MARVEL SUPER HEROES VS. STREET FIGHTER (MvSF) Norimaro Character Guide Version 0.1 By Zach Robinson (Preppy) January 1999 This FAQ can be accessed at http://zachd.com/mvc2/movelists/norimaro.txt ====== Q: Who is Norimaro? A: Norimaro is an original character designed by Noritaro Kinashi (better known as one half of the comedy duo the Tunnels). From an info sheet I ran across: "Norimaro was designed by the renowned artist and comedian Noritaro Kinashi at the behest of Capcom. He is an entirely original character who is also completely out of step with the rest of the cast. His patchy student uniform, close-cropped hair, glasses and buck teeth give him an unmistakably oriental atmosphere. Although he looks harmless, the development versions showed him executing humiliating super attacks, hyper combos and aerial raves. Looks aside, he may have earned himself a secure position among his stronger- (and better-?) looking rivals." Q: What games is Norimaro found in? A: Norimaro is found in the Japanese version of Marvel Super Heroes vs Street Fighter. He is not found in any other game. Q: Is Norimaro in the US version of MvSF? A: No. Q: How can I play as Norimaro? A: If playing a Japanese version of MvSF, Norimaro will be at the middle bottom of the character select screen. He is a regular character, not a hidden character. Q: What is a "Japanese version of MvSF" as regards home play? A: You may know that games are localized. For example, if you tried to play a Japanese version of the Sega Saturn game MSHvSF on a US Saturn, you would note that the Saturn would tell you the disc was not appropriate for your system. You must have a Japanese Saturn to play the Japanese disc. Q: What is a "Japanese version of MvSF" as regards arcade play? A: Although the "Fight Against Secret Characters" feature of MvSF is reportedly enabled when using a Japanese MvSF b-board on a US a-board, Norimaro is only enabled when using a Japanese MvSF b-board on a Japanese a-board. For a discussion of what an CPS-2 a-board and a b-board are, look elsewhere on the web. Briefly, you buy one CPS II a-board for your Street Fighter cabinet. This is basically equivalent to your home console. The b-board contains the specific game data - equivalent to your home game cartridge/disc. Q: What is Norimaro throwing in the Miracle Treasure super? A: I believe I've seen the following: Compasses, chalk board erasers, Megaman's head, protractors, giant safety pins, books, lollipops, dolls, teddy bears, and something that looks like a tootsie roll to me. Q: What is Norimaro doing in the Ultra Variety Private Memory super? A: Massaging his father, doing his homework, playing around on a big ridable car toy, singing Karaoke, dressing up as Rockman (Megaman), and playing around with figurines. --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ******* LEGEND: BUTTONS ******* .-------------Jab JOYSTICK | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCF = Quarter Circle Forward (roll the joystick from D to F) QCB = Quarter Circle Back (roll the joystick from D to B) HCF = Half Circle Forward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) + = enter commands simultaneously (A) = indicates it can be done in air (AIR)= MUST be done in air OS = Overhead Strike--CANNOT be blocked low MS = Magic Series OTG = Off the Ground FS = Flying Screen J. = Jumping CU. = Cross-up (jump behind opponent and hit back of neck with attack) SJ. = Super Jumping S. = Standing C. = Crouching FL. = Flying AD. = Air Dashing XX = Buffer/Cancel into following move -> = indicates Magic Series cancelling DP = Dragon Punch or similiar joystick motion (F, D, D/F) HK = Hurricane Kick or similiar joystick motion (QCB) FB = Fireball SC = Super Combo --------------------------------------------------------------------------- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ CHARACTER INFO: *************** Name: Norimaro MOVES LIST: *********** -Miracle Treasure: QCF + P (air) -Dragon Punch: DP + P -Flailing Dash: QCF + K -Team Assist: Miracle Treasure -Team Counter: ? -Team Super: Hyper Strong Miracle Treasure -Launcher: Standing Roundhouse -Ground Combo Series: Stronger -Jumping Combo Series: Stronger (Magic?) -Super Combo 1: Hyper Strong Miracle Treasure: QCF + P + P -Super Combo 2: Ultra Grand Champion Jump: DP + P + P -Super Combo 3: Ultra Variety Private Memory: