Spine: F, D, DF + P
Ricochet Slash: D, DB, B + K
Ride & Slash: F, DF, D, DB, B + P (air)

-Super Moves-

Stinger Bones: D, DF, F + 2P
Bone Burst: D, DB, B + 2P (air)

Overview- One of the new members of X-Men, Marrow is a short but fast female
character who is VERY hard to use. She can hardly take damage at all and her
attacks are fairly weak. But once you get used to her, she can be pretty good.
Many people don't know what to expect from her (cause nobody plays her); use
that to your advantage with her Towering Spine move, her very effective
Ricochet Slash, and the Bone Burst super.

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

# 30
- M. BISON -

Full Name- Master Bison
AKA- Vega (in Japan)
Origin- Street Fighter 2 (boss character)
Taunt- M. Bison crosses his arms and says something
Launcher- DF + HP

Alpha- Projectile Type  Psycho Shot/Psycho Crusher
Beta- Variety Type  Psycho Field/Psycho Crusher (Recommended)
Gamma- Expansion Type  Double Knee Press/Knee Press Nightmare

-Special Moves-

Psycho Shot: B, DB, D, DF, F + P
Psycho Field: F, DF, D, DB, B + P
Double Knee Press: B, DB, D, DF, F + K (air)
Head Press: Charge D, U + K
 -Somersault Skull Dive: P
Somersault Skull Dive: Charge D, U + P, then press P again
Bison Teleport: (air)
 -Teleport Back: B, D, DB + P or K
 -Teleport Forward: F, D, DF + P or K
Flight: D, DB, B + 2K (air)

-Super Moves-

Psycho Crusher: D, DF, F + 2P (air)
Knee Press Nightmare: D, DF, F + 2K
Psycho Explosion: F, DF, D, DB, B + 2P

Overview: M. Bison is that caped, red-suited fellow who is always pestering Ryu
and crew from the Street Fighter series. Mr. Bison now has a new super move,
the Psycho Explosion, which is a black ball that zooms forward and expands
whenever it hits something (basically a clone of Dr. Doom's Electric Cage
super). M. Bison has a variety of confusing moves, but he doesn't have speed,
brute power, or even good defense on his side.

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

# 31
- MEGAMAN -

AKA- Rockman (in Japan)
Origin- Megaman (NES)
Taunt- Puts his thumbs on the sides of his head, wiggles his hands and sticks
out his tongue (can we get any more gay?!)
Launcher- DF + HK

Alpha Type- Projectile Type  Mega Buster/Hyper Megaman
Beta Type- Anti-Air Type  Mega Uppercut/Hyper Megaman
Gamma Type- Balance Type  Mega Buster/Hyper Megaman (Recommended)

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Mega Buster: HP (air)
Charged Mega Buster: hold/release HP (air) (max 20 hits)
Mega Uppercut: F, D, DF + P
Item Attack: D, DF, F + P (default: Tornado Hold)
Item Change:
 -Summon Megaball: D, DF, F + K
 -Summon Tornado Hold: F, D, DF + K
 -Summon Leaf Shield: D, DB, B + K

-Super Moves-

Hyper Megaman: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
 -Move: B or F
 -Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
 -Fly: press any direction
 -Bullets: P
 -Bombs: K

Overview: Megaman is the star of Capcom's popular, long running game series of
the same name. The only changes in this game is you now have different button
commands to change his items. Despite his outward, weak appearance, Megaman is
a deceptively effective character. His Mega Buster is one of the best
projectiles you could ask for; it comes out fast and only requires one button
to use it.

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

# 32
- MORRIGAN -

Full Name- Morrigan Aensland
Origin- Darkstalkers (arcade)
Taunt- Morrigan sits in mid-air with a dominatrix outfit (thigh-high boots and
all) while her sister, Lilith, pops out of the ground next to Morrigan, poses,
then flys away
Launcher- DF + HP

Alpha- Anti-Air Type  Shadow Blade/Silhouette Blade
Beta- Projectile Type  Soul Fist/Soul Eraser
Gamma- Balance Type  Soul Fist/Silhouette Blade (Recommended)

-Notable Normal Moves-

Air Dash: F, F (air only)
Cape Sweep: DB + HP
Shell Pierce: D or DB or DF + HK (air only)
Shell Kick: D, DB, B + HK (air only)
Turning Kick: F + HK

-Special Moves-

Soul Fist: D, DF, F + P (air)
Shadow Blade: F, D, DF + P
Vector Drain: F, DF, D, DB, B + P (near)

-Super Moves-

Soul Eraser: D, DF, F + 2P
Silhouette Blade: F, D, DF + 2P
Darkness Illusion: D, DF, F + 2K (air)

Overview: That sensuous succubus, Morrigan, returns to the Vs. series virtually
unchanged. Of the few minor changes: Morrigan's Silhouette Blade super does
noticably more damage, but she loses her level 3 super from the previous game
(I forget the name). She still plays mostly the same.

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

# 33
- OMEGA RED -

Real Name- Arkady Rossovich
Origin- X-Men: COTA (arcade)
Taunt- Tilts his head back with his arms up and yells
Launcher- DF + HP

Alpha- Throw Type  Carbonadium Coil/Omega Destroyer (Recommended)
Beta- Anti-Air Type  Omega Strike/Omega Destroyer
Gamma- Ground Type  Burrowing Coil (D + HK)/Omega Destroyer

-Notable Normal Moves-

Air Dash: F, F (air only)
Burrowing Coil:
 -Medium Range: D + HK
 -Short: DB + HK
 -Far: DF + HK

-Special Moves-

Carbonadium Coil:
 -Horizontal: D, DF, F + LP (air)
 -Diagonal Up: D, DF, F + HP (air)
 -Vertical Up: D, DF, F + 2P (air)
 -Air Horizontal (alternate): D, DF, F + LK (air only)
 -Air Diagonal Down: D, DF, F + HK (air only)
 -Air Vertical Down: D, DF, F + 2K (air only)
 -Coil Retract: P (only before coil makes contact)(air)
After Successful Carbonadium Coil:
 -Death Factor (Life Up): P (rapidly)
 -Death Factor (HC Gauge Up): K (rapidly)
 -Throw: any direction + P
 -Double Throw: D or DB or DF + P, any direction + P
Omega Strike:
 -Horizontal: D, DF, F + LK
 -Diagonal Up: D, DF, F + HK
 -Vertical Up: D, DF, F + 2K
 -Return: B + K
 -Cancel: D + K

-Super Moves-

Omega Destroyer: D, DB, B + 2P
Carbonadium Smasher: D, DB, B + 2P (air only)

Overview: Omega Red is a russian mutant villian who can drain the life of any
living creature near him. He's a real cool guy in the comics, but he's kinda
silly in the game. The good thing about Omega Red is he's got options. His
tentacles offer full screen coverage, and once you catch someone, there's a
veritable cornucopia of things you can do. The bad thing is that so many
options make him a rather confusing character.

