THE COMPLETE X-MEN VERSUS STREET FIGHTER COMBO FAQ Vers. 4.0 (Updated Feb '99)
_______ _______ _______ _____ __________ _____ ____
|"Y88888b. /d88888P |Y888888b. /88888b|Y888888888b|Y8888b. |Y888b
`. "Y88888b./d88888P | Y8888888b.|888888b Y888888888b Y88888b. Y888b
`. "Y88888d88888P \ Y88888888b8888888b Y8888b___/\ Y888888b,X888b
`. "Y88888888P __\ Y8888b"Y8888Y8888b Y88888888b\ Y############b
`. "8888888. /888b Y####b "Y## Y####b Y########b\ Y###X"Y######b
/ d########b.\Y#### Y####b "Y Y####b Y####b__/_\ Y###b "Y#####b
/ d###########b.---'\ Y####b\/ \ Y####b Y#########b Y###b\ "Y####b
/ d#####P "Y#####b. \ Y####b \ Y####b Y#####P"""/____/ \/_____/
/ d#####P `. "Y#####b. \ Y####b \/_____//_______--'
/ d#####P `. "Y#####b \/_____/ ,
/ d#####P `/______/ .=/
|/_____/ d8P'
..d8888
Y%b d%P .%%%%%% ...d8888888b
Y%b d%P %%( ...d88888888P''
====== Y%b d%P "%%%%%. ====== 888888888P''
Y%bd%P )%% ..d 8888888c
Y%%P %%%%%%" ..d888 ..d888' 888b This FAQ written
d ..d88**' ..d888P' 8P** by James Chen
..d88 .d888P d8888 d888P'' **** (a.k.a. jchensor).
..d8888P .d888P' ,88888b. 88.=P 88P* ..d **** e-mail address:
.d88888P' .d88888 d888P"q88b 8P*** P'**..d**P **** jchensor@
8888P' d88P'88 q88L' d888 **P" *****P' **** earthlink.net
888P 88 pq8 d8**P ** .d****P' ****
'888b.. 88 8* ***P' **.d**P***' /**** /
'q8888b.. 88 , ** ***' *****' ** .d*P'****.d'
'q88888b. P"*' ** '**. ***P' , ***.d**P **d#P
d88P"*** *' ** **. P ./: "q**P' ###P
.*******' j** , '**. .d*P q' ##' ..d##b...
.********', *P **.d*P' V ..d##########b..
********' *" ***P d######P"'''"Y####b.
*******"' , 'V ######P'' q###
*****"' ..,/ .,d Y###a ###b
***"' ...d*P' ..d##b V'### ###
/' ...d***** ..d####### .,### ..d##P
...d*********b ..d######P'' ..d/ ### ..d####"
...d**********P'' ..... #######P'' ..d### ### .....d#####P
\************P'' .**d###==- #,'#####a ..d####P' ### "#######P"
************ , **d####'' ##b"' ### #####P ### "###P"'
****P'' **** ..d d###P'' d### ### ### ##### ### "###b
/*P'' ***P..d## d###P .d"### ###.d ### ###..d ### Y###b
*P#####P"' ###P ..d## ###.d####' ### #####P ### '####b
#####P' a. ### T####P ########" ### "###P' ### "####b
####' .d## ### ,##### ###P'### ### , ### ### "####b
#### ### Y##b ### ### ### ### d! ### ..d ### Y####b
#### ### Y##b/#### ### ### ,d###dP ,###ad## ### , '#####b.
#### ### Y#######, "## ###d" "##" q###P' ###.dP "######
#### ###, YP"####" V' ##P" V q#P J###d" "#####
,####' ,### V "##" V V ##P Y####
qP ##P V V '####
V V YP'
==============================================================================
Title Art by Galen Komatsu (the X-Men part) and James Chen (the Vs. Street
Fighter part). The X-Men portion of the Title Art was taken from Rich
Joseph's X-Men: Children of the Atom FAQ v8.0 . The Street Fighter portion
was designed by myself based on the Alpha Series logo.
==============================================================================
This FAQ is copyright James Chen, 1996-1999. Any use, quoting,
paraphrasing, copying, and distributing of this FAQ can only be done so for
free. DO NOT SELL THIS FAQ OR USE THIS FAQ IN ANY WAY TO EARN MONEY. It
is a free publication availble to whomever wants to use it. If any part of
this FAQ is copied, quoted, or paraphrased for your own personal use,
please give credit to where credit is due.
==============================================================================
This FAQ is now viewable on the World Wide Web. If you are unable to
view the FAQ properly due to margin troubles or otherwise, you can now view
the FAQ at:
http://www.geocities.com/TimesSquare/Arcade/6645
There, you should be able to view the FAQ properly without margin
problems.
==============================================================================
*******************************************
* VERY IMPORTANT NOTE... PLEASE READ: *
*******************************************
For clearest reading of this FAQ, it is best viewed with a type-writer
font (example: Courier) with top/bottom margins at 1.0 inches or smaller
and left/right margins at 1.0 inches or smaller with a font size at 10
point or smaller (try different combinations of fonts, sizes, and margins
to see if you can find a format that looks the most clear). You can tell
if the margins and font sizes are right if the Title Page fits on exactly
one page. Below this is a margin tester to see if your set-up is right:
______________________________________________________________________________
If the above and below lines fit on one line, you're doin' fine!
______________________________________________________________________________
Once again, a summary:
Font: Typewriter-type, like Courier
Top/Bottom Margins: 1.0 inches
Left/Right Margins: 1.0 inches
Font size: 10 point
If you are unable to find a way to view this FAQ properly by changing
the margins and changing the font sizes, please e-mail me and I will see
what I can do to help you out. Hopefully, you'll be able to fix the FAQ so
that it looks all right. Once again, though, the FAQ is also viewable on
the World Wide Web now and there, all the margins should work out properly.
So if you are unable to effectively adjust these margins, go to this web
address for better viewing:
http://www.geocities.com/TimesSquare/Arcade/6645
Also, some people may not be familiar with the terminology I use for
this FAQ. In this FAQ, I use the terms Jab, Strong, Fierce, Short,
Forward, Roundhouse for the six attack buttons in my combo descriptions.
Some people are more familiar with an a, b, c and x, y, z (or even A, B, C
and a, b, c) notation for button notation. Also, others are used to a
Weak/Soft Punch, Medium/Medium Punch, Strong/Hard Punch and Weak/Soft Kick,
Medium/Medium Kick, and Strong/Hard Kick notation. Still others end up
using a number system, using 1, 2, 3, 4, 5, and 6 to represent the buttons.
Thus, if you use a notation other than the one I have used, I recommend
that you use the Replace function of your Word Processor to replace the
terms I use with the terms you are more familiar with. Please do note that
some of the margins and spacing of the combos may be altered in strange
ways if you do this.
Here is a diagram of which buttons are which if you are unfamiliar
with my terminology:
() () () PUNCHES
Jab Strong Fierce
() () () KICKS
Short Forward Roundhouse
==============================================================================
INTRODUCTION TO THE COMBO FAQ
I Ask Kindly That You Take The Time To Read This Introductory Section.
X-Men Vs. Street Fighter is a relatively old game now. It's been out
in the arcades for a while now and already released on two major home system
platforms: X-Men Vs. Street Fighter EX for the PlayStation, and X-Men Vs.
Street Fighter for the Saturn. However, despite it's age (two other games
in this series of Marvel Fighting Games have already been released: Marvel
Vs. Street Fighter and Marvel Vs. Capcom), it is still one of the more
widely played fighting games out there. Plus, for those of you out there
who love the combos in this game, you still continue to practice everyday,
whether it be in your local arcade or at home on your favorite home system.
And for that reason, I felt it necessary to update my Combo FAQ one final
time, to accommodate all of the new things that I have found in this game,
particularly the new combos, which are now more twisted and longer than
ever.
Before you go delving into this FAQ right away, please take the time
to read the following notes I have provided here on this title page. They
provide some insight as to what angle I am coming from when writing and
creating this Combo FAQ. It also provides some information that you will
need to know before charging full speed ahead into this Combo FAQ. So
please, take the time to read the following paragraphs. I thank you for
taking the time and patience for reading them.
==============================================================================
The Love For Combos - An Editorial From The Creator Of This FAQ
I love Combos and X-Men Vs. Street Fighter is full of them. It is
full of HUGE combo varieties like no other Fighting Game EVER created.
That is what makes this game so unique: the ability to create and perform
difficult, wacky, or just plain ugly combos unlike any other game in
existence. However, because of this factor, because of this ability to do
huge combos, X-Men Vs. Street Fighter is also, in my opinion, one of the
WORST challenging games ever created. There are three reasons for this: 1)
The long, Infinite Combos or high damage combos are infuriating to be hit
by. Getting nailed by one Crouching Short Kick and then getting Infinited
is hardly a satisfying way to die. 2) A nice, difficult 20-hit Combo, that
takes a great amount of skill to perform, does no damage in comparison to,
say, a simple Throw into Super Combo. Thus, the skill level of the Combo
does not necessarily reflect the damage. 3) For the most part, the less
skill used in playing this game, the more effective your strategy seems to
be. The best Sabretooth players simply jump over and over again, providing
no enjoyment to play against. Remorseless Storm players will fly off the
screen and float slowly down, running away the whole fight. Chun Li
players intent on winning will turtle the whole match, banking solely on
her very simple Crouching Short chained into Crouching Forward canceled
into her Super Combo to do damage. These types of strategies make the game
no fun to play.
It is for those three main reasons that I do not condone X-Men Vs.
Street Fighter as a quality challenging game. So why, you ask, did I make
a whole FAQ dedicated to a game I think is terrible as a challenger?
Because of the Combos. The Combos are way too much fun and are very
difficult to pull off. Doing them is reminiscent of playing a musical
instrument... you continue practicing until you get it right, flawlessly.
And when you finally do get it right, it feels good. The combos I come up
with and perform over and over again aren't even practical in Versus Play!
Most of the combos I enjoy doing most are what I call "Exhibition Combos."
These are combos that are simply cool to watch or fun to perform. Most of
them have absolutely no practicality at all in 2-Player battles, since a
lot of the Exhibition Combos simply are too difficult to pull off to be
worth trying in battle or too easily escapable using Rolls or Tech Hits.
However, these Exhibition combos are JUST FUN TO DO. It's for this reason
I made this Combo FAQ. It is for this reason I think X-Men Vs. Street
Fighter is a great game. Figuring out the combos and doing them until you
can do them in your sleep is what this game is all about to me. In the
immortal words of David Dial, "X-Men Vs. Street Fighter is the best puzzle
game Capcom has ever made." That is exactly right. I treat this almost as
a puzzle game, using the limited set of moves each character has to
continually come up with a new, cooler combo than the last one I made up.
And they keep coming up. Every time I play it, I find myself topping
the last combo I made. That is why I have taken the time to create this
Combo FAQ. I want to help the players out there who enjoy the same love
for combos that I do enjoy this game the way it should be enjoyed. And so,
I present to you: The X-Men Vs. Street Fighter Combo FAQ. Read on, I hope
you enjoy it!!
==============================================================================
X-Men Vs. Street Fighter
Game History (Important Must-Read Version Information)
Because it has been out for quite a while now and has been on so many
different platforms, X-Men Vs. Street Fighter has gone through a few
different versions since its original release in the arcades. Here, is a
list of the versions, where they apply, and the changes that have occurred
between them (most of the information is taken from David Dial's Web Site).
* * *
Version 1.0:
First release found only in arcades. Not very many Version 1.0 X-Men Vs.
Street Fighters can be found nowadays, though some arcades still have them.
* * *
Version 2.0
This is the main version found in the arcades. If you have X-Men Vs.
Street Fighter in your arcade, you most likely have a Version 2.0. The
changes made from Version 1.0 to Version 2.0 are:
- Ryu/Akuma's Hopping Kick was given a slower recovery time (eliminating the
Hop Kick Infinite).
- Sabretooth's Jumping Infinite is now a bit more difficult to time.
- Dhalsim is no longer able to do a Yoga Drill the instant he leaves the
floor. He actually has to jump a small distance before the Drill will come
out.
* * *
Version 3.0
A few rare people will have Version 3.0 in their arcades. This
updated version was released very late in X-Men Vs. Street Fighter's
arcade existence, so very few people will find it in the arcades. However,
the Sega Saturn version of X-Men Vs. Street Fighter is a faithful replica
of the arcade's Version 3.0. Capcom released this version, it seemed, in a
vain attempt to remove all the Infinites they knew of. If this was the
case, they obviously did not know that many Infinites because they only
managed to remove 4 out of over 50 Infinite combos. The changes made from
Version 2.0 to 3.0 (or, the only ones I've caught so far) are:
- Cyclops's Jumping Fierce now causes enemies to drop STRAIGHT down when used
as an Air Combo Finisher, eliminating his standard corner Jumping Infinite.
- Storm's Lightning Attack no longer causes enemies to fall on their backs, so
she cannot hit enemies with all three hits one at a time (separately), thus
eliminating her Lightning Attack Infinite.
- Storm's Jumping Fierce, when used as an Air Combo Finisher, knocks people in
more of a downward arc rather than an outward arc, making her repeating
Fierce-Roundhouse Air Combo not possible anymore (though an equally
effective alternate combo exists).
- Wolverine's Drill Claw no longer is an Air Combo Finisher, so it doesn't
start the Flying Screen. This, however, failed to eliminate Wolverine's
Infinite Combo.
- Juggernaut's Jumping Fierce and Roundhouse both cause the enemy to drop
STRAIGHT down quickly when used as Air Combo Finishers, eliminating his
Infinite Combo.
- Magneto can no longer throw the enemy upwards with his kick throws,
preventing him from Air Throwing the enemy upwards and then Hyper Graving
them on their way down.
- Chun Li's recovery period from her SenRetsuKyaku is no longer invincible
(she can be hit during her delay, whereas before, everything would go right
through her).
- Dhalsim's Drills all now have a half second delay before they come out after
you hit the button. This delay was enough to eliminate his Drill Infinite
Combo.
- Dhalsim's Teleport Recovery is no longer vulnerable at the end, preventing
all of the Dhalsim-only Combos from occurring.
* * *
X-Men Vs. Street Fighter EX
This version only exists on the Sony PlayStation. In order to
compensate for the lack of ability to switch characters in the middle of a
fight, Capcom created this version with an extra element not existing in
any other version: the ability to cancel Special Moves into Super Combos
and to cancel Supers into more Supers, thus making it reminiscent of Street
Fighter EX Plus Alpha. However, in my opinion, this new feature did very
little to add to the combos, and, in actuality, make for very boring combos
(like Juggernaut's Headcrush, Headcrush, Headcrush combo). The basic
engine is based off of Version 3.0, as all the same changes to Version 3.0
occurred in this version as well. All combos that work on Version 3.0 work
on this one as well.
* * *
The Final Word
This Combo FAQ has now been changed to reflect Version 3.0 since most
people who will play at home will encounter Version 3.0's restrictions.
However, all the Version 2.0 combos that were in my Combo FAQ before will
still be listed in a separate section, so that those who still play in the
arcade can still use those combos. I will NOT list any unique combos for
the PlayStation version for two main reasons: 1) The unique combos found in
the PlayStation version are rather boring and pointless, since canceling
Specials and Supers into Super Combos is a rather brainless thing, in my
opinion. Not much imagination is needed for these combos and most people
will be able to find these on their own. 2) I do not own the PlayStation
version (nor do I want to) so I have not experimented with the new combos
much. I have played it, and discovered that nothing new and interesting
was possible. So once again, this FAQ will be changed to mainly reflect
Version 3.0 since both home versions are based off this version, and the
Saturn version is an absolutely near-perfect duplication of the arcade's
Version 3.0 (come to think of it, it pretty much IS arcade perfect!).
Also, all Version 3.0 combos WORK on every other version, so the combos
listed here can be applicable to any version you might encounter.
==============================================================================
And Finally...
I have put a lot of effort into writing this FAQ and creating this Web
Page. A lot of spare time was spent doing this when I had a lot of other
school work I needed to do (doing this was much more fun, though... :-). I
have put this on the Web for anyone to able to refer to and to use for
absolutely free.
Thus, I ask very kindly of you: If you decide to use anything from
this FAQ, whether it be the Combo Notations for your own FAQ (like a
Critical Blow FAQ out there did) or using any combos I have (a Web Site I
found out there cut and pasted my Title Logo and my Infinite Combos onto
his site with no mention of where he got them from), PLEASE remember to at
least give me credit as a source of where you obtained your information. I
have received many e-mails from people asking very kindly whether or not
they could use parts of my FAQ or refer to it or use a similar format etc.
etc. I will gladly give consent to everyone out there who asks and who
gives me credit as a source. I'm not conceited or anything and I don't
have some deranged desire to hog all credit, it's just polite, that's all.
Thank you once again for taking the time to read this title page and
thank you for taking interest in my Combo FAQ. I hope you find what I've
provided here very useful in your efforts to become master of your arcade,
or just a master of Combos!
==============================================================================
Table of Contents:
- Title Page
- What's new in this version
- Intro
- The Basic Components to the Combos
- Multi-Hit Moves
- Special Moves/Super Combos
- Special Move Cancellation (Buffering)
- The Magic Series (Chain Combos)
- Basic Rules
- Rules for ground Magic Series
- Rules for Jumping Magic Series
- Rules for Super Jumping Magic Series
- Links
- Combo Classifications
- Regular Combos
- Dashing Combos
- Jump-In Combos
- Juggling Combos
- Off The Ground Combos and Rolling
- Flying Screen Combos
- Air Combos
- Set-Ups
- Launchers
- Super Jumping
- Regular Jumping
- Air Combo Finishers
- Tips On How To Perform
- The Reaction Problem
- The Timing Problem
- The Fireball Problem
- The Confusion Problem
- Character Switching Combos
- Combo Combinations
- Jumping Combos Into Dashing Combos
- Two Air Combos In One
- Sweep Into OTG Combos
- Advanced Techniques
- Throw Combos
- Throws As Combo Starters
- Air Throw Combos
- Bouncing Throw Combos
- Launch Height
- Cancel Delaying
- The Deteriorating Flying Screen
- Manual Super Jumping Combos
- Comboability
- Body Types
- Comboability Specifics
- Character Specifics
- Magic Series Legend
- List of Launchers Legend
- Special Move Codes Legend
- Detailed Information Legend
- List Of Combos Legend
- Characters List
- THE X-MEN
- Cyclops
- Storm
- Wolverine
- Gambit
- Rogue
- Sabretooth
- Juggernaut
- Magneto
- THE STREET FIGHTERS
- Ryu
- Ken
- Chun Li
- Charlie
- Dhalsim
- Zangief
- Cammy
- Bison
- Akuma
- Extra Things That Need Mention
- Noteworthy Anti-Dhalsim Combos
- Team-Up Super Combo Combos
- The Police Van
- Auto-Block Combos
- The Team-Up Glitch Super Combos
- Closing/Special Thanks
- Closing Remarks
- Special Thanks
WHAT'S NEW IN THIS VERSION
(4.0)
- OVERALL REORGANIZATION OF THE FAQ!!!!
- New Title page with new information, including an editorial personally
written explaining my views on X-Men Vs. Street Fighter as a pre Combo
Game as opposed to a two-player Fighting Game. Also added important
Version information.
- New pages added, with a lot of new and revised information in each section:
- Advanced Techniques (Throw Combos, Launch Height, Cancel Delaying,
The Deteriorating Flying Screen, and Manual Super Jumping Combos)
- Comboability (Body Types and Comboability Specifics)
- Links section added to Combo Components page
- Revision of Air Combo Finishers rule
- Names of Special Moves corrected to match actual names provided in
Street Fighter Alpha 2 and Street Fighter Alpha 3. Most names changed
to reflect the names provided in Kao Megura's Street Fighter Alpha 3 FAQ.
- New revision of Combo Listings: Added Practice Combos, Insane Combos, and
Version 2.0 Combos section. Old and defective combos taken out, new ones
added in for every character. Infinite Combos taken out again.
- Infinite Combos now handled by David Dial's Web Site.
(3.0)
- Disclaimer added before intro of FAQ. PLEASE READ...
- Extra information added in the Air Throw Combos section.
- New section entitled 'Bouncing Throw Combos' added to Combo Combinations.
- Extra 'terminology' section regarding size added.
- NEW COMBOS FOR EVERYONE!!! MANY MORE NEW AND LONGER AND TOUGHER COMBOS THAN
BEFORE!!!
- ALL THE INFINITES (THAT I KNOW OF) HAVE BEEN ADDED INTO THE FAQ. And some
of you will be surprised to see that very FEW characters DON'T have
Infinites.
- New "Noteworthy Anti-Dhalsim Combos" section added.
(2.1)
- Rogue's Expert Combo corrected.
- Thanks Section revised... I forgot to do that in version 2.0!
- Tons of spelling errors fixed... forgot to SpellCheck version 2.0... ^_^
(2.0)
- Web Address stuff added.
- Information regarding Regular Jumping Air Combos completely modified.
Incorrect information was given in the last version. Air Combo Finishers
found for Regular Jumping Combos.
- Added information regarding Super Combo activation: only 2P and 2K actually
required to activate Super Combos but 3P and 3K will still be listed.
- Added new Combo Notation (DJ. for Double Jumping).
- Added rough comparison lists for height, width, and weight.
- Added lines to final warning about combos.
- Added new combos, altered new combos, and deleted some dumb combos... more
details:
- Added information about Cyclops's normals moves, as well as a TON of new
combos
- Added a few new combos for Storm and altered Storm's Expert Combo.
- Added one combo for Wolverine's Expert Section.
- Added a few new combos for Gambit, including an Expert Combo. Also
figured out, with
the help of many e-mails, how to do his Staff Strike.
- Added new combos for Rogue, including an Expert Combo.
- Added new combos for Sabretooth and altered an old Expert Combo.
- Added combos for Juggernaut and added new information regarding getting
more hits from the Juggernaut Headcrush.
- Added a few new combos for Magneto.
- Added new Ryu combos, including a weak Expert Combo. Also added in new
information regarding Ryu's Regular Jumping moves as well as the fact that
the Air Hurricane Kick is an Air Combo Finisher.
- Added a few new Ken Combos as well as information regarding his Regular
Jumping moves.
- Added Chun Li combos, including a few similar Expert Combos. Also added
information regarding her Regular Jumping moves.
- Added a few extra combos for Charlie. Corrected his Ground Magic Series
from ZigZag to Stronger. Also added some info regarding his normal moves
and changed joystick motions for his Super Combos.
- Changed Dhalsim's Strikes from None to both Roundhouses. A few combos
added.
- Added tons of new combos for Zangief, as well as added a few new ways to
land RBGs, SPDs, and FABs.
- Added a few new combos for Bison and altered some old ones.
- Added "Comboability" section, which comes before the Extra Things That Need
Mention section. Describes how well a character is COMBOABLE, rather than
how well they can DO combos.
- Changed Appendix into Extra Things That Need Mention section, and placed it
before the Special Thanks/Closing section.
- Added "Launch Height" section to Extra Things That Need Mention.
(1.0)
- Everything is new! This FAQ hasn't existed before now. :-)
==============================================================================
==============================================================================
*********
* INTRO *
*********
Well, Capcom has finally done it: after hiding Akuma in X-Men:
Children of the Atom, people have long wondered how those from the Street
Fighter world would fare against those from the Marvel Fighting Games
world. Well, Capcom lets us answer that question with their third and
latest installment to the combo-filled Marvel Fighting Games series.
Ever wondered what it would be like being able to do a 12+ hit combo
with Chun Li? Or how about a 20+ hit combo with Cammy? Well, wonder no
more because Capcom has finally given the pleasure of doing long-winded and
flashy combos to your favorite characters from the Street Fighter world.
X-Men vs. Street Fighter gives you the opportunity to do some of the
strangest combos ever seen.
And to help you get to the point where you can whip out these 20
hitters in your sleep, I present to you my Combo FAQ. Hopefully, this FAQ
will help you pull off those wild and crazy combos that will dazzle
spectators, give you an adrenaline rush, and, most importantly, frustrate
and destroy your opponents. Hopefully, this FAQ will help you produce
large numbers on the "Combometer" (this is what I call the hit-counter that
appears on the side of the screen that tells you how big your combo is...
pronounced com-BOM-uh-ter).
Please note that the first half of the FAQ deals with the system of
combos in the game. It is VERY technical and explains everything in great
detail to help those who desire a deeper understanding of how and why
everything works. However, for those of you who just want the combos, feel
free to jump right to the middle, where all those crazy combos are listed.
Note: Remember, this is a FAQ dedicated to helping you DO COMBOS.
This FAQ will not help explain how everything works or give you details on
moves or tell you game system details like how the super meter works. It
may be a good idea to pick two characters to start with, learn their moves,
and THEN try and learn the combos. This FAQ assumes that you already know
a lot of the basic structures and systems of the game, like how the super
meter works or how character switching works or that there even IS
character switching. If you are very unfamiliar with this game, it may be
more productive to learn the game to a small extent before utilizing this
FAQ.
Also, for those of you who are already familiar with the Marvel Super
Heroes combo FAQ that I had written before, you may only need to browse
through most of the technical information. Most of the technical aspects
of the combos in X-Men Vs. Street Fighter are similar to those in Marvel
Super Heroes. Thus, a lot very similar information is provided in this FAQ
that was provided in the Marvel FAQ.
And now... without further ado...
==============================================================================
**************************************
* THE BASIC COMPONENTS TO THE COMBOS *
**************************************
There are many different kinds of combos in X-Men Vs. Street Fighter.
However, all of the combos are made up of different combo rules and
different techniques and systems. This section lists the basic components
of every combo for the game. Understanding the very basics behind every
combo is a key factor in learning how to do combos effectively.
* * *
-=Multi-Hit Moves=-
What better way to do a combo than to just hit a button that makes
your character perform a move that hits more than once? Some examples are
Sabretooth's Standing Fierce, Ryu's Toward + Strong, and Magneto's Standing
Roundhouse, all which hit twice, for an easy 2-hit Combo. They don't
require much skill and they don't look at all impressive, but they count as
combos anyhow.
