

    xxxxxxx  XX       xxxx
       XX   __XXxxxx__ X  X
        XX \   XX  XX \ XXXX      __                     _____
         XX \   XX  XX \ X        \_\                    \ ___\
          XX \   XX  XX \ XXXX      __                    \ \___
              \   \___\  \ __ ______\ \ _______ ____ ______\ ___\
               \          \  \___  __\ \ \\_\\ \ <> \___  __\ \___
          ______\__________\_____\_\  \_\_\   \_\_\\_\  \_\  \____\
         /   _______      /
        /   /      /     /_________ ____      ____
       /   /______/     /          /    /    /    /
      /           _____/  ____    /    /    /    /
     /     / |   |    /  /    /  /    /    /    /         F. A. Q.
    /     /  |   |   /  /___ /  /    /___ /_   /______
   /     /   |   |  /          /           /          /
  /____ /    |___| /__________/___________/__________/



/----\ /\  /\   /\
|/---/ ||\/||  //\\
||     |||||| ||__||  presents THE ULTIMATE ROLL FAQ v1.0
|\---\ ||\/|| ||  ||  for MARVEL vs. CAPCOM 2:  New Age of Heroes
\----/ \/  \/ \/  \/  (Arcade and, to a lesser extent, Dreamcast)


Listen up, newbies!  This FAQ has some rules to follow:

#1:  Read this disclaimer first.

#2:  _READ THIS DISCLAIMER FIRST!!!_ (Double underline that!)

#3:  This document, including--but not limited to--any snazzy little 
ASCII art pieces contained within, is Copyright 2000-2001 Carlos 
Alexandre (ME), and is for personal use ONLY.

#4:  This document *may* be distributed freely, as long as it remains 
UNEDITED.  Even the *slightest* modification is NOT allowed.

#5:  This document may NOT, *UNDER ANY CIRCUMSTANCES WHATSOEVER*, be 
used for profitable or promotional purposes.

#6:  If I have used any of your information in this document and I have 
mistakenly not given you the proper credit, contact me (e-mail below) 
and it will be done ASAP.
 
#7:  I use some adult language here and there.  If you don't like it, 
purge this document from both your hard drive and your mind forever.

#8:  If this is your first time here, you have to fight!

Marvel Comics characters and all distinctive likenesses belong to 
Marvel Comics.

Capcom characters and all distinctive likenesses belong to Capcom.

All other characters and properties belong to their respective owners.

      ______________________________________________________
     |                                                      |
     |   Reach out and touch me!     c_alex@geocities.com   |
     |                                                      |
     |   Not literally, though...    ICQ # 35254096         |
     |______________________________________________________|


 ______
/
   CONTENTS
       ______/

Legend
Disturbing Introduction
Finding a Basic FAQ
Revision History
Cool Websites
Roll Q and A
Roll's Basic Attacks
Roll's Special Techniques
Roll's Hyper Combos
Teammate Tactics
Special Thanks


 ______
/
   LEGEND
     ______/

Lever/buttons (facing right)          Lever/buttons (facing left)

                 START                                 START

  UB  U  UT                             UT  U  UB
                LP  HP  A1                            LP  HP  A1
  B       T                             T       B
                LK  HK  A2                            LK  HK  A2
  DB  D  DT                             DT  D  DB

U:   Up                            LP:   Light Punch
D:   Down                          MP:   Medium Punch (combo filler)
B:   Backwards                     HP:   Heavy Punch
T:   Towards                       LK:   Light Kick
                                   MK:   Medium Kick (combo filler)
                                   HK:   Heavy Kick

START:   Start/Taunt               A1:   Assist 1 (middle partner)
                                   A2:   Assist 2 (bottom partner)

QCT:   Quarter-Circle Towards (D, DT, T)
QCB:   Quarter-Circle Backwards (D, DB, B)
DP :   Classic Dragon Punch Motion (T, D, DT)

