X-MEN VS. STREET FIGHTER FAQ Ver. 1.6 Version Covered in FAQ : SEGA SATURN Excerpts taken from FAQ created by NammyX Present Saturn Faq created by TwiGGy ------------------------------------- UPDATE INFO:What's New in this version -------------------------------------- Version 1.0 - Basic Layout and First Release Version 1.1 - Corrected some typing errors and added some new tricks. Version 1.2 - Fixed up the Tricks Section REAL Nice and Added all Japanese Names to characters. Version 1.3 - Other Rogue Stolen Move from Akuma (GOUKI) Version 1.4 - Playing the game without Japanese Saturn Version 1.5 - Better Sound Effects trick added Version 1.6 - Extra Turbo Settings, move fixes, and couple errors fixed. Version 1.7 - COMING SOON! -------------------------------------- Playing the GAME w/out a Japanese Saturn ------------------- To play the game...First you need an Territorial Break cart...examples are the ST-Key and Gameshark (hold xyz, press a.) They range from $30 to $45. HERE's the tricky part...after the sega screen loads up after you have started the game...the screen will flash as if it were going into the game...on mine a line appears for a brief second on the right-hand side. PULL out the Terr. Cart and place the RAM Cart in the Slot...NOTE!!!...It will take the game about 15-30 seconds to load up everything...from this point all load time will be about 2 seconds!!!!!(gotta love the cart now...) ------------------- The Story *********** Apocalypse has captured mutants and Street Fighters to create an army. Ryu and Cyclops form a team to get the captured mutants and Street Fighters back. M. Bison, Magneto, and others have their own goals. Features ********** In the latest addition to the Capcom family, you pick out a pair of characters from the wide selection. To win, you must eliminate BOTH of the other player's characters, not just one. After you've cleared out all the teams, you face Apocalypse. The partner who kills Apocalypse fights his other partner, and then sees his ending. So you must be careful to see who you want to beat the game with when you fight Apocalypse. Dashing- Simply press F, F or 3x Punches. Super Jumping- Press D, U quickly, or 3x Kicks. Blocking- This is a no brainer, unless you've been in a hole for 9 years. Just hold back for a standing block, hold down back for a ducking block, or hold back in the air for an air block. Overheads- Some people have overheads. These ground based moves hit a guy that is down blocking. You must do a standing block. They do come in handy once in a while. You DON'T have to jump to do these. Tag Team- Press FP and FK at the same time. The fighter leaving will be invincible, and the partner coming in will leap in kicking, and then taunt for about 2 seconds. The fighter coming in is vulnerable, and can be damaged, so be careful! The red portion of your bar will slowly regenerate for the character that is not fighting. If your opponent looks like he's waiting for you to switch, don't. He probably wants to waste you with a massive combo. If he sucks, switch. Switch often to regain lost energy, but not too often. He'll wise up and strike you during your taunt. If you keep playing with the same character and never switch, your character will die, and the other character will be alone to fend for himself. No Dual Supers, no Tag Counters, and less energy to fall back on. Strategically switch at the right time when your opponent attacks to counter him or combo a Tag with a move! I've had a lot of players play me that just keep tagging. Fortunately, I was Juggernaut. Whenever he switched, I'd block and Double Fist him during his taunt. If I had Super bar, I'd Headcrush him. The, funny thing is, he kept on doing it in a blind attempt to hit me at least once with it. He eventually lost. Rolling- Like in Marvel Super Heroes and the Alpha series, this move helps to escape corner traps, cheap ticking, and is pretty good for a suprise attack or escape. Do a HCF to roll forward or a HCB to roll backwards after being knocked down or out of the air. When you do this it goes under most projectiles and you can pass through your opponent to the other side and attack! This can really save you, if you roll and avoid