* * *
-=Special Moves/Super Combos=-
Not much harder to do are the Special Moves and Super Combos that
automatically get you a higher number of hits. These can be more
impressive, however... especially the Super Combos. Examples of
automatically multi-hitting Special Moves are Ken's Dragon Punch, Storm's
Typhoon, Dhalsim's Yoga Flame, Wolverine's Berserker Barrage, Rogue's
Rushing Punches, and Juggernaut's Earthquake. Examples of multi-hitting
Super Combos are Akuma's Tenma GouZanKuu, Cammy's Spin Drive Smasher,
Charlie's Sonic Break, Chun Li's SenRetsuKyaku, Bison's Psycho Crusher, and
Gambit's Royal Flush. These all get you some-what impressive looking
combos but aren't out of the ordinary.
* * *
-=Special Move Cancellation (Buffering)=-
X-Men Vs. Street Fighter still retains the daddy of all combo systems:
Buffering. The method of allowing you to cancel normal moves with special
moves is still possible to this day and is still one of the most effective
methods of creating a combo. The whole principle behind this combo method
is to hit the enemy with a normal move and then cancel the normal move's
animation (and, thus, their delay) with a special move so that the special
move hits faster than the opponent can recover from the first hit. When I
say Special Move, that includes Special Moves, Super Combos, Character
Switches, and even Team-Up Super Combos.
X-Men Vs. Street Fighter gives the player MUCH more freedom of normal
move cancellation compared to Classic Street Fighter II. In X-Men Vs.
Street Fighter, you now have the freedom to cancel ALL normal moves
(grounded, jumping, super jumping) at ANY point in its animation whether it
hits the enemy or not (in Street Fighter, you could only cancel CERTAIN
moves in only CERTAIN frames of animation only if they actually made
CONTACT with the enemy)! This goes for ALL normal moves including
Cyclops's Low Fierce Optic Bullet, Juggernaut's Toward + Fierce, and and
Chun Li's Offensive Roundhouse Somersault Kick. This allows for a great
freedom of combos.
But as with anything, there are always exceptions to the rules. In
this game, the only exceptions to the Special-Move Cancellation rule are
the Overheads: the moves that are done on the ground and must be blocked
standing up. The Overheads in this game are are Ryu's Toward + Strong,
Ken's Toward + Forward, and Charlie's Toward + Forward.
* * *
-=The Magic Series (Chain Combos)=-
In X-Men Vs. Street Fighter, the Magic Series system still rules the
game, as it did in the two earlier Marvel Fighting Games. Basically, the
Magic Series is a system in which the fighters are allowed to cancel one
normal move into another different normal move. For each character, there
is a specific "rule" that their Magic Series follows and each of these
rules can be different for when they are on the ground, Jumping, or Super
Jumping.
Basic Rules: Some basic rules about Magic Series: You have to actually
make contact with the enemy before the next move can be chained. For
example, with Cyclops, you can Chain the Jab button into the Roundhouse
button. However, you have to make sure the Jab Punch actually hits the
enemy (whether they block it or not) or it cannot be Chained... in other
words, if you whiff a Jab punch, you cannot Chain it into the Roundhouse.
Also, if the move you start with hits, you can Chain into the next move at
ANY further point in that moves animation. For example, if you perform
Ryu's Standing Fierce, you can Chain that into a Low Roundhouse immediately
when the Fierce hits, or you can wait a while before you chain into the
Roundhouse. Any point after the move makes contact is Chainable.
If a Magic Series is more than two buttons long, you can skip any of
the middle buttons and jump straight to later buttons in the series.
However, you can never go backwards in a series. For example, Wolverine's
Ground Magic Series is Jab -> Short -> Strong -> Forward -> Fierce ->
Roundhouse. However, he can choose to just do a Jab -> Strong -> Forward
-> Roundhouse, skipping Short and Fierce all together. However, he cannot
do a Jab -> Strong -> Fierce, and then back to a Forward. You can only
progress forward in the series.
Rules for ground Magic Series: When performing a Magic Series while on
the ground, you can cancel the appropriate normal move with a Standing,
Crouching, or any other specialty normal move so long as the button you
press still follows the Magic Series. For example, Chun Li can Chain her
Standing Short into a Standing Roundhouse OR a Low Roundhouse. She can
also Chain it into her Offensive Crouch Roundhouse Flip Kick... any of
three is possible. Also, she could have started the Chain with a Standing
OR Crouching Short. Any version of any button works AS LONG AS IT FOLLOWS
THE SERIES. However, again, the Overheads are exceptions to this rule as
Overheads cannot be Chained INTO anything. You can Chain a move into an
Overhead, but not an Overhead into another move.
Rules for Jumping Magic Series: Basically the same as Ground Magic
Series. Just like the Ground Magic Series, you can do any version of a
button that you want. For example, you can do a Short Drill with Dhalsim
and Chain it into a Jumping Fierce or into a Headroll (which is done by
holding Down and pressing Fierce).
Rules for Super Jumping Magic Series: Like the Ground Magic Series and
the Regular Jumping Magic Series, the Super Jumping Magic Series allows you
to do any version of a button. For example, with Zangief, you can do a
Super Jumping Jumping Jab Chained into a Super Jumping Fierce, a Super
Jumping Toward + Fierce, OR a Super Jumping Down + Fierce.
* * *
-=Links=-
A Link is not a special form of combo. Whereas Chain Combos,
Buffering, etc. are all special forms of comboing, Links are about as
natural as you can get. Basically, a Link is when you combo two moves in a
row using no special methods. Usually, a Link occurs if the first move
ends fast enough so that a second move, which typically comes out really
quickly, can hit the enemy before he/she finishes recovering from the first
hit, thus registering the two hits as a Combo. For example, Bison's
Crouching Forward Kick ends just early enough so that another quick move,
such as Standing Jab, can catch the enemy before they recover from the
Crouching Forward. Chun Li can do something similar with a Link from
Standing Forward into a Crouching Jab. One last example shows that Charlie
can Link a Standing Jab into a Crouching Short. You can't chain the Jab
into a Short, but you can Link it for a two hit Combo.
This can also occur during Air Combos (see Air Combos section in Combo
Classifications). Some characters have Jumping attacks that end fast
enough so that you can Link two attacks into one Combo in the middle of one
Air Combo. For example, Cammy can do an Air Combo where she hits the enemy
with a Super Jumping Strong, and then LINK a Super Jumping Jab afterwards
for two comboing hits. She is NOT going backwards in her Super Jumping
Magic Series because she is LINKING the two moves, not Chaining them.
Finally, it must be noted that Links are perhaps one of the most
DIFFICULT forms of Combos, mainly due to the fact the timing must be
precise. If your timing is off even just a tiny bit, you'll miss the
combo. Press the button a tiny bit too early, and your second move won't
come out (because you haven't finished the first move). Press it too late,
and it won't combo at all (the enemy will have recovered from the first hit
already). Learning the timing of Links simply takes practice.
==============================================================================
*************************
* COMBO CLASSIFICATIONS *
*************************
Now, with all of the basic components to combos, you can do many
different things with them. This section here lists all of the different
types of combos possible using the basic components. Throughout this
section, I will classify combos in the terms of locations. For example, in
the Dashing Combos section, I will say that it is a Ground-to-Ground combo,
meaning that these combos are done when you are on the ground attacking an
enemy on the ground. The first location applies to you and the second
applies to your opponent.
* * *
-=Regular Combos (Anywhere to Anywhere)=-
The first type of combo possible, of course, is a normal combo using
any of the four, basic components. A good example of this is a basic Magic
Series Combo with Ryu: Crouching Short -> Crouching Forward -> Crouching
Roundhouse. Another example is a basic Special Move Cancellation Combo
with Gambit: Standing Roundhouse canceled by a Cajun Slash. Another
example yet is doing a Jumping Fierce canceled by an aerial Cannon Drill
with Cammy. These regular combos work everywhere including while jumping,
like with the Cammy example.
* * *
-=Dashing Combos (Ground to Ground)=-
There is no better way to initiate ground combos than by Dashing in
this game. By doing a Dash before your first move, you can add more hits
than if you did the combo without the Dash. This works because, when you
Dash, your first attack will carry some left-over momentum from the Dash
and, thus, your first hit won't push you away from the enemy as far as a
non-dashing version of the attack would. For example, when Chun Li fights
against Ken, she can do a Dashing Standing Short -> Standing Roundhouse
Magic Series against him. However, if you do the exact same combo without
Dashing, your Short kick will actually push you too far away so that the
Standing Roundhouse, which has little horizontal hitting range, will
completely miss your opponent. The extra Dash inserted at the beginning
allows Chun Li to put in more hits for her Ground Magic Series so that she
will not slide too far from the enemy from the initial hits, making the
last move/moves whiff. Thus, when someone like Wolverine leaves himself
open for a combo after missing with the Tornado Claw, it is much better to
start a combo off by Dashing at him and comboing him than to just start it
from standing next to him.
Remember that it is key that you do not attack too fast with your
first attack. The point of Dashing in is also to make sure you're as close
to the enemy as possible so you can sneak in the most hits. In order to
ensure that you are close to the enemy and hit them with all your moves,
you must do the attack a little AFTER you start Dashing. For example, say
you are Wolverine and you want to do a Dashing Combo against Juggernaut and
want to hit him with a full Jab -> Short -> Strong -> Forward -> Roundhouse
Magic Series. If you Dash at him but hit Jab too early in your Dash,
you'll stop your Dash too soon and you wonÕt be as close to Juggernaut as
you would have wanted to be, thus giving you the chance of missing with
your last hit. However, if you Dash and attack a little later after your
Dash starts, this will make sure you are closer to Juggernaut, giving you a
better chance of landing all five hits. Needless to say that this is
highly dependent on the distance between you and your enemy. If you are
already next to each other, only a short pause is needed. If you are a
screen away from the enemy, you can't get close enough with a Dash no
matter what.
* * *
-=Jump-In Combos (Air to Ground)=-
This type of combo is the use of the Magic Series to give yourself
more hits when initiating a combo from Jumping. For example, if you are
using Cammy and you Jump in at Magneto, you can do a Jumping Roundhouse,
land, and do a Crouch Short -> Crouch Roundhouse combo. However, utilizing
a Jump-In Combo allows you to perform a Jumping Jab -> Jumping Short ->
Jumping Strong -> Jumping Fierce when you jump in at Magneto and all four
attacks will come out before you land! Plus, you can still tack on the two
hits from the ground afterwards.
This is a VERY VERY VERY important technique to learn for this game
for characters like Wolverine and Cammy. It allows you to trick other
players into getting hit by combos. For example, if you are Gambit, you
can attack with a Jumping Fierce from the air, which hits VERY far below
it. If the enemy stands up and blocks it, they tend to fear that you are
going to attack with a move that hits low when you land, like a Low Short
for example. Thus, they tend to Crouch block after blocking the initial
hit. Thus, if you learn to Chain Gambit's Jumping Fierce into a Jumping
Roundhouse and they duck in the middle of those two attacks, they will get
hit by your Roundhouse since it cannot be blocked while Crouching. Thus,
you can continue on for a nice, nasty combo. As said before, Wolverine and
Cammy are also good at this and even characters like Ryu can occasionally
fool people into taking hits really well with this technique.
An important thing to know to do these combos more effectively,
however, is that in order to add many hits from normal jumping at the
enemy, it is better to start the first hit VERY HIGH on your Jump Arc. For
example, in the previous Cammy Vs. Magneto example, you have to hit the Jab
Button right when Cammy starts on her way down from her Jump. If you wait
too late to hit the Jab Button, there won't be enough time for her to get
in all four hits before she lands.
Also, it is important to note that the smaller attacks, such as Jab
and Short, permit more hits. Using the Cammy example again, she can get in
four hits ONLY if she uses Jab and Short for the first two. If she tries a
Jumping Strong -> Jumping Forward -> Jumping Fierce -> Jumping Roundhouse,
the Fierce or Roundhouse will miss because the previous two moves come out
slower than the Jab and Short, preventing her from getting all four hits in.
So, in the long run, it is debatable which is better: doing four hits
with weaker attacks or two hits with stronger attacks. For example:
Wolverine can Jump against Sabretooth with a Jumping Jab -> Jumping Short
-> Jumping Strong -> Jumping Forward. However, he can opt for a Jumping
Fierce -> Jumping Roundhouse instead. Which is better? To put it simply:
for more hits and a more impressive looking combo and to confuse the enemy
more, do the four hits from the weaker attacks. For more damage, do the
two hits with the stronger attacks. I will leave it at that.
* * *
-=Juggling Combos (Ground to Air)=-
Juggling is basically any combo that keeps your opponent in the air
while you are on the ground hitting them. This can come in MANY forms.
For example, If the enemy jumps backwards in the corner, Wolverine can
catch them out of the air with a Low Strong and chain that into a Standing
Forward into a Standing Fierce, all which will combo while the enemy is
still in the air and you are still on the ground. All three hits will
connect and "bounce" the enemy in the air a little. Another example is
after Dhalsim performs the Yoga Noogie against you while you are in the
corner. After he releases you and you fly from his hands, he can do a Yoga
Inferno and nail you before you hit the ground, thus Juggling you out of
the air.
You can also Juggle the enemy with a Jumping attack. For example,
after you perform a Berserker Barrage X against an enemy with Wolverine in
the corner, you can Jump after the enemy and hit them with a Jumping Jab
before they land. This is considered juggling but do take note that if you
chain that Jumping Jab into a Jumping Roundhouse, you're heading into Air
Combo territory.
There are many forms of Juggling Combos. This isn't the most useful
type of Combo, however. It is almost exclusively used most effectively for
Air Combo set-ups after OTG Combos and for Flying Screen Combos (see the
next two sections for more details).
* * *
-=Off The Ground Combos and Rolling (Anywhere to Ground)=-
The Off the Ground Combo (OTG Combo) breaks the rule of combos that
says: "A combo is a series of hits that the opponent can do nothing about
once the first hit makes contact." You can actually prevent yourself from
being OTG Comboed if you are aware of them (in MOST cases... see section
entitled "Flying Screen Combos" for exceptions).
So what is an OTG Combo? This is a combo where you knock the enemy
onto the ground with a Knock-Down move (any move that makes the enemy fall
down onto the floor so that they end up lying on the ground) and then combo
them off the floor while they are still lying there. The basic way it
works is this: when an enemy is lying on the ground, they can be hit by
moves that hit low enough (sweeps, downward punches, etc.). When hit by
these moves, regardless of WHAT they are, the person hit will fly off the
ground only a SMALL distance and then land quickly again, rolling backwards
a bit before getting back up on their feet. During the time JUST after
they are hit before they start rolling backwards, they cannot block
anything because they are stuck in reeling animation. Thus, you can
actually hit them in that period of time with any move that will reach them.
A good example of this is with Gambit. If you sweep someone with
Gambit, the enemy hits the ground. You can OTG Combo them, however, if you
cancel the Low Roundhouse into a Strong Cajun Slash. The Strong Cajun
slash will leap up, knock the enemy off of the floor with the first
downward swing, and then Juggle the enemy in the air with the next two
hits. So even though you knocked the enemy down, you can still combo them
afterwards.
Other examples of how this can be very useful is with Cammy. If you
perform a Spin Drive Smasher and hit someone when they are in the corner,
they will hit the floor after the Super Combo is finished, and you'll be
right next to where they land. Cammy has recovered already and can Low
Short the enemy off the floor and Chain that into a Standing Roundhouse,
which will knock the enemy upwards, setting them up for an Air Combo (see
section entitled "Air Combos" to see how that works). So even though the
enemy gets knocked down, you can still combo them further.
But there is one catch: even though you can hit them off of the floor
after you knock them over, the enemy is not doomed for certain. Remember
that in X-Men Vs. Street Fighter, you can Roll the instant you hit the
floor after being hit by a move that knocks you down (with one exception...
see "Flying Screen Combos" section for more details). So, in the previous
Gambit example, after you sweep the enemy with the Low Roundhouse, if the
enemy is ready for it or reacts quickly enough, he can Roll the instant he
hits the ground and avoid the Cajun Slash. Anytime you can OTG an enemy,
they can Roll away before the OTG hits.
One thing you should take note of regarding OTG Combos: the window you
have to OTG the enemy off the floor varies depending on the move you used
to knock the enemy down. Moves like Cammy's Spin Drive Smasher give you
VERY little time to OTG the enemy (you basically have to hit the enemy the
INSTANT they hit the floor). With Rogue, you can Low Roundhouse the enemy
and instantly cancel that into her Super Rushing Punches, which will OTG</pre><pre id="faqspan-2">
the enemy and continue to bash the enemy like normal. However, if Rogue
delays even just one second, the Super Combo will whiff and just fly
uselessly over the enemy on the floor. However, some give you a huge
amount of time to OTG the enemy, such as Akuma's Raging Demon. After the
Raging Demon, Akuma can OTG the enemy even after taking about one or two
steps. Although these cases exist, most Knock-Downs only give you a small
amount of time to OTG the enemy.
Technically speaking, there is no such thing as an OTG "Combo" because
OTG combos are mainly Juggling Combos initiated by hitting the enemy off
the ground. After you knock the enemy off the ground, you can try to combo
them in the air for as long as possible but this, then, has become a
Juggling Combo. So Juggling Combos and OTG Combos go hand in hand.
Without Juggling Combos, OTG Combos would be useless.
The reason why OTG Combos are so good is because they usually allow
the player to create longer combos. You can add many hits into a combo
sequence if you add in a good OTG section. However, the bad part about OTG
Combos is that the enemy can Roll away and completely avoid the rest of the
combo. If they do NOT Roll, however, the combo will keep going and your
Combometer will still rise. So even though the combos are escapable, they
will still continue the Combometer going if they do NOT Roll away.
There is one major limitation to OTG combos. It is NOT possible to do
2 OTGs in one combo. After being knocked off the ground once, you can no
longer be hit off the floor again until you land and are able to block.
Thus, if you do a combo that knocks the enemy down, OTGs them off the
floor, and knocks them down again, you will no longer be able to OTG them
again because the game only allows one OTG per combo (and of course, there
are exceptions to the rule, but these exceptions usually arise from
"glitch-like" circumstances, so they are very rare and, for now, not worth
mentioning).
* * *
-=Flying Screen Combos=-
The "Flying Screen" is the term I use to define the event where the
screen scrolls VERY quickly after a character is struck by a certain move
in certain situations. The view of the game follows the person who was hit
and the person who initiated the hit is scrolled off the screen in a hurry.
Once the screen stops moving, the person who was hit will just lie there
and the other player will hop into the screen from the side.
So what are some examples of moves that cause the Flying Screen?
Wolverine's Fierce version of the Berserker Barrage is one. If you hit the
enemy with the maximum number of hits of this move, the person getting hit
will fly really quickly to the side while Wolverine disappears from view as
the screen scrolls to follow the flying body. Another example of this is
Ken's ShinRyuKen. After it finishes hitting the enemy, the enemy is hurled
with great speed away from Ken's flaming column but the view follows the
person being hurled, not Ken. Ken, on the other hand, scrolls off the
screen only to hop back in after the hurled body lands on the ground.
Also, all official "Air Combo Finishers" will cause the Flying Screen to be
initiated (see the section entitled "Air Combos" for more details).
When the Flying Screen is activated, certain conventions are
completely disabled for a brief moment. For example, normally, a person
who is knocked to the floor can perform a Roll to escape any further
punishment, as explained above. However, when the Flying Screen is
initiated, the enemy who was struck and flying through the air CANNOT Roll
upon landing.
The restrictions, though, are more prevalent against the person who
did the attacking. After a Flying Screen is activated, the player that was
doing the attacking can no longer perform ANY special moves, whether they
are special moves or super combos. They can also no longer Super Jump.
These limitations go away as soon as the person being hit is finally able
to block again.
Although these limitations would seem really limiting to the person
trying to perform the combo, it can actually help him/her. If you are too
close to the corner of the playing field (one of the two edges of the
playing field), there is no where for the person who is hit to fly away!
Thus, after getting sent into the Flying Screen, they will just hug the
corner wall going up, and then down and hit the floor. So essentially, if
you hit the enemy while you are in the corner and they are sent into the
Flying Screen and you can recover quickly enough, you can add extra hits
AFTER or BEFORE they land! And they can't Roll away from any attacks you
hit them off the floor with!
Here's an example of how to take advantage of the Flying Screen: if
you're Wolverine and you do a Berserker Barrage X against someone in the
corner, the enemy will be sent into the Flying Screen but he won't fly away
from you because you're both in the corner, so the enemy has nowhere to go.
The enemy will merely fly up against the wall and then fall back down.
Wolverine recovers very quickly after the Berserker Barrage X so by the
time the enemy is on their way down from the air, Wolverine is free to move
again. Thus, he can actually Jump up, meet the falling body and hit it
with a Regular Jumping Air Combo (see "Air Combos" section for more
details). Many more examples of this exist, so the Flying Screen is
definitely a good way to keep a combo going even after it seemingly ended.
* * *
-=Air Combos (Air to Air)=-
Once again, the Air Combos are still the most "special" kind of combo,
as the words "Air Combo" still appear at the side of the screen when you
perform them (On Japanese versions, the words "Aerial Rave" will appear).
However, Air Combos are not that easy to perform for beginners, as there
are a lot of technicalities involved. They are difficult to get used to at
first, but if you practice long enough, Air Combos will soon become
extremely simple and easy and, like most combo aficionados, you'll be able
to do them in your sleep.
The actual definition that I give Air Combos is: "A series of hits you
perform on an airborne enemy while you yourself are airborne." For
example, if you juggle an enemy in the air while remaining on the ground,
it is not considered an Air Combo. If you jump at an enemy and hit the
ground-based enemy with two hits from a Jumping Magic Series, you do not
get an Air Combo message. It only counts as an Air Combo if both
characters are in the air.
**NOTE: This section is VERY long and it might get confusing after a while.
To help make things clearer, here is an "outline" of what will be
discussed. First of all, I will describe the three different ways to set
up an Air Combo: Launchers, Super Jumping at the enemy, and Regular Jumping
at the enemy. Then, I will define what I call the Air Combo Finishers.
Then, I will go into a section on tips on how to perform Air Combos, since
a lot of people tend to have problems performing them correctly.
-Set-Ups-
Set-Up #1) Launchers --- In X-Men Vs. Street Fighter, there are many
moves that, when striking the opponent while they stand on the floor, will
knock them off of their feet so that they are no longer on the ground.
There are three kinds of these moves: 1) Launchers: these will knock the
opponent off the ground and up into the air at relatively high heights; 2)
Strikes: these moves will knock the enemy off their feet but not in an
upwards direction so thatthey can't be used for an Air Combo set-up. Most
of the time, they knock the enemy straight across the screen; 3)
Knock-Downs: These are your basic sweep attacks... ones that drop the enemy
to the floor, like most Crouching Roundhouse Kicks. Obviously, since these
do not knock the opponent upwards, these cannot be used as Air Combo
set-ups on their own.
The Launchers are by far the most useful for Air Combos because they
knock the opponent right into the range for an Air Combo Launchers will
knock the enemy straight up into the air regardless of whether the enemy is
hit out of the air or off of the ground right into range of your typical
Air Combo. When the opponent is knocked upwards into the air by a
Launcher, he or she becomes stuck in what I call "reel flight." This
essentially means that they cannot block, move, or do anything during this
time that they are being knocked upwards into the air, making them
vulnerable to any attacks you may throw out on them. This reel flight
lasts up until right after they begin falling back down. However, after
that point, they can block everything again. So remember, it is always
preferable to hit the enemy while they are still going UPWARDS in their
reel flight. By the time they start falling back down, your Air Combo can
be blocked.
To use a Launcher successfully, you must hit the enemy with it and
then cancel your Launcher with a Super Jump to follow the reeling enemy
into the air for a combo. Thankfully, Capcom made it so that you do not
have to do the complete Down, Up motion required to Super Jump after
hitting the enemy with a Launcher. You merely have to hit any of the three
Up directions to send your character Super Jumping after the enemy that was
launched by your move.
So after you hit the enemy with Launcher, immediately hold any of the
three Up directions upon contact to make your character Super Jump and then
start your Air Combo. Remember one important thing: you can ONLY cancel
your Launcher with a Super Jump if it HITS the enemy. If they block your
Launcher or you whiff with it, you cannot cancel it with a Super Jump.
All moves Capcom has designated "officially" as a Launchers in this
game are accompanied by a large, blue "energy circle" or "hit spark" when
the Launcher hits the enemy. However, Capcom is really not very strict on
counting what are or are not Launchers. A few moves that aren't counted as
Launchers (shown by the lack of the accompanying big blue circular spark)
can still be used as Launchers and can still be canceled into a Super Jump
by pushing Up. These moves will still be counted as Launchers even though
Capcom didn't give them the accompanying big blue circular spark.
Set-Up #2) Super Jumping --- In this second set-up for Air Combos, you
can actually Super Jump after an enemy who is already airborne and start
comboing them right there and then without setting them up with a Launcher.
This, however, is not as carefully set-up and the same combos that you used
after Launchers may not connect with every hit as the enemy is not always
in such perfect positioning. The enemy can be Flying, Super Jumping, or
Regular Jumping... it doesn't matter. You can just Super Jump after them
and start Air Comboing them. This is a good strategy against players who
Super Jump constantly and attack from the air without regard to their own
safety.
Set-Up #3) Regular Jumping --- The best time to do this one is when
your opponent Regular Jumps at you. You can regular Jump up at them and
try to hit them first with your Air Combo. This is basically the same as
the second method, except you're just regular Jumping and not Super Jumping.
-Air Combo Finishers-
The most noteworthy thing about Air Combos (Jumping or Super Jumping)
is the presence of "Air Combo Finishers." Basically, an Air Combo Finisher
is any move that, when done in an Air Combo, initiates the Flying Screen.
For example: for every character, the Roundhouse button is an Air Combo
Finisher... in other words, if you end an Air Combo with the Roundhouse
button, the Roundhouse attack will initiate the Flying Screen, and the view
will follow the person who is being hit.
