+-------------------------------------------+
|"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"| 
+-------------------------------------------+
FAQ
Marvel Vs. Capcom 2
Marrow 

Before moving any further, please if you are planning
to use this 
FAQ for you website, give proper credit. ASK FOR
PERMISSION FIRST!!!
Also this FAQ is NOT intended to be used to make
profit. I wrote 
this for free and so it should be used for free.


I.Note to all readers               
II.Updates                               
------------------------1.Control Pad
------------------------2.Basic Combos
------------------------3.Advance Combos
------------------------4.Wild Combos
                         |
                        /|\
                        |||
                        ||L4a.Psylock AAA
                        ||
                        |L4b.Magneto CT
                        | 
                        L4c.Storm VT

------------------------5.Mastering the Combos
------------------------6.Strategy
------------------------7.Credits
______________________________________________________________________
======================================================================
I. Note to all readers
______________________________________________________________________
======================================================================
Sorry for the long delay on the combos, I had other
work to due so I 
didn't have time to complete the FAQ. So to all
readers of this FAQ my
APOLOGIES to all. I will try to update as often as I
can but there is 
no garuantees on it.

All of these combos are taken directly from the home
version. Don't 
expect that all will work in the arcade. Most of these
combos are 
tested on cable. I am testing them in the arcade to
see any diffrence.

This is all playing sheet. I don't have any background
on the character 
Marrow and don't intend to write in the FAQ. Though I
will make the 
effort to provide a strategy guide in this FAQ.

I will like to apologies for any misspelling in this
FAQ and any 
problems with the combos.

If you would like to add something to the FAQ,
wondering how it works
or correct me for any Errors, Please E-mail me at my
NEW SITE on the
credits Section. I will Credit for any help from the
outside.

E-Mailers: USE DECENT ENGLISH OR SPANISH. My new site
is incredibly 
filtered for any bad language or explicit terms and
may not receive 
your mail.

Send only MvsC2 Related issues until further notice.

----------------------------------------------------------------------
II. Updates
----------------------------------------------------------------------

01/30/01
My first FAQ ever. Its not a lie. I will post dates
that I have either 
made changes or added information and the location of
the changes.
========
========
01/31/01
Start adding combos and the stragety guide.
Completed Version 1.1
V1.2 Will have corrections of spelling and combos, if
any
Deadline 02/06/01
========
========
02/01/01
Finished Version 1.2 (Correction on spelling)
                     (No problems with combos so far)

========
========
02/02/01
V2.0 (because of the added assist) is complete for
now.
      New content (4 old, 4. 4a. 4b. NEW)
      Added Magneto to the stategy guide

02/15/01
Finished my duties and began the search for a new
Assist

========
========
02/18/01
Working on Strom VT. It proves to have very usefull
feature but slow
Eventhough its slow, some combos will require delay
Asists instead of
active (Psylock and magneto)
Working on V3.2 Hope to have it finished as soon as
possible.
I found extra combos for my other assist. 

========
========
02/19/01
V3.2 Look for the word NEW in the combo sheet, those
are added combos 
     that wasn't there the last time I made this FAQ
     NEW ASSIST STORM VT Section. (4c)
     NEW SECTION 5. MASTERING THE COMBOS.
     This section is for those who may have a hard
time on learning 
     the combos.

Cooming soon

V3.3 Correction, if any. May update on my stragety
guide.
V4.0 Another Helper (hopefully)

No deadlines.
Due to recent problems, I will not add deadlines. I
can assure you 
that I will make the effort to provide as much
information I can
supply at the fastest time possible.


++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
1.Control Pad
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Character Facing Right (Player 1 Side)

UB  U  UF       LP   HP   A1
 \  |  /        
  \ | /         LK   HK   A2
B---N---F
  / | \
 /  |  \
DB  D  DF

Terms that I will be using.
QCF=|\>

QCB=|/<

HCF=</|\>

HCB=>\|/<

DPF=>|\

DPB=<|/

PP= LP+HP

P= LP or HP

(C)- Corner Combo

Pause- Short waiting period

Buffering- A term meaning doing two things at once
           D+HK, QCB+PP  |, /<

{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}
2.Basic Combos
{}{}{}{{}{}{}{}{}{}{}}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}
These are combos that can be easly done by almost
anyone

LK, LK, HK
LK, LK, HP
LP, LP, HK
LP, LP, HP
(c)LP, LK, LK, HK
LP, LK, LP, D+HK
LP, LK, D+HP, LP, LK, LP, LK, HP

VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
3.Advance Combos
----------------------------------------------------------------------
These are combos that are linked with hypers and
doesn't require much 
accuracy to pull it off. These are the ones you will
use most often.

DPF+P, HCB+PP

Tearing Spine must hit 4 for the final blow to
connect.

