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           ._._._._._._._._._._._._._._._._._._._._._._._._._
          /     (compiled) by benzi (benzi@mindless.com)     \
         <  http://www.geocities.com/TimesSquare/Arcade/5618  >
           \=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/
        
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                        
                         ****Introduction****

        Hello!! I'm Benzi and this is my first (COMBO FAQ) contribution to the
net. I didn't make all of this, some parts are just copied/borrowed from other
"marvelous" FAQs  out  there (some "marvelous" webpages too). Addictiveness
to the game itself...helped me a lot. Also, please understand that this is my
first FAQ, some players (Dhalsim, Shuma-Gorath..etc.) had few combos. U know,
I don't play  them  that much. Anyway, I'm not sure if all combos here work.
I also pressume that you know the moves of the characters (too lazy to write
it) If you don't, get Charles' FAQ at my page. So much for that, here goes:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

KEYS:


   ______          __            __             __
  /******\        /  \          /  \           /  \
 |********|      (    )        (    )         (    )   ----->  Punch buttons
  \_****_/        \__/          \__/           \__/
    |~~|         J a b      S t r o n g     F i e r c e
  .-|~~|-.         __            __             __
 /  \__/  \       /  \          /  \           /  \
 \.______./      (    )        (    )         (    )   ----->  Kick buttons
                  \__/          \__/           \__/
               S h o r t    F o r w a r d   R o u n d h o u s e


b = hold back               d = hold down              u = hold up
t = hold toward             c = while crouching        j = while jumping
+ = add                     * = combo has been tested

\/ = you've landed     ->  = chain            d        = while dashing

otg = off the ground   { } = do  it quickly   /\       = super-jump
s.j. = while super-          (tap fast but    d.c./d.s.= dash then
       jumping               not necesarrily             quickly crouch/dash
                             needed for                  while standing
                             the combo)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Secret Characters:

1. SHADOW CHARLIE (he has his own combos)
-> hold Start, go to Dhalsim, hold up for 5 seconds, press Jab+Fierce.

2. MEGA ZANGIEF (same combos for Zangief)
-> hold Start, go to Blackheart, hold left for 5 seconds, press Jab+Fierce.

3. EVIL SAKURA (same combos for Sakura)
-> hold Start, go to Hulk, hold right for 5 seconds, press Jab+Fierce.

4. MEPHISTO (same combos for Blackheart)
-> hold Start, go to Omega Red, hold down for 5 seconds, press Jab+Fierce.

5. U.S.AGENT (same combos for Capt. America)
-> hold Start, go to M.Bison, hold up for 5 seconds, press Jab+Fierce.

6. SILVER SPIDERMAN (same combos from Spiderman)
-> hold Start, go to Ryu, hold down (now on SpiderMan), wait for 5 seconds,
press Jab+Fierce

7. CYBER-AKUMA (i dunno if this "extremely powerful" character is really
playable (in the game)...if yes, it will be same combos for akuma)
-> go to Akuma, hold Start, motion joystick with up, down, left, right,
up, down, left, right then press jab and roundhouse together. (?)

Tricks:

Change Characters (before round starts)
1. press all punches (jab, strong, fierce) before round starts for you to
play the 2nd selected character. (2nd goes first instead of the 1st selected
hero)

Dan's Explosion (someone told me)
2. select Dan for 1st character and anyone for 2nd. hold jab on the vs.
screen until the word "fight" has been said. dan will fall into an
explosion. (?)

Speed up game (faster than turbo)
3. select 2 characters (anyone) then hold short, strong, and roundhouse
all together on the vs. screen until the word "fight" is said. (?)

To get Spidey and the Silver Spidey (get them both)
4. It's possible to play with both Spidey and Silver Spidey in the same match.
But their is one catch. The match (before) has to be played by a character and
Spidey either one. Whoever play's after that can pick Silver Spidey then the
second character will appear on the regular Spidey.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                           --==[Wolverine]==--

Combos:

*1. cheesy: jump in: {j. jab -> j. short -> j. roundhouse} -> d.s. jab ->
s. jab -> s. strong -> s. fierce

*2. the "magic series": s. roundhouse -> s.j. jab -> s.j. short -> s.j.
strong -> s.j. forward -> s.j. fierce or s.j. roundhouse

*3. against airborne enemies: just press (j. or s.j.) strong a few times
(about 3-4 times) then drill claw. (extra: you could also do a jab -> short
-> roundhouse while super/jumping)

>From Charles' FAQ:
*4. s. jab -> s. jab -> s. short -> c. forward -> c. strong -> s. roundhouse
-> /\ -> s.j. jab -> s.j. short -> j. strong -> j. strong -> j. forward ->
Fatal Claw OR drill claw up (The rest is pure cheapness it can be blocked,
but if they block you can catch them with the throw) -> j. jab -> j. jab ->
j. strong -> j. fierce

My "favorite cheap" Combo...(for big characters)
*5. jump in near enemy j. jab -> j. short -> j. roundhouse -> \/ ->
d.s. short -> s. forward -> s. forward -> s. roundhouse -> /\ -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. strong -> s.j. strong -> {s.j. strong ->
s.j. strong -> s.j. strong} drill claw -> {go above enemy and press/tap
d + roundhouse (otg)}

from Charles' FAQ:
6. jump in: j. jab -> j. strong -> j. strong -> j. forward -> j. fierce ->
/\ -> s. jab -> c. jab -> s. strong -> s. forward -> s. forward -> c. FP ->
Berserker Barrage or Berserker Barrage X

*7. after defeating the enemy (press start): d.s. short -> s. roundhouse ->
/\ -> s.j. jab -> s.j. fierce -> s.j. strong -> s.j. strong -> {s.j. strong}
-> drill claw

*8. d.s. jab -> {s. jab} -> s. strong -> c. fierce -> Tornado claw.

