
                        THE MARVEL VS. CAPCOM 2 FAQ FOR DREAMCAST

                 By John Malone AKA Chalupa Donny <swidly@hotmail.com>
                              http://users2.ev1.net/~swidly/

- IMPORTANT INFORMATION -
"The Marvel Vs. Capcom 2 FAQ For Dreamcast" is Copyrighted, as of November 2000
by the author, John Malone, under International Copyright 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!

As part of the disclaimer, you should only be able to find this FAQ in 2 places
that I know of: the always wonderful and insightful Gamfaqs website
(http://www.gamefaqs.com) and the also excellent Fresh Baked Games
(http://www.fbgames.com). That's it. If you do see it anywhere else, it would
mean a lot to me if you would tell me about it. I would have to punish those
naughty people.

- ONE MORE NOTE -
All the Credits for contributors and other do-gooders are listed at the very
end of the FAQ, in section IX. Don't think I didn't give props where it's due!

- VERSION HISTORY -    ********* IMPORTANT !!! PLEASE READ **********

6/29/01 - Version 6.0  Hey. Just thought I'd sneak one more final
  FINAL FINAL VERSION  update into my FAQ. As I was reading over it, I
          (honest!)    noticed a lot of mistakes and some stuff I
                       wanted to change, so I did. There's also more
                       complete info on the new characters and various
                       rewrites throughout. And one more contribution.
                       This will be all, though. Goodbye again and enjoy!
                                                               -- John
6/27/01 - Version 5.0  Hi all. It's been awhile, so I thought I should
        FINAL VERSION  bring closure to my FAQ. Yes, I e-mailed Capcom
                       and no they didn't respond. Drats. I know they
                       have a policy against taking submissions, but I
                       figured there was no harm in trying. Oh well.
                       "Se la vie," as the saying goes. Getting back to
                       the FAQ, let me reiterate: PLEASE no more
                       e-mails about the FAQ! At least no e-mails that
                       you expect to be published, because they WON'T
                       be, seeing as how this is the final version. But
                       if you feel like mailing me to shoot the s***
                       or for any other reason, feel free. I added the
                       last couple of contributions I got, plus a
                       little info in the "Basic Techniques and Ideas"
                       and a new section that answers common questions
                       that I get from readers that you can't find in
                       the rest of my FAQ. Well then, I guess this is
                       goodbye. It's been a great ride and I hope to do
                       it again sometime. Good luck to everyone out there
                       and thanks a lot for reading!
                                                               -- John
5/13/01 - Version 4.1  Okay, apparently people weren't listening and
          (Next to     still e-mailed me to contribute stuff. That's
           final       okay, though. It's flattering. But this is
           version)    the "next-to-the-final version" here. Sorry,
                       but I have to end this thing somewhere. I will
                       be e-mailing the list of contributions to
                       Capcom; see the Contributions section for more
                       on that. There should be just ONE MORE update...
                       if Capcom sends a response to me, and any other
                       e-mails that people send between that time.
                       Until then.... thanks.
4/16/01 - Version 4.0  I changed a lot of little things here and there
                       and even clarified some moves. I've corrected
                       just about all the mistakes in my FAQ, so this
                       will probably be the last update, so unless you
                       have something utterly shocking and
                       earth-shattering for me to include in here,
                       there will be no more updates.
4/15/01 - Version 3.5  Dan's Otoko Michi super clarified, thanks to DkFFIV.
                       Just a quick little update.
3/20/01 - Version 3.4  Check the Credits section near the end. Many thanks
                       go to Richard H. for his help.
3/03/01 - Version 3.3  A few more contributions added, plus some updated
                       info on Jill and Magneto. Thanks again to Phil M.
                       Also, more info on Rogue & some more rewriting.
3/01/01 - Version 3.2  Some minor cosmetic changes.

2/28/01 - Version 3.1  Yet more corrections thanks to loyal readers, as well
                       as extensive rewrites in the first 4 Parts of the FAQ.
2/19/01 - Version 3.0  More corrections, plus some contributions added. Check
                       out the new "Contributions" section below!
1/7/01 -  Version 2.0  "Side Notes" added to many of the character
                       descriptions, to provide even more complete info.
1/3/01 -  Version 1.1  Small mistakes already found! Special thanks to Phillip
                       M. for pointing them out.
1/2/01 -  Version 1.0  The original version goes up. Sure was a lot of work!

- 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
 1: The Top 10 Best Characters in Marvel Vs. Capcom 2
 2: The Top 10 Characters Capcom Should Put In The Marvel Vs. Capcom Series
 3: Contributions
VIII: Game Secrets
IX: Other Frequently Asked Questions
X: Credits & Miscellaneous

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

Hello and welcome to my Marvel Vs. Capcom 2 FAQ. First of all, this FAQ has a
large portion devoted to strategies and the ins and outs of the game which is
geared mostly towards beginners. If you find yourself constantly being beaten
by others at Marvel Vs. Capcom 2, my FAQ should be able to help. That section
is intended to be read from beginning to end. If you already know how to play,
you can review it to get a better handle on things or just skip it. Whatever
makes you happy.

But why did I create this FAQ and why should you read it? For the first
question, I'm a huge fan 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).

To answer the second question, I've got a couple tiny things that I haven't
seen on other FAQs but the main reason is 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 >  \(^o^)/

-------------------------------------------------------------------------------
- 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 give you the low down on 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 (Sonson, Ruby Heart, Amingo, Cable, Tron Bonne,
Servbot, Jill Valentine, and Marrow). Also, Marvel Vs. Capcom 2 contains every
other 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 even more chaotic and furious than in the original Marvel Vs.
Capcom.

3. Onslaught is MIA. There is a new final boss, Abyss (See Section VI for
more).

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. All 3 on a team must be KO'd before the
match is over.

5. Your Hyper Combo Gauge can now be filled up to 5 levels maximum 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 middle
of a match 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, each one a different attack, which you choose at the Character
Select screen (See Section III.2 for more).

7. In order to keep the new system from being too 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 Section III.2 for more).

8. There are now "Delayed Hyper Combos." You can interrupt your own character's
ongoing Hyper Combo with one from your second, then third partner (See Section
III.3 for more).

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 (See Section III.3 for more).

10. There is a new technique called the "Snapback," which will knock your
opponent off screen and force one of their partners to join the melee (See
Section III.3 for more).

-------------------------------------------------------------------------------
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.

- or - Whenever an explanation contains an "or" it means there are two
variations or two ways, if you will, of doing the same thing.

- 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 that
Punch button.

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

- Press Any Direction - Any direction on the directional pad (D-Pad) can be
pressed.

- Do Nothing - Self explanatory. Literally, do not do anything on your
controller.

- (rapidly) - Repeatedly tap the following button very quickly.

- (air) -  This move can be performed while standing on the ground or while
jumping. Often times the move will have a slightly different effect in the air.

- (air only) - This move can ONLY be performed while jumping.

- (near) - Your character must be positioned directly next to your opponent's
character for the following move to work successfully. These are often
unblockable moves, but not always.

- (unblockable) - This move cannot be blocked by the opponent.

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

- (level 3) - The indicated move requires at least 3 levels of your hyper combo
gauge before it can be performed.

- P - A Punch button; by itself it means ANY Punch button. A "P" behind the
letters L, M, or H indicates either a "Light Punch", "Medium Punch", or "Heavy
Punch," respectively.

- K - A Kick button; by itself it means ANY Kick button. A "K" behind the
letters L, M, or H indicates either a "Light Kick", "Medium Kick", or "Heavy
Kick," respectively.

- 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 the home
console version 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)... a mediocre attack; neither strong nor weak,
       fast nor slow. You can only access the Medium Punches and Kicks by
       tapping your LP or LK button twice (respectively). You can only
       perform Medium attacks in series, after performing a Light attack
       first... you can't perform a Medium attack all by it's lonesome.
- L_ - Light (Punch or Kick)... a fast but weak attack.
- A1 - Your Assist 1 button.
- A2 - Your Assist 2 button.

- OTG - An "On The Ground" attack. It means the move I'm talking about can hit
the opposing characters while they are lying flat on the ground.

- MVC - An abbreviation for the original game, "Marvel Vs. Capcom."
- MVC2 - An abbreviation for this game, "Marvel Vs. Capcom 2."

- X-Men: COTA - An abbreviation for the Capcom game "X-Men: Children of the
Atom," which I make  references to in some of the individual character
sections. This is the game that started the "Vs." craze, what with its crazy
and colorful attack animations and chaotic screen action.

- MSH vs. SF - I may mention this once or twice. This is Marvel Super Heroes
vs. Street Fighter, the second game in the "Vs." series.

- super - I probably say this all the time. It's my abbreviation for "super
move" (or "Hyper Combo," as Capcom calls it).

- HC or HC Gauge - A Hyper Combo (super move) or the Hyper Combo Gauge, a bar
at the bottom of the screen which tells you if your character is able to
perform a Hyper Combo or not.

-------------------------------------------------------------------------------
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 if you want to beat the ass of the guy/girl
sitting/standing next to you. If you are a more experienced player, than you
already know this stuff... so why are you reading this?

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
Capcom 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
Here's another break down:

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 |  |  |
             |__|  |_____|  |__|

Remember, these are the default buttons:

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

If you are using a different kind of controller or if you switch all this crap
around, of course it's going to be a little different.

-------------------------------------------------------------------------------
2 - BASIC TECHNIQUES & IDEAS -

Now that we got through Movement, lets move into a little more complex stuff.
These are things that every character has in common (generally speaking). Just
about all of the characters can do these moves. It's essential that you master
these basic techniques if you want to play and not make a total jack-ass out of
your self. Practice these moves and learn how and when to use them. This only
requires experience.

The Life Bar... Yellow and Red Energy-
     Each character has their own Life Bar. They are located at the top left or
right corner of the screen (depending on if you're the first or second player).
Once all of the Yellow Bar is depleted, that character is knocked out of the
game 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. It appears after you get hit. This
is your potential "re-gainable" energy. Your character's Red Life bar will
slowly transform into useful Yellow Energy when that character is "resting" off
screen.
     You can also regain Yellow Energy from the Red Life bar from Heal Type
Assists (See Section III.3 for more). Remember, if you have only one character
on screen, the Red Energy Bar doesn't mean diddly-squat. In conclusion, always
know when to let your characters rest. This could mean the difference between
defeat and victory!

The Hyper Combo Gauge (HC Gauge)-
     This is a bar at the bottom left or right-hand corner of the screen
(depending if you're player one or two). It starts at level 1 at the beginning
of the match. The bar will slowly increase every time you press your buttons or
if you are hit by the opponent.
     Once the the ever-increasing energy fills up the whole bar, your Hyper
Combo Gauge gains an additional level. The Gauge can hold a maximum of 5
levels.
     Performing Hyper Combos and certain other techniques (like a Snapback; See
Below), will drain one level of your Hyper Combo gauge. Some characters have
attacks that can drain your Hyper Combo Gauge (such as Omega Red's "Death
Factor" attack or Ruby Heart's "Fantome" attack).
     Always keep an eye on your bar and try to just "press buttons" if the
opponent is not doing anything and/or you're a safe distance away from you foe,
in order to raise your Hyper Combo Gauge for later.

