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Sabretooth by Khaotika

Version: 1.2 | Updated: 08/06/00

Version 1.2

Newest version: 8/6/00 
submitted 7/13/00

*Note- this FAQ was completely written and researched by Khaotika! (Jon) 
<khaotika@earthlink.net> It shall not be copied, reproduced, or borrowed 
without my permission. Feel free to print this and share it, but do not 
do so without my name somewhere in the document. If you wish to quote 
something from this, please give me an email beforehand. If you do not 
comply with these guidelines, I will send a thousand rabid raccoons 
after your mangled corpse. ^_^

This FAQ can be found at www.gamefaqs.com
Also at www.khaotika.com/mvc2.html
... If you want to use this for your site...email me first, please.






8-6-00: Added full history, thanks to those who helped!/added some 
partners/misc things.

7-13-00: Totally new.



The basics for this game have remained unchanged since the start of the 
vs. series, only you now have 4 basic buttons and 2 assist buttons. You 
can select the character's assist at the select screen.

To get a strong, you have to press jab, then jab to get a strong. For a 
forward, press short, then short. This only works in combos, however.. 
And you can cross these up as well, like jab to forward, or short to 
strong. The assist buttons call out your other two characters for an 
assisted attack. 

This is the layout:

Joystick------  Jab     Fierce    Assist 1

                Short    Forward   Assist 2

And the key to the moves and combos:

Superjump; SJ; SJump - quickly press down, then up

U- Up
UF- Up-Forward
F- Forward
DF- Down-Forward
D- Down
DB- Down-Back
B- Back
UB- Up-Back

D, DF, F - lists like these tell you to roll from down to forward in one 
motion, then apply the button presses.

DASH - F, F or B, B or 2 punches simultaneously. Character moves faster 
than normal speed. Use it to advance or retreat.

BLOCK - Press joystick/pad away from opponent while they attack. Can 
also be done in midair.

ADVANCING GUARD - While blocking, press 2 punches simultaneously, to 
push back an attacking opponent.

ROLL - B, DB, D + Any punch or kick. - When knocked down, use this to 
prevent follow up attacks.

SAFE FALL/BREAK AWAY - Press joystick/pad in any direction except up + 
Fierce or R.house - You can fall or get away safely from a hold, throw, 
or being knocked out of the air.

VARIABLE COUNTER - D, DB, D + Assist button - While blocking, do this, 
and one of your partners will come out, counter-attacking, and switch 
characters. This uses one level of super meter.

VARIABLE ATTACK - Press jab and short or fierce and r.house to switch 
characters. Characters that have damage will recover the red portion of 
their life while resting.

XX- cancel (XX into is cancel into)

OTG- on the ground. Means that you can do a combo/move/super while your 
enemy is on the ground.

ASSIST- One of two buttons that will call in your other partners for a 
special quick attack.

SNAPBACK- D, DF, F + Assist button. Tired of your main opponent? Then 
force him out by doing a snapback. Assist 1 will bring in the 2nd 
character, while assist 2 will bring in the 3rd.

DELAYED HYPER COMBOS- This is also the first game where you can cancel 
supers into other supers. For instance, you use Venom Web, then cancel 
before Venom's finished into Tron's Lunch Rush. Both supers will 
connect, and Venom will switch out to Tron. You can also use 3 
supers/characters for this. Experiment with different teams to find a 
Delayed Hyper Combo that suits your characters.

DOUBLE/TRIPLE TEAM- Press both Assist buttons to activate all your 
characters supers. The super the character uses depends on which assist 
you picked. This move uses 2 or 3 bars of the super meter, depending on 
how many characters you still have, or how much super bar has been 

The rest is pretty self-explanatory, and if you really don't know how to 
play one of these games by now, then this probably isn't the place to 
start with.... :P



- Born as Victor Creed, the mutant killer known as Sabretooth has a 
long, scarred past. He was abused as a child, and locked in the dark 
basement of his father's house, chained to a wall, because his father 
believed he was possessed by a demon. His father abused him to the point 
where Victor began to enjoy it. One fateful night, his father pointed a 
shotgun at the center of Vic's chest, and fired. Victor's mutant healing 
power kicked in, saving him from the wound. He broke free, killed his 
father, burned down the house he grew up in, and ran away to Canada, 
where he lived for the next few years.