*9. d.c. jab -> c. short -> c. forward -> c. fierce -> c. roundhouse

Putting up the super:

--==< Berserker Barrage X >==--
*a.) jump in (do any "jumping in" attack) or hit with a jab or strong two
     times (on ground) then execute berserker barrage x.
 b.) jump in: j. fierce -> \/ c. fierce -> Berserker Barrage X -> s. fierce
      -> s. roundhouse or c. roundhouse
 c.) d.c. jab -> c. short -> c. forward -> c. fierce -> Berserker Barrage X

--==< Weapon X >==--
*a.) use weapon x against fireball happy guys (ryu, ken, akuma, chun-li,
     dan, etc. not cyclops)

--==< Fatal Claw >==--
*a.) c. short -> c. strong -> {s. roundhouse} -> fatal claw
*b.) d.s. (hold toward) short -> s. forward -> s. forward -> fatal claw
 c.) s. roundhouse -> /\ -> s.j. jab -> s.j. short -> s.j. strong ->
     s.j. strong -> s.j. forward -> fatal claw
 d.) d.c. jab -> c. short -> c. forward -> c. roundhouse -> fatal claw

--==< Berserker Rage >==-- (actually, this is an infinity...almost)
*a.) (better to start with 3 super combo meters) berserker rage then hold
toward and s. short (or jab, b + fierce etc). when used up execute immediately
execute the berserker rage again...repeat. (very hard to do...already done
it twice.

Infinities:

1. hold toward...d.s. jab -> c. short -> s. jab -> c. short...repeat

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                           --==[Spiderman]==--

***note!!!***
Spiderman's combos works only for turbo mode!!!

Combos:

*1. d.s. short -> s. forward -> s. roundhouse -> (jab) web ball/web swing

*2. web ball then jump in: j. jab -> {j. short} -> j. strong -> j. fierce ->
d.s. jab -> {s. jab} -> s. strong -> (strong) web throw (d, db, b strong)
***note:***
i think you could use fierce web throw (d, db, b fierce) against larger
enemies. unconfirmed for the moment.

*3. web ball then jump in: j. jab -> {j. short} -> j. strong -> j. fierce ->
d.s. jab -> s. jab -> s. strong -> /\ s.j. jab -> s.j. strong -> s.j.
forward -> s.j. fierce -> s.j. roundhouse
***note:***
do the combo in a steady manner in order to count the s.j. roundhouse. if
you want to do all the combo (including in the { } ), do it for bigger
characters

*4. basic "magic series": c. forward -> s. roundhouse -> /\ -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce -> s.j. roundhouse
***note:***
steady manner...

My fave combo (idea came from Charles' FAQ):
*5. web ball then jump in: j. jab -> {j. short} -> j. strong -> j. fierce ->
-> \/ -> {d.s. jab} -> c. short -> c. forward -> s. roundhouse -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce -> s.j. roundhouse
***note:***
steady manner (for the roundhouse to hit). all (i mean all!) hits will
work only for big characters you could substitute the s.j. fierce for a
(forward or roundhouse) web swing. in the first part (the part when you land),

the d.s. jab sometimes doesn't connect...if you want to skip this, go for the
c. short immediately (so it will be d.c. short -> c. forward...etc)

                            another is...

*5.5. web ball then jump in: j. jab -> {j. short} -> j. strong -> j. fierce ->
-> \/ -> {d.s. jab} -> c. short -> c. forward -> s. roundhouse -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce -> {s.j. roundhouse}
-> (still on air...the super jump) s.j. jab -> {s.j. short} -> s.j. strong ->
s.j. fierce ->  \/ -> -> c. short -> c. forward -> s. roundhouse -> s.j. jab
-> s.j. short...etc.
***note:***
this works (best on big characters) on everyone except Omega Red because he
recovers (from a blow) very slowly. on the air combo, after the s.j. fierce
hits the opponent, on the way down, after the opponent is finished in his/her
recovery (what??!!), quickly follow with a (still on super jump) s.j. jab ->
s.j. strong -> s.j. fierce -> \/...etc...