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 to keep distance between you and your opponents.
Also, rushing forward is good way to start combos and can surprise an
unsuspecting 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 possibly can
before hitting the ground. This means that while performing a super jump, you
can perform very long and damaging combos.
     Also, the super jump is terrific for leaping over wacky, screen-filling
super moves that your opponent throws at you. An experienced player will learn
to use this opportunity to quickly super jump over opponents and then attack
them from their defenseless backside.
     The screen follows the person who is super jumping, so you can't see what
the person on the ground is doing.

Block- B or F, Away From Opponent (air)
     The block is the essential building block of your defense. Know when to
block by learning how your opponent plays and what each character can do (as
far as moves and cheap tricks go). Don't be caught by surprise! Only scrubby
beginners (or overconfident veterans) play without blocking. If you find
someone who doesn't know how to block (and there's a fair share of 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 do this mostly on accident. When your character is
standing right next to an opponent and you press a Heavy Punch or Kick button,
your character will throw (or grab) your foe and do something painful to them.
     What's the difference between a throw and a grab? A throw is where you
toss the opponent in a direction of your choice (controlled by holding Back or
Forward on your Direction Pad right before the throw actually occurs),
inflicting damage. With a grab, your character will grapple with the opponent
and wail on them with an appendage of some sort (the ever-creative Dhalsim uses
his stomach).
     Every character has a different throw or grab, each with different
effects. Many characters can also throw opponents in mid-air. There are also
special, usually more damaging, throws that many characters also possess. These
are performed by a different button command than the one above (See individual
character descriptions below).

Safe Fall/Break Away- Press Any Direction (except U) + HP or HK
     If you are thrown or grabbed by the opponent, you'll have a brief
nano-second or two in which you can perform the Break Away to escape the
aforementioned 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 as he or she lands on their feet (as
opposed to the usual falling butt-first back on the ground). These will also
most likely be performed by accident.

Rolling Escape- D, DB, B + P or K, Just Before Landing
     If you've just been pounded senseless by your opponent and you're about to
crash head-first on the pavement, use the Rolling Escape to avoid further
punishment. Your character will roll out of the way and escape any further
damage the opponent has waiting for you. Usually your character will roll to
the opposite side of the screen (often this will be behind the opponent, which
can be very confusing for both of you unless you stay on guard).
     Experts know how to knock the other guy down and then hit them while
they're helpless. Sounds cheap, but its true. The ONLY way to avoid this fate
is to perform a Rolling Escape. Use it if you've been tripped from a sweep
attack 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 the Rolling Escape until you
do it by reflex every time.

Advancing Guard- 2P (air)
     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 probably will 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, shoving the opponent some
distance away from you.  The Advancing Guard is essential if you're stuck in
the corner.
     An added bonus of this technique is that it will also reduce the damage
you normally take while blocking your opponents special or super moves. So if
Ryu whips out his Shinkuu Hadouken beam super, using your Advancing Guard
technique while blocking will noticably reduce the block damage.

Launcher- DF + HP or DF + HK (See character descriptions for which one)
     This attack, if successful, 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 as a stand-alone attack, ie. you cannot link a Launcher from another
move.

Pursuit- U, After Launcher
     If the Launcher connects, all you need to do is press Up on the
Directional Pad and your character will leap high up into the air to follow the
air-borne opponent. What you do next is up to you.

Linked Attacks: The Chain Combo- LP (or LK), MP (or MK), HP (or HK) (air)
(Note: Not every character can follow this progression)
     THE SECRET TO WINNING AT MARVEL VS. CAPCOM 2 IS: Learn how to do combos!
They are highly damaging and when they are started, the opponent is powerless
to stop them! Besides, there is NOTHING more crowd-pleasing than a crazy,
off-the-wall, 20 hit combo!
     It is not hard to perform a combo. Every character in the game has moves
that can be linked together. And most follow the progression that you see
above. Just press those buttons in quick succession, and you have a nifty
combo!
     But be sure to heed the above note; some characters (usually the larger,
slower ones, such as Zangief) cannot perform the progression listed above. Then
again, faster characters (such as Strider) can perform even more extended Chain
Combo progressions, like this: LP, LK, LP, LK, HP (or HK). So every character
has certain moves that can be "linked", which you will need to figure out.
     More complex combos can be performed. For example, the last button you
press in a combo is the "combo ender." It should be a powerful move; one that
will knock the opponent down and keep them from immediately pummeling your
character in revenge. The simplest combo ender is a Heavy attack (Punch or
Kick). A more complex combo ender is a special move. Many characters have
special moves that can be linked as part of a combo. And a select few
characters even have Hyper Combos (supers) that can be linked to the end of a
combo. Learn what your favorite character can and can not link, then try to
piece together some cool combos and impress all of your friends (while also
taunting your opponent in a gratuitous fashion).

Aerial Rave- Perform a Chain Combo (air only)
     An Aerial Rave is a chain combo when it is performed in the air. REMEMBER,
the best way to start an Aerial Rave is with a Launcher and then having your
character Pursue. Aerial Raves tend to be longer than ordinary ground Chain
Combos. It is even easier for characters to perform longer Chain Combo
progressions while in mid-air, such as the LP, LK, LP, LK, HP (or HK) pattern
listed above. Don't be afraid to try new things!
     Another great thing about Aerial Raves is that they can be extended by
performing Double or Triple Jumps or an Air Dash. Using any of these moves in
the middle of a combo "starts you over," meaning that if you've almost reached
the end of your combo progression, a Double Jump or an Air Dash will start you
fresh, allowing you to re-start your whole combo progression, and therefore
adding even more hits to the combo!
     All the rules that applied above also apply for Aerial Raves. Pay special
attention to combo enders. If you don't have a powerful combo ender, the
opponent will still be able to exact retribution on your character before you
can recover or react.

Taunt- Start + LK
     Although essentially a pointless move, there's no better way to lower your
opponent's self-esteem (or piss him/her off) than by Taunting them in the heat
of battle. A Taunt usually deals no damage (except for Jin's and Chun Li's, see
their individual descriptions) but they do raise the energy on your Hyper Combo
gauge. Each character has a different taunt... it's interesting to see them
all.

Tech Hits- See Below
     A Tech Hit results when hitting the opponent just before they are about to
perform an attack. In other words, every character has an animation that they
perform before they actually do an attack. If you hit your opponent during this
animation preceding their attack, you will have performed a "Tech Hit" and you
will get a yummy bonus (in the form of extra points).

The First Attack- See Below
     Whomever shall get the first clear hit at the beginning of each match
shall get the legendary "First Attack" bonus. Extra points shalt be thy fate!
Mwahahahahaha!!!... okay I'll stop.

------------------------------------------------------------------------------
3 - YOUR PARTNERS AND YOU -

The most innovative concept in MVC2 is the new Partner System! You now can
choose from 3 partners each match and can switch between them at any time. They
can also jump on-screen to help you as often as you like during the battle,
which is called an "Assist".
     The order in which you pick your characters determines your partner
positions. The first character you pick is the character that you will start
the match off with. The second character will be your first partner. Anything
in this FAQ that mentions the 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 that
mentions the A2 button deals with the second partner. His/her life bar appears
last, below the third partner.
     Whenever the on-screen character is knocked out, the next partner in line
will automatically jump in. Partner order can be switched within a match if you
switch your main, on-screen character with a resting partner and then switch to
the third partner after that (as opposed to switching back to the first, main
character). Partner order is also important regarding 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 what 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 category to help
you choose which will suit your purpose. Every character has 3 different
categories to choose from for their Assist. The first choice out of the three
is always called "Alpha Mode," (regardless of the category) 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 3
different choices). In Cable's case, the boxes will say (in this order):
Projectile Type (Alpha Mode), Anti-Air Type (Beta Mode), and Variety Type
(Gamma Mode). 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 Categories (or Types) of
Assists and what they mean appear 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 (Shouryuken) and Guile's Somersault Kick.

Balance Type: Yowza. I've recently learned from "nyu_bomber" the true purpose
of the Balance Type Assists. To paraphrase Mr. bomber, if you pick the Balance
Assist, your character will have a combination of their other two Assist Types.
Usually those other two Assists will be one for ground defense (say Projectile
Type) and one for aerial defense (Anti Air Type). So depending on if the
opponent is on the ground or in the air when you call your partner for an
Assist, the Balance Type character will do something different. So it is
actually pretty useful!

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. Your partner also makes a good human shield for you. 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 are 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 relatively large
area of the screen (at least I think so... see Ground Type). 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) and that do not fall easily into the other categories. At least,
that's my best guess. The difference between Expansion Type and Ground Type is
a fine line, indeed. 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. Except it usually doesn't work, so 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; they will keep the opponent
away from you or give you time to think. Also try to time this Assist with a
projectile attack from your main character; this will usually make the
projectiles harder to dodge, plus you will do extra damage. 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 (or "potpourri", if you're
into Jeopardy). The attacks here will always be unusual and unconventional.
Examples are Doctor Doom's Photon Shot or Iceman's Ice Avalanche.


Here are the various special moves that are essential to your characters' well
beings; all of 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 (the red energy, if any, slowly turns into yellow 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 before switching.
     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. And for fun, try summoning your partner for a Variable
Assist, then jumping over your opponent just as your partner is coming out.
Your forces will now be on both sides of the opponent! The confusion and chaos
that ensues when your hapless victim tries to decide how to block attacks
coming from two opposing directions at once is priceless.

Variable Attack: LP + LK (Switch to First Partner) or HP + HK (Switch to Second
Partner)
     This will switch your characters. They will jump on the screen from the
upper corner of the screen from behind your main character with an air attack.
If this attack misses, your character will stop for a moment and pose, leaving
you briefly open to retaliatory attack.
     If you hit the opponent with this air attack, they will be stunned and fly
straight up into the air while spinning. From there they are vulnerable to any
quick attacks you can think of.
     So, know when to smartly switch your characters. 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). The
counterattack performed depends on the Assist Type chosen for the character; in
fact, it is the exact same move performed during that character's Variable
Assist (unless it is a non-violent one, such as Heal or Assist). This also
switches your on-screen character to the partner you called on. 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 each perform their Hyper Combo (Which one will it be? I
tell you in that character's description, so go and see). 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 and do it. You can also
interrupt this one in a similar fashion with a Hyper Combo from 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 technique 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. If it connects, however, 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 your opponent, by all means, use a Snapback to
force them back on-screen and finish the job!

-------------------------------------------------------------------------------
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.

When gaming aficionados talk about a 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 the other various features and quirks that
occur in Marvel Vs. Capcom 2.

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 people. Notice many
characters cross categories. Here are some general groups:
(DISCLAIMER: This list is by no means definitive and others will surely
disagree with my subjective classifications)

"Shotokan" or "Shoto" characters: Ryu and Ken, the original fighting game
heroes and their famous trio of moves (Fireball, Dragon Punch, Hurricane Kick),
are such successful characters (so basic... yet so complex!) that their model,
the "Shotokan character," has been copied from game to game ever since Street
Fighter II (and not always by Capcom). There are many characters in Marvel Vs.
Capcom 2 who are modeled after the original Ryu and Ken. Some examples of Shoto
characters are: Ryu, Ken, Akuma, Dan, Morrigan, Sakura, and to a smaller
extent, Cyclops, Megaman, and Cable.