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# 34
- PSYLOCKE -

Real Name- Elizabeth "Betsy" Braddock
Origin- X-Men: COTA (arcade)
Taunt- Beckons the opponent with her hand and says "C 'mon!"
Launcher- DF + HP

Alpha- Anti-Air Type  Psy-Blade/Psy-Maelstrom
Beta- Projectile Type  Psy-Blast/Butterfly Hide (Recommended)
Gamma- Balance Type  Psy-Blast/Psy-Thrust

-Notable Normal Moves-

Triple Jump: U, U, U (air only)
Flip Kick: F + HK
Retreating Kick: B + HK
Air Somersault Kick: U or UB or UF + HK (air only)

-Special Moves-

Psy-Blast: D, DF, F + P (air)
Psy-Blade: D, DF, F + K (air)
Ninjutsu: F, DF, D, DB, B + P or K (air)
 -Mini Psy-Thrust: After reappearing, press any direction

-Super Moves-

Psy-Thrust: D, DF, F + 2P (air)
 -Redirect: Press Any Direction
Psy-Maelstrom: D, DF, F + 2K
Butterfly Hide: D, DB, B + 2K (air)

Overview: Psylocke is a sexy, psychic ninja (yeah baby!) and a long time member
of the X-Men. It would have been nice to see her in the movie. Anywho, Psylocke
has not gained anything new in MVC2 (that rhymes, too!). She's a fast
combo-machine, but she can't take much damage.

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

# 35
- ROGUE -

Real Name- Marie (source: the "X-Men" movie... I'm not sure if the comics have
ever mentioned Rogue's real name)
Origin- X-Men Vs. Street Fighter
Taunt- Kisses her two fingers then blows a little heart in your direction
Launcher- DF + HK (HP also works)

Alpha- Anti-Air Type  Rising Repeating Punch/Hyper Repeating Punch
Beta- Dash Type  Repeating Punch/Hyper Repeating Punch (Recommended)
Gamma- Throw Type  Power Drain/Hyper Repeating Punch

-Notable Normal Moves-

Air Dash: F, F (air only)
Diving Kick: D or DB or DF + HK

-Special Moves-

Repeating Punch: D, DF, F + P (air)
Rising Repeating Punch: F, D, DF + P
 -More Punches: P (rapidly)
Power Dive Punch: F, D, DF + K
Power Drain: D, DB, B + K (air)

-Super Moves-

Goodnight Sugar: D, DF, F + 2P
Hyper Repeating Punch: A1 + A2 (Alpha, Beta, or Gamma Assist)

Overview: Rogue is a gutsy, take-no-crap, southern belle who drains the power
and memory of anyone she touches. And unlike her portrayal in the X-Men movie,
she is a full-blown hotty. All of Rogue's moves are the same, except her Power
Drain attack now works differently. Instead of gaining a special move from the
person she Power Drain-ed, one of Rogue's abilities temporarily increases.
Depending on the character she drains, one of the following abilities may
increase: Strength, Speed, Defense, or Life Up. Rogue can't Power Drain
herself.

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# 36
- ROLL -

Origin- Marvel Vs. Capcom (secret character)
Taunt- Reaches back and tightens her hair ribbon
Launcher- DF + HK

Alpha- Projectile Type  Roll Buster/Hyper Roll
Beta- Variety Type  Bouquet Toss/Hyper Roll
Gamma- Balance Type  Bouquet Toss/Hyper Roll (Recommended)

-Special Moves-

Roll Buster: D, DF, F + P (air)
Bouquet Toss: F, D, DF + P (air)
Item Attack: D, DB, B + P (default: Megaball)
Item Change:
 -Summon Megaball: D, DF, F + K
 -Summon Tornado Hold: F, D, DF + K
 -Summon Leaf Shield: D, DB, B + K

-Super Moves-

Hyper Roll: D, DF, F + 2P (air)
Rush Drill: D, DF, F + 2K
 -Move: B or F
 -Speed Boost: P or K
Beat Plane: D, DB, B + 2K (air)
 -Fly: press any direction
 -Bullets: P
 -Bombs: K

Overview: Something in between Megaman and Servbot, Roll is Megaman's midget of
a girlfriend. Not only is she weak in both strength and defense, but Capcom has
given her moves new commands, making her harder to use effectively than ever. I
would have liked to see another NEW character in her place.

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

# 37
- RUBY HEART -

Origin- New Character
Taunt- Peeks at the opponent through a spyglass and then giggles to herself
Launcher- DF + HP (HK also works)

Alpha- Anti-Air Type  Sublimation/Partnaile
Beta- Capture Type  Spinning Chain (Chain Trap)/Mil Fantome (Recommended)
Gamma- Enhancement Type  Mystic Orb (Strength Up)/Hyper Schwarzaile

-Special Moves-

Schwarzaile: D, DF, F + P (air)
 -Redirect: Press Any Direction, up to 2 additional times
Fantome: D, DB, B + K
Sublimation: D, DF, F + K
Spinning Chain:
 -Cannon Blast: F, DF, D, DB, B + LP
 -Chain Trap: F, DF, D, DB, B + HP

-Super Moves-

Hyper Schwarzaile: D, DF, F + 2P
 -Redirect: Press any Direction, up to 4 additional times
Partnaile: D, DF, F + 2K
Mil Fantome: D, DB, B + 2K
Tule Do Mazi: HK, LP, D, LK, HP

Overview: Created especially for this game, Ruby Heart is a female pirate
captain who attacks with ghosts and a giant galleon with a knife attached to
the front. Her Schwarzaile move is similar to Jon Talbain's (from Darkstalkers)
ability, which allows her to fire herself around like a living fireball. That
move, along with her great Partnaile super, makes Ruby Heart a worthy
character.

Non-Important Side Notes: I'm not a professional linguist, but here's some
things I've found. The move names seem to be a blend of French, German, and
English. Maybe it's Dutch or something. Any way, Schwarzaile, in German, means
"black" something. Mil Fantome, in French, means "Thousand Phantoms."
Sublimation is English, meaning the changing of gas to solid or solid to gas.
Tule Do Mazi seems to be a bad Japanese translation... perhaps meaning "Rule of
Magi" or something similar. Partnaile, I believe, is the name of a type of
French ship.

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

# 38
- RYU -

Origin- Street Fighter I (arcade)
Taunt- Ryu tightens his headband
Launcher- DF + HP

Alpha- Anti-Air Type  Dragon Punch/Shinku Hadoken
Beta- Projectile Type  Fireball/Shinku Hadoken (Recommended)
Gamma- Expansion Type  Hurricane Kick/Shinku Tatsumaki Senpukyaku

-Notable Normal Moves-

Lunging Punch: F + HP
Hop Kick: F + HK

-Special Moves-

Fireball: D, DF, F + P (air)
Dragon Punch: F, D, DF + P
Hurricane Kick: D, DB, B + K (air)

-Super Moves-

Shinku Hadoken: D, DF, F + 2P (air)
Shinku Tatsumaki Senpukyaku: D, DB, B + 2K
Shin Shouryuu-Ken: F, D, DF + 2P (level 3)

Overview: The classic Street Fighter, Ryu returns again (could Capcom have a
game without him?)There are a few changes in MVC2. Of course, Ryu no longer has
to morph into Akuma or Ken. Ryu's Shin Shouryuu-Ken move is now a level 3
super. Ryu makes an excellent addition to any team.

