GAMBIT

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Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Gambit
Version 1.0 (first version)
Created by Daniel "PhatDan81" Finch on 7/12/00
E-Mail: dan@finch.com
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CONTENTS

I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff
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I.	BACKGROUND
=======================================================================

Who is Gambit?  Remy "Gambit" Lebeau is a former member of the X-Men.  
He is known for having the ability to charge objects with kinetic 
energy.  He was born in New Orleans as an orphan and was later adopted 
and raised by the leader of the Thieves' Guild, an organization in New 
Orleans.  Later on, he became a member of the organization, where he 
learned of his mutant ability.

He later met Storm, who told him about Professor Xavier's institute.  
He then became a member of the X-Men.  As a member of the X-Men, he had 
a series of downfalls and falling outs, which included a few fellow 
X-Men.  He later left the X-Men and returned later on, but recently he 
left again and is sort of pursuing a solo career as a super hero.

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II.	LEGEND
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ABBREVIATIONS

U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump/Jumping
SJ    Super Jump/Jumping
P     Punch
K     Kick
AC    Air Combo
OTG   On The Ground; an attack being performed while the opponent is 
      lying down
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
Assist 1    Calls in second partner, who steps in and does an attack
Assist 2    Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + Assist, forces the opponent out if they get hit 
            (one HC level)
Variable Counter B, DB, D + Assist (while blocking); tags in partner 
            who jumps in and performs a designated attack
Crossover Combination	Assist 1 + Assist 2

All three characters do one specific super (Hyper Combo) then the two 
secondary characters step out and do their supers (one to three 
levels; two levels causes only two players to come out while one level 
has just the primary character do his super).

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III.	REGULAR ATTACKS
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PUNCHES

With the exceptions of his jabs, Gambit's punches involve the use of 
his staff.  The staff gives him good range and very good priority.

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JAB

1.	Standing

A basic jab, he uses the back of his fist to strike his opponent.

2.	Crouching

Same as the standing version, it's about as useful as most other low 
jabs.

3.	Jumping

Same as the standing version, this is used for starting air combos.

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STRONG

1.	Standing

Gambit does a downward swipe with his staff.  It's used as a combo 
filler.

2.	Crouching

Basically the same as the standing version--same range and priority as 
the standing version as well.

3.	Jumping

An inverted version of the standing version, this is used as an AC 
filler.

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FIERCE

1.	Standing

Gambit does a horizontal swipe with his staff that causes the opponent 
to get knocked across the screen.  I'm not very sure if it will combo 
into any special moves or not.  Use it to counter dash-ins.

2.	Crouching

This is Gambit's launcher.  He does a vertical swipe with his staff.  
It's a good anti-air attack and it also combos into a Royal Flush.

3.	Jumping

This is basically an inverted version of the crouching version except 
with better horizontal range.  It's used as a jump-in attack, AC 
finisher and for aerial confrontations.

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KICKS
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SHORT

1.	Standing

A basic knee attack.  It can be used as a combo filler or starter.

2.	Crouching

A basic low LK, use it to start combos.

3.	Jumping

A basic jumping LK, use this only as an AC filler.

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FORWARD

1.	Standing

A basic MK, this is used as a combo filler.  It combos into a Cajun 
Slash.

2.	Crouching

A basic low MK, this basically has the same priority as the standing 
version, except it hits low.

3.	Jumping

Gambit does an upward kick--use it as an AC filler and to combo into an 
AC finisher.

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ROUNDHOUSE

1.	Standing

A basic HK, use this to combo into a jab Kinetic Card or Cajun Slash.

2.	Crouching

This is Gambit's knockdown attack.  It combos into a strong or fierce 
Cajun Slash or Royal Flush.

3.	Jumping

Gambit extends his leg straight out--it's used mostly as an AC finisher 
or jump-in attack.

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IV.	SPECIAL MOVES
======================================================================

A (*) means that the move can be done in the air.
A (H) means that the move can be cancelled into a super.

KINETIC CARD (*)(H) D, DF, F + P

Gambit pulls three cards out, charges them up with kinetic energy, then 
flings them at the opponent.  It will stun the opponent and cause them 
to fall down.  It does good damage and if it connects, you can OTG 
afterwards--you can also cancel it into a Royal Flush.  The fierce 
version combos into the jab version.  