HCF+P, HCF+PP 
LP, LP, HK, HCF+PP
LK, LK, HK, HCF+PP
D+LK, LK, HK, HCF+PP
LP, LK, D+HP, DPF+LP, QCB+PP
Possible to pull of if fast enough.
Tearing Spine must hit 4 for the final blow to
connect.
LP, LK, D+HP, LP, LK, LP, LK, QCB+PP

(C)LP, LK, LP, HP, HCF+PP
(C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP

The first pause is about one button tap miss.

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
4.Wild Combos
//////////////////////////////////////////////////////////////////////

The cream of the crop. These combos are hard to pull
off at first. 
They link with assist and hypers. This also has
juggles so precise 
timing and accuracy is required. Some you will use
very often and 
others are just to show off. Explanation is given
under the combo
for your conveniance.
_____________________________________________
(C)LP, D+LK, D+HK, pause LK ,LK, HP, HCF+PP  |
                                             |
The first pause is about one button tap miss.|

_________________________________________
LP, D+LK, D+HK, QCB+PP                   |
                                         |
Buffer the Down kick into the final blow.|

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
4a.Psylock AAA
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

NOTE: All of these combos are done with Psylock Anti
Air Assist, a 
must to pull this off. As I said before, this is done
by the drone 
Cable so I can't confirm smaller characters yet.
_______________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCB+P|
                                               |
The first pause is about one button tap miss.  |
Psylock should appear after the LP to connect. |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, Pause,
HCF+PP     |
                                                      
     |
The first pause is about one button tap miss.         
     |
Psylock should appear after the LP to connect.        
     |
The second pause is the moment the opponent is about
to fall|
________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, QCB+PP|
                                                |
The first pause is about one button tap miss.   |
Psylock should appear after the LP to connect.  |
____________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP,
Pause, HCF+PP     |
                                                      
             |
The first pause is about one button tap miss.         
             |
Psylock should appear after the LP to connect.        
             |
The second pause is when the bonearrang hits the
opponent the second|
time.                                                 
             |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP,
QCB+PP    |
                                                      
     |
The first pause is about one button tap miss.         
     |
Psylock should appear after the LP to connect.        
     |
____________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF,
QCB+PP|
                                                      
     |
The first pause is about one button tap miss.         
     |
Psylock should appear after the LP to connect.        
     |
Jump close to your opponent to do more damage.        
     |
______________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, UF,
LP, LK, QCB+PP  |
                                                      
               |
The first pause is about one button tap miss.         
               |
Psylock should appear after the LP to connect.        
               |
Jump close to your opponent to combine the two hit and
the final blow.|
___________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
DPF+HP, QCB+PP|
                                                      
            |
The first pause is about one button tap miss.         
            |
Psylock should appear after the LP to connect.        
            |
Walk about 2 frame steps                              
            |
Tearing spine should hit 4 and pull the final blow for
the link.   |
__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
D+HP, LP, LK,| 
QCB+PP                                                
           |
                                                      
           |
The first pause is about one button tap miss.         
           |
Psylock should appear after the LP to connect.        
           |
Walk about 2 frame steps.                             
           |
Launch the opponent to the Air and 2 hits before the
final Blow.  |
__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
D+HP, LP, LK,| 
LP, LK, QCB+PP                                        
           |
                                                      
           |
The first pause is about one button tap miss.         
           |
Psylock should appear after the LP to connect.        
           |
Walk about 2 frame steps.                             
           |
Launch the opponent to the Air and 4 hits (if the
launch becomes  |
Ariel-Rave) before the final Blow.                    
           |

__________________________________________________________________
LP, D+LK, D+HK, pause LK+Psylock AAA, LP, HCF+LP, F,
D+HP, LP, LK,| 
LP, LK, Pause, UB+HP                                  
           |
                                                      
           |
The first pause is about one button tap miss.         
           |
Psylock should appear after the LP to connect.        
           |
Walk about 2 frame steps.                             
           |
Launch the opponent to the Air and 4 hits (if the
launch becomes  |
Ariel-Rave)                                           
           |
You should be close under the opponent for the second
pause, 1/3  |
fo a second.                                          
           |
This is a grab move to finish the combo               
           |

___________________________________________________________
NEW  02/18/01                                         
    |
LK+Psylock AAA, LK, QCB+K, QCB+PP                     
    |
                                                      
    |
Psylock should appear after the second LK to connect. 
    |
The QCB+K should count two hits, then Pull the final
blow. |

______________________________________________________________________
NEW  02/18/01                                         
               |
LK+Psylock AAA, LK, QCB+K, pause, D+HP, LP, LK, LP,
LK, QCB+PP        |
                                                      
               |
Psylock should appear after the second LK to connect. 
               |
The QCB+K should count two, your character should not
pop backwards.  |
The first pause is judging of the characters position.
               |
The Second your character changes face direction then
D+HP to connect.|