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

# 39
- SABRETOOTH -

Real Name- Victor Creed
Origin- X-Men Vs. Street Fighter (arcade)
Taunt- Tilts his body back and roars
Launcher- DF + HP

Alpha- Expansion Type  Berserker Claw/Hyper Berserker Claw (Recommended)
Beta- Projectile Type  Birdie Call (LP version)/Hyper Birdie Call
Gamma- Launcher Type  Launcher/Hyper Birdie Call

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Berserker Claw: D, DF, F + P
Wild Fang: F, DF, D, DB, B + P
Birdie Call: F, DF, D, DB, B + K

-Super Moves-

Hyper Berserker Claw: D, DF, F + 2P
Berserker Claw X: F, D, DF + 2P
Hyper Birdie Call: F, DF, D, DB, B + 2K

Overview: Sabretooth is Wolverine's hairy nemesis. At first glance, he looks
similar to Wolverine (although much taller), but he's actually not, at all.
Wolverine relies on multi-hitting combos, while Sabretooth relies on strength.
Sabretooth has has some extremely damaging moves and combos, but he's slower
overall and somewhat akward to use.

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

# 40
- SAKURA -

Origin- Street Fighter Alpha
Taunt- Points at the opponent and then giggles to herself
Launcher- DF + HK (HP also works)

Alpha- Dash Type  Shouoken/Haru Ichiban (Recommended)
Beta- Projectile Type  Hadoken/Shinku Hadoken
Gamma- Expansion Type  Shunpukyaku/Midari Zakura

-Notable Normal Moves-

Pinwheel Kick: F + HK

-Special Moves-

Shouoken: D, DF, F + P (air)
Hadoken: D, DB, B + P (air)
Shunpukyaku: D, DB, B + K (air)
Hadoken (Dark Sakura version): D, DF, F + P (air)
Shouoken (Dark Sakura version): F, D, DF + P (air)
Ashura Warp (Dark Sakura Mode Only):
 -Forward: F, D, DF + 2P or 2K
 -Backward: B, D, DB + 2P or 2K

-Super Moves-

Midari Zakura: D, DF, F + 2P
Shinku Hadoken: D, DB, B + 2P
Haru Ichiban: D, DB, B + 2K
Dark Sakura Mode: B, D, DB + LK
Sakura Revert (Dark Sakura Mode Only): B, D, DB + LK
Midari Zakura (Dark Sakura version): D, DF, F + 2K
Shinku Hadoken (Dark Sakura version): D, DF, F + 2P
Shin Goku Satsu (Dark Sakura Mode Only): LP, LP, F, LK, HP (level 3)

Overview: Sakura is a short Japanese girl who's a Ryu wanna-be. She remains
essentially the same as from her previous appearance in MSH vs. SF. She seems
akward at first, what with her upward-shooting fireballs and her high-arcing
"Hurricane Kick"; but once you get used to her, you'll find she's a combo
machine. Don't waste time with her Dark Sakura mode unless you really like
playing a female clone of Ryu.

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

# 41
- SENTINEL -

Origin- X-Men: COTA (arcade)
Taunt- Sentinel faces the screen as electricity flows between his outstretched
hands
Launcher- DF + HK

Alpha- Projectile Type  Rocket Punch (LP version)/Hyper Sentinel Force
(Recommended)
Beta- Launcher Type  Launcher/Hyper Sentinel Force
Gamma- Ground Type  Sentinel Force (HK version)/Hyper Sentinel Force

-Special Moves-

Rocket Punch:
 -Horizontal: D, DF, F + HP (air)
 -Diagonal Down: D, DF, F + LP (air)
 -Diagonal Up: F, D, DF + P (air)
Sentinel Force:
 -Swarm Raid: D, DF, F + LK
 -Bomber Squad: D, DF, F + HK
Flight: D, DB, B + 2K (air)

-Super Moves-

Plasma Storm: D, DF, F + 2P
Hard Drive: D, DF, F + 2P (air only)
Hyper Sentinel Force: D, DF, F + 2K

Overview: Sentinel, one of the many mechanized mutant hunters of X-Men comics
fame, is the largest character in the game. Capcom has given Sentinel two new
super moves: Hard Drive and Hyper Sentinel Force. Sentinel is very strong and
has a good ranged game; you can overwhelm some opponents with him. However, he
also makes a large target and he's pretty slow.

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

# 42
- SERVBOT -

AKA- Kobun (in Japan)
Origin- Mega Man Legends (PSX)
Taunt- Yawns and stretches (how cute)
Launcher- DF + HP (HK also works)

Alpha- Projectile Type  Call Servbot (Attack!)/Servbot Attack (Lunch Call)
Beta- Anti-Air Type  Fire Breath (HP version)/Hyper King Servbot
Gamma- Balance Type  Fire Breath (LP version)/Servbot Attack (Servbot Swarm)

-Special Moves-

Fire Breath: D, DF, F + P (air)
Call Servbot:
 -Attack!: D, DB, B + LP
 -Seize!: D, DB, B + HP
Mech Attack: D, DF, F + K
Call Helibot: D, DB, B + K
Paper Airplane: D, DF, F + Taunt

-Super Moves-

Servbot Attack:
 -Lunch Call: D, DF, F + 2P (Alpha Assist only)
 -Servbot Dive: D, DF, F + 2P (Beta Assist only)
 -Servbot Swarm: D, DF, F + 2P (Gamma Assist only)
King Servbot: D, DF, F + 2K
 -Walk: B or F
 -Hammer Smash: P or K
Hyper King Servbot: A1 + A2 (Beta Assist only)

Overview: Servbot, a tiny robot creation of Tron Bonne's, is the smallest and
weakest character in the game. All of his attacks do hardly any damage, except
for his Super Moves. Servbot is a joke character like Dan; play him for laughs
or to cast scorn at an unworthy opponent.

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

# 43
- SHUMA GORATH -

Origin- Marvel Super Heroes (arcade)
Taunt- "Crosses his arms" and looks at the screen while saying something
Launcher- DF + HK

Alpha- Projectile Type  Mystic Stare/Chaos Split
Beta- Expansion Type  Mystic Smash/Chaos Split
Gamma- Balance Type  Mystic Stare/Chaos Split (Recommended)

-Notable Normal Moves-

Stone Drop: D or DB or DF + HK (air only)

-Special Moves-

Mystic Stare: Charge B, F + P
Mystic Smash: Charge B, F + K (air)
Devitalization: F, DF, D, DB, B + K (near)

-Super Moves-

Chaos Split: D, DF, F + 2K
Chaos Dimension: (level 3)
 -Activate: D, DF, F + 2P
 -Attack: P (near) (air)

Overview: Shuma Gorath is a strange octopus being from another dimension. SG
now has a new super move, Chaos Split. He's pretty much the same as in previous
games. Chaos Dimension still requires 3 levels and he's pretty weak,
defense-wise.

