|------------------| |MARVEL VS. CAPCOM | |------------------| |MEGAMAN FAQ v0.9 | |------------------|-------| |by Tyler "t-bob" Hauck | |soconnor@mail.javanet.com | |--------------------------| Last update: March 9, 1998. -fixed bit about not being able to block while charging the Mega-Buster. -added bit about keeping your opponent blocking with the charged Mega-Buster. -see the Shout-Outs for who credit is goin' to for this! -------------------- TABLE OF CONTENTS -------------------- I Disclaimer II Info Resources III Intro IV Basic Moves/Super Combos V Combos VI Strategies VII Shout-outs ==================== I - Disclaimer Marvel vs. Capcom is copyright (c) by Capcom. Megaman, Rush, and Beat are copyright (c) by Capcom. All rights reserved. I have written this FAQ with the intention that it be distributed freely on the Internet. Do not charge people for this document, else I will come to your house and bust yo' ass. ==================== II - Information Resources These web sites have excellent information on Marvel vs. Capcom, for all those who are interested: Marvel vs. Capcom: The Site! http://www.geocities.com/Area51/Vault/5027/ The MadMan's Cafe http://mmcafe.telnet.or.jp/ GameFAQs http://www.gamefaqs.com/ ==================== III - Intro THE BLUE BOMBER RETURNZ! I first encountered Megaman when I played Megaman 2 for the NES, back in the days. It remains one of my all-time favorite games. When Marvel vs. Capcom came out, and I discovered that Megaman was a character, I figured I try him out just for the hell of it. As it turns out, he's one of the better characters in the game (in my opinion,) and is my favorite fighter as of now. I wrote this FAQ mostly because there wasn't one in existance at the time I wrote it. It's not very in-depth; it'll probably be of most use to the beginning Megaman player. The notation I use in this FAQ will probably be familiar to virtually every player out there. If you're unfamiliar with the shorthand you see here, refer to any FAQ to a game in Capcom's "VS." series. By the way, please excuse any spelling and/or grammar errors in this FAQ. I wrote it rather hastily, and most of it wasn't proofread. ==================== IV - Basic Moves / Super Combos Megaman's normal punches and kicks aren't particularly noteworthy, save two: HP and HK. HP fires the Mega-Buster (see below), and HK is his launcher. If you are familiar with Chun-Li's or Wolverine's HK, then you are already familiar with Megaman's HK; they're really the same thing. For those of you who don't know, it's a vertical press kick. Megaman does a handstand, thrusting both legs into the air. It's his launcher, and it will trade hits with jumping attacks. It's great air defense, second only to the Mega Upper (see below.) -------------------- Wall Cling: Hold the joystick away from the wall as you touch it. Megaman will slowly slide downward, and he can fire his Mega-Buster from there. -------------------- Mega-Buster: HP - Yep! A fireball with just one button. Megaman can fire the Mega-Buster in the air as well, and there can be two on the screen at a time. Tapping HP releases a small shot, but you can charge it up by holding HP down and then letting go to release the shot. You *can* move around and block while charging the Mega-Buster. The Mega-Buster always travels horizontally. The 'Buster is probably Megaman's best move for a variety of reasons: 1. It's easy to shoot: There's no joystick motion. Just hit HP! 2. Two at once: There can be two on the screen at once, unlike most fireballs. 3. It can charge: This is the most important asset of the Mega-Buster. Since you can block, move around, etc. while you are charging, it's a no-risk move. Also, if it's charged enough, even if your opponent blocks it, you'll have time to switch characters, bring out a helper, do a super, taunt, whatever. If you're doing nothing else, you should be charging the Mega-Buster. -------------------- Mega Upper: F,D,DF + P - Bascially a Dragon Punch. It's more or less like Ken's Dragon Punch, except it goes forward a miniscule amount and then straight up. Because of this, it's not much of an offensive move. However, it's excellent air defense; even if your opponent blocks, they will be knocked too far out of range to connect with a counter. However, make sure this move hits, as Megaman is extremely vunerable after executing this move. -------------------- Item Change: QCB + K - This move summons Fliptop, Megaman's buddy, and he will drop an item on the ground for Megaman to pick up. LK - Megaball MK - Whirlwind HK - Leaf Shield The item you start with is the Whirlwind. Once you have an item, you can use it an infinite number of times. You only need to summon Fliptop to *change* which item you have. -------------------- Item Use: QCF + P - This will activate whatever item you have. You begin with the Whirlwind item. Megaball: Hit this with a kick when you drop it and it will bounce around the screen until it hits 4 walls or your opponent. Whirlwind: Megaman will shoot a little pod, and a column of wind, as tall as the screen, will appear where the pod hits the ground. The punch button pressed determines the distace the pod is thrown. This move can OTG. Leaf Shield: Once activated, the Leaf Shield will give Megaman one-hit Super Armor until you shoot the shield by pressing a direction plus a punch button. It will also dissipate once Megaman is hit or after about 6 or 7 seconds. The shield will travel horizontally and hit seven times when fired. -------------------- Hyper