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
4b.Magneto CT         !!!!!WOW!!!!!
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$

NOTE: All of these combos are done with Magneto
Capture type assist,
a must to pull this off.
________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, HCF+PP        
 |
                                                      
 |
The first pause is about one button tap miss.         
 |
The CT should hit the opponent and count as the six
hit.|

________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, QCB+PP        
 |
                                                      
 |
The first pause is about one button tap miss.         
 |
The CT should hit the opponent and count as the six
hit.|

______________________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, UF, LP, LK,
QCB+PP            | 
                                                      
               |
The first pause is about one button tap miss.         
               |
The CT should hit the opponent and count as the six
hit.              |
Jump close to your opponent to combine the two hit and
the final blow.|

____________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK,
QCB+PP|
                                                      
     |
The first pause is about one button tap miss.         
     |
The CT should hit the opponent and count as the six
hit.    |

____________________________________________________________________
LP, D+LK, D+HK+Magneto CT,Pause LK, LP, D+HP, LP, LK,
LP, LK, QCB+PP|
                                                      
             |
The first pause is about one button tap miss.         
             |
The CT should hit the opponent and count as the six
hit.            |

______________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP             |
                                              |
Buffer the down kick and CT to the Final Blow.|

_____________________________________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP, HCF+PP             
              |
                                                      
              |
Buffer the down kick and CT to link the first hyper.  
              |
Don't hyper delay. CT will contact the opponent after
the first hyper|
CT connect then prefrom the final blow.               
              |

_____________________________________________________________________
LP, D+LK, D+HK+Magneto CT, QCB+PP, QCB+PP             
              |
                                                      
              |
Buffer the down kick and CT to link the first hyper.  
              |
Don't hyper delay. CT will contact the opponent after
the first hyper|
CT connect then prefrom the final blow.               
              |


_____________________________________________________________________
NEW  02/18/01                                         
              |   
(c)D+HP+Magneto CT, U, HK, Land, Pause, D+HP, U, LP,
LK, LP, LK,     |
QCB+PP                                                
              |
                                                      
              |
Magneto should appear once you lift the opponent.     
              |
HK will knock the opponent down but Magneto CT will
make contact as a|
combo hit.                                            
              |
Land yourself to the ground.                          
              |
The first pause is to let your opponent down untill
you can D+HP.    |

_____________________________________________________________________
NEW  02/18/01                                         
              |
(c)LP, LK, D+HP+Magneto CT, U, HK, Land, Pause, D+HP,
U, LP, LK, LP, |
LK, QCB+PP                                            
              |
                                                      
              |
Magneto should appear once you lift the opponent.     
              |
HK will knock the opponent down but Magneto CT will
make contact as a|
combo hit.                                            
              |
Land yourself to the ground.                          
              |
The first pause is to let your opponent down untill
you can D+HP.    |

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
Storm VT
----------------------------------------------------------------------

NOTE: All of these combos are done with Storm Variety
Type. The assist
is slow but will pay off if timed right.
__________________________________________________________
LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P     
   |
                                                      
   |
Must call Storm same time when pressing HP.           
   |
Storm assist will take effect at the forth areal rave
hit.|

__________________________________________________________
LK, LK, D+HP+Strorm VT, UF, LP, LK, LP, LK, HCB+P     
   |
                                                      
   |
Must call Storm same time when pressing HP.           
   |
Storm assist will take effect at the forth areal rave
hit.|

__________________________________________________________
LP, LP, D+HP+Strorm VT, UF, LP, LK, LP, LK, QCB+PP    
   |
                                                      
   |
Must call Storm same time when pressing HP.           
   |
Storm assist will take effect at the forth areal rave
hit.|

_____________________________________________________________________
LP+Strom VT, D+LK, D+HK, pause, LK, LP, D, UF, LP, LK,
LP, LK, QCB+PP|
                                                      
              |
Must Press both LP and Storm VT.                      
              |
The first pause is about one button tap miss.         
              |
You MUST preform SUPER JUMP MANUALLY when Strom VT
takes effect.     |

_____________________________________________________________________
LP+Storm VT, D+LK, D+HK, QCB+PP, D, UF, LP, LK, LP,
LK, QCB+PP       |
                                                      
              |
Must Press both LP and Storm VT.                      
              |
You MUST preform SUPER JUMP MANUALLY when Strom VT
takes effect.     |



**********************************************************************
*****5. MASTERING THE
COMBOS******************************************
**********************************************************************

Step 1. TRAIN, TRAIN, TRAIN, TRAIN, TRAIN. If you want
to know the 
        combo like the back of your hand, then you
have to train 
        alot. You may spend a few extra buck on the
machine, but 
        you will learn them.