"Pixies": No, I'm not talking about the indie rock band, but rather small
(usually female) characters who are very fast and combo-friendly, but very weak
in defense. It takes practice and quick reflexes to kick ass with a Pixie
character, but once you're whipping out those 12-hit Aerial Raves left and
right, your effort will have paid off. The Pixies 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: Some characters are so beam-y, their beamy-ness
can only be described by calling them a "Beamer." What do I mean by "beamy?"
Any characters with a strong beam attack or an attack with a beam-like affect,
which they must often rely on to win, qualifies as a Beamer. Beam attacks are
greatly loved and feared because they will cancel and go through fireballs and
beams are usually very fast and damaging. Some Beam characters are: Ryu, Akuma
(both are included because of their Shinku Hadouken HCs), 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
noticeably bigger than the average character. These characters, as a rule, are
relatively slow, do not lend themselves to long, complex combos, and have few
and/or weak ranged attacks. However, Big Guys are very strong and can usually
take damage very well. Big Guys can easily overwhelm people who don't play
defensively with their strong close-ranged attacks. On the other hand, Big Guys
can be made useless if they are up against very fast characters who go
hyper-offensive (like Wolverine, etc.). 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 in offense as
well as defense, have fairly humorous attacks, and they are also hard to play
with and win. Accordingly, losing against a Joke character is a humiliating
situation. 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 do not follow the "very weak... hard to
play with and win" rule like the characters above do, 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. Some 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. Let's take a moment to look at some of the technical
aspects of successful gameplay:

- Crossing Up -
     A great technique to learn is called "Crossing Up." This takes advantage
of the fact that the 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 one
character is just barely jumping over the other 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
form of attack Magneto has planned. However, as Magneto is falling down, he is
no longer directly above Ryu, but he has actually maneuvered slightly behind
where Ryu is standing and Magneto performs a Heavy Punch attack on Ryu just
before landing. 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 Heavy Punch 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, as it is difficult to defend
against.

- 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 hit you with close-ranged attacks or
combos, etc.; 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 are the basic goals of playing keep away: 1)Keep
your opponent away, obviously (preferably at the other end of the screen);
2)Catch the opponent with a hit occasionally when they're not blocking;
3)Wearing down or killing (if you're lucky) your opponent with chipping or
block damage. Characters who have the potential to be really good at keeping
away 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.
Super jump over projectiles and try to get close; hit the aggressor before they
can knock you back away from them. If you can, try a Beam Super to cancel their
fireballs and hit them while their character is pausing briefly from the
animation of their own projectile. An alternative way to beat known keep away
players 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. Of course, there's nothing to
stop the person next to you from giving you a black eye for being such a
cheap-@$$ bastard.

- 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, launcher, 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" special move 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 punches and kicks while
the victim is still in mid-air. This example of a Pursuit Attack is actually
unblockable and unavoidable (though it will only work if the opponent is fairly
close to you when the Sublimation initially hits).
     If a character is knocked flat on the ground, usually by a sweep attack of
some kind, they are vulnerable to further attack if the opponent uses certain
moves; 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 (as long as they
don't perform a Rolling Escape). Some examples of moves that can OTG include
Gambit's Royal Flush super, Wolverine's Berserker Claw X super, Jill
Valentine's Close Fighting A special move, 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. Remember: 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) may disregard Super Armor, and sweep attacks (usually D + HK) also
can ignore Super Armor.
     Players on both sides need to always remember what Super Armor can really
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 like Pixies). These characters can hit Super Armor-ed characters
twice (so as to bypass the Super Armor) fast enough that the Super Armor-ed
character 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 a special, temporary Super
Armor. Zangief gains temporary Super Armor while performing his Flying Power
Bomb or Final Atomic Buster moves and permanent Super Armor while in Iron Body
Mode. Jin gains permanent Super Armor if he is the last surviving character in
his team and his energy is reduced by 3/4 of the total.

- Turtling -
     Playing like a "Turtle" means excessively playing the defensive. This
includes constantly blocking and/or 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 your foe slips up
and makes a mistake can be a good idea.
     On the other hand, too much Turtling can get very annoying for the other
players. If someone is turtling, you can bypass 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 with his Captain Corridor move, to
keep people away) and Guile (since most of his moves require a charge, Guile is
often found on the defensive, blocking).

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

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

# : The listing number of the character 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 *
Beta: Assist Type  Variable Assist/Variable Combination
Gamma: Assist Type  Variable Assist/Variable Combination

If a star or asterisk (*) is printed next to one of the Assist Types, it
indicates that that particular Assist is the one Capcom has chosen as being the
best one (Recommended) for that character. This is also the Assist that your
computer opponents will always be using when playing Arcade mode.

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 attacks 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. This section also includes Air Dashing, Double or Triple Jumps, and
Wall Jumps.

-Special Moves-
These moves are usually unique to this character (there are a few exceptions)
and they require a special command to perform. These moves are more damaging
than your average Normal Moves.

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

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

Side Notes: These are non-essential, though potentially thought-provoking
tidbits of pointless information that I've included for anyone who cares about
that kind of $#!^.


Additionally, any move entries 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, or that there are several variations of the move that can be
listed under the main move heading.


The characters are listed in alphabetical order so that they are easier to find
(as opposed to the totally random numbering given to the characters by Capcom).
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-Shouryouu
Gamma- Expansion Type   Hurricane Kick/Messatsu Gou-Rasen *

-Notable Normal Moves-

Mighty 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 Short: F, D, DF + 2K
 -Forward Long: F, D, DF + 2P
 -Backward Short: B, D, DB + 2K
 -Backward Long: B, D, DB + 2P

-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) (unblockable)

Overview: One of the perennial favorites of Capcom fighting games, Akuma is Ryu
and Ken's evil counterpart, who has the combined 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 have 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- Unknown (some sort of puzzle game, according to j-ryu; JoJo's Bizarre
        Adventure, according to BaddPigg)
Taunt- Tips his sombrero while he waves the opponent forward
Launcher- DF + HP or HK

Alpha- Heal Type         Green Fruit (Life Up)/Boon of the Sun *
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. Many 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... with Amingo it's easy to rack up 14 hit
aerial raves. Once you learn how to use him, you'll be rockin'.
     His Rule of the Plants super shoots out a little flower that scoots along
the ground. If the opponent is caught, they fly into Amingo (by way of a hole
in his head) and get shaken up and tossed back out as Amingo does a little
ditty with a pair of maracas. The flower is blockable and easy to dodge. Also,
Amingo is uncontrollable while the flower is moving around, leaving you very
vulnerable.
     Boon of the Sun turns Amingo into a spiny vine that grows straight up very
quickly. If the opponent is caught, they are taken up with the vine for a lot
of tics and respectable damage. Similar in nature to Ken's Shinryuu Ken super.
Side Notes: With his Child of the Ground attack, only up to two of either kind
of the little cactuses can be on the screen at one time, and they can be
eliminated by being hit by any kind of attack.

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

# 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 *
Beta-  Throw Type    Mummy Drop/Pharoah Illusion
Gamma- Variety Type  Coffin Drop/Dance of the Coffins

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Axe Kick: 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) (unblockable)
Pharoah Judgment: D, DF, F + K (air only)

-Super Moves-

Pharoah Cobra Throw: B, F + 2P (air)
 -Cobra Strike (Very High): LP
 -Cobra Strike (Medium High): HP
 -Cobra Strike (Medium Low): LK
 -Cobra Strike (Very Low): HK
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 awkward, hard to use, and wierdest character
in the game. Anakaris is a hulking, B-movie style Egyptian mummy. His super
moves are hard to pull off and not always reliable. Plus he takes damage like
Glass Joe (of Punch-Out fame). Anakaris' one advantage is that he can often
take people by surprise with his unorthodox fighting style.

Side Notes: During Anakaris' Pharoah Illusion super, Anakaris can be knocked
out of "giant form" by being hit with any attack.

The Pharoah Judgment special attack turns the opponent into a small cartoonish
figure for a brief amount of time. During this time, the person affected cannot
block, only move. If the person affected is hit during this time, the
metamorphosis ends.

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

# 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 *
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
Land Mine: 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, "Little Red Riding Hood"-esque character who
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/Judgment Day *
Beta-  Anti-Air Type  Inferno/Heart of Darkness
Gamma- Launcher Type  Launcher/Armageddon

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (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: So what's the deal with Blackheart? This lovable character is the son
of Mephisto (the Satan character in the Marvel Comics universe) and as you can
tell from his appearance and his raspy voice, Blackheart's one bad mofo. He's
also very weird to play. Despite his large stature, his normal attacks aren't
particularly strong. Blackheart is an indirect guy... most of his moves consist
of throwing something at the opponent; whether it be hellfire or a horde of
demons. This makes him fairly ineffective and slow 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
Launcher- DF + HP

Alpha- Projectile Type  Viper Beam/Hyper Viper *
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: hold U or D
Scimitar: F, D, DF + P
Electrap:
 -Far and Low: D, DB, B + LK
 -Near and High: D, DB, B + HK
 -Near: D, DB, B + LK (air only)
 -Far: D, DB, B + HK (air only)
Plasma Rush: D, DF, F + K
Shock Therapy: F, DF, D, DB, B + P (near)

-Super Moves-

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

Overview: Despite first impressions, Cable is not just Ryu with a pistol. He
has a lot of unconventional, weirder moves thrown in. Cable, the gun-toting
time traveler of Marvel Comics fame, is a master of ranged attack with his
Pistol Blast (HP) and Viper Beam moves, both of which easily cancel into other
attacks. Cable also has the potential for more strategic, indirect attacks with
his Electrap move and Time Flip.
     Hyper Viper is basically just a longer, more damaging version of his Viper
Beam special. You can get opponents nailed every time if you link the Pistol
Blast move into this.
     Time Flip creates a clone of Cable which dashes forward and tries to catch
the opponent before disappearing after a short distance. If the opponent is
hit, the clone performs a combo. What's neato-burrito is that Cable (the real
Cable, that is) can move around and do whatever during this time (except
perform another HC).

Side Notes: After doing certain moves, Cable will remain standing in a
neat-looking pose if you don't move or press any buttons. He poses after doing
his Pistol Blast move and his Shock Therapy move.

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

# 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 or HP

Alpha- Anti-Air Type   Cannon Spike/Spin Drive Smasher *
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) (unblockable)
 -Sweep: Do Nothing

-Super Moves-

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

Overview: Cammy is one of the fastest (and anorexic-looking) characters in the
game. Formerly (or still?) M. Bison's hench-person, 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.

Side Notes: Cammy's Cannon Revenge special is a counter move. She will flash
white and stand still briefly. If she is hit with a normal attack during that
time, she counters with the listed attack.