It does have a slight start-up--many opponents will be able to detect 
it coming, so be careful about using it.  The stronger the punch 
button, the longer the startup and the more damage it does.  In the 
air, he throws the cards downward at a 45-degree angle.  The jab 
version will not fully connect against characters with super armoryou 
must combo into it to make the cards stun them.

TRICK CARD (H) D, DB, B + P

Gambit again pulls out three cards, but this time he flings them upward 
at about a 60-degree angle.  The startup is a little bit longer than 
the Kinetic Card, but you can OTG afterwards or combo into a jab 
Kinetic Card.  Never throw this out at random.  It's used mainly as an 
unreliable anti-air attack--use it mostly against detected jumps.  You 
can also use it against an opponent who's in the midst of doing a beam 
super while they're in the air.

CAJUN SLASH (H) F, D, DF + P/LK+HP

This is a unique move--Gambit does a different attack depending on the 
attack button(s) used.  They all can basically be thrown out whenever 
you see fit.  As long as the opponent doesn't land behind you, you 
should be okay.

Jab (LP):         Gambit holds his staff at the end with one hand and 
                  then takes a step forward and does a horizontal swipe 
                  with his staff, which rivals Strider's Gram.  It 
                  comes out very fast and it's the easiest to combo 
                  into out of all three versions.  Use it in combos, to 
                  counter dash-ins and to punish mistakes from mid-
                  range.
Strong (HP):      Gambit does a quick hop forward while doing a 
                  downward swipe--he then dashes forward while swinging 
                  his staff around.  It OTG's and is fairly easy to 
                  combo into.  Use it in combos and to counter low 
                  attacks.
Fierce (LK+HP):   Gambit dashes forward quickly while swinging his 
                  staff around.  It comes out pretty fast and it OTG's.  
                  Use it mostly in combos and to punish mistakes.  It's 
                  also a good surprise move.  In this version, he 
                  travels the farthest across the screen--it also does 
                  the most block damage.

CAJUN ESCAPE Charge D, U + P; Press P to hit opponent.

Gambit jumps to the wall, then jumps off it and eventually hits his 
opponent.  If it connects, you can OTG afterwards.  While charging 
down, you can enter up-forward then punch to jump toward the wall 
behind the opponent; press up-backward to jump toward the wall behind 
Gambit.  Just as you jump off the wall, press forward to jump to the 
opposite wall before coming down to your opponent.  It's also good for 
confusing your opponent.  Be careful about using it because if the 
opponent's quick enough, they'll counter with a vertical super.

CAJUN STRIKE Charge D, U + K

This is basically a variation of Cajun Escape.  The primary difference 
is that you don't have to press the button again to attack--he already 
attacks.  The attacking part comes out a little faster than Cajun 
Escape.  If you connect it, you can also OTG afterwards.

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V.	SUPERS
======================================================================

ROYAL FLUSH D, DF, F + 2P

This is a super version of the Kinetic Card.  He throws his staff 
upward and then throws out a barrage of charged cards.  It's a beam-
like super and if it connects you can OTG afterwards in the corner.  It 
does very good damage and it OTG's--it also combos off of a C.Fierce.  
It will also cancel off of a Kinetic Card or Trick Card.  Do not throw 
this out at random.  Use it only in combos or punishing mistakes.  If 
it's blocked or super jumped over, you could get severely punished.

CAJUN EXPLOSION D, DF, F/D, DB, B + 2K

Gambit jumps to the wall, clings onto it, then throws out charged cards 
to the ground, causing slanted columns of energy to erupt, covering a 
good portion of the screen.  It does decent damage and good block 
damage and is very difficult to avoid.  This is used to confuse 
opponents and to punish an opponent who has just thrown out a 
projectile--it's used against opponents who are almost dead as well.  

It has a very quick recovery, so you can throw it out pretty much 
whenever you want.  However, Gambit is vulnerable while he is jumping 
towards the wall.  Be careful about this because some opponents will 
take advantage of this.  The command entered determines which wall he 
will jump towards.  The down-to-forward command causes him to jump to 
the wall behind his opponentthe down-to-back command causes him to 
jump to the wall behind him.