However, even though Roundhouse is an Air Combo Finisher for every
character, it won't ALWAYS cause the Flying Screen when done in an Air
Combo. For an Air Combo Finisher to actually activate the Flying Screen,
two conditions MUST BOTH BE MET: 1) The Air Combo Finisher must be AT LEAST
the third hit of the combo it is used in; 2) The Air Combo Finisher must be
AT LEAST the second hit of the Air Combo it is used in. Sound confusing?
Well, it is. Let me try to explain more clearly by giving you two examples
of when these conditions are not met, thus resulting in the absence of
proper Air Combo Finishers.
Example 1: If you Launch an enemy using a three hit Dashing Combo that
ends with a Launcher and Super Jump with an immediate Roundhouse, the
Roundhouse will not cause the Flying Screen even though it satisfies
condition number 1 (the Roundhouse is the fourth hit in the combo). The
reason it fails to be an Air Combo Finisher is because it does not satisfy
condition number 2. The Roundhouse is only the FIRST hit of the Air Combo,
not the second or beyond.
Example 2: If you Super Jump at an enemy who is currently in the
middle of his/her own Super Jump and hit him/her with a Jab Chained into
Roundhouse, that Roundhouse will not cause the Flying Screen (and thus not
be an Air Combo Finisher) even though, this time, the second condition is
met (it is at least the second hit of an Air Combo). This is because it
does not satisfy the first condition. That Roundhouse is only the second
hit of the whole entire combo (Jab was the first hit, Roundhouse was the
second). So, once again, in order for an Air Combo Finisher to actually BE
an Air Combo finisher, both aforementioned conditions MUST BE MET.
Roundhouse is not the only Air Combo Finisher. For the majority of
characters, Fierce is ALSO an Air Combo Finisher (however, there are some
cases where the character does NOT have a Fierce Air Combo Finisher, like
Cammy. Her Fierce does not end the combo nor does it initiate the Flying
Screen). Some Special Moves also act as Air Combo Finishers. Rogue's
Rushing Punches and Ryu's HaDouKen (Fireball) are also Air Combo Finishers,
initiating the Flying Screen and knocking the enemy away with great speed.
Most special moves, however, are NOT Air Combo Finishers. Ken's Air
ShouRyuKen (Dragon Punch), for example, does not initiate the Flying Screen
nor does it knock the enemy down with great speed. In fact, it doesn't
knock the enemy down at all. After they are knocked upwards, the enemy can
block on their way down just like normal.
Generally, the rule for an Air Combo is to try and end it with a
Special Move in X-Men Vs. Street Fighter. Not all of them are Air Combo
Finishers, but in general, they do the most damage. Cammy, for example,
does a MUCH larger amount of damage if she uses the Cannon Drill in an Air
Combo compared to just using normal moves.
Some special cases allow you to actually hit the enemy AGAIN after the
initial Air Combo and Flying Screen initiation. For example, if you end an
Air Combo with Ryu's Super Jumping Up + Roundhouse (hold Up on the
controller and hit Roundhouse), it will knock the enemy slightly outwards.
Since you are in the corner, the enemy will fly a bit up and then start
falling down, right past Ryu again. Thus, in this time, Ryu can land MORE
hits on the enemy while they are both on their way down. If he hits them
with anything that ends with another Air Combo Finisher (whether it be a
Chain combo into another Up + Roundhouse or just Up + Roundhouse by
itself), the Flying Screen will be maintained and the enemy will still hit
the floor afterwards, unable to Roll or block. HOWEVER, if Ryu does NOT
hit the enemy with an Air Combo Finisher and stops at a Jab, Short, Strong,
or Forward, the enemy will recover afterwards and can block on their way
down again. At that point, the Flying Screen will have ended, so you and
the enemy can once again do Special Moves, Super Jumping, etc.
Also, if a Jumping Fierce that is an Air Combo Finisher can chain into
the Roundhouse that is also an Air Combo Finisher fast enough for the
Roundhouse to hit the enemy before they fly away, the Flying Screen will
still be preserved. For example, with Wolverine, Fierce and Roundhouse are
both Air Combo Finishers. However, if you're in the corner, you can
actually Launch the enemy up into the air and do an Air Combo that ends
with Fierce chained into Roundhouse. Since they are both Air Combo
Finishers, the Roundhouse will not cancel out the Flying Screen initiated
by the Fierce.
There is a LOT of inconsistency between characters these days
concerning Air Combos. A lot of characters have different timing problems,
different height adjustments, different Magic Series... in fact, some
characters are better off not ever performing an Air Combo!! Therefore, in
the "Character Specifics" half on the FAQ, I am going to include a
paragraph entitled "Details About the Air Combos" for each character, as
each character has their own problems and their own advantages. Thus, a
lot of detail for each specific character won't be gone into here about Air
Combos. Check the paragraph of your favorite character for in depth tips
on how their Air Combo behaves.
-Tips On How To Perform Air Combos-
By now a lot of you won't need this section. You guys have already
practiced your Air Combos to the point where you can do them in your sleep.
Well, this section is still here for one main reason now: to help all you
players who purchased this game for a home system recently without any
previous experience doing Air Combos from games like Marvel Super Heroes.
So this section is dedicated directly at you players out there who bought
this game for a home system and want to make the most out of it... so that
you too can get those nice, long Air Combos.
1) The Reaction Problem: When it comes to using Launchers for Air
Combos, one problem may occur: the enemy blocks your attack. When you go
for Air Combos, your opponent may not be so nice as to let you hit them
with your Launcher every time. In fact, they will probably block more than
half of your Launchers. Thus, half the time you will find that your Air
Combo attempts must be aborted. However, sometimes you WILL get a miracle
Launcher to connect and the enemy is knocked high into the air. However,
since you were so used to having the enemy block it, you reacted too late
to them actually getting hit, Super Jumped too slowly, and your Air Combo
failed.
There is a simple solution to this problem: ***never believe your
opponent is going to block your Launcher.*** In fact, this is the
Fundamental Theorem of Combos: "Never believe your opponent is going to
block your combo for it is always easier to react to them blocking it and
abort the combo mid-way than it is to react to them getting hit and
continuing the combo after you notice them getting hit." After you hit the
enemy with your Launcher, hold Up for the Super Jump anyhow. If the enemy
is hit, you'll go into your Air Combo. If they block it, NOTHING WILL
HAPPEN. Your move can't get canceled by a Super Jump since it was blocked.
So merely let go of the controller and start blocking if you notice the
enemy blocked your move. You can react quicker to the fact that the
opponent BLOCKED your Launcher than to the fact that they got hit by it so
always believe you're Launcher is going to hit.
2) The Timing Problem: A more elementary problem is merely getting off
all the hits in the air. Some people have trouble, at first, timing the
hits so that they will all connect. I've seen many people attack too late
and fly past their enemy, attack too slowly so their combo just stops
connecting, or hit their buttons too sporadically and only get 2 hits
instead of potentially 5 or 6.
The two most likely problems are 1) You aren't timing the buttons
rhythmically. 2) You're doing nothing wrong (I'll explain). When you do
Air Combos, it is VERY important that you do NOT HIT THE BUTTONS LOTS OF
TIMES until you see the move hit and then switch buttons and hit that
button LOTS of times until it hits. You also cannot hit the buttons really
quickly and expect the whole combo to finish itself just 'cause you hit the
right buttons, like you can with a UMK3 "Dial-A-Combo" or a Tekken "Typing
Combo". The best way to do Air Combos is to develop a nice, steady
rhythmic timing for each button so that you only hit each button once. If
you develop this timing, you can do Air Combos with your eyes closed...
seriously. The rhythms may be different for each character, however. For
example, Sabretooth has a VERY easy timing and is BY FAR one of the easiest
to do. His timing is VERY fast and very steady. However, Chun Li's is
bizarrely slow, and very delayed so that the timing is a LOT slower than
Sabretooth. Experiment with your character. The X-Men generally use
quicker rhythms while the Street Fighters generally use slower rhythms.
Warning, though: donÕt do it TOO fast... you can potentially do it SO fast
that you skip moves. Learn a good consistent timing.
The other problem is that you're doing nothing wrong. Some characters
have moves that simply aim in the wrong direction. For example, Cammy's
Jumping Forward Kick aims up and canÕt hit anything next to her. So if you
get into the air and do a Jab, Short, Strong, Forward Air Combo, the
Forward will most likely miss and the Air Combo will fail. So skip the
Forward button altogether to get a simpler, easier Air Combo. Of course,
against very large opponents like Juggernaut, you can hit them even with
those high aiming moves. If there are any moves that are recommended to
skip, I will mention that in the "Details about the Air Combos" section for
each character in the "Character Specifics" half of this FAQ.
3) The Fireball Problem: This problem occurs for only characters will
Air Fireballs and Crouching Launchers (Ryu, Cyclops, and Magneto). A lot
of the times after you Launch the enemy into the air, you go up for the Jab
hit and instead comes out a Jab Fireball, be it a HaDouKen, Optic Blast or
EM Disrupter. This occurs because when you go from a Crouching Launcher to
Forward Flip, the controller passes from Down to Down/Forward to Forward to
Forward Flip. The Fireball code is in there and so when you hit Jab, the
Fireball comes out instead.
To fix this problem, this is what I do: hit Up on the controller
EARLY. As SOON as I hit the button that is my Launcher, I immediately hold
Up. Thus, by the time I hit Jab, the Fireball won't come out. That
prevents the Fireball from coming out and you can proceed with your Air
Combo. Another solution is merely to just be more careful when going to
Up. Do it more carefully and don't sweep it around the front, doing the
Fireball motion.
Some characters will have this problem more seriously than other. It
really is a minor problem and doesn't happen that often. Being careful is
really the best advice I can give if you have this problem.
4) The Confusion Problem: Lastly, another problem that can occur once
in a while is just pure confusion. Sometimes I launch the enemy and jump
after them and forget which buttons I should try and use. In the above
Cammy example, you might forget to skip Forward until it's too late and
thus, you either pause too long because of your realization that you
shouldn't hit Forward and whiff the Fierce Punch, or actually hit Forward
and miss the enemy all together, missing the rest of the combo. A good way
to solve this is to, with each character you use, keep it set in your mind
which combo you want to do and what moves you are planning to use before
you go up for it. That way, you can do the whole combo with great ease and
control and not have to remember things at the last minute. I basically
have each character's Air Combo dead set into my mind now so that it's
completely second nature to me for which buttons to hit in an Air Combo...
so much so that if I want to change it, I have a hard time changing.
* * *
-=Character Switching Combos=-
This form of combo isn't flashy, isn't awesome, isn't anything but
EXTREMELY practical. The reason that they are so practical is because,
after switching characters, your new character has a fairly significant
delay upon entering the screen... so significant that the majority of the
time, the enemy can Super Combo you before you recover. This can get VERY
frustrating and cause you to wonder, "When the heck am I supposed to change
characters?!?" Well, one answer is Character Switching Combos.
The best Character Switching Combo is a very simple thing: Sweep into
Character Switch. The Character Switch acts just like a Special Move so
you can cancel your normal move into a Character Switch just like you could
cancel it into a Gene Splice. Thus, if you sweep the enemy and character
switch, the new character entering the screen will actually fly in and OTG
the enemy off the ground!! This will cause them to roll away, giving you
PLENTY of time to end you entering delay. Also, if the enemy ROLLS after
being swept, their Roll is long enough so that most characters cannot hit
you after they Roll (some still might be able to... Chun Li can Roll after
being swept and still recover in time to SenRetsuKyaku your teammate who
just jumped in... but most characters can't get you in time). By the time
their roll is over, your character is safe and sound and ready to move.
There are other possibilities to this. For example, when the enemy is
getting hit by Sabretooth's Birdie Bullet Spray, Sabretooth recovers before
the Spray is finished. In that time, you can Switch Characters and your
new character will hit the enemy at the end of the Bullet Spray in a combo,
and your character that entered the screen will be safe and sound.
Experiment around and find new ways to enter your characters in so
that they won't get a Super Combo in their face every time.
==============================================================================
**********************
* COMBO COMBINATIONS *
**********************
Here's the meaty part: the ability to combine ALL of those different
Combo Classifications in one combo. It is possible to put nearly every
classification into one combo. An example: With Wolverine, do a Jumping
Jab into a Jumping Short into a Jumping Strong. Land and dash with a Jab
into a Short into a Crouching Strong into a Standing Roundhouse. Super
Jump after them with a Jab into a Short into a Strong into a Strong into a
Strong into a Forward canceled by an upwards aimed Drill Claw, followed by
an immediate Roundhouse. Then, as the enemy falls down past your hovering
body, hit them with another Roundhouse. Hit the enemy Off The Ground with
a Crouching Short into a Crouching Strong into a Standing Roundhouse.
YES, this is all one combo (and a relatively easy one at that!). In
it, we have a Jump-In Combo, a Dashing Combo, and Air Combo, a Special Move
cancellation, a Flying Screen Combo, an OTG Combo, a Juggle Combo... and
the Magic Series is used everywhere in there. It's all actually possible
and you can eventually do it flawlessly, hopefully, with enough practice.
* * *
-=Jumping Combos Into Dashing Combos=-
There is ONE essential combination of Combo Classifications that
deserves a LOT of attention and that is what this section will concentrate
on: the Jump-In Combos into the Dashing Combos. As in MSH, X-Men Vs.
Street Fighter gives you the possibility of hitting the enemy from a
Jump-In, land and Dash with a move fast enough so that it all connects into
one combo. If you do not learn this technique, it will be difficult to
perform the larger and more impressive combos.
So here are some tips on how to perform a Jump-In to Dashing Combo
since it is such an important part of combos since it helps do the maximum
potential damage in one combo. Jump-In to Dashing Combos is 100% timing
and nothing else. In order to perform this correctly, you must 1) do
however many hits from the air you were planning to do; 2) land with a
Dash; 3) attack quickly enough before your opponent recovers from the hits
from the air.
To start off, make sure you know EXACTLY how many hits you're planning
to do from the air. Jump at the enemy and start attacking the enemy.
After you hit the last move you plan on doing from the air, you must enter
the Dash code by tapping Towards on the joystick twice quickly. However,
you must start to do the motion BEFORE you land from the air. So, in other
words, after your last hit from the air, start dashing right away.
However, you ALSO have to FINISH the code RIGHT when you land. Thus, you
must hit the first Towards on the joystick while not yet landed but hit the
second Towards on the joystick RIGHT when you have landed. THEN, you must
hit the first button in your Dashing Combo quickly enough so that the enemy
does not have time to recover from the Jumping attacks.
Thus, it is logical to try to finish your Jump-In Combo with a Fierce
or Roundhouse as those moves make the enemy reel the longest, giving you
MORE time to connect a Dashing attack when you land. Also, it is logical
to START your Dashing Combo with a Jab or Short, since those moves come out
the quickest. This gives you the most lee-way for timing errors between
the Jump-in and the Dash.
This just takes practice. Once you practice enough, it gets REALLY
easy to do and you'll never do a combo without it ever again. Just
practice it and don't give up because it is VERY important to learn this
technique.
Another thing: there is an alternate way of doing the Jump-in to
Dashing Combos. Since you can Dash by pressing all three Punches, you CAN
also do a Jump-in to Dashing Combo simply by pressing the three Punches
RIGHT when you land and going for your combo VERY quickly after Dashing.
Seeing as how I prefer to use the Double Tap method personally, I can't
offer any tips on doing it this way. Experiment with both methods and see
which suits you the most.
* * *
-=Two Air Combos In One=-
This is a really bizarre form of combo in X-Men Vs. Street Fighter
that some people may not realize is possible. It requires two separate Air
Combos... one normal Jumping Air Combo and one last Super Jumping Air
Combo. The enemy must be in the air when you start this and there are two
ways to do this combo.
Basically, this is how it works: during a regular fight, this
situation comes up a lot... the situation where you jump at your enemy and
he jumps at you as well. Well, the "Two Air Combos in One" Combo
Combination is just the thing you need to do a nice, damaging combo. If
you Regular Jump at the enemy and they just happen to be Jumping at you as
well, you can start hitting them on your way down from your Jump. When you
land, they will be finishing their reel in the air.
In that time, you can do one of two things: a) you can land and
quickly throw out a Launcher attack if the enemy is low enough and knock
them right back up for an Air Combo. Then, of course, you Super Jump and
do your basic Air Combo; b) you can actually Super Jump the instant you
land and continue hitting them on your way up if you're fast enough and if
the enemy is too high up in the air for the Launcher to reach them.
An example: say you're Cammy and the enemy jumps at you. You can jump
at them and once you reach the height of your Jump Arc, you can start a
Regular Jumping Air Combo with a Jab chained into Short chained into Strong
chained into Forward Kick. You'll land and the enemy will have just been
hit by your Forward Kick, and bounce a tiny bit in the air in their hit
reel. Right when you land, hit Roundhouse and Cammy will kick upwards with
her Launcher and catch the enemy before he/she recovers. Super Jump up
with your favorite Air Combo.
Thus, you connect the two Air Combos together in one. Not the
greatest nor most exciting Combo combination and definitely not the most
useful, but they can be used against people who jump a lot. Also, one last
alternate way to use the Regular Jumping Air Combo: after hitting the enemy
with the Regular Jump moves, you can land and walk under the enemywhile
they are reeling in the air. They'll be able to block by this point, but
they will usually be blocking the wrong way, since they are not expecting
you to walk under them. Thus, if you throw out a Launcher after walking
under them, they usually get nailed by it so you can get an Air Combo out
this way as well.
* * *
-=Sweep Into OTG Combos=-
In X-Men Vs. Street Fighter, sweeps are really useful against
inexperienced players who have not become accustomed to Rolling. That is
because there are a LOT of natural Off The Ground moves in this game. For
example, Cyclops's new Hook Kick move can OTG enemies off the floor with
the second hit. Thus, Low Roundhouse canceled into the Hook Kick will be a
two-hit combo. Another example is with Gambit: his Strong Cajun Slash is a
natural and perfect OTG move. Thus, Low Roundhouse into the Strong Cajun
Slash is an easy 4 hit Combo.
Worse yet, for a LOT of the characters, a sweep can be comboed into a
Super Combo, which can be highly devastating to the person on the receiving
end since it is so damaging and so easy to do. For example, Chun Li can do
a Low Roundhouse into the KikoShou Super. Rogue can do a Low Roundhouse
into the Super Rushing Punches. Ryu can do a Low Roundhouse into a ShinKuu
TatsuMakiSenPuuKyaku Super. And all of these combos hurt a great deal for
a relatively easy combo.
So if you are playing this game, you must, I repeat, MUST train
yourself to react to sweeps very quickly. In a lot of those cases, a Roll
can mean the difference between life and death. If you can train yourself
so that you can react to sweeps at a moments notice, you should be able to
escape this type of combo. No Sweep Combo canNOT be Rolled away from. All
sweep combos can be escaped with a Roll. So listen to my advice: TRAIN
YOURSELF INTO REACTING TO SWEEPS. You'll thank me for it.
* * *
Of course, there are a ton of Combo combinations that are possible.
All you need to do is find them and work at them. If you examine the
combos in the Character Specifics section carefully, you'll find a lot of
different forms of combinations. So keep working on the combos and
remember there are more combinations that just the few listed above. Good
luck!
==============================================================================
***********************
* Advanced Techniques *
***********************
In this section, we will discuss some really advanced skills in doing
combos. This section will cover the techniques needed to create the really
long and crazy combos, such as the ones found under the "Insane Combos" for
each character. In fact, a lot of these advanced techniques and advanced
concepts even break a lot of the rules I have already established!
Throughout this FAQ I have said things like, "Once the Flying Screen has
been activated, YOU CANNOT DO SPECIAL MOVES ANYMORE," or stuff like "You
are only allowed ONE OTG PER COMBO!!" Well, all of that isn't necessarily
true. Of course, X-Men Vs. Street Fighter is just a game, simply a game
that people have programmed, and so there will be exceptions and there will
be glitches and there will be things that happen that cannot be explained.
Well, this section will cover a lot of the Advanced Techniques that can
cause these anomalies and when they occur. This is where a lot of the
variety, inventiveness, and creativity come from. Read on and you'll see
what I mean...
* * *
-=Throw Combos=-
If you hate Throws and are a player who generally dislikes Throws,
then you'd better start getting used to them. In X-Men Vs. Street Fighter,
Throws have the potential to be one of the most powerful weapons in the
game, giving many characters free combos that amount to HUGE levels of
damage, with nothing you can do to stop them.
The Throws in X-Men Vs. Street Fighter are particularly lethal
because, after thrown, your open game for anything. Certain throws, like
Cyclops' Fierce Throw or Dhalsim's Strong Throw, allow them to hit your
character even before they fall onto the floor after being thrown! Thus,
Cyclops can catch you out of the air before you land with a Standing
Strong, which is a Launcher, and go up for a nasty Air Combo! Dhalsim can
meet your falling body with a Yoga Inferno for mass damage. Sabretooth can
Air Throw you and then do a Berserker Claw X and catch your body out of the
air, and have the Super Combo hit all four times, dishing out tons of
damage to your character (get used to trying to Tech Hit out of Throws when
they're expected, like Sabretooth's Air Throw Air Combo).
That's why Throws are good (or bad, I should say) in terms of a
two-player Fighting Game weapon. However, in terms of being a useful combo
tool, Throws can be a blessing, allowing you to make the longest combos
you've ever seen! Once you understand how Throws can be used in combos,
the combos you can come up with can be crazier than anything you've ever
imagined.
So what is it that makes Throws so good? Well, they are versatile.
They do set-up combos very well, allowing you to easily Juggle or OTG an
enemy after being Thrown. They are a useful way to make combos last
longer: a well-placed Air Throw in the middle of an Air Combo can easily
extend a combo in length, especially if the character has no way to end an
Air Combo that allows him/her to tack on more hits afterwards! Even a
well-placed Ground Throw during a corner Juggle can give rise to a whole
new section of the combo, extending it to high numbers on the Combometer
you didn't think you could reach previously! Throws can allow you to
really pack it on!
But the thing that makes Throws single-handedly the MOST significant
and powerful combo tool is this: Throws reset all restrictions. If you
manage to get a Throw to combo (actually add to the Combometer), any
restriction that was there before (the "Only One OTG" Restriction, the "No
More Special Moves or Super Jumps After a Flying Screen" Restriction, etc.)
is GONE. They may be slightly "modified," but they are gone. This allows
you to make combos continue on for LONG periods of time, even after, say, a
Flying Screen is initiated. Before, it was believed once the Flying Screen
was activated, your combo would come to an end VERY SOON, unless you had an
Infinite Combo. Thanks to Throws, this isn't true at all.
In terms of eliminating the restrictions, Throws definitely erase the
Flying Screen restriction completely. The OTG restriction is a little
different. Although, they allow you to get more than one OTG in a combo,
each OTG opportunity after the very first opportunity seems to have less
time for you to actually hit them off of the floor. For example, after a
Fierce Throw from Cammy, she can easily do a Dashing Crouching Short to OTG
the enemy off the floor. However, if Cammy does a combo which has an OTG
early on and then puts a Fierce Throw in the middle of the combo after the
OTG, a Dashing Crouching Short will not be quick enough to hit the enemy
off the ground!! She only has enough time to hit the enemy with an
immediate non-Dashing Crouching Short. So after the first OTG opportunity,
the time you have to hit the enemy off the floor seems to decrease.
However, if Throws reset all these restrictions, wouldn't that mean
Throws pretty much can create Infinite Combos? Couldn't Sabretooth get you
in the corner and do an Air Throw, Relaunch, Air Throw, Relaunch, Air
Throw, and on and on and on?!? Well, even though Throws reset all the
other restrictions, that doesn't mean Throws have their own restriction: in
a combo, you are only allowed TWO THROWS. After the second Throw, you are
no longer allowed to Throw the enemy until the enemy is at a point where
they are able to walk and block again.
This applies even if you do NOT actually combo a Throw... if the Throw
does NOT add to the Combometer, the rule still applies. For example, if
Sabretooth goes up for the Air Throw combo and doesn't have the Throw added
into the Combometer, he is still only allowed one more Throw. If he
Relaunches the enemy and then gets ANOTHER Air Throw in that doesn't combo,
he still is not allowed to Throw the enemy anymore even though neither
Throw comboed!! The only time in which he is finally allowed to Throw
again is when the enemy has reached a point where they are once again able
to stand on the floor and have the option of Blocking. This is Capcom's
safety mechanism for preventing Infinites with Throws (nice thought,
Capcom, but you guys obviously didn't think hard enough to eliminate all
those other disgusting Infinites in the game!!!).
There are three different ways you can use Throws in combos in this
game. The three different types of ways you can use Throws are: 1) Throws
as Combo Starters; 2) Air Throw Combos; and 3) Bouncing Throw Combos.
-Throws As Combo Starters-
There are many cases in which, after Throwing someone, your character
has recovered and is ready to move before the enemy has a chance to move
again. To repeat the previous example, if Dhalsim performs the Yoga Noogie
on you while he has you trapped in the corner, the last hit of the Yoga
Noogie knocks you very high up into the air and makes you land on the
floor. HOWEVER, Dhalsim recovers before you hit the floor so, before you
can block or Roll, he can do a Yoga Inferno and nail you OUT of the air.
More examples: If Juggernaut throws you with Fierce from ANYWHERE, he can
Juggernaut Headcrush you before you land every time. With Cyclops, if he
grabs you with the Leg Tackle and he lands you in the corner, he can punch
you out of the air before you land with his Standing Strong, a Launcher,
and then go into an Air Combo on that includes the Guidable Optic Beam
Super... or worse yet, go into an Infinite Combo!!
Other Throws do not let you recover as quickly, but you still have
enough time to easily OTG the enemy if you Throw them into the corner. For
example, Ryu can Fierce Throw you onto the ground into the corner and then
Crouching Short you off the ground for an OTG. He can then Chain the Short
into a Crouching Fierce for an Air Combo. Chun Li can also Fierce Throw
you into the corner and OTG you with a Crouching Short and Buffer that into
a SenRetsuKyaku. Of course, you can Roll away from these types of Throw
Combos (except for Gambit's Strong and Fierce Throw from some odd reason...
he gets to OTG you for free). Thus, against people who Turtle and don't
know how to Roll, Throws as Combo Starters are definitely the way to go.