Megaman: QCF + 2P - Megaman's beam super. After a quick delay, he gains in size tremendously, and fires a multitude of homing-missile-like projectiles. About half a second after that, he cuts loose with the beam, which covers the upper portion of the screen (don't worry--the beam will hit any character.) If you execute the Hyper Megaman right next to your opponent, Megaman will uppercut them directly into the beam's path as he is getting bigger. I don't know if this causes more damage. -------------------- Rush Drill: QCF + 2K - Megaman's faithful sidekick, Rush, turns into a car with a huge drill on the front. Megaman hops in, and they barrel forward. While this is your standard "rushing super," it has a couple of special features: -it can change direction. Just move the joystick in the opposite direction you are currently travelling, and Megaman will pause, and then turn around. -Megaman cannot be hit out of it. If you are hit by an attack while in the Rush Drill, Megaman will take damage and stop momentarily, but will continue onward. This is particularly useful, because even if your opponent sees you coming, they will have to block because they can't stop you and if they jump over you, you can turn around. The best part is, the Rush Drill does good chipping damage. -------------------- Beat Plane: QCB + 2K - Beat flies onscreen (Megaman's duck robot sidekick,) and Megaman hops in. You can control Beat's movement with the joystick. Drop bombs directly in front of you by pressing K, or fire bombs in a forward arc by pressing P. ==================== V - Combos Megaman's Magic Series are as follows: Ground: Stronger Air: ZigZag Super Jumping: ZigZag Launcher: standing HK Air Combo Finishers: HP, HK, Leaf Shield shoot, Mega-Buster release I don't really know any specific combos for Megaman (I just sorta make them up from the Magic Series as I go,) but there's a few tricks you should keep in mind. -charge the Mega-Buster. Begin charging the Mega-Buster prior to when you initiate your combo. Then, finish the combo by releasing the Mega-Buster. If your combo was of decent length (I usually go to air combo for this,) the Mega-Buster should be charged enough to hit 5-7 times. -use the Whirlwind. If your opponent gets caught in the Whirlwind, you have time to pull off a move while they're getting smacked around, i.e. a Hyper Megaman, a launch, or a Mega-Buster release. You can either initiate a combo with this method or finish one up by OTG'ing your opponent with the Whirlwind, but it doesn't really work in mid-combo: there's too much delay from when the pod is thrown to when it activates. -use the Leaf Shield. Activate the Leaf Shield before a combo. Then, jump in and do a combo, air or ground. Finish the combo with the Leaf Shield for a nice 7-hit finish. You can link this to the Hyper Megaman just like with the Whirlwind. The Leaf Shield can also be used to finish an air combo; the Whirlwind cannot. ==================== VI - Strategies Keep-away: With the ability to fire two fireballs in rapid succession, having an attack that forms a screen-tall barrier, and a Dragon Punch clone, Megaman can play a nasty game of Keep-away (not quite as cheap as Cyclops in X-Men vs. Street Fighter, though.) Use the Mega-Buster to keep them at bay. If they jump in, hit 'em with a Mega Upper or a LP Whirlwind. At large distances, use the Whirlwind liberally. Better players will be able to get around this tactic without a great amount of difficulty though, so watch out. Your keep-away game is only as good as you play it. Air defense: As mentioned above, the Whirlwind and the Mega Upper are good air defense. Megaman's launcher (HK) is also an excellent air defense. It will trade hits with your opponent, if not beat them out entirely. The Whirlwind: Some people like the Leaf Shield, but I personally prefer the Whilrwind as an item. Learn to know its distances and OTG you opponent whenever possible. If you get them trapped in the Whirlwind, cut loose with a Super, a Mega-Buster, or initiate a combo. The Whirlwind can also keep 'em blocking, when used in conjunction with the Mega-Buster. You can pretty much keep a steady stream of projectiles and full-screen barriers headed their way if you want to. Charge the Mega-Buster: Always charge the Mega-Buster before initiating a combo (unless you're planning on finishing with a Leaf Shield, Whirlwind OTG, or Super.) It does good damage, and you can finish any combo with it (see also the combo section.) Use it to keep your opponent occupied or getting pounded too! (see the basic moves section.) ==================== VII - Shout-Out's What would a FAQ be without greetz!?!?! Mad props ta: -Migs Rustia: maintainer of MvC: TS (mentioned in section II). DOPE SITE! -Kao Megura: for his excellent MvC FAQ. Check out his page: http://www.kao.home.ml.org -Ariel: lots-a-luv, girl! -JaSiE: SUPZ! -ohseven: as usual. Special respect ta: -anyone reading this FAQ. -Prinza featuring The Demolition Man: for recording "Fire." Undoubtedly one of the best Jungle recordings I have ever heard. X-TRA special respect ta: -Nicholas Bergelin: He pointed out the bit I had about not being able to block while charging the Mega-Buster. Oops! That prompted me to hit the arcade, and, well, he was right, goddammit. You CAN block! Also, his pointer on using the charged 'Buster to occupy your opponent while you switch out was an excellent tactic too. I hadn't noticed that either. -------------------- Peace all, I'm out. -={t-bob}=- -------------------- -[l.279]------[EOF]-