QCF + K + K -Double Jump: After jumping while still in air, jump again* *To allow Norimaro to jump four times in a single jump, hold Short + Strong + Roundhouse during the Vs. screen until the match starts. Note that you can not do this in conjunction with a character switch. You must do this for every round in which you wish to use Norimaro's quadruple jump. This can only be used if Norimaro is the first player on your team. STANDARD MOVES/INFO: ********************** BEGINNING OF MATCH: Norimaro begins taking pictures, sees opponent and then: if opponent is male: gets scared if opponent is female: falls in love TAUNT: Press Start during match. Norimaro will whip out an autograph book and ask for an autograph. DASH: Tap the joystick forward or backward twice, depending on which direction you wish to dash. Alternatively hold the joystick in the desired direction and press all three punch buttons at once. Norimaro cringes backwards on an away dash. On a forward dash, Norimaro sprouts horns and looks like a demon briefly. TEAM ASSIST: Miracle Treasure. THROWS: S.Strong or S.Fierce: Norimaro hops onto opponent and bashes them with his suddenly oversized head. Mash buttons for more hits. S.Forward or S.Roundhouse: Norimaro hops onto opponent, wraps book bag around them and snaps it hard. No extra hits possible. Note that both throws propel opponent away. PUNCHES/KICKS: Norimaro pushes the opponent away when he connects any move. This makes it hard to ground combo with both a Fierce or Roundhouse and a special move. STANDING ROUNDHOUSE: If it connects, launches opponent. If it does not connect, Norimaro falls down and a banana peel flies out from under him and lands 1/4 screen away. The banana peel causes 1 pixel of damage and trips whoever hits it. It lasts about two seconds. Any block will block it. It will interrupt any move which involves traveling over it. Norimaro is vulnerable to his own banana peel - if you do a missed S.Roundhouse immediately into a Flailing Dash, Norimaro will hit his own banana peel and fall down. SPECIAL MOVES: ********************** MIRACLE TREASURE (QCF + any punch): Norimaro grabs an item from his bag and throws it at the opponent. The projectile has a low arc and falls almost straight down once it reaches a full screen distance. Useful in air to screw up someone fireballing you. DRAGON PUNCH (DP + any punch): Norimaro does a dragon punch. Strength of punch determines how far he travels. Fierce travels a full horizontal screen length. FLAILING DASH (QCF + any kick): Norimaro dashes forward crying 1/2 screen length, flailing at opponent. Hits a maximum of four times. Norimaro falls down after he finishes the dash. SUPER MOVES: ********************* HYPER STRONG MIRACLE TREASURE (QCF + PP): Norimaro reaches into his bag and grabs stuff to throw at you. An arcing fireball super that covers the bottom half of the screen. If you catch the opponent not blocking, it hits ~18-30 times (mash buttons for extra hits). Slow start-up and arc really hinder this. ~25% damage. I have not been able to combo into this due to the start-up delay. Pretty good chip damage. ULTIMATE GRAND CHAMPION JUMP (DP + PP): Norimaro performs a rising dragon punch. Hits a maximum of eight times and can hit the opponent about one body length away. Not really useful. ~25% damage. ULTRA VARIETY PRIVATE MEMORY (QCF + KK): Norimaro thinks hard then charges at opponent up to half a screen length. If opponent is not blocking, Norimaro performs a 21 hit combo that ends with him hitting the opponent with a frying pan and then returning to his thinking pose. ~30% damage. COMBOS: ********************* 3 hit : s.jab, s.strong, s.fierce 3 hit : s.short, s.forward, s.roundhouse 3 hit : s.jab, s.strong, Miracle Treasure 6 hit : s.short, s.forward, Flailing Dash CREDITS: ******** Capcom & Marvel (owner of all SF & Marvel copyrights) Noritaro Kinashi Various sources on the web who had some of the tidbits that comprise parts of this John Culbert for the basic format of this FAQ. From the Capcom releases I'll also include this: MARVEL SUPER HEROES AND ALL MARVEL CHARACTERS:(TM)(C)1997 MARVEL CHARACTERS,INC. ALL RIGHTS RESERVED. (C)NORITARO KINASHI/Arrival/NTV, (C)CAPCOM CO.,LTD. 1997 ALL RIGHTS RESERVED. Everything else (C) Zach Robinson. ---- This FAQ can be accessed at http://zachd.com/mvc2/movelists/norimaro.txt