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

# 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 *

-Notable Normal Moves-

Double Jump: U, U (air only)

-Special Moves-

Shield Slash:
 -Forward: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
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: Back in days of yore, Captain America and War Machine used to be my
favorite characters (in MVC). I'm afraid that's no longer true now that Capcom
has weakened both of them. 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-bility (a word I
invented), 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 *
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 boys to back him
up: Sho the Ninja, Genity the knife-wielding zombie, and Hoover, an infant
piloting a giant green robot. I don't think the game did too well. Anywho,
Captain Commando seems a little toned down in this game... it's a little 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 button commands than from CapCom's first appearance.

Side Note: What the hell is a "Captain Corridor?" What do hallways have to do
with anything? Do they mean "Captain Collider?" That makes more sense. I
originally thought the voice actor for this character, who was probably
Japanese, simply pronounced it wrong (as some of you may know, Japanese have a
tendency, due to the nature of their language, to pronounce the "L" sound as
"R"... or is it the other way around?!!). But every FAQ in the world lists it
as "Captain Corridor," so what the hell?

Actually, some new expert opinion from Richard Hoelscher sheds some insight
(and I quote word for word): "About 'Captain Corridor?' Well, 'Collider'
mutated into the official japanese word 'kuraida.' But, because Captain speaks
english, the Japanese would write 'Captain Collider' in Katakana and hand it to
a voice actor, who would translate it as 'Ka-Pu-Ta-N Ko-Ru-Ri-Do-Ru.' This is
because transcribing L sounds, which don't exist in the language, usually means
turning them into rolling R's. The 'Captain' would be easy to recoginze, but
'KoRuRiDoRu' could be pronunced in a number of ways, including 'Corridor' or
'Collider,' and only would be translated accurately by looking at the context
where it was used or if the game developers were there during recording."

Well, that officially solves the mystery. I don't know about you all, but no
more long, sleepless nights for me.

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

# 10
- CHARLIE -

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

Alpha- Projectile Type  Sonic Boom/Sonic Break
Beta-  Anti-Air Type    Somersault Kick/Somersault Justice
Gamma- Balance Type     Sonic Boom & Somersault Kick/Sonic Break *

-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 Army buddy who made his first appearance
in Street Fighter Alpha. Oddly, he fights just like Guile, except not as fast
and with a few move differences... for one thing, Charlie's LP Sonic Boom goes
reeeeaaally slow. 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, and I
       quote from Richard Hoelscher: "Chun Li's taunt is 'Gomen Ne.' This is
       the equivalent of 'pardon me,' and is essentially Chun Li shoving
       aside a loser so that she can pass." Well said, man. Oddly enough,
       Chun Li's taunt can hit nearby opponents and will slightly damage them.
Launcher- DF + HK

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

-Notable Normal Moves-

Air Dash: F, F or F + 2P (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. Once you think about it, the only move she
has now that she also had in 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 but she's strong for a female
(not trying to be Politically Incorrect, but in MVC2, most of the girls are
weak in the strength department) and has lots of killer combos. Her Flip Attack
is great for crossing up and her supers are pretty powerful. Unfortunately, she
no longer has her awesome air super (D, DF, F + 2K... I forget the name of it)
from the previous Vs. game.

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

# 12
- COLOSSUS -

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

Alpha- Dash Type      Power Tackle (Straight)/Super Dive *
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 galoot made out of metal, is still a
sub-par character despite Capcom's best efforts. Despite his lack of speed, the
worst thing about him is his lack of good super moves. His Super Armor move is
decent, but enough to make him a worthwhile character. The only thing that's
good about him at all is his Power Tackle move. It's fast, it hits hard, it can
go in various directions, and doesn't leave Colossus too vulnerable afterwards.
Overall, though, this guy needs more work.

Side Notes: As the name suggests, the "Super Armor" super gives Colossus TOTAL
Super Armor for a limited amount of time. This special version of Super Armor
makes Colossus unstoppable... meaning he cannot be stunned or fazed, no matter
how many times he is hit.

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

# 13
- CYCLOPS -

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

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

-Notable Normal Moves-

Whirlwind Combo: HK, HK
Double Jump: U, U (air only)
Straight Knuckle: D or DB or DF + MP (air only)
Bomb Fist: D or DB or DF + HP (air only)
Arrow Leg: D or DB or DF + LK (air only)
Bow Kick: D or DB or DF + MK (air only)
2-Footed Kick: D or DB or DF + HK (air only)

-Special Moves-

Optic Blast:
 -Crouching: D, DF, F + LP
 -Diagonally Up: D, DF, F + HP
 -Straight Forward: D, DF, F + P (air only)
Gene Splice: F, D, DF + P
Cyclone Kick: D, DB, B + K
Optic Sweep: F, DF, D + P
Bum Rush: Charge B, F + K (unblockable)
Optic Combo: Charge B, F + P
 -Combo Finisher: P (rapidly)
Optic Crush: F, DF, D, DB, B + P (near) (unblockable)
 -Blast Left/Up/Right: Hold UB or U or UF

-Super Moves-

Mega Optic Blast: D, DF, F + 2P (air)
Super Optic Blast: D, DF, F + 2K (air)
 -Control Beam: Press Any Direction

Overview: Cyclops is the 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. Strangely, 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- Dan 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 *

-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: FP, LK, B, LP, LP (level 3) (unblockable)

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 fighting styles 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.

Side Notes: The Otoko Michi super will reduce Dan to virtually zero energy (one
more hit and he's finished) if Dan successfully nails the opponent with this
move.

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

# 15
- DHALSIM -

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

Alpha- Projectile Type  Yoga Fire/Yoga Inferno
Beta-  Ground Type      Yoga Flame/Yoga Inferno *
Gamma- Anti-Air Type    Yoga Blast/Yoga Inferno

-Notable Normal Moves-

Yoga Hover: Press Any Direction + 2P (air only)
Yoga Barrel Roll: D or DB or DF + HP (air only)
Yoga Drill:
 -Steep Angle: D or DB or DF + HK (air only)
 -Near Horizontal: D or DB or DF + LK (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:
 -Left Side of Screen, Next to Opponent: B, D, DB + 2P (air)
 -Right Side of Screen, Next to Opponent: F, D, DF + 2P (air)
 -Far Left Side of Screen: B, D, DB + 2K (air)
 -Far Right Side of Screen: F, D, DF + 2K (air)
Yoga Noogie: F, DF, D, DB, B + P (near) (unblockable)
Yoga Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-Super Moves-

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

Overview: There's nothing really new for Dhalsim. Of course he's still great at
keeping opponents away with his stretchy anatomy, 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- Lord and Master of all that is Evil
Origin- Marvel Super Heroes (boss character)
Taunt- Doctor Doom crosses his arms and then laughs
Launcher- DF + HK or HP

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

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (air only)
Laser Gun: hold 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)
 -Cancel: D, DB, B + 2K

-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. His wierd heavy
air attacks (HP and HK) prevent him from having effective jump-in combos.

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

# 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 *
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
 -Let Go: Do Nothing

-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 (her costume is on the verge of public nudity...
c'mon, you'd be embarassed if your parents walked in when she's on the screen)
catwoman from the Darkstalkers series. 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 unlucky hits and she's toast.

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# 18
- GAMBIT -

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

Alpha- Projectile Type  Kinetic Card/Royal Flush
Beta-  Expansion Type   Cajun Strike (1 Hit)/Royal Flush *
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
  -Jump to Higher Wall: Hold U + the direction of the opposite wall
 -Stick Attack Launcher: Charge D, U + P
  -Jump to Higher Wall: Hold U + the direction of the opposite wall
  -Attack: P

-Super Moves-

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

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# 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 & Somersault Kick/Sonic Hurricane *

-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: Guile is the man! I'm so glad Capcom put him in here. Being a newbie
to the series, Guile's old familiar moves have been "super-sized" and you now
have a variety of wacky new hyper combos to play with, including the Sonic
Hurricane; a spinning donut of energy which vacuums nearby opponents in for
lots o' damage and the Crossfire Blitz, a really neat air auto-combo. 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.

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# 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 *
Beta-  Anti-Air Type   Guren/Engetsu
Gamma- Balance Type    Shiden & Guren/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)
Shoulder Strike: B, F + 2P (near) (unblockable)
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

-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 say no to a
guy with a katana blade?) Hayato is a futuristic guy from the not-very-popular
sub-3-D 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 but unfortunately for him, he lacks any decent ranged attacks.
     Rasetsuzan sets Hayato dashing forward with a flurry of sword attacks. Has
a brief pause at the beginning, but it's still possible to combo it.
     Engetsu is just like Magneto's Magnetic Shockwave super; Hayato drops his
sword to the ground, causing geysers of blue energy to rush forward and carry
unwary opponents along for mucho damage. Take a lesson from Magneto and try to
OTG with this one.
     Plasma Field simply creates a sphere of blue energy around Hayato for a
brief moment. If the opponent is hit by this field (which does little damage)
Hayato begins to glow and can now perform unlimited super moves for a brief
time.
     Black Hayato causes Hayato to dash forward quickly. If the opponent is
hit, the screen goes blank and all you can see is a multitude of slashes. As
vision returns to normal, we are left with the victim on the ground and Hayato
standing triumphant in all black. Really bad-@$$ looking.

Side Notes: For the Plasma Combo moves, 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.

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# 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 or HP


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

-Special Moves-

Gamma Slam: D, DF, F + P
Gamma Charge: Charge B, F + K
 -Redirect: Press Any Direction, except DB or D or DF + K
Gamma Charge (Anti-Air): Charge D, U + K
 -Redirect: Press Any Direction, except DB or D or DF + K
Gamma Tornado: F, DF, D, DB B + P (near)

-Super Moves-

Gamma Wave: D, DF, F + 2P
Gamma Crush: D, DB, B + 2P
 -Control Landing: B or F
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 & Ice Avalanche/Arctic Attack *

-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:
 -Straight: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
Ice Avalanche: D, DF, F + K (air)
Ice Fist: D, DB, B + P

-Super Moves-

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

Overview: Iceman 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 is easy to combo with.
Secondly, Iceman takes NO block damage from projectile attacks. Thirdly, his
Ice Beam special can cover virtually any angle and it hurts like a bastard.
He's easy to learn and easy to abuse.

Side Notes: Iceman receives NO damage from blocking projectile attacks,
regardless of whether the projectiles come from a Hyper combo or a special
move.
     The Ice Fist special creates a globe of ice around Iceman's fist that
temporarily increases the damage of a punch attack for 1 or 2 hits.

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# 23
- IRON MAN -

Real Name- Tony Stark
Occupation- 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 *
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)
 -Short-Ranged Bombs: B + LK + HP (air)
 -Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-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 (a POWERFUL dinky super).