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

# 44
- SILVER SAMURAI -

Real Name- Kenuichio Harada
Origin- X-Men: COTA (arcade)
Taunt- He growls and taps his katana on his shoulder
Launcher- DF + HP

Alpha- Ground Type  Hyaku Sakuchi/Hyper Hyaku Sakuchi (Recommended)
Beta- Projectile Type  Shuriken/Chou Shuriken
Gamma- Launcher Type  Launcher/Rei Men Ken

-Notable Normal Moves-

Two Stroke Slash: HP, HP

-Special Moves-

Shuriken: D, DF, F + P (air)
 -Control Shuriken: U or D
Hyaku Sakuchi: F, D, DF + P (repeatedly)
 -Dashing Hyaku Sakuchi: F, F

-Super Moves-

Chou Shuriken: D, DF, F + 2P
 -Control Shuriken: U or D
Air Chou Shuriken: D, DF, F + 2P (air only) (Lightning Sword Mode only)
 -Control Shuriken: U or D
Rai Men Ken: D, DF, F + 2K
Ice Quake: D, DF, F + 2K (Ice Sword Mode only)
Flame Cyclone: D, DF, F + 2K (Fire Sword Mode only)
Touki - Ikazuchi (Lightning Sword Mode): D, DB, B + P
Touki - Mizu (Ice Sword Mode): D, DB, B + LK
Touki - Honoo (Fire Sword Mode): D, DB, B + HK
Hyper Hyaku Sakuchi: A1 + A2 (Alpha Assist only)

Overview: Silver Samurai is an old, relatively unknown X-Men villian who uses
his katana to create Tachyon Fields (whatever that means). Silver Samurai now
has two new supers, which he can perform during Ice Sword or Fire Sword mode.
Despite his flashy armor, Silver Samurai dies pretty quickly. He's hard to use,
but once you figure him out, he's kinda fun (for example, try OTG-ing with his
Rai Men Ken super...ouch!).

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

# 45
- SONSON -

Origin- SonSon (Famicom)
Taunt- Does a little go-go dance, pumping her arms up and down while shouting
"Go! Go!"
Launcher- DF + HP (HK also works)

Alpha- Heal Type  Fruit Gift (Life Up)/Monkey King (Recommended)
Beta- Projectile Type  Shienbu/Monkey King
Gamma- Anti-Air Type  Seiten Rengeki/Tenchi Tsukan

-Notable Normal Moves-

Big Staff Smash: F + HP
Cloud Surf: F, F or B, B (air only)

-Special Moves-

Fusetsuzan: P (rapidly) (air)
Shienbu: D, DF, F + P (air)
Seiten Rengeki: F, D, DF + P (air)
Wall Walk: D, DB, B + K
 -Kick Off: K
 -Cancel: P
Pressure Cooker: F, DF, D, DB, B + P (near)

-Super Moves-

Tenchi Tsukan: D, DF, F + 2P (air)
POW: D, DF, F + 2K
Monkey King: D, DB, B + 2P
 -Walk: B or F
 -Fire Breath: K
 -Fire Stream: Hold K, control with U or D
 -Overhead Smash: LP
 -Uppercut: HP

Overview: Sonson is a short monkey-girl hybrid, who can morph into a giant,
ill-tempered ape who is highly reminiscent of the Saiyans of Dragon Ball Z
fame. Sonson is really fast and has some pretty damaging moves and combos.
Although not the best character, I think she's fun to play.

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

# 46
- SPIDER-MAN -

Real Name- Peter Parker
Origin- Marvel Super Heroes (arcade)
Taunt- Points to the opponent and then quips one of the following phrases:
"C'mon Pal," "Hey!," or "Do Your Job!"
Launcher- DF + HK

Alpha- Capture Type  Web Ball/Crawler Assault (Recommended)
Beta- Expansion Type  Web Swing/Crawler Assault
Gamma- Anti-Air Type  Spider Sting/Crawler Assault

-Notable Normal Moves-

Web Slinging: F, F (air only)
Wall Jump: When touching the edge of the screen, press F (air only)

-Special Moves-

Web Ball: D, DF, F + P (air)
Spider Sting: F, D, DF + P
 -Knock Down: P after first hit
Web Swing: D, DB, B + K (air)
Web Throw: F, DF, D, DB, B + P

-Super Moves-

Maximum Spider: D, DF, F + 2P (air)
Crawler Assault: D, DF, F + 2K
Ultimate Web Throw: D, DB, B + 2P

Overview: The wacky, wise-cracking web-slinger Spider-Man returns, but he's
weaker than ever. Spidey's Web Swing special can no longer OTG. Plus, compared
to the other characters, Spidey seems to die really, really fast. He just
doesn't seem as fun to play anymore.

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

# 47
- SPIRAL -

Origin- X-Men: COTA (arcade)
Taunt- Spiral spins in place then stretches out her arms
Launcher- DF + HK

Alpha- Projectile Type  Dancing Swords (Circle Throw <Forward>)/Stampede Sword
Beta- Variety Type  Dancing Swords (Circle Throw <Upward>/Stampede Sword
Gamma- Ground Type  Six-Armed Pummel (standing HP)/Hyper Metamorphosis
(Recommended)

-Special Moves-

Dancings Swords: F, DF, D, DB, B + P (air)
 -Single Sword Toss: P (air)
 -Circle Throw (Forward): D, DF, F + LP (air)
 -Circle Throw (Upward): D, DF, F + HP (air)
 -Expanding Circle: D, DF, F + LK (air)
 -Six-Way Throw: D, DF, F + HK (air)
Spiral Catch: F, D, DF + P (near) (air)
Teleport: D, DB, B + LK (air)
Fast Drop: D, DB, B + HK (air only)

-Super Moves-

Stampede Sword: D, DF, F + 2P
Speed Dance: D, DB, B + 2K (air)
Power Dance: D, DF, F + 2K (air)
Metamorphosis: (level 3)
 -Activate: D, DB, B + 2P (air)
 -Attack: P (near)
Hyper Metamorphosis: A1 + A2 (Gamma Assist only)

Overview: Spiral is a six-armed chick from Mojo World. She has been given a new
yet ineffective super move, the Stampede Sword. Spiral is one of the hardest
characters to use. All of her moves are either very slow with lots of lag
(Stampede Sword) or are indirect methods of attack(Dancing Swords).