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VI.	COMBOS
======================================================================
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MAGIC SERIES

Zigzag, anywhere on the screen
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Launcher          C.Fierce
Knockdown         C.Roundhouse
Strike            S.Fierce
Snapback          S.Fierce
AC Finishers	SJ.Fierce, SJ.Roundhouse, Roundhouse Air Throw
Assists/Crossover Counter     Crossover Combination
                           _
  A  Jab Kinetic Card       \
  B  Jab Cajun Slash        |-Royal Flush 
  C  C.Fierce              _/

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Gambit can start combos with either a dash-in or jump.  When starting a 
jump-in, you can use J.Fierce, quickly followed by a J.Roundhouse.  
However, use only J.Fierce against small characters--you can replace 
J.Fierce with J.Short, J.Strong against small characters.  C.Roundhouse 
may be replaced with C.Fierce.  S.Jab may be replaced with C.Jab.  
S.Short may be replaced with C.Short.  Cajun Strike may be replaced 
with Cajun Escape.


1.  S.Jab, jab Cajun Slash
2.  S.Jab, Snapback
3.  S.Jab, S.Short, jab Cajun Slash
4.  S.Jab, S.Short, Snapback
5.  fierce Kinetic Card, jab Kinetic Card
6.  fierce Kinetic Card, jab Kinetic Card, Cajun Slash
7.  J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, Cajun Slash
8.  S.Jab, S.Short, S.Strong, Snapback
9.  S.Jab, S.Strong, S.Forward, Cajun Slash
10. S.Jab, S.Strong, S.Forward, Snapback
11. S.Jab, S.Short, S.Strong, S.Forward, S.Fierce
12. S.Jab, S.Short, S.Strong, S.Forward, C.Roundhouse
13. S.Jab, S.Short, S.Strong, S.Forward, Snapback
14. J.Fierce, J.Roundhouse, C.Jab, C.Short, C.Roundhouse, strong Cajun 
    Slash(OTG)
15. C.Jab, C.Short, C.Roundhouse, fierce Cajun Slash(OTG)
16. J.Fierce, J.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Short, Strong, 
    Forward, [AC Finisher])
17. C.Jab, C.Short, C.Roundhouse, Royal Flush(OTG)
18. fierce Kinetic Card, jab Kinetic Card, C.Short(OTG), C.Forward, 
    Cajun Slash
19. fierce Kinetic Card, jab Kinetic Card, C.Short(OTG), C.Fierce, 
    SJ.(Jab, Short, Strong, Forward, [AC Finisher])
20. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG) 
21. fierce Kinetic Card, jab Kinetic Card, C.Short(OTG), C.Fierce, 
    Royal Flush
22. J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Roundhouse, Cajun Slash
23. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush
24. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, C.Short(OTG), 
    C.Forward, Cajun Slash
25. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, C.Short(OTG), 
    C.Fierce, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
26. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, C.Short(OTG), 
    C.Fierce, Royal Flush
27. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, Royal Flush
28. Trick Card, C.Short(OTG), C.Forward, Cajun Slash
29. Trick Card, C.Short(OTG), C.Fierce, SJ.(Jab, Short, Strong, 
    Forward, [AC Finisher])
30. Trick Card, C.Short(OTG), C.Fierce, Royal Flush
31. Trick Card, jab Kinetic Card, Royal Flush(OTG)
32. Trick Card, jab Kinetic Card, C.Short(OTG), C.Forward, Cajun Slash
33. Trick Card, jab Kinetic Card, C.Short(OTG), C.Fierce, SJ.(Jab, 
    Short, Strong, [AC Finisher])
34. Trick Card, jab Kinetic Card, C.Short(OTG), C.Fierce, Royal Flush
35. Cajun Strike, C.Short(OTG), C.Forward, Cajun Slash
36. Cajun Strike, C.Short(OTG), C.Fierce, SJ.(Jab, Short, Strong, 
    [AC Finisher])
37. Cajun Strike, C.Short(OTG), C.Fierce, Royal Flush
38. Tag In, S.Fierce
39. Tag In, Snapback
40. Tag In, Cajun Slash
41. Tag In, C.Fierce, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
42. Tag In, C.Fierce, Royal Flush

CORNER COMBOS

Gambit is can be very dangerous in the corner.  Unless your opponent 
can roll effectively, they'll be in for a world of hurt against Gambit 
in the corner.