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

# 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 *
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 (Charged): D, DF, F + hold/release P (air)
Grenade Launcher:
 -Far Grenade: F, D, DF + LP
 -Near and High Grenade: F, D, DF + HP
Return Fire: F, DF, D, DB, B + P
 -Auto Fire: P (rapidly)
Emergency Dodge A:
 -Plain 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
 -Shoot Tyrant: Just before Tyrant dissapears near the end, D, DF, F + 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 probably the cheapest and most abused new character.
She can also summon her foes from the RE games to attack her opponent.
     Close Fighting A+ is just a more powerful version of Close Fighting A,
with just about all the same properties (easy to combo, OTGs).
     The Rocket Launcher super summons for Jill a big, multi-chambered bazooka
that fires several shots across the screen, exploding at the end. The rounds
move pretty slow and it's hard to hit people with this one. The process of Jill
actually taking out the Missile Launcher can hit nearby opponents, knocking
them into the air and causing them to be hit by the ammo. Pretty lame.
     CODE: T-002 produces a glowing column of light several body lengths in
front of Jill. If the opponent is standing DIRECTLY in the column and is not
blocking, Tyrant pops out and slashes the unlucky fellow into ribbons before
roaring and jumping away. This super, though damaging and cool looking, leaves
Jill very vulnerable for a long time and is nigh impossible to hit anybody with
except for the dullest moron (or if you're really lucky). So don't waste your
time unless it's a sure thing. And the extra "Shoot Tyrant" thing makes Jill
pull out her Rocket Launcher and blast Tyrant with it, destroying him. It
drains a level of your HC gauge and does little damage to the opponent, so I
would advise against this unless you just want to show off.

Side Notes: Close Fighting A (Charged) can be charged for a max of about 22-25
(?) hits.
     The Return Fire special is a counter move. Jill flashes white and stands
still for a moment. If she is hit by any normal attacks during this time, she
pushes the opponent back and shoots them with her gun. Tap the Punch button for
more hits (the max is 10).
     Jill's Emergency Dodge A - Zombie special summons a Zombie that slowly
walks forward and grabs the opponent, holding them briefly. If Jill hits the
Zombie with any attack, it falls forward and lies on the ground for a while. If
the opponent touches the grounded Zombie, it grabs the opponent and holds onto
their leg, holding the opponent in place briefly.
     There can only be one each from these categories on screen at one time:
Zombie, Crow, or Dog. There can be a total of one dog, one crow, and one Zombie
together on screen at the same time.

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# 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 alternately pressing the LP and HP buttons during the
       animation, Jin will begin to rub the towel 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 *
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)

-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).

Side Notes: Jin can gain permanent Super Armor which activates when Jin's
vitality is reduced to about 1/4 of the total (he begins to flash). Jin's
normal attacks are also more powerful during this time.

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# 26
- JUGGERNAUT -

AKA- The Unstoppable Juggernaut, Jugs, Nuggerjaut
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 *
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, he 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 faze him before he have to time
to act.

Side Notes: The Cyttorak Power Up move causes Juggernaut to pose and flash red.
Juggernaut's next one hit will do more damage than usual.

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# 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 *
Beta-  Projectile Type  Fireball/Shouryuu Reppa
Gamma- Expansion Type   Hurricane Kick/Shouryuu Reppa

-Notable Normal Moves-

Axe Kick: F + HK
Straight 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's body (see the original
MVC) 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 exactly a Ryu clone... his fireballs have limited range and his Hurricane
Kicks fly in a diagonally upward manner (rather than horizontal). 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 Magnus Lenshearr
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 *
Gamma- Launcher Type    Launcher/Magnetic Tempest

-Notable Normal Moves-

Forward Air Dash: F, F or F + 2P (air only)
Backward Air Dash: B, B or B + 2P (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)
 -Cancel: D, DB, B + 2K

-Super Moves-

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

Overview: Magneto is the original, old-school comic book villian; he's been
using his magnet-o-powers to annoy the X-Men from the very beginning. Magneto
has been given a new special move for this game, the Magnetic Forcefield, plus
his Magnetic Tempest super is much more damaging (though still slow to start
up). His Hyper Grav special is not only fun to use, but also makes a great
set-up for dozens of combos and supers.

Side Notes: Magneto's Magnetic Forcefield special is a counter move. A
forcefield of energy will appear around Magneto for a brief amount of time. If
Magneto is hit with any normal attack during this period, he will counter with
the listed attack.

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# 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 *

-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:
 -Straight: D, DF, F + LP (air)
 -Angled Up: D, DF, F + HP
 -Angled Down: D, DF, F + HP (air only)
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's pretty hard to use. She can hardly take damage at all and her
attacks are fairly weak. Many people don't know what to expect (because nobody
plays her); use that to your advantage with her Towering Spine move to catch
jump-ins, mix up your game with the Ricochet Slash, and try throwing out
Bonerangs and then knocking opponents into it with a ground combo.
     Stinger Bones causes huge bones to sprout from Marrow's back and shoot
forward, stabbing opponents with their pointy ends. It ends with one large
"stinger" popping out of the top and shooting forward for one last, big hit.
     With Bone Burst, Marrow pauses ever-so-briefly then launches a swarm of
heat-seeking bone daggers at whatever poor soul is on the screen at the time.
Does pretty good damage (blocking or otherwise) and is also fast.

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

# 30
- M. BISON -

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

Alpha- Projectile Type  Psycho Shot/Psycho Crusher
Beta-  Variety Type     Psycho Field/Psycho Crusher *
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
 -Control Direction: Press Any Direction
 -Somersault Skull Dive: P
Somersault Skull Dive: Charge D, U + P
 -Control Direction: Press Any Direction
 -Attack: P
Bison Teleport:
 -Upper Left Corner: F, D, DF + LP (air)
 -Upper Right Corner: F, D, DF + HP (air)
 -Lower Left Corner: F, D, DF + LK (air)
 -Lower Right Corner: F, D, DF + HK (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-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 (poor guy). Truly an expert's
choice.

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

# 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
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 & Mega Uppercut/Hyper Megaman *

-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)
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 diminutive 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 do his Item Change special. Despite his weak
outward 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. His small size lends himself to getting in
close and combo-ing the hell out of unsuspecting scrubs.

Side Notes: Megaman's Charged Mega Buster move can be charged for a maximum of
20 hits. Also, while in Rush Drill form, Megaman is invincible to all attacks,
but in Beat Plane form you are not invincible.

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

# 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 flies away
Launcher- DF + HP

Alpha- Anti-Air Type    Shadow Blade/Silhouette Blade
Beta-  Projectile Type  Soul Fist/Soul Eraser
Gamma- Balance Type     Soul Fist & Shadow Blade/Silhouette Blade *

-Notable Normal Moves-

Air Dash: F, F or F + 2P (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: The bi-curious (... wait, that would be incestuous... well,
whatever's going on, you gotta admit she sure is CLOSE to her sister, if you
know what I mean... and I think you do if you've ever seen the artwork for
those other Darkstalker games) succubus, Morrigan, returns to the Vs. series
virtually unchanged; sort of a mix of Ryu and Ken. 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 of it). She still plays
mostly the same.

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# 33
- OMEGA RED -

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

Alpha- Throw Type     Carbonadium Coil/Omega Destroyer *
Beta-  Anti-Air Type  Omega Strike/Omega Destroyer
Gamma- Ground Type    Burrowing Coil/Omega Destroyer

-Notable Normal Moves-

Air Dash: F, F or F + 2P (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 Carbonadium Coil Hits:
 -Death Factor (Life Up): P (rapidly)
 -Death Factor (HC Gauge Up): K (rapidly)
 -Throw: Press Any Direction + P
 -Double Throw: D or DB or DF + P, Press Any Direction + P (hard to do)
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 pinko commie bastard who can drain the
life out of anything near him. He's a pretty cool villian in the comics but I
think he kind of looks silly in the game. Despite the fact that he only has two
moves, one of the good things about Omega Red is that he really has a lot of
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 to use in the heat of
battle.

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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 *
Gamma- Balance Type     Psy-Blast & Psy-Blade/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:
 -Diagonally Down: D, DF, F + LP (air)
 -Horizontal: D, DF, F + HP (air)
Psy-Blade:
 -Horizontal: D, DF, F + LK (air)
 -Vertical: D, DF, F + HK (air)
Ninjutsu:
 -Upper Left Corner: F, DF, D, DB, B + LP (air)
 -Upper Right Corner: F, DF, D, DB, B + HP (air)
 -Lower Left Corner: F, DF, D, DB, B + LK (air)
 -Lower Right Corner: F, DF, D, DB, B + HK (air)
  -Mini Psy-Thrust: After Reappearing, Press Any Direction + P

-Super Moves-

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

Overview: Psylocke is a scantily-clad, psychic ninja (yeah, baby) and a member
of the X-Men. Wouldn't it be nice if she was in the movie? We could knock out
that Toad character to make room for her. Anywho, Psylocke has not gained
anything new in MVC2. She's a fast combo-machine of a character, but she can't
take much damage before keeling over.

Side Note: Her Psy-Blast projectile move actually passes through other
on-coming projectiles.

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# 35
- ROGUE -

Real Name- Marie (source: the "X-Men" movie... I'm not sure if the comics ever
           mention 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 or HP

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

-Notable Normal Moves-

Air Dash: F, F or F + 2P (air only)
Diving Kick: D or DB or DF + HK (air only)

-Special Moves-

Repeating Punch: D, DF, F + P (air)
Rising Repeating Punch: F, D, DF + P
Power Dive Punch: F, D, DF + K
Power Drain: D, DB, B + K (air) (unblockable)

-Super Moves-

Goodnight Sugar: D, DF, F + 2P
Hyper Repeating Punch: A1 + A2

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 (if one could consider a computer image to be hot...
*ahem*! I couldn't...). 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 Drained, one of Rogue's abilities temporarily increases.
Depending on the character she drains, one of the following abilities may be
increased or gained: Power, Speed, Defense, Super Armor, or Life Up.

Here's the breakdown of what abilities Rogue temporarily acquires when Power
Draining specific characters (listed in alphabetical order):

Defense Up: Colossus, Doctor Doom, Guile, Iceman, Iron Man, Jin, Magneto,
            Omega Red, Roll, Ruby Heart, Sakura, Silver Samurai, Spiral,
            T. Bonne, War Machine, Zangief

Life Up: Anakaris, B.B. Hood, Dan, Dhalsim, Jill Valentine, Servbot,
         Shuma Gorath

Power Up: Akuma, Amingo, Blackheart, Cable, Captain America, Captain Commando,
          Charlie, Cyclops, Ken, M. Bison, Megaman, Ryu, Sabretooth, Thanos,
          Venom

Speed Up: Cammy, Chun Li, Felicia, Gambit, Hayato, Marrow, Morrigan, Psylocke,
          Sonson, Spider-Man, Storm, Strider Hiryu, Wolverine,
          Wolverine (Bone Claw)

Super Armor: Hulk, Juggernaut, Sentinel

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

# 36
- ROLL -

Origin- Megaman (NES)
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     Roll Buster & Bouquet Toss/Hyper Roll *

-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
short-statured sister (thanks again to "X" for clarifying that... I had
previously written "girlfriend"... kind of disgusting in retrospect). Not only
is she weak in both strength and defense, but Capcom has given her moves new
commands, making her even harder to use.

Side Notes: Like Megaman, Roll is invincible while in Rush Drill mode, but not
invincible in Beat Plane mode.

