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See X-Men: Children of the Atom FAQ, FAQ #2, FAQ #3, Hint, Hint #2, Hint #3, Cheat-code here!
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FAQ for X-Men: Children of the Atom
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X-Men Children of the Atom: Combo FAQ by KwaliteeGamez
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I played this game avidly in the arcades when it was hot (way back in 1994-
1995), and I had a lot of good combos and strategies for all the characters.
Unfortunately, the X-Men system was not very understood back then and Marvel
Superheroes pushed this game out of the spotlight before it was well learned.
I want to say 3 things before telling you guys everything I know:
(1) If you are coming from the versus series games back to COTA for some old
time fun, know that this game is probably the fairest of all - no infinites
(although there are 100% damage combos but hard to set up), no dominating moves
or characters, just a battle of pure skills - Marvel vs. Capcom 2 is
ridiculously easy to learn and get good at because it's so easy to play. Long-
winded, flashy combos are fiendishly difficult to do in COTA (but with some help
from me you'll get it, haha). Play this game just for a little bit, and you'll
appreciate what a good combo can be (not like the easy 15 hitters in the newer
games).
(2) This FAQ is for everyone, but don't rip it off. Have some integrity :)
(3) I have listed 100% damage combos for some characters, including a movelist
and a step by step guide.
These combos are done on the arcade at the medium (default) damage setting, and
definitely work on characters with size and weight similar to Cyclops. They can
probably be adjusted to work on the extremely large characters and the extremely
small characters.
Anyways, here we go....
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Notation:
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Most of you veterans can skip over this
Punch/kick notation:
I'll use the old school SF notation
Weak punch: Jab
Medium punch: Strong
Hard punch: Fierce
Weak kick: Short
Medium kick: Forward
Hard kick: Roundhouse
Movement notation
D: Dashing
C: Crouching
SJ: Super Jumping
J: Jumping
DJ: Double Jumping
XX: Cancel the move before this with the move after this
OTG: Attack your opponent while he is down
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Differences between this game and the versus series games:
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1. Normal moves can be interrupted with normal moves if they follow in the
chain, can be interrupted anytime, can be interrupted regardless of whether they
hit or not.
Translation: If your character has a Jab-Strong-Fierce combo chain, you can
press them one after the other and they will chain whether you are hitting your
opponent or thin air - you can interrupt a move even before its done with
another normal move in the chain, etc.
2. Normal moves can be interrupted with super jumps.
3. There is no official "air combo" - to go up in the air with your opponent
after launching him, you must press the lever Down-Up motion instead of just
holding up after a launching attack.
4. Rolling and throw counters - Rolling is now done with lever direction + 3
punches (in the direction you want to roll). Throw countering is done the same
way (towards + Strong/Fierce as you are thrown). More on this later.
5. Getting up from the ground - this can be interrupted by a special move or a
super move.
Translation: you can use a super or special move to "get up" ANYTIME you want.
Example: You sweep me (Wolverine). I'm on the floor, and I do a Berserker
Barrage - it will come out right away regardless of whether I've gotten up or
not.
6. Throws are very powerful in this game and they are important to winning -
don't hesitate to throw, and watch out for throws. More on this later, as
throwing is a complete strategy of its own in this game (unlike the versus
games).
7. Your super bar is not filled up by simply executing normal moves. You must
hit your opponent or do special moves to charge it.
8. When you do a super, you super bar is not drained immediately, it drains as
the super plays out - if you are interrupted in your super, you won't lose the
whole bar.
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Throwing and Escape Maneuvers:
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Safety Roll: When knocked down, press left/right + 3 punch to roll in that
direction
Safe Fall: When thrown, Down+3Punch
Throw Counter: Towards+Strong/Fierce when thrown
*Notes on throws and throw counters*
Throw counters and safe falls cost half a super bar to execute.
Some characters have offensive throw counters, where they will attack the
opponent and escape being thrown - Iceman, Psylocke, Sentinel, and Colossus have
these types of counters. These counter throws count as throws and can be
countered like normal throws.
Characters without offensive throw counters are able to do safe falls (avoid
taking bounce damage). Their throw counters will merely allow them to escape
being thrown. These are: Cyclops, Wolverine, Spiral, Silver Samurai, and Storm.
No character has both an offensive throw counter and a safe fall.
Throwing is important in this game and can be included in a combo because no
escape is possible without half a super meter!
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General Strategies:
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- If your opponent blocks your normal moves up close, cancel with a super jump
to avoid retaliation on your whiffed combos
- Throwing is important to this game, so you better do it
- If you are near a fallen opponent, OTG or back off but do not wait for them to
get up, since getting up can be canceled with a special/move and you will be in
for a very nasty surprise if they get up with a super.
- If you get knocked down, roll immediately or cancel the get-up process with a
high priority move.
- Execute safe falls or throw counters always, to prevent nasty follow-up
attacks
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The Combos:
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Cyclops:
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*Special Moves*
Optic Blast: D, D/F, F, Punch
Punch strength varies the direction of the beam.
Gene Splice: (Ground Only) F, D, D/F, Punch
Punch Strength varies the forward travel of the move and the number of hits you
can do, press punch repeatedly to score more hits.
Running Tackle: (Ground Only) F, F, Fierce+Roundhouse
This is a throwing move, it's unblockable.
Rapid Punches: (Ground Only) F, F, Jab+Short
Press punch repeatedly to score more hits.
*Super Moves*
Tracking Beam: D, D/B, B, Punch - guide the beam with the lever (Full Bar)
Punch strength has no effect on this move
Mega Optic Blast: D, D/F, F, 3Punch (Full Bar) (Ground Only)
Ground Combo Chain: Weak, Medium, Hard
Jumping Combo Chain: 2 Hit Weak to Hard (any 2 attacks in ascending order of
strength will chain)
Super Jump Chain: Weak, Medium, Hard
*Useful combos*
S. Fierce XX Gene Splice
S. Short, S. Forward, S. Roundhouse
*Flashy combos*
In corner, Strong Throw, S. Strong, SJ. Roundhouse, SJ. Roundhouse, SJ. Fierce
!DIZZY!
Follow this up with whatever you like, I tend to do Strong Throw out of corner,
Mega Optic Blast
*Notes*
Cyclops can double jump. Throw whenever possible, and follow it up with a
super, optic blast, gene splice, or a variation of the flashy combo described
above.
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Wolverine:
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*Special Moves*
Drill Claw: Direction + Punch+Kick(of same strength)
Strength of punch&kick used controls speed, range.
Tornado Claw: (Ground Only) F, D, D/F, Punch
Punch varies height, number of hits, horizontal range
*Super Moves*
Berserker Barrage: D, D/F, F, 3Punch (Full Bar) (Ground Only)
Healing Factor: D, D/B, B, 3Kick (Ground Only)
Berserker Speed: D, D/B, B, 3Punch (Ground Only)
Ground Combo Chain: Any kick to any punch
Jumping Combo Chain: Any kick to any punch
Super Jumping Chain: Short, Jab, Forward, Strong, Roundhouse, Fierce
*Basic combos*
S. Forward, S. Forward, S. Fierce, XX Drill Claw
C. Roundhouse, S. Fierce, XX Drill Claw (DIZZY COMBO)
C. Roundhouse, C. Fierce (2 hit), XX Berserker Barrage, Tornado Claw (can add
tornado claw in corner only)
*Flashy combos*
In corner, S. Roundhouse, SJ. Jab, SJ. Strong, SJ. Roundhouse, SJ. Fierce
In corner, S. Roundhouse, SJ. Short, SJ. Jab, SJ. Strong, SJ. Strong, SJ.
Strong,
SJ. Roundhouse (2 hit), SJ. Fierce, XX Drill Claw (diag down), SJ. Down+Forward
Works best on opponents Cyclops-sized and larger.
*Notes*
Wolverine can bounce off walls. Whenever you do a Strong Throw, (he claws, then
flips the guy over his head), follow up with the dizzy combo listed above.
Actually, abuse his dizzy combo.
*100% Damage Combo*
Setup - Start with you in the corner, full super meter, and your opponent right
in front of you
Strong throw (they will get thrown into the corner), OTG C. Roundhouse, C.
Fierce(2hit) XX Fierce Tornado Claw, !opponent is now dizzy! you are now back in
the corner. Strong throw (they will get thrown into corner again), OTG C.
Roundhouse, C. Fierce (2hit) XX Berserker Barrage, S. Roundhouse, SJ. Short, SJ.
Jab, SJ. Strong, SJ. Strong, SJ. Roundhouse(2hit), SJ. Fierce XX Drill Claw
(diag down)
Step-by-step: Strong throw is a must to start, and MASH THE BUTTONS!! If you
don't, you won't score enough damage to kill them at the end. OTG with C.
Roundhouse, add the Fierce, and make sure the Fierce hits twice! Cancel the
Fierce into a Fierce Tornado Claw - MASH THE BUTTONS. If you did exactly as I
said, they will be dizzy. Fierce Tornado Claw is critical since you will cross
them up so you will end up in the corner again. Strong throw again and MASH!
C. Roundhouse, C. Fierce again and make sure the Fierce hits twice, then
Berserker Barrage and MASH THE BUTTONS! They will get thrown in the air at the
end, and you will be able to catch them on their way down with a S. Roundhouse.
Super Jump after them and perform the final chain and they are dead!
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Omega Red:
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*Special Moves*
Carbnadium Coil: D, D/F, F, Punch
Punch varies direction, tap punch after catching to drain life, tap kick to
drain super meter, stick direction + punch to throw - can slam on ground twice
by motioning D+punch twice.
Air Carbnadium Coil: D, D/F, F, Any punch or kick
Button used varies direction, same control as above
** The Carbnadium Coil can be escaped as if it were a throw (using a throw
counter motion)
Omega Strike: (Ground Only) D, D/F, F, Kick
Kick strength varies direction, press B+kick to return to starting position,
D+kick to end move.
*Super Moves*
Omega Destroyer: D, D/F, F, 3Punch (Full Bar)(Ground Only)
*Opinion* Probably the best super in the game, inescapable, high damage, high
block damage, and can be used in OTG combos, doesn't drain your meter quickly
either
Ground Combo Chain: Any punch to any kick
Jumping Combo Chain: Any punch to any kick
Super Jumping Chain: Jab, Short, Strong, Forward, Fierce, Roundhouse
*Combos* (he doesn't have many useful ones)
In corner, Dash, C. Fierce, S. Roundhouse, Strong Coil, Energy Drain, Throw into
corner, OTG
In Corner, S. Strong, SJ, Air Dash, SJ. Jab, SJ. Fierce, SJ Roundhouse,
Carbnadium Coil, Drain, Throw
*WARNING* This combo is incredibly difficult! Strong knocks them up, you need to
super jump and air dash just after you leave the ground, so you are only a tiny
little bit off the floor as you start your dash, then you have to press the rest
of the combo as FAST as possible and then watch the position of your opponent so
you know what direction coil to throw.
*Notes*
Omega Red can air-dash. Whenever the opponent is knocked down, always jump to
catch them OTG with the coil, or OTG with Omega Destroyer. Whenever you throw
and are near the corner, either coil them or super them. Always use the Fierce
throw (the body slam). The Omega Destroyer is an excellent OTG move. If your
opponent is running low on life, catch him with the coil, throw straight up,
then position yourself underneath him and perform the Omega Destroyer such that
it begins when your opponent is just above your head - he will take block damage
from TWO sets of coils.
*100% Damage Combo*
Setup: You with a full super, your opponent in the corner. This combo only
works if your opponent cannot roll.
J. Fierce, C. Fierce (6 hits), S. Roundhouse XX Strong Carbnadium Coil, Drain,
Coil throw X2,
OTG S. Fierce !opponent is dizzy! Dash next to opponent, Omega Destroyer, Jump,
Air Dash over opponent,
OTG Roundhouse Carbnadium Coil, Drain, Throw, OTG S. Fierce
Step by step: Dash in with a J. Fierce, when you land, do a C. Fierce and make
sure it hits at least 6 times (watch the combometer for when it reads 7 or 8),
cancel into a S. Roundhouse when your Fierce has hit enough times, then Strong
Coil to catch them - drain them for as long as possible, then for the throw,
hold the stick directly down while pressing punch quickly to slam them into the
ground twice. OTG with S. Fierce and they should be dizzy. If they aren't then
you weren't hitting enough in the previous combo. Run up and Omega Destroyer.
