General Information

Who Can I Choose From?

So far it would seem that there are 17 playable characters; 9 from the Street Fighters and 8 from the X-Men (note: Juggernaut, to my knowledge, is not part of the X-Men, but I'll group him in with them for simplicity)

Street Fighters

X-Men

Akuma**

Cammy

Charlie

Chun Li

Dhalsim

Ken

M. Bison

Ryu

Zangief

Cyclops

Gambit

Juggernaut

Magneto

Rogue

Sabretooth

Storm

Wolverine

Choose Your Colour

You can choose between two different colours for each character by moving the cursor over the character you want and selecting that fighter with either a punch button for one colour, or a kick button for the other.

Ready... FIGHT!

When you start the game, the first fighter that you chose will be your "active" fighter. Basically, that just means it's the fighter that you fight your opponent with. Your "secondary" fighter cannot be seen anywhere on the screen. (This is different from Neo Geo's King of Fighters '96 where you can see all of your team-mates on the screen at one time.)

In fact, that only time that you'll see both of your fighters on the screen at once are for a brief moment while you're switching, or if you choose to do your special Team-Up Super Move.

Common Moves

There are some things that everybody in the game can do; and they're all laid out for you right here:

Dash In F, F or 1+2+3

Dash Away B, B

Super Jump D, U or 4+5+6

Switch Fighters 3+6 (only if both fighters are alive)

Team-Up Super HCT+3+6

Push Block 1+2+3 (while blocking; air)

Variable Counter AC+3+6

Meters and Gauges

There are several different "meters" to keep track of in this game, one for each of your characters' health, and another "shared" meter for your team's Super Energy.

Your Health Meter is coloured green, and when your character takes a hit, damage is removed from it, but in a special way. The meter decreases, but leaves a portion of red where the meter used to be before you got it.

This is important to keep aware of, because if you switch a character "out" that has an area of their meter in red, they will slowly regain that power until the meter is green again.

Your Super Meter charges up when you attack your opponent, and when it reaches the top, you gain one "level" of Super. At that point, the meter returns to the bottom to start charging again, until it reaches the maximum Level 3.

Switching Characters

To switch your active fighter "out" and your secondary fighter "in", just press Fierce (3) and Roundhouse (6) together. This will only work, though, if your secondary fighter still has some energy left in their Health Meter.

When you switch, the secondary character comes flying in from behind you. They start at the top of the screen and attack your opponent, coming down at them at an angle. Your secondary character is vulnerable at this time.

As soon as your secondary character lands, they'll do a quick little "taunt" thingee to sort of "announce" their arrival and then prepare to fight. You are also vulnerable at this time, so switch wisely. Once this is done, your secondary fighter becomes your active fighter, and the previous fighter becomes your secondary.

When one fighter completely loses their Health Meter, they are "dead" and your other fighter jumps in, to finish the fight... alone.

Throws and Tech. Hits

Throws are in this game, and I'm pretty sure everybody's got one, whether it's a "true" throw, or some kind of hold. You can lighten the damage that throws take away by Tech. Hitting out of them. You do this by pressing F+2/3 as soon as you get grabbed.

You can Tech. Hit out of normal throws, air throws, and even some Super Throws (like Dhalsim's Air Slam.)

Roll to Recover

Similar to Street Fighter Alpha 2, you can recover from falling over by rolling. I would assume that this is done the same way as in Alpha 2, by making a B, DB, D motion and pressing a punch button.

Double Jumping

Many characters in the game have the ability to jump an "extra time" after they've jumped once (whether it is a Super Jump or normal jump.) This will be noted in each character's page if they have this ability or not. After jumping once, just jump again, very useful if you jumped and you're going to fall into a big Super Move.

Blocking and Countering

Every character can do a push block when they block by pressing all three punch buttons together, while they're blocking. Doing this, you'll quickly give your opponent a push back so that they're out of range. This can be pretty useful when you have a quick character who's really "picking on you."

There are "Alpha Counters" in this game; although they're not called that, they're called Variable Counters. When you have at least one Level of Super Energy, and you make the AC motion (B, DB, D) and press 3+6 together while you're blocking -- your team-mate (if they're still alive) will come in and help you out by smacking your opponent with one of their moves.

After a Variable Counter, the team-mate that helped out will be left fighting.

Super Moves

Everybody has at least two Super moves. These moves require that you have at least one "level" of Super Energy in the shared Super Meter. I have seen some characters that have more than two Super Moves. There is no way to control the "level" of Super Move that you do (like in Street Fighter Alpha 2.)

Note: All of the Street Fighters' Super Moves have been MAJORLY beefed up, I presume to be able to compete with the X-Men characters. Take note of which characters' moves have been "hyped" up, by recognising those moves that have a double exclamation (!!) next to them, in each character's moves page.

Team-Up Supers

You can evoke a Super Move, where both of your characters (if they're both still alive) come in and blast the opponent with their Super Moves. This is done by doing a HCT+3+6 motion.

This requires at least a Level 2 Super Meter. The visual effect of this is stunning, especially if you get two characters that have really cool-looking Supers.

Personally, I think a fun one to try is Chun Li and Dhalsim together.