P :   Any Punch button
K :   Any Kick button
2P:   Both Punch buttons
2K:   Both Kick buttons

HC :   Hyper Combo
DHC:   Delayed Hyper Combo

CotA:    X-Men - Children of the Atom
MSH:     Marvel Super Heroes
MSHSF:   Marvel Super Heroes vs. Street Fighter
MvC 1:   Marvel vs. Capcom - Clash of Super Heroes
MvC 2:   Marvel vs. Capcom 2 - New Age of Heroes


 ______
/
   DISTURBING INTRODUCTION
                      ______/

For your own good, hit [Page Down] two or three times.

You've been warned...

Little girls these days!  All around whatever universes happen to 
exist, little girls think that they are SOOOOOOOOOOOO tough!

Not Roll, though.  She's humble, not looking for a fight.  But 
sometimes Roll gets mad, and, make no mistake, Roll could take ANY 
LITTLE GIRL!!!  ANYWHERE, ANYTIME!!!

Need proof?  Oh, Roll has already toppled the best!

Sakura, you ask?  Man, she's still trying to pull out the atomic wedgie 
that Roll gave her!

Chun-Li, you say?  She's still handcuffed to the top of the Eiffel 
Tower for looking at Roll the wrong way!

Jill Valentine, you suggest?  Well, Chun-Li needed some company!

CHUN:  Roll?
JILL:  Yep.

Ibuki, you dare?  Ninja, my ass!  Roll beat her in 13 seconds.

Misty, you try, hoping that someone from Pokmon may have a chance?  
Sorry, Roll defeated this underdressed loser in a mere 2 seconds.

Sora and Mimi, you hope, thinking that if someone from Pokmon failed, 
surely *TWO* Digimon heroes would prevail?  Sorry, they're STILL 
shivering in each other's arms after Roll laid the SMACK DOWN on their 
CANDY ASSES!!!

SORA:  I love you, Mimi!
MIMI:  I love you, too-- hey, wait, no I don't!  Get offa me!

And so on.


 ______
/
   FINDING A BASIC FAQ
                  ______/

The Ultimate Roll FAQ is meant to accompany a document explaining the 
underlying basics of MvC 2.  These basics are numerous, so if Super 
Jumping, Delayed Hyper Combos, Variable Combinations, etc. sound 
foreign to you, definitely seek out an FAQ covering the basics.

While any basic FAQ while accompany this guide nicely, there are two in 
particular that I highly recommend:  CJayC's MvC2 FAQ and Kao Megura's 
MvC2 FAQ.  Both can be found at GameFAQs (gamefaqs.com).


 ______
/
   REVISION HISTORY
               ______/

v1.0 (06/21/2000):  First release.  Much more to add.


 ______
/
   COOL WEB SITES
             ______/

* CMAs SpiFFy StuFF
* http://www.angelfire.com/id/spiffystuff/
* My site!  But it doesn't get updated very often...
* When it IS updated, all of my FAQs can be found there.

* GameFAQs
* http://gamefaqs.com
* The most extensive collection of FAQs anywhere.
* My most recent update of this FAQ will always be found there first.

* Kao Meguras Home Page
* http://i.am/kao
* Arguably the best Fighting Game FAQ writer on the web.
* Check out the Dan Hibiki Shrine!

* Capcom of Japan (Japanese site)
* http://www.capcom.co.jp
* Capcom of America's site isn't very good, so go here instead.
* The latest Capcom releases are covered here first!

* Rollchans Room (Japanese site)
* http://www.geocities.co.jp/Playtown/4690/
* A Japanese Roll Shrine.  Lots of images.
* It's a little on the risqu side, if you mind that sort of thing.


 ______
/
   ROLL Q AND A
           ______/

[Question]
Who is Roll?
[Answer]
Shes Megamans sister (either younger or twin, I dont know).