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

# 48
- STORM -

Real Name- Ororo Munroe
Origin- X-Men: COTA (arcade)
Taunt- Spins around, then raises her hand as lightning shoots from it while she
shouts
Launcher- DF + HK (HP also works)

Alpha- Projectile Type  Typhoon/Lightning Storm (Recommended)
Beta- Expansion Type  Lightning Attack/Lightning Storm
Gamma- Variety Type  Double Typhoon/Ice Storm

-Notable Normal Moves-

Air Dash: F, F or B, B (air only)
Ball Lightning: D, DB, B + P (air only)
Slow Descent: hold U (air only)

-Special Moves-

Typhoon: B, DB, D, DF, F + P (air)
Double Typhoon: F, DF, D, DB, B + P (air)
Lightning Attack: any direction + LK + HP (air)
 -Redirect: any direction + LK + HP (can be redirected up to 2 additional
times)
Flight: D, DB, B + 2K (air)

-Super Moves-

Lightning Storm: F, DF, D, DB, B + 2P (air)
Ice Storm: D, DB, B + 2K

Overview: As comic fans know (or anyone who's seen the movie) Storm is the
beauty from Africa who can control the weather. Storm is the same as she was in
her previous appearance in X-Men. She has a good ranged game and has a nice
choice of projectiles, but lots of her moves have lag and she's pretty weak.

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

# 49
- STRIDER HIRYU -

Occupation- Ninja who must tread the line between life and death (...but of
course!)
Origin- Strider (NES & arcade)
Taunt- Turns away from the opponent with his scarf blowing and mumbles
something in Japanese
Launcher- DF + HP

Alpha- Ground Type  Ame No Murakumo/Legion (Recommended)
Beta- Variety Type  Vagula/Legion
Gamma- Projectile Type  Formation A (Hawk)/Legion

-Notable Normal Moves-

Ninja Slide: DF + HK

-Special Moves-

Ame No Murakumo: D, DF, F + P
Excaliber: (air only)
 -Rising Slash: D, DF, F + P
 -Falling Slash: D, DF, F + K
Gram:
 -Upper Strike: F, D, DF + P (air)
 -Lower Strike: F, D, DF + K
Vagula: D, DB, B + K
Wall Climb: D, DB, B + P
 -Slash: P
 -Leaping Kick: K
 -Slide Down: D + K
 -Fall Off: D, DB, B
 -Jump To Next Wall: B, F
Formation A:
 -Leopard: D, DF, F + LK
 -Hawk: D, DF, F + HK
Formation B: : charge B, F + HP
 -Fire Satellite: charge B, F + HP
Formation C: charge B, F + K
Teleport: B, D, DB + P or K

-Super Moves-

Ouroboros: D, DF, F + 2P
 -Energy Rings: P
Ragnarok: F, D, DF + 2P
Legion: D, DF, F + 2K

Overview: Oh, how the mighty have fallen. First, I should mention that Strider
gains a new move: Formation A (Hawk). Unfortunately, the good news stops there.
Strider can no longer link his standing HP or HK slashes, Ouroboros is much
shorter and supers cannot be performed while Ouroboros is activated, and to top
it off, Strider is noticeably more vulnerable to damage. Strider has been
reduced to an average character.

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

# 50
- T. BONNE -

Full Name- Tron Bonne (or just Tron in Japan)
Origin- Mega Man Legends (PSX)
Taunt- Tronne stands on her robot with one hand on her hip, her other covering
her face, as she laughs, while her little Servbot buddy is cheering
Launcher- DF + HP

Alpha- Throw Type  Throw (standing HP <near>)/Lunch Rush (Recommended)
Beta- Anti-Air Type  Flamethrower (standing MK)/King Servbot
Gamma- Projectile Type  Satellite Beam (standing MP)/King Servbot

-Special Moves-

Beacon Bomb: D, DF, F + P
Servbot Launcher: F, D, DF + P
Bonne Strike: D, DF, F + K (air)

-Super Moves-

Lunch Rush: D, DF, F + 2P
King Servbot: D, DB, B + 2P

Overview: Tronne is a short gal in a giant green robot, served by her "Servbot"
creations. She's wicked strong and has a wide variety of confusing attacks. Her
super moves also do immense damage, though it can be hard to catch peopl with
them. Her Bonne Strike move is also easy to combo with, making it her best
move. T. Bonne's Assists are very odd.

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

# 51
- THANOS -

Origin- Marvel Super Heroes (boss character)
Taunt- Thanos turns his back to the screen and raises his fist, saying "Thanos
reigns!"
Launcher- DF + HP

Alpha- Capture Type  Bubble Trap/Gauntlet Power (Recommended)
Beta- Dash Type  Titan Crush/Gauntlet Reality
Gamma- Launcher Type  Launcher/Gauntlet Space

-Notable Normal Moves-

Arch Kick: B + HK
Titan Knee Drop: D or DB or DF + HK (air only)

-Special Moves-

Titan Crush: D, DF, F + P (air)
Bubble Trap: D, DF, F + K

-Super Moves-

Gauntlet Power: D, DF, F + 2P
Gauntlet Reality: D, DB, B + 2P
Gauntlet Space: D, DF, F + 2K
Gauntlet Soul: D, DB, B + 2K

Overview: Thanos is the all-powerful, super-cheap, world conquering Titan boss
character from Marvel Super Heroes. Thanos has been significantly weakened as a
playable character (thank God); he loses two super moves (Gauntlet Mind and
Gauntlet Time) and is weaker over-all.

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

# 52
- WAR MACHINE -

Real Name- James Rhodes
Origin- Marvel Vs. Capcom
Taunt- Holds up his gauntlet and grabs it with his other hand, producing a
bright flash
Launcher- DF + HK

Alpha- Projectile Type  Shoulder Cannon/Proton Cannon (Recommended)
Beta- Anti-Air Type  Repulsor Blast/War Destroyer
Gamma- Variety Type  Smart Bombs/War Destroyer

-Notable Normal Moves-

Rocket Knee: D or DB or DF + HK (air only)
Shoulder Beam: D or DB or DF + HP

-Special Moves-

Shoulder Cannon: D, DF, F + P (air)
Low Shoulder Cannon: D, DF, D + K
Repulsor Blast: F, DF, D, DB, B + P
Smart Bombs: LK + HP (air)
Flight: D, DB, B + 2K (air)

-Super Moves-

Proton Cannon: D, DF, F + 2P
War Destroyer: D, DF, F + 2K

Overview: The original Iron Man rip-off, War Machine returns. No longer is War
Machine just a silver version of Iron Man, however; WM's Shoulder Cannon
specials and Proton Cannon now fire missiles instead of lasers. What's the
difference, you ask? Not much. In addition, like Iron Man, WM's Rocket Knee
move can no longer be linked to any other normal move. That means no more neato
combos. WM's Shoulder Beam move is a two-hit, low-hitting, laser beam attack.
In Marvel Vs. Capcom, War Machine was one of my favorite characters. No longer!

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

# 53
- WOLVERINE -

Real Name- Logan
Origin- X-Men: COTA (arcade)
Taunt- Bangs his claws against each other, resulting in a clanging sound
Launcher- DF + HK

Alpha- Expansion Type  Berserker Barrage/Berserker Barrage X (Recommended)
Beta- Anti-Air Type  Tornado Claw/Fatal Claw
Gamma- Dash Type  Drill Claw/Fatal Claw

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)

-Special Moves-

Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Berserker Slash: D, DB, B + P
Drill Claw: any direction + HP + LK (air)
 -Redirect: any direction + HP + LK

-Super Moves-

Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P
Fatal Claw: F, D, DF + 2K (air)
Berserker Mode: D, DF, F + 2K

Overview: Everyone's favorite berserker dwarf, Wolverine, has been greatly
weakened in MVC2. Wolvie's Foot Stomp move, a favorite of combo-philes in
previous Vs. games, can no longer be linked to any attack. No more super-cheap
combos. The game designers have also made it harder to link moves to each other
in combos (no more Launcher to Fatal Claw combos, for example).