6. jump in: j. jab -> {j. short} -> j. strong -> j. fierce -> \/ ->
d.c. short -> c. forward -> s. roundhouse -> (fierce) spider-sting -> (otg)
c. short -> s. roundhouse  -> /\ s.j. jab -> s.j. short -> s.j. strong
-> s.j. forward -> s.j. fierce -> s.j. roundhouse

7. do first the Maximum Spider (depends where he/she falls...must be corner):
(otg) d.c. short -> {c. forward} -> s. roundhouse -> /\ -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce -> s.j. roundhouse

8. jump in: j. jab -> {j. short} -> j. strong -> j. fierce -> \/ ->
d.c. short -> c. forward -> s. roundhouse -> /\ s.j. jab -> s.j. short ->
s.j. strong -> grab enemy
***note:***
this looks totally cool!! i dunno if you could add s.j. forward after the
s.j. strong then grab...(confused)

9. after defeating the enemy (press start): j. roundhouse (hold up) -> j. jab
-> j. short -> j. strong -> j. forward -> j. fierce...

*10. when against Apocalypse: do a j. jab -> {j. short} -> j. strong ->
j. fierce...fast

*11 j. jab -> {j. short} -> j. strong -> j. fierce -> \/ -> d.s. -> s. forward
-> s. roundhouse

Putting up the super:

--==< Crawler Assault >==--
*a.) on ground: {s. jab ->} s. short -> s. forward -> Crawler Assault
 b.) jump in: j. jab -> j. strong -> j. fierce -> {d.s. jab} ->
     c. forward -> Crawler Assault
        
--==< Maximum Spider >==--
*a.) use against fireball happy guys (ryu, dan, ken..inclding cyclops)
 b.) launch enemy on air hit him/her 2 times then Maximum Spider
     (suggested: c. forward -> s. roundhouse -> /\ -> s.j. jab ->
      s.j. short -> Maximum Spider)

Infinities:
1. anywhere: d.s. jab -> s. strong -> (jab) spider-sting -> \/ (land from
spider-sting) -> s. strong -> (jab) spider-sting -> \/ -> s. strong...repeat

2. do it fast: d.c. forward -> s. roundhouse -> /\ -> s.j. jab -> s.j.
short -> s.j. strong -> s.j. forward -> web ball (do the fierce web-ball. let
enemy land) -> \/ -> d.c. forward -> s. roundhouse -> /\ -> s.j. jab ->
s.j. short...

3. jump in: j. jab -> {j. short} -> j. strong -> j. fierce -> \/ ->
d.c. short -> c. forward -> s. roundhouse -> (fierce spider-sting) -> (otg)
c. short -> s. roundhouse  -> (fierce) spider-sting -> (otg) c. short ->
s. roundhouse -> (fierce) spider-sting -> (otg) c. short...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                          --==[Cyclops]==--

Combos:

1. jump in: j. jab -> j. strong -> \/ -> d.s. jab -> s. jab -> s. short ->
c. strong -> s. forward -> s. roundhouse -> s. roundhouse -> optic blast

*2. d.c. short -> c. forward -> s. strong -> OR j. jab -> j. strong ->
{j. roundhouse or d + roundhouse} -> /\ -> s.j. jab -> s.j. short ->
s.j. strong -> (hold up) s.j. forward -> Guidable Super Optic blast

3. jump in: j. short -> j. forward -> d + j. roundhouse -> \/ -> s. jab ->
s. short -> s. forward -> Holyfield (Clothesline...press button 3 times) ->
(fierce) Gene Splice

4. d + j. fierce -> \/ -> s. short -> s. forward -> s. roundhouse ->
{s. roundhouse} -> Cyclone Kick

5. c. short -> c. short -> c. short -> c. roundhouse -> Cyclone Kick

*6. j. jab -> j. strong -> {d + j. roundhouse} -> \/ -> d.s. jab -> s. jab ->
s. strong -> /\ -> s.j. jab -> s.j. short -> s.j. strong ->  s.j. forward ->
s.j. fierce -> {s.j. roundhouse}

7. jump in: j. short -> j. forward -> j. roundhouse -> \/ -> d.s. jab ->
s. jab -> s. short -> s. strong -> /\ -> s.j. jab -> s.j. short ->
s.j. forward -> (pause until the "peak" or pinacle of jump) -> s.j. fierce
-> d + roundhouse (on way down, which will juggle them back up) -> (still at
jump) s.j. short -> s.j. forward -> s.j. roundhouse...throw (roundhouse) ->
s. short (otg) -> s. roundhouse -> Guidable or Mega Optic Blast

Putting up the Super:

--==< Mega Optic Blast >==--
*a.) use first: s. jab -> s. jab then...
*b.) use on fireball happy guys (ryu, dan...not cyclops)
*c.) dashing opponents

--==< Guidable Optic Blast >==--
*a.) after an (air or ground) combo
*b.) use anytime
 c.) against aerial attacks

Infinities:

1. Not sure: trap the enemy in a corner and grab/slam him with:
s. fierce -> c. forward -> grab w/ s. fierce...repeat

For big chracters:
2. jump in: j. short -> j. forward -> j. roundhouse -> \/ -> d.s. jab ->
s. jab -> s. short -> s. strong -> /\ -> s.j. jab -> s.j. short ->
s.j. forward -> (pause until the "peak" or pinacle of jump) -> s.j. fierce
-> d + roundhouse (on way down, which will juggle them back up) -> (still at
jump) s.j. short -> s.j. forward -> s.j. roundhouse -> \/ -> d.s. jab ->
s. jab -> s. short -> s. strong -> /\ -> s.j. jab...
***note:***
i really don't know if this works...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                          --==[Omega Red]==--
                        