[Q]
Isnt she Megamans girlfriend?
[A]
In the Megaman Legends series, she is, but that's an entirely different 
universe!  In *normal* Mega-verse, Roll is Megaman's *SISTER*.

[Q]
Does Roll take extra damage from attacks?
[A]
She didn't before, but she does now.  And alot, too...

[Q]
Why does Rolls dress fly up to flash her panties when she does almost 
any move?
[A]
Go to your favorite Internet search engine, enter the word "hentai," 
and click on several sites.  But I'm not complaining; sure, it doesn't 
leave much to the imagination, but, still, you know what they say about 
thinking too hard...

[Q]
Isn't that, like, child porn or something?
[A]
No, because, like, Roll is pencil and ink (so to speak).  She's not 
real.  So, like, gawk away!  I mean, really, who's gonna notice?  And I 
bet more people stare at Roll's dress, waiting for it to fly up, than 
you think!

[Q]
Do Roll and Megaman have an incestuous relationship?
[A]
I don't *think* so, but, I dunno, you'd think that Megaman would get 
lonely after so much fighting.  And who else is around?  (My ass is SO 
getting flamed for that...)

[Q]
Can I end an Air Combo with the Hyper Roll?
[A]
Not that I've seen.  Her Basics won't link into the Hyper Roll, and the 
Roll Blaster knocks the enemy away before Roll can Cancel into the 
Hyper Roll.  But maybe if the latter were done to a cornered 
opponent...  something for me to test out.


 ______
/
   BASIC ATTACKS
            ______/

Single button attacks that don't require Lever motions are covered 
here.  They form the bulk of Roll's technique, so learn them well.

--==
  Light Punch -- LP
                 ==--

[Standing]
This jab has shorter range than most typical characters' jabs, but the 
priority on this sucker is almost unbelievable!  Snuff out most other 
Basic Attacks with this simple jab.  Make sure you're close to 
compensate for the range, though.

[Crouching]
Looks exactly like the Standing LP, but Roll crouches as she does it.  
Seems to share its standing counterpart's priority, but I'm not too 
sure if it needs to be blocked low; if so, rush-in with it, but if not, 
don't bother.  I'll try to find this out (along with the rest of the 
crouching Basics that I'm not sure about) for the next update.

[Mid-Air]
Again, it looks exactly like the Standing LP, but this time in the air.  
Shares the LP priority and makes a decent mid-air poking attack.  If 
you connect, perform a quick Air Combo.

--==
  Medium Punch -- MP (Combo Filler for LP)
                                        ==--

[Standing]
A cross punch.  No special properties; just typical combo filler.  So 
you might as well link to it when you can, right?  Right!  Hey, notice 
how this move causes Rolls ankle-long dress to *really* kick up 
somehow, revealing her panty-clad rear?  Physics, people!  Physics!

[Crouching]
I like to call this move the "Lifting Punch."  Despite the fact that it 
looks exactly like the Standing MP, this cross punch has an interesting 
little effect:  much like Spider-Man's Crouching MK, this punch lifts 
the opponent up off the ground a little and prevents said opponent from 
being knocked away, as it lifts straight up.  You can easily link 
Roll's Launcher to it afterwards, but there may be more links that I've 
yet to investigate (HCs or tag-outs, maybe?).  Not bad for combo 
filler, I'd say!  The dress thing applies, too, and it's a little more 
unbelievable than when Roll was standing.  Physics, people!  Hello?

[Mid-Air]
Nothing unique, just use it in Air Combos.  But you don't care about 
that.  You only want to know if her dress kicks up!  It does, dear 
reader, and not for the last time, either.  Physics, pe--oh, forget it.  
Just enjoy the view.

--==
  Heavy Punch -- HP
                 ==--

[Standing]
The "Claw Slap" is back!  Good priority over other Basics, but almost 
zero range.  Make sure you're close before you try to connect with 
this.  It is rather fast for an HP, though.