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

# 37
- RUBY HEART -

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

Alpha- Anti-Air Type     Sublimation/Partnaile
Beta-  Capture Type      Spinning Chain (Chain Trap)/Mil Fantome *
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 (near)
 -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 pummels people 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 shoot around the screen like a
living fireball. That move, along with her great Partnaile super, makes Ruby
Heart a worthy character and unpredictable.
     Hyper Schwarzaile, obviously, is a souped-up version of her regular
Schwarzaile special. It does a little more damage and can be redirected more
times.
     Partnaile is the pirate ship with a knife on the bow that I've been
talking about. The ship rushes forward from behind Ruby. If the opponent gets
skewered on the knife, the ship hangs around and blasts them repeatedly with
cannons, causing lots of damage. If the ship misses or is blocked, Ruby stands
still briefly and is vulnerable.
     Mil Fantome causes a large treasure chest to appear and out spills lots
and lots of floating ghosts, which spread out and fly forward. They do damage,
but they are too slow and easily avoided, making this pretty worthless.
     Tule Do Mazi is very wierd. A barrel falls from the sky directly where the
opponent is standing. If they're not blocking, they are trapped in the barrel.
But you can't go over there to attack them; Ruby stands still and must throw
knives into the various holes in the barrel. How do you do that? By tapping the
P and K buttons in the correct order, but since the order is random, you're
SOL. If you miss one or wait to long, the super ends. If the barrel misses at
the first part, Ruby pauses and is briefly vulnerable. Bottom line: don't do
this.

Side Notes: Ruby Heart's Fantome special is a ghost that attaches to the
opponent and drains their Hyper Combo gauge. However, the ghosts in the Mil
Fantome super damage the opponent, but do not drain the HC Gauge.

Irrelevant Side Note: I'm no Charles Berlitz, but here's some translational
notes that I've painstakingly researched regarding Ruby Heart's move names.
Overall, some seem to be French, German, or English. Anyway, Schwarzaile, in
German, means "black _". "Black" something (brilliant, yes-no?). Mil Fantome
sounds like French, meaning "Thousand Phantoms." Sublimation is English,
meaning the scientific physical process of changing 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'm guessing, is the name of a
type of 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 *
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: It's time to kick it old-school with Ryu, the original Street Fighter
(would Capcom ever make 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's all-around versatility makes
him 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 *
Beta-  Projectile Type  Birdie Call/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, gruff-voiced nemesis. Those not
familiar with Sabretooth might guess that he and Wolverine might be similar.
Not a chance. Although some of their moves may resemble each other, Wolverine
relies on fast-hitting combos while Sabretooth mostly has strength. Sabretooth
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 or HP

Alpha- Dash Type        Shouoken/Haru Ichiban *
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 Short: F, D, DF + 2K
 -Forward Long: F, D, DF + 2P
 -Backward Short: B, D, DB + 2K
 -Backward Long: B, D, DB + 2P

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

Overview: Sakura is a young Japanese girl who's also 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.

Side Notes: Dark Sakura Mode changes Sakura's skin to a darker color and
changes the commands of many of her moves (see above). She no longer has
vertical fireballs (they are horizontal instead) and her Shouoken special is no
longer shrouded in energy. Her Shinku Hadoken super is also horizontal rather
than vertical.

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

# 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 (Diagonal Down)/Hyper Sentinel Force *
Beta-  Launcher Type  Launcher/Hyper Sentinel Force
Gamma- Ground Type  Sentinel Force (Bomber Squad)/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)
 -Retract Arm: (before R.P. goes full range or hits) D, DB, B + P (air)
Sentinel Force:
 -Swarm Raid: D, DF, F + LK
 -Bomber Squad: D, DF, F + HK
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-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 legion mechanized mutant hunters of X-Men comics
fame, is not only the largest character in the game but is also able to take
hits the best. 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 slow.

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

# 42
- SERVBOT -

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

Alpha- Projectile Type  Call Servbot (Attack!)/Servbot Attack (Lunch Call)
Beta-  Anti-Air Type    Fire Breath (High)/Hyper King Servbot
Gamma- Balance Type     Fire Breath (Low)/Servbot Attack (Servbot Swarm) *

-Special Moves-

Fire Breath:
 -High: D, DF, F + HP (air)
 -Low: D, DF, F + LP (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
 -Keep It Flying: hold Taunt

-Super Moves-

Servbot Attack:
 -Lunch Call: D, DF, F + 2P (Alpha Assist only)
 -Helibot 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, the
exception being his supers. Servbot is a joke character like Dan; play him for
laughs or to cast scorn at an unworthy opponent.
     His Servbot Attack super does different things depending on if you choose
Alpha, Beta, or Gamma Assist with him. Lunch Call is identical to T. Bonne's
super (see separate entry below). Helibot Dive simply calls a bunch of Helibots
to land on the ground, one after the other. They start at one end of the screen
and go from there, so if the opponent is hit by one, they'll be knocked into
the next landing Helibot. This one does semi-okay damage if it ever actually
hits. The last one is Servbot Swarm. This causes a huge wave of flying,
jumping, and rolling Servbots to shoot out from one end of the screen to the
other. It can be super-jumped over, but if the opponent is caught, it does
pretty good damage (even good blocking damage!). As a bonus, once the move
starts, nothing can stop it, even if Servbot gets hit by the enemy.
     King Servbot simply turns the little guy into one big BIG guy who can walk
around and pound his hammer at your command for a brief amount of time. The
individual hammer smashes do hardly any damage; you must hit the enemy
repeatedly and quickly to do any reasonable damage.
     The Hyper version is the same thing as King Servbot, except it is
automatic (as in you don't have any control, the CPU does it for you).

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

# 43
- SHUMA GORATH -

AKA- The Tentacle Guy, The Octopus
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 & Mystic Smash/Chaos Split *

-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) (unblockable)

Overview: Shuma Gorath is a strange octopus being from another dimension. SG
now has a "new" super move, Chaos Split (which is actually the same as his
Mystic Bash move from MSH vs SF). He's pretty much the same as in previous
games. Chaos Dimension still requires 3 levels and he's a wuss when it comes to
defense.

Side Notes: For the Chaos Dimension super, the Activate command must be
performed first. If you have 3 or more levels on your HC Gauge, Shuma will pose
and then glow for a brief amount of time. His punch attacks are now "tentacle
grabs." If you can grab the opponent within this time, the rest of the attack
is activated. If the opponent cannot be grabbed within this time, the move is
wasted.

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

# 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 *
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 (rapidly)
 -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 (it's a physics thing; don't ask). 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.
Seeing how SS only has two special moves, you must rely on his Sword Modes to
become versatile. He's hard to use, but once you figure the guy out, he can be
fun (for example, try OTGing with the Rei Men Ken...ouch!).

Side Notes: The various Touki super moves briefly change the physical
characteristics of Silver Samurai, as well as let him perform various new
attacks. He will glow for a brief amount of time and his katana blade will be
enshrouded in either fire, ice, or electricity. While he is glowing the
following changes occur:

For Touki - Honoo  (Fire Sword Mode), S.S.'s sword bursts into flames, which
makes his Attack power go up. He can also now perform the Flame Cyclone super
instead of Rei Men Ken. Speed and armor decrease.

Touki - Mizu (Ice Sword Mode) causes S.S.'s Defense to increase, and you can
now perform the Ice Quake super move instead of Rei Men Ken. Speed decreases.

Touki - Ikazuchi (Lightning Sword Mode) causes his Speed to go up. Silver
Samurai still has the Rei Men Ken super, but he can also now perform the Air
Chou Shuriken super. Attack power decreases.

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

# 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 or HK

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

-Notable Normal Moves-

Big Staff Smash: F + HP
Cloud Surf Forward: F, F or F + 2P (air only)
Cloud Surf Backward: B, B or B + 2P (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)
Power Crawl: B, DB, D, DF, F + K

-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. Sonson is really fast and has some fairly damaging moves and
combos.
     With Tenchi Tsukan, Sonson throws her staff upwards (which can hit the
opponent and knock them into the rest of the move). When the staff comes back
down, it's really huge and the butt end of it smashes the ground a few body
lengths in front of her. A decent move if you can catch the enemy with the
first part of it or if you can get the range right.
     POW makes Sonson shout the words "POW", causing the giant letters "POW" to
fly slowly at about ground level across the screen. If the opponent is dumb
enough to get hit by it, they morph into a giant fruit (usually a strawberry)
and get eaten by Sonson in a comical manner. After she's done, she spits a seed
out that blows up and becomes the opponent. Funny but worthless.
     Monkey King is neat; Sonson turns into a giant, wicked-looking ape that
you can control for a short amount of time. You can punch and breathe fire. Use
it right and you can do some real damage! Careful, though, since you are still
vulnerable to attack while in this form.

Side Note: While in Monkey King Mode, Sonson can still be damaged from attacks.

Sonson or Saiyan? Richard Hoelscher explains her origin: "Son Son is actually
Capcom's incarnation of a character from the Chinese legend "Journey to the
West" or "Legend of the Monkey King. It is the same character Son Goku of
Dragon Ball Z is based on."

So there you have it!

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

# 46
- SPIDER-MAN -

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

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

-Notable Normal Moves-

Web Slinging: F, F or F + 2P (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)
 -Control Path: hold DF, F, or UF
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's just not
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 *

-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) (unblockable)
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) (air) (unblockable)
Hyper Metamorphosis: A1 + A2 (Gamma Assist only)

Overview: Spiral is Mojo's six-armed servant girl. She has been given a new
(yet very 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).

Side Notes: For the Metamorphosis super, the Activate command must be performed
first. If you have 3 or more levels on your HC Gauge, Spiral will pose and then
glow for a brief amount of time. Her punch attacks are now "grabs." If you can
grab the opponent within this time, the rest of the attack is activated. If the
opponent cannot be grabbed within this time, the move is wasted.

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

# 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 or HP

Alpha- Projectile Type  Typhoon/Lightning Storm *
Beta-  Expansion Type   Lightning Attack/Lightning Storm
Gamma- Variety Type     Double Typhoon/Ice Storm

-Notable Normal Moves-

Air Dash Forward: F, F or F + 2P (air only)
Air Dash Backward: B, B or B + 2P (air only)
Ball Lightning: D, DB, B + P (air only)
Slow Descent: hold U or UB or UF (air only)

-Special Moves-

Typhoon: B, DB, D, DF, F + P (air)
Double Typhoon: F, DF, D, DB, B + P (air)
Lightning Attack: Press Any Direction + LK + HP (air)
 -Redirect: Press Any Direction + LK + HP, up to 2 additional times
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-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 that
bronzed beauty from Africa with the crazy white hair-do. Storm is unchanged
from her last appearance. 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 in strength
and defense.