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

# 54
- WOLVERINE (BONE CLAW) -

Real Name- Logan
Origin- New Character
Taunt- Same as regular Wolverine; he bangs his claws against each other,
resulting in a clanging sound
Launcher- DF + HK

Alpha- Ground Type  2-Claw Slash (Standing HP)/Berserker Barrage X
Beta- Launcher Type  Launcher/Berserker Barrage X
Gamma- Variety Type  Claw Slide (DF + HP)/Berserker Barrage X (Recommended)

-Notable Normal Moves-

Wall Jump: When touching the edge of the screen, press F (air only)
Claw Slide: DF + HP
Foot Stomp: D or DB or DF + HK (air only)

-Special Moves-

Berserker Barrage: D, DF, F + P
Tornado Claw: F, D, DF + P
Drill Claw: any direction + HP + LK (air)
 -Redirect: any direction + HP + LK

-Super Moves-

Berserker Barrage X: D, DF, F + 2P
Weapon X: F, D, DF + 2P

Overview: This is merely a weakened version of regular Wolverine. He is exactly
the same as regular Wolverine, except: Bone Claw Wolverine is missing the
Berserker Slash special move, plus the Fatal Claw and Berserker Mode super
moves; his Foot Stomp move flies diagonally down and forwards instead of
straight down. Overall, a pointless addition to MVC2.

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

# 55
- VENOM -

Real Name- Eddie Brock
Origin- Marvel Vs. Capcom
Taunt- Venom crosses his arms while his black costume exposes his human face,
where he then says either: "Villian!," or "Come 'n Get Us!"
Launcher- DF + HP

Alpha- Expansion Type  Venom Fang/Death Bite (Recommended)
Beta- Variety Type  Venom Rush/Death Bite
Gamma- Launcher Type  Launcher/Death Bite

-Notable Normal Moves-

Web Slinging: F, F (air only)

-Special Moves-

Venom Fang: D, DF, F + P (air)
Venom Rush: D, DF, F + K
Web Throw: F, DF, D, DB, B + P

-Super Moves-

Venom Web: D, DF, F + 2P
Death Bite: D, DF, F + 2K

Overview: Spiderman's arch-enemy/sometimes friend, Venom, remains pretty much
the same in MVC2. As one of the faster of the big characters, Venom can often
overpower defensive players and pixie characters, but he can't stand up to
combo-crazy characters like Guile or Jill.

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

# 56
- ZANGIEF -

AKA- Gief
Origin- Street Fighter II (arcade)
Taunt- Zangief furiously flexes his muscles as he grunts
Launcher- DF + HP

Alpha- Ground Type  Double Lariat/Super Lariat
Beta- Throw Type  Flying Power Bomb/Super Lariat (Recommended)
Gamma- Air Throw Type  Aerial Russian Slam/Super Lariat

-Notable Normal Moves-

Grab Dash: F, F
 -Reverse Suplex: P
 -Bite Attack: K
Body Splash: D or DB + HP (air only)
Fierce Air Punch: F or UF + HP (air only)
Knee Drop: D or DB or DF + LK (air only)
Elbow Drop: B or DB or DF + LP (air only) or B + LP
Launching Throw: D, DB, B + LP (near)

-Special Moves-

Screw Pile Driver: 360 + P (near) (air)
Double Lariat: 2P or 2K (air)
Flying Power Bomb: B, DB, D, DF, F + K
Banishing Flat: F, D, DF + P
Aerial Russian Slam: F, D, DF + K
Siberian Flame: B, DB, D, DF, F + P (Iron Body Mode only)

-Super Moves-

Final Atomic Buster: 360 + 2P (near)
Ultra Final Atomic Buster: 360 + 2K (level 3) (near)
Siberian Blizzard: 360 + 2K (Iron Body Mode only)
Super Lariat: A1 + A2 (Alpha, Beta, or Gamma Assist)
Iron Body Mode: B, D, DB + LK
Revert to Zangief: B, D, DB + LK (Iron Body Mode only)

Overview: Zangief, the buff, hirsute Russian wrestler, is at his best in MVC2.
His Double Lariat can now juggle characters and is easily linked to his FAB
super. This alone makes Zangief a lot better. In Iron Body Mode, Zangief now
retains all of his special moves, but now his Siberian Flame attack barely does
any damage.

----------------------------------------------------------------------------------------------
VI: - THE BOSS SECTION -

- FINAL BOSS : ABYSS -

Yes, Onslaught is gone. Reflecting MVC2's new 3 on 3 gameplay, a new boss,
Abyss, who has 3 different forms, replaces Onslaught (who had 2 forms). So
what's up with Abyss? As far as I know, Abyss is a completely new character
made up by Capcom for MVC2. Essentially, Abyss is a large, floating black and
green sphere that can assume different forms. Abyss can perform super moves,
which is pretty darn meaningless since he doesn't even have a Hyper Combo
gauge. You will fight him on the 8th Round. Sorry, I don't know of any codes to
play as this guy :(


- FIRST FORM : IRON GIANT -

Large pieces of metal armor coelesce around the giant black sphere to form a
huge metal-clad giant. He has glowing green horns and green energy emanates
from his every pore. Whether walking or attacking, he's slow, can't block, and
telegraphs his moves before he does them. Afterwards, his armor falls into
pieces which then melt into the now green, jello-like ground.

-Special Moves-

Big Swipe: Abyss lashes out at you with one of his arms in a downward, arcing
motion. Not terribly damaging, but fairly fast.

Electro-Balls: Abyss raises his arm and out shoots 3 glowing balls that heat
seek on your position. They're not too damaging, but it's a fast attack.

Horn Throw: Abyss takes a horn from his head and throws it at the ground,
creating a wave of forward-moving green energy along the ground. Very fast
(that is, after he detaches his horn) and semi-damaging.

Plasma Rush: Abyss rears his whole body back, then suddenly slides forward, his
whole body covered in a shield of blue energy. This attack is very damaging,
but can be easily avoided by super jumping over him. His most annoying move.

-Super Moves-

Belly Laser: Abyss rears back as energy gathers around his protruding navel,
then fires a huge blue laser. This attack is highly damaging, yet highly
avoidable. When you see energy gathering around him, super jump over him and
then commence wailing on him as he shoots at nothing.

Acid Rain: This super is a little worse. Abyss raises his hand and then a storm
of diagonal droplets of "acid rain" fall from the sky. The actual attack is
very, very fast, and if you're caught it's very damaging. This will hit you
from anywhere, so make sure you're blocking.