Combos:

1. jump back: (air dash toward) j. fierce -> \/ -> s. jab -> s. short ->
s. strong -> s.j. jab -> j. short -> j. forward -> j. strong...
     after which one can do :
      a. s.j. fierce for another six hits
      b. Carbonadium Coil (to suck some life)
      c. Carbonadium Smash (super) (if your timing is perfect)

2. jump in: j. short -> j. forward -> j. roundhouse -> \/ -> s. short
-> s. forward...
     after which one can do:
      a. s. roundhouse -> (short) Omega Strike
      b. d + b (defense-crouching) roundhouse -> c. fierce
      c. (forward) Omega  Strike -> d + j. jab -> j. strong -> j. fierce

3. ground: s. short -> s. forward -> s. roundhouse -> (short) Omega Strike
-> s. roundhouse -> (jab) Carbonadium Coil -> c. roundhouse -> (roundhouse)
Omega Strike

My combo
*4. jump in: j. short -> j. forward -> j. roundhouse -> \/ -> d.s. jab ->
s. jab or s. short -> s. strong -> /\ -> s.j. jab -> s.j. short -> s.j.
strong -> s.j. forward -> {s.j. forward} -> s.j. fierce, s.j. roundhouse or
(jab) Carbonadium Coil
***note:***
{ } (s.j. forward) -> from here, you could follow it with a (forward)
Carbonadium Coil

*5. any "jumping in attack": \/ -> s. jab -> s. jab -> s. strong ->
(strong for medium-sized, fierce for big ones) Carbonadium Coil

*6. when against Apocalypse: hold u + j. fierce...repeat

Putting up the super:

--==< Omega Destroyer >==--
*a.) execute when enemy jumps in
 b.) after a knockdown (otg...not sure)

--==< Carbonadium Smash >==--
 a.) launch enemy (s. strong) -> /\ -> s.j. jab -> s.j. short -> C. Smash
*b.) against airborne enemies

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                         --==[Chun-Li]==--

Combos:

1. air dash: j. short-> j. forward -> j. roundhouse -> \/ -> d.c. short ->
c. strong -> c. fierce -> Lightning Legs

2. jump in: j. strong -> j. fierce -> \/ -> d.s. jab -> s. short -> c. strong
-> c. forward -> c. roundhouse -> Axe Kick

3. while dashing/sliding (holding down): c. short -> s. strong -> s. round-
house -> /\ -> s.j. jab -> s.j. short -> s.j. strong -> j. forward ->
{s.j. strong} -> s.j. forward -> d + s.j. forward -> (forward) Lightning Legs

4. d.s. jab -> s. strong -> s. fierce -> Kikosho (super)

5. d.c. short -> c. forward -> c. fierce -> Thousand Burst Kick (super)

6. d.c. short -> c. forward -> c. fierce or (roundhouse) Axe Kick

7. against Apocalypse: Lightning Legs...on his face!!!

Putting up the Super:

--==< Kikosho >==--
*a.) after a fierce

--==< Thousand burst Kick >==--
*a.) after a knockdown (otg)
*b.) use anytime when enemy's unguarded (near)

Infinities:

1. do a s. fierce then Lightning Legs (unsure...Apocalypse??)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                       --==[Captain America]==--

Combos:

1. jump in: j. fierce -> \/ -> s. jab -> c. fierce -> /\ -> s.j. jab -> s.j.
fierce

2. jump in: j. fierce -> \/ -> d.s. short -> s. strong -> /\ -> s.j. jab ->
s.j. short -> s.j. forward -> grab (using strong) opponent -> \/ -> (otg)
{Hyper Charging Star or Final Justice}

3. jump in: j. fierce -> \/ -> d.s. jab -> c. short -> s. forward -> s.
forward -> s. fierce

4. c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong ->
s.j. forward -> s.j. roundhouse -> s.j. fierce

5. jump in: j. short -> j. forward -> j. roundhouse -> \/ -> d.s. jab ->
c. short -> c. forward -> Hyper Stars n' Stripes

6. c. short -> c. short -> c. roundhouse -> (jab) Shield Slash

7. jump in: j. fierce -> \/ -> c. jab -> c. fierce -> /\ -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> {s.j. fierce} -> (jab) Shield
Slash

Basic combo:
8. jump in: j. short -> j. fierce -> \/ -> d.s. short -> s. strong -> /\ ->
s.j. jab -> s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce or
s.j. roundhouse

9. c. short -> c. short -> c. roundhouse -> Hyper Stars 'n Stripes

Putting up the Super

--==< Final Justice >==--
*a.) execute against fireball happy guys (you know...not cyclops)
 b.) for slow "reaction" enemies

--==< Hyper Stars n' Stripes >==--
*a.) execute against (near) airborne enemies
 b.) for dumb-witted guys

--==< Hyper Charging Star >==--
*a.) execute only when near opponnent
*b.) cornered guys
 c.) and also for stupid, idiotic, dumb-witted, slow, mother-fu**ing jerks