further damage off the ground. NOTE: You can't roll after the Flying Screen, which is when the opponent being hit by an air combo or certain Special moves zooms across the screen or up the wall in the corner very fast. Reversals- These are the best moves that only masters can do! ( kind of ) To do a reversal, do a special move RIGHT when you get up. Say you have one tiny pixel left of life. You are on the floor, and your opponent launches a fireball your way. You do a Shoryuken as soon as you get up and the fireball that was right on you passes through you because you did the Dragon Punch ( which passes through fireballs ) right when you got up. Another example is you are on the floor, and say, Wolverine jumps at you. He does a Jab and you COULD block it, but as soon as you get up, you nail him with a Gene Splice. See? Reversals can be very useful against cheese kills, ticks, and can sometimes just catch your foe by suprise! Throws- Those mighty cheap throws are back! Just hold forward or back and press a Medium or Fierce button. Just to warn you, you can't block these! This time around they do less damage and have shorter range. All the characters have air throws, too! Ticks- The tick! No, not the big blue guy. The tick is one of the cheapest features to hit a fighting game. It started with SF2. To do a tick, just hit the enemy, and if they block it, throw them! These do have limitations though. Throws have shorter range so it's harder to tick them. The opponent can push you away with a Push or even do a Tag & Counter on you. They could even throw you by holding back and tapping the Fierce button before you can throw them. They might possibly not even block the attack, and counter it or get hit by it on purpose to throw you! The throw can also be softened. Although there are many ways to avoid a tick, many people don't do a thing about it and just assume I won't throw them. Some people just don't learn after a few of these either. And if they decide to let themselves be hit to throw me, I just combo the move to kill them. I can only do this when I KNOW they've learned there lesson and want to do this. The tick is " cheap " and good to do, but use in moderation. Throw Softening- This move is great to do! Simply do a throw motion while being thrown. You will shake out of it and land on your feet, lessening the damage greatly. You can't soften special move throws, though. It's usually very useful. Taunt- This move is useless, except for making your opponent angry and feeding your ego. Just press start. It can be used infinitely. Push- Press 3x Punches while you are blocking a move. This will simply push the opponent away, preventing ticks and traps. A fairly useful move, but use in moderation. Tag & Counter- This is a VERY useful move. B, DB, D, any punch while you are blocking a move. Your partner will come in and take a crack at your opponent, countering him! Your partner will stay in the battle and your current character will exit. This is a good way to switch without risking damage. Unfortunately, it takes away from your Super bar. Similar to Alpha Counters. Special Moves- By doing standard Capcom motions ;), a move that will inflict good damage or that's useful will be executed. These are what really make Capcom games shine. Usually the strength of the button determines the direction, speed, or other variable of the special move. These do block damage, which means it still damages the enemy just a tiny bit even if they block it. Even though block damage isn't a sufficient way to kill people, it does come in handy sometimes. Usually, block damage does about the same as a Jab. Super Bar- This wonderful feature makes quick kills and surviving easier. It enables you to do Supers, Duals, and Counters. It slowly builds up ( well, not always slowly ) whenever you attack, get hit, and especially when you do a Special move. I was informed that the Super Bar also gives you greater defense against Super Moves. Super Moves- Ah yes.... the mighty Super moves. These moves can do vast amounts of damage, but don't do something dumb like throw a Super Fireball at a character with lots of energy and have them block it. These take up 1 level of your super bar. If your