- Strategy -

Block whatever he throws at you and then attack in between moves and during
pauses. Super jump his bigger moves and then destroy him from behind. Very
easy. Heavy hits also make him pause for a second.


- SECOND FORM : JELLY MAN -

For his second performance, Abyss melts into the ground and then arises as a
relatively small featureless man (?) made out of green jell-o, who likes to
laugh at you. He occasionally moves to get closer to you and can melt into the
ground without a trace. He cannot block, but also cannot be stunned at all.
Upon defeat, Abyss melts into goo and merges again with the ground. Notice the
pile of glop looks like a creepy, evil face getting the last laugh before it
completely disappears.

-Special Moves-

Flamethrower: Abyss' arm becomes a gun and fires a short-ranged blue flame.
Easily avoidable and his most common attack.

Laser: Abyss pauses briefly as energy glows at the tip of his gun-arm, and he
then fires a thin laser. It's pretty quick and semi-damaging. Block it.

Fat Laser: Abyss gathers more energy and fires a thicker, longer-lasting, and
more damaging laser. Just block.

Bouncy Bubbles: Abyss melts into the ground and three huge bubbles grow out of
the muck. They bounce around the screen and are unblockable. However, any
attack will destroy them. Abyss re-emerges after the bubbles appear and begins
to attack like normal. This is the most annoying move. If you can, stay in the
air and shoot a beam or fireballs to pop the bubbles. If you're caught, wiggle
out of it immediately; UNLESS he goes underground again as soon as you're
caught. If you're caught in a bubble and a bubble touches you, it just pops.
Use that little tip to save you some trouble.

-Super Moves-

Laser Whirlwind: Abyss spins around like a tornado and shoots little blue
lasers in every direction. If you're far away or are blocking you're safe. If
you're too close and you're caught, though, this super does obscene damage.

- Strategy -

Switch to a character with fireballs. Pummel him with them until he's dead.
Better yet, if you saved your Hyper Combo gauge, use beam supers to kill him
very quickly. If your fireballs are being canceled by his Flamethrower, try
launching projectiles from the air, or time your attacks so you both shoot at
different times. Block if Abyss pauses, that means Abyss will launch a laser
attack of some kind. When he's almost dead he starts to use the Bouncy Bubbles
attack. Try to destroy them as quickly as you can, or just ignore them and keep
fighting. If you have no characters with decent projectiles, you have to risk
getting close and you will lose lots of energy. Try to use ranged supers.


- THIRD FORM : LAVA DOG BEAST CREATURE -

Finally, Abyss will rise from the red, molten ground to form a dripping Lava
Dog Beast Creature (Or LDBC, for short). This thing's got fangs and slobber
along with glowing green eyes. He habitually melts into the ground and then
reappears somewhere else, attacking as he emerges. The true form of Abyss,
however, is the green-tinged obsidian ball that floats around. Whenever Abyss
(the LDBC form) melts into the ground, the ball is revealed. If you succeed in
beating Abyss by either attacking the LDBC or the black sphere, the floating
ball will explode in a cascade of white light, leaving you victorious.

-Special Moves-

Abyss Fang: Like Venom's Venom Fang move, Abyss' entire body melds into a
tear-drop shaped mouth with large fangs and leaps at the opponent through the
air in an arcing, rainbow motion. Abyss will do this all the time and you can't
see it coming. Block whenever Abyss is finished with a larger attack... he will
probably end with an Abyss Fang move.

Flame Column: Abyss will slap at the ground, causing a column of fire to erupt
out of the ground. He doesn't do it often, but you must always anticipate it.
Adequately damaging. He often follows this up with his super move.

Dragon Blast: Abyss will lower his head, allowing two or three long streams of
fire that look like dragons to burst out of his body. These float horizontally
across the screen like fireballs. This is a quick attack that is very damaging.

Dragon Columns: Abyss will melt into the ground, leaving only the black sphere
floating around. From the ground, streams of fire "dragons" will shoot out
vertically in outward moving columns. Anyone caught by it will be juggled
along, taking tons of damage. Be sure you're blocking!

-Super Moves-

Onslaught: Abyss will launch a lot of fire and a lot of dragons your way,
covering the entire screen. Does hardly any blocking damage, though if you're
caught, prepared to be hurt. A lot.

- Strategy -

The key to the final form is blocking a lot. Block and let Abyss attack. Make
sure you're always as close to him as you can be (preferably right near the
middle of his body, almost to where if you go any further, your character will
turn around). After Abyss attacks and pauses, it's your turn to attack. Quick
attacks and fast air combos do well. Avoid any moves with too much lag time.
The BEST time to attack is during the Dragon Columns move, when only the ball
is around. As soon as Abyss melts into the ground, block. If he does the Column
move and the columns of dragons pass right by you, use that time to unleash the
worst attacks you have on the floating ball. If the dragons don't pass by you,
keep blocking and wait for a better time. I must stress, you have to block but
you also have to be agressive with Abyss. When he melts into the ground, don't
let him leave sight too long. He usually reappears at a spot close to where you
last saw him. If he reappears off-screen, just block and move towards the
center of the stage.

THE END: Every character has the same ending. Some peaceful music plays as a
voice says "Congratulations" and "Thank You For Playing" or some nonsense like
that, and that's it. As the credits roll, in the background there are new
(somewhat amusing) still pictures of the various characters in the game
interacting with each other.

-----------------------------------------------------------------------------------------------
VII: - TOP 10 LISTS -

- THE TOP 10 BEST CHARACTERS IN MARVEL VS. CAPCOM 2 -

Not that you really care, but here is a list of what I believe are the best
characters in the game... they are my real favorites and are generally fun to
play. Here they are in very rough order:

1- Hayato
This guy is just cool. Sure, he should have more awe-inspiring moves, but he
doesn't need them. Anybody with an energy-sword kicks much @$$.

2- Ruby Heart
What can I say, she's fun to play (that rhymes)! Many people underestimate her,
unfortunately for them.

3- Juggernaut
Not always the best for the job, but he's probably THE funnest guy to play (in
my humble opinion). He's just so freakin' HUGE.

4- Jin
Yeah, he's a lot better than in the original MVC, but even if he wasn't, I'd
still play him. Besides, he's the only guy with a giant robot on his side.

5- Magneto
This guy is just underrated. He's got insanely damaging combos and that cool
villian style.

6- Captain America
Don't ask why, but he's always been a favorite. I guess he just suits my
playing style.

7- Jill Valentine
I hear everyone groaning, but so what if she's cheap as hell? I love those
Resident Evil games and she's got those crazy zombie moves.

8- Morrigan
Nobody seems to care for Morrigan except me. She seems like Ryu and yet she's
not really. I guess its her insanely powerful Soul Eraser move that I like.

9- Guile
Another great new character. He doesn't seem like much at first... until you
play him, that is.

10- Cable
Yeah, another cheap character; but you don't have to play him cheap.
	