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                         --==[Zangief]==--
***note:***
those marked with # is for Mega Zangief only

Combos:

#1. jump in: j. fierce -> \/ -> c. fierce -> yoga flame

2. jump in: j. roundhouse -> \/ -> c. strong -> /\ -> s.j. short ->
s.j. forward -> (kick) Lariatt -> \/ -> s. roundhouse or (punch) Latriatt

3. jump in: j. roundhouse -> \/ -> c. strong -> s. short -> s. forward
-> (air...i dunno) screw pile driver

4. jump in: j. roundhouse -> \/ -> s. forward -> Siberian Slam -> (as he/she
gets up, corner) Spinning Piledriver

5. jump in: j. forward -> \/ -> s. jab -> Green Hand -> Spinning Piledriver

6. jump in: d + fierce -> \/ -> c. strong -> /\ -> s.j. jab -> s.j. strong
-> s.j. forward -> (kick) Spinning Lariat -> \/ -> s. roundhouse -> walk or
jump forward, as they are about to land and do whatever special grab or super
throw you like.


Putting up the Super:

--==< Double Final Atomic Buster >==--
*a.) must be level 2 power meter: jump in: j. roundhouse -> \/ ->
     (land close) c. fierce -> Double Final Atomic Buster
     (motion for super: QCF fierce + roundhouse)

--==< Final Atomic Buster >==--
*a.) c. fierce -> F.A.B.
 b.) if they roll after an F.A.B., do it again

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                        --==[Akuma or Gouki]==--

***note:***
some combos work for Ryu too...

Combos:

*1. Drop kick -> \/ -> d.c. fierce -> s.j. jab -> s.j. short -> s.j. strong
-> s.j forward

*2. d.c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j strong ->
s.j. forward -> u + s.j. forward -> Air Hadoken -> Demon Blade Kick

*3. jump in: Demon Blade Kick -> \/ -> c. forward -> (forward or roundhouse)
Hurricane Kick -> {Messatsu Gou Shoryuu}
***note:***
this is really for the "Putting up the Super" section

*4. jump in: j. forward -> j. fierce -> \/ -> d.c. short -> c. fierce -> /\ ->
s.j. jab -> s.j. short -> s.j strong -> s.j. forward -> {u + s.j. forward} ->
(forward or roundhouse) Huricane Kick

Putting up the Super:

--==< Tenma Gou Zankyu >==--
*a.) jump in: j. roundhouse -> d.c. short -> c. fierce -> /\ -> s.j. jab ->
     -> s.j. short -> s.j. strong -> s.j. forward -> Tenma Gou Zankyu
*b.) for Spiderman only: after the Maximum Spider -> execute the Tenma...

--==< Messatsu Gou Shoryuu >==--
*a.) c. roundhouse -> Messatsu Gou Shoryuu
*b.) do any "jump-in" attack -> Messatsu Gou Shoryuu
*c.) look at #3 (combo)

--==< Messatsu Gou Hadoken >==--
*a.) jump in: j. forward -> j. fierce -> \/ -> c. jab -> s. strong ->
     s. fierce -> Messatsu Hadoken

--==< Raging Demon >==--
 a.) jump in: j. strong -> \/ -> c. jab -> s. jab -> Raging Demon

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                         --==[Blackheart]==--

Combos:

1. jump in: j. strong -> \/ -> c. jab -> c. jab -> s. short -> s. strong ->
/\ -> s.j. jab -> s.j. short -> s.j. forward -> s.j. strong -> s.j. roundhouse

2. Air Dash: j. forward -> j. fierce -> \/ -> c. short -> c. short ->
s. strong -> Armageddon
***note:***
for "Putting up the Super:" section

Putting up the Super:

--==< Judgement Day >==--
*a.) s. roundhouse -> Judgement day...or...

--==< Heart of Darkness >==--
*a.) s. roundhouse -> Heart of Darkness...or if cornered

--==< Armageddon >==--
 a.) s. roundhouse -> Armageddon
 b.) look at # 2 (combos)

Infinities:

1. Use Mephisto & Blackheart: press strong and forward together for Variable
assist -> (strong) Dark Thunder Repeat...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                           --==[Bison]==--

Combos:

1. jump in: j. forward -> j. roundhouse -> \/ -> s. roundhouse ->
Scissor Kick

2. c. forward -> s. fierce -> /\ -> s.j. jab -> s.j. strong -> s.j. forward
-> Psycho Crusher -> s.j. fierce
***note:***
for "Putting up the Super:" Section (actually)

3. jump in: j. forward -> j. roundhouse -> \/ -> s. short -> s. forward ->
s. roundhouse -> Psycho Crusher
***note:***
for "Putting up the Super:" Section

4. jump in: j. short -> j. strong -> \/ -> d.s jab -> s. fierce -> /\ ->
s.j. short -> s.j. forward -> (roundhouse) scissor kick or PSYCHO CRUSHER.
***note:***
for "Putting up the Super:" Section (actually)

Putting up the Super:

--==< Psycho Crusher >==--
 a.) do the "Delayed Shot" (when it hits the opponent) -> Psycho Crusher
 b.) look at #2, #3, #4 (combos)