Now if they roll, they can escape the next part of the combo. If they can't,
air dash over their body, do a Coil straight down to catch them, drain for as
long as possible, then throw them straight down. OTG with S. Fierce when you
land to finish them.
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Psylocke:
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*Special Moves*
Psi Blast: D, D/F, F, Punch
Punch strength varies direction of blast
Psi Blade Spin: D, D/F, F, Kick
Kick strength varies direction of spin, can do 3 spins consecutively by
interrupting a spin with the a kick of a different strength (D, D/F, F, Short,
she spins, Forward, she spins, Roundhouse, she spins)
Taunt: Start
*Super Moves*
Psi-Thrust: D, D/F, F, 3Punch (Full Bar)
Press Direction+3Punch during the move to change directions
NinJutu: D, D/B, B, 3Punch (Ground Only)
Hold a punch or kick after you do the motion to determine which image is the
real one.
Press Start to taunt during the Ninjutu - then press and hold one of the 6
buttons for the duration of the taunt
to change the position of the real Psylocke - each button corresponds to a
different image.
Ground Combo Chain: Jab, Short, Strong, Forward, Fierce, Roundhouse
Jumping Combo Chain: Any punch to any kick
Super Jumping Chain: Jab, Short, Strong, Forward, Fierce, Roundhouse
*Useful combos*
C. Short, C. Strong, C. Roundhouse, OTG Jab Psi Blast
Dash, S. Jab, S. Short, S. Strong, S. Fierce
*Flashy Combos*
In corner, Dash, S. Jab, S. Short, S. Strong, S. Forward, S. Fierce, S.
Roundhouse XX Psi Blade Spin x3
Dash, C. Short, C. Fierce, SJ. Jab, SJ. Short, XX SJ. Psi Blade Spin x3
*Notes*
Psylocke can double jump. OTG always with a Jab Psi-Blast - they do very high
damage.
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Iceman:
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*Special Moves*
Ice Beam: D, D/F, F, Punch
Punch strength varies beam direction
Ice Avalanche: Punch + Kick (of same strength)
Button strength varies location where ball will drop
*Super Moves*
Ice Fist: D, D/B, B, 3Punch (Ground Only)
Arctic Attack: D, D/F, F, 3Punch (Full Bar)
Ground combo chain: Any punch to any kick
Jumping combo chain: Any punch to any kick
Super Jump chain: Jab, Short, Strong, Forward, Fierce, Roundhouse
*Combos* (he doesn't have many besides basic chains)
In corner, Dash, S. Fierce, S. Roundhouse, XX Arctic Attack, J. Fierce (as he
comes down) - after
this combo, one more hit will dizzy him
Dash, C. Roundhouse, SJ. Jab, SJ. Strong, SJ. Forward, SJ. Fierce
Dash, S. Strong, S. Roundhouse XX Strong Ice Beam
*Notes*
Iceman takes no block damage and will not be pushed back by most energy attacks
- including optic blasts, optic blast supers, Sentinel's Plasma Storm, and
Psylocke's Psi-Blast. His strong throw is one of the most potent
in the game - unfortunately you cannot control the direction of the throw, it
will always be in the direction you are facing. Quickly follow a throw with a
Fierce, Roundhouse, Ice Beam chain, or any combo listed above. In the air,
Down+Fierce will result in Iceman throwing a ball of ice downwards. In the air,
Down+Roundhouse will result in a downwards kick attack with good forward range
The above 2 attacks can be chained for a good jump-in combo.
*100% Damage Combo*
Setup: Your opponent in the corner, you right next to them with a full super
meter
Strong Throw, J. Fierce, J. Roundhouse, S. Roundhouse XX Arctic Attack, Dash S.
Fierce XX Medium Ice Avalanche
!opponent is dizzy! Strong Throw, Ice Fist activation, Dash C. Roundhouse, SJ.
Jab, SJ. Strong, SJ. Fierce
Step by step: Strong throw to freeze and get some extra damage, then jump in,
chain the J. Fierce and J. Roundhouse together, and press S. Roundhouse as soon
as you hit the ground, AND CANCEL INTO ARCTIC ATTACK as FAST AS YOU CAN. If you
are a little slow with this, they will be able to block your super and you won't
be able to finish the combo. As they fall from the Arctic Attack, dash in and
hit them out of the air with S. Fierce, and cancel into the Strong+Forward Ice
Avalanche. This is not supposed to hit them! You need to do it so you have
enough super meter to do an Ice Fist later. Your opponent will be dizzy after
the Dash S. Fierce, now Strong Throw them to freeze, then activate the Ice Fist,
dash and launch them with S. Roundhouse, and do the last air chain to finish
them off.
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Silver Samurai:
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*Special Moves*
Shuriken: D, D/F, F, Punch
Punchs strength varies projectile speed - can guide projectile with joystick
Rapid sword slash: Punch repeatedly, or F, D, D/F, Punch (Ground Only)
Punch strength does not matter, can tap F, F during the move to dash
*Super moves*
Raimeiken: D, D/F, F, 3Punch (Full Bar)
Multi-Images: D, D/B, B, 3Kick (Ground Only)
Elemental Sword: D, D/B, B, Punch (Jab: Fire, Strong: Ice, Fierce: Lightning)
(Ground Only)
Phase Out: D, D/F, F, Kick
Super Shuriken: D, D/B, B, 3Punch (Full Bar) (Ground Only)
Can guide the shurikens with the lever
Ground combo chain: 2 hit, weak attack start to any other attack
Jumping combo chain: 2 hit, weak attack start to any other attack
Super jump chain: 2 hit, weak attack start to any other attack
*Useful Combos* (as you can see he really isn't a comboing kind of guy)
C. Short, C. Fierce XX Shuriken (or Super Shuriken or Raimeiken if in the
corner)
*Flashy Combos*
A little bit away from the corner: S. Roundhouse, XX Jab Shuriken, S.
Roundhouse, XX Jab Shuriken, S. Fierce
*Notes*
Silver Samurai's Fierce throw is preferred - follow it up with any standard OTG,
Super Shurikens, Raimeiken, or take advantage of the time to activate one of his
power-up supers. Many of his attacks have 2 steps:
His S. Strong has a downslice, then an upslice - His S. Fierce has a big hit
upwards, and if you press Fierce again, it will tack on a low hit after (see
100% combo below)
*100% Damage Combo*
Setup: You with a full super meter, your opponent in the corner.
Activate Multi-Images, activate Ice Sword, J. Fierce, S. Fierce (2hit) -
opponent will be frozen. Dash J. Short, J. Fierce,
(opponent is frozen) S. Fierce !opponent is dizzy! Dash J. Short, J. Fierce,
Dash J. Short, J. Fierce ..... about 5 times. When they have very little life
left, tack on a S. Fierce to the end of the 2 hit chain to finish them off
Step by step: Make sure your Multi and your Ice is active, J. Fierce, S. Fierce,
and press the S. Fierce to get another hit, which is like many extra hits with
the multi images on, and your opponent will be frozen. Now dash with J. Short,
J. Fierce chained in the air to hit and refreeze your opponent, wait just a sec
and then S. Fierce. The reason you wait is so that the S. Fierce does not combo
with the 2 jump-in hits, letting it do more damage (he's frozen anyways so
you'll get the hit). Now the tricky part - you must do the J. Short, J. Fierce
chain repeatedly, which incidentally refreezes them every time so you can do it
again. It only works because J. Short is a kick, NOT a sword attack. The kick
thaws the opponent out, the chained J. Fierce refreezes them. Do as many as you
can before the Ice Sword runs outt, you should have just enough time. On the
last chain when they are low on power, hit them with S. Fierce to finish them
off.
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Spiral:
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*Special Moves*
Dancing Sword: F, D/F, D, D/B, B, 3Punch
Punch to throw one sword forward, D, D/F, F, Punch to throw all - punch strength
varies direction
Quick Fall: D, D/B, B, Fierce (Air Only)
*Super Moves*
Mega Morph: D, D/F, F, 3Punch, Punch when close to grab (Full Bar)
The grab is unblockable.
Power up dances: D, D/B, B, Kick (Short: Strength, Forward: Speed, Roundhouse:
Invisible) (Ground Only)
Position Switch: D, D/B, B, Jab
Teleport to Center: D, D/B, B, Strong
Special Knife Throw: Activate Dancing Sword, D, D/B, B, Kick (Short: Spread
Forward: Ring, Roundhouse: Seeker) - these moves require you to have half a bar
to be able to execute, but they drain very little super energy by themselves
Ground combo chain: Any kick to any punch
Jumping combo chain: Any kick to any punch
Super jumping chain: Weak, Medium, Hard
*Useful combos*
S. Short, S. Fierce
S. Forward, SJ. Jab, SJ. Fierce
*Notes*
If you are able to land a ground or air Fierce throw, Spiral will jump up, lift
the opponent over her head, then
throw them down - you can move in close to their falling body and catch them
with another throw, which can then
be followed up by an air attack or an OTG.
Her jump is very slow but her super jump is very fast - try not to do normal
jumps too excessively.
In the air, Down + Fierce is a downwards swipe (good for jump-in) while a
neutral Fierce is a forward attack with
3 arms.
OTG always with S. Fierce
*100% Damage Combo*
Setup: You with full super meter, opponent in corner
S. Forward, SJ. Jab, SJ. Strong XX Mega Morph Activation, Mega Morph Grab,
(land) S. Forward, SJ. Jab, SJ. Strong,
SJ. Roundhouse !opponent is dizzy! S. Forward, SJ. Jab, SJ. Forward, SJ.
Roundhouse, SJ. Forward, SJ. Roundhouse
Step by step: Pretty straightforward, launch with S. Forward, do the 2 punch
chain, cancel into Mega Morph Activation and make sure it hits (just try to be
as close as possible), then grab them as they fall with the super grab (try to
get it as high as possible), you land before they do, so S. Forward to relaunch
them, do the 3 hit chain and they will be dizzy! Now, launch them again, do SJ.
Jab, SJ. Forward, SJ. Roundhouse - the Roundhouse stuns them long enough for
you to tack on a SJ. Forward, SJ. Roundhouse to the combo, which finishes them!
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Colossus:
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*Special Moves*
Shoulder Charge: D, D/F, F, Kick (Ground Only)
Kick strength controls the speed and angle
Spinning Throw: D, D/F, F, Punch (Ground Only)
Spin the joystick during the windup to do more damage
Ground Lift: Over fallen opponent, D+Punch
*Super Moves*
Super Armor: D, D/B, B, 3Punch (Ground Only)
Dive Bomb: D, D/F, F, 3Punch, Punch again to dive (Full Bar)
Ground combo chain: 2 hit, weak start to any attack
Jumping combo chain: 2 hit, weak start to any attack
Super jump combo chain: Any kick to any punch
*Combos*
C. Roundhouse, OTG Short Shoulder Charge
S. Short, S. Roundhouse, SJ. Roundhouse, SJ. Fierce (this combo does incredible
damage for so few hits)
C. Roundhouse XX Dive Bomb, press punch immediately to dive and OTG
*Notes*
Throw like crazy, even more so than with the others. Always use the Strong
Throw (piledriver), dash up to his
fallen body, pick it up again with the ground lift, then do a C. Roundhouse, OTG
Short Charge
Always either lift fallen opponents or OTG them with the Roundhouse + Charge
combo
*100% Damage Combo*
Setup: You with a full super meter, opponent in the corner
J. Down+Fierce, S. Roundhouse, SJ. Roundhouse, SJ. Fierce !opponent is dizzy! S.
Short, S. Roundhouse XX Power Bomb
(hit the opponent on way up), Dive (hit opponent on the way down), OTG C.
Roundhouse XX Short Charge
Step by step: J. Down+Fierce, S. Roundhouse to launch and do incredible damage.