[Crouching]
A zero range, crouching, upwards poke.  Once again, Roll's crouching HP 
remains the most pathetic move that any of the 56 characters of this 
massive game possess.  Maybe if you could "can" male opponents with it 
(it *kinda* looks like a groin punch), it'd be cooler!  JOHNNY CAGE 
PUNCH!  Or so I hoped...

[Mid-Air]
Same animation as the standing "Claw Slap."  If you're looking to 
finish an Air Combo by smacking your enemy to the ground from whence he 
came, use this.  I wouldn't use it outside of combos, though.

--==
  Light Kick -- LK
                ==--

[Standing]
A short-range boot to the, um, enemy's feet?  While standing, I'd stick 
with the jab, but the LK seems to combo better into Roll's Launcher.

[Crouching]
A crouching side kick that has a little more range than the Standing 
LP, but has less priority.  Since it hits low, rush-in using this kick 
and combo into the Lifting Punch (Crouching MP).

[Mid-Air]
Roll performs a high priority mid-air side kick.  The range on this 
kick actually extends ever-so-slightly beyond Roll's boot.  If I'm in 
the air blocking an opponent's Air Combo, I like to stick the Mid-Air 
LK in-between his attacks.  You'd be amazed how often you can interrupt 
an enemy combo!  Be sure to link into your own Air Combo afterwards!

--==
  Medium Kick -- MK (Combo Filler for LK)
                                       ==--

[Standing]
A standing side kick that uses the same animation as Roll's Crouching 
and Mid-Air LKs.  Standard combo filler.

[Crouching]
Looks like a sweep, but isn't a sweep.  Not all that great, but it IS 
just combo filler, after all...

[Mid-Air]
In MvC 1, when you could actually use this AT WILL, it had deceptive 
hitting range and OK priority.  Now it's just combo filler (I'm 
starting to hate those words).

--==
  Heavy Kick -- HK
                ==--

[Standing]
This decent priority boot is Roll's only Launcher.  It can be used on 
its own to an extent, but you're better off comboing into this via a 
Crouching LK or after the all-mighty Lifting Punch (Crouching MP).

[Crouching]
The "Sliding."  As I play MvC 2 more and more, I find that this is fast 
becoming Roll's most important technique.  The slide recovers VERY 
quickly, and only the quickest of reprisals will catch you before you 
can block!  It goes under many projectiles and beams, including many of 
the most annoying Assist attacks.  Use often, but don't get 
predictable.  If you have the Tornado Hold equipped, use it as a 
follow-up.

[Mid-Air]
Roll has two different Mid-Air HKs.
   HK w/ no direction held down:  This horizontal-slice kick has an 
interesting "power hit" effect when it is successfully landed.  The 
screen freezes for about one half-second, but Roll recovers from the 
freeze a little before the enemy does.  This attack has excellent 
priority, but be careful when jumping-in with it, as many other attacks 
can beat it.
   HK while holding UP on the Lever:  This vertical-slice kick doesn't 
have the same "power hit" effect when it connects, but it makes up for 
that with better range.  Unfortunately, since tapping UP makes Roll 
perform her Double Jump, the jump-in applications of this kick need to 
be carefully considered.  I'd stick to the regular Mid-Air HK.

 ______
/
   SPECIAL TECHNIQUES
                 ______/

Known in some circles as Command Attacks.  Special Techniques require 
Lever motions + button presses in order to pull the move off.

If the name of the Special Technique is followed by "Ground Only," the 
move can only be performed while Roll's feet are on the ground.  If 
followed by "Air Only," the move can only be performed while Roll is in 
Mid-Air.  If nothing follows the technique's name, it can be executed 
while either Standing/Crouching or Jumping.

--==
  Throw -- T + HP or B + HP when close
                                    ==--

Roll grabs the opponent and chucks him down to the ground with her HP 
animation.

Roll's throw priority is very good, so use the throw as a wake-up, when 
close, as a counter, etc.  Possibilities are many.

Don't listen to those who preach that "throwing is cheap."