During this time, he met Logan, a kindred spirit and fellow mutant. The 
two bonded, until one day, as they were riding in the back of one of 
Logan's friends' trailer rigs, they were kidnapped by the government, 
and underwent a proceedure known as Project X. The two were developed 
into killing machines, via adamantium bonded to Logan's bones, and 
erasing their minds, filling them with false images and memories. They 
had nowhere to go now, so they became members of Alpha Flight. After 
several missions, including one where they met Omega Red (who destroyed 
all their teammates), they parted ways..with Victor comatose from Omega 
Red's power. 

Victor was taken in by Birdie, who became his wife and partner after he 
fully healed. They even had a son together. Sometime during this 
relationship, Victor regained his memories, and left to find Logan, now 
called Wolverine, leaving Birdie dead..(Capcom's continuity sucks, if 
you didn't know)

Sabretooth has quite a history with Marvel's X-mutants. He first 
appeared in an early issue of Iron Fist, followed by a few random 
appearances in other books. His first bout with Marvel history came 
during the riots and murders in the Morlock Massacre. In Uncanny X-Men 
#210, Sabretooth was one of many who allied themselves with Mr.Sinister 
in order to "weed out the genetically impure mutants". They called 
themselves the Marauders, and they single-handedly murdered almost every 
mutant living underground in the Morlock tunnels beneath New York City. 
They almost succeeded in wiping all of them out, until the X-Men and 
other heroes stepped in to stop them.

One of the more famous points of this Massacre is the fight between 
Sabretooth and Wolverine. It then became known that Sabretooth was 
Wolverine's greatest rival. Other points of interest in Sabretooth's 
history is a long line of deaths in Wolverine's life point to 
Sabretooth's blood-lust for killing. At one point, the 'tooth believed 
he was Wolverine's father.. Sabreooth and Mystique had a child together, 
long ago, named Graydon Creed, who ran for President in order to 
vanquish mutants. (No love lost for mommy and daddy..) He also turned up 
at the X-Mansion once in order to recieve "help" from Professor Xavier; 
later it was revealed that he was toying with the X-Men, and he almost 
met his end from Wolverine.

Lately, Sabretooth is still out there in Marvel's universe. Where he'll 
pop up next is unknown...


- For the DC version, hold short and press start. Sabretooth glares at 
your enemy for a split second, then rears back and lets out a loud 
scream. "Raauughh!!"

- For the arcade version, press start...Duh.


Open animation 1: Sabretooth stands erect, clad in leather trenchcoat, 
with Birdie by his side. He hands Birdie the coat, saying "Keep this.", 
and she walks off screen. Sabretooth assumes his feral stance.

Open animation 2: A version of his taunt, basically. Sabretooth is in 
his trenchcoat, but then rips it to shreds, while rearing back and 
screaming. "Raauughh!!"

Win 1: Sabretooth stands still, and glares at the fallen enemy.

Win 2: Same as 1, only Birdie drives up in a large car. Sabretooth says 
"Let's get outta here!"

Win 3: Sabretooth stands still, smiling. Birdie walks in and drapes his 
trenchcoat across his shoulders. He then says "Thanks, Birdie."

Timeover Loss:

Loss: Sabretooth lets out a groan, as he falls backwards to the floor.


-Open animations random: I believe that the open animations are random 
in this game, however, in X-Men vs. Streetfighter, Sabretooth used #1 
when facing a Streetfighter, and #2 against an X-Man.


(Jab) Yellow-orange costume, with brown highlites. White collar, blonde 
hair.(basic color)

(short) White costume, lite purple highlites. White collar, white hair.
(fierce) Yellow costume, black highlites. White collar, blonde hair.
(r.house) Orange costume, green highlites. White collar, orange hair.
(assist 1) Peach costume, brown highlites. White collar, blonde hair.