43. J.Fierce, J.Roundhouse, C.Short, C.Fierce, SJ.(Jab, Short, Strong, 
    Forward, Fierce, Roundhouse)
44. J.Fierce, J.Roundhouse, C.Jab, C.Short, C.Roundhouse, Royal 
    Flush(OTG), C.Short(OTG), C.Forward, Cajun Slash
45. C.Jab, C.Short, C.Roundhouse, Royal Flush(OTG), C.Short(OTG), 
    C.Fierce, SJ.(Jab, Short, Strong, Fierce, Roundhouse)
46. C.Jab, C.Short, C.Roundhouse, Royal Flush(OTG), C.Short(OTG), 
    C.Fierce, Royal Flush
47. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Forward, Cajun Slash
48. S.Jab, S.Short, S.Roundhouse, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Fierce, SJ.(Jab, Short, Strong, Fierce, Roundhouse)
49. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush(OTG), C.Short(OTG), C.Forward, Cajun Slash
50. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush(OTG), C.Short(OTG), C.Fierce, SJ.(Jab, Short, Strong,  
    Fierce, Roundhouse)
51. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush(OTG), C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG), 
    C.Forward, Cajun Slash
52. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush(OTG), C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG),  
    C.Fierce, SJ.(Jab, Short, Strong, Fierce, Roundhouse)
53. S.Jab, S.Short, S.Roundhouse, strong/fierce Cajun Slash, Royal 
    Flush(OTG), C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG), 
    C.Fierce, Royal Flush
54. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Forward, Cajun Slash
55. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Fierce, SJ.(Jab, Short, Strong, Fierce, Roundhouse)
56. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG),
    C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG), C.Forward, Cajun 
    Slash
57. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG), C.Fierce, 
    SJ.(Jab, Short, Strong, Fierce, Roundhouse)
58. fierce Kinetic Card, jab Kinetic Card, Royal Flush(OTG), 
    C.Short(OTG), C.Fierce, Royal Flush, C.Short(OTG), C.Fierce, Royal 
    Flush
59. Tag In, C.Fierce, Royal Flush, C.Short(OTG), C.Forward, Snapback
60. Tag In, C.Fierce, Royal Flush, C.Short(OTG), C.Forward, Cajun  
    Slash
61. Tag In, C.Fierce, Royal Flush, C.Short(OTG), C.Fierce, SJ.(Jab, 
    Short, Strong, Fierce, Roundhouse)
62. Tag In, C.Fierce, Royal Flush, C.Short(OTG), C.Fierce, Royal Flush

COMBO TREE

Thanks to 3pwood for this concept.  This is basically a tree showing 
attacks that combo into other attacks.  It does not list every 
possibility, but it's basically to give you an idea of how to combo 
with Gambit.

     START

    Cajun Strike/         Trick Card/           J.Fierce           
    Cajun Escape            Fierce                  |
         |               Kinetic Card               |
         |                     |              J.Roundhouse
      C.Short<-----------------|                    |___________
         |       |             |                    |           |
         |       |------Jab Kinetic Card         S/C.Jab        |
         |       |________     |                    |          jab
         |___________     |    |                    |      Cajun Slash
                     |    Royal Flush<--   -----S/C.Short    ^
                     |                  | |         |        |
          ------------------------      | |         |--------
         |                        |   __| |         |
         |                        |  |    |         |
     C.Forward                C.Fierce<---          |
         |                        |                 |
         |                        |                 |
    Cajun Slash                 SJ.Jab              |
                               SJ.Short             |
                              SJ.Strong             |
                              SJ.Forward            |
                             [AC Finisher]        __|
                                                 |
                              ___________________|
                             |
                             |
     -----------------------------------------------------
    |                |                    |               |
    |                |                    |               |
S.Strong-------->S.Forward          C.Roundhouse    S.Roundhouse
    |                |                    |               |
    |                |                    |               |
     ----------------               Strong/Fierce  --Cajun Slash
           |                         Cajun Slash, |      jab
           |                      ---Royal Flush<---Kinetic Card,
       S.Fierce,                 |        |               |
      Cajun Slash           (in corner)   |  _____________|
                                 |        | |
                                 |        V |
                                  ------>C.Short<----------------
                                            |                    |
                                            |                    |
                                 ------------------------        |
                                |                        |       |
                                |                        |       |
                            C.Fierce                 C.Forward   |
                                |                        |       |
                                |                        |       |
                      ----------------------         S.Fierce,   |
                     |                      |       Cajun Slash  |
                     |                      |                    |
                  SJ.Jab               Royal Flush               |
                 SJ.Short                   |                    |
                 SJ.Strong                  |____________________|
                SJ.Forward
               [AC Finisher]

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TEAM HYPER COMBOS

Both of Gambit's supers work well for THC's.  Royal Flush can be used 
as a THC starter, filler or ender.  Cajun Explosion is used as a THC 
ender.  This does not list every possibility, but rather, it is 
basically to give you an idea of how to use THC's with Gambit. 

