Marvel vs Capcom 2: New age of Heroes
Version 1.0
e-mail: lockheart@evil.co.uk
This document Copyright 2000 Jun Lockheart (Lazuli)

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INTRODUCTION
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When I first saw Spiral, I felt in love :). I knew she was the one.
She have style, and the way she moves... everything. I gave her a
try and thought: "She su*, but she is so cool that I will keep her
in my team. There is no problem, I will just put some cheesy guys
like Ice Man, Cable or Sentinel and it will be fine. Nah... I don't
even like thoose cheapos, I shoul learn how do play with Spiral."
I came at gamefaqs searching for some info. But there was none!!
Not even a single faq while Guile had five (nothing against guile).
So I decided to dedicate one FAQ to Spiral, my first FAQ. My english
ins't that good, please forgive any mistakes.

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LEGEND
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U    up
D    down
F    forward
B    back
QCF  down, down-forward, forward
QCB  down, down-back, back
HCB  forward, down-forward, down, down-back, back
LK   light kick
MK   medium kick
HK   heavy kick
LP   light punch
MP   medium punch
HP   heavy punch
A1   assist 1
A2   assist 2
PP   light + heavy punch
KK   light + heavy kick
XX   cancel into

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CHARACTER INFO
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Spiral, Witch from Strange Dimension

I don't know about her history or profile... all I know that she is
a witch from Strange Dimension :).

Before we start, read her pros and cons to see if she fits your tastes.

Pros:

1. Teleport alone is a reason, but there is more.
2. Speed Dance and Power Dance gives her great power/speed (her speed
and power are already good).
3. Dancing Swords are great for chiping and keep away!
4. Her Metamorphose is damn good and you can trap your opponent to be
sure that it will connect.
5. Spiral is very versatile.

Cons:

1. She isn't that good at close ranges.
2. The teleport is hard to learn with 9 variations (learning two you 
should be fine).
3. With Spiral you can't just charge or throws swords and expect to win.
You must think, she demands a lot.
4. Her assists aren't the better ones.
5. Some people don't realize that she takes skill and will call you cheap
because they can't get near you or leave the corner.

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SPECIAL MOVES
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Six-Hand Grapple -> f, d, df + P, then d/u (air)

It's a good anti-air and can be used in air combos with the correct
timing (your opponent must be above you). 

Dancing Sword -> hcb + P, throw swords with LP/MP (air)

Always have swords around you! With that move she can play a mean
keep-away game. Jump and throws swords (fast as you can). If you are
fast enough, you can use Dancing Sword while your opponent are still
blocking the last salvo. If not... have a nice assister to cover you
(projectile or dashing) while you re-activate Dancing Swords. Or
do it super-jumping.

Tsurugi Tobashi: Forward -> qcf + LP after Dancing Sword (air)

Good for combos (Air Tsurigi Tobashi: Circular XX Dancing Sword - 
Tsurugi Tobashi: Forward and combo away). Chips good... use it and
teleport behind your opponent. Chip if he blocks (can you grab?)
and combo if he mess up with the block and get hit.

Tsurugi Tobashi: Upward -> qcf + HP after Dancing Sword (air)

You can use this in air combos and then use Six-Hand Grapple, I think.

Tsurugi Tobashi: Circular -> qcf + LK after Dancing Sword (air)

Good chiping. If you make your opponent block this move, you can
try Metamorphose (Air Tsurugi Tobashi: Circular XX Metamorphose
then keep pushing LP while he is blocking).

Tsurugi Tobashi: Six-Way -> qcf + HK after Dancing Sword (air)

I don't even bother...

Teleport Dance -> qcb + LK, then hold (d+) P/K (air)
qcb + LK             Spiral appears over her opponent's head.
qcb + hold LK        Spiral appears in the lower-left corner.
qcb + hold LP        Spiral appears in the center of the playfield.
qcb + hold HK        Spiral appears in the lower-right corner.
qcb + hold HP        Spiral appears in the upper-right corner.
qcb + hold d + LK    Like (hold LK), but she's closer to her enemy.
qcb + hold d + HK    Like (hold HK), but she's closer to her enemy.
qcb + hold d + LP    Like (hold LP), but she's closer to her enemy.
qcb + hold d + HP    Like (hold HP), but she's closer to her enemy.

When you master the teleports, your Spiral will be the nightmare of
your opponents. It can be used at her keep-away, to evade attacks
and to confuse your opponents. 

Kyuukouka Dance -> In air, qcb + HK

Use this if you are in the air and want to land quickly. Good after 
teleports.

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HYPER COMBOS
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Stamped Sword -> qcf + PP

Not that good but chips nice.

Power Dance -> qcf + KK (air)

People fear Power Dance, usually they will try to keep you away while
it it active. So use it when you are sure that you can hit something.
Good when you teleport behind a beam super (Proton Cannon!!!)
and don't have 3 Levels for Metamorphose.

Speed Dance -> qcb + PP (air)

I don't use it that much. Use it when you want to go fight at
close-range. With this speed up she have a semi-infinite (LK, HK,
dash - repeat).

Metamorphose -> qcb + PP, grab w/ P (air) (Level 3)

The best one, but it costs 3 Levels. Use it when you are sure that it
will work (after a blocked Tsurugi Tobashi: Circular for example). If
your opponent's assist is near when this move connects he will be hit
too!!

Hyper Metamorphose -> A1 + A2 (gamma variatiable combination)

Like metamorphose (but Level 1), and can be comboed (crouching LK,
MK XX Hyper Metamorphose). The chiping is good too.