(assist 2) Red-orange costume, black highlites. White collar, red-orange 



- Almost all of Sabretooth's attacks consist of swiping claw attacks, 
and some kicks.

stand Jab - Two swiping gut slashes. Hits twice unless interrupted. Fair 

crouch Jab - Crouching knee swipe. Fair priority.

jumping Jab - Jumping face swipe. Poor priority, unless used in an 
aerial rave.

stand Strong - Lunging arcing gut swipe. Great priority - helps in 

crouch Strong - Crouch version of stand Strong, but hits lower. Great 
reach and priority.

jumping Strong - Doublehand fist slam. Good priority.

stand Fierce - Double body slash - one diagonal downward slash, followed 
by a second rising diagonal slash. Hits twice, unless interrupted. 
Fantastic reach and priority. Acts as a standing launcher if both hits 

crouch Fierce - Double-clawed kneeling uppercut. Good priority. Acts as 

jumping Fierce - Same as jumping Strong, but has more power and much 
better reach. Best jump-in attack. Good priority.

stand Short - Standing ankle kick. Fast, but has poor reach. Funny 
animation, though. Fair priority.

crouch Short - Crouching foot lunge. Fair priority.

jumping Short - Jumping one-knee press. Fair priority.

stand Forward - Standing forceful gut kick. Great priority, especially 
in combos.

crouch Forward - Full crouching diagonal back neck kick. Good priority, 
especially in combos.

jumping Forward - Jumping back kick. Great priority. Too bad they took 
out mediums in MvC2...this was 'tooth's best stand alone jump-in.

stand R.house - Standing back kick. Like the forward's gut kick. Great 
priority, and helps in all his Berserker Claw combos.

crouch R.house - 360% sweeping kick knockdown. Great range and priority. 
Useful for setting up OTG combos.

jumping R.house - Jumping full-body lunging stomp. Good priority, but 
not too reliable as an air combo ender.

Alpha/Expansion Type: Berserker Claw (fierce version). Very quick, and 
hits once, bouncing the enemy upwards for a second. Great assist for 
those who like playing ground games, or close up matches. If blocked, 
prepare for the 'tooth to get hurt. It's useful for follow-up attacks 
and for setting up supers, though.

Beta/Projectile Type: Birdie Call/Armed Birdie. Sabretooth and Birdie 
appear, and Birdie fires off three slowly travelling straight rounds of 
ammo. Has a slow startup, and can be easily avoided by super-jumping 
over. My favorite assist, since it helps add hits to combos, has okay 
chip damage, and can be used to set up combos and cross-ups.

Gamma/Launcher Type: Standing Fierce (launcher). Good range, and great 
priority. Mostly good for anti-air, but not by much. Choose one of the 
others instead.


-Sabretooth's team supers depend on which assist you picked-

A: Hyper Berserker Claw - A souped up version of the Berserker Claw. 
This only hits once, unless Sabretooth is the one that starts the team 
super. Doesn't really do too much damage, though, in either version.

B: Hyper Birdie Call/Heavy Armed Birdie - A super version of the Birdie 
Call. Birdie appears and sprays the area with bullets. Great for adding 
hits and chipping damage. Very powerful.

G: Same as Beta


Berserker Claw: D, DF, F + P (punch pressed determines range) Sabretooth 
dashes across the screen, yelling out "Berserker Claw!", and leaving a 
long, slashing trail. If anyone is in his way, they'll be slashed, and 
tossed away like a rag doll. This is a great counter move, as well as a 
surprise to pull on someone now and then. Watch out if it's blocked, or 
you'll be punished. Great for OTG, or in the middle of ground combos as 
a finisher.

Wild Fang: F, DF, D, DB, B + P (punch pressed determines distance of 
leap) Sabretooth yells out "Wild Fang!", and launches himself toward the 
enemy, with one arm extended. If it connects, he flips himself and the 
enemy over in a throw move. You can OTG a combo afterward, if the enemy 
lands in a corner. Jab will make Sabretooth rise higher, but at a short 
distance. (one body apart) Fierce will make him rise lower, but go a 
longer distance. (two bodies apart) If they block, they have plenty of 
time to retaliate. Also, the enemy can avoid the Wild Fang if they jump 
or move out of it's range. Be careful and don't use this too often.