The hard part is scoring the 2 hit chain
in the air - make sure you press Roundhouse as soon as you leave the ground for
the super jump, let it hit, then chain a
SJ. Fierce onto it. Now they are dizzy, hit with S. Short, S. Roundhouse to
launch, cancel into the Power Bomb. Hit them
once on the way up, then dive down for another hit. Press Punch to dive AS SOON
AS POSSIBLE - you need to dive hit them
in midair not OTG or else they will be able to easily escape the last 2 hits!
OTG them with C. Roundhouse canceled into a Charge to finish.
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Storm:
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*Special Moves*
Typhoon: D, D/F, F, Punch
Flying Thunder Attack: Direction + Punch+Kick (Same strength)
Strength of buttons controls speed, can change direction once during move by
performing the move
again with different direction
*Super Moves*
Lightning Storm: D, D/F, F, 3Punch (Full Bar)
Hail Storm: D, D/F, F, Start (Full Bar) (Ground Only)
Flying: D, D/B, B, 3Punch
Wind Control: D, D/F, F, 3Punch (Blow away) D, D/F, B, 3Punch (Blow towards)
(Ground Only)
Ground combo chain: Any punch to any kick
Jumping combo chain: Any punch to any kick
Super jump chain: Jab, Short, Strong, Forward, Fierce, Roundhouse
*Combos* (Storm sucks for combos)
In corner, Dash S. Fierce, S. Forward, XX Typhoon, Dash S. Fierce
If you aren't in the corner, you won't be able to add the last hit
In corner, C. Short, C. Fierce, SJ. Short, SJ. Fierce XX Flying Thunder Attack
down
*Notes*
Storm can air dash.
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Sentinel:
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*Special Moves*
Rocket Punch: D, D/F, F, Punch (best projectile in the game IMHO)
Strength of punch varies direction
Sentinel Force: D, D/F, F, Kick (Short: 3 in a row, can guide with lever,
Forward: Stacked 3
straight ahead, Roundhouse: Carpet Bomb)
*Super Moves*
Plasma Storm: D, D/F, F, 3Punch - Press Punch repeatedly to cycle through power
levels - yellow,
light purple, dark purple, blue. When power level is set, press punch
repeatedly to fire additional shots
(Full Bar) (Ground Only)
Flying: D, D/B, B, 3Punch
Ground combo chain: 2 hit, weak start to any attack
Jumping combo chain: Any kick to any punch
Super jump chain: Short, Jab, Forward, Strong, Roundhouse, Fierce
*Combos*
The only combo you will ever need to know with this guy
S. Forward XX Fierce Rocket Punch
*Notes*
CANCEL every normal move you do into a correctly directed ROCKET PUNCH. That's
the key to playing with Sentinel. Follow up his air throws with an OTG
Roundhouse or Rocket Punch. On the ground, use his Strong throw, and follow it
up with a C. Roundhouse XX Rocket Punch. In the air, Down+Fierce will result in
a rotating body press which may sometimes stun an opponent. In the air,
Down+Roundhouse will result in a windmilling foot-blade attack. This move is
essential to pressuring a grounded opponent.
In the air, Down+Strong will result in him dropping downwards with his attack.
In the air, the direction of his J. Forward can be controlled with the joystick.
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
If you have any questions about the stuff listed here, things to add, etc
E-mail KwaliteeGamez, pw_18@hotmail.com
2001
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FAQ #2 for X-Men: Children of the Atom
X-Men: Child of the Atom(v3.00) FAQ
8/28/98
bellybutton21@hotmail.com
Playstation/Arcade/Saturn/PC(WIN98)
Version 0.1
NOTE: The v3.00 is the version of the game, not the FAQ.
This document is (C) Dingo Jellybean; 2000
------------
Introduction
------------
First off congratulations for buying one of the funnest and best
fighting games around. This is FAQ is based on X-Men: Child of the
Atom version 3.00. I am still unclear as to why Capcom of Acclaim
did this, and I am assuming that there are other versions as well.
The one I own is V.3.00 and this might be the beta version. The
reason I call this the beta version is because apparently this was
an un-finished product released too early by Acclaim, and thus
Capcom had never had enough time to put the final endings in the
game. What I mean by this is that when you beat the game with any
character in the game, all you see is Avalon being destroyed and
it goes straight to the credits. That must mean that the endings in
this version are completely gone, or they are somehow hidden for the
strangest reason and thus I hope somebody can come up with a Gameshark
code to unlock these endings if any. If you ask me, Acclaim should
have had no part in this game, and I think they had completely messed
up the game, just by taking out all of the real endings, so if you
want to play arcade mode, I suggest you do not bother because it
was basically Acclaim's stupid fault anyways. Well enough talk and
onto the FAQ!
----------------------
Moves available to all
----------------------
Basically in this section are moves available to all characters in the
game. However some moves require X-Power and according to the manual here
is what the Super Meter means when it is at a certain level:
--------
Level 1: All character attacks remain the same, nothing changes and so forth.
--------
--------
Level 2: As the guage reaches level 2, all characters in the game can perform
-------- landings and reversals. Or more known as a safety rolls and tech
hits, at this time the character can also perform special moves, not
special attacks, Special Moves! I will tell you the special moves
below.
--------
Level 3: When your guage reaches a max of three levels, you can still perform
-------- all of the reversals and escape landings as well as special moves,
but this time you can execute off your Hyper X moves, which I will
call supers. These Hyper X moves will take off massive damage and
every character in the game has at least one, but nobody in the game
has over two.
-------------------------------------
Blocking: B(while blocking an attack)
-------------------------------------
Basically without this, you are pretty much dead meat(ala Mech Zangief).
Whenever you see an attack immediately block, or you can block in advance
if you anticipate an oncoming jumping attack. When you block a special
move you will take a little bit of the normal damage, however it is
recoverable by the red bar.
-----------------------------------------
Air blocking: B(while blocking an attack)
-----------------------------------------
When your in the air you should block incase you are fighting an opponent
with a high priority launcher, you might want to consider air blocking.
In the Alpha series you can easily air block but you couldn't air block
regular stading attacks or supers. However in the crossover series air
blocking means you can block anything besides Zangief's Aerial Russian
Slam.
---------------------------------------------------
Supers(Hyper-X): Special motion+ 2P or 2K or Select
---------------------------------------------------
In this game supers are the prime key to to winning, next to cheapness
and combos of course. Super combos do an obsurd amount of damage and some
of them can be comboed and some of them are just plain weak. Supers often
tend to do alot of block damage sometimes and the way you can tell if you
can perform a super or not is by looking at the bar on the bottom of your
vitality guage and you will see another bar, which is your Super Meter.
When this super meter reaches to a max you can then perform a Hyper-X.
---------------------------------------------------------------
Safety Roll(Spinning Retreat): B/F+3P(after being knocked down)
---------------------------------------------------------------
Often is the crossover series the opponent likes to OTG you. That means
even though the opponent has knocked you down, you can still be hit and
into another combo sometimes. To avoid the opponent's additional attacks
simply perform the motion as described above and you will roll to safety
and get up quicker than normal. Also you can even catch opponents in
their recovery stance and start attacking them even though the opponent
connected with their attack.
NOTE: This will require a level 2 X-Power guage to use.
---------------------------------
Super Jumping: D,U(quickly) or 3K
---------------------------------
Super jumping is essential for keeping yourself from eating chipping
damage and also for air combos. When opponents see you on the run about
to get demolished they will often try to use supers to chip you to death,
you can avoid practically all supers(except for Cyclops' Super Optic
Blast) by supering jumping and thus avoid chipping damage.
----------------
Jumping: U/UF/UB
----------------
You might not always want to super jump your way out because otherwise
you won't recover in time to counter your opponents' missed supers. Also
you can jump in with attacks as well and sometimes special moves. However
while you are jumping you can only perform a special move once.
------------------------------------
Dashing: F,F/B,B(quickly) or 3P/B+3P
------------------------------------
Dashing is essential for most characters to fully perform their combos
and also moving in on an opponent quicker to counter. You can dash back
as well and escape any ground combos your opponent is trying to pull on
you. Dashing after landing from an attack also enables you to come closer
to your opponent and also pull of more hits out of a combo.
---------------------
Throws: F or B+P or K
---------------------
Certain characters might not have a Kick throw or a punch throw but all
characters have at least one. Throws are unblockable and cause a fair
amount of damage. You must always be up close to your opponent to throw
them and also its useful for people who block alot.
----------------------------------------
Tech hits: D+3P(immediately after throw)
----------------------------------------
Often when you are thrown you suffer a good amount of damage that you
don't want to suffer. You can either completely nullify the throw damage
or at least cut it in half, depending on how early you do it. When you
expect a throw always preform this motion.
NOTE: This requires a level 2 X-Power guage to use.
---------------------------------------------------------
Quick Dizzy Recovery: Go crazy on controller(or joystick)
---------------------------------------------------------
When you are dizzy after a couple of attacks you can make your dizzy
recovery go much quicker by shaking on the control pad and ramming the
buttons. Very useful when your opponent tries to pull a super or a
lengthy combo.
----------------------
Dizzy: Constant attack
----------------------
In this game dizzies often occur, even if you pull off just a few hits.
You can tell whether or not your opponent is close to a dizzy by the
portrait displayed under your Super Meter. The portrait is first blue,
as the character recieves more attacks it becomes yellow, after a few
more attacks the portrait becomes red. When the portrait becomes red you
will only need one hit to dizzy the opponent, and most supers will not
dizzy an opponent. When the opponent is dizzy, they are momentarily
stunned and can not block or attack, take this opportunity to even the
odds or finish off your opponent.
--------------------------------------
Launchers: Attack that knocks opponent
--------------------------------------
No, these are not the launchers that launch your opponent into the air
and then followed by an air combo. Launchers in this game will bounce
the opponent in the air, at this time you can juggle the opponent for
extra hits.
------------------------------------------------------------------------
Off the Ground(OTG): Persuit attack while your opponent is on the ground
------------------------------------------------------------------------
After you have knocked down your opponent, you are given an AMPLE amount
of time to attack your opponent with a low attack. Your hits will count
as a combo only after a throw, but if you have knocked your opponent down
with a regular attack and then hit them with anything else, the hit will
not register on the combo message, even though the hits were not
blockable. You can quickly Safety Roll from the ground before your
opponent attacks you as well.
---------------------------------------------------------
Taunts: Various Combination of motions and attack buttons
---------------------------------------------------------
Taunts in this game serve only one purpose, to humiliate your opponent
or to let yourself be open to attack, either way its usually a very bad
idea to pull this off. But on the plus side its fun to laugh at your
opponent when they are losing, use your best judgement as to when to use
these. Also note that some taunts may even hit. The character motions for
each taunt will be explained below for each character. Also note that not
all characters in this game have a taunt.
=============================================================================
=============================================================================
------------------
Combos Definitions
------------------
Here combos in this game are now performed by the magic series, although
the magic series was first introduced in Darkstalkers, in this game
characters possess a magic series for jumping, standing and super
jumping. Each character in the game has their own unique comboination of
attacks or magic series. Below are brief descriptions of the magic
series:
-----
None:
-----
This magic series is at a serious disadvantage, the player can only
perform any regular attack into a special attack, that is it.
E.G.: S.Roundhouse --> Optic Blast
---------
Stronger:
---------
This magic series allows the characters in teh game to perform a
maximum of three chain hit attacks.
E.G.: S.Jab, S.Strong, S.Fierce
The character can also incorporate all kicks or mix and match.
E.G.: #2: S.Short, S.Forward, S.Fierce
-------
ZigZag:
-------
This is the most complex of the magic series, this allows basically
all six attacks to go into one continuous combo!
E.G.: S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse
The character can skip attacks as well.
E.G. #2: S.Short, S.Strong, S.Forward, S.Roundhouse
--------
ZigZag2:
--------
I would call this an "inverse ZigZag" mainly because you can switch
the regular ZigZag series around and start with a Short and end with
a Fierce.
E.G.: S.Short, S.Jab, S.Forward, S.Strong, S.Roundhouse, S.Fierce
Like above, you can also skip some of the attacks as well.