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

# 49
- STRIDER HIRYU -

Occupation- Mysterious ninja who must tread the line between life and death
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 *
Beta-  Variety Type     Vagula/Legion
Gamma- Projectile Type  Formation A (Hawk)/Legion

-Notable Normal Moves-

Strider Slider: 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 Kick: D + K
 -Fall Off: D, DB, B
 -Jump To Opposite Wall: B, F
Formation A:
 -Leopard: D, DF, F + LK
 -Hawk: D, DF, F + HK
Formation B: charge B, F + P
 -Satellite Attack: charge B, F + HP
Formation C: charge B, F + K
Teleport:
 -High Left Side of Screen: B, D, DB + LP
 -Bottom Left Side of Screen: B, D, DB + HP
 -High Right Side of Screen: B, D, DB + LK
 -Bottom Right Side of Screen: B, D, DB + HK

-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 lasts for a
much shorter time 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
AKA- Tron (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 *
Beta-  Anti-Air Type    Flamethrower (standing MK)/King Servbot
Gamma- Projectile Type  Satellite Beam (standing MP)/King Servbot

-Notable Normal Moves-

Rock Toss: HK
 -Delayed Rock Toss: hold/release HK

-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, cartoony gal piloting a bulky green robot. She's
freakishly strong and has a wide variety of confusing attacks. Her super moves
also do immense damage, though it can be hard to catch people with them. Her
Bonne Strike move is easy to combo with, making it your best bet for a quick
victory.
     Lunch Rush starts off with Bonne shooting her gun forward. If the opponent
is close enough and they're not blocking, they get knocked over. Meanwhile, a
huge line of countless Servbots rush forward across the screen along the ground
to grab lunch (from Tronne's Servbot buddy, who dons a chef's hat), trampling
the victim in the process. This move does GREAT damage but it's hard to nail
people with it. Stun 'em with the Beacon Bomb first or try to combo into it if
you trap your opponent in the corner (it's possible to do!).
     King Servbot turns Bonne's pet Servbot into a giant one with a hammer, who
walks forward until it meets the opponent and then proceeds to smash the life
out of them. Also does good damage and easier to nail people with than the
Lunch Rush.

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

# 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 *
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, uber-cheap, world conquering Titan boss
character from Marvel Super Heroes. Thanos has been significantly weakened as a
playable character (thank your lucky stars); he loses two super moves (the
overly powerful Gauntlet Mind and Gauntlet Time) and is weaker overall. The
super moves he has, though, remain very powerful; though some of them now have
a very long pause at the end to make things more fair.

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

# 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 *
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)
 -Short-Ranged Bombs: B + LK + HP (air)
 -Long-Ranged Bombs: F + LK + HP (air)
Flight: D, DB, B + 2K (air)
 -Cancel: D, DB, B + 2K

-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; WM's Shoulder Cannon specials and
Proton Cannon now fire missiles instead of lasers. What's the difference? 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 of those super-long jump-in combos
that I use to love so much. WM's Shoulder Beam move is a two-hit, low-hitting,
laser beam attack.

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

# 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 *
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: Press Any Direction + HP + LK (air)
 -Redirect: Press 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). On top of that,
it's as easy as hell to knock out Wolverine.

Side Notes: The Berserker Mode super causes Wolverine to pose, after which his
speed is greatly increased for a short span of time. However his strength is
also decreased. During this time, after-images of Wolverine will appear behind
him and duplicate his every action (although I don't think this has any real
effects).

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

# 54
- WOLVERINE (BONE CLAW) -

Real Name- Logan
Origin- New Character
Taunt- 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 *

-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: Press Any Direction + HP + LK (air)
 -Redirect: Press 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's exactly
the same as the original, 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 forward instead of straight down. To
sum up, 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 *
Beta-  Variety Type    Venom Rush/Death Bite
Gamma- Launcher Type   Launcher/Death Bite

-Notable Normal Moves-

Web Slinging: F, F or F + 2P (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 oft-times arch-enemy/sometimes friend, Venom, remains
pretty much the same in MVC2. As one of the faster big characters, Venom can
often overpower or cross-up defensive players and pixie characters, but he
can't stand up to combo-crazy people such as Guile or Jill. In those cases
Venom should play it defensive, which he can also be good at. Beware the
terrible might of his Venom Fang move, which is infinitely versatile,
confusing, and combo-able.

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

# 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 *
Gamma- Air Throw Type  Aerial Russian Slam/Super Lariat

-Notable Normal Moves-

Grab Dash: F, F (unblockable)
 -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)
Air Elbow Drop: B or DB or DF + LP (air only)
Ground Elbow Drop: B + LP
Launching Throw: D, DB, B + LP (near) (unblockable)

-Special Moves-

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

-Super Moves-

Final Atomic Buster: 360 + 2P (unblockable)
Ultra Final Atomic Buster: 360 + 2K (level 3) (near) (unblockable)
Super Lariat: A1 + A2
Iron Body Mode: B, D, DB + LK
Siberian Blizzard: 360 + 2K (Iron Body Mode only)
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. But forget about his Ultimate
Final Atomic Buster. Even though you pay 3 levels of your HC gauge, all you get
is a different looking throw that does barely any more damage than his regular
FAB. Plus, you have to be standing RIGHT next to your opponent for it to even
work.

Side Notes: In Iron Body Mode, Zangief now retains all of his special moves and
gains an extra one, but now in MVC2 his Siberian Flame attack barely does
damage. Also Zangief becomes much slower and stronger. He also gains permanent
Super Armor and cannot be stunned or fazed, no matter how many times he is hit.
     The Flying Power Bomb, if it connects when Zangief is standing right next
to his opponent, is a damaging double-throw attack. If Zangief is not standing
right next to an opponent, he will run forward with arms outstretched. If he
catches in an opponent then, Zangief will perform a less-damaging throw.

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

- THE 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 (actually see the note at the end of this section to
get more info). 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 any codes to play as Abyss :(


- FIRST FORM : IRON GIANT -

Large pieces of steel 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, fluid ground.

-Special Moves-

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

Electro-Balls: Abyss raises his arm and out shoots 3 glowing balls that heat
seek on your position. They're not too damaging, kinda slow, and if you're
really close to Abyss they may miss completely.

Horn Throw: Abyss takes a horn from his head and throws it like a javelin,
creating a wave of forward-moving green energy along the ground. Very fast 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 and
tics for a whole bunch of hits, 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 also 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 green "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 on the screen, 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 humanoid made out of green jell-o, who likes to
laugh at you. He occasionally moves to get closer to you and can melt
completely into the ground. He cannot block but also he 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 medium-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 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 that hits them will destroy them. Abyss re-emerges after the bubbles
appear and begins to attack like normal. This is his 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 melts into the ground
again as soon as you're caught. If you're caught in a bubble and another 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, it hurts like a bastard.

- 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 any ranged supers
you have in that case.


- 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. Also,
damaging the black sphere deals more damage to Abyss.

-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 you 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 floor in front of him, 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 some blocking damage, but nothing compared to
if you're caught. Prepare to be hurt. A lot.

- Strategy -

The key to the final form is blocking and moving around 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 and be on the other side of Abyss). 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) drawings of the various characters in the game interacting
with each other on Ruby Heart's ship.

*** Additional Info: On the Origin of Abyss (courtesy of MaX Bryant
<ThaGreatMax@aol.com>... thanks bud!)

" ... being the picky comic book fan I am, I felt obligated (not really) to
tell you Abyss is not a completely new character made for this game, he is a
Marvel Trademarked Character who was 1 of the 4 Horsemen (The other 3 were
Mikhail <Colossus' brother> Mr Sinister and Holocaust <Apocalypse's son>) all
in the alternate reality called "The Age of Apocalypse" in which Xavier never
formed the X-Men.  Abyss in MvC2 is changed appearance wise (Well the jelly man
resembles him) but Abyss was more of a neon skeleton type with a blue mohawk,
he could change into a variety of shapes using his powers.  Albeit im betting
this isn't the same Guy that's in MvC2... Or it may be, Abyss in the comics is
from an alternate time line so knowing Marvel, the boss character in MvC2 could
be just another counterpart...."


**** And.... Another Explanation Of the Origin of Abyss (courtesy of
Mako0286@aol.com ; thanks goes out to you, too)

"Abyss is one of Apocalpyse's Four Horseman. It sucks in hope, or something
corny like that, and it really doesn't have a body (unless you count the ball
thingie). It can create one from things around it, or can posses things (like
his armor). I'm not sure on this, but I think he can also posses people.


***** Yet another explanation of the Great and Terrible Origin of Abyss the
Almighty from j-ryu@writeme.com (and the most likely to be correct, imho):

"Ruby Heart was the greatest pirate on a world of oceans and high adventures.
In her travels, she came across a strange orb that spoke to her, telling her of
an ultimate treasure - an indestructable suit of armor. Following the
instructions from the orb, Ruby Heart led her crew to this treasure - only to
have everything go to hell.

Once they found the massive suit of armor, the orb shot from her hands and
entered it - and Abyss awoke! It thanked Ruby Heart for reuniting it with its
body... and as a reward, spared her when it destroyed her world.

Now Ruby Heart and her crew sail the void between worlds, to find a way to
destroy Abyss before it anihilates yet another world...

Of course, this was just a rumor overheard at an arcade, so take it as you
will..."

Since this sounds like some bad Japanese to English translation, the likes of
which one often finds in Capcom instruction manuals, I take it that this one is
for real. I've seen the comic and the Abyss from there doesn't look anything
like the guy in the game, so I guess that settles it.


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

1 - 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. And maybe I should note that these are not picked from just the new
characters, but from the entire roster (since many of the older characters have
been sort of "re-tooled"). 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
Another cheap character, but you don't have to play him cheap.
	
-------------------------------------------------------------------------------

2 - 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. Lets take a moment and look at
Jedah. The Vampire Saviour. With that name, you know he's bad-ass. I know he
plays kinda weird, but his name is Jedah. He has a "Grim Reaper" scythe. He's
cool. Then there's the "Ladies Man" of video games, the vampire Dimitri.  Yeah,
yeah, I hear you saying, he's exactly like Morrigan (or Ryu, or Ken, or...),
but he's got style and he would have been much more fun to play as than some
silly 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 easily translate
into MVC2.

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.

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. The Beast is an inspiration... just look at Blanka!
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 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 dude with a big gun 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 the forces of lightning (or
something). All I know is that Thor would make a cool character.

7- Arthur or Firebrand
You should remember these two from those old school platform games: Ghouls 'N
Ghosts, Ghosts 'N Goblins and all those other games for the NES, Genesis, and
Super Nintendo. Arthur was also a partner character in MVC... he would make an
excellent playable 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 awesome, would
it not?

9- Predator or One of the Aliens
What are these guys doing here? A while back, Capcom put out 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 of all time.
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).

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

3 - CONTRIBUTIONS -

All contributions are printed word for word, except where I have corrected
minor grammar and spelling mistakes (if any), but I have not changed the
content or meaning of any of the contributions. The submissions are in quotes;
anything out of quotes is my own comments and not theirs. So here they are,
starting with:

- From David Santos de Alejandro (samuraidav@hotmail.com) :

"Joke Characters:
Arthur from Ghouls~n~Ghosts....basically a different dimension of Jill if you
think about it.
The hidden Chinese guy from Marvel vs. Street Fighter...his super moves made me
crack up the first time I saw them!

Classic:
Bionic Commando, if you combine him with Spider man on the same team, you have
two screen swinging characters.

Guy...He was great in the SF Alpha Series, why not here?
The Punisher....teaming up with Captain Commando and Captain America, it'd be
like some kind of odd good guy dreamteam!

Not related to Capcom / Marvel:
Alucard...yeah, I know he's a Konami character, but why not some vampire
characters? Just like you said about Jedah.

One of the Forgotten World characters....more "flyers" like Storm and Magneto.

Shinobi....we need more ninjas!! Include the dog from Shadow Dancer!