Birdie Call/Armed Birdie: F, DF, D, DB, B + K (punch pressed determines 
height of ammunition fire.) Sabretooth calls for Birdie "Birdie!", and 
she appears "Yeah, boss?", firing off three small rounds of ammo from a 
big weapon, then disappears off screen. Short kick will make the rounds 
fly straight ahead, while the R.house kick makes them shoot up at a 45 
degree angle. This is great for keepaway, slight chip damage, and for 
combo possibilities. Sabretooth is VERY vulnerable when he does this, so 
watch out for beamers. If Birdie shoots and an enemy hits Sabretooth, 
the bullets will keep firing, interrupting the enemy's attack. If he's 
hit early, Birdie will just go offscreen.


Throws: F + Fierce Punch - Sabretooth grabs them by the head, and slams 
them three times into the ground before throwing them aside. You can OTG 
some hits if you throw them into a corner.

        F + Fierce Punch - Air Throw. Basically an air version of his 
ground throw, only he slams them once from the sky.

Wall Jump: Basically, just superjump up near a corner, direct the 
pad/stick against the wall, then away from it quickly. Sabretooth should 
then bound off the wall.

Launchers: D + Fierce Punch, standing Fierce (2 hits), DF + Fierce Punch

Snapback: Standing fierce animation. Best used as the end of a combo.


Hyper Berserker Claw: D, DF, F + 2P

The super version of Berzerker Claw, involves the 'tooth slashing his 
way back and forth 4 times, for some heavy damage. It leaves a claw-
slashed trail, leading up to the ending, with a double slash. This super 
is comboable, but is hard to combo into. It travels the entire length of 
the screen, and is best used to answer a whiffed super or move by your 
opponent. If blocked, prepare for a world of hurt.

Berserker Claw X: F, D, DF + 2P

Sabretooth's answer to Wolverine's Weapon X super. Sabretooth launches 
at the enemy in his Wild Fang pose. If he connects, he does a multi-hit 
auto combo, which consists of a lot of wild slashing, ending with a 
rising double swipe "X" slash. The range is about two character bodies 
across..judge the distance carefully. This super is EASILY comboable 
into almost any ground combo that ends with a Berserker Claw. You can be 
hit out of this super with anything, even a jab, so be sure it connects. 
Also, it has the same recovery as the Wild Fang, so be careful, and try 
not to miss.

Hyper Birdie Call/Heavy Armed Birdie: F, DF, D, DB, B + 2K

Sabretooth calls his feminine assistant once again, yelling "Birdie!"
She answers with a "Yeah, Boss?" and a lot of gunfire, that ends up 
filling most of the regular sized screen if done at the right spot. 
Sabretooth is VERY vulnerable at the start and at the end of this super, 
so be sure to use it at a safe distance, preferably after a missed move 
by your enemy. If he's hit after Birdie starts firing, then all her 
bullets will continue to scatter, leaving Sabretooth a chance to combo 
them after the super ends. It's not comboable, and if your enemy times 
it right, they can superjump over the 'tooth and Birdie, and unleash a 
super of their own. Has great use as chip damage, and is wonderful in a 
team super. Use it sparingly, and when your back is near the wall, so 
they can't surprise you from behind.



- Sabretooth is one tough customer. He has speed, power, and range going 
for him, as well as comboable supers, great ground attacks, and a decent 
chipping super. You can play him like an in your face type of character, 
or as a strategic counter character. Either way, Sabretooth will put the 
hurt on your enemies.

Use his ground combos for easy victories, since he has a LOT of priority 
there. Almost anything he has can be followed up with a Berserker Claw. 
Remember, Berserker Claw is your friend. It will help you counter missed 
attacks, it's a great dashing attack for when you need to get across the 
screen quickly, and it will surprise your enemies by how quick you can 
do the move.