--==< Scissor kick Nightmare >==--
 a.) do it anytime when the enemy is unguarded

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                           --==[Dan]==--

Combos:

1. jump in: j. roundhouse -> \/ -> c. fierce -> /\ -> s.j. jab -> s.j. short
-> s.j. strong -> s.j. forward -> s.j. fierce

2. jump in: j. forward -> \/ -> s. forward (2 hits) -> Kouryuu Hadoken
***note:***
for "Putting up the super" section

3. jump in: j. forward -> \/ -> c. forward -> Gale Kick

4. jump in: j. forward -> \/ -> c. short -> s. fierce -> Kouryuken

5. jump in: j. roundhouse -> \/ -> s. forward -> Gale Kick

6. jump in: j. fierce -> \/ -> c. forward -> Hissho Murai Ken)

7. d.c. fierce -> /\ -> s.j. short -> s.j. strong -> s.j. forward -> s.j.
roundhouse -> s.j. roundhouse

Putting up the Super:

--==< Kouryuu Hadoken >==--
 a.) jump in: fierce -> Kouryuu Hadoken

--==< Super Taunt >==--
 a.) use only if enemy's unguarded...or if you wanna make him/her
     funny or just an insult

--==< Kouryuu Reppa >==--
 a.) use timing against airborne enemies

--==< Hissho Murai Ken >==--
  a.) connects with s. forward

Infinities  (I don't believe that he has a infinity):

1. jump in: j. roundhouse -> \/ -> c. fierce -> /\ -> s.j. jab -> s.j short
-> s.j. strong -> s.j. forward -> grab w/ t + s.j. fierce -> \/ -> c. fierce
-> s.j. jab -> s.j short -> s.j. strong -> s.j. forward -> grab w/ t + s.j.
fierce -> \/ -> c. fierce...
***note:***
it's hard to grab!!

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                          --==[Dhalsim]==--

Combos:

1. jump in: d + j. short -> j. forward -> j. roundhouse -> \/ -> s. strong ->
s. roundhouse -> Yoga Inferno
***note:***
not sure if this "really" combo works. For "Puting up..." section

2. jump in: d + j. short -> j. forward -> j. roundhouse -> \/ -> s. strong
-> Yoga Throw
***note:***
for "Puttin up..." section

3. Drill (D + j. short) -> /\ -> s. forward -> s. roundhouse -> Yoga Inferno
***note:***
for "Puttin up..." section

4. Against airborne opponents: b + s. strong Yoga Throw
***note:***
for "Puttin up..." section

5. jump in: j. strong -> j. fierce -> s. fierce -> Yoga Inferno
***note:***
for "Puttin up..." section

Putting up the Super:

--==< Yoga Throw >==--
 a.) do any jumping in attack -> s. strong -> Yoga Throw
 b.) look at #2, #4

--==< Yoga Inferno >==--
 a.) look at #1, #3, #5

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                          --==[Hulk]==--

Combos:

1. c. short -> c. fierce -> /\ -> s.j. jab -> s.j. strong -> s.j. forward ->
s.j. fierce

2. jump in: j. fierce -> \/ -> c. short -> c. fierce -> /\ ->  s.j jab ->
s.j. short -> s.j. strong -> s.j. forward -> s.j. fierce

3. jump in: b + j. fierce -> \/ -> s. fierce -> Gamma Charge (2 hits)

4. jump in: j. short -> j. forward -> \/ -> c. fierce -> /\ -> s.j. jab ->
s.j. short -> s.j. forward -> u + s.j. roundhouse -> s.j. roundhouse

5. s. jab -> s. short -> s. forward -> Gamma Charge (2 hits)

6. jump in: j. roundhouse -> \/ -> s. jab -> s. fierce

7. corner: Gamma Tornado -> s. fierce

Putting up the Super:

--==< Gamma Wave >==--
 a.) use in corner for more hits

--==< Gamma Crush >==--
 a.) use (again) for stupid players.
 b.) use it when near enemy...hold down to immediately smash
     the meteor down...i think you could direct where should
     it fall...

Infinities:

1. None
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                             --==[Ken]==--

Combos:

1. d.c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong ->
s.j. forward -> (roundhouse) hurricane kick -> Shinryuken.
***note:***
for "Putting up..." section

2. jump in: j. forward -> j. roundhouse -> \/ -> c. jab -> s. strong ->
s. forward Shorryuu Reppa
***note:***
for "Putting up..." section

3. d.c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong ->
s.j. forward -> any SPECIAL
***note:***
for "Putting up..." section

4. air to air (while s.j./j): j. short -> j. forward -> j. fierce ->
Hurricane Kick -> \/ -> Hurricane Kick

Putting up the Super:

--==< Shinryuken >==--
 a.) do any "jump-in" attack -> c. fierce -> Shinryuken
 b.) just launch the opponennt then do it!