80% damage in a single Cammy Air Combo is cheap.

Throwing isn't.
 
--==
  Double Jump -- U or UB or UT -- Air Only
                                        ==--

Roll jumps while in mid-air.  Her *only* new move.

This is one of the best things to happen to Roll!  Opponent about to 
Launch you as you land?  Sorry, buddy!  Is he trying to follow you in 
the air?  Just jump away!

SCREW WITH THEIR MINDS!!!  HAHAHAHAHAHAHAHAHAHAHAHA!!!

I don't know whether or not Roll can do Double Jump Combos.  Give me a 
while to test this.  Mind you, I can't do Double Jump Combos with 
Strider, or Captain America, or anyone for that matter.  I'll have to 
learn, won't I?

--==
  Roll Buster -- QCT + P
                      ==--

Roll quickly grabs a modified Mega Buster attachment out of her boot, 
slips it on her arm, and fires a large orange shot.  I'm not sure if 
the Punch Button used affects the projectile's speed.

Other than its combo-ending applications, Roll Buster shots should be 
used sparingly.  Throw one out once in a while, but don't rely on the 
shots to win fireball wars, and DEFINITELY don't use it to take on 
beams.  The Mid-Air version is better as Roll isn't left as open for 
reprisal as she is while Standing.

--==
  Flower Bundle Bomb -- DP + P
                            ==--

Roll throws forward a bouquet of very pretty, highly explosive flowers.  
The Punch Button used determines how far forward the bomb travels and 
how much of an arc the bombs flight path has:  LP travels at a high 
arc but has low range, while HP has a low arc but much longer range.

Don't bother.

Even though the lag's been cut in half since MvC 1, almost every time 
you try, you'll get the Roll Blaster instead.  This is weird because on 
the same machine, on the same joystick and set of buttons, I can 
alternate between Ryu's Hadouken and Shoryuken at will, but I can't do 
a Flower Bomb unless I do a QCT motion TWICE before hitting Punch.

I'm wondering if maybe the motion for the Flower Bomb *isn't* a DP...

--==
  Weapon Select -- See Below for Commands -- Ground Only
                                                      ==--

Roll calls for that cute lil' toolbox Eddie, who teleports, Megaman 
style, into the playing field, walks towards Roll, and pops out (from 
his BRAIN!) a special Roll Buster enhancement weapon.  Roll must walk 
over the round weapon icon to equip it.  She'll also lose the use of 
her previously equipped weapon.

As for the Commands to use:  QCT + K gets you the so-so Megaball, DP + 
K will net the powerful Tornado Hold, and QCB + K punishes you with the 
extremely crappy Leaf Shield.

NOTE:  Roll now starts every battle with the MEGABALL weapon.  D'oh!

I'm sure that enemy Megaman or Roll players can still steal your cannon 
weapon before you get to it, equipping it themselves.

Oh yeah, try not to make it too obvious to your opponents that you're 
going for a weapon icon, or they'll catch on and never let you reach 
it.  Yes, people *can* be smart.

FREE ADVICE:  Switch to the Tornado Hold AS SOON AS POSSIBLE:  use QCT 
twice + either Kick Button to do it:  it's far easier that way.

--==
  Megaball -- QCB + P with Megaball equipped -- Ground Only
                                                         ==--

Roll pulls out her Roll Buster cannon and fires a metal soccer ball 
directly in front of her.  Using any Basic Kick Attack on the ball will 
make it fly upwards at an angle.

Different Kicks cause the Megaball to fly at different angles.  Ones 
that I've tested so far are below.

Standing HK:  Just under 45 degrees.
Crouching HK (Sliding):  About 30 degrees.

I'll test more when I can, but I don't think that anyone cares...

I'm unsure as to whether or not Roll can still jump up and kick the 
ball again like in MvC 1.  Even if she can, though, it wasn't a useful 
trick then and it probably isn't now.

After bouncing a few times, the Megaball will vanish.