Sabretooth has a pretty good air combo game, but don't rely on it too 
much. He has some priority, but his air combo finishers, like fierce and 
especially roundhouse aren't too effective on some characters and in 
some situations. He will probably get beat out by a faster character or 
a character that can jump higher, so be cautious. Try to use his air 
throws in his aerial raves. For his jump ins leading to air attacks, use 
fierce, because it's more effective than the r.house.

Never underestimate the power of throws. Sabretooth has MANY 
opportunities to throw, and to combo off those throws, so exploit that! 
Corners can be death traps to enemies against a good Sabretooth player. 
Remember to judge the distance on his Wild Fang, so you won't be beat 
out or miss entirely. Be careful of those with quick recovery, as well 
as pixie-type characters. Sabretooth is a BIG target, but he's also 

Use his supers sparingly. Don't just throw them out randomly. Try to 
combo his punch supers whenever possible. Don't pull out his Birdie 
super in the face of your opponent, and expect them to take it. 
Use your assists to help out in any situation; most of them help him to 
use his supers and specials more effectively! Overall, play it smart, 
and be aggressive, but use some common sense, and you'll come out the 


-Jin: Great for his power and range, not to mention his assists. Jin is 
a great teammate to have in any situation; he has great specials, good 
supers, and super-armor when he's the last one standing. He also has 
good DHC ability when paired with the 'tooth. A great choice.

-Cammy: Every strongman needs a pixie, so I choose Cammy. Back in the 
day, this was my Xvs.SF team. She's insanely fast, has great combos, and 
a great anti-air move/assist. Her stamina is bad, however, and her 
double/triple team isn't very good when paired with Sabretooth. The DHC 
ability is very good however. Another good choice.

-Venom: A parallel of sorts, Venom has all of Sabretooth's attributes, 
but has an increased range on his moves. His Venom Fang, as a move, and 
as an assist helps out tremendously. Also, his supers, particularly the 
Venom Web go VERY WELL with Sabretooth's. A great partner!!

-Gambit: Gambit has reach, and a projectile which leaves the enemy 
vulnerable for a split second, which is all Sabretooth needs to 
capitalize on. He also has some great evasive moves, as well as great 
double/triple/DHC ability. Another top choice for a teammate!

-Tron: When played correctly, Tron can prove as unstoppable as 
Juggernaut! Her assists only add to the pain Sabretooth unleashes, and 
vice versa. Her only problem is the possible block and delay on some of 
her moves. When paired in a team super, her Lunch Rush and Sabretooth's 
Hyper Birdie make for some PAINFUL damage. Another good choice for a 

-Dr. Doom: Doom has several great uses, ranging from his keepaway game 
to his awesome supers and combos. Choose the right assist, and you're on 
your way to having a well-oiled killing machine. He also proves worthy 
to have in your team supers and DHCs because of his powerful supers. A 
great partner to have in a pinch!!


-Sabretooth has a LOT of ground combos, and some that involve his 
supers, throws, and aerial attacks. There are too many to mention 
involving his ground combo game, so I will just list some of them. If 
there are any missing, you can probably figure out all the variations by 


*NOTE*: Sometimes against certain characters, the jab Berserker Claw 
will work better than the fierce, and vice versa..

*****-Stand Jab combos-*****

1. Stand jab, stand strong, - end with Berserker Claw or BClaw XX into 
Berserker Claw X.

2. Stand jab, stand strong, - end with c.rhouse or c.hrouse, Fierce 
Berserker Claw.

3. Stand jab, stand forward, - end with Berserker Claw or BClaw XX into 
Berserker Claw X.

4. Stand jab, stand forward, - end with c.rhouse or c.rhouse, Fierce 

5. Stand jab, c. forward, - end with c.rhouse or c.rhouse, Fierce BClaw.

6. Stand jab (2 hits), - end with BClaw or BClaw XX into Berserker Claw 

7. Stand jab, stand strong, - end with stand fierce interrupt with BClaw 
or stand fierce interrupt with BClaw XX into Berserker Claw X.