--==< Shouryu Reppa >==--
 a.) jump in: j. roundhouse -> \/ -> s. short -> s. forward -> Shouryureppa

--< Shippu Jinrai Kyaku >==--
 a.) be near!! (because it looks cool)

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                      --==[Ryu a.k.a. Deux]==--

***note:***
some combos for Akuma (in some cases) works for Ryu too...

Combos:

1. jump in: j. roundhouse -> d.c. short -> c. fierce -> /\ -> s.j. jab -> s.j.
short -> s.j. strong (2 hits) -> s.j. forward -> Super Fireball, Hadoken or
Hurricane Kick
***note:***
the super is for "Putting up..." section

2. not sure: (corner) Vacuum Hurricane -> \/ (landing after the super) ->
c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong (2 hits) -> s.j.
forward -> Vacuum Shinku Hadoken
***note:***
the super is for "Putting up..." section

3. jump in: j. forward -> j. roundhouse -> \/ -> c. forward -> c. fierce ->
/\ -> s.j. jab -> s.j. short -> {s.j. strong} -> u + s.j. forward -> s.j.
fierce -> s.j. roundhouse

4. jump in: j. forward -> j. fierce -> \/ -> s. jab -> s. short -> s. fierce
-> Shinkyuu Hadoken
***note:***
the super is for "Putting up..." section

5. d.s. short -> c. jab -> c. short -> c. forward -> c. roundhouse ->
Shinkyuu Hadoken
***note:***
the super is for "Putting up..." section

6. jump in: j. fierce -> s. strong -> c. roundhouse -> Vacuum Hurricane
***note:***
the super is for "Putting up..." section


Putting up the Super:

--==< Shin Shoryuken >==--
 a.) do c. fierce then execute
 b.) look above

--==< Vacuum Shinkuu Hadoken >==--
 a.) in the middle of an air combo (#1)
 b.) any "jump-in" attack then execute
 c.) c. roundhouse then execute (otg ?)
 d.) any ground combo that ends with a roundhouse then execute
 e.) c. fierce -> /\ -> execute
 f.) look above

--==< Shinkyuu Tatsumaki Senpyu-Kyaku a.k.a. Vacuum Hurricane >==--
 a.) be near and enemy's cornered
 b.) any ground combo that ends with a roundhouse then execute
 c.) look above

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                          --==[Sakura]==--

Combos:

***note:***
from Charles' FAQ: Sakura has the full six button "Hunter" chain on the ground
and in the air, meaning that if you push jab, short, strong, forward, fierce,
roundhouse in this order they will connect even if you skip a button or two.
The problem is that she is the shortest Capcom character in height and thus
her range is limited and her air launcher has very little range, so when you
are close you must immediately commit to either an air or ground combo.

1. jump in: j. forward -> j. roundhouse -> \/ -> s. jab -> c. short ->
c. forward -> s. roundhouse -> (strong) Dragon Charge

2. d.c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong -> s.j. forward
-> (jab or strong) Dragon Charge

Putting up the Super:

--==< Haru-Ichiban >==--
  a.) do a standard (ground?) combo ->  Shoryuken  -> execute super

--==< Midare Zakura >==--
 a.) The Midare Zakura chains only off the standing fierce
 b.) same with a.) (Haru-Ichiban)

--==< Shinkuu Hadoken >==--
 a.) The Shinkyuu Hadoken chains off of all attacks.
 b.) for Evil Sakura: do it in the middle of an air combo and...
 c.) read Ryu's Section for more details

--==< Raging Demon (for Evil Sakura) >==--
 a.) use it whenever you want
 b.) use when enemy's dumb or something...

Infinities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                      --==[Shadow Charlie]==--

Combos:

1. jump in: j. roundhouse -> \/ -> d.c. short -> c. fierce -> /\ -> s.j. jab
-> s.j. short -> s.j. strong -> s.j. forward -> -> Arc Down Kick -> {Shadow
Justice}
***note:***
the super is for "Putting up..." section

2. (Get your Level 3 Meter charged up) -> Shadow Break -> Shadow Break ->
Shadow Break

3. jump in: j. short -> j. forward -> \/ -> d.c jab -> c. fierce -> /\ ->
s.j. jab -> s.j. short -> s.j. strong -> s.j. forward -> (air) Flash Kick ->
\/ -> (otg) c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j.
strong -> s.j. forward -> s.j. fierce -> s.j. roundhouse

4. jump in: j. roundhouse -> c. short -> c. fierce -> /\ -> s.j. jab ->
s.j. short -> s.j. strong -> s.j. forward -> Grab opponent (strong or fierce)
-> Shadow Justice
***note:***
the super is for "Putting up..." section

Putting up the Super:

--==< Shadow Break >==--
 a.) look at #3

--==< Cross Shadow Blitz >==--
 a.) i dunno...