- THE TOP 10 CHARACTERS CAPCOM SHOULD PUT IN THE MARVEL VS. CAPCOM SERIES -

I was reading a video game magazine a while back (I think it was Gamefan) and I
saw a section where they picked characters they thought should appear in Mavel
Vs. Capcom 2. That got me to thinking. If Capcom were to make a new Marvel Vs.
Capcom game (which I don't think they will), I could think of quite a few that
I would like to see myself. Here's a list, in no particular order (some of my
picks are inspired from that mag I had read):

1- Jedah or Dimitri
You know, the guys from Darkstalkers. Instead of Anakaris or Felicia, I think
either of these two would have been much cooler. Just look at Jedah. The
Vampire Saviour. With that name, you know he's bad-ass. I know he plays kinda
weird, but he's still cool. Then there's that suave vampire, Dimitri.  Yeah,
yeah, I hear you saying, he's just like Morrigan (or Ryu, or Ken, or...), but
he's got style and he would have been much more fun than some goofy mummy.

2- Blanka and E. Honda
Since all the other original Street Fighter 2 characters are in this game, for
the sake of completeness, Capcom should include these two. I don't know about
E. Honda (he was an old favorite), but I know Blanka would fit right into this
game.

3- Fei Long
The Bruce Lee wannabe from Super Street Fighter 2. Fei Long has to be my
all-time favorite character in any fighting game. He's got more style than
everyone else put together. You know it would kick @$$ to beat the snot out of
someone Bruce Lee style. That's the power of Fei Long.

4- Archangel, Beast, or Bishop
As all the X-Men fans know, there are still several core team members missing
from the game. Although you'll probably never see Professor X duking it out
on-screen, I can't BELIEVE Capcom has overlooked these other three guys.
Archangel is one of the coolest and underrated guys on the team, what with his
metal wings and what-not. Beast is an inspiration... just look at Blanka! How
could you forget him? Then there's Bishop. I know, there's already a
gun-toting, time traveling, soldier from the future in the game, but I don't
think you CAN have too-much of a good thing.

5- Blade
The Blade movie (and the upcoming sequel) has pushed this guy into the
spotlight, and since Marvel owns the rights to him, it would only make to sense
for Capcom to capitalize on his popularity by putting him in a future game.
He's got a sword, guns, sunglasses. Plus in the comics, he also had two
partners (another gun-toting dude and a vampire fighting on the side of good)
who could help Blade out in the game.

6- Thor
He appeared in Marvel Vs. Capcom as a partner character. Why not a playable
character? He's got that big hammer and can control lightning (or something).
All I know is that Thor would make a cool character.

7- Arthur or Firebrand
You should remember them from those old school games Ghouls 'N Ghosts, Ghosts
'N Goblins, and whatever other games. Arthur was also a partner character in
MVC, he would make a fun character. He's got that armor that falls off, plus a
whole bunch of weapons to choose from. Alternatively, consider Firebrand, that
wicked little devil who even starred in his own SNES game, Demon Crest. I think
either one would make great characters.

8- Punisher or Deadpool
Again, how could Capcom have overlooked that Marvel classic, The Punisher??? Do
we need more guys with an arsenal of guns?? Why not?! Speaking of guns, there's
that uber-cool X-Villian assassin, Deadpool. Either one would be cool, would it
not?

9- Predator or One of the Aliens
What are these guys doing here? A while back, Capcom put out an a
side-scrolling action arcade game called Aliens Vs. Predator. At least at one
time, Capcom owned the rights for these two movie villians. If they still do,
wouldn't it be something to put one of them in a wacky fighting game like MVC?

10- Apocalypse
Yes, I know he was already in the Vs. series, but I always though he should be
a playable character. Apocalypse is my favorite comic book villian (that is, if
I still read comics, which I don't). Just look at him! He can assume any form
and he's just really... neat. Of course, in the game he wouldn't be giant (but
he might have that option as a super move).

Well, that concludes my list. Do you think I left someone out? If you have the
inclination, you can e-mail me with your own selections and I will try to add
them to this FAQ (I will give credit where credit is due, of course) and if
there is a big enough response, I will e-mail the entire list to Capcom, Inc.
for consideration (not to imply that I have any special influence with them).
That address again is < swidly@hotmail.com > .

-----------------------------------------------------------------------------------------------
VIII: - GAME SECRETS -

Sadly, Marvel Vs. Capcom 2 for the Dreamcast doesn't have many secrets. If
anyone knows of a way to play Abyss, please-oh-please tell me.

-New Characters, Colors, & Stages
This is rather obvious. In order to gain the new characters, colors, and
exclusive Dreamcast stages, you have to gain points by playing the game. Once
you have a certain amount of points, you can buy these various things, one by
one, on the "Secret Factor" mode, in the Shop. You gain points by the number of
stages completed on Arcade Mode and Score Attack mode. You gain points by the
amount of time you spend in Vs. Mode and Training Mode.

-Additional Colors
Once you buy the extra colors for a character in the shop, the character's
portrait in the Select Character screen will have a gold border around it. In
the arcade, new colors are time released. You can pick the 2 new colors by
pressing either the A1 or A2 button on your controller.

-Same Characters on a Team
If you unlock every secret in the Shop in Secret Factor mode (including all of
the colors), forever afterwards you can select the same character more than
once on your team in every game mode. For example, you could have 3 Cables on
your team at once if you wanted.

-Easy (But dumb) Way to Gain Points
Go to Training Mode and select characters. After the match begins, just leave
the room. Come back later in the day, hit start and go to "Quit." It will say
how many points you've gained. You have to be real lazy and desperate for
points to do it this way though; it's MUCH faster to gain points by just
beating the game in Arcade Mode.

-Attack After Victory
Yes, MVC2 still has this old favorite. After you win a match and your character
is posing, press the start button. Now you can move your character around and
hit the opponent when they're down. You can still perform Hyper Combos, but you
can't call any of your resting partners. You can't always do the "start" trick;
certain character's poses don't allow it (such as Captain America, when he
poses with a bird landing on his arm). Also, you can't do this trick if you win
with more than one character on the screen at the same time.

-----------------------------------------------------------------------------------------------
IX: - CREDITS & MISCELLANEOUS -

- This FAQ was written and researched entirely by me, Chalupa Donny AKA John
Malone <swidly@hotmail.com>

- Phillip Mouliatis (phillipm80@hotmail.com) helped to correct an embarassing
mistake on my FAQ. Thanks guy.

Any resemblance that this FAQ bears to other FAQs or writings is entirely
coincidental, as no other FAQs or writings were used to create the FAQ that you
are now reading.

The game Marvel Vs. Capcom 2 and all characters mentioned are a registered
trademark and property of Capcom along with Marvel Comics, as is Marvel Vs.
Capcom, X-Men Vs. Street Fighter, Marvel Super Heroes Vs. Street Fighter,
Marvel Super Heroes, and X-Men: Children of the Atom. Street Fighter II,
SonSon, Strider, Star Gladiators, Darkstalkers, Street Fighter Alpha and any
other games mentioned are the sole property of Capcom.

Copywright 2000. Last update: 1/3/2001.