Step 2. Start SLOW. Alot of us like to set the game
speed on turbo.
        If you want to learn the combos, its best to
set the speed
        SLOW. Once you feel the combo on your hand,
then increase 
        the speed. True you will mess up, but your
time will adapt 
        real fast. This is also great for people who
try to trap
        others of fast speed by setting slow. Its
true, I've seen
        some professional players losse because they
can't handle 
        the slow speed. Learn all the speeds step by
step.

Step 3. Play against the COMPUTER. Alot of the
professional play
        against the computer to see if their combos
work well. 
        REMEMBER, you have a better chance pulling of
the combos 
        from the computer than a player.

Step 4. WATCH OTHERS. It is better seen than read,
which is true.
        So try to see everything. The screen, control
pad, motions.
        Some arcades won't let you in if your planing
to watch all
        day so play a round for a few times to avoid
this scenario.

Step 5. PICK YOUR COMBO. This FAQ has a variety of
combos. Some you
        will need to use very often and some are just
to show off, 
        so when begining a combo choose wisely.

Step 6. REPEAT STEP 1-5

??????????????????????????????????????????????????????????????????????
6.Stragety
??????????????????????????????????????????????????????????????????????

NOTE: This guide is based on a 2 player game (NOT 1 vs
COM)
As you may have notice that marrow doesn't have a lot
of single player 
combos. However she really shines with assist and
great assist that 
can add up those combo numbers.

As a request I searched unrollable combos but came out
in few. Anyway
I will post them on this FAQ.

NOTE: Most of the assist combos are rollable so take
precaution when
      doing this against a CPU, or players.

You won't believe the stuff this girl can do with
psylock help. Its 
just simply amazing.Before you go against a real
player, train 
yourself in normal to get the speed then turbo to
adjust. The key is 
to see how the combo works.

I said it before and I'll say it again. !!!!!WOW!!!!!,
Magneto capture 
type can realy rack in those combo numbers and damage
levels. Be aware 
that his timing is diffrent from Psylock (has to be
done early), but 
if you can pull it off with links, Burn baby burn. The
last two combos 
are sweet. I pull two regular Hypers plus delay hypers
for the entire 
team. Before you go against a real player, train
yourself in normal to
get the speed then turbo to adjust. The key is to see
how the combo 
works.

Storm is a great helper. Some of the basic combos that
left a 50% will 
bring up to 80%. Her assist is real slow to start but
the key is to 
have marrow do a combo that will lead a deadend, that
is where storm 
assist takes effect and make the combo a killer.
Before you go against 
a real player, train yourself in normal to get the
speed then turbo to 
adjust. The key is to see how the combo works.

She has an aggressive temper and so she is best played
as aggressive. 
Try not to let the opponent move by throwing
bonearrangs constantly 
with assist in between. This will cause (Most of the
time) the 
opponent to panic and try to do a desperate measure.
Use this to your
advantage.

She has one of the most abusive hypers to any other
character. HCB+PP.
These small bones will act like homing missiles at a
high speed. If 
standing, it will take about 1 second. However, if its
done in the air
its almost instant. Its best used in combos and for
cheater who try to 
stay in the air (Storm, Dhalsim, ETC...) to win the
game. Another 
benefit is that it will hit any opponent, including
assist. Use it to
pressure your opponent to lay off the assist or to
kill the assist. 
There is a draw back to this hyper. It will leave her
UNMOVABLE and 
VUNERABLE until she lands on the ground again.

Her Hyper Delay is best used with almost any character
after a link 
has been established.

Her assist types are fare and good. The projectile
will pressure your 
opponent to block or if connected can start any of the
combos on the 
top. 
Anti-Air Assist works well for any air attack. The
range is great
but the timing is a bit slow.
Her Expansion only works to surprise the opponent. Its
uses is very 
limited and only recommend this if you know what you
can do.
 
||====||
|| 7 
||==============================================================
||Credits===========================================|
======================================================================

As we all know that all of these combos didn't come
exactly from me so
I'm giving credits to those who deserve them.

MY SELF (for taking time to create this FAQ that will
help others to 
use Marrow)
<GFLQDHL@Yahoo.com>

GameFAQ (For providing the help people need and
permission to put 
this FAQ for your conveniance)
<www.GAMEFAQS.COM>

Adrian Au (Starting the FAQ about Marrow and providing
some of the
basic combos)
<cerebrate@spacewar.com>

Capcom (For creating such a great game and the home
version where I
discover most of these cool combos)
<WWW.capcom.Co.JP>

Gamepro (I hate the idea they took ideas from us W/O
permission and 
for profit but they did provide some of the combos
here on this FAQ)
<www.Gamepro.Com)


+===========================================+
|"THIS DOCUMENT COPYRIGHT 2001 Liquid Snake"|
+===========================================+ 