E.G.: S.Jab, S.Forward, S.Roundhouse, S.Fierce
--------------
Punch to Kick:
--------------
This magic series allows the character to get a max of two
hits in the entire chain combo, and you can not skip or go
back. You can chain any punch into any other kick.
E.G.: S.Fierce, S.Short
--------------
Kick to Punch:
--------------
This magic series is just like the one above, except this
time you can go from any kick into any punch in a two hit
chain combo.
E.G.: S.Forward, S.Jab
-----------
Weak Start:
-----------
This magic series only limits you to a maximum of two hit
chain combo only. You can go from a Jab or Short into any
stronger attack, but you can not go from a Strong or Forward
to a stronger attack, nor can you go backwards.
E.G.: S.Jab, S.Roundhouse
NOTE: Unlike the future incarnations of the Marvel and Capcom series this
game allows you to perform your magic series without having to touch
the opponent! So incase you are unsure what magic series your
character has, try random magic series, and if they come out
successfully without a hitch, than that is his or her magic series!
=============================================================================
=============================================================================
------------
Combo Legend
------------
Here in this section is a legend, I will use James Chen's Marvelous
combo system along with the modifications and organizations of Miguel
Rustia to ensure that you will be able to understand the entire combo
system clearly with the least amount of mis-understanding. So just incase
you are new to the combo system, this is the first place you should look,
so study it hard, remember it, and "Combo is the key!"
=============================================================================
JP : Jab Punch
SP : Strong Punch
FP : Fierce Punch
SK : Short Kick
FK : Forward Kick
RK : Roundhouse Kick
, : This is an indication to continue on with another chain hit
--> : This means to quickly cancel your attacks into any special attacks
3P : Three punches simultaneously
3K : Three Kicks simultaneously
\/ : After landing from an attack
/\ : Super jumping/jumping after an attack
UB : Up Backwards
U : Up
UF : Up Forward
F : Forward
DF : Down-Forward
D : Down
DB : Down-Back
B : Back
DN. : Hold down while performing an attack
UP. : Hold up while performing an attack
FWD. : Hold Forward while performing an attack
AD. : Stands for Air Dashing
(juggle) : Means the combo will juggle the opponent
(OTG) : Means the combo will OTG the opponent
D. : (don't confuse this with DOWN!) This means dashing while attacking
=============================================================================
Hope all of the legends and definitions helped!
=============================================================================
=============================================================================
-------------------------------
Character move lists and combos
-------------------------------
=============================================================================
-----
Akuma
-----
Akuma, known as the Bison Killer or true devil. Whatever you call him,
its already a given fact that Akuma is one of the deadliest if not the
deadliest Street Fighters alive. His style of fighting is much like Ken's
nad Ryu's, however his form of style originates from the evil side of
Shatoken. After killing his own master for believing he was a fool to
hide that secret power, he has then seek out the best and negating the
average and below. However, he seems sidetracked at the moment and looks
to seal Magneto's fate.
--------------------------[Gou Hadouken: D,DF,F+P]---------------------------
Akuma's projectile has many advantages, aside from being nice as a keep
away manuver, it also comboes and does block damage. The overall speed
of this projectile depends on which button you press, the stronger the
button the faster the projectile. Mainly there is basically no recovery
delay after using this move, and its safe to use. But be warned that
when you use it from a Distance, the opponent with a beam super, say
Cyclops, can counter that his his own Mega Optic Blast.
-------------------------[Gou Shouryuken: F,D,DF+P]--------------------------
Well this is the basic anti-air attack move. It does good damage and has
serious priority on the ground. It comboes very easily and is a great
counter against missed attacks up close. However be warned that if you
miss, you are left vulnerable to a counter attack as well, but it all
depends on when you use it and how smart your opponent is. The stronger
the button you press, the higher Akuma jumps with his Gou Shouryuken.
--------------------[Shakunetsu Hadouken: B,DB,D,DF,F+P]---------------------
This is Akuma's red fireball, exactly like Ryu's from Super Street
Fighter 2 and Super Street Fighter 2 Turbo. It hits multiple times and
does slightly more damage than his normal Gou Hadouken, personally the
only thing I think its good for is just block damage. It starts out too
slow to be comboed and its easy to jump over, and note that the recovery
delay is longer as well, so try to be careful from using it afar.
----------------------[Zankuu Hadouken: D,DF,F+P(air)]-----------------------
This is basically an air version of his Gou Hadouken. It does the same
amount of damage and goes out with the same amount of speed and you
can variate the speed of the Zankuu Hadouken depending on which button
you press, the stronger the punch the faster the projectile. This goes
down at a 60 degree angle, and has very little recovery time and its
a nice way to keep your opponent away.
---------------------[Tenma Kujin Kyaku: D,DF,F+K(air)]----------------------
This is one of the cheapest moves in the game, Akuma players tend to do
this often as they just super jump and perform this kick. This move will
have Akuma dive at his opponent and it does good damage and a lot of
block damage for a regular move. Akuma will bounce a short distance
away from the opponent if it hits the opponent and there is basically
no recovery time involving this move. Very cheap and it gets on a lot
of people's nerves, unless they have a character with an anti-air
attack like Cyclops or Psylocke.
---------[Special Move: Ashura Senkuu: F,D,DF+3P/3K or B,D,DB+3P/3K]---------
This requires at least one level in your Hyper-X bar to perform. This
move will have Akuma teleport across the screen and during the middle
of this teleport, he is completely invincible. Also there is little
recovery time after he completes the move. The forward dragon punch
motion makes him go forward, the reverse motion makes him go backwards
and the punches makes him go full screen distance, and the kicks makes
Akuma teleport half way across the screen.
-------[Hyper X-Move: Messatsu Gou Shouryuu: F,D,DF,F,D,DF+P(level 3)]-------
This is a very powerful super, it does a lot of block damage and it can
combo in rather easily. However the hard part about this combo is the
complicity of trying to execute the move. Its very fustrating for a lot
of players(like myself) to perform this move, you have to be very precise
on the second dragon punch motion, otherwise the super will not come out.
Also if this super misses, be wary to eat a counter attack.
--------[Hyper X-Move2: Messatsu Gou Hado: D,DF,F,D,DF,F+P(level 3)]---------
This super is a semi-good super. What I mean by that is while its very
comboable and all, the problem with this super is that its easy to
anticipate and its easy to jump over. It does good block damage and it
does good damage overall, but using it across the screen isn't exactly
the best way to use it unless your opponent is as dumb as a post. There
is little recovery time pertaining to this move, but don't expect this
super to match power with the Mega Optic Blast.
------------------------------[Akuma: Combos]--------------------------------
1. J.Roundhouse \/ S.Jab, S.Fierce --> Gou Hadouken
2. J.Fierce \/ D.S.Jab, S.Short, S.Forward, C.Roundhouse --> Messatsu
Gou Shouryuu(OTG)
3. Fierce Throw, C.Short, S.Fierce --> Messatsu Gou Hado(OTG)
Make sure you execute the cancel quickly, otherwise your super will
not connect.
-----------------------------[Akuma: Legend]--------------------------------
Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Launchers: None
Knockdowns: C.Roundhouse
---------------------------[Akuma: Strategies]-------------------------------
----------------------------------[Akuma]------------------------------------
Well against Akuma, you just have to match cheap with cheap. Jump in
often with your Tenma Kujin Kyaku, but watch for his Gou Shouryuken.
You put Akuma away quickly, its best to combo in your supers and mainly
put a combo fest on him. And when you get close, throw your opponent
often.
--------------------------------[Collosus]-----------------------------------
Well against Collosus, its mainly an offensive game. Collosus is just
too slow to really ave an impact on your game. Plus due to the fact
that Collosus isn't as strong as he looks really adds a bonus towards
your match against Collosus. Watch for his attacks and counter.
--------------------------------[Cyclops]------------------------------------
This battle will be pretty tough, mainly because Cyclops' projectiles
will just nullify anything you throw at him. Jump in often and combo
him, but watch for his Gene Splice and his beam supers, you won't be
able to counter them unless you attack him in the middle of his super.
Play offensive in this game rather than defensive, mainly because
Cyclops wins a lot of his battles by block damage.
--------------------------------[Iceman]-------------------------------------
This battle shouldn't be too tough, and Akuma should go offensive in
this match(like he usually does). Don't bother matching projectiles
and dash in offensively, because if you jump in offensively, Iceman
seems to drop a lot of Ice Avalanches(those giant Ice balls that fall
from out of the middle of the screen). Keep comboing him and keep him
in the corner and just peck at him while he is blocking, then when he
lets his guard down, pound him.
-------------------------------[Omega Red]----------------------------------
This match is pretty easy for Akuma. Jump in often and attack with
the roundhouse and fierce to finish him off quickly. Watch for a lot
coils, but they are usually easy to avoid. Jump in quickly and
attack and keep the pressure on him offensively.
--------------------------------[Psylocke]-----------------------------------
This battle will be tough, since she has the same combo possibilities
as you do. Her defense isn't as good as your defense, so you will have
the offensive advantage in this game as well as the defensive advantage.
Jump in often with the Kujin Tenma Kyaku and you can keep repeating
this to give yourself an easy and cheap victory.
---------------------------------[Sentinel]----------------------------------
Again, this is another one of those easy victories. The Sentinel is just
too slow to pose much of a threat. However, while its powerful, your
speed advantage should overwhelm it. Go offensive in this battle and
watch for the mini sentinels that the Sentinel sends out. Keep pounding
away at him offensively and you shouldn't have much of a problem.
------------------------------[Silver Samurai]-------------------------------
This match will be more difficult than the Sentinel, but not by much.
The only thing you really need to worry about is the range of the Silver
Samurai's attacks and his Ninja Shurikens, which does a bunch of block
damage. You should still play offensively in this battle, but try to
keep your distance and avoid his Shurikens.
----------------------------------[Spiral]-----------------------------------
This battle will be tougher, but most likely the odds go to Akuma. She
is pretty fast and has some good range on her attacks, but you've still
got the speed and offensive advantage thanks to your ZigZag series.
Watch for her to summon her sword dance, its best that you try not to
hit her and keep your distance and fool her into throwing those swords
like doing a Jab Gou Shouryuken from afar and then quickly jumping over
them. Just go all out in this match and you should be able to win the
match.
----------------------------------[Storm]------------------------------------
This battle shouldn't be too hard(jeez, they made Akuma too powerful in
this game) and you shouldn't have to worry about her projectiles as they
are easy to block. You should pay attention when she stays floating in
the air, this is a sign that she will summon her Ice storm, and you
should have plenty of time to knock her out of it, if not prepare to eat
a bunch of frozen popsicles even if you do block. You can lose about 1/4
to 1/3 of your life just blocking the super, you be mindful of that and
keep an offensive mindset.
---------------------------------[Wolverine]---------------------------------
This match isn't a tough match at all, the thing to watch out about
Wolverine is his speed and the range on his punches, other than that he
shouldn't be too much to handle. Make constant offensive jump ins and
continue to pound him with your attacks and combos. Also make note that
your Messatsu Gou Shouryuu can out prioritize his Berserker Barrage,
even if he starts it first.
---------------------------------[Juggernaut]--------------------------------
This battle is the toughest battle Akuma will ever face, as basically
you will have to hit him four consecutive times for him to actually
feel the impact of your attacks. That's a difficult task to accomplish,
but what you can do is keep throwing Zankuu Hadoukens at him. And always
stay in the air because his Juggernaut Earthquake isn't exactly blockable
on the ground. You can use your Tenma Kujin Kyaku as well, but that's a
bit risky, but most of the times he can't counter it.
----------------------------------[Magneto]----------------------------------
This battle will be very tough, but since you can stun Magneto with a
single hit(unlike Juggernaut), you should have things going for you.
Watch for his Magnetic Tempest, if it connects you might as well say
goodbye because it does massive damage. Your best bet at winning this
match is to stay in the air constantly and attack from above. But
be careful of the Hyper Gravs, they are EXTREMELY hard to avoid, and
you probably won't have time to nullify them with your projectile. So
the best way to avoid them is to super jump upon anticipation.