-Air Throw Combos-
There are a lot of Jumping Attacks in this game that recover pretty
quickly. Usually, after using these types of moves in the middle of an Air
Combo, you recover from your move before the enemy recovers from their
reel. If that is the case and you are next to the enemy when this happens,
you can try Air Throwing the enemy before they recover. If you catch them
with the Throw in the middle of their reel, it will add to the Combometer
and award you with a hit, even though it is a Throw.
But there IS a catch: the timing is VERY difficult to do in most cases
and the positioning is pretty touchy. For example, Sabretooth can do a Low
Fierce (which is a Launcher) and Super Jump and do a Super Jumping Jab into
a Super Jumping Short into a Super Jumping Strong... and then combo in an
Air Throw afterwards! However, if the enemy doesn't end up at just the
right height and at just the right distance, it won't combo. In fact, you
might not even be in proper position for the Throw if you time the Super
Jumping Magic Series poorly. However, if you do end up at just the right
position relative to your opponent, Throwing them is relatively simple.
Most of the time, however, you actually end up Throwing them, but not in a
combo (your Throw was a tad bit too slow and they recovered from their reel
already... but since they are still in range for your Air Throw, you catch
them anyhow). Of course, that's good enough, but it's more impressive to
land it in a combo if you are playing with the mind-set of going for combos
with high numbers in the Combometer. Comboing the Throw shows you have
great timing and skills to combo the Throws, making the whole thing an
official combo! However, if you are just going for damage (say, against
another player), it is more preferable to NOT combo the Throw. If you don't
combo the Throw, the game basically thinks the combo is a brand new combo, so
the Throw does full damage, whereas if it adds to the Combometer, it will do
much less damage because it is later in the combo, when moves generally do
much less than normal damage. I prefer having it add to the Combometer, of
course, since I play the game specifically for the combos, and not the damage.
When you first start trying to put Air Throws into a combo, a good tip
is to use a button that is the same or earlier in your Magic Series so that
you won't accidentally do a Chained move. In other words, if you want to
Throw after a Super Jumping Forward Kick, it is best to try Air Throwing
with the Forward or Strong button. If you try with a Fierce or Roundhouse,
you could easily end up Chaining into those moves instead. For example, in
the above Sabretooth combo, you can try to Throw with Fierce, but any
SLIGHT mistiming will make you Chain from the Strong into the Fierce, since
that's his Magic Series. Thus, trying to Throw with the Strong button is
much better because you cannot Chain from Strong into Strong, giving you a
better chance to land the Throw rather than coming out with the next move
in the Super Jumping Magic Series.
However, after you start learning the general timing of Air Throw
combos, this isn't necessary... just good timing is good enough. Keep
practicing until you start getting a general idea of what the timing of the
Throw is and eventually, you'll be able to easily do things like Super
Jumping Jab, Fierce Air Throw with Sabretooth, even though the Fierce is
later in the Magic Series.
-Bouncing Throw Combos-
In general, it is impossible to put a Ground Throw in the middle of a
combo. Any of the normal throws (holding towards on the controller and
hitting a button) cannot grab an enemy out of a ground reel. This also
includes the ground Spinning Pile Driver with Zangief and the Leg Tackle
with Cyclops. If it were possible to throw people out of their reels,
Zangief should be able to combo a Crouching Short canceled into a Spinning
Pile Driver, and have it connect... but it doesn't. Instead, Zangief will
just whiff his Spinning Pile Driver. So obviously, Ground Throws cannot be
used against a Standing Opponent.
But I'm claiming there's a way to put Ground Throws in the middle of a
combo!! So how does this work? Well, there are certain moves in the game
that, when they hit the enemy out of the air, cause the enemy to bounce off
the floor after being struck. Since they bounce on the floor, the computer
actually registers the enemy as being on the ground the instant they hit
the floor. After they hit the floor, they bounce off of it very quickly
and are in the air again and are finally able to block, free to defend
against whatever hits are coming at them.
However, since the enemy was technically touching the floor and still
in a hit reel, they are fair game to be Thrown! Thus, if you can find a
way to hit the enemy to the ground so that they bounce on the floor and you
are close enough to Throw them, you can actually Throw them and have it
register on the Combometer, since they couldn't do anything about it. For
example, if Cyclops does a Gene Splice to an enemy, the last hit (the
little Optic Bullet he fires straight up) will hit the enemy and cause them
to slam into the ground and bounce off very quickly. Thus, if you hit the
enemy with a Gene Splice, don't hit any extra buttons (to produce as few
hits as possible), the last shot will hit the enemy and you'll land pretty
quickly. The INSTANT the enemy hits the floor, you can hit Towards +
Fierce and Throw them and have it count on the Combometer.
The Bouncing Throw Combos are extremely difficult to time properly so
that it adds to the Combometer. Sometimes, you are just HALF A SECOND too
slow and you'll still land the Throw, but it won't count on the Combometer.
To get theThrow to actually Combo will take a lot of precise timing and
good practice.
Since Ground Throws are extremely difficult to put into a combo and
proper set-ups for them don't come around very often, it is easily said
that these types of Throw Combos are easily the least practical. To this
day, I only know of about five that can actually be set up and have the
Throw actually combo. A lot of combos out there can get the enemy to be
Thrown, but I have yet to get it to add to the Combometer. Excuse me for
repeating myself, but again, this is easily the least practical of all the
Throw Combo types, due to difficulty and rarity, but if you CAN find a
place to use it, the results are very, very lethal. Take a look at Cammy's
Insane Combo #2 to see what I mean.
* * *
-=Launch Height=-
One important factor about X-Men Vs. Street Fighter that I felt needed
mention was the concept of "Launch Height." If you read thoroughly through
the combos that I have listed for some characters, you'll see that
sometimes I tell you to do a five hit Air Combo after a Launch, yet
sometimes I tell you to just do 3 hits after a Launch. For example, one
Gambit combo (Intermediate Combo #3) says to Launch the enemy and do a
Super Jumping Jab into Short into Strong into Forward into Fierce, while
another combo (Intermediate Combo #5) says to Launch them and hit them with
only a Jab into a Short into a Strong into a Fierce, skipping the Forward
Kick. Why am I making you skip the Forward in some cases and telling you
to put it in in other cases? Why not just go for all five hits in both
cases?</pre><pre id="faqspan-3">
The answer is Launch Height. The height at which the enemy is hit
when he/she is Launched can actually make a difference in how many hits you
can preform on him/her. Let's take a look at the Gambit examples.
Gambit's Crouching Fierce, his Launcher, knocks the enemy very high up. If
he Launches an enemy when the enemy is standing on the ground, as in
Intermediate Combo #3, the enemy will fly up a certain fixed distance.
Gambit Super Jumps up and ends up at the same height as his enemy and then
proceeds to hit them with all five hits. However, if you look at
Intermediate Combo #5, Gambit OTGs the enemy off of the floor with the
Crouch Short, which bounces the enemy into the air a bit. Then, Gambit
hits the enemy out of the air with his Crouching Fierce while the enemy is
a little bit off the ground. The enemy will then fly up the same fixed
amount of distance he flew up before in the previous combo, but since he's
already slightly airborne, the max height at which he reaches will be
slightly HIGHER than the previous example. Thus, when Gambit Super Jumps,
the best he can do is reach a height slightly BELOW the enemy, and thus, he
cannot land all five of the hits before he starts falling back down to a
height too low for the more hits to connect. Thus, in this combo, it is
better to leave out a move, in this case Super Jumping Forward, to have the
Air Combo Finisher, the Super Jumping Fierce, connect.
The Launch Height seems to simply be a hindrance, causing certain
combos to fail. That isn't the case. In a LOT of situations, the Launch
Height can actually be HELPFUL. Let's look at Cyclops. If he Launches the
enemy while the enemy is standing on the ground and he goes up for a five
hit Air Combo that goes Super Jumping Jab into Short into Strong into
Forward into Fierce, the Fierce will miss! Cyclops zooms past the enemy
and the enemy is too low for the Fierce to connect. However, if Cyclops
Launches the enemy out of the AIR, the enemy will be slightly higher up.
This allows Cyclops to do those five hits in the Air Combo very easily!
The added height from Launching the enemy is actually a helpful thing, so
the extra height gained from, say, OTGing an enemy into a Launcher would
benefit Cyclops greatly.
So what can you do when you Launch someone off the ground? Does this
mean that when you Launch someone from the ground, it's hopeless to land
that Fierce at the end of Cyclops' Air Combo? Is there any way you can fix
the low Launch Height problem? The answer is yes. You can simulate a
higher Launch Height by Super Jumping half a second later AFTER Launching
the enemy. After you Launch the enemy, there is a small window after the
Launcher hits that you can press Up and Super Jump. Normally, you would
Super Jump the instant the Launcher hits. However, you can actually wait
after the Launcher hits for half a second, and THEN hit Up to Jump a bit
later. This allows the enemy to fly up slightly higher than before,
resulting in a simulated higher Launch Height. So if you use this tactic
with Cyclops, landing that Fierce at the end of the Air Combo is a cinch.
At first, the tactic doesn't seem all that important. But as you do
more and more Air Combos, you'll learn that this technique is a MUST LEARN
for creating long and potent Air Combos. For example, if you look at
Cammy's Intermediate Combo #7, that Air Combo is by FAR much easier to do
if you let the enemy fly up in their Reel Arc higher than normal. If you
do not use the delayed Super Jump technique, it'll be a LOT harder to pull
off all seven hits of the Air Combo, and impossible to pull off any hits
that ARE possible after the initial seven hits. Zangief's Insane Combo is
impossible without the use of this technique. In other words, as you play
the game more and more and learn more and more Air Combos, you'll learn
this technique is integral for many combos, such as adjusting the height of
enemies for Air Throw Combos, or for corner Air Combos with multiple Air
Combo Finishers.
* * *
-=Cancel Delaying=-
Cancel Delaying... ugh... what a lousy title for this section, but I
couldn't think of a better way to put it. Basically, this section teaches
you how to control your cancel timing. By "cancel," I am referring to
either Chain Combos or Buffering. If you recall, you are allowed to Chain
one move into a later move in the Magic Series at ANY point after the first
one connects. Also, you can Buffer a Special Move from a normal move at
ANY POINT during the normal move's animation. Thus, is both cases, you do
NOT have to cancel the first move into the second move the instant it
connects. You can cancel it LATER.
So what's the use of this? Well, it is most useful during Air Combos.
In order for certain Air Combos to work, you will have to learn how to
change the timing of your attacks for it to connect in full. For example,
let's take a look at Gambit's Expert Combo #3. It says that, after you
Launch the enemy, to do a Super Jumping Jab into a Super Jumping Forward
into a Super Jumping Roundhouse. Then, you are supposed to do a Super
Jumping Fierce before you land and hit the enemy off of the ground for an
OTG. However, if you try to do this combo by Chaining the Jab, Forward,
Roundhouse sequence as fast as possible, you'll find that you hit the enemy
with the Roundhouse right when you reach the height of your Jump. By the
time you are low enough to hit the enemy with a Super Jumping Fierce, it's
too late: your enemy is practically already standing up by the time you
land.
So how does the combo work? Basically, you have to learn how to put
small delays between all the hits of your Air Combo for it to work. Super
Jump after the Launched enemy and hit Jab as late in your Jump as possible.
Then, slowly Chain the Jab into a Forward. Then, once again, wait half a
second before canceling the Forward into the Roundhouse. Now you'll
notice, if you time the whole thing right, Gambit is well past the height
of his Jump once the Roundhouse connects. If fact, he is already starting
his downward flight from the Jump. Thus, you'll have no trouble at all
landing the Crouch Fierce on the enemy who is lying on the ground. Gambit
is already on his way down when the enemy gets floored by the Super Jumping
Roundhouse so the enemy has barely touched the ground when Gambit hits him
with the Jumping Fierce.
Another example of Cancel Delaying is Ken's Expert Combo #1. At the
very end, Ken OTGs the enemy off the ground with a Crouch Short. Then, you
are supposed to Juggle the opponent in the corner by canceling the Short
into a Crouching Strong into a Standing Forward Kick that hits twice into a
Standing Fierce into a Standing Roundhouse. You'll notice, however, that
if you cancel the Crouch Strong into the Standing Forward Kick as quickly
as possible, the Crouch Strong will have bounced the enemy so high that the
Standing Forward kick will miss! However, if you delay the Standing
Forward kick just a FRACTION of a second, you can get the Standing Forward
Kick to hit once (the enemy lands on the end of the kick). However, we
want the Standing Forward Kick to hit TWICE, not once. So you can even
delay the kick just a little bit LONGER, allowing Ken to combo the Crouch
Strong into BOTH HITS of the Standing Forward Kick (however, if you wait
TOO long, it'll no longer be a combo, as the enemy will have ended their
reel and be able to block the Standing Forward, so timing is key). Also
note that in order to combo the Standing Fierce after the Standing Forward,
we again have to delay the Standing Fierce for half a second, or it'll go
under the enemy because the Standing Forward pushed the enemy too high up.
One last example of Cancel Delaying is with Akuma. If you Launch the
enemy up with Crouch Fierce and try to do a Super Jumping Jab into Super
Jumping Short into Super Jumping Forward Buffered into a ZanKuu HaDouKen,
you'll notice that the Air Fireball will completely miss the enemy because
the enemy is too high up in the air. However, if you delay the Air
Fireball for half a second, you can easily connect the ZanKuu HaDouKen into
the combo and nail the enemy out of the air.
Learning how to adjust the timing of your attacks can become the
difference between pulling a combo off and failing the combo miserably.
Learn this technique after you have mastered normal Air Combos, and you'll
see how controlling the timing of your canceling can benefit your combos
greatly.
* * *
-=The Deteriorating Flying Screen=-
Most of the rules of X-Men Vs. Street Fighter are very consistent.
I've managed to pinpoint most of the rules and figure them out fairly
accurately, in my opinion. However, this is one occurrence in the game
that has remained a mystery and an inconsistency for me. What I am talking
about is the Deterioration of the Flying Screen.
During some combos, more often than not an Infinite Combo, the Flying
Screen restriction will simply just disappear completely randomly! This
usually happens during Air Combos in the corner where, after the Flying
Screen is initiated from the Air Combo, the character doing the combo lands
and continues the combo from the ground. During the combo, the Flying
Screen restrictions just disappear at a random moment and Special Moves,
Super Combos, and Super Jumps are all legal again.
The reason this happens is not known to me. It just happens during
certain combos, and there really isn't any reason I can find for it
happening. Let's look at a few combos where the Deterioration of the
Flying Screen occurs:
Take a look at Dhalsim's Expert Combo #1. Dhalsim does an Air Combo
that ends with Super Jumping Roundhouse, which initiates the Flying Screen.
Dhalsim then lands and jumps up with a Jumping Short into Forward into
Roundhouse (the Roundhouse maintains the Flying Screen). After landing,
Dhalsim is then supposed to do a Crouching Short (a slide attack). Now, at
this point, the Flying Screen restrictions are supposed to still be
standing. However, SOMETIMES, the Flying Screen seems to just...
disappear! Thus, after the Short Slide, Dhalsim can Buffer it into the
Yoga Inferno. I have done this combo before, but oddly enough, the Yoga
Inferno comes out VERY rarely. I cannot find a reason why the Flying
Screen restrictions go away and sometimes they don't.
Another example: Cyclops' Insane Combo #1 (actually, this happens with
almost EVERY, what David Dial calls, "Bobbing" Infinite Combos, but we'll
use Cyclops' as the example). Cyclops knocks the enemy to the floor with
the Air Combo ending with a Super Jumping Fierce into Super Jumping
Roundhouse Chain, and adds another Super Jumping Roundhouse before he
lands. The Fierce activates the Flying Screen restrictions and the two
Roundhouses maintain it. Then, Cyclops lands and OTGs the enemy off the
ground with a Crouching Short and Juggles the enemy by Chaining the
Crouching Short into the Crouching Strong. After that, Cyclops Links in a
Standing Jab and Chains that into a Crouching Strong, and repeats that
two-hit sequence over and over again, for an Infinite Combo.
Now sometimes, you can repeat this sequence forever, and the enemy
will eventually die. Sometimes, in the process of going from Standing Jab
into Crouching Strong, you do the code for the Optic Sweep and that move
comes out instead of a Crouching Strong (which, of course, SHOULDN'T happen
because of the Flying Screen Restrictions). Sometimes, you are doing the
Infinite easily and then Cyclops starts getting pushed out of the corner
and eventually, you cannot continue the Infinite because Cyclops slides too
far out! In the last two cases, the Flying Screen "Deteriorated."
So what's the significance of this? Well, knowing that the Flying
Screen sometimes deteriorates, you can take advantage of it by going into
combos that weren't possible before the restrictions disappear! For
example, once you detect the Flying Screen has Deteriorated in the above
Cyclops combo, Cyclops can, instead of Chaining the Standing Jab into a
Crouching Strong for the Infinite, Chain the Jab into a STANDING Strong,
which will Launch the enemy. Since the Flying Screen has Deteriorated,
Cyclops can then Super Jump again and go for an Air Combo once again. Or,
rather than going for an Air Combo, he can Chain the Standing Jab into both
Standing Roundhouse kicks (by hitting Roundhouse twice) and Buffer the
second kick into the Mega Optic Blast, which wasn't possible before because
of the Flying Screen restrictions!!! Thus, if you can detect the Flying
Screen Deterioration, you can create a combo that has much more happen at
the end that normal after a Flying Screen.
So how can you notice if the Flying Screen deteriorates? In the above
Dhalsim example, there is no way to tell, so there's no way you will know
for sure if the Yoga Inferno will come out or not. But for the Cyclops
combo (as well as all Bobbing Infinite Combos), there is a sign that the
Flying Screen has Deteriorated. If you notice, when you are doing corner
Juggle combos (combos where, after you land from an Air Combo Flying
Screen, you start Juggling the enemy in the corner with a Chain of normal
moves) after a Flying Screen, your character does NOT get pushed out. Your
character, without holding any direction on the controller, will pretty
much remain right where he/she is standing until the sequence of normal
moves ends. However, if you try the same sequence of moves BEFORE a Flying
Screen is activated, you'll notice that your character DOES in fact get
pushed OUTWARDS, away from the corner. Thus, if you are doing your Bobbing
Infinite in the corner and you notice your character, for no discernible
reason, starts sliding away from the corner with each hit, you know the
Flying Screen has Deteriorated. If your reflexes are fast enough, you can
take advantage of this and go into an Air Combo or Buffer into a Super or
something. But they must be QUICK, because you don't have much leeway
after the Flying Screen Deteriorates, because your character is pushed out
rather quickly.
Unfortunately, there is no accurate way to predict when the Flying
Screen decides to Deteriorate!! During the Cyclops Infinite, I've had it
happen RIGHT away, I've had it happen after a few repeats of the Bobbing
Chain Combo, I've had it happen after MANY repeats, and I've had it where
it NEVER happened (the enemy just gets comboed forever until they die).
Because I have no clue as to why the Flying Screen Deterioration happens, I
have no way of predicting when it will happen. You just have to be quick
to notice that it DID happen, and react properly.
The Flying Screen Deterioration, in all honesty, is not something of
great concern. It occurs SO very rarely and there are only about three or
four combos I know of that can actually take advantage of it. I will
continue to experiment with the Deterioration of the Flying Screen, but I
doubt I will ever come up with a logical explanation for its occurrences.
But if by some off-chance, I do find out why it happens, I will be sure to
update the FAQ one last time. Until then, Flying Screen Deterioration is
simply a novelty, and not something you can really take advantage of.
* * *
-=Manual Super Jumping Combos=-
Only Launchers can be canceled into a Super Jump by simply holding any
of the three Up positions. Oddly enough, however, you CAN cancel almost
EVERY normal move into a Super Jump MANUALLY by doing the full Down, Up
motion. If you hit the enemy with a normal move, such as Ryu's Crouching
Forward Kick, you can actually time the Down, Up motion so that Ryu will
cancel his Crouching Forward Kick into a Super Jump (or hit all three
kicks, which is actually easier). You have to have hit Up half a second
AFTER the move connects. If you hit it RIGHT when it connects, it won't
cancel. After it connects, you can cancel it into a Super Jump at any
point of its animation. Note, though, that it cannot be canceled into a
Super Jump if it is blocked.
This, however, isn't a particularly useful trick for combos, though in
some VERY rare cases, it can be applied. However, for now, it is virtually
worthless except to use as a set-up to Zangief's Infinite Combo (see
Zangief's Expert Combo #2) and to do a very interesting and fun Wolverine
Combo (Expert Combo #3).
==============================================================================
*******************************************
* IMPORTANT SECTION TO READ: COMBOABILITY *
*******************************************
One of the things that makes X-Men Vs. Street Fighter more interesting
than most combo-fest games is the fact that all the combos DON'T work on
every character, causing you to improvise and change up combos depending on
which character you're fighting against (this is one of the arguments that
Virtua Fighter players use as a reason why Virtua Fighter is such a great
combo game as well as versus game). However, when you're just trying out
combos to see if you can do them or not, this can be a small problem,
because you might be frustrated that you can't land a combo on someone and
it turns out it's not your fault: it just doesn't work on that character.
Thus, this page dictates some of the differences between the characters
based on what I have found (so they are in no way claiming to be precisely
accurate, so I could be wrong about a few things).
* * *
-=Body Types=-
In X-Men Vs. Street Fighter, like all Marvel Fighting Games, it is
important to realize the different body types that exist. There are three
different aspects of body types that you need to take notice of when
considering whether or not your combo will work on a specific character:
Height, Width, and Weight. Height determines how many hits you can get in
from a Jump-In Combo, and can also affect some Air Combos. Width
determines how many hits you can get in for a Dashing Combo usually.
Weight only affects mostly Juggling and Air Combos.
Here are very rough lists of general comparisons between characters:
Height (From Tallest to Shortest):
- Juggernaut
- Sabretooth/Magneto/Zangief
- Gambit/Rogue/Cyclops/Storm
- Charlie/Dhalsim/Bison
- Ryu/Ken/Akuma
- Cammy/Chun Li
- Wolverine
Width (From Widest to Thinnest):
- Juggernaut
- Sabretooth/Zangief
- Magneto/Gambit/Rogue
- Cyclops/Storm/Charlie/Bison
- Ryu/Ken/Akuma/Dhalsim
- Cammy/Chun Li/Wolverine
Weight (From Heaviest to Lightest):
- Juggernaut
- Zangief/Sabretooth
- Magneto
- Gambit/Rogue
- Cyclops/Storm
- Charlie/Dhalsim/Bison
- Ryu/Ken/Akuma/Wolverine
- Cammy/Chun Li
During the combo listings, I will refer to "bigger" or "lighter" or
other such character descriptions. This is a chart of which characters fall
under the appropriate description:
"bigger" or "larger" or "heavier"
- Sabretooth
- Juggernaut
- Zangief
"smaller" or "lighter"
- Cammy
- Chun Li
- Wolverine
All other characters are generically called "normal".
AND ONE MORE IMPORTANT THING: remember that on some characters, you
can get more hits than on other characters (like, for example, you can land
many more hits against Juggernaut than you can against Cammy). The combos
I am listing will work on the majority of the characters but I will not
list the EXACT details on where you can add more hits or where you might
want to take some out. All three categories of height, width, and weight
will cause the need to alter some of the combos I've listed depending on
whom you are comboing. So please beware that some combos I've listed MAY
NOT WORK against certain characters, but will work on the majority of the
characters. Experiment on your own to figure out where you can insert
moves or where you might need to take out some moves.
* * *
-=Comboability Specifics=-
In this section, I will go through each character one by one and
describe their ability to BE comboed, which will mostly include information
regarding problems with trying to combo each character.
-Cyclops-
Cyclops is probably the most "average" body build. He has a good
height to be effectively Jump-In comboed and his body weight is just right
so that almost every combo works on him. Cyclops, to me, is the IDEAL
character to do combos against: good height, good width, good weight. I
think almost every combo in the game works on him because of his
"averageness." Basically, if you are playing the game just to do combos
(with a Saturn or PlayStation Training Mode at home), pick Cyclops as your
target the majority of the time. There are almost NO problems that arise
from using Cyclops as your intended victim.
-Storm-
Storm is basically identical to Cyclops in every way shape or form,
except that she might be just a tad bit lighter in weight. Thus, certain
things may knock her into the air higher than normal. For example, if
Juggernaut throws Storm into the corner, he may have to delay longer
against her before doing the Headcrush than if he throws, say, Cyclops into
the corner. But other than that, Storm is another good character to combo.
-Wolverine-
Needless to say, Wolverine is absolutely the most difficult character
to combo in the game. He is WAY too short so Jump-In combos basically
don't work against him. In general, it is literally impossible to land a
lot of Jump-In hits on Wolverine. Surprisingly, though, his small stature
does not affect his weight that much. Cyclops doesn't have much trouble
pulling off his 11 hit Air Combo (see Cyclops' section to see which combo I
mean) on Wolverine in the corner because Wolverine falls down at a normal
rate. In fact, Wolverine is slightly LIGHTER than most characters, making
it particularly EASY to land Air Combos against Wolverine. So in a way,
his lighter weight helps out.
-Gambit-
Cyclops still counts as being more of a "light-weight" character.
Cyclops borders on the heavy-light characters section, probably barely
leaning in the Light characters department. Gambit is the complete
opposite... he IS heavier than Cyclops, but barely. So he does count as a
Heavy character, but he too is pretty much on the border. Also, he's
taller and thicker than Cyclops by a bit, making him more easily comboed.
Gambit is basically the second most ideal target when doing combos.
-Rogue-
Rogue would seem to be an ideal target, as mentioned in the last
version of this FAQ. However, after repeated playing, Rogue turns out to
be the WEIRDEST target in the game. There is definitely SOMETHING wrong
with her build (especially when reeling in the air after getting hit),
allowing her to get hit by things that DO NOT WORK ON ANYONE ELSE!!! For
example, she's the only character Magneto can do a Standing Strong canceled
into a Hyper Grav against in the corner and have it COMBO! Rogue is the
only character Bison can connect the repeated Flying Short into Flying
Forward sequence against (see Bison's Insane Combo). So while Rogue is a
good character to do combos against (most of them work on her), she can be
a very DECEPTIVE character to do combos against. Stuff can work on her
that don't normally work on others, so in order to test new combos, do them
ON SOMEONE ELSE< lest you find that your awesome new combo only works on
her, and are disappointed because you can't do it to anyone else.
