MARVEL VS CAPCOM BASIC MOVE LIST Dash f,f / PPP Backstep b,b / b + PPP Super Jump d,u / KKK / ub~uf after hitting w/ a launcher Long Jump Tap uf during Dash / Tap ub during Backstep Block / Low Block Hold b / db against high / low attacks Air Block In air, hold b / db against an attack Advancing Guard While blocking, tap PPP (air) Tech. Hit Perform a throw as you are thrown (air) Rolling recovery b,db,d + P / K when knocked down Variable Assist Press MP + MK Variable Attack Press HP + HK Variable Counter While blocking, QCF + HP + HK (at Level 1+) Variable Combination qcf + HP + HK (at Level 2+) Variable Cross qcb + HP + HK (at Level 2+) - Zangief cannot Backstep or Long Jump backwards. - Using the Advancing Guard doesn't reduce the amount of damage taken; it only attempts to create more distance between you and your opponent. It's wise to not always use it as it's possible to be hit by an attack as you recover from pushing yourself forward. - You can Tech. Hit (Ukemi), out of almost any throw in the game, including ground and air throws, as well as: - Hulk's Gamma Tornado - Spider-Man's Web Throw - Zangief's Flying Powerbomb / Air Spinning Piledriver - Zangief's Running Throw (either version) - All of the "Variable" moves will switch your active character with your partner when the move finishes, except the Variable Assist. In the case of the Variable Combination and Variable Cross, you may not switch characters if the incoming ally is hit. - Remember that the Variable Assist can be used a certain number of times per battle, depending on the character. So be careful and don't waste this move if you can help it. - During the Variable Cross, both characters will come on screen and remain there for a while. You can control both of them during this time, and you'll have an infinite Hyper Combo bar for the duration of the Variable Cross.