1: 1st partner's super, 2: 2nd partner's super, 3: 3rd patner's super

A. 1. (Gambit) Royal Flush 2. Any beam super, Captain Storm, Venom Web, 
   Weapon X, Blodia Vulcan, Head Crush, Omega Destroyer, etc.; if close  
   or in corner: ANY SUPER except Time Flip and most vertical supers 3. 
   Third partner's super

B. 1. Any beam super, any rushing super, any dragon punch super, any 
   vertical super, Venom Web, Weapon X, Fatal Claw, Blodia Vulcan, 
   Blodia Punch, Darkness Illusion (opponent in air), Ragnarok 
   (opponent in air), Crossfire Blitz, Omega Destroyer, Carbonadium 
   Smash, Kikou-Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Shippu-Jinrai 
   Kyaku, etc. 2. (Gambit) Royal Flush

C. 1. First partner's super 2. Any beam super, any rushing super, any  
   dragon punch super, any vertical super, Venom Web, Weapon X, Fatal 
   Claw, Blodia Vulcan, Blodia Punch, Darkness Illusion (opponent in 
   air), Ragnarok (opponent in air), Final Atomic Buster, Final 
   Justice, Crossfire Blitz, Omega Destroyer, Carbonadium Smash, Kikou-
   Shou, Shinkuu-Tatsumaki Senpuu Kyaku, Shippu-Jinrai Kyaku, etc. 3. 
   (Gambit) Royal Flush (OTG afterwards if in corner)

D. 1. First partner's super 2. Any beam super, any rushing super, any 
   dragon punch super, Venom Web, Weapon X, Fatal Claw, Omega 
   Destroyer, Final Atomic Buster, Final Justice, Crossfire Blitz 
   (Charlie's version), Blodia Punch, Blodia Vulcan, Rush Drill, Beat 
   Plane or Captain Sword 3. (Gambit) Cajun Explosion

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VII.	GENERAL STRATEGY
======================================================================

Gambit strives upon his variety of attacks and variety of ways to start 
combos.  Style points are what win battles with Gambit.  Repeating the 
same attacks or same sequences over and over makes you very predictable 
and there probably won't be a very good chance that you'll win.  With 
Gambit, you should really mix up your attacks to keep them guessing.

Gambit can play well from anywhere on the screen.  He has Kinetic Cards 
and jab Cajun Slash which if used correctly can keep your opponent 
away.  You can also use Cajun Strike/Escape or strong/fierce Cajun 
Slash to get close to your opponent.

When playing close, mix up your high and low attacks, launcher attack, 
Cajun Strikes/Escapes, Cajun Slashes and occasionally throw out a 
Kinetic Card.  If you connect a strong or fierce Cajun Slash or a 
Kinetic Card, you can cancel into a Royal Flush afterwards.  You can 
also OTG afterwards after these two attacks or a Cajun Strike/Escape 
connects, however you have to be in the corner after a strong or fierce 
Cajun Slash connects to OTG afterwards.

At mid-range, mix up your jab Cajun Slashes and jab Kinetic Cards.  Use 
jab Cajun Slash against dash-ins and to punish mistakes from mid-range.  
If you can't get to your opponent quick enough and start attacking 
after they made a mistake, just use jab Cajun Slash.  Use jab Kinetic 
Card to keep your opponent distanced and to punish mistakes.

Use a fierce Kinetic Card only if you're confident that you have a 
chance of landing it and that it won't get jumped over.  If the fierce 
version connects, combo into the jab version, then either OTG 
afterwards if you're close enough or just cancel into a Royal Flush.

At long-range, mix up your Kinetic Cards, both the air and ground 
versions.  However, don't expect to win by standing at the other end of 
the screen all throwing out Kinetic Cards.  This is quite ineffective 
and it also shows that you have no idea what you're doing.  Also 
remember that repeating the same attacks over and over with Gambit is 
not very effective.  Don't stay in one place all the time when playing 
offensively, only when playing defensively.