------------------------------[Overall: Akuma]-------------------------------
91/100
Akuma is quite possibly the most lethal non-boss character in the game.
His attacks are lightning quick and he has absolutely the BEST combos in
the game. He is also quick with very good throw range and he can deal out
a lot of damage in no time flat. His defense is rock solid as well as his
offense. Basically I see little flaws in Akuma other than the fact that
his supers aren't really that effective. But basically overall, his
overall game is really superb and he is definitely going to give Magneto
a run for his money as being the best overall character in the game.
=============================================================================
=============================================================================
--------
Collosus
--------
Collosus, the strongest member of the X-Men with the power to turn his
body into the Carbon and Iron molecular bond, or in other words Steel. In
his past he has fought for his country, but his arch nemesis seems to be
Omega Red in which Omega Red was brought out by the Russian Military
as a biological weapon. Collosus has dealt with him before, but Collosus
managed to escape his wrath and afterwards he has had dealings with
Exodus, but he chose not to fight with the X-Men to save Quciksilver's
daughter in which after what he had witness what had happened to
Magneto.
-----------------------[Shoulder Charge: D,DF,F+K]---------------------------
Depending on which button you use will determine the direction that he
travels in. Short will go straight across the screen, Forward will go
about at a 30 degree angle upwards and the Roundhouse version will go
about at a 60 degree angle going upwards. The recovery on this move
really sucks if you ask me, it has very good range and can stop on
coming attacks from the air, but its not always very effective. This
move will do quite a bit of damage if connected and can be comboed as
well. Just make sure not to miss with it because it will leave Collosus
open to attack.
--------------------------[360 Throw: D,DF,F+P]------------------------------
This move is just funny to look at sometimes, however it has a bit of
a start up delay that makes it virtually impossible to combo in. This is
a blockable throw however, and once Collosus catches the opponent, he
will swing the opponent around in a frenzy and then release them. You
can spin around the directional pad or joystick to deal out more damage
as Collosus will swing faster. However, if you miss, be ready to take a
lot of punishment because it Collosus has horrible recovery time from
this move as he will basically bounce of the opponent and then get stuck
in that fugly pose(yes I meant fugly) just dying to be attacked.
--------------[Special Move, Super Armor(Level 2): D,DB,B+3P]----------------
Well if you are familiar with the rest of the Marvel and Capcom series
you will know that Super Armor lessens the damage from attacks given
and it also protects you from launchers, just as long as the launcher
is not the second hit. However in this game Collosus gains unbelievable
Super Armor! Once Collosus gains Super Armor he becomes Mech-Collosus
meaning that he cannot be tripped and he takes all and absorbs all!
Not only that but he can block as well and all attacks are cut down
in half! Once activated go all out and pound your opponent into
smithereins!
------------[Hyper-X Super Move, Super Dive(level 3): D,DF,F+3P]-------------
This super is a bit odd, once started you will have to move Collosus
in the direction that you wish for him to go. But he can basically only
go in two directions, upwards diagonally or straight forward. However
if you start the super without hitting any direction Collosus will go
diagonally upwards and come down. Think of it as a Gamma Crush, except
its a bit less effective. However unlike his Shoulder Charge Collosus
will have less recovery time after the super or Hyper-X.
----------------------------[Collosus: Combos]-------------------------------
1. J.Roundhouse \/ C.Roundhouse, C.Roundhouse(OTG)
2. C.Roundhouse, C.Short --> Shoulder Charge(OTG)
3. J.Roundhouse \/ S.Short, C.Roundhouse, C.Short --> Shoulder Charge/
Super Dive(OTG)
4. J.Jab, J.Roundhouse \/ S.Short, S.Roundhouse --> Shoulder Charge
----------------------------[Collosus: Legend]-------------------------------
Ground Magic Series: Weak Start
Jumping Magic Series: Weak Start
Super Jumping Magic Series: Stronger
Launcher: S.Strong
Knockdowns: C.Roundhouse
----------------------------[Collosus: Strategies]---------------------------
----------------------------------[Akuma]------------------------------------
This battle will be super tough, especially when Akuma has the superior
speed advantage over you. First off you will have to watch for him,
the CPU AI tends to throw a lot of projectiles at times, this is his
weakness, jump over them and hit him with a Roundhouse and into a combo.
Use your super armor when you can so that his attacks will basically
become obsolete and keep attacking him and comboing him. Throw a lot as
well and continue your combo from there.
---------------------------------[Collosus]----------------------------------
Well your mirror match double will be pretty tough, especially against
an expierienced player. Against a human player keep poking him with jabs
and shorts, this tends to have the human Collosus player use his
Shoulder Charge, and the Shoulder Charge has a long recovery delay and
you should counter with a combo, Super Dive, or another Shoulder Charge.
In a battle against the CPU AI, you must watch for a lot of Shoulder
Charges, that's it. Keep countering the CPU AI's attacks and jump in
with a lot of Roundhouses and keep comboing him, throwing the CPU AI
Collosus tends to cause Collosus to do a lot of Tech Hits, but
throwing him is still one of your best options, and make sure you roll
when he knocks you down, the CPU AI tends to OTG you a lot.
----------------------------------[Cyclops]----------------------------------
This battle will be immensely tough, when you want to use your Shoulder
Charge, make sure you put it in a combo, this is because Cyclops can
either use his Mega Optic Blast, Super Optic Blast, or a simple 9 hit
combo to bring you down. Use your Super Armor to your advantage, just
watch for his Mega Optic Blast and Super Optic Blast, that is something
that you cannot absorb and attack at the same time with. Jump in on
him blocking at times and jump in with a Roundhouse at times at well
so mix and match, this way if he misses with his Roundhouse and when you
land you can quickly dash in and combo him.
----------------------------------[Iceman]-----------------------------------
This battle will be tough, Iceman will drop a lot of Ice Avalanches.
Watch for it, Super Jump over that often and continue to attack him by
jumping in with a Roundhouse and combo him. Your Super Dive really won't
help you out much here since due to the fact that its easily countered
with an Artic Attack or an Icebeam. Watch for him to use that Artic
Attack to try and chip you to death as well, this is especially
apparent with human opponents, try super jumping a lot in this battle
and then come in with an attack.
---------------------------------[Omega Red]---------------------------------
This battle will be very tough. When you have your Super Armor initiated
NEVER jump into him unprepaired, his Omega Destroyer will still deal
a lot of damage towards you even with Super Armor, in fact it deals
nearly 50% more damage than it does towards regular opponents. Jump in
on him often with your jumping roundhouse and combo him, watch for
a lot of Carbnadium Coils, try jumping over them and countering them
along the match.
----------------------------------[Psylocke]---------------------------------
This battle will be very tough, watch for her to dash in a lot and combo.
There is little that you can do about this except try to use your
Shoulder Charge ahead of time. Throw a lot as well as she will try to
throw you at times. Don't try to trade hits with her too often, although
you can easily win, the problem is that she will dismantle you quickly
with her combo ability. Jump in often, but watch for her launcher
though.
----------------------------------[Sentinel]---------------------------------
This will be a power battle and since the Sentinel is stronger than you
are, its would be pointless to try and trade hits with him. Watch for
a lot of Sentinel Force attacks, jump over them and pull a few simple
combos to knock him down. You can use your Super Dive if you wish, it
rarely will counter with a Plasma Beam since it takes so long to charge
for the beam. Make a lot of jump ins at him and keep pounding him and
comboing him.
--------------------------------[Silver Samurai]-----------------------------
This guy a major cheap! He will use a lot of Shurikens to give himself
a quick victory. You should be able to jump over the Shurikens since
they are a bit slow, jump over them and combo him from time to time.
Just watch for his Singing Blade of Thunder when you try to jump in at
him, he will use it often or use his Super Shuriken, but his Super
Shuriken is pretty easy to dodge and avoid. This fight shouldn't be
hard though since Collosus has more priority.
-----------------------------------[Spiral]----------------------------------
This battle shouldn't be too hard for Collosus. Keep jumping in on her
and combo her, watch for her to use her Dancing Sword attack, once those
blades start to swirl, super jump to avoid them. Don't try to attack her
at this time though, you might end up suffering more damage if she
manages to connect with them.
------------------------------------[Storm]----------------------------------
This battle shouldn't be too tough for Collosus, make sure you always
jump in with the roundhouse, it should be able to counter her ground
attacks. You can use your shoulder charge for a quick counter attack
against her misses, but overall this shouldn't be too tough of a fight
that you can't win against Storm.
----------------------------------[Wolverine]--------------------------------
This battle agaisnt Wolverine surprisingly isn't too tough. Its not one
of your hardest matches, but then again its not one of your easiest
matches. Watch for Wolverine to use his Berserker Barrage, if you use
your shoulder charge late against his Berserker Barrage from a distance,
you should be able to counter it with ease. Wolverine doesn't have much
priority while jumping in, so Collosus' standing strong can counter
that and knock Wolverine out of the air.
----------------------------------[Juggernaut]-------------------------------
This battle will be extremely tough, the thing about Juggernaut is that
nothing can stun him, so Collosus' main strategy is to peck and run.
Jump in with a roundhouse and then block as you come down, and make
absolutely sure to super jump when Juggernaut goes for his Earthquake,
not only is it powerful, but it is unblockable while you are on the
ground, so be mindful of that. Basically in this battle, its mainly a
hit and run battle all the way through, and its best to stay away from
Juggernaut during this battle and attack him when you have the chance
because he is rather slow.
---------------------------------[Magneto]-----------------------------------
This battle is also another tough battle, Magneto is not only fast, but
he is just as powerful as Juggernaut, and he poses more of a threat than
Juggernaut. Magneto will through a lot of projectiles at you, and you
must constantly jump in and attack him as he throws his projectiles.
Watch for Magneto's Magnetic Tempest, it does quite a bit of damage, and
its his super where chunks of metal starts to encircle him. But don't
be surprised if you might lose to Magneto a few times before you actually
defeat him.
-----------------------------[Overall: Collosus]-----------------------------
70/100
Collosus is just so slow, his combo ability sucks overall and he really
can't do much on defense either. His attacks usually leave him open to
an attack and the fact that he is always getting out-prioritized by
some of the smaller characters. His throw range and priority is okay,
but his attacks other than his Shoulder Charge have little priority,
mainly because his attacks are put at such an awkward angle at times,
especially his stronger attacks. He is mainly a grappler character and
he really won't fare well against speedy characters.
=============================================================================
=============================================================================
-------
Cyclops
-------
As a small child, Scott Summers(A.K.A Cyclops) had no idea what power he
had possessed. However, the kids around him weren't too fond of him.
Being called names and being picked on most of his childhood during
school didn't stop him from becoming a leader of the X-Men. His optic
blast is powerful enough to blast through adamantium and its a good bet
that once you step in the path of his beam, you might as well call it
quits. His goal now has lead him to stop Magneto from his abominous
plans.
--------------------------[Optic Blast: D,DF,F+P]----------------------------
Its quite possibly the best projectile in the game, it comes out fast
and will eat other projectiles. It does good damage and good block damage
as well. There is little start up delay and little recovery delay on
this move, the jab makes him shoot a low beam, the strong makes him shoot
a head high beam and the fierce makes him shoot a beam diagonally
upwards. Its often hard to combo this, but you can combo the strong
version of his double roundhouse or his fierce version if you are in the
corner.
--------------------------[Gene Splice: F,D,DF+P]----------------------------
This is Cyclops' anti air attack. It does a lot of damage and its quite
flashy too as it can hit up to 6 times and sends the opponent flying
into the air and has Cyclops end with an Optic Bullet at the end of the
move. It comboes basically off of anything as it is a great counter
attack agaisnt airborne opponents. However, like all anti-air attacks,
once you miss, expect a good chance that the opponent will counter
attack.
--------------------[Repeating Punches: F,F+JP+SK THEN P]--------------------
This attack is odd, but very powerful and useful. Its ideal to use this
in comboes as it does a lot of damage and comes out pretty quickly.