-Sabretooth and Zangief-
Sabretooth and Zangief's height and width help make comboing them a
joy because you can land many more hits against him. For example, Cammy
can get in four jump attacks against them rather than just three.
Wolverine can dash and do many more than just 4 hits to Launch them up.
Wolverine can get in 5 or 6 hits ending with the Roundhouse Kick before
going into the air for the Air Combo. The only problem of these two is
their weight. They ARE heavier than almost everyone else, making certain
combos that require careful Juggling or certain height and weight issues
fail against them. However, they are in NO way even close to being as
problematic as Juggernaut in this area, so Sabretooth and Zangief can still
be a good combo target (which is good, because I like beating up on a
helpless Sabretooth...).
-Juggernaut-
Juggernaut is the tallest and widest character, as well as the
heaviest in the game. Needless to say, his height and width allows you to
land more hits on him once a combo gets going. However, two problems arise
from comboing Juggernaut:
1) The fact that Juggernaut doesn't reel with initial hits makes him a
very poor combo target. For example, with Cammy, you could do a Jumping
Jab, Short, Strong, Fierce Jump-In combo against Juggernaut. However,
Juggernaut won't actually start reeling until the third hit! And worse
yet, the combo meter won't start counting until that hit! So you lose a
hit off your combo total. Plus, he could be doing a move so that when you
try to combo him with nice Jabs and Shorts for added hits, you'll get
nailed by his move in the middle of your combo and get nothing out of it.
Thus, against Juggernaut, it is ALWAYS a much better idea to go for hard
hits over number of hits. With Cammy, go for Jumping Fierce into Jumping
Roundhouse. Same with Cyclops or Wolverine. Same with whomever can pull
it off. That way, your first hit will actually make him reel. When
Dashing at Juggernaut, though, you have no choice but to try and combo him
as fast as you can as even Fierces and Roundhouses won't make Juggernaut
reel. This lack of reeling makes Juggernaut a very poor target for combos,
although once you do get him reeling, you can nail him with a lot of hits.
2) Another problem is his weight. He is the heaviest character by far
and that will cause a lot of combos to NOT work on him at all. This will
cause problems in certain situations as he is heavier than everyone else by
far.
However, his HUGE size is still an advantage. Cammy and Chun Li's
repeated Air Chaining Combos (see their Insane Combos) don't work on anyone
else, simply because very few characters are as big of a target as
Juggernaut. Thus, a LOT of combos are designed specifically against him,
as he allows for some really dexterous Air Combos!
-Magneto-
Magneto is a VERY good target. Not only is he a good weight and a
good width, he is taller than the majority of the characters... even
Zangief!! Cammy can actually land four hits on Magneto from a Jump-In
combo. Magneto is by far the best combo target if you want to do a combo
required on a larger character (see Cammy's Expert Combo #2 for an example).
-Ryu, Ken, and Akuma-
Ryu, Ken, and Akuma have the exact same body types. They are
relatively light without being extremely small. Their small stature does
cause some problems in terms of Jump-Ins and Dashing combos, however, they
are still the most desired combo target for combos that need characters to
be LIGHTER than Cyclops. A good example of this is Cammy's Insane Combo
#2. The lightness of Ryu, Ken, and Akuma allow Cammy to recover RIGHT when
they are bouncing off the floor from the S.Fierce, allowing Cammy to Throw
them, adding to the Combometer. Heavier characters will bounce earlier,
and Cammy cannot combo the Throw.
One thing I would like to mention though: Ryu, Ken, and Akuma never
officially land after their ShouRyuKens until they can block. If they miss
their uppercuts, they will actually be counted as SLIGHTLY airborne after
landing during their delay. Thus, if you try a dashing combo on them, the
first hit will hit them SLIGHTLY out of the air and then they will land and
block EVERYTHING afterwards. Super Combos like the Spin Dive Smasher,
which was designed to hit people off the floor, won't even work on a missed
Dragon Punch well. Instead, it is always better to go for a Launcher
straight into an Air Combo. Oddly enough, however, Zangief can still grab
them out of their delay. So after their Dragon Punches, they are on the
ground, but for some reason, bounce off upon being hit.
-Chun Li and Cammy-
Chun Li and Cammy are short, making them hard to Jump-In Combo.
They're thin, making them not good targets for Dashing Combos. However,
their weight is what makes them obnoxious to combo. Chun Li and Cammy and
the two lightest characters by a MILE in X-Men Vs. Street Fighter. Some
Air Combo Finishers knock them SO high up into the air that a lot of the
repeated Air Combo Finisher Combos don't work on them. Also, some Air
Combos simply punch them too high up, preventing them from getting hit by
moves late in the Air Combo that other characters always get hit by.
The light weight can be taken advantage of, though, for certain
characters. Cammy can only do a Super Jumping Jab into Short into Strong,
Link into Jab into Short into Strong, Link into a Double Jumping Jab into
Short into Strong into Roundhouse against Chun Li and Cammy. Their light
weight pushes them up higher during Air Combos than other characters,
giving some characters a better chance of comboing them.
-Charlie and Bison-
Charlie and Bison are probably really good targets for combos. They
both are relatively taller than the other Street Fighters and are very
decently weighted. I have not used them as targets often, though, so I
can't be too sure. However, I can't see any reason why they would cause
problems. They are probably the closest thing to a Cyclops build out of
the Street Fighters.
-Dhalsim-
Dhalsim would normally be a good target for combos, as he usually is
in past Street Fighter games. However, one thing about Dhalsim makes him
an annoying character to combo: his Teleport Recovery. When hit into the
air, Dhalsim recovers not by just being able to block, but by Teleporting
in place, and then being able to block. This causes a lot of delayed Air
Combos and such to fail miserably. Thus, landing Air Throws and such on
Dhalsim is VERY difficult because you need PRECISE timing to have it keep
going. Most characters, you can Air Throw them without adding to the
Combometer, but continue with the combo ANYHOW just to practice. This
doesn't work on Dhalsim: either you make the Throw add to the Combometer,
or the combo ends right then and there.
Then again, this can also be implemented as a way of practicing your
Air Throws in a combo, ensuring you that you ARE comboing them. If you
don't combo them, Dhalsim will disappear, preventing further unwarranted
damage, allowing him to last longer as a practice dummy. However, waiting
for him to come back and land again may be annoying after a while.
Also, since Dhalsim's Teleport Recovery problem has been fixed,
Dhalsim is the IDEAL combo escapist, since you can't even punish him for
his Teleport Recovery anymore in Version 3.0.
==============================================================================
***********************
* CHARACTER SPECIFICS *
***********************
For each character, I will give specific information. In X-Men Vs.
Street Fighter, the different characters all have different problems,
conveniences, and "feel". So for each character, I will give as much info
as possible. Here is a list of each of the categories I will go through.
-=Magic Series=-
a) Ground Magic Series
b) Jumping Magic Series
c) Super Jumping Magic Series
For these three categories, here are the different series that will be
listed and what their rule is:
- ZigZag - The Series that incorporates all six buttons:
Jab -> Short -> Strong -> Forward -> Fierce -> Roundhouse
- Stronger - The series that lets you go to any stronger attack.
Jab/Short -> Strong/Forward -> Fierce/Roundhouse
- Weak Start - Start on Jab or Short and end with any of the other 4 attacks.
Jab/Short -> Strong/Forward/Fierce/Roundhouse
- None - No Magic Series available for specified situation.
* * *
-=List of Launchers=-
d) Launchers: This is the list of all the character's Launchers.
e) Strikes: These moves are the moves that will knock the enemy off their
feet, but not high enough for Air Combos. They also do not knock the enemy
to the floor so it is also not an OTG Combo set-up. These moves should be
avoided if you are going for a nice, long Chain Combo, in most cases.
f) Knock-Downs: All the normal moves the character has that can knock the
enemy down onto the ground. These can possibly set-up for OTG Combos.
* * *
-=Special Move Codes Section=-
g) Special Move names and motions: I will list these mainly so you can
recognize which moves I am referring to since I do not have official names
for all of the moves.
h) Super Combo names and motions: Same as the Special Moves section.
------------------------------------------------------------------------------
--
----------
Legend for the codes on performing the Special Moves:
(**note: these codes are all for when character faces right.**)
FB: Fireball Motion (D, DF, F)
| \ --o + Button
o o
RFB: Reverse Fireball Motion (D, DB, B)
| / o-- + Button
o o
DP: Dragon Punch Motion (F, D, DF)
--o | \ + Button
o o
RDP: Reverse Dragon Punch Motion (B, D, DB)
o-- | / + Button
o o
YF: Yoga Flame Motion (B, DB, D, DF, F)
o-- / | \ --o + Button
o o o
*Note: I call it the Yoga Flame Motion based on Street Fighter II Classic
even though nowadays, Yoga Flame is done with a Reverse Yoga Flame motion.
RYF: Reverse Yoga Flame Motion (F, DF, D, DB, B)
--o \ | / o-- + Button
o o o
BP: Banishing Punch Motion (F, DF, D)
--o \ | + Button
o o
*Note: I call it the Banishing Punch motion based on Zangief's move from
Super Street Fighter II Turbo even though nowadays, it is done with a
Dragon Punch motion.
SF: Air Soul Fist Motion (U, UF, F)
o o + Button
| / --o
*Note: In case you're wondering, I call it the Soul Fist Motion because
Morrigan of DarkStalkers fame was one of the first characters to ever use
this code.
SPD: Spinning Pile Driver Motion (360 degree spin on the controller)
*Note: The code for the Spinning Pile Driver is not really a full 360
degree circle on the controller. It has always been merely 5/8 of the
circle. However, it doesn't matter where you start the 5/8 nor where you
end, as long as you complete a full 5/8 of a circle. Most people start it
from walking forward or backwards and just do a full 360 motion because
it's easier to do and makes it more certain to come out.
o
o-- / | \ --o / + Button
o o o
OR
o
--o \ | / o-- \ + Button
o o o
OR
<any other 5/8 of a circle motion>
RK: Razor Kick Motion (Charge D, U)
| (charge), o + Button
o |
*Note: When charging for this code, you can charge at ANY of the three down
positions and when you press up to activate the move, you can go to ANY of
the three up positions.
SB: Sonic Boom Motion (Charge B, F)
o-- (charge), --o + Button
*Note: When charging for this code, you can charge at ANY of the three back
positions and when you press up to activate the move, you can go to ANY of
the three toward positions.
+ Punch: Do the motion with any punch button
+ Kick: Do the motion with any kick button
<Button Name> + <Button Name>: Hit the two indicated buttons at the same time
3P: Hit all three punch buttons simultaneously
3K: Hit all three kick buttons simultaneously
Toward: Tap the controller in the direction you are facing
(G): Can be done from the ground
(A): Can be done from the air
*****Note: For all the Super Combos, I list the code as Joystick Motion +
3P or 3K. However, all Super Combos in X-Men Vs. Street Fighter actually
really need just 2P or 2K to activate them. However, hitting all three is
better insurance for the Super Combo to come out, so I am going to just
list them as 3P and 3K anyhow.
------------------------------------------------------------------------------
* * *
-=Detailed Information Section=-
i) Details About Air Combo: Here will be the paragraph describing the
specified character's Air Combo. Since every character has little things
different about each person's Air Combo, this section is very necessary.
j) Air Combo Finishers: This will list all the Air Combo Finishers the
character has.
k) Any remaining information that might need specification.
* * *
-=List Of Combos=-
Here is where all the combos that I have come up with will be listed.
This is the legend that will be used for the combos listed:
Combo Notations:
-> means use Magic Series to reach next move listed
XX indicates Special Move cancellation
/\ indicates that you cancel the last move with a Super Jump or you follow
it up with a Double Jump (not a cancel!)
\/ indicates that you land after the last move and continue on the ground
, indicates that no special combo method is needed in between the two moves
S. stands for standing
C. stands for crouching
OC. stands for offensive crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for Regular Jumping
SJ. stands for Super Jumping
DJ. stands for Double Jumping
TJ. stands for Triple Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing (for Rogue and Chun Li only)
F. stands for Flying (for Storm, Magneto, and Bison only)
FD. stands for Flying Dash (for Storm and Magneto only)
(OTG) means this will hit opponent off the ground
(FS) means that the move you just did initiated the Flying Screen
Jab- means you must do the Special Move indicated with Jab
Strong- means you must do the Special Move indicated with Strong
Fierce- means you must do the Special Move indicated with Fierce
Short- means you must do the Special Move indicated with Short
Forward- means you must do the Special Move indicated with Forward
Roundhouse- means you must do the Special Move indicated with Roundhouse
* * *
-=Combo Notation Examples=-
Many people have expressed some difficulty in understanding my Combo
Notations. So here, I will list two examples: one simple Gambit Combo, one
really complicated Chun Li example.
-=Gambit=-
1) D.S.Jab -> S.Short -> C.Roundhouse XX Strong-Cajun Slash (OTG)
We start the combo with a Dash, since the first move has a 'D.'
prefix. Also, since it also has a 'S.' prefix, that means it must be a
Standing move. So we begin the combo with a Dashing, Standing Jab. The
'->' following it means that we must use the Magic Series and chain our
previous attack (in this case, a Dashing, Standing Jab) into the following
move, which is a Standing Short, indicated by the 'S.' prefix. Again, the
'->' means we must chain into the next move. However, since this next move
is prefixed by a 'C.', that means we have to perform a CROUCHING Roundhouse
kick, not a Standing one. The C.Roundhouse is followed by 'XX'. That
symbol means we have to cancel, or buffer, the previous move into a Special
Move. So once the C.Roundhouse connects, we must immediately do the code
for the following move. In this example, the following move is a
Strong-Cajun Slash. It is indicated by the 'Strong-' that we must use the
Strong version of the Cajun Slash, so we must do the code with DP + Strong
Punch. Also, the Strong-Cajun Slash is followed by a '(OTG)' symbol,
meaning the move hit the enemy off of the ground.
-=Chun Li=-
1) D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.DN.Forward,
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) ->
SJ.Roundhouse \/ Throw, S.Short -> S.Roundhouse XX Hazan TenShouKyaku,
C.Short (OTG) -> S.Roundhouse /\ SJ.Jab, SJ.Jab -> SJ.Short /\ DJ.Jab ->
DJ.Short -> DJ.Fierce (FS) -> DJ.T.Roundhouse (FS), DJ.T.Roundhouse (FS)
\/ J.Jab -> J.Short -> J.Strong -> J.Fierce (FS) -> J.T.Roundhouse (FS)
Basically, what this notation is saying is this: Start with a Dashing
Standing Jab. The '->' indicates that, using the Magic Series, you then
chain the Standing Jab into a Standing Roundhouse. The '/\' means cancel
that roundhouse into a Super Jump. Then, as indicated by the 'SJ.' prefix,
do a Super Jumping Jab chained into Super Jumping Short. The next move we
chain into, if you'll notice, has a 'DN.' prefix in there, indicating that
when you hit the Super Jumping Forward, you must hold DOWN on the
controller when doing the move. Then, the comma following that move
indicates that, through no special method, you have to combo the next move
in. Then, do the six hit chain (you can tell it's all a chain combo
because they all have '->' between them). You'll notice that the fifth
hit, the SJ.Fierce, causes the Flying Screen to be activated, as indicated
by the '(FS)' following it. The '\/' then indicates that you will have
landed from a jump, in this case, the Super Jump. When you land, Throw.
The ',' then indicates that through no special method, you follow up the
throw with a Standing Short and chain that into a Standing Roundhouse. The
'XX' then means you have to cancel the Roundhouse into whatever special
move is listed after it... in this case, we cancel it into Chun Li's Hazan
TenShouKyaku (Reverse Yoga Flame + Three Kicks). The ',' again indicates
no special method is needed to combo the previous move and the next move,
so you simply do a Crouch Short. Since you have a '(OTG)' following it,
that indicates that the Crouching Short Kick hit the enemy off of the
ground. Again the '->' indicates that you need to chain into the Standing
Roundhouse. The '/\' again means you cancel that with a Super Jump. Then
do a Super Jumping Jab and then, through no special method again indicated
by a comma, combo in another Super Jumping Jab chained into a Super Jumping
Short. Now, since we have never landed from this jump, the '/\' indicates
that we should Double Jump. Now, all of the prefixes begin with 'DJ.',
which indicates we are in the middle of our Double Jump. Do the whole
Double Jumping Sequence and you'll notice that the fourth move has a 'T.'
prefix in it, meaning that we have to hold Towards on the controller when
doing it (the direction you're facing). Also, you'll note the (FS) after
the DJ.Fierce, which means the Fierce caused the Flying Screen to be
initiated. The (FS)'s after the two DJ.T.Roundhouses mean that those moves
preserve the Flying Screen after they connect. After comboing the second
DJ.T.Roundhouse through no special method, the '\/' indicates that we once
again land. Once we land, we'll notice that the next move is prefixed by a
'J.', which means that we must now do a REGULAR Jumping attack. Thus, the
last five hits are a Regular Jumping Air Combo, where the J.Fierce and the
J.Roundhouse preserve the Flying Screen, indicated by the (FS) that follows
them.
* * *
And now... the Character Specifics:
==============================================================================
-=THE X-MEN=-
==============================================================================
-=Cyclops=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Strong, C.Forward
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
[ Jab - Low Optic Blast
-- (G) Optic Blast: FB + [ Strong - Mid-range Optic Blast
[ Fierce - Upward Optic Blast
-- (A) Air Optic Blast: FB + Punch
-- (G) Optic Sweep: BP + Punch
-- (G) Gene Splice: DP + Punch
-- (G) Hook Kick: RFB + Kick
-- (G) Leg Tackle: Toward, Toward + Fierce + Roundhouse
Note: This move is a throw, not a hit, so it cannot be blocked.
-- (G) Multi-Attacks: Toward, Toward + Jab + Short
Note: Keep pressing any punch button after initiating this move to get up to a
total of 6 attacks. If you just do the code, you'll get two hits, which
look like two standing jabs. If you tap the button once during the second
hit, you'll get two more hits which look like two knee kicks. Tap the
button again during the fourth hit to get a fifth hit, which looks like his
Crouching Strong. Tap the button again during the fifth hit to get the
last hit, which is identical to his Standing Fierce.
** (G) Mega Optic Blast: FB + 3P
** (G) (A) Guidable Optic Beam: BP + 3P
Note: This move can be aimed in the direction you are holding the controller.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Cyclops's Air Combo is very easy and simple to execute. Every move
comes out quickly and smoothly. The only catch is that both of his
Launchers do not knock the enemy up very far so the instant he Super Jumps,
he must begin the Air Combo or, oftentimes, the Fierce at the end of a Jab
-> Short -> Strong -> Forward -> Fierce Air Magic Series whiffs. You can
remedy this if you skip the Forward or Strong buttons.
Also, since his Fierce knocks the enemy outwards rather than
downwards, he can still chain a Roundhouse after the Fierce and catch the
enemy before they get knocked too far away even though the Fierce initiates
the Flying Screen.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Although Cyclops's Ground Magic Series is a ZigZag pattern, both
Standing Fierce and Crouching Fierce cannot be chained into a Roundhouse
because Fierce makes Cyclops shoot out the Optic Bullet.
While on the ground, he can make his Standing Jab, Short, and
Roundhouse chain into another Jab, Short, or Roundhouse respectively by
pressing that button again. If he presses Jab twice in a row, he will do a
double punch, one hit with each hand. The same goes for Short, as he will
kick the enemy twice with both feet. The Roundhouse, if pressed twice,
will first make him kick upwards and then do a Somersault Kick. All three
of these can chain into themselves even if they whiff.
While Jumping, Short, Strong, Forward, Fierce, and Roundhouse will do
different moves if you hold Down and press the button. Most of the time,
they just make the move attack lower than they did previously.
Cyclops also has a Double Jump in the air.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6).Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Short -> J.Strong
2) Jump-in: J.DN.Fierce -> J.DN.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> S.Forward -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Jab -> S.Short XX Roundhouse-Hook Kick (OTG)
5) Launch: D.S.Jab -> S.Short -> S.Strong
6) Air Combo: S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Roundhouse
(FS)
7) Air Combo: S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Guidable Optic Beam
Beginner
1) J.DN.Roundhouse \/ C.Short -> C.Roundhouse XX Hook Kick (OTG)
2) J.DN.Roundhouse \/ S.Forward XX Jab-Optic Blast
3) C.Roundhouse XX Mega Optic Blast (OTG)
4) Leg Tackle, Guidable Optic Beam (OTG)
Intermediate
1) J.DN.Roundhouse \/ D.S.Short -> S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong
-> SJ.Forward -> SJ.Fierce (FS)
2) J.DN.Short -> J.DN.Roundhouse \/ D.S.Short -> S.Forward -> C.Roundhouse XX
Optic Sweep (OTG)
3) Have enemy near corner. Leg Tackle. Before they land, S.Strong /\ SJ.Jab
-> SJ.Short -> SJ.Strong -> SJ.Forward XX Guidable Optic Beam
**Note: Aim the Guidable Optic Beam Diagonally Down/Forward immediately or
it'll miss. Then, slowly rotate it upwards to catch the enemy as
they rise.
4) J.DN.Short -> J.DN.Roundhouse \/ D.S.Short -> C.Forward XX Strong-Gene
Splice
5) J.DN.Fierce -> J.DN.Roundhouse \/ D.S.Jab -> S.Jab -> S.Short -> S.Short ->
S.Roundhouse XX Mega Optic Blast
6) Fierce Throw the enemy into the corner. Before they land, S.Roundhouse ->
S.Roundhouse XX Mega Optic Blast, J.Fierce (FS) -> J.Roundhouse (FS)
**Note: Let them drop as far as possible before you hit them with the first
S.Roundhouse.
7) J.Jab -> J.Short -> J.Strong XX Guidable Optic Beam \/ S.Roundhouse XX
Mega Optic Blast
8) Have enemy near corner. J.DN.Short -> J.DN.Roundhouse \/ D.S.Short ->
S.Roundhouse XX Multi-Attacks [5 hits only], S.Strong /\ SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
9) Against only big enemies, get them in the corner and stand RIGHT next to
them. Mega Optic Blast, S.Roundhouse XX Mega Optic Blast, S.Roundhouse XX
Mega Optic Blast
Expert
1) Works best against Shotokans (Ryu, Ken, Akuma). Have enemy in corner.
J.Jab -> J.Short -> J.Strong XX Guidable Optic Beam \/ S.Short -> S.Strong
XX Strong-Gene Splice [do not hit buttons for more hits], Fierce-Throw,
S.Roundhouse -> S.Roundhouse XX Mega Optic Blast, J.Jab -> J.Roundhouse XX
Guidable Optic Beam
**Note: A lot of timing is needed for this combo. The Throw must be timed
JUST right to work. If not timed right, it will punch instead of
throw or it'll throw but just not count on the Combometer. Also,
the height of the enemy when you hit with the first S.Roundhouse</pre><pre id="faqspan-4">
and the height of the enemy when you hit them with the Mega Optic
Blast will determine whether or not you can combo the J.Jab after-
wards. Then, if you distanced and timed everything just right,
the Guidable Optic Beam WILL combo. If not, it won't combo.
2) Have enemy near corner. J.DN.Fierce -> J.DN.Roundhouse \/ D.S.Jab ->
S.Short -> S.Forward XX Multi-Attacks [5 hits], S.Jab -> S.Strong /\ SJ.Jab
-> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong /\ DJ.Jab ->
DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Fierce (FS) ->
DJ.Roundhouse (FS), DJ.Roundhouse (FS) \/ C.Short (OTG) -> C.Strong ->
S.Roundhouse -> S.Roundhouse
3) Have enemy in corner. Jump straight up in front of him/her and before you
land, do: Guidable Optic Beam \/ S.Jab -> S.Roundhouse XX Multi-Attacks
[5 hits only], J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce (FS)
-> J.Roundhouse (FS) \/ C.Short (OTG) -> C.Strong, S.Jab -> C.Strong ->
S.Roundhouse -> S.Roundhouse
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) Get enemy in the corner. J.Jab -> J.Short -> J.Strong XX Guidable Optic
Beam \/ S.Jab -> S.Jab XX Multi-Attacks [4 hits], S.Short XX Multi-
Attacks [5 hits] S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab ->
SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Fierce (FS) ->
DJ.Roundhouse (FS), DJ.Roundhouse (FS) \/ C.Short -> C.Strong, S.Jab ->
C.Strong, S.Jab -> C.Strong, [repeat until death. If Flying Screen
deteriorates before they die, continue with following], S.Jab -> S.Strong
/\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Strong /\ DJ.Jab ->
DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong XX Guidable Optic
Beam
Version 2.0
1) Have enemy in the corner. J.DN.Short -> J.DN.Roundhouse \/ D.S.Short ->
S.Roundhouse XX Multi-Attacks (5 hits only), S.Strong /\ SJ.Jab -> SJ.Short
-> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS), SJ.Fierce (FS) /\ DJ.Short ->
DJ.Strong -> DJ.Forward -> DJ.Fierce (FS), DJ.Fierce(FS) \/ J.Jab ->
J.Short -> J.Strong -> J.Fierce (FS) \/ C.Short (OTG) -> C.Strong ->
S.Roundhouse -> S.Roundhouse
**Note: Basically the combo works like this: Launch them up, do the initial
five hit Air Combo. After the SJ.Fierce hits, hit the enemy on
their way down with Fierce. After the Fierce finishes, Double Jump
straight up and immediately go into the four hit Double Jumping Air
Combo and then nail the enemy with the second Fierce as they fall
past you. Land and jump right away and add the next four hits from
the Regular Jumping Air Combo. Land and do the OTG Juggling Combo.