Roll starts with the Megaball in every match now.  It isn't a bad 
weapon, but the Tornado Hold is much better.

--==
  Tornado Hold -- QCB + P with Tornado Hold equipped -- Ground Only
                                                                 ==--

Roll pulls out her Roll Buster cannon and fires a propeller to the 
ground.  The propeller than produces a small whirlwind.  The Punch 
Button used determines how far forward the propeller is fired.  Using 
LP will make Roll fire directly in front of her, while HP makes her 
fire almost a full screen-length away (but not quite).

Use the LP Tornado Hold after a Crouching HK slide.  It works wonders.

Use the HP Tornado Hold to surprise an enemy who's far away from you.

It's just too bad that she doesn't start with this, because if she did, 
I guarantee she'd jump up a few spots in the overall character ranking.  
In my humble opinion, Capcom should've abandoned the Rockball/Megaball 
and Leaf Shield, and left Megaman and Roll with the Tornado Hold.  Oh 
well...

--==
  Leaf Shield -- QCB + P with Leaf Shield equipped -- (See Below)
                                                               ==--

Roll *SLOWLY* pulls out that purdy little Roll Buster cannon, seemingly 
admires it for a bit, and then uses it to create a barrier of eight 
leaves that spin around her.

NOTE:  While Roll must have her feet on the ground to start up the Leaf 
Shield, she can fire it in Mid-Air is she so chooses..

It sucks.  It takes too long.  It only protects from one hit.

The sad part is that if it didn't have so much lag, and if the rotating 
leaves actually stuck around instead of disappearing after a while, 
this would be the ideal Hyper Cancel move for Roll...

--==
  Taunt -- START button -- Ground Only
                                    ==--

"Just a second, my ribbon is undone..." said Roll.

"But," replied Doctor Doom, "we're in the middle of a fight--"

"All done!" interrupted Roll, in her cutest, sweetest voice.

Doctor Doom was never seen again...


 ______
/
   HYPER COMBOS
           ______/

The "Ground Only" and "Air Only" notes apply here too.

All of Roll's HCs cost the low, low price of One (1) Hyper Stock!

BUTTON MASHING:  Rapidly move the lever LEFT and RIGHT as fast as you 
can while rapidly pressing all the buttons to increase the damage done 
by most of the game's HCs.  Try to have some pride:  don't slide your 
palm back and forth over the buttons like a spaz.  Simply place your 
right hand atop the buttons, trying to cover all six, and (this is 
going to sound gross, I know) *calmly* vibrate your hand quickly.  It 
saves you some dignity and doesn't make you look like a goof.

BUTTON MASHING NOTICE:  Try not to accidentally use a DHC while button 
mashing.  To minimize the odds, either leave the lever alone (and just 
use the buttons) or move it LEFT and RIGHT away from its DOWN 
positions.  Most Hyper Combos have QCT or QCB motions, with the 
exception of one of Anakaris's (I believe) so this should help.

--==
  Hyper Roll -- QCT + 2P
                      ==--

Roll holds up her Lunar Pendant, and then transforms into Sailor Roll!

Actually, she calls Rush, Beat, and Eddie, and, together, they form 
VOLTRON!  Multi-colored arms and one-hit kill swords, galore!

*REALLY*, she calls said robots and then becomes Hyper Roll.  She then 
proceeds to fire many little projectiles, badly-animated lightning, and 
nipple rockets at her enemies!

I may have been joking before, but I wasn't joking about the nipple 
rockets.  Sad, isn't it?

I like typing "nipple rockets"...

Use the Hyper Roll to primarily to counter jump-ins, because during the 
"growing" part of Roll's transformation, if the enemy comes close, 
they'll be hit up into the most damaging parts of the HC:  the 
lightning and nipple rockets.

Use button mashing to increase the damage.

Oh, and be aware that the lightning, and ONLY the lightning, will cause 
any sort of chip damage, except against Iceman.