Blaze from Streets of Rage 2 - (Genesis). They could use a couple more sexy
female characters! <I concur with you on this --John>

That's about it. I know there's a lot. But note I'm leaving out the major
Nintendo characters...the only that would be good is Samus from Metroid. And of
course, no Neo Geo characters (saving those for SNK vs Capcom 2)"

Comments: Excellent, all excellent stuff, David (cool name, btw). The "hidden
Chinese guy from Marvel vs. Street Fighter" that David refers to is Norimaro, a
character only accessible in the Japanese version of MSH vs SF or by using the
Game Shark on the U.S. version. Apparently, this joke character is some sort of
tourist and is rumored to be modeled after a famous Japanese comedian.

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

- From zera flyer (zera_flyer@yahoo.com) :

"I don't know about you, but Vega has to be my absolute favorite fighter
character ever... and he so should be in a new game.  I can just imagine him as
some kind of Strider-like wall jumping hyper throwing character... which is
basically what he's always been :)"

Comments: Like I was telling zera flyer, Vega (we're not talking the red guy
with the cape and hat here, but the Spanish guy with a mask, for those of you
not in North America) was really one of my favorite characters in SNK vs.
Capcom and I am shocked with myself that I didn't mention him earlier. If you
don't believe me, trying playing as Vega in that game. It's really fun!

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

- From Tony Evans (Jumparound2@aol.com) :

"You should write a letter to Capcom about this and try to get them to come out
with a Marvel VS. Capcom 3 that has some characters like [Fei Long] and Zero
(Megaman favorite). It would also be cool to have Dr. Wily or Dr. Light from
Megaman also."

Comments: Yeah, I always thought Capcom should put more characters from the
Megaman series. I grew up on that stuff!

-------------------------------------------------------------------------------
- From dab2185@aol.com :

" Marvel: Electra (for obvious reasons), Black Panther (super speed, super
strength, super agility, black costume, one hit kill attacks, perfect
fighting game character), Mutant X (super version of Cyclops' brother Havoc),
Dare Devil (come on), Captain Marvel (he's definitely the shiznit), and
Goliath (can grow really tall or really small, strength depends on size).

Capcom: Onimusha (bad-@$$ sword using samurai), Spawn (the devil's spawn,
'nuff said), Chris Newburn (Jill's partner from the original RE game), Regina
(the Dino Crisis Chick), Ayame (really fast Power Stone 2 girl), Jack
(crawling Power Stone 2 guy), 12 (Dahlsim clone from Street Fighter 3), and
Elena (dancin Street Fighter 3 girl). "

Comments: Really good, interesting choices here.

-------------------------------------------------------------------------------
- From VulturesWaiting@aol.com :

" Pulse Man
origin: Pulse Man (Sega Genesis)(Japan)

The man was a side-scrolling king.

He could teleport, turn himself into a bouncing ball of energy, shoot
electricity balls from his fist (like mini-sphere flames), had some little
blonde girl talking him through things (not  a plus, but...), he could travel
into a world that was completely digital, had electrical pulses that came out
of his hands, and could get little lightning balls that upped his power.

How could Capcom possibly mess up a character like that?

p.s.>> Any members of the Fantastic Four would be good, too (as some
competition for Doctor Doom). "

Comments: Not familiar with this character, but it sounds good.

-------------------------------------------------------------------------------
- From Blazer6105 (blazer6105@netzero.net):

" Marvel: Carnage, Nightcrawler, Conan the Barbarian, Silver Surfer, Thing

Capcom: Zero, Bass, Sagat, J. Talbain "

Comments: Totally agree with you, man. Especially Conan the Barbarian. That
would rock hard. Also for the other readers, Zero and Bass are from the Megaman
series.

-------------------------------------------------------------------------------
- From BadPigg (BadPigg@email.msn.com) -  Thanks a mil for the contribution :

" Side Note- Some of the characters cut from the game that were going to be
new:

Ghost Rider: 'Penance Stare' was the exact same as Akuma's 'Raging Demon'

Carnage: A faster Venom, whose super was like Guile's Sonic Boom-type one,
except that it was vertical and took up the whole screen; he was going to be a
Boss.

Punisher: They changed his name to 'Cable.'

Deadpool: Far too difficult to play against; teleported, had 8 Supers, nearly
every move had an infinite range. Just a broken character. Far too good.

Black-Costume Spider Man: Looked like Spider Man in Venom's suit, had one extra
move, he could do a 'Web-Swing' Super move.

Silver Surfer: Although Thanos (Surfer's enemy) was in the game, he was done in
the same way Venom was in the original Marvel Super Heroes, just too forceful
to play with, SHOULD appear in the next Marvel game (Vs. Capcom or
otherwise...)

Forbush Man: MARVEL suggested it as a joke character, could do basic attacks,
and hit you with the pot on top of his head. Had one taunt that made him scream
'FORBUSH FOREVER!!!' "

Comments: I'm not sure what that Forbush guy is supposed to be, but the rest
sounds pretty cool.


***** Again, I'd like to thank all of the contributors for their efforts and
for sharing their ideas. And please, no more suggestions. Thanks. *****

-------------------------------------------------------------------------------
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 (like from a
Variable Assist).

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

IX: - OTHER FREQUENTLY ASKED QUESTIONS -

Q: How do I get L-Points or F-Points or V-Points (or whatever the heck they're
called)?

A: Congratulations! You own a Japanese version of Marvel Vs. Capcom 2. Unlike
other versions, the Japanese MVC2 requires you to get these points to unlock
the secrets by doing various things. You can get them by popping down to the
local arcade, plugging your VMU into the little doohickey, and then beating the
snot out of all who dare challenge you. What's that you say? You don't live in
Japan? Normally, then, you would be SOL, but I'm guessing there are some Game
Shark codes or hacked files out there that could also unlock those forbidden
secrets for you.

Q: How come you have Vega listed as M. Bison (and Tron listed as T. Bonne,
and...)?

A: Well, in case you are new to the Street Fighter series and you live in
Japan, you might not know that in America M. Bison is known as Balrog, Balrog
is named Vega, and Vega is named M. Bison (among other similar character name
changes). Confused yet? There are some long explanations as to the reasons for
this, but you're probably not interested.

Q: Your FAQ's great, but how come you don't mention Gambit's unblockable, 240
hit super combo of death and despair (and other advanced combos, traps, and
stuff like that)?

A: Because I don't feel like it. No seriously, this FAQ was initially intended
as a general walkthrough that just explained the basic in-and-outs and moves
and was sort of geared towards helping novices and medium-level players. I
eventually thought I would include helpful combos (similar to Gambit's
non-existant, aforementioned technique) and stuff of that nature, but it would
take just too darn long and make my FAQ about 5 times larger. Something I don't
really feel needs to be done.

Q: Can you give me the e-mail address to Capcom (since you obviously have an
inside connection), because I have this really cool game idea....

A: Whoa, there! Sorry if I gave anybody the impression that I KNEW anybody from
Capcom. I don't. I'm just a schmoe like anybody else, and I don't know any
special e-mail adresses. Even if I did, they wouldn't appreciate me giving them
out to just anybody....

Q: Can I print your FAQ for personal uses?

A: Of course, just as long as it's personal. I don't care what you do with it,
as long as you're not SELLING it or taking credit for something you didn't
write (known as PLAGIARISM), which is a crime.

Q: How do you play as Abyss (or any other silly secret characters that I've
heard of)?

A: You can't. There are no secret characters in this game. Now leave me alone.

Q: How do you do the "x" move? Other FAQs say _, while yours says _.

A: Let me start off by saying that every move in my FAQ was researched by me
and play-tested thousands of times before I write it down, so they work. The
only tip I can give to everyone out there is that some moves only work if you
perform the button combination VERY fast. Just keep at it.

Q: As long as we're talking about moves... is there an easy way to do the
"dragon punch motion" (F, D, DF + P), without accidentally whipping out a
fireball?

A: Good question, because there is actually a sure-fire solution to this.
Whenever you want a Dragon Punch (or anything that uses the same joystick
motion), pretend like you're doing two fireball motions really fast, one right
after the other. In other words, D, DF, F, D, DF, F + whatever. For some reason
this seems to work well for most people.

Q: Will there be a Marvel Vs. Capcom 3?

A: Highly unlikely. Capcom seems to have moved on to the "SNK vs Capcom" series
for now.

Well, that's about all I can handle for now. Now on to...

-------------------------------------------------------------------------------
X: - CREDITS & MISCELLANEOUS -

First of all, don't forget to check out my website at:
http://users2.ev1.net/~swidly/ ... it's not video game related, but it has some
pretty swell stuff, I think (or hope). At least give it a look, will ya?
*Ahem!* Now on to the rest!

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

- The very excellent Gamefaqs website for publishing my FAQ. It means a whole
lot to me. That's: http://www.gamefaqs.com ... check it out!

- Also Fresh Baked Games (http://www.fbgames.com) for publishing my FAQ. Too,
too kind of you.

- If there's any other sites that I have forgotten about that I gave permission
to, I'm sorry I forgot your names, but I would like to thank you, too ;D

- Phillip Mouliatis (phillipm80@hotmail.com) has helped me correct numerous
mistakes on my FAQ, including some info for Jill Valentine and Magneto. Thanks
buddy.

- BadPigg (BadPigg@email.msn.com) provided the info of Amingo's mysterious
origin plus his info on possible Marvel Vs. Capcom characters.

- Blazer6105 (blazer6105@netzero.net) for his contribution to the Top 10 list.

- X (wing_gundam_0@mechpilot.com) for clarifying Roll's character info.

- nyu_bomber (Lanoom@aol.com) for explaining the "Balance Type" Assists to me.
Thanks, guy!

- VulturesWaiting@aol.com for their contribution to the Top 10 list.

- Richard Hoelscher (rahga@rahga.com) for his great info on Chun Li's taunt,
Sonson's origin, and the "Captain Corridor Controversy." Thanks.

- DkFFIV@aol.com for pointing out the true nature of Dan's Otoko Michi super.

- dab2185@aol.com for a whole mess load of great character idea contributions.

- Tony Evans (Jumparound2@aol.com) for yet more character idea contributions.

- zera flyer (zera_flyer@yahoo.com) for another character contribution.

- Jason Andrews (ldaecon@animeone.com) for clarifying that Hayato's "Black
Hayato" super is indeed blockable.

- David (samuraidav@hotmail.com) for even more zany character contributions.

- Max Bryant (ThaGreatMax@aol.com) and his theory on the origin of Abyss (see
the Abyss section).

- John Oberlin (joberlin@math.fsu.edu) for correcting 2 silly FAQ errors on my
part....

- Mako0286@aol.com for more info on the origin of Abyss (also see above).

- Jason <j-ryu@writeme.com> for pointing out that Amingo is not actually from
JoJo's Bizarre Adventure and for the final info on the origin of Abyss.

- And last, but certainly not least, you, the reader for helping me with my FAQ
and for reading the darn thing. Thanks all!

- Oh wait, maybe I should also mention the swell chaps at CAPCOM for making
such a kick-@$$ game. Kudos to you, too.

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: 6/29/2001. \(*o*)/