==============================================================================
==============================================================================
-=Storm=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce, S.Roundhouse
--Strikes: S.Forward, S.Fierce, C.Roundhouse
--Knock-Downs: C.Forward
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Typhoon: FB + Punch
-- (G) (A) Tornado Column: RFB + Punch
-- (G) (A) Lightning Attack: Short + Strong
Note: You can do a total of three Lightning Attacks in a row (one right
after another). The first time you do the move, you can aim it in any
direction (the three down directions are only available if you do it from
the air). At any point during the first Lightning Attack, before or after
the hit, you can activate the second Lightning Attack by hitting Short +
Strong again and, again, aim it in any direction, which will give you a
second hit. At any point during THAT Lightning Attack, you can activate
the third one, which you can also aim in any direction. Now, at ANY point
during any of the three parts of the Lightning Attacks, you can steer and
change Storm's direction ONCE and you can only make a 1/8 of a circle turn.
For example, you can do the Lightning Attack going straight Towards the
enemy at first, and then turn to Up/Towards or Down/Towards only. In order
to change to a completely different direction, you have to activate the
next Lightning Attack. Remember that steering this move does NOT produce
extra hits. Each of the Lightning Attacks can only hit ONCE for a total
potential of three hits. None of the hits actually knock the enemy to the
floor anymore (they did in version 2.0) so you cannot make all three hits
connect in one combo.
-- (G) (A) Flying: RFB + 3K
Note: The Flying wears off after a while automatically. Repeat the code
while Flying to manually land and turn off Flying.
** (G) (A) Lightning Storm: FB + 3P
** (G) Hail Storm: RFB + 3P
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Storm has a very difficult time performing Air Combos. This is mainly
due to the fact that none of her Launchers work effectively. Both the
Crouching Fierce and the Standing Roundhouse knock the enemy in awkward
directions, so that Storm has to try and catch up to the enemy in the air
to combo them. The Standing Roundhouse definitely works better than the
Crouch Fierce, but it still knocks the enemy very high up. Also, her
Jumping Strong makes her fire an electric ball outwards, so it does not
work in her Air Combo. It is better to skip this move in an Air Combo
chain.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Her Crouch Roundhouse can count as a Launcher. When performed, it
knocks the enemy WAAAAAAAAAAAAY up into the air... so high, in fact, that
if Storm Super Jumps after the enemy, she cannot catch up to them because
they get knocked so high up. However, against heavier enemies, like
Juggernaut, she can follow up the Crouch Roundhouse with an Air Combo
because they are not knocked as far up as the lighter enemies... but
characters like Wolverine get knocked WAAAAY up there, out of the screen.
After Jumping, Storm can hold any of the three Up directions and come
down floating. While floating from a Super Jump, all of Storm's attacks
(except for Strong) can chain into each other and themselves more rapidly
than normal, even if whiffing. While Flying, hitting all three punches
makes her do a Flying Dash in any direction, depending on which way you are
holding the controller.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Short -> J.Fierce
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> C.Strong -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Short -> C.Forward XX Typhoon (OTG)
5) Launcher: D.S.Jab -> S.Short -> S.Strong -> S.Roundhouse
6) Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Forward ->
SJ.Fierce (FS)
Beginner
1) Fierce-Tornado Column, Hail Storm
2) Tornado Column, Lightning Storm
3) J.Fierce \/ C.Short -> C.Forward -> C.Roundhouse (OTG)
4) Fierce Throw the enemy into the corner. Lightning Storm.
Intermediate
1) J.Short -> J.Fierce \/ D.S.Short -> S.Forward -> S.Roundhouse /\ SJ.Jab ->
SJ. Short -> SJ.Forward -> SJ.Roundhouse (FS)
2) Tornado Column, SJ.Jab -> SJ.Forward -> SJ.Fierce (FS)
3) F.Tornado Column, F.Jab -> F.Short -> F.Fierce
4) Fierce Throw the enemy into the corner. C.Short (OTG) -> S.Roundhouse /\
SJ.Jab -> SJ.Fierce (FS)
5) Fierce Throw the enemy into the corner. Jump up and Air Throw their
falling body. Lightning Attack straight into the wall so their body lands
on you. Oddly enough, this Combo has a VERY high potential for dizzying
the opponent after just those three hits. If they don't become dizzy, any
hit afterwards will almost certainly stun. This combo is easy to time and
do against middle sized characters, but doesn't seem to work against light
and heavy characters.
6) Get enemy near corner. J.Fierce -> J.Roundhouse \/ D.S.Jab -> C.Short ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Forward, SJ.Jab -> SJ.Short ->
SJ.Strong XX Lightning Attack
**Note: After you Super Jump, hold Up/Towards to float. Right when you hit
SJ.Strong, IMMEDIATELY do a Lightning Attack. Make sure you are
Holding Up/Towards during the entire Air Combo.
7) Get enemy near corner. J.Forward -> J.Fierce \/ D.S.Jab -> S.Short ->
S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce
(FS) -> SJ.Roundhouse (FS) \/ S.Short -> S.Strong -> S.Fierce ->
S.Roundhouse
**Note: Do the Air Combo without holding any of the Up positions. You
DON'T want Storm floating during this Air Combo.
Expert
1) Have enemy near corner. J.Jab -> J.Short -> J.Fierce \/ D.S.Jab -> S.Short
-> S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Forward ->
SJ.Fierce (FS) -> SJ.Roundhouse (FS), SJ.Short -> SJ.Forward -> SJ.Fierce
(FS) -> SJ.Roundhouse (FS), SJ.Short -> SJ.Forward -> SJ.Fierce (FS) ->
SJ.Roundhouse (FS), SJ.Short -> SJ.Forward -> SJ.Fierce (FS) ->
SJ.Roundhouse (FS), SJ.Short -> SJ.Forward -> SJ.Fierce (FS) ->
SJ.Roundhouse (FS) \/ C.Short (OTG) -> S.Strong ->
S.Roundhouse
**Note: The way this combo works is that after the initial SJ.Fierce (FS)
-> SJ.Roundhouse (FS) in the first Air Combo, Hold Diagonally
Up/Back. This will cause Storm to start floating in the sky. But
since she has a lot of Forward momentum from her Super Jump, you
HAVE to hold Up/Back to prevent her from floating past the enemy.
As you continually hit the enemy with the four hit Air Combo chain,
start switching your controller from Up/Back to just straight Up or
you'll start to float away from the corner.
2) Have enemy in the corner. J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short
-> S.Roundhouse /\ SJ.Jab, Strong-Air Throw, Strong-Air Throw, Lightning
Attack
**Note: After the first Air Throw, hold Up to start floating down. When
the enemy passes you up, Throw them again. The Lightning Attack
will almost ALWAYS dizzy the enemy, so you get a free combo
afterwards! However, if you want, you can do a Lightning Storm
instead for guaranteed damage rather than a dizzy that doesn't
always happen.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) Storm's limitations prevent her from having a very long-winded combo. I am
still open to anything anyone else has come up with.
Version 2.0
1) Have enemy in corner. J.Short -> J.Fierce \/ D.S.Jab -> S.Short ->
S.Strong XX Lightning Attack (3 hits) \/ C.Fierce /\ SJ.Short XX Lightning
Attack (3 hits) \/ Lightning Storm (OTG)
**Note: Okay, here we go... In order to pull this one off, you MUST follow
these Lightning Attack patterns: The first Lightning attack must be
done Straight... in the direction you're facing. After it hits,
change its direction so that it is going diagonally Up/Forward.
Activate the Second Lightning Attack going straight Up. After that
one hits, delay for half a second and do the Third Lightning Attack
so that it goes straight DOWN. The enemy will fall back down
ONTO it and bounce back up. You'll have landed and when the enemy
starts falling down, nail them out of the air with a Crouching
Fierce. Super Jump up and do the SJ.Short into the Lightning
Attack. The first Lightning Attack needs to go straight once again
in the direction you were facing when you started the combo. After
it hits, change diagonally Down/Forward for half a second to get
closer to the ground (but not too close so that you'll land) and
then do the second one going straight into the wall right above the
floor. The enemy will bounce off of it on their way down. Wait
half a second and do the third Lightning Attack in the same
direction going straight into the wall. The enemy will come back
down and bounce off of you AGAIN. Quickly change your direction to
Diagonally Down/Forward and land. Do the Lightning Storm
IMMEDIATELY upon landing and it should OTG the enemy.
2) Have enemy near corner. J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short ->
S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Forward ->
SJ.Fierce (FS) -> SJ.Roundhouse (FS), SJ.Fierce (FS) -> SJ.Roundhouse (FS),
SJ.Fierce (FS) -> SJ.Roundhouse (FS), SJ.Fierce (FS) -> SJ.Roundhouse (FS),
[repeat until you have almost landed] \/ C.Short (OTG) -> S.Strong ->
S.Roundhouse
**Note: Follow the same advice in the note for the Expert Combo.
==============================================================================
==============================================================================
-=Wolverine=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Roundhouse
--Strikes: C.Strong, S.Fierce, C.Roundhouse
--Knock-Downs: C.Forward, OC.Fierce
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Drill Claw: Short + Strong
Note: The Drill Claw, can be aimed in different directions by holding the
joystick in the direction you want to go in when you hit the buttons.
However, from the ground, you cannot Drill Claw backwards or in any of the
Down directions. If you do the Drill Claw into either wall (by going into
a corner or by doing it backwards in the air), you can hold away from the
corner and hit a button, and Wolverine will bounce off, still in the Drill
Claw.
-- (G) Berserker Barrage: FB + Punch
Note: Keep hitting buttons to get all possible hits.
-- (G) Tornado Claw: DP + Punch
Note: Keep hitting buttons to get more hits.
** (G) Berserker Barrage X: FB + 3P
** (G) Weapon X: DP + 3P
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Wolverine's Air Combo is one of the smoothest, quickest ones there is.
His Launcher launches the enemy at a very convenient height, and the timing
of his Super Jumping Magic Series is very simple and consistent.
Wolverine can actually use the Strong attack in the air more than once
in a row. By pressing it many times, he will chain one slash into a second
slash that will combo, and that second slash will chain back into the first
slash. Any of these slashes can still be chained into a Forward, Fierce,
or Roundhouse. So as a result, he can add more hits in the air with the
Strong button.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Wolverine's Standing Strong also can chain into itself, just like the
Jumping Strong. It can repeatedly chain into itself and can also chain
into any moves further in the chain. His Standing Forward can also be made
to hit twice if you press the button twice.
His Crouching Strong will knock the enemy off the floor and actually
drag them closer towards him, making it easier for him to chain into his
Launcher, even against smaller enemies.
Wolverine can slide if he holds Offensive Crouch and presses Fierce.
Wolverine also has the ability to jump off of the back wall by
pressing away from the wall while next to it.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Short -> J.Strong
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce
4) Buffer: D.S.Jab -> S.Jab -> C.Strong XX Tornado Claw
5) Launcher: D.S.Jab -> S.Short -> C.Strong -> S.Roundhouse
6) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS)
7) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong ->
SJ.Strong XX Drill Claw [aimed diagonally upwards]
Beginner
1) D.S.Jab -> S.Short -> S.Forward -> S.Forward -> S.Fierce
2) J.Fierce \/ S.Strong XX Berserker Barrage X (FS)
3) J.Roundhouse \/ C.Short -> C.Forward XX Berserker Barrage (OTG)
4) J.Strong -> J.Strong \/ S.Jab -> S.Strong -> S.Fierce
5) J.DN.Forward XX Drill Claw [aimed diagonally down/forward]
Intermediate
1) J.Fierce -> J.Roundhouse \/ C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short
-> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
2) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Roundhouse /\
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Strong -> SJ.Forward
XX Drill Claw [aimed diagonally upwards]
3) Have enemy in corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short
-> S.Strong -> S.Strong -> C.Roundhouse XX Tornado Claw
4) SJ.DN.Forward -> SJ.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong XX
Berserker Barrage X
5) J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short -> C.Strong -> S.Roundhouse
/\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Strong -> SJ.Fierce
(FS) -> SJ.Roundhouse \/ C.Short (OTG) -> S.Strong -> S.Strong -> S.Fierce
**Note: This combo works even if you are fairly far from the corner. The
SJ.Fierce (FS) -> SJ.Roundhouse sends you and your opponent flying
towards the corner whereas a different combo wouldn't let you have
the opportunity to hit the enemy with an OTG.
6) J.DN.Forward -> J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong
-> C.Forward -> OC.Fierce (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Strong -> SJ.Strong XX Drill Claw [aimed diagonally
upwards]
Expert
1) Have enemy near corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short
-> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong
-> SJ.Strong -> SJ.Forward XX Drill Claw [aimed diagonally upwards],
SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab -> J.Short -> J.Strong ->
J.Roundhouse (FS) \/ C.Short (OTG) -> S.Strong -> S.Strong -> S.Fierce ->
S.Roundhouse
**Note: After the Drill Claw, time Roundhouse so that it hits IMMEDIATELY.
2) Have enemy near corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short
-> S.Strong -> S.Forward XX Berserker Barrage X (FS), J.Jab -> J.Short ->
J.Strong -> J.Forward -> J.Fierce (FS) -> J.Roundhouse (FS) \/ C.Short
(OTG) -> S.Strong -> S.Strong -> C.Fierce -> S.Roundhouse
**Note: Just hold up on the controller after the Berserker Barrage X and
nail the falling body before it lands. If you try and do all six
hits in the Jumping part of the combo too quickly, the Fierce
will miss. Time the first four hits a tad bit slower than normal
so that when the Fierce connects, the enemy is relatively above
you.
3) Have enemy in corner. J.DN.Forward -> J.Fierce -> J.Roundhouse \/ D.S.Jab
-> S.Short -> S.Strong -> S.Forward -> C.Fierce -> C.Roundhouse /\ SJ.Jab
-> SJ.Short -> SJ.Strong -> SJ.DN.Forward -> SJ.Roundhouse (FS) \/ S.Jab ->
S.Jab -> S.Short -> S.Strong -> S.Strong -> S.Forward -> S.Forward ->
S.Fierce -> S.Roundhouse
**Note: You have to manually cancel the C.Roundhouse by hitting Down, Up
after it connects, and then IMMEDIATELY hit Jab for the Super
Jumping Air Combo. After landing, hit the enemy quickly with the
ground chain sequence (you REALLY have to know how to time the hits
rather than mashing buttons until they come out to successfully
land all 9 hits). The last S.Roundhouse can be changed into a
C.Roundhouse against characters heavier than Ryu, which lets you
sneak in a throw right when the enemy lands, and it's hard to see
coming.
4) Have enemy in corner. J.Jab -> J.Short -> J.Roundhouse \/ D.S.Jab ->
S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Forward XX Drill Claw [Aimed Straight
Up], SJ.Jab -> SJ.Fierce (FS) -> SJ.Roundhouse (FS) \/ C.Short -> S.Strong
-> S.Strong -> S.Forward [2nd hit] -> S.Fierce -> S.Roundhouse
**Note: When you land and begin the OTG part, make sure you hit Forward
Kick twice even though it hits once. The first hit will miss but
pressing the button twice causes the second kick to come out, which
WILL connect.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) Even though Wolverine is the combo master (his stuff flows the best), he
does not have a combo of incredible difficulty. Thus, he doesn't have
anything that could qualify as an Insane combo.
Version 2.0
1) Have enemy near corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short
-> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong
-> SJ.Strong -> SJ.Forward XX Drill Claw [aimed Diagonally Upwards] (FS),
SJ.Jab -> SJ.Short -> SJ.Roundhouse (FS) \/ C.Short (OTG) -> C.Strong ->
S.Roundhouse
**Note: After the Drill Claw, the enemy will fall past you in the air. Do
the SJ.Jab -> SJ.Short -> SJ.Roundhouse there. Against smaller
enemies, skip the SJ.Short in between the Jab and the Roundhouse.
2) Have enemy in corner. J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> C.Strong
-> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong, SJ.Jab ->
SJ.Short -> SJ.Forward XX Drill Claw [aimed directly upwards] (FS),
SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab -> J.Short -> J.Strong ->
J.Roundhouse (FS) \/ C.Short -> S.Forward -> S.Forward -> S.Fierce
==============================================================================
==============================================================================
-=Gambit=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce
--Strikes: S.Fierce
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) Kinetic Card: FB + Punch
-- (A) Air Kinetic Card: FB + Punch
-- (G) Trick Card: RFB + Punch
[ Jab - Single, quick counter strike
-- (G) Cajun Slash: DP + [ Strong - 3 hit hopping Cajun Slash
[ Fierce - 3 hit straight Cajun Slash
-- (G) Staff Strike: RK + Punch
Note: You can bounce to either wall by using Offensive Flip or Back Flip
upon activation. You can then bounce to the other wall by holding the
controller towards the opposite wall or come down with the Staff Strike.
If you bounce to the other wall, you will follow it up with the Staff
Strike automatically. You can guide the Staff Strike in the air with the
controller and when you want to attack, hit the Punch button.
-- (G) Cajun Strike: RK + Kick
Note: You can bounce to either wall by using Offensive Flip or Back Flip
upon activation. You can then either attack from the wall with a Diving
Kick or Bounce to the other wall by holding the controller towards the
opposite wall. If you bounce to the other wall, you will follow it up with
the Diving Kick automatically.
** (G) Royal Flush: FB + 3P
Note: When Gambit throws his staff into the air at the start of this move,
he can actually nail people with the staff so, in essence, it can be used
as an air-counter if the enemy is right above your head.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Gambit's Launcher knocks the enemy VERY high up, probably the highest
of all actual Launchers (Storm's Crouching Roundhouse doesn't count).
Thus, if you Super Jump after hitting the enemy, you usually have to Super
Jump a ways up before you begin your attacks. If you start too early,
you'll end up whiffing attacks or hit them too low so that your following
moves will whiff. So after Launching them, get used to Super Jumping a
ways up before you actually start attacking.
Also, the Crouching Fierce knocks the enemy STRAIGHT UP, rather than
outwards a little. So if you Super Jump after the Launcher, try Super
Jumping straight up rather than Forward Flipping.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
There is nothing unusual about Gambit to take note of.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Strong
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> C.Strong -> C.Forward -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Short -> S.Forward -> S.Roundhouse XX Fierce-Cajun
Slash
5) Launcher: D.S.Jab -> S.Short -> S.Forward -> C.Fierce
6) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Roundhouse
Beginner
1) J.Fierce \/ S.Roundhouse XX Jab-Cajun Slash
2) C.Roundhouse XX Royal Flush (OTG)
3) C.Jab -> C.Short -> C.Forward -> S.Roundhouse XX Jab-Cajun Slash
4) J.Fierce -> J.Roundhouse \/ Jab-Cajun Slash
Intermediate
1) J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short -> S.Roundhouse XX Fierce-
Cajun Slash
2) J.Fierce -> J.Roundhouse \/ D.S.Short -> S.Strong -> C.Forward ->
C.Roundhouse XX Strong-Cajun Slash (OTG)
3) J.Fierce -> J.Roundhouse \/ D.S.Short -> S.Strong -> C.Fierce /\ SJ.Jab ->
SJ.Short -> SJ. Strong -> SJ.Forward -> SJ.Fierce (FS)
4) J.Fierce -> J.Roundhouse \/ D.S.Short -> C.Fierce XX Royal Flush
5) Fierce Throw the enemy into the corner. C.Short (OTG) -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ. Strong -> SJ.Fierce (FS)
6) Stand RIGHT next to the enemy. Kinetic Card, S.Short -> C.Fierce XX Royal
Flush
**Note: After the Card connects, keep holding Towards on the controller.
The INSTANT Gambit starts walking, continue with the combo.
7) J.Short -> J.Roundhouse \/ D.S.Roundhouse XX Jab-Kinetic Card, Jab-Cajun
Slash
**Note: If you don't let yourself dash in close enough, the Kinetic Card
will never connect. You have to be VERY close for the S.Roundhouse
XX Kinetic Card to combo. However, you also have to be quick with
the S.Roundhouse. It's hard to land a D.S.Roundhouse after the
Jump-in combo, but very possible. The Jab Cajun Slash will hit the
enemy before they even hit the floor.
8) J.Fierce -> J.Roundhouse \/ D.S.Short -> S.Roundhouse XX Jab-Kinetic Card,
D.S.Short (OTG) -> S.Strong -> S.Forward -> C.Fierce /\ SJ.Jab -> SJ.Short
-> SJ.Strong -> SJ.Fierce (FS) -> SJ.Roundhouse (FS)
**Note: If you are playing against anyone as thin or thinner than Cyclops,
you have to leave out the D.S.Short and go straight for a
D.S.Roundhouse, or the Kinetic Card won't connect. In order for
the last SJ.Roundhouse to connect, you cannot do the five hits in
the Air Combo at the fastest speed possible. You have to slow
down the Air Chain slightly! The timing is tough. Practice!
Expert
1) Have enemy in the corner. J.Fierce -> J.Roundhouse \/ D.S.Short ->
S.Roundhouse XX Jab-Kinetic Card, D.S.Short (OTG) -> S.Forward ->
S.Roundhouse XX Jab-Kinetic Card, D.S.Short -> C.Fierce XX Royal Flush
2) Have enemy in the corner. J.Fierce -> J.Roundhouse \/ D.S.Short ->
S.Roundhouse XX Jab-Kinetic Card, D.S.Short -> S.Strong -> S.Forward ->
S.Fierce XX Jab-Kinetic Card, D.S.Short (OTG) -> C.Fierce /\ SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce (FS) -> SJ.Roundhouse (FS)
**Note: Note that the D.S.Short after the Kinetic Card hits the enemy
BEFORE they hit the ground this time! And again, the timing of the
last five hits in the Air Combo must be timed perfectly for the
SJ.Roundhouse to connect.
3) Have enemy near corner. J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Short
-> C.Fierce /\ SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS), SJ.Fierce (OTG)
\/ S.Short -> S.Strong -> S.Forward -> S.Fierce -> S.Roundhouse
**Note: This is essentially the set-up to Gambit's 2nd Infinite Combo, but
still a practical combo to know even if you are not using Infinites
while challenging someone. The tricky part of the combo is the
timing of the Air Combo. You have to put delays in between all
three hits, or you will never reach the ground soon enough for the
SJ.Fierce to connect for the OTG. Basically, once the
SJ.Roundhouse connects, you want to be as late in your jump as
possible.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) Gambit simply does not have any really difficult or crazy combo that can
qualify as an insane combo. However, he does have a combo that can be
considered just as fun. Basically, in the Infinite combo where he Juggles
the enemy in the corner all day, you can change between four different
variations to Juggle them:
1) S.Short -> S.Strong -> S.Forward -> S.Fierce -> S.Roundhouse
2) S.Short -> S.Strong -> S.Forward -> S.Roundhouse
3) S.Short -> S.Roundhouse
4) S.Short
Gambit pretty much can switch between the four different ones and keep
the Infinite going forever. The challenge, then, is to see how well
you can keep switching between them, without repeating the same one
too many times in a row. Try doing 1) followed by 3), then a 2), then
back to 1), then do 4) three times in a row, then go to 2), etc. It
shouldn't really qualify as an Insane combo, but it's fun and still
kind of impressive once you start getting good at the improvisation.
Version 2.0
0) Gambit has not received any changes between version 2.0 and version 3.0.
==============================================================================
==============================================================================
-=Rogue=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce, S.Roundhouse
--Strikes: S.Fierce, Taunt (!)
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Rushing Punches: FB + Punch
-- (G) Upward Rushing Punches: DP + Punch
-- (G) (A) Power Drain: : RFB + Kick
-- Using Stolen Power: FB + Kick
Cyclops: (G) Optic Blast
Storm: (G) Typhoon
Wolverine: (G) Berserker Barrage
Gambit: (G) Kinetic Card
Rogue: Nothing
Sabretooth: (G) Berserker Claw
Juggernaut: (G) Earthquake
Magneto: (G) Hyper Grav
Ryu: (G) HaDouKen
Ken: (G) ShouRyuKen
Chun Li: (G) KikoKen
Charlie: (G) Sonic Boom
Dhalsim: (G) Yoga Flame
Zangief: (G) Spinning Pile Driver
Cammy: (G) Cannon Drill
Bison: (G) Psycho Shot
Akuma: (A) Air GouHaDouKen
Note: Rogue can also steal the Raging Demon from Akuma and it is performed
with the same code as Akuma (Jab, Jab, Toward, Short, Fierce). You must
have one level of your Super Meter to perform this as well.
-- (G) Diving Punch: DP + Kick
** (G) Super Rushing Punches: FB + 3P
------------------------------------------------------------------------------
-=Details about the Air Combos=-
The biggest thing about Rogue's Air Combos is that she has a hard time
getting off the floor. Many people have expressed difficulty in Super
Jumping after Launching the enemy. This is mainly just a problem with
Rogue in that she has a VERY small window to Super Jump after Launching the
enemy. So after you hit the button that performs her Launcher, IMMEDIATELY
hold up to Super Jump or she won't be able to get off the floor in time.
Also, if you use Roundhouse as her Launcher, get used to Super Jumping
STRAIGHT UP rather than holding Forward Flip. The Roundhouse Launches the
enemy upwards only so that if you Forward Flip, she flies past them and has
to turn around and hit them, which is very awkward.
In order to get her Rushing Punches in the air to land in an Air
Combo, you have to try and hit the enemy so that they are below you. If
you start attacking too early, the Rushing Punches, which have a terrible
time hitting above them, will miss. So after you Launch the enemy, Super
Jump a bit past them and THEN start the Air Combo in order to land the
Rushing Punches.
Air Combo Finishers: Fierce, Roundhouse, Rushing Punches
-=Miscellaneous Information=-
Rogue's Crouching Strong makes her slide along the floor. She also
has a Down + Roundhouse move in the air that makes her dive with a kick
quickly.