*****-Crouch jab combos-*****

8. c.jab, - end with BClaw or BClaw XX into Berserker Claw X.

9. c.jab, c.strong, - end with or c.rhouse or c.rhouse, Fierce BClaw. 

10. c.jab, stand r.house, - end with BClaw or BClaw XX into Berserker 
Claw X.

11. c. jab, stand fierce, interrupt with BClaw or BClaw XX into 
Berserker Claw X.

12. c. jab, s.forward, stand fierce, interrupt with BClaw or BClaw XX 
into Berserker Claw X.

     (you can replace Forward with Strong as well)

13. c. jab, s.forward, stand r.house, interrupt with BClaw or BClaw XX 
into Berserker Claw X.

     (you can replace Forward with Strong as well)

14. c. jab, s.strong, BClaw or BClaw XX into Berserker Claw X.

     (you can replace Strong with Forward as well)

15. c. jab, s.strong, BClaw or BClaw XX into Berserker Claw X.

     (you can replace Strong with Forward as well)

16. c. jab, c.forward, s.fierce interrupt with BClaw or BClaw XX into 
Berserker Claw X.

     (you can replace Forward with Strong as well)

17. c. jab, c.forward, BClaw or BClaw XX into Berserker Claw X.

     (you can replace Forward with Strong as well)

18. c. jab, c.forward, c.rhouse or c.rhouse, Fierce BClaw.

19. c. jab, c.rhouse, fierce BClaw.

*****-Short kick combos-*****

20. stand short, s.forward, s.rhouse, BClaw or BClaw XX into Berserker 
Claw X.

     (you can replace Forward with Strong as well)

21. stand short, s.strong, s.fierce interrupt with BClaw or BClaw XX 
into Berserker Claw X.

     (you can replace Strong with Forward as well)

22. stand short, c.forward, BClaw or BClaw XX into Berserker Claw X.

     (you can replace c.forward with c.strong, stand strong or stand 

23. c.short, BClaw or BClaw XX into Berserker Claw X.

24. c.short, c.forward, c.rhouse or c.rhouse, Fierce BClaw.

     (you can replace c.forward with c.strong)

25. c.short, c.strong, BClaw or BClaw XX into Berserker Claw X.

     (you can replace c.strong with c.forward, st.strong, or 

26. c.short, c.strong, stand r.house, BClaw or BClaw XX into Berserker 
Claw X.

*****You get the idea, right?*****

*****Fierce and R.house combos*****

27. c.rhouse, Fierce BClaw.

28. stand r.house, BClaw or BClaw XX into Berserker Claw X.

29. stand fierce interrupt, BClaw or BClaw XX into Berserker Claw X.

30. stand r.house, XX into Hyper Berserker Claw.

*****Jump in combos*****

31. Jump in jab, forward, stand jab, stand strong, Berserker Claw or 
BClaw XX into Berserker Claw X. (on large characters only)

32. Jump in r.house, stand r.house, BClaw or BClaw XX into Berserker 
Claw X.

     (can use fierce jump in instead of r.house)

33. Jump in fierce, dash jab, c.forward, s.rhouse, BClaw or BClaw XX 
into Berserker Claw X.

34. Jump in r.house, stand fierce (2 hits), sjump, jab, short, strong, 
forward, - end with throw or fierce.

35. Jump in r.house, c.jab, c.fierce, sjump, jab, short, strong, 
forward, - end with throw or fierce.

36. Jump in r.house, DF + Fierce punch, sjump, jab, short, strong, 
forward, - end with throw or fierce.

    (NOTE: You can replace jump in r.house with jump in fierce for 34-

37. Jump in fierce, dash jab, forward, stand fierce (2 hit), sjump, jab, 
short, strong, forward, - end with throw or fierce.

*****Throw combos*****

38. Throw, Fierce Berserker Claw.

39. Throw into corner, stand fierce, Berserker Claw or BClaw XX into 
Berserker Claw X.

40. Throw into corner, DF + FP, sjump, jab, short, strong, forward, - 
end with air throw or fierce.

41. Throw into corner, stand short, stand fierce (2 hit), sjump, jab, 
short, strong, forward, - end with air throw or fierce.