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ASSISTS
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Alpha - Projectile Type: Tsurugi Tobashi: Forward / Stampede Swords

Beta - Variety Type: Tsurugi Tobashi: Upward / Stampede Swords
Gamma - Ground Type: Standing HP / Hyper Metamorphosis

Always use Gamma. Her assists aren't good at all, but with Gamma
you will get Hyper Metamorphose (comboable).       

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COMBOS
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This section will be very small. 

1. LK, HK - Super Jumping LK, LP, MK, MP, HK/HP/Six-Hand Grapple.
2. Activate Speed Dance - Dash LK, HK, Dash LK, HK, repeat...
3. Crouching LK, MK XX Hyper Metamorphose.
4. Air Tsurigi Tobashi: Circular XX Dancing Sword - Tsurugi Tobashi:
Forward and combo away.

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SPIRAL STRATEGIES
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Keep-Away

Her keep-away game is very mean. If you do it right, your opponent
must be very good to escape (sometimes my friend just stops to block
because he is sooo pissed). Throw a lot of swords, while you are
re-activating Dancing Swords, keep the pressure with a nice assister.
If your opponent comes close, teleport. If you predict a super,
teleport. Just be careful with assists... If some assist mess up your
keep-away, change your strategy.

Teleports

If you want to win with Spiral, you must learn to teleport! When you 
are playing keep-away and your opponent comes close, teleport to the
other side of the screen. If you are feeling something with some lag
time coming, teleport behind him (great to counter keep-away games).
If he tries to corner you, teleport. If he jumps-in, teleport. If he
dashes, teleport (not really, but you get the point). Teleport all
the time to confuses your opponent, just don't get predictable.

Close Range

Her combos does solid damage (with Speed Dance she will be a combo
machine, and her Power Dance will boost her strength). You can try
jump-ins and dash... but the best time to start combos is after
your opponent mess things up. When you teleport behind him while
he is in the middle of some move with some lag time. When you use
Tsurugi Tobashi: Forward (or some assist), teleports behind him
and he doesn't block, et cetera. Be free to use your imagination and
your teleports (+ swords) to confuse your opponent and give him some
painful combos.

Metamorphose Trap

Metamorphose is cool, and gives a lot of damage. But what if you
miss? You can't aford to loose 3 Levels at your HC gauge. Be sure
that it will connect. The best way that I know is to snap back
(or after you kill one character) and quickly do an Air Tsurugi
Tobashi: Circular XX Metamorphose before the new character land.
Then go and keep pushing LP near him. Either way, if he blocks or
get hit this move may connect. The Air Tsurugi Tobashi must be
well timed and aimed. You can also use assists to keep your opponent
blocking or stunned... but the first method is better. If your
opponent isn't expecting this he will be caught. If he is, he may
jab you, so don't get predictable.

Against Fireball Happy People

Fireball Happy People have trouble dealing with Spiral because each
sword cancels one fireball. If your swords are fast enough, they will
not have time to fireball you. I'm not sure about Rockman... his
megabuster is fast. Spiral's keep away is enough to handle them,
be careful at close fighting because some fireballers (shotos for
example) can be deadly at close range. And you feel a Shinkuu Hadouken,
Hyper Rock Man, et cetera, teleport behind them. 

Against Beamers

Beamers are harder than fireballers because beams are a lot faster and
usually eats Spiral's swords. If you are fast enough to keep them from
beaming, fine. If don't use assists for cover and remember that beamers
have more recovery lag time (not Cyclops), so teleport when you predict
a beam. If your keep-away doesn't work, you can go close fighting since
some beamers (and every beamer in scrub hands) aren't that good at
close range.

Against Dialers

Keep away! Keep away! Keep away and you will be fine. If you have to
go close range, don't forget to use Speed Dance first. Don't try to go
toe to toe with theese guys, you just don't have the priority.

Against Really Big Guys

Keep away and you will be fine. You can also go teleport-close fighting
since Big Guys have great lag and recovery time. With teleport + speed
dance you will be fine. Just be careful because big guys are *really*
strong. If you are playing keep away with Juggy he can't Headcrush
through the swords and hit Spiral. You can block because her jabs have
little recovery time (maybe if he is close enough he can, his Headcrush
is damn fast!).

Against Assists

You will face assisters in every fight, be it agains beamers, big guys
or dialers. But I will make it appart because assisters became a group
per se. Some assists can really mess your keep-away game (like
Sentinel, Captain America) or mess everything (JUGGERNAUT PUNCH!!).
If that happens, don't worry. Snap back is the key. Wait for the
opportunity to snap back to this assist and try the metamorphose trap.
And don't forget that you can always teleport...

Partners

If you wants to win with the keep away alone you should use a
projectile assist that chips good and give some cover (Cable, Ice Man,
Doctor Doom, Silve Samurai, et cetera) or a dashing one that gives
great cover (Juggernaut, Sakura, Captain America, et cetera).
Maybe both? For some confusion tatics you will need a fast dashing
assist (Juggernaut anyone?) or a unblockable one (Rogue, Zangief).
I like to have a all around assist that will give me cover while I
chip, and strike when I need (Juggernaut, Jin, Sakura). Spiral is so 
versatile that any assist will do. You can put her in your current
team and have good results. Your team must work as a whole, but each
member must be able to fight for himself. If you depend to much on
a assist and he dies, you will have trouble.

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SPECIAL THANKS
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1. Kao Megura for his great Marvel vs. Capcom 2 faq (where I found
Spiral's Moves and "profile").

2. Gamefaqs.com for hosting this FAQ.

3. You people that play with Spiral.