Rogue can Air Dash while jumping by tapping Towards on the controller
twice in a row or by hitting all three punches while holding Towards in the
air.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Short -> J.Strong -> J.Forward
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> C.Strong -> S.Fierce
4) Buffer: D.S.Jab -> S.Short -> S.Strong -> S.Forward XX Super Rushing
Punches
5) Launcher: D.S.Jab -> S.Short -> S.Strong -> S.Roundhouse
6) Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
-> SJ.Fierce (FS)
7) Air-Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong XX Rushing
Punches (FS)
Beginner
1) J.DN.Roundhouse \/ C.Short -> C.Roundhouse XX Super Rushing Punches (OTG)
2) Be in the corner. Power Drain, Super Rushing Punches
3) C.Short -> C.Strong XX Rushing Punches
4) Be in the corner. Super Rushing Punches \/ Super Rushing Punches (OTG)
Intermediate
1) J.Roundhouse \/ D.S.Short -> C.Strong -> S.Roundhouse /\ SJ.Jab -> SJ.Short
-> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
2) J.Short -> J.Strong \/ D.S.Short -> S.Strong XX Super Rushing Punches
3) Be in the corner. Power Drain, C.Fierce /\ SJ.Jab -> SJ.Strong XX Rushing
Punches (FS)
4) AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Jab -> S.Strong -> S.Forward
-> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS)
5) AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong XX Power Drain
**Note: The Power Drain can be comboed, but the timing is difficult. Most
of the time, however, you'll catch them with the Power Drain but it
won't register on the Combometer.
6) Have enemy in corner. J.Short -> J.Fierce -> D.S.Jab -> S.Short ->
S.Roundhouse /\ SJ.Jab -> SJ.DN.Roundhouse (FS) \/ C.Short (OTG) ->
C.Strong -> S.Forward -> C.Fierce
Expert
1) Get enemy so that they are near the corner, maybe about a full screen away
from the wall. AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Short ->
S.Roundhouse /\ [Cross Enemy Up With Jump] SJ.Short -> SJ.Forward XX
Power Drain \/ Super Rushing Punches (OTG)
**Note: The way to get this one to work is to make sure that by the time
you Launch the enemy, you want them to be slightly OUT of the
corner. Also, make sure that when you do the D.S.Short, you are
as close to the enemy AS POSSIBLE, or the jump can't reach the
other side of the enemy. Then, when you Super Jump, Super Jump
DIAGONALLY FORWARD and end up on the other side of them. Then do
the Air Combo and the Power Drain will throw them into the corner,
where you can Super Rushing Punches them Off The Ground. It IS
possible to combo the entire combo, so that the Combometer doesn't
stop counting.
2) Have enemy in corner. AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Jab
-> S.Short -> S.Strong -> S.Forward -> S.Roundhouse /\ SJ.Jab -> SJ.Strong
-> SJ.Roundhouse (FS), SJ.Short (OTG) \/ S.Jab -> S.Short, S.Jab ->
S.Short, S.Jab -> S.Short, S.Jab -> S.Short, S.Jab -> S.Short, [repeat
until death or until Flying Screen deteriorates. If Flying Screen
deteriorates, follow up with], S.Jab XX Super Rushing Punches
**Note: After you Super Jump, time the three hits in the air very slowly.
It is very difficult to notice the Flying Screen Deterioration
and react quickly enough. But if you can catch it, IMMEDIATELY
do the Super Rushing Punches. From my experience, it tends to
happen pretty fast (but not always!!!!!), so after you land, you do
S.Jab -> S.Short, S.Jab -> S.Short, S.Jab XX Super Rushing Punches.
Put a delay between S.Jab and S.Short in order to have them
continually bounce the enemy.
Stolen Powers Section
Most of the powers stolen will not provide particularly interesting
combos. Most are pretty basic (do Ken's Dragon Punch after a
S.Roundhouse, a Berserker Barrage after a C.Strong, etc.). There are
only a few particularly noteworthy ones:
-Steal from Dhalsim
1) AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Jab -> S.Strong XX Strong-
Yoga Flame, S.Roundhouse /\ [Any Air Combo]
2) AD.J.Short -> J.Strong -> J.Roundhouse \/ D.S.Jab -> S.Strong XX Strong-
Yoga Flame, Super Rushing Punches
-Steal from Charlie
1) D.S.Jab -> S.Strong XX Roundhouse-Sonic Boom, Roundhouse-Sonic Boom,
Roundhouse-Sonic Boom, etc.
**Note: Yes, this is an Infinite Combo. At any point, you can tack on a
dashing combo after a Sonic Boom (and you can end the dashing combo
with a Roundhouse-Sonic Boom and keep the Infinite going! Or you
can simply tack on a Super Rushing Punches after a Sonic Boom.
-Steal From Ryu, Chun Li, Bison, or Storm
1) Get a screen away with enemy in corner. Throw a Short-fireball and hold
Towards on the controller. AS SOON AS Rogue starts walking, jump forward
and hit all three Punches to Air Dash forward. Do an A.D.Short ->
J.Roundhouse and land with your favorite Dashing Combo from there!
-Steal from Juggernaut
1) D.S.Jab -> S.Strong XX Short-Earthquake, Short-Earthquake, Short-
Earthquake, etc.
**Note: Hmm... seem kinda familiar? This works just like the Infinite with
the Sonic Boom and, again, you can do a Dashing Combo or a Super
Rushing Punches after an Earthquake. Actually, check out the
Insane combo section to find out what you can REALLY do against
Juggernaut...
-Steal from Gambit
1) Have enemy in corner. Kinetic Card, C.Short (OTG) -> C.Strong XX Super
Rushing Punches
-Steal From Akuma
1) Raging Demon, C.Short (OTG) XX Super Rushing Punches
2) Raging Demon, C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward XX Power Drain
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) It's the Anti-Juggernaut Bonanza!!! Here is where you can really test
your finger dexterity and your ability to improvise! When you steal
Juggernaut's Power (the Earthquake) and then get Juggernaut into the
corner, you can have some serious fun because you can pretty mix between
five different Infinite combos on him, switching between them randomly.
Trying to continually switch between these and keep the combo going for as
long as possible is a true test of your dexterity and ability to change
into different things, not being just able to do combos because you're so
used to the sequence.
Okay, so once you get Juggernaut in the corner, here are the stuff you can
do to him:
1) D.S.Jab -> S.Short -> S.Strong XX Short-Earthquake
2) D.S.Jab -> S.Strong
3) J.Short -> J.DN.Roundhouse
4) AD.J.Short -> J.Strong -> J.Roundhouse
5) Plain ol' Short-Earthquake
However, not all five of these can lead into each other easily:
1) can be followed up by any of the other ones easily, including itself.
2) is most easily followed up by 1) or itself, or by buffering the S.Strong
into a 5). The other two Jumping Infinites are hard to do after this
one.
3) That one is best followed up by itself. However, when trying to change
into one of the other ones, it is most easily followed up by 5), and
the going into the others. It can also be followed up by 1) and 2), but
more difficult.
4) The Air Dash one is hard to use frequently, as it is the most difficult
to pull off. It's safest to do just two in a row, because by the time
you try a third one, Rogue has usually fallen a bit too far away (plus,
the Air Dash infinite is just difficult to do without "cheater"
controllers; i.e. stuff with Punch x 3 and Kick x 3 buttons easily
accessible for instant Air Dashing). It's most easily followed up by 1)
and 2), but if you dash from too far away, the Earthquake won't hit! So
following this one up with repeated 2)'s is safest to get yourself back
into position.
5) Followed up by anything, including itself.
So essentially, Rogue can just forever mix between all five of those
Infinites, beating the stuffing out of Juggernaut forever. Basically,
get Juggernaut dizzy once, and then just do it forever (there are no
redizzies in this game, so pummel on him until he dies!!!). See how
many hits you can get before you mess up!
Version 2.0
0) Rogue has not changed at all between Version 2.0 and Version 3.0.
==============================================================================
==============================================================================
-=Sabretooth=-
--Ground Magic Series: Weak Start
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Fierce (2nd Hit), C.Fierce
--Strikes: C.Forward
--Knock-Downs: S.Strong, S.Forward, C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) Berserker Claw: FB + Punch
-- (G) Wild Fang: RYF + Punch
[ Short - Shoots Downwards
-- (G) Birdie Call: RYF + [ Forward - Shoots Straight
[ Roundhouse - Shoots Upwards
** (G) Berserker Claw X: FB + 3P
** (G) Weapon X: DP + 3P
** (G) Bullet Spray: RYF + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Sabretooth's Air Combos are VERY VERY fast. And since only his
Roundhouse is an Air Combo Finisher, it is possible to land all six hits in
his Air Combo. Other than that, there is nothing odd to note about
Sabretooth's Air Combos.
Air Combo Finishers: Roundhouse
-=Miscellaneous Information=-
Standing Jab can hit twice, but only if it's a Dashing Jab, it seems.
Standing Fierce hits twice and only the second hit Launches the enemy.
Sabretooth's jumping attacks are very fast and should be used very often.
He can continue a combo after he lands even if he hits the enemy with a
Jumping Roundhouse before he reaches the top of his jump.
Sabretooth's Dash is very slow and unresponsive... but it's not like
he needs his Dash.
Sabretooth can bounce off the wall during a jump by pressing away from
the wall when he is next to it.
-=LIST OF COMBOS=-
Practice
1) Jump-in: J.Fierce -> J.Roundhouse
2) Buffer: C.Short -> S.Roundhouse XX Berserker Claw X
3) Launcher: C.Short -> C.Fierce
4) Air-Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Roundhouse (FS)
5) Air-Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong, Strong-Air Throw
*Really, Sabretooth doesn't need anything but the above combos. Sabretooth
is single-handedly the easiest to use, and most brain-dead character in the
game. Just keep jumping, hitting Fierce and chaining that into Roundhouse,
and if that connects, do C.Short -> C.Fierce. Then go for the Air Combo
for all six hits of the chain, or go for the Air Throw followed by Super.
That's all Sabretooth needs to win. He takes no skill to use and is totally
a brain-dead character, and simply way too easy to use and to win. If I am
offending Sabretooth fans out there, I apologize, but I still think
Sabretooth is the only guy in the game that Infinite Combos SHOULD be used
on. I have no qualms Infiniting a Sabretooth player. Players who use
Sabretooth as their main character deserve very little respect, because he is
so basic to play and simple to use to a HUGE level of effectiveness. I
apologize again, this time for using this space in my FAQ as an editorial
on how much I hate Sabretooth as a character because he literally takes ALL
skill out of the game. I will never ever bring myself to use him.
Beginner
1) J.Roundhouse \/ C.Short -> S.Roundhouse XX Fierce-Berserker Claw
2) J.Roundhouse \/ C.Short -> S.Fierce [only one hit] XX Berserker Claw X
3) Have enemy in corner. Wild Fang, C.Short (OTG) -> S.Roundhouse XX
Berserker Claw X
4) Corner yourself. Fierce Throw, C.Short (OTG) -> S.Roundhouse XX
Fierce-Berserker Claw.
Intermediate
1) J.Fierce -> J.Roundhouse \/ C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)
**Note: You have to hit the enemy with the J.Fierce early in your jump.
If you hit it while coming down (like normal characters), you won't
have any time to land the J.Roundhouse before you land.
2) Corner yourself. Fierce Throw, C.Short (OTG) -> C.Fierce /\ SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)
3) Bullet Spray, Berserker Claw X
**Note: This is only for show. The last super combo does exactly four
pixels of damage.
4) Use Sabretooth as an Team Counter Attack, C.Short -> S.Fierce XX Berserker
Claw X
**Note: This combo is just WRONG. You should not get to do this much
damage with a Team Counter attack!!!
5) Get enemy in corner. Stand very close to them. Bullet Spray, Weapon X,
Berserker Claw X
**Note: Again, the Berserker Claw doesn't do any damage, but getting all
three supers in one combo is just fun.
6) Get enemy in corner. Stand very close to them. Bullet Spray, Weapon X,
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce ->
SJ.Roundhouse (FS)
**Note: Same as the last combo, but the Air Combo actually does damage.
7) J.Fierce -> J.Roundhouse \/ C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.Strong, Strong Air Throw \/ Berserker Claw X
**Note: This combo HURTS. The Strong Air Throw won't always count as part
of the combo, but even if you do throw the enemy and it doesn't</pre><pre id="faqspan-5">
count as part of the combo, the rest of the combo will still all
connect. Also, for different characters, you have to time the
Berserker Claw X at different times. Lighter characters, you have
to wait a second before starting it. Heavier characters, you have
to do it upon landing.
8) Stand right next to the enemy. S.Roundhouse XX Jab-Berserker Claw, C.Short
(OTG) -> S.Roundhouse XX Berserker Claw X
9) Start in the corner and get the enemy right next to you. S.Roundhouse XX
Jab-Berserker Claw, C.Short (OTG) -> S.Fierce [2 hits] /\ SJ.Short,
Strong-Air Throw, D.C.Short (OTG) -> S.Roundhouse XX Berserker Claw X
**Note: I just had to put this combo in because the way the Standing
Fierce Juggles the opponent is just very cool looking.
Expert
1) Have enemy near corner. J.Fierce -> J.Roundhouse \/ C.Short -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw \/ Weapon X, Weapon X,
Weapon X, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce -> SJ.Roundhouse (FS)
**Note: Okay, I've never actually landed this whole combo. In fact, it is
VERY doubtful ANYONE has since three Weapon X's comboed together
does 100% damage. The enemy usually does not live long enough for
me to find out if this whole combo actually connects. BUT I have
done the Weapon X followed by another Weapon X before, and I've
also done Weapon X followed by the Launcher into the Air Combo
before. Thus, I'm assuming that you can connect three Weapon X's
and then the Air Combo at the end.
2) Have your partner in the corner. Use Sabretooth as a Team Counter Attack,
C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw,
Weapon X, Weapon X
**Note: A 100% damage combo for ONE Team Counter Attack?!?!? How wrong can
this possibly BE?!? Sabretooth simply never ceases to amaze me on
how skill-less he is.
3) Against taller characters: J.Fierce -> J.Roundhouse \/ J.Fierce ->
J.Roundhouse \/ [repeat until the enemy is in the corner] \/ S.Fierce [only
one hit] XX Weapon X, Weapon X, Weapon X
**Note: Against ANY character, you can start the combo by simply getting
the enemy in the corner, walking right up next to him/her, and do
S.Fierce XX Weapon X. The Three above combos are not very
deserving of being called "Expert Combos". The only thing that
makes them different is the multiple Weapon X action, but that
hardly takes skill. Check out Insane Combo to see a more skillful
combo.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) Oddly enough, Sabretooth does have a VERY difficult combo to land that can
be considered an Insane Combo. Okay, against Ryu, Ken, Akuma, or
Wolverine. Get the enemy into the middle of the playing field. Then, do:
J.Roundhouse \/ C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ. Strong,
Strong-Air Throw \/ Fierce-Wild Fang, C.Short (OTG) -> S.Roundhouse XX
Weapon X, C.Fierce /\ SJ.Jab -> SJ.Short, Strong-Air Throw \/ Weapon X,
Weapon X, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce -> SJ.Roundhouse (FS)
AS SOON AS YOU LAND from the Air Throw, do the Wild Fang. Cancel the
S.Roundhouse into the Weapon X as quickly as possible, or it'll miss.
Then, the C.Fierce after the first Weapon X must hit the enemy as low to
the ground as possible. Once it hits, Super Jump with an IMMEDIATE SJ.Jab
to ensure the enemy will be low enough for the second Air Throw.
Version 2.0
0) There have been no changes to Sabretooth from Version 2.0 to Version 3.0,
although I think a LOT of changes were warranted...
==============================================================================
==============================================================================
-=Juggernaut=-
--Ground Magic Series: None
--Jumping Magic Series: None
--Super Jumping Magic Series: ZigZag
--Launchers: T.Fierce, C.Fierce
--Strikes: None
--Knock-Downs: C.Forward
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) Juggernaut Punch: YF + Punch
-- (G) (A) Body Splash: YF + Kick
-- (G) Earthquake: BP + Punch
-- (G) Power-Up: DP + 3P
-- (G) Pound Into The Ground: RFB + Kick
Note: This is a throw, but has very small range. However, the delay of
this move is SO small that you can actually use it to save yourself from
slow normal moves. For example, you can do Towards + Fierce and cancel it
into the Pound Into The Ground with Short. You'll actually have a SHORTER
delay for canceling the Fierce into the Grab than if you let the Fierce
finish.
** (G) Juggernaut Headcrush: FB + 3P
Note: You can increase the number of hits from 4 to 8 if you rapidly hit
the buttons. It's harder to do than most "Ram-On-The-Buttons" Super
Combos, but you can get a maximum of 8 hits out of it. It seems easiest to
do when you nail someone out of the air for some reason.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Juggernaut has a surprisingly good Air Combo for such a big guy. You
might want to skip the Forward Kick in the Air Combo in order to ensure you
land the Fierce or Roundhouse at the end, though.
Also, his T.Fierce is a Launcher, but Launches lighter characters so
high up in the air, you can't get them with an Air Combo. Thus, do not use
T.Fierce as a Launcher against characters such as Cammy and Chun Li.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Juggernaut, as in MSH, can take a few hits before he will go into a
reel animation so comboing Juggernaut can be difficult. Jabs and Shorts do
not affect Juggernaut and any combo consisting of Jabs and Shorts will not
make Juggernaut reel (the third or fourth Jab/Short might make Juggernaut
reel... I'm not too sure). Launchers done from the ground will NOT Launch
Juggernaut unless it was the second or later hit in a combo. But a
Launcher by itself will NOT make Juggernaut reel. Jumping Fierce or
Roundhouse will make Juggernaut reel right away and sweeps willimmediately
knock Juggernaut over. But everything else must be comboed before
Juggernaut begins to feel the normal effects of a combo.
This can be very useful for Juggernaut as he can take fireballs by
Headcrushing right through them, hitting the enemy in their fireball stun.
He can also do the Pound Into The Ground throw against people who jump in
at him. If the enemy likes to do Jumping Jabs and Shorts (like many
Wolverine or Cammy players do), they won't make Juggernaut stop his throw
animation and Juggernaut will soon grab the enemy, for what it seems like,
out of the air! Learning tricks like these can help you win with
Juggernaut more easily.
-=LIST OF COMBOS=-
Practice
*Juggernaut is not a combo-intensive character, so there is nothing to
practice.
Beginner
1) J.Fierce \/ C.Forward XX Jab-Juggernaut Punch (OTG)
2) Fierce Throw, Juggernaut Headcrush
**Note: The Headcrush activation is very picky. It depends on how far away
you are from the corner as well as how heavy the enemy is.
Characters like Cammy, you have to wait for what seems like a
lifetime before you actually do the Headcrush. Characters like
Zangief, you have to do it right away. Also, if you're right next
to the corner, you generally have to wait a bit before you do the
Headcrush whereas if you are in the middle of the playing field,
you have to do it earlier.
3) Have enemy in the corner. Pound Into The Ground, S.Strong XX Juggernaut
Headcrush
4) J.Fierce \/ S.Fierce XX Juggernaut Headcrush
5) Have enemy in the corner. J.Fierce \/ S.Fierce XX Jab-Juggernaut
Punch (FS), C.Short (OTG)
Intermediate
1) J.Fierce \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS)
2) Have enemy near corner. C.Fierce /\ SJ.Jab -> SJ.Short XX Short-Body
Splash
3) Fierce Throw enemy into the corner. C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.Fierce (FS)
4) Have enemy in the corner. J.Fierce \/ Jab-Earthquake, S.Strong XX
Juggernaut Headcrush
5) Have enemy in the corner and get right next to them. S.Fierce XX Jab-
Earthquake, T.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Fierce (FS) ->
SJ.Roundhouse (FS) \/ S.Forward (OTG)
**Note: You have to stagger the timing of the Air Combo so that you hit the
enemy with the SJ.Fierce as late in your jump as possible, so that
the enemy is clearly above you and will fall right INTO your
SJ.Roundhouse. This combo will NOT work on the light characters,
as the T.Fierce will Launch them WAAAAY too high for any Air Combo
to connect.
6) Do this combo anywhere EXCEPT near corners. J.Fierce \/ Strong-Earthquake,
Juggernaut Headcrush
Expert
1) Get enemy in the corner. J.Fierce \/ Jab-Earthquake, D.S.Strong XX Jab-
Earthquake, S.Jab XX Juggernaut Headcrush
**Note: Juggernaut gets an Expert Combo!! Although it's pretty wimpy
compared to most Expert Combos in terms of number of hits, it is
still extremely difficult to pull off, mainly because of the
difficulties of getting both Earthquakes in. After the first
Earthquake, Dash in as far as you can before hitting Strong so that
it will connect with the Jab Earthquake. The problem is this: if
you wait too long, the Strong won't hit in time to combo. Timing
is CRITICAL. After the second Earthquake, let Juggernaut take the
tiniest step so that the S.Jab will barely connect.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) Heh. Ever since they took out ALL of Juggernaut's Chain Combos, he hasn't
had much of anything in terms of combos. I miss the Triple Headcrush
combos of the Marvel Super Heroes days...
Version 2.0
1) Have enemy in corner. J.Short -> J.Strong \/ C.Fierce /\ SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce (FS) \/ [pick a move for one extra hit]
**Note: Since the SJ.Fierce does not knock the enemy DOWN quickly in
Version 2.0, you can follow it up with all sorts of attacks. You
can OTG with C.Short, C.Strong, S.Forward, or simply just catch
them with another J.Fierce before they hit the floor.
==============================================================================
==============================================================================
-=Magneto=-
--Ground Magic Series: Weak Start
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Strong, C.Fierce, S.Roundhouse (2nd hit)
--Strikes: C.Strong, S.Fierce, S.Roundhouse (1st hit)
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) EM Disruptor: YF + Punch
-- (G) (A) Hyper Grav: RYF + Kick
-- (G) (A) Flying: RFB + 3K
Note: The Flying wears off after a while automatically. Repeat the code
while Flying to manually land and turn off Flying.
-- (A) Magnetic Pulse: SF + Punch
-- (G) Force Field: YF + Kick
Note: This is a counter. If the enemy attacks you with certain moves when
you perform this move, you will nail them instead.
** (G) Magnetic Shockwave: FB + 3P
** (G) (A) Magnetic Tempest: FB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Magneto has one of the smoothest, trouble-free Air Combos in the game.
Nothing noteworthy here.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
The Standing Roundhouse hits twice. The first hit knocks the enemy
off the floor, but only very slightly. The 2nd hit actually Launches the
enemy.
While Jumping, if Magneto holds Down and presses Short, he will do a
low jumping kick rather than the straight jumping kick.
While Flying, Magneto can do a Flying Dash in any of the eight
directions by holding the appropriate direction and hitting all three
punches.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Fierce -> J.Roundhouse
2) Jump-in: J.DN.Short -> J.Strong -> J.Forward
3) Dashing: D.C.Short -> C.Strong
4) Buffer: D.S.Jab -> S.Roundhouse [1 hit] XX Jab-EM Disruptor
5) Launcher: D.S.Jab -> C.Fierce
6) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS)
7) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Jab-EM Disruptor
Beginner
1) J.Roundhouse \/ S.Roundhouse (1 hit) XX Jab-EM Disruptor
2) Hyper Grav, Magnetic Shockwave
3) Be a screen away from the enemy. Hyper Grav, Magnetic Tempest
4) C.Roundhouse XX Magnetic Shockwave (OTG)
Intermediate
1) J.Roundhouse \/ D.S.Jab -> C.Fierce /\ SJ. Jab -> SJ.Short -> SJ. Strong
-> SJ.Forward -> SJ.Fierce (FS)
2) J.Fierce -> J.Roundhouse \/ D.S.Jab -> C.Roundhouse XX Shockwave (OTG)
3) Hyper Grav from a screen away, Magnetic Tempest, D.C.Short (OTG) ->
C.Fierce /\ SJ. Jab -> SJ.Short -> SJ. Strong -> SJ.Forward XX Jab-EM
Disruptor
**Note: The Magnetic Tempest must be done IMMEDIATELY upon making contact
with the Hyper Grav. Otherwise, the enemy will have shaken out of
the Hyper Grav by the time the Tempest starts hitting.
4) Hyper Grav from a screen away, Magnetic Tempest, D.C.Short (OTG) ->
S.Roundhouse XX Magnetic Shockwave (OTG)
5) Have enemy in corner. FD.F.Jab -> F.Short -> F.Strong -> F.Forward ->
F.Fierce -> F.Roundhouse XX Jab-EM Disruptor
**Note; When you do the Flying Dash, Dash diagonally Down/Forward.
6) J.Roundhouse \/ D.C.Short -> C.Fierce XX Shockwave
Expert
1) J.Fierce -> J.Roundhouse \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.DN.Short,
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Air Dash [diagonally
Up/Towards], AD.SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
-> SJ.Fierce (FS)
**Note: You actually buffer the SJ.Forward into the Air Dash. Just make
sure you are holding Up/Towards when you Air Dash.
1) Get enemy into corner. J.DN.Short -> J.Strong -> J.Roundhouse \/ D.C.Short
-> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong, Forward-Air Throw, SJ.Jab
-> SJ.Short -> SJ.Forward XX Air Dash [diagonally Up/Towards], AD.SJ.Jab
-> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
**Note: When you do the first Air Combo before the throw, Chain SJ.Jab into
SJ.Short right away, but delay for half a second before throwing
out the SJ.Strong. The Air Throw is hard to time because it's much
quicker and sooner than it appears (to have it add to the
Combometer).
3) Have enemy in corner. J.Jab -> J.DN.Short -> J.Strong \/ D.C.Short ->
C.Strong XX Hyper Grav, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong,
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Air Dash [diagonally
Up.Towards], AD.SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Roundhouse (FS)
**Note: The difficulty of this combo lies mainly in the difficulty in
timing the C.Strong buffered into the Hyper Grav. You can do the
buffer with conventional timing, but oddly enough that will NOT
combo. In order to get it to work, you HAVE to cancel it VERY,
VERY, VERY, VERY, VERY quickly. When you do it successfully,
you can BARELY see the C.Strong actually animate. The Hyper Grav
actually starts coming out BEFORE the enemy is hit, because
Magneto's C.Strong sends out a little energy ball along the ground.
If you do it right, you can cancel the C.Strong right when it
starts, but the energy ball keeps going and will knock the enemy up
into the Hyper Grav. My best advice is to just keep practicing.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) J.Jab -> J.DN.Short -> J.Strong \/ D.S.Jab -> C.Strong XX Hyper Grav,
Magnetic Tempest, C.Strong (OTG) XX Hyper Grav, C.Fierce /\ SJ.Jab ->
SJ.Strong, Forward-Air Throw, SJ.Jab -> SJ.Short -> SJ.Forward XX Air Dash
[diagonally Up/Towards], SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
XX EM Disruptor
Version 2.0
1) Get enemy into corner. SJ.AD.Jab -> SJ.Short -> SJ.Strong \/ D.C.Short ->
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong, Strong-Air Throw (Throw enemy
upwards), Hyper Grav \/ Magnetic Tempest, C.Short (OTG) -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab-EM Disruptor
**Note: To throw the enemy upwards, hold Up after you start to throw the
enemy.