You may want to avoid using this too often from a distance because while
it has quick speed going horizontally, opponents can usually counter the
attack in time. Take note that you must continuously press the punch
button until all six hits come out. But you can cancel the attack at any
time if you stop pressing the punch buttons and even cancel into the
Gene Splice! Also note that its difficult to use this in comboes, the
only time I've ever gotten this to combo was after his Fierce Optic
Bullet.
--------------------[Running Neckbraker Drop: F,F+FP+RK]---------------------
This move is a very excellent move to use, mainly because its unblockable
and does a lot of damage. It will set up Cyclops for an OTG combo or he
can use his supers, whatever it is, it will just take out a lot of damage
from the opponet. It comes out fairly quick and can be used as a surprise
move if the opponent tries to dash in and attack you. This is also a good
counter attack as well, but Cyclops can be knocked out of this at any
time during the attack and there is some slight recovery time if he
misses with the attack, which can give most opponents plenty of time to
attack.
----------------------[Special Move: Leg Throw: D/F+K]-----------------------
Well there isn't anything special about this move other than the fact
that its a stronger version of his other throws. It will send the
opponent flying across behind him, and as usual from a throw in this
game, you can OTG the opponent afterwards. It has good range and good
priority, so you may want to keep that in mind.
-------------------[Hyper X: Mega Optic Blast: D,DF,F+2P]--------------------
One of the most feared supers in all of fighting games. This super does
insane damage and it does a blockload of block damage as well. While
you CAN NOT put it in comboes, you can cancel this after you have thrown
the Optic Bullet(Fierce) from a distance. This will also OTG the opponent
as well, but it won't do as much damage OTGing as you would from using
it out in the open. There is little start up delay(even though you can't
combo it) and little recovery delay from this move, feel free to get
more hits by ramming the buttons.
-------------------[Hyper X2: Super Optic Blast: D,DB,B+P]-------------------
This is basically a thinner version of his giant Beam Super, it still
does good damage, but this time you can control its direction with your
directional pad. You can use this to OTG as well, but we warned that
this does not combo in at all unless you use his Fierce Optic Bullet
from a distance and cancel, assuming that your opponent is dumb enough
to fall for it. Note that you can also perform this in the air as well
and it will reflect off the walls and floors once.
-----------------------------[Cyclops: Combos]-------------------------------
1. J.DN.Roundhouse \/ S.Short, S.Roundhouse, S.Roundhouse --> Strong
Optic Blast
2. Leg Throw, Mega Optic Blast/Super Optic Blast(OTG)
3. J.DN.Fierce \/ C.Jab, C.Roundhouse --> Mega Optic Blast/Super Optic
Blast
4. Repeating Punches --> S.Short --> Gene Splice
Basically cancel after the 5th hit of the Repeating Punches and
quickly hit the short button and cancel into the Gene Splice, its the
coolest combo in the game yet!
-----------------------------[Cyclops: Legend]-------------------------------
Ground Magic Series: Stronger
Jumping Magic Series: Stronger
Super Jumping Magic Series: Stronger
Launchers: S.Strong,
C.Forward,
S.Roundhouse(2nd
hit), S.Forward
Knockdown: C.Roundhouse
----------------------------[Cyclops: Strategy]------------------------------
----------------------------------[Akuma]------------------------------------
Well against Akuma, your best bet is to keep him away with your Optic
Blasts. He can't do much about them, you can play a keep away game, and
once you have built up your ma levels, you can use your Super Optic
Blast when he comes in for an attack or you can use your Gene Splice,
however if he connects with a combo, expect him to barrage you with
combos as you get up.
--------------------------------[Collosus]-----------------------------------
This battle shouldn't be too hard. Playing keep away should give you
an easy victory, but going offensively is your quickest way to winning
this match. Collosus is too slow to do anything about your quicker
attacks. Throw him often and OTG him and you should get an easy victory.
---------------------------------[Cyclops]-----------------------------------
Well this battle is pretty hard since he can do evrything that you do.
Whoever gets out the first shot in a keep away match will most likely
win the match if you and your opponent decide to do that. If you
decide to play offensively, try jumping in blocking at times or look
like you are jumping in for an attack and mid way through your jump
you execute a Super Optic Blast if you have a level for it. It often
fools the human opponent.
----------------------------------[Iceman]-----------------------------------
Well this battle shouldn't be too hard, your projectile will nullify and
still hit Iceman when he goes for his Icebeam. Jump in often and attack
him and combo him, but watch for the Ice Avalanche that he CONSTANTLY
drops. His Artic Attack will leave him open to attack for a while, and
he will usually use it since it does insane block damage, catch him
with your supers or combos.
---------------------------------[Omega Red]---------------------------------
This match shouldn't be too hard either, but it shouldn't be too easy
as well. Omega Red's defense is really pitiful and he can't do much
about Cyclops' jumping attacks, and once you come in with that down
Roundhouse, you can just do your comboes and corner him and keep
pecking away at his life.
---------------------------------[Psycloke]----------------------------------
This will be a tough battle for Cyclops to win because her offensive
skills are one of the best in the game and she has good priority against
Cyclops. And playing a keep away game won't be too effective either
because of her double jump. Your best bet is to get the attack first
and keep the pressure by pecking jabs out when she is blocking and try
to hesitate every now and then to fool her. Your Gene Splice should
keep her out of the air.
---------------------------------[Sentinel]----------------------------------
This battle should be pretty easy, just combo the crap out of it like
you would Collosus. When you get close, you should throw it a lot as
well and OTG because its throw range is pretty crappy.
-------------------------------[Silver Samurai]------------------------------
This battle is a fairly tough battle. The thing to watch out for is that
he will constantly throw out Shurikens, and each Shuriken can do major
block damage and it doesn't take long for all that block damage to pile
up. Constantly jump in on him and attack and combo him and that should
be the end of that, avoid letting him get the offensive advantage.
----------------------------------[Spiral]-----------------------------------
This battle shouldn't be too hard. Watch for her Sword Dance, don't try
to knock them away with your Optic Blasts because your Optic Blast isn't
wide enough to shoot all the swords away. Watch for her when she
initiates the Metamorphesis, super jump and keep her away with your
Super Optic Blast(if you have enough levels for it) if you can.
----------------------------------[Storm]------------------------------------
This battle shouldn't be too tough either. You can easily nullify her
Typhoons with your Optic Blasts. Your defense and offense should
basically overwhelm her. When she does her Ice Storm, quickly knock her
out of the sky with your attacks, even if you are a full screen's
distance away because it takes her about 5 seconds to pull off the
super.
---------------------------------[Wolverine]---------------------------------
This battle shouldn't be too tough either. Wolverine is nothing like
he is in other games, he's slow and really can't do much about your
attacks. Watch for him to use his healing factor, at this point its
best to attack him when he is left vulnerable, but other than that
just keep playing an offensive game and you should win easily.
--------------------------------[Juggernaut]---------------------------------
Well this battle shouldn't be hard if you are playing against the CPU.
Peck and run often, you will need to deal 4 consecutive hits to actually
make Juggernaut feel the stun of your attacks, and he will most likely
get off an attack before you can deal 4 hits. Keep firing away Optic
Blasts and watch for the Juggernaut Earthquake, you can only block it
in the air. Use your Mega Optic Blast or super Optic Blast when you
have the chance, however your best bet is to throw Juggernaut when you
get near him and OTG him, this way you do not have to try and hit him
four times.
---------------------------------[Magneto]-----------------------------------
This battle will be pretty tough, ESPECIALLY when Magneto initiates that
Force Field of his. When he does, just try and avoid attacking him, he
is completely invincible and cannot get stunned at this point. Just wait
for it until it wears off. Keep firing your Optic Blasts at him and jump
in at him often, be careful when he does his Hyper Gravs, it will qucikly
pull you in closer to him and its unblockable, but you can nullfy then
with your Optic Blasts, that is if you are quick enough or if you can
anticipate it.
------------------------------[Overall: Cyclops]-----------------------------
89/100
Cyclops obviously is one of the best well rounded characters in the game.
His attacks are pretty powerful and they have good priority and his
throw range is one of the best in the game. Not only that, but his
overall defense and offense are very solid and well rounded along with
very effective and powerful supers. I don't see a lot of weaknesses with
Cyclops other than the fact that his magic series doesn't fit his type
of character and the fact that his offense can't beat out a lot of other
solid defenders like Wolverine. Overall, Cyclops is an excellent
character to use and one of the best in the game.
=============================================================================
=============================================================================
------
Iceman
------
Born as a mutant, Bobby has had much trouble trying to cope with the
suffering that he had to endure since he was a child. With the ability to
accumulate his ambient temperature into a solid hydrodized state, he
had much trouble drinking a cup of coffee or playing basketball on a
hot summer day. Then came his encounter with the X-Men, in which
Professor Xavier helped him control his power and cope with his pain,
and since then has remained a valuable team member to the X-Men. However,
he sets sights out on stopping Magneto.
-----------------------------[Icebeam: D,DF,F+P]-----------------------------
Well this is the basic overall projectile, however its much like Cyclops
as a thin Icebeam shoots towards your opponents. The Jab version has
Iceman hitting downward diagonally(not very much horizontal range mind
you), the strong version has him shooting straight forward and the
fierce version has him shooting the Icebeam upwards daigonally. There
is start up delay incolving this move and it isn't as fast as Cyclops
and also this beam only hits once and can be nullified by a single
projectile unlike Cyclops'.
---------------------[Ice Avalanche: JP+SK/MK+SP/FP+RK]----------------------
This attack is very useful and should be used often. This has Iceman
drop a giant iceball from out of nowhere onto his opponent, it comes out
very quick and can be comboed. The stronger the button, the more range
it has horizontally. This move does good damage and its an excellent
anti-air attack. However, Iceman does take time to recover from it, but
he can usually recover before the opponent can do anything.
---------------------[Special Move: Ice Fist: D,DB,B+3P]---------------------
This move is a rather weak move, weak in terms of effectiveness. This
has Iceman form ice around his hands and you can press the punch button
to swing his hand towards the opponent. The problem with this move is
that its rather slow and it isn't very effective because it has such
poor priority. If you ask me, just stay away from using this move.
---------------------[Hyper X: Ice Avalanche: D,DF,F+3P]---------------------
This is one of the most damaging supers int he entire game. Not only is
it powerful, but it does massive block damage. If your opponent is
standing next to you, you can lose about 1/4 of your opponent's life even
if they block! Its hard to combo this move because it has such huge start
up delay and also he takes a LONG time to recover from it as well. And
the fact that the start up delay allows the opponent to easily jump over
this super ahead of time really makes it hard to connect. However, I
think it does OTG if you cancel quick enough though.
------------------------------[Combos: Iceman]-------------------------------
1. J.Roundhouse \/ S.Forward --> Ice Avalanche
2. J.Fierce \/ C.Roundhouse --> Jab Icebeam(OTG)
3. J.Strong \/ C>Jab, C.Roundhouse --> Artic Attack(OTG)
Once again, I'm not really sure if this works on all charaters, I
find that it works pretty well against the Sentinel.
------------------------------[Legend: Iceman]-------------------------------
Ground Magic Series: Punch to Kick
Jumping Magic Series: Punch to Kick
Super Jumping Magic Series: ZigZag
LAunchers: S.Fierce, S.Roundhouse,
S.Forward
Knockdowns: C.Roundhouse
----------------------------[Strategies: Iceman]-----------------------------
----------------------------------[Akuma]------------------------------------
This battle shouldn't be too hard for Iceman surprisingly. What I usually
do is continuously drop Ice Avalanche's against the opponent. You can
do this from a distance and stay away from his attacks and comboes, it
does piss off the human opponents though. You shouldn't try to jump in
on him because your priority is rather weak. And don't worry about his
Messatsu Gou Hado either, you should be able to block it without
sustaining any block damage.
--------------------------------[Collosus]-----------------------------------
This fight should be pretty easy, its usually best if you play a keep
away game. However you should try to come in on him and at least attempt
a combo because he has very little speed in his attacks and your Ice
Avalanche can usually stop his on coming Super Dive drop. Just watch for
his Shoulder charge and then counter.