Even though it doesnt seem like it, the Hyper Rolls lightning WILL 
connect against a standing *large* character.  So far, I know that it 
will get full hits on a standing Hulk or Zangief player.  There may be 
others, and I'll try to find out as soon as possible.

--==
  Rush Drill -- QCT + 2K -- Ground Only
                                     ==--

Roll calls "Rushy!" and the two combine to form a drilling tank/car 
like thing.  A time meter appears.

Use LEFT and RIGHT to steer the car in the corresponding direction, or 
hold UP to make a small hop.  Press any button (or all the buttons) 
repeatedly to make the car charge in the direction its facing.

Also, Roll is seemingly invincible for as long as this HC stays in 
effect.

There is now a slight lag between the Hyper Combo "flash" and when the 
Rush Drill actually starts, but Roll can't be hit in this state.

More damaging than it was in MvC 1, but still not as good as Megaman's, 
apparently.  The invulnerability is still there and in most cases, 
anyone who tries to attack the Rush Drill is yours.

After the final successful hit before Roll turns back to normal, the 
opponent will be tossed up, spinning, after which he will fall.  Until 
he hits the ground, he is positively *defenseless*.  If you corner the 
enemy in this situation, and he doesn't use an Escape Roll (pun 
intended) to get out of harm's way, dash-in QUICKLY and attack with a 
Standing LK, followed by the Standing MK, followed by the Standing HK 
Launcher.  Then Super Jump and follow up!

--==
  Beat Plane -- QCB + 2K -- Ground Only (!)
                                         ==--

Roll calls "Beato!" and the two combine into a weird looking winged 
flapping plane thingy.  A time meter appears.

Move the plane in any direction (eight ways, along the ground or in the 
air).  Fire small fireballs using the Punch Buttons and drop exploding 
missiles using the Kick Buttons.

Unlike the Rush Drill, Roll can be hit out of this (a single *JAB* will 
do).  Use Beat's agility to avoid that fate.

There is now a slight lag between the Hyper Combo "flash" and when the 
Beat Plane actually starts, but, again, Roll can't be hit in this 
state.  In fact, if the enemy attacks you during that lag, his attack 
will pass right through and, more often then not, he'll be left open 
when Roll starts shooting!  Cool!

WHAT THE?  Yes, it says *GROUND ONLY* up there where it didn't before 
(in MvC 1).  Apparently Roll was just too strong when she could do 
jack-shit damage from the air (I'm being sarcastic).

But the Beat Plane is not without its advantages!  It's more damaging 
than it was in MvC 1, and that oh-so-handy time meter lets you retreat 
in time to avoid reprisals!

Against human opponents (the CPU will counter this), I like to use this 
on the ground, fly up and around to the opponent's backside while they 
block from the front, nail him (since he's probably blocking the wrong 
way), and then Cancel out using DHCs!

When you Cancel out, though, make sure you keep hitting the opponent 
with shots and/or bombs, or the follow-up DHC will likely be blocked.


 ______
/
   TEAMMATE TACTICS
               ______/

In the next version (or two), along with everything else I plan to add.

Until then, use Roll Alpha Assist.  It's the best one, IMHO.


 ______
/
   SPECIAL THANKS
             ______/

Special Thanks go out to the following people and companies:

Capcom (http://www.capcom.co.jp), for this incredible "Dream Match" 
style game!

CJayC (http://gamefaqs.com), for making the best damn video and 
computer game FAQ database on the web!  He was also one of, if not 
*the* first person to write an MvC 2 FAQ.

Kao Megura (http://i.am/kao), for his awesome FAQs and for hosting some 
of mine.  Many ideas in my FAQs are inspired by his.  I don't rip 
anything off, though!


-=[You've reached the end!  Quick, go back up before it's too late!]=-


TK and Kari should go together, in my opinion...

Copyright 2000-2001 Carlos Alexandre                ===>   C M A   <===