     (You can replace stand short with c.short, c.short or c.jab)
     (You can also replace stand fierce with c.fierce)

42. Leading opponent to a corner, do a standing or jump in combo that 
ends with BClaw XX into Berserker Claw X, then c.short, c.fierce, sjump, 
jab, short, strong, forward, air throw.

*****Wild Fang/Birdie combos*****

43. Jab or Fierce Wild Fang, throwing them into a corner, c.short, 
c.fierce, sjump, jab, short, strong, forward, - end with fierce or air 

     (NOTE: Measure distance to determine which WFang to use)
     (You can replace c.short with c.jab or stand short, and the 
      c.fierce with a standing fierce.)

44. Call short Birdie, Fierce Wild Fang.

45. repeat 44, but get them in a corner, c.short, c.fierce, sjump, jab, 
short, strong, forward, - end with fierce or air throw.

46. Call short Birdie, BClaw or BClaw XX into Berserker Claw X.

47. Call short Birdie, XX into Hyper Berserker Claw.

48. Close Birdie Call, DF + Fierce, sjump, jab, short, strong, forward, 
- end with fierce or air throw.

     (You can replace DF + Fierce with c.fierce, or stand fierce)

49. Close Birdie Call, stand fierce interrupt BClaw or BClaw XX into 
Berserker Claw X.

50. Close Birdie Call, stand r.house, XX into Berserker Claw X.

*****Snapback Combos*****

51. Jump in r.house, stand r.house, snapback.

52. c.jab, c.strong, snapback.

53. s.jab, s.forward, snapback.

54. s.jab, s.strong, snapback.

55. Jump in fierce, s.jab, snapback.

56. c.short, c.forward, snapback.

57. Birdie Call, snapback.

58. Throw into corner, snapback.

59. Wild Fang into corner, s.short, snapback.


-Sent to me by GANYMEDE-

*Spiral (gamma/variety assist) and Sabretooth*

A. With opponent in corner, jump in Fierce or R.house, dash short, 
forward, r.house and assist simultaneously. While Spiral is activated, 
short Birdie Call, jump in fierce or r.house, dash short, forward, 
r.house, Berserker Claw XX into Hyper Berserker Claw or Berserker Claw 


1st part- Block accordingly, and use small combos that end with a 
Berserker Claw. His B Claw should get you out of danger most of the 
time. Be careful to avoid his charges, and don't try a super unless he's 
REALLY low on power.

2nd part- Again, use Berserker Claws to get an attack on him, as well as 
to get away from his energy attacks. Use the Birdie super to get the 
most damage to this form. Regular Birdie also works well in adding a few 

3rd part- Basically avoid the lava surges, his lava fist, and his 
supers. You can really clean up here using multi-hit combos on the orb, 
as well as the full body of Abyss. The Birdie super is EXCELLENT against 
this form, usually taking over half of Abyss' life if done in the right 
place and time.

---What's next??----- 

If you think I'm writing a FAQ against all 56 characters, think again.. 

Next version: More partners for Sabretooth/various other things I may 
have forgotten..

---Fine Print and stuffs----
This FAQ created an copyrighted by Khaotika! (Jon Wilkie) 7/13/00, 
revised 8/6/00..

All Capcom and Marvel characters are copyrighted and trademarked by 
their respective companies... 

Thanks to Kao Megura's FAQ for the Super names. I'd forgotten what they 
were called. ^_^ (BTW, my name for the Birdie attacks is the first one. 
I just like it better than the other name.)

Thanks to Magneto425@aol.com and Shin-Mech-Brian for Sabretooth's 

Thanks to GANYMEDE for the Spiral combo..

Thanks to BarrelO for pointing out the Berserker Claw info.

Thanks to Game FAQs.com for the wonderful hacked VMU save..

Thanks to everyone at Fighters.net.. 


Look for my other MvC2 FAQS! : Roll, Ruby Heart, Tron, Venom, Kobun, 


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