---------------------------------[Cyclops]-----------------------------------
This battle will be tough, mainly because Cyclops' projectiles are much
quicker than yours and the fact that they hit more times than yours and
he can nullify your projectile and still hit you with his beam. And even
if you try to jump in on him, he can easily counter and knock you out of
the air. And your defense won't be able to hold out much against his
jumping attacks. What I usually do is jump in blocking and then throw him
with every opportunity I get. When you knock Cyclops down with a throw,
you can try to OTG him with your Icebeam or Arctic attack, but getting
close to him and throwing him is possibly the best way to beat him.
----------------------------------[Iceman]-----------------------------------
This battle shouldn't be as tough as it may look. Watch for Iceman to
throw out a lot of beams and Ice Avalanche's. The thing about Iceman
is that he can't do much about throws, which is also your weakness since
you are Iceman. However, he barely rolls and you have a lot of
opportunities to OTG him when you trip him. Jump in often when you
anticipate an Icebeam and throw him into an Arctic Attack.
---------------------------------[Omega Red]---------------------------------
Watch for Omega Red, he is usually coil happy at times and uses them at
will. Keep firing Ice Beams at him, and note that Omega Red's coils
leave him open to attack if he misses and it gives you plent of time to
counter attack. Whenever you see him or anticipate him using is Omega
Destroyer, you can jump into the air and drop Ice Avalanche's.
---------------------------------[Psycloke]----------------------------------
This is one of your toughest fights yet, however, I've seen Iceman's
Icebeam knock her out of her Psi-Thrust. You should jump in often and
try to throw her, her defense isn't really much of a deal that Iceman
can't handle. Your best bet like any other match is to OTG with your
Ice Avalanche, even if the opponent is able to block, make sure she
blocks all of it, this way you can knock down a lot of block damage.
---------------------------------[Sentinel]----------------------------------
Ah! The dummy has came out at last! This battle should be no breeze to
you at all. The Sentinel calls out his mini-sentinels often, and you
should use your Arctic Attack often as well. Your best bet to winning
besides doing almost nothing, is to sweep him and then OTG him with
your attacks and supers.
------------------------------[Silver Samurai]-------------------------------
This guy is just so freakin cheap with those Shurikens of his. Keep
firing your Icebeam at him because he always tends to overuse those
Shurikens of his. Jump in at him often and combo the crap out of him,
he barely rolls also and you can OTG your attacks and supers. Be warned
that your throw range doesn't match his and neither does your priority
so you may have to watch for that.
----------------------------------[Spiral]-----------------------------------
This battle shouldn't be too tough, more even actually. You will have to
watch for her Sword dance attack, its best to jump over the swords and
attack from above rather than trying to nullify them. And when she goes
for her Metamorphesis, its best to use your Arctic Attack from a distance
because you can keep her away for a LONG time. Her main weapon will be
the Metamorphesis, and if you can keep her away from you while she
initiates it, you should be fine in this match.
----------------------------------[Storm]------------------------------------
This battle shouldn't be that tough, watch for her to overdo the Typhoons
though. Keep pounding her with your combos and OTG whenever you get the
chance. Your Icebeams won't nullfy her Typhoons as easily as other
projectiles, but you can time an Arctic Attack just right so that it
will plow through her Typhoons and still hit her. Mind you if you start
the Arctic Attack after she rolls, she can go behind you and hit you
with her Hail Storm, ouch!
--------------------------------[Wolverine]----------------------------------
This match should favor you, watch for Wolverine to do a lot of Tornado
Claws. You should wait for him to jump in on you and use your standing
forward into an Ice Avalanche. He shouldn't be much of a problem, just
watch for him to try to combo his Berserker Barrage, but other than
that this should be a pretty easy match.
--------------------------------[Juggernaut]---------------------------------
This battle will be tough, stay in the air and keep dropping Icebeams
at. Use your Arctic Attack while you are on the ground immediately,
Juggernaut usually takes the hits rather than try to block them.
Also don't try to combo Juggernaut, Iceman isn't the combo character to
stun Juggernaut with comboes by the way.
---------------------------------[Magneto]-----------------------------------
This battle will be tough, don't try to do anything but runaway when
Magneto initiates his forcefield. Doing so means a quick defeat, and
watch for his Magnetic Tempest(when all the debris swirls around),
when you see this...JUMP! This move is known to take away a chunk of
your live, and you should NOT try to OTG him often because Magneto
rolls out of the way basically everytime. You shouldn't rely too heavily
on your Arctic Attack in this battle because it doesn't connect with
a good ratio.
-----------------------------[Overall: Iceman]-------------------------------
80/100
Iceman in this game is a really well rounded character with good defense
and a posable offense. He has excellent keep away skills and a very
effective and powerful super, which can deal a lot of damage even when
blocking. However, the downside to Iceman's game is that is throw range
is really on the average range and his offensive attacks are really
bad as they go in awkwards angles and such. You should be careful when
jumping in since you give your opponent a good opportunity to deal some
easy damage, even those with an average defense. Overall, Iceman is a
good solid character but he's not the combo character that he may look
like.
=============================================================================
=============================================================================
---------
Omega Red
---------
The Russian bio weapon, the counter measure of Canada's Weapon X project.
He aims to absorb all the people's vital systems that keeps himself
going, but Collosus isn't about to let Omega Red take a walk in the park
draining people of their vitality. Not to mention Omega Red was
responisble for killing hundreds of people and made Sabertooth what he
is today. He was created by the Russian government as an opposition to
the people revolutionizing, but his main weakness seems to be the
barren sub-zero temperature. Whatever his goals might be, he will have
a tough time accomplishing it against Magneto.
--------------[Carbonadium Coils: D,DF,F+P then P or K rapdily]--------------
This move is a very effective move to use. Once you catch your opponent
with the coil, press the punch or kick or both buttons to drain your
opponent's vitality(punch) or to drain their super meter(kick). The
jab makes him go straight forward at head head height, the strong makes
him throw the coil diagonally up and the fierce makes him throw the
coil straight above his head. Keep in mind that you can't really rely
on this move to combo because it has a long start up delay. However,
you can cancel the coil in the middle of the move by pressing punch,
just as long as you didn't connect with the coil.
--------------------[Special Move: Air Dash: 3P in air]----------------------
This isn't neccessarily a move, its more like an ability. What this
basically does is just allow Omega Red to air dash, and it would glide
him for near full screen's distance. This is very useful at times, say
you are jumping in for an attack and Cyclops tries to counter with
a Gene Splice after you have already air dashed, you can get behind him
and start comboing him!
-------------------[Hyper X: Omega Destroyer: D,DF,F+3P]---------------------
This super does a lot of damage and you can get about 13 hits maximum
out of it. It does good block damage as well as the closer you are to
the opponent the more damage and hits that you will do. However, it has
a lot of start up delay and you won't be able to combo it unless you
OTG with it. Also note that there is basically no recovery time from
this move and this super fills the entire screen, and it attacks from
both sides so Omega Red does not have to worry about getting counter
attacked if the opponent gets behind him.
---------------------------[Comboes: Omega Red]------------------------------
1. J.Fierce --> Jab Carbonadium Coil
For this combo to work you must cancel quickly after the first few
hits of his fierce, otherwise it won't connect. Its also an easy
cheasy combo that you can use over and over again for an easy
victory.
2. Strong Throw --> Omega Destroyer(OTG)
3. J.Fierce \/ C.Jab, C.Forward --> Omega Destroyer(OTG)
---------------------------[Legend: Omega Red]-------------------------------
Ground Magic Series: Kick to Punch
Jumping Magic Series: Kick to Punch
Super Jumping Magic Series: ZigZag
Launchers: S.Strong
Knockdowns: C.Forward
--------------------------[Strategies: Omega Red]----------------------------
----------------------------------[Akuma]------------------------------------
This match is fairly tough, just watch for Akuma to throw a lot of
projectiles. When you have enough levels and you anticipate when he will
throw them, use your Omega Destroyer. Its good to jump in with the
fierce and cancel into the Jab Carbonadium Coil or you can use the air
jab Carbonadium coil from a distance and catch Akuma while he is
throwing his projectile.
--------------------------------[Collosus]-----------------------------------
This battle is pretty easy, your jumping fierce should and be able to
nullify Collosus' super armor. Jump in constantly and just combo him
and throw him. Also when he goes for his Super Dive, immediately use your
Omega Destroyer, it should knock Collosus out of the sky. Overall, one
of your easiest battles.
--------------------------------[Cyclops]------------------------------------
This battle will be tough, watch for Cyclops to use a lot of Optic
Blasts. Once again, always jump in with the fierce, but try to use the
fierce early so you can hit him from a distance with little chance of
being counter attacked by his Gene Splice. When I say from a distance,
I mean use the jumping fierce early or what's really neat is that you
can jump in but cancel into the strong Carbonadium coil early, Cyclops
will have try to counter with his Gene splice but ends up getting
caught by the Carbonadium Coil.
---------------------------------[Iceman]------------------------------------
This battle will be pretty tough. Just watch for Iceman's Icebeam and
Ice Avalanches, your Carbonadium coils might not make much of a
difference in this match because of how easily Iceman can counter your
attacks out of the air. Your Omega Destroyer however, can nullify all
his iceballs from his Arctic Attack!
-------------------------------[Omega Red]-----------------------------------
This battle shouldn't be too tough. Just make sure you go completely
offensive in this game because Omega Red's defense sucks. Throw him
when you get near Omega Red and keep pounding him with OTG comboes
because he will seldomly roll out of attacks.
-------------------------------[Psycloke]------------------------------------
This battle will be pretty tough in itself because of her speed and
combo capabilities. However, always jump in with the fierce and cancel
into the Coils if you do connect. However, if she takes the offensive,
you might as well call it a day because your defense sucks and her
offense is second best in the game. Try to fake out a human opponent
by pretending to jump in with an attack and then quickly use the
air strong Carbonadium coil to catch your opponent who uses the Psi-
Blade and misses.
--------------------------------[Sentinel]-----------------------------------
This battle shouldn't be too tough, even though the Sentinel is slow,
you pose just as much combo disadvantages as the Sentinel does. Keep
pounding the Sentinel with your comboes and always jump in with the
fierce. If he decides to overdo the little Sentinels, anticipate it and
use your Omega Destroyer. OTG him often because it takes him longer
to get up than any other character in the game.
-----------------------------[Silver Samurai]--------------------------------
This battle will be fairly easy, just watch for the Shurikens though,
you can counter that by using a Jab Carbonadium coil from a distance in
the air. Also watch for him to use is Lightning Strike, if your quick
enough, you can attack him and nullify his electricity attack at the
sane time. Jump in often with the fierce and throw him whenever you get
the chance.
--------------------------------[Spiral]-------------------------------------
This battle should be pretty even all the way out. The only thing you
really have to worry about is the Metamorphesis. When she initiates it
you can use the Omega Destroyer to keep her away for a while, or you can
use the air dash to keep away. Other than that just keep going offensive
and continue to attack.
---------------------------------[Storm]-------------------------------------
This battle is fairly though. Your first bet when she uses her Hail
Storm is to use the Strong or Fierce Carbonadium Coil, whichever is
closer when you don't have enough meter for the Omega Destroyer. Jump in
often and attack constantly, don't try to match coils with her Typhoons
because you'll most likely not win. Basically in this match, just keep
an offensive mindset.
--------------------------------[Wolverine]----------------------------------
This match is actually one of the easier matches in the game for
Omega Red. Even if you get hit by the Tornado Claw, it does very little
damage anyways. If the CPU Wolverine does use his Berserker Barrage from
a distance, counter that with your Omega Destroyer and basically keep
jumping in with the jumping fierce into the Jab Carbonadium air coil.
-------------------------------[Juggernaut]----------------------------------
Well Omega Red has one of the best chances at stunning Juggernaut often
because of his jumping fierce, you might be able to stun him in the
air before landing. Use your Omega Destroyer whenever you see a good
opportunity because even if you use it out in the open, his Juggernaut
Earth quake will knock you out of your Omega Destroyer and damage you
greatly.