Super move connects, then most of the time pressing the buttons rapidly will equal more hits. Some moves do not increase hits when the buttons are hit. These do block damage like special moves. If you finish them off with these, there is a neat effect. If you do it with an X-Men character, there is a huge X and purple flash. If you finish them off with a SF character, then there is a huge yellow and white sunburst effect like in the Alpha series. Some Supers have big flags that warn you that they're gonna come, so watch for them, like when Cyclops folds his arms before he does his Mega Optic Blast. Dual Supers- To do a Dual Super, simply do a QCF with FP & FK. You need at least a Level 2 bar to this. These are extremly deadly, but some Duals just don't work well together. Try to get Duals with two projectiles in it or one body attack and one projectile. Be very careful as the character coming IN pauses for a while before unleashing his/her attack. One example is my fav team of Akuma and Juggernaut. If you do the Dual with Akuma on the screen, Akuma will immediately throw the fireball and as they're getting pummeled Juggernaut will Headcrush 'em. However, if you do the Dual with Juggernaut on the screen, Juggernaut will pummel the foe with the Headcrush, and they will fly away and the fireball will miss! The Cast of Characters ************************ X-MEN: ------ Magneto Juggernaut Storm Rogue Gambit Sabretooth Wolverine Cyclops Street Fighter: --------------- M. Bison Dhalsim Cammy Chun-Li Charlie Zangief Ryu Ken Akuma Key of moves ************** U = Up D = Down B = Back F = Forward UF = Up forward UB = Up Back DB = Down Back DF = Down Forward Jab or Wp = Weak Punch Strong or Mp = Medium Punch Fierce or Fp = Fierce Punch Short or Wk = Weak Kick Mk = Medium Kick or Forward ( confusing ) Roundhouse or Sk = Fierce Kick P = Any Punch K = Any Kick 3P = 3 Punches 2P = 2 Punches 3K = 3 Kicks 2K = 2 Kicks WELL ON TO THE CHARACTERS: -------------------------- NOTE: Japanese names are listed next to American Equivalents. -------------------------- MAGNETO: EM Disruptor:D,DF,F + P (air) Hyper Gravitation:D,DB,B + K (air) Magnetic Blast:Jump,U,UF,F + P Forcefield Counter: D,DF,F + K Fly:D,DB,B + 3K Super Combos: MAGNETIC TEMPEST: D,DF,F + 2K MAGNETIC SHOCKWAVE: D,DF,F + 2P JUGGERNAUT: Earthquake:D,DB,B + P Juggernaut Punch: D,DF,F + P Juggernaut Splash:D,DF,F + K Citorak Power Up:F,D,DF + 3P Object Toss:D,D + 3P (over an object) Special Throw: F,DF,D,DB,B + P Super Combos: HEADCRUSH: D,DF,F + 2P DHALSIM: Yoga Fire:D,DF,F + P (air) Yoga Flame:F,DF,D,DB,B + P High Yoga Flame:F,DF,D,DB,B + K Yoga Teleport:B,D,DB or F,D,DF + K or P (air) Super Combos: YOGA INFERNO: B,DB,D,DF,F + 2P YOGA STRIKE: B,DB,D,DF,F + 2K M.BISON (VEGA): Psycho Shot:D,DF,F + P Delayed Spark: F,DF,D,DB,B + P Double Knee Press: B,DB,D,DF,F + K (air) Demon Stomp: Charge D, U + K,P Demon Flight: Charge D, U + P,P Teleport: B,D,DB or F,D,DF + K or P Flying: D.DB.B + 3K Super Combos: KNEE PRESS NIGHTMARE: D,DF,F + 2K PSYCHO CRUSHER: D,DF,F + 2P SABRETOOTH: Berserker Claw: D,DF,F + P Birdie Shot: D,DB,B + K Jump Throw Attack: D,DB,B + P Super Combos: BERSERKER CLAW X: D,DF,F + 2P BIRDIE BLAST: F,DF,D,DB,B + 3K WEAPON X: F,D,DF + 2P STORM: Typhoon: D,DF,F + P (air) Typhoon Pillar: D,DB,B + P Flying: D,DB,B + 3K (air) KazeOKoshi: D,DB,B, + 3P (air) Lightning Attack: Dir + Short + Strong or Dir + Jab + Forward (air) Super Combos: LIGHTNING STORM: B,DB,D,DF,F + 2P (air) HAIL STORM: F,DF,D,DB,B + 2P CHUN LI: Fireball: B,DB,D,DF,F + P Lightning Kick: Tap K (air) Rising Spin Kick: Charge D,U + K Split Kick: F,DF,D,DB,B + K Super Combos: POWER STORM: D,DF,F + 2P THOUSAND BURST KICK: Charge B,F + 2K SPINNING SHADOW KICK: D,DF,F + 2K ZANGIEF: Spinning Clothesline:2P (air) Short Clothesline:2K Banishing Punch:F,D,DF + P Spinning Pile Driver:360 + P (air) Siberian Bear Crusher:D,DF,F + K (far) Siberian Suplex:D,DF,F + K (close) Floating Slam: D,DB,B + K Super Combos: LEAPING DEATH SNATCH: 360 + 2K FINAL ATOMIC BUSTER: 360 + 2P GAMBIT: Kinetic Card: D,DF,F + P (air) Trick Card: D,DB,B + P Cajun Slash: F,D,DF + P Cajun Strike: Charge D,U + P or K Super Combos: ROYAL FLUSH: D,DF,F + 2P ROGUE: Rush Attack: D,DF,F + P (air) Steal Kiss: D,DB,B + K, then D,DF,F + K to do a stolen move Uppercut: F,D,DF + P, tap P Dive Bomb: F,D,DF + K Super Combos: GOODNIGHT SUGAR: B,DB,D,DF,F + 2P INSTANT HELL MURDER: Jab, Jab, F, Short, Fierce (after Steal Kissing Akuma) Stolen Powers! Ryu - Hadoken Ken - Shoryuken Charlie - Sonic Boom Zangief - Spinning Piledriver Chun Li - Kikoken Cammy - Cannon Drill Dhalsim - Yoga Flame M. Bison - Psycho Shot Wolverine - Berserker Barrage Cyclops - Optic Blast Gambit - Kinetic Card Sabretooth - Berserker Claw Storm - Typhoon Juggernaut - Earthquake Magneto - Hyper Gravitation Akuma - Instant Hell Murder and AIR Godouken CAMMY: Cannon Drill:D,DF,F + K (air) Thrust Kick:F,D,DF + K Spinning Knuckle: B,DB,F + P Cannon Spike: D,DB,B + K (air) Cannon Spike Counter: F,DF,D,DB,B + P Super Combos: SPIN DIVE SMASHER: B,DB,D,DF,F + 2K SUPER LOCK-ON: F,DF,D,DB,B + 2K CHARLIE(NASH): Sonic Boom:Charge B,F + P Flash Kick:Charge D,U + K Air Flash Kick: Jump,U,UF,F + K Super Combos: SONIC BREAK: D,DF,F + 2P SOMERSAULT JUSTICE: D,DB,B + 2K CROSSFIRE BLITZ: D,DF,F + 2K WOLVERINE: Drill Claw: Dir + Short + Strong Tornado Claw:F,D,DF + P Berserker Barrage:D,DF,F + P Diagonal Strike: D,DF,F + Forward Super Combos: WEAPON X: F,D,DF + 2P BERSERKER BARRAGE X: D,DF,F + 2P CYCLOPS: Optic Blast: D,DF,F + P (air) Reflected Optic Blast: D,DB,B + P Gene Splice: F,D,DF + P, tap P(air) Double Kick: D,DB,B + K Running Tackle: F,F + Fierce + Roundhouse Running Combo: F,F, Jab + Short, tap Jab Super Combos: MEGA OPTIC BLAST: B,DB,D,DF,F + 2P (air) CONTROL BEAM: F,DF,D,DB,B + P (air) RYU: Fireball:D,DF,F + P (air) Hurricane Kick:D,DB,B + K (air) Dragon Punch:F,D,DF + P Super Combos: VACUUM FIREBALL: D,DF,F + 2P (air) VACUUM HURRICANE KICK: D,DB,B + 2K KEN: Fireball:D,DF,F + P (air) Hurricane Kick:D,DB,B + K (air) Dragon Punch:F,D,DF + P (air) Overhead Kick: D,DF,F + K Ground Roll: D,DB,B + P Super Combos: RISING DRAGON DESTROYER: D,DF,F + 2P GOD OF DRAGON PUNCHES: D,DF,F + 2K AKUMA (GOUKI): Fireball: D,DF,F + P Flaming Fireball: F,DF,D,DB,B + P Air Fireball: Jump,D,DF,F + P Dragon Punch: F,D,DF + P Hurricane Kick: D,DB,B + K (air) Ashura Warp: B,D,DB or F,D,DF + 3K or 3P Ground Roll: D,DB,B + P Air Roll Attack: D,DF,F,UF + P,P or K Drop Kick: Jump,D,DF,F + K Super Combos: GREAT FIREBALL: F,DF,D,DB,B + 2P GREAT DRAGON PUNCH: B,DB,D,DF,F + 2P AERIAL FIREBALL: Jump,D,DF,F + 2P INSTANT HELL MURDER: Jab, Jab, F, Short, Fierce UNIVERSAL MOVES: Taunt: Start Advancing Block: Block,3P Dash Forward: F,F or F + 3P Dash Back: B,B Super Jump: D,U or 3K Variable Attack: Fierce + Roundhouse Variable Counter: Block,B,DB,D + Fierce + Roundhouse (Level 1) Variable Combo: D,DF,F + Fierce + Roundhouse (Level 2) Normal Arcade Translation Tricks: --------------------------------- Random Select Press and hold left or right on ANY character. Beat up loser after the match Press Start right after winning the match then beat him up. You can even pull off Super-Moves! AKUMA? Hit up at any of the charaters on the top row. Street Fighter Alpha Chun-Li... Press and hold start on Chun-Li for 5 Seconds. Select her, and then let go of start. Continue Match Hold L and R down after the fight until the next match starts(trust me, it will) ONLY THE LOSER MAY PERFORM THIS TRICK! Sharper Sound Effects For even sharper sound effects, go to Options mode and highlight "Audio". Press one of the shoulder buttons (L or R), and "Sharpen SE" should appear. All sound effects are sharper and clearer. Saturn EXCLUSIVE TRICKS: ------------------------ 1.Get new colors and same-member team ability - Beat the Game Once and Viola! Kinda Easy. You can now choose two of the same character while fighting. Also, either press Z or C for new colors. You can now play as neon blue Zangief and other weird colored super-heroes. 2.Combo Guage Option - Beat the game a second time and Viola! Go to the option screen and Combo Guage will be at the bottom. It will be set on Normal (ie:build up with moves) or Full (ie:always at level 3!!!) You will also have extra TURBO settings in options...ew!! SUPER SLOW! Well, That's it for now. I'll add more that is exclusive to SATURN ONLY as soon as i find some. Any Questions? E-Mail me : garnold1@bellsouth.net