--==< Shadow Justice >==--
 a.) look at #1, #5
 b.) Grab near corner -> execute super

--==< Final Mision >==--
 a.) do it against near and stupid enemies (looks cool too)

Infinities:

1. (not sure) jump in: j. short -> j. forward -> \/ -> d.c jab -> c. fierce
-> /\ -> s.j. jab -> s.j. short -> s.j. strong -> s.j. forward -> (air) Flash
Kick -> \/ -> (otg) c. short -> c. fierce -> /\ -> s.j. jab -> s.j. short ->
s.j. strong -> s.j. forward -> (air) Flash Kick -> \/ -> (otg) c. short ->
c. fierce -> /\ -> s.j. jab -> s.j. short -> s.j. strong -> s.j. forward ->
(air) Flash Kick -> \/ -> c. short...repeat

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                       --==[Shuma-Gorath]==--

Combos:

1. do any "jump-in" attack -> s. forward -> /\ -> s. jab -> s.j. short ->
s.j. strong -> s.j. forward -> s.j. roundhouse or...grab (use forward to
absorb energy)

2. c. jab -> s. short -> c. strong -> c. forward -> (fierce) Mystic Stare

3. s. jab -> s. strong -> c. forward -> s. fierce -> (in corner) s. roundhouse

4. Air to air (or in air combo...super-jumping or jump only): j. jab ->
j. strong -> j.forward -> (roundhouse) Shuma Ball

5. jump in: j. strong -> j. forward -> \/ -> s. jab or s. short -> s. strong
-> s. forward -> /\ -> s.j. jab -> s.j. short -> s.j. strong -> s.j. forward
-> u + s.j. fierce -> Regeneration (grab with forward??)

Putting up the Super:

--==< Chaos Dimension >==--
 a.) execute the Chaos Dimension as close to your opponent as possible so
     you will have more time for the later part of this trick. Most opponents 
     will start to jump back trying to avoid you. Now, time it properly, and 
     try to dash under the jumping opponent to the other side. Their blocking
     direction will be changed. Due to their reflex time 2 switch direction,
     you can take this oppurtunity to press D + HK to launch the opponent up
     a little. Immediately after that, jump towards them and grab for the
     Chaos Dimension to take effect. Works best on human players, as the
     computer doesn't require the change in direction to block.

--==< The Spawning >==--
 a.) this is very useless...once your hit...sorry. try to do the same with
     Chaos Dimension (i think).

Ininities:

1. none

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Best Teams (for me):
-=-=-=-=-=-=-=-=-=-=

1. Wolvie and Spidey:
- I think they're the best player/comboers who could rack up lotsa damage.
Even Spidey's delay on the Maximum Spider...I still like them.

2. Wolvie and Cyclops:
- They're good too...i just hate Cyclops delay before doing the super...

3. Wolvie and Akuma:
- My first team...they're both fast (on supers).

4. Wolvie and O. Red
- Omega Red is so strong...but he has a slow rate of recovery.

5. Zangief and Mega Zangief:
- Ouch!! do the Double Final Atomic Buster...boom!!

6. Wolvie and Shadow Charlie
- I like Charlie...coolness.

7. Spidey and Silver Spidey
- (see above for instructions how to get both) Cool!!

        Oh well, I really like them all...but mostly I use Wolvie and Spidey
for challenging on a player or just a show-maker. I really use players who
could combo up to (at least) " 7 - 8 + hits".

Rumors:
=-=-=-=

1. Cyber-Akuma is really playable ("unsure" code above)
2. Norimaro is playable for the American version

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
        
Credits:
=-=-=-=-

        There!! I have finished the FAQ!!! It was very boring though. I am so
tired 'cause of this FAQ...if you would like to ask something, suggest a combo,

or even just say hi...please do!!! but remember, Always put the subject
ATTN: BENZI. anyway, I'd like to thank those who helped me (even though they
don't know), my co-comboers, Spider-man and Wolverine for proving it to be the
best partners in the game, Eduardo "Dong" Perez III for teaching me how to do
my very first combo and teaching me more, where I play; the "CARNIVAL" (not
the carnival with rides stupid) for nice machines and games, to the first FAQ
I read; Charles Washington's MSH vs. SF ver 2.00 FAQ, to my dearest love...
Shirley (where are you?), to Marvel Comics, James Chen (the art and everything
else...thanks), to God (thanks), to Capcom (hi guys), and to me!!! yes, myself!
The FAQ would be nothing without me!!! So, if you want more info about the 
game, try this sites:

http://www.geocities.com/TimesSquare/Arcade/5618 --> my page!!!

http://www.gamefaqs.com/arcade --> where I got Charles' FAQ

http://www.geocities.com/SiliconValley/6785/moves.html --> Gouki's Page

        there you have it folks...also, no thanks to Josamm Leano ('cause of
Shyla), Charles (for not answering my letter), to Cyber-Akuma (for making the
game very easy), to Carnival (for charging it three tokens), for Shirley (why
did you leave me?), Mr. Antonil (ten 65's), Cjayc (thanks a lot!) and many
more...anyway, thanks for reading my Combo FAQ, I dunno if I will upgrade this
thing. And mail me for more combos...k?? so much for that...

As James Chen (and the Xmen: Children of the Atom) said:

"COMBO IS THE KEY!!" (and I believe that's true....sigh...i think i'm gonna
                      play Run n' Gun 2 for a while...Time Crisis or even
                      Virtua Cop 2...hmmm...)

      ._______________________________.
---===< by benzi (benzi@mindless.com) >===---
      |-------------------------------|_________________.
---===< http://www.geocities.com/TimesSquare/Arcade/5618 >===---
       `------------------------------------------------'