--------------------------------[Magneto]------------------------------------
This battle will be tough, you basically can't do anything if he
initiates the force field because he is completely invulnerable to
attacks. If you anticipate the Hyper Gravs, immediately use your
Omega Destroyer, otherwise you will be caught. You can use your Omega
Destroyer to counter his Magnetic Tempest, it should deflect all the
debris away, but don't start it too early or too late. Jump in often
with the jumping fierce and cancel into the coil and drain away his
super meter guage, otherwise you might eat a very nasty Magnetic
Shockwave.
----------------------------[Overall: Omega Red]-----------------------------
79/100
Omega Red has good defensive skills and good throw range both in the air
and on the ground. Not to mention he can regain his own life vitality
at the expense of his opponent, which is a real plus and he has a rather
effective and damaging super. However, the problem with Omega Red is
that he has lousy defensive skills, and the recovery time on some of his
moves are rather slow and allows the opponent to quickly get an attack
in on him. Omega Red is also very slow for a guy his size and when he
misses his Coils without retracting, he can be easily countered by an
attack, and sometimes from a far screen's distance, a person such as
myself tends to press the punch button to early because you want to zap
away as much life vitality and X-Power as you can, but that makes Omega
Red retract his coils and it never really connects against an opponent.
But Overall Omega Red is a good solid character to use with good offense
and good throw range.
=============================================================================
=============================================================================
--------
Psylocke
--------
A.K.A. Betsy Braddock, sister of Jamie Braddock was once an assassin
and a part time thief. However, more over than that, her real nationality
is of the British nature even though her outside facial features gives
her the look of being oriental. Kwannon, the ninja assassin hired by the
Mandarin had been found ashored by Spiral, it was then that it was Mojo's
idea of switching the minds of both women, Kawwon's mind would be in
Betsy's body and Betsy's mind would be in Kwannon's body. This switch
would change both their lives forever, more mainly Psylocke's or Betsy's
life. Through the years she has joined the X-Men and even had a near
fatal encounter with Sabertooth, that is if Wolverine hadn't been there
to stop him. However, her goal now like much of the X-Men is to stop
Magneto's "fiendish" plans, but like everyone else, she must climb a long
way to do that.
---------------------------[Psi-Blast: D,DF,F+P]-----------------------------
This is her basic projectile, it travels pretty fast for a non beam
projectile and it does a lot of damage. The Jab version makes her shoot
the psychic attack downwards diagonally, the strong makes her shoot it
at head height and the fierce version makes her shoot it upwards
diagonally. You can use this to play keep away or use it in comboes,
however it can also be used as an anti-air attack if it is timed
correctly. Just make sure you avoid making this a pattern for your human
opponent to pick up.
---------------------------[Psi-Blade: D,DF,F+K]-----------------------------
This move is Psylocke's anti-air attack. It does good damage and it can
be put in combos as well. The short version will have a small aura of
energy surround her, good for horizontal defense, especially against
dashing characters. The forward version will have her attack diagonally
upwards, and the roundhouse version will have her attack straight upwards
and in which I think is the best version, mainly because its a good and
solid anti-air attack. Even though she has a good anti-air attack, there
are still attacks that she has trouble defending against, mainly Omega
Red's jumping fierce. You should watch how you use this though, because
if you miss you can be counter attacked.
-----------------[Special Move: Ninjitsu Split: D,DB,B+P/K]------------------
This move is more of a technique, this allows Psylocke to split up into
4 duplicating images of herself mimicking her motions and attacks. The
images can damage, but you cannot damage Psylocke by attacking the
images. This is a real advantage and I hardly see any disadvantages at
all. However, keep in mind that when you do a special move, the images
will mimic the movements but the attack will not come out, so even
though you do a Psi-Blast, only one comes out instead of five. This
technique only lasts about 10 seconds though, so use it to the best of
your advantage. NOTE: Your REAL self must be close to the opponent to
throw them.
------------------[Hyper X: Psi-Thrust: D,DF,F+3P then P]-------------------
This Hyper X is pretty useful, even though I have yet to find a way to
combo it besides OTG. What this super does is make Psylocke a giant
moving projectile, it has basically no recovery time and little start
up delay and does decent block damage. You can do a second Psi-Thrust
by press punch and another direction again. Also note that she can use
this move in the air and it has good priority and moves across the screen
very quickly.
----------------------------[Comboes: Psylocke]------------------------------
1. J.Fierce \/ C.Short, C.Roundhouse --> Jab Psi-Blast
2. In corner: D.S.Jab, S.Short, S.Strong, S.Forward, S.Fierce,
S.Roundhouse --> Fierce Psi-Blast
Note that you may have to skip a hit or two against smaller
opponents.
3. In corner: Forward throw, S.Strong x6
I've gotten this move to work on the PC version, however on the PSX
and Saturn versions, I've had very little luck. Basically you just
throw them into the corner and keep pressing strong.
----------------------------[Legend: Psylocke]-------------------------------
Ground Magic Series: ZigZag
Jumping Magic Series: ZigZag
Super Jumping Magic Series: ZigZag
Launchers: C.Strong, C.Forward,
S.Roundhouse, C.Fierce
Knockdowns: C.Roundhouse
---------------------------[Strategies: Psylocke]----------------------------
-----------------------------------[Akuma]-----------------------------------
This battle will be pretty tough since Akuma is the only character in the
game with bettere combo possibilities than you do. Akuma will go
offensive for the battle, since your defense is pretty sub-par, your best
bet to winning is to get close to him and throw him when you get the
chance. Don't try to jump in everytime with an attack, try to variate
between attacks and jumping in while blocking against a human opponent,
this usually causes them to miss with a Gou Shouryuken. Your Psi-Thrust
can nullify his projectiles, but not his Messatsu Gou Hado.
----------------------------------[Collosus]---------------------------------
This battle isn't too tough, Collosus' defense is pretty solid though,
but that doesn't mean you don't have a reason to remain offensive in this
battle. Your Psi-Thrust can knock Collosus out of the sky when he
performs his Super Dive attack. However, keep in mind that you do not
want to trade hits with Collosus, he is basically twice as strong as you
are and his Shoulder Charge can come out without notice, so keep in mind
of that.
----------------------------------[Cyclops]----------------------------------
This battle is pretty even. Your main concern is overdoing your
projectiles and having to eat one of his beam supers. Watch for him to
throw a lot of Optic Blasts at you. Don't try to play keep away in this
match because you'll most likely lose against his faster and multi hit
projectiles. Throwing him into the corner and juggle him is best through
and you should always throw him with every chance you get. And you should
take advantage of your Ninjitsu Split as you can strike from a distance
without having to use your projectiles to try and match with his.
----------------------------------[Iceman]-----------------------------------
This battle will bb fairly tough, not too much to handle. You can match
projectiles with him, but don't try it too often. Use your double jump
to your advantage in this battle as he will use a lot of Ice Avalanches
in this match. Throwing him won't do you much good unless you can quickly
juggle him in the corner because he tends to roll a lot often after you
have thrown him. Double jump when you anticate the Arctic Attack, and
get around him and attack, the human opponent usually falls for this
often, that is if you don't make it a habit.
---------------------------------[Omega Red]---------------------------------
This match shouldn't be too difficult. Try to roll often when Omega Red
throws you, that is if he has a max level of supers. However, watch for
a lot of coils being thrown at you, once again double jump and try to
psych him out from time to time. However, I find that a lot of Psylocke
players confuse themselves when to block as they get crossed up and get
hit by the Omega Destroyer. Go offensive in this battle, his defense is
basically sub-par.
---------------------------------[Psycloke]----------------------------------
This battle is pretty even since you are fighting yourself. Also when
the both of you initiate the Ninjitsu split, the screen will slow down
like heck. You should always take the offensive approach and stay out of
the corner. Also you should throw often as well, don't try to OTG with
your super because Psylocke tends to roll often, and even though you
probably won't suffer a counter attack because you can turn around with
your Psi-Thrust, if your super does not connect you will have wasted it.
---------------------------------[Sentinel]----------------------------------
This battle will be pretty easy. You should keep the Sentinel pinned in
the corner and just keep throwing him. Just watch for for the mini
Sentinels. You can jump over them and attack the Sentinel before he
recovers if you can anticiapte when he will send out the little sentinels
at you. You really won't need to worry about his Plasma Beam, mainly
because the Sentinel needs to charge for it, if he immediately fires it
at you, it won't do that much damage. And it takes him a while to charge
which gives you the chance to attack him and make him waste his super.
-------------------------------[Silver Samurai]------------------------------
This battle isn't neccessarily a hard battle. Make sure that you avoid
blocking to much from his Shurikens, since they do a lot of block damage.
Go into an offensive game in this battle and don't let up. Don't try to
throw him to often because he has more throw range than you do. Just
watch for his Lightning super, he can OTG you with it. He can't do much
about your jumping attacks because of his weak defense, so basically
jump in with the fierce and combo him as you land.
---------------------------------[Spiral]------------------------------------
This battle isn't too hard. You should keep to an offensive game
throughout this battle. When she starts her Metamorphesis, you can
use your Ninjitsu Split to keep her away, just keep pecking at her with
your jabs. You can use your double jump to avoid the sword dance, but
other than that there isn't much strategy involved in this battle as
basically its an offensive game for Psylocke.
---------------------------------[Storm]-------------------------------------
This battle isn't too tough. Like all other matches you should go all
out offensive in this match. Just watch for Storm to throw out a lot of
Typhoons, her Lightning Storm can pose problems though, that is if she
catches you out of your Psi-Thrust. Your images always helps in this
match, and you should knock Storm out of the sky with your fierce
Psi-Thrust when she prepares for the Hail Storm, otherwise you can eat
a lot of block damage.
-------------------------------[Wolverine]-----------------------------------
This match shouldn't be hard, just avoid jumping in attacing too often
as Wolverine's defense is possibly the best in the game(or at least
tied with Akuma). However, Wolverine's priority jumping in isn't really
that effective, you can use your Psi-Blade or crouching fierce to counter
his jumping attacks. Note that your Psi-Thrust has more priority than his
Berserker Barrage.
-------------------------------[Juggernaut]----------------------------------
This battle will be tough, you should stay in the air and keep blasting
your Psi-Blasts. Your images will help a lot in this battle as you can
perform a combo from a distance. Never stay on the ground for an extended
period of time(probably about 5 seconds) because Juggernaut's Earthquake
does an absurd amount of damage and you can't block it on the ground
either. Also use your Psi-Thrust from the air when Juggernaut is caught
in his animation. If you use from the ground, Juggernaut can hit you out
of it before you actually start to stun him.
----------------------------------[Magneto]----------------------------------
This battle will be another tough battle, don't do anything but run while
his force field is on, your images won't even help you out at all when
he does this. Watch for him to use his Hyper Gravs at you, you cna
nullify and damage him greatly if you initiate the Psi-Thrust just prior
to him using the Hyper Gravs. Your double jump really helps out in this
battle as well because you cna use that you escape block damage from the
Magnetic Tempest.
-----------------------------[Overall: Psylocke]-----------------------------
91/100
Psylocke is one of the best characters in the game(2nd only to Akuma of
course). She has a good and very solid defense which can ward off
defenders and allow her to go offensively. Her X-Power ability is really
a great asset to her overall ability and not to mention the fact that
she has very high combo potiential and very fast speed with good throwing
range. There isn't much negatives about her other than the fact that with
a well timed attack, her defense can collapse and the fact that when she
jumps in with an attack, she can be easily knocked out of the air which
sometimes and usually forces her to dash in with attacks, and some
characters can counter this(ala Cyclops' Running Neckbreaker Drop). But
basically overall, she can deal out a lot of damage very quickly thanks
to her speed and her super combo as well as her combo ability.
=============================================================================
=============================================================================
--------
Sentinel
--------
The government formed robots are out to destroy all mutants, especially
the X-Men. These mutant hating robots sky as tall as 20 feet and weigh
nearly 30 tons(even though it is all mainly plastic, which prevents
Magneto from amnipulating them). They have no sense of thought or sense
of feeling or emotion, they are sent out to hunt and track mutants down
until every last one of them is made history. The Sentinel can maintain
flight and call for | |