==============================================================================
The Street Fighters
==============================================================================
-=Ryu=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) HaDouKen (The Fireball): FB + Punch
-- (G) ShouRyuKen (The Dragon Punch): DP + Punch
-- (G) TatsuMakiSenPuuKyaku (The Hurricane Kick): RFB + Kick
-- (A) Air TatsuMakiSenPuuKyaku (The Air Hurricane Kick): RFB + Kick
Note: the Air TatsuMakiSenPuuKyaku somewhat follows the path of his jump
arc. For some reason, the Forward-Air TatsuMakiSenPuuKyaku immediately
floors the enemy upon contact.
** (G) (A) ShinKuu HaDouKen: FB + 3P
** (G) ShinKuu TatsuMakiSenPuuKyaku: RFB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Ryu's Air Combos are slow and awkward. His Super Jumping moves don't
stick very long so more timing is needed to do his Air Combos as they don't
flow as easily as Magneto or Wolverine. His Jumping Strong can hit twice
and will usually knock the enemy out of range for more hits.
Air Combo Finishers: Fierce, Roundhouse, HaDouKen, Air TatsuMakiSenPuuKyaku
-=Miscellaneous Information=-
Ryu has two extra moves: If he holds Towards on the controller and
hits Strong, he will perform his Overhead punch, which cannot be buffered
nor chained. If he hits Forward while holding Towards on the controller,
he will perform his Hopping Kick, which also cannot be buffered or chained.
Ryu's dash, along with most of the Street Fighters, is rather slow and
unresponsive. Getting the dash after a Jumping attack is more difficult
for Ryu than it is with other characters, but it is possible.
While Jumping, Holding Up and pressing Forward or Roundhouse will make
Ryu perform the Jumping Straight Up Forward and Roundhouse from the Alpha
Series.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Forward -> J.Roundhouse
2) Jump-in: J.Short -> J.Forward
3) Dashing: D.S.Jab -> C.Short -> C.Strong -> C.Forward -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Short -> S.Fierce XX ShinKuu HaDouKen
5) Launcher: D.C.Short -> C.Forward -> C.Fierce
6) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS)
7) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX Roundhouse-
Air TatsuMakiSenPuuKyaku (FS)
Beginner
1) J.Roundhouse \/ C.Forward XX HaDouKen
2) C.Short -> C.Roundhouse XX ShinKuu TatsuMakiSenPuuKyaku
3) J.Fierce \/ S.Fierce XX ShinKuu HaDouKen
4) J.Forward -> J.Roundhouse XX ShinKuu HaDouKen
Intermediate
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX
HaDouKen (FS)
2) J.Forward -> J.Fierce \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.Short XX
Forward-Air TatsuMakiSenPuuKyaku (FS)
3) J.Forward -> J.Fierce \/ D.S.Short -> S.Fierce XX ShinKuu HaDouKen
4) J.Forward -> J.Fierce \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.Short XX
ShinKuu HaDouKen
5) Have enemy in corner. J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Fierce
/\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX Roundhouse-Air
TatsuMakiSenPuuKyaku (FS) \/ C.Short (OTG) -> C.Strong -> S.Roundhouse,
S.Fierce
**Note: After the S.Fierce at the end, it's very easy to sneak in a throw
and catch the enemy completely off guard.
6) Get enemy near corner. J.Forward -> J.Roundhouse \/ D.S.Jab -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ.UP.Forward -> SJ.UP.Roundhouse (FS),
SJ.UP.Roundhouse \/ C.Short (OTG) -> C.Strong -> S.Forward [2 hits] ->
S.Fierce -> S.Roundhouse
7) J.Forward -> J.Roundhouse \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.UP.Forward, Strong-Air Throw, ShinKuu HaDouKen
8) Have enemy in corner. J.Forward -> J.Fierce \/ D.S.Jab -> C.Fierce /\
Roundhouse-Air TatsuMakiSenPuuKyaku (FS) \/ C.Short (OTG) -> C.Strong ->
S.Roundhouse, S.Jab -> S.Strong -> S.Forward [2 hits] -> S.Fierce ->
S.Roundhouse
**Note: After Launching the enemy, Super Jump up and IMMEDIATELY do the Air
Hurricane Kick. It will hit the enemy three times on its way up
and since the Air Hurricane Kick is an Air Combo Finisher, all
three hits will do very good damage.
Expert
1) Have enemy in corner. J.Forward -> J.Roundhouse \/ D.S.Jab -> C.Short ->
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward -> SJ.UP.Roundhouse (FS),
SJ.UP.Roundhouse (FS) \/ C.Short -> T.Forward, Roundhouse-Throw, C.Short
(OTG) -> C.Fierce /\ SJ.Jab -> SJ.Short XX ShinKuu HaDouKen
**Note: After the Hopping Kick, you have to time the Throw PERFECTLY or it
will not keep the Combometer counting! Practice, practice,
practice the timing.
2) Have enemy in corner. J.Roundhouse XX Roundhouse-Air TatsuMakiSenPuuKyaku
\/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Roundhouse (FS),
SJ.UP.Roundhouse (FS) \/ C.Short (OTG) -> C.Strong -> S.Forward (2 hits) ->
S.Fierce -> S.Roundhouse, Roundhouse-Throw, C.Short -> C.Fierce /\ SJ.Jab
-> SJ.UP.Forward, Strong-Air Throw, ShinKuu HaDouKen
**Note: Again, the ground throw after the S.Roundhouse must be perfectly
timed, or it won't combo.
3) This probably works on many characters, but I know the distancing for this
combo perfectly against Rogue. Get Rogue into the corner and walk Ryu
into her. Have Rogue jump over Ryu OUT of the corner. After she lands,
have Rogue walk away from Ryu about half a step. Then, right from where
you two are: ShinKuu TatsuMakiSenPuuKyaku, C.Roundhouse (OTG) XX ShinKuu
TatsuMakiSenPuuKyaku, C.Fierce /\ SJ.Jab -> SJ.Short XX ShinKuu HaDouKen
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) And now, Ryu's Insane, Quadruple Infinite IMPOSSIBLE Combo!!! Why do I
call it impossible? If I do the combo, they get dizzy part way through.
If I do it when they are dizzy, they die part way through. Since neither
the arcade or the Saturn home version contain a way to have the enemy have
Infinite energy (like a Training Mode or Hidden Code or something), I have
never performed the entire combo from beginning to end. However, I've done
ALL THE PARTS of it, so I KNOW IT WORKS. So what is this combo? Here it
is:
Get enemy dizzy in the corner (preferably someone middle sized, like
Cyclops or Gambit). J.Roundhouse XX Roundhouse-Air TatsuMakiSenPuuKyaku \/
S.Jab -> S.Strong XX Short-TatsuMakiSenPuuKyaku, S.Jab -> S.Strong XX
Short-TatsuMakiSenPuuKyaku, [Repeat as often as you like], S.Jab ->
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse
\/ J.Jab -> J.UP.Forward -> J.UP.Roundhouse \/ J.Jab -> J.UP.Forward ->
J.UP.Roundhouse [repeat as many times as you'd like] \/ C.Short (OTG) ->
C.Strong, S.Jab -> C.Strong, S.Jab -> C.Strong, [Repeat as many times as
you'd like], S.Jab -> S.Strong -> S.Forward [2 hits] -> S.Fierce ->
S.Roundhouse, S.Jab -> S.Strong -> S.Forward [2 hits] -> S.Fierce ->
S.Roundhouse, [Repeat as many times as you'd like], Roundhouse-Throw,
C.Short (OTG) -> C.Fierce /\ SJ.Jab -> SJ.UP.Forward, Strong-Air Throw,
ShinKuu HaDouKen
Okay, broken down into parts, it's:
1) Jump-in set-up
2) Hurricane Kick Infinite
3) Launch into Air Combo
4) Jumping Corner Infinite
5) OTG set-up into Bobbing Infinite
6) Full five-button corner Juggle Infinite
7) Kick Throw and quick OTG/Launcher
8) Air Combo into Air Throw into Super
I have SUCCESSFULLY done the combo from 1 to 5 (they fall dizzy in the
middle) and from 3 to 8 (where the first hit of the Super Combo dizzies
them). So knowing that, I know the combo DOES WORK, but I can't ever get
the chance to do it ALL!! And the two parts that I have done, the
Combometer NEVER STOPS COUNTING. Both throws can be comboed. It's all one
sick combo that I will never do simply because I have no ability to keep
them alive. And anytime I mess up while they are already dizzy, it's all
gone, because the next combo I do will dizzy them. Thus, I call it the
Impossible Combo because I will never, ever do the whole thing (unless I
someday find a Game Shark-like device that gives me Infinite Health, or
I actually find the will to play the PlayStation version again...).
Version 2.0
0) Ryu did not change from Version 2.0 to Version 3.0.
==============================================================================
==============================================================================
-=Ken=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce
--Strikes: S.Roundhouse
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) ShouRyuKen (The Dragon Punch): DP + Punch
-- (G) HaDouKen (The Fireball): FB + Punch
-- (A) Air HaDouKen (The Air Fireball): FB + Punch
-- (G) TatsuMakiSenPuuKyaku (The Hurricane Kick): RFB + Kick
-- (A) Air TatsuMakiSenPuuKyaku (The Air Hurricane Kick): RFB + Kick
Note: the Air TatsuMakiSenPuuKyaku somewhat follows the path of his jump arc.
** (G) ShouRyuReppa: FB + 3P
** (G) ShinRyuKen: FB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Most of what applies for Ryu also applies for Ken. Ken's Air Combo,
like Ryu's is very slow and requires greater timing. It does not have the
continual rhythm and speed of an X-Men Air Combo, like Magneto. So
practice his Air Combos and get used to the timing.
Air Combo Finishers: Fierce, Roundhouse, Air HaDouKen
-=Miscellaneous Information=-
Ken has the most pathetic dash in the game. Rather than making his
roll from the Alpha series a special move, they turned his forward dash
into the roll. Unfortunately, this made Ken's dash VERY slow and way too
long. In fact, you can't even dash and attack immediately. He has to dash
for about a second and then he can attack. This delay is horrible enough
to really screw up Ken's Jump-in to Dashing combos. Thus, Ken can barely
create an effective combo after jumping in on the enemy. You CAN however,
still do the Jump-in to Dashing combo if you quickly Crouch after you dash.
This cancels the dash and allows Ken to attack a bit more quickly. Still,
because of the need to do the extra joystick motion (the Crouching), it's
VERY difficult to pull it off, and pretty much not even worth trying.
If Ken holds Toward + Forward Kick, he will perform his Overhead kick,
which hits twice and cannot be buffered or chained. His regular Standing
Forward hits twice.
While Jumping, if Ken Holds Up and presses Forward or Roundhouse, he
will perform the Jumping Straight Up Forward and Roundhouse Kick from the
Alpha Series.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Roundhouse XX Roundhouse-Air TatsuMakiSenPuuKyaku
2) Jump-in: J.Short -> J.Fierce
3) Standing: C.Short -> S.Forward [2 hits] -> S.Roundhouse
4) Buffer: C.Jab -> C.Short -> C.Forward XX ShouRyuReppa
5) Launcher: C.Short -> C.Fierce
6) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse
7) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.UP.Forward XX
Jab-ShouRyuKen
Beginner
1) C.Short -> S.Forward (2 hits) -> S.Roundhouse
2) J.Fierce \/ C.Short -> C.Forward XX ShouRyuReppa
3) J.Roundhouse \/ C.Forward XX Roundhouse-TatsuMakiSenPuuKyaku
4) J.Fierce \/ Fierce-ShouRyuKen
5) J.Forward -> J.Roundhouse XX Fierce-ShouRyuKen
Intermediate
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.UP.Forward XX ShouRyuKen
2) J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Forward -> C.Fierce /\ SJ.Jab
XX Roundhouse-Air TatsuMakiSenPuuKyaku
3) J.Roundhouse \/ C.Short XX Roundhouse-TatsuMakiSenPuuKyaku, Fierce-
ShouRyuKen (OTG)
4) J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Forward -> C.Fierce XX
ShinRyuKen (FS)
5) Get enemy near corner. J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Jab
-> C.Short XX Forward-TatsuMakiSenPuuKyaku, C.Short (OTG) -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse
(FS) \/ C.Short (OTG) -> C.Fierce
6) Have enemy in corner. J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/
C.Forward -> C.Fierce XX ShinRyuKen (FS), J.Short -> J.UP.Roundhouse \/
C.Short (OTG) -> S.Forward [2 hits] -> S.Fierce -> S.Roundhouse
**Note: Put a half a second delay in between the S.Forward [2nd hit] and
the S.Fierce in the OTG juggle part.
Expert
1) Get enemy near corner. J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Short
-> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward, Strong-Air Throw \/
C.Fierce XX ShinRyuKen (FS), J.Short -> J.UP.Roundhouse (FS) \/ C.Short
-> C.Strong -> S.Forward [2 hits] -> S.Fierce -> S.Roundhouse
**Note: After the Strong-Air Throw, you have to time the C.Fierce perfectly
or it will miss the enemy and they will will fall to the floor.
To get the whole OTG juggle part to connect, you must put a small
delay in between the C.Strong and the S.Forward, and between the
S.Forward and the S.Fierce
2) Get enemy near corner. J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Short
-> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward, Strong-Air Throw \/
S.Jab -> C.Strong, J.Strong XX Roundhouse-TatsuMakiSenPuuKyaku \/
J.UP.Forward XX Roundhouse-TatsuMakiSenPuuKyaku \/ C.Fierce XX ShinRyuKen
(FS), J.Jab -> J.UP.Roundhouse \/ C.Short (OTG) -> C.Strong -> S.Forward
[2 hits] -> S.Fierce -> S.Roundhouse
**Note: After the C.Strong, you have to jump with an IMMEDIATE J.Strong
and then wait a TINY second before canceling it into the Roundhouse
Hurricane Kick. Make sure you are jumping straight up with the
J.UP.Forward and cancel that into the Roundhouse Hurricane Kick
after a small, half a second delay.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) This is the patented JChensor IMPOSSIBLE "Let's-See-How-Many-Hurricane-
Kicks-We-Can-Squeeze-Into-One-Combo" combo! This works only on Cyclops
(I think).
Have Cyclops near corner. J.Roundhouse XX Roundhouse-TatsuMakiSenPuuKyaku
\/ Roundhouse-TatsuMakiSenPuuKyaku, C.Short (OTG) -> C.Strong, J.Strong ->
XX Roundhouse-TatsuMakiSenPuuKyaku \/ J.UP.Forward XX Roundhouse-
TatsuMakiSenPuuKyaku \/ C.Fierce /\ SJ.UP.Forward, Strong-Air Throw \/
S.Jab -> C.Strong, J.Strong XX Roundhouse-TatsuMakiSenPuuKyaku \/
J.UP.Forward XX Roundhouse-TatsuMakiSenPuuKyaku \/ C.Fierce /\
SJ.UP.Forward, Strong-Air Throw \/ S.Jab -> C.Strong, J.Strong XX
Roundhouse-TatsuMakiSenPuuKyaku \/ J.UP.Forward XX Roundhouse-
TatsuMakiSenPuuKyaku \/ C.Fierce /\ Roundhouse-TatsuMakiSenPuuKyaku
After the first C.Strong, jump towards Cyclops with an IMMEDIATE J.Strong.
Do the same after the C.Strongs that follow each Air Throw. Buffer the
J.Strongs after a TINY, TINY delay into the Hurricane Kicks. Give a half
a second delay after the J.UP.Forwards before buffering those.
Again, this combo (like Ryu's) is called "Impossible" because the enemy
simply never has enough energy to take the entire combo. If they do, they
usually fall dizzy in the middle of it. I have done EVERY part of the
combo, however, so I know it IS possible to put them all together into one,
continuous combo. But until the day I get an Infinite Energy or No Dizzies
code for a Game Shark or something, the day in which I do the ENTIRE combo
will never come.
Version 2.0
0) Ken hasn't changed between Version 2.0 and Version 3.0.
==============================================================================
==============================================================================
-=Chun Li=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Roundhouse
--Strikes: Taunt (Go Men Ne!)
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) KikoKen: YF + Punch
-- (G) (A) Lightning Kick: Rapidly press Kick
-- (G) TenShouKyaku: RK + Kick
-- (G) Axe Kick: RYF + Kick
** (G) KikoShou: FB + 3P
** (G) SenRetsuKyaku (Thousand Burst Kick): FB + 3K
** (G) Hazan TenShouKyaku: RFB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
None of Chun Li's Jumping attacks "stick." In other words, after
pressing the button, the move comes out, then immediately retracts. Thus,
you don't have the convenience that, say, Wolverine has. Wolverine, after
Launching the enemy, can immediately press Jab upon Super Jumping and when
the Jab hits the enemy, continue the Air Combo. Chun Li, on the other
hand, has to time the first Super Jumping attack or else she'll miss the
enemy completely if the button is pressed too early or too late. So learn
how to Launch the enemy and then Super Jump, pause for half a second, THEN
start the Air Combo.
Like Ryu and Ken, her Air Combo is slow and not very rhythmic. Learn
how to get used to her timing as well.
Air Combo Finishers: Fierce, Roundhouse (1st hit of the neutral
J.Roundhouse only! The second hit will take them OUT of the Flying Screen!)
-=Miscellaneous Information=-
While Jumping, she can perform her Heel Kick by holding Down and
pressing Forward Kick. This does knock the enemy slightly off the floor,
making them bounce on the ground after they lose their balance. She also
has the Flip Kick by holding Offensive Crouch and pressing Roundhouse.
Remember that even this move can be canceled into Special Moves at any
point. If she holds Up and presses Short, she will perform Jumping
Straight Up Short from the Alpha Series. If she holds Towards and presses
Roundhouse in the air, she will perform her Jumping Straight up Roundhouse
from the Alpha Series. Her Regular Jumping Roundhouse hits twice.
Chun Li can Triple Jump in the air. She can also perform an Air Dash
forward by tapping Towards twice in a row while in the air. She can also
bounce off of walls by pressing away from the wall while next to it.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Strong -> J.Roundhouse
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> S.Short -> C.Strong -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Short -> C.Strong -> C.Forward XX SenRetsuKyaku
5) Launcher: D.S.Jab -> S.Roundhouse
6) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ. Short -> SJ.Strong -> SJ.Forward
-> SJ.Fierce (FS)
7) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ. Short -> SJ.Strong -> SJ.Forward
XX Forward-Lightning Kick
Beginner
1) C.Short -> C.Roundhouse XX Roundhouse-Lightning Kick (OTG)
2) C.Short -> C.Roundhouse XX KikoShou (OTG)
3) D.S.Jab -> C.Short -> C.Forward XX SenRetsuKyaku
4) J.Roundhouse [2 hits] \/ Roundhouse-Lightning Kick
Intermediate
1) J.Fierce \/ D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ. Short -> SJ.Strong ->
SJ.Forward XX Forward-Lightning Kick
2) J.Fierce \/ D.S.Short -> S.Roundhouse XX Hazan TenShouKyaku
3) AD.J.Short -> J.Strong -> J.Forward \/ D.S.Jab -> S.Short -> S.Strong ->
S.Fierce XX SenRetsuKyaku
4) Get enemy in the corner. C.Roundhouse XX KikoShou (OTG), C.Short (OTG) XX
SenRetsuKyaku
**Note: This combo makes no sense. There are two OTGs in the combo, yet
it still works if you can nail the enemy with the C.Short THE
INSTANT the enemy lands on the floor. For some reason, it still
OTGs, even though its the second one in this combo.
5) Get enemy in the corner. KikoShou, C.Short (OTG) -> S.Roundhouse /\ SJ.Jab
-> SJ. Short -> SJ.Strong -> SJ.Forward XX Forward-Lightning Kick
6) Only works on wider characters. AD.J.Short -> J.Strong -> J.Forward \/
D.S.Jab -> S.Forward, S.Jab -> S.Short -> C.Strong -> C.Forward XX
SenRetsuKyaku
**Note: Against thinner characters, omit the C.Strong.
7) Have enemy near corner. J.DN.Forward, J.Jab -> J.Short -> J.Strong ->
J.Fierce (FS) -> J.T.Roundhouse (FS) \/ S.Jab -> S.Strong -> S.Forward ->
S.Fierce -> S.Roundhouse
**Note: Basically jump and IMMEDIATELY hit J.DN.Forward. From there, link
a J.Jab right afterwards and continue.
8) Have enemy near corner. AD.J.Short -> J.Strong -> J.Forward \/ D.S.Short
(-> S.Roundhouse) XX Hazan TenShouKyaku, C.Short (OTG) -> C.Fierce XX
SenRetsuKyaku
**Note: The Hazan TenShouKyaku HAS TO HAVE THE LAST POSSIBLE HIT CONNECT.
The enemy won't hit the floor after the Hazan TenShouKyaku if the
last possible hit doesn't connect. Also, in order to ensure the
last hit connects depends on whom you are comboing. On smaller
characters, it's better to do the D.S.Short -> S.Roundhouse XX
Hazan TenShouKyaku. This usually ensures the last hit of the Super
Combo connects. However, against heavier, taller characters, it's
better to skip the S.Roundhouse and just do a D.S.Short XX Hazan
TenShouKyaku. That helps make sure the last hit connects from the
Super Combo.
Expert
1) Have enemy near corner. J.Roundhouse [2 hits] \/ D.S.Jab -> S.Roundhouse
/\ SJ.Jab, SJ.Jab, SJ.Jab /\ DJ.Jab -> DJ.Short -> DJ.Fierce (FS) ->
DJ.T.Roundhouse (FS), DJ.T.Roundhouse (FS) /\ TJ.Jab -> TJ.Short ->
TJ.Fierce (FS) -> TJ.T.Roundhouse (FS), TJ.T.Roundhouse (FS) \/ J.Jab ->
J.Short -> J.Strong -> J.Fierce (FS) -> J.Roundhouse (FS) \/ S.Jab ->
S.Short -> S.Strong -> S.Forward -> S.Fierce -> C.Roundhouse
2) Have enemy near corner. J.AD.Short -> J.Strong -> J.Forward \/ D.S.Jab
(-> S.Roundhouse) XX Hazan TenShouKyaku, C.Short (OTG) -> S.Roundhouse /\
SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab /\ DJ.Jab -> DJ.Short -> DJ.Fierce
(FS) -> DJ.T.Roundhouse (FS), DJ.T.Roundhouse (FS) /\ TJ.Jab -> TJ.Short ->
TJ.Strong -> TJ.Fierce (FS) -> TJ.T.Roundhouse (FS), TJ.Roundhouse [only
first hit will connect] (FS) \/ J.Jab -> J.Short -> J.Strong -> J.Fierce
(FS) -> J.T.Roundhouse (FS) \/ S.Jab -> S.Short -> S.Strong -> S.Forward ->
S.Fierce -> S.Roundhouse
3) Get Chun Li vs. Juggernaut. J.Fierce -> J.Roundhouse [2 hits] \/ D.S.Jab
-> S.Roundhouse /\ SJ.Strong, SJ.Strong, SJ.Strong /\ DJ.Strong, DJ.Strong,
DJ.Strong /\ TJ.Strong -> TJ.Strong -> TJ.Strong -> TJ.Roundhouse (FS)
**Note: Timing is real tough to land all 9 SJ.Strongs. All I can say is
just PRACTICE.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) Okay, this one requires a VERY picky set-up. Here we go. Get Chun Li
versus Ryu (or Ken or Akuma, if you prefer to beat them up instead). Put
Ryu all the way into the corner and Chun Li on the opposite side. Hit
all three Punches for Ryu to make him Dash Towards Chun Li. Back Chun Li
away so that Ryu doesn't Dash into her. Make Ryu take half a step forward
(but only the SLIGHTEST of steps... just barely tap the controller
forward). Then, Place Chun Li somewhat near Ryu and do:
D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.DN.Forward, SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse [2
hits... the first hit causes the Flying Screen but the second hit cancels
it out] \/ Throw, S.Short -> S.Roundhouse XX Hazan TenShouKyaku, C.Short
(OTG) -> S.Roundhouse /\ SJ.Jab, SJ.Jab -> SJ.Short /\ DJ.Jab -> DJ.Short
-> DJ.Fierce (FS) -> DJ.T.Roundhouse (FS), DJ.T.Roundhouse (FS) \/ J.Jab
-> J.Short -> J.Strong -> J.Fierce (FS) -> J.T.Roundhouse (FS) \/ J.Jab ->
J.Short -> J.Strong -> J.Fierce (FS) -> J.T.Roundhouse (FS) \/ [repeat
until death]
Okay, The initial set-up means the difference between life or death here.
If the set-up is just a LITTLE off, it won't work. The key is the part
where you land after the SJ.Roundhouse. The second hit will take Ryu "out"
of the Flying Screen and when he bounces on the floor, you'll be RIGHT
there next to him when he hits. If you can time it JUST right, you can
Ryu at this very instant. It is VERY hard to get it to combo, but it CAN
combo and keep the Combometer counting. Once you Throw, you have to take
A FRACTION of a step to get the S.Short -> S.Roundhouse to connect. If
you take too big a step, Ryu will land on the ground (you want to hit him
out of the air). Cancel the S.Roundhouse INSTANTLY into the Hazan
TenShouKyaku so that the last hit connects. From there, the rest of the
combo is relatively simple.
Version 2.0
0) Chun Li didn't receive any changes from Version 2.0 to Version 3.0.
==============================================================================
==============================================================================
-=Charlie=-
--Ground Magic Series: Stronger
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) Sonic Boom: SB + Punch
-- (G) Razor Kick: RK + Kick
-- (A) Air Razor Kick: SF + Kick
** (G) Sonic Break: FB + 3P
Note: Keep tapping the punch buttons to throw out a few more Sonic Booms.
** (G) Somersault