Don't rely heavily upon his projectile attacks.  If a Kinetic Card is 
thrown out of the blue, many opponents will see it coming and will 
capitalize upon this.  Trick Card is even more unreliable.  It requires 
quick timing against an airborne opponent.  Use this only when you 
detect a jump and you're absolutely sure that it will tag your 
opponent.  Throwing it out at the wrong time means severe punishment.

Instead, rely much more upon his staff.  It gives him good range--you 
can use it for many purposes.  Use it to counter jump-ins, counter 
dash-ins, punish mistakes or just simply use it combos.  It's also good 
for aerial confrontations.  His J/SJ.Fierce does very well in aerial 
confrontations.  It's also a very good jump-in attack.

Gambit plays fairly good defensively, thanks of course to his staff.  
Use C.Fierce to counter jump-ins.  If it's blocked, cancel into a Cajun 
Slash or Kinetic Card.  If it connects, follow up with an air combo, 
Royal Flush or Crossover Combination.  Use S.Fierce or jab Cajun Slash 
to counter dash-ins.  These are also good surprise attacks.  As 
mentioned earlier, use J/SJ.Fierce in aerial confrontations if you 
jumped first.  IF you were the last one to jump, use J/SJ.Roundhouse.

Both of Gambit's supers are very effective and should be used as much 
as possible.  Royal Flush does very good damage and can be comboed into 
or cancelled into off of some special moves.  It's also a good super 
for THC's.  However, it's not meant to be thrown out at random.  It has 
a recovery delay which will leave you open for a beam super or some 
automated supers.  If it's blocked in the corner, you'll be in big 
trouble, so always make sure that it will connect.

Cajun Explosion is made more for throwing out at random and to surprise 
your opponent.  It can also be used against those pesky fire-ballers.  
It doesn't do as much damage as Royal Flush, but it does have a very 
quick recovery delay and it does better block damage.  Use this against 
an opponent with almost nothing left on their life bar.

All of Gambit's assists are very effective.  Assist A is good for 
helping out a character that doesn't play very well at a distance.  
It's also a decent surprise attack.  Assist B is a mostly all-purpose 
assisthowever, don't expect it to prevail against jump-ins.  However 
it's great for surprising, against dash-ins and for punishing mistakes 
when your opponent is either close or at mid-range.  If it connects in 
the corner, your primary character can OTG afterwards.  

You can also use it as a decoy--throw it out and if it's blocked or it 
misses and your opponent tries to attack Gambit, dash up to your 
opponent and punish them.  Assist C is mostly for surprising, anti-air 
and to help your primary character out of corner pressure.  If it 
connects, your primary character can follow up with an air combo or a 
vertical super.

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VIII.	MISC. STUFF
======================================================================
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ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.  Good speed
2.  Good range
3.  Excellent confuser
4.  Plays well offensively
5.  Excellent variety
6.  Good versatility
7.  High-priority special moves
8.  Decent-priority air combos
9.  High-priority, high-damaging supers

DISADVANTAGES

1.  Not a beginner's character
2.  Recovery delays on some heavy attacks, some special moves and one  
    of his supers
3.  Strives upon variety--doesn't win by doing the same attacks 
    repeatedly
4.  Tends to be out-prioritized by most other faster characters

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SPECIAL FEATURES

Gambit jumps very high--higher than any other opponent does.  This 
helps to give him good mid-air priority.  His launcher also launches 
opponents higher than any other launcher.

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Any comments, questions or suggestions?  E-mail me at dan@finch.com.
----------------------------------------------------------------------
ACKNOWLEDGEMENTS

KMegura for info on Gambit's Cajun Strike and Cajun Escape moves
MVCMasters for some combos
3pwood for the Combo Tree concept

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IX.	LEGAL STUFF
======================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It 
cannot be displayed publicly or on the Internet in its original, 
unedited, unaltered format.  It may not be used in any publications 
whatsoever.  Any commercial, Internet or any other public use of this 
document is prohibited without written permission from the author, 
Daniel Finch.  Any type of profit from this FAQ is also prohibited as 
well as any promotional use of this FAQ.  Gambit, Storm and X-Men are 
registered trademarks of Marvel Comics.  Marvel vs. Capcom 2: New Age 
of Heroes is a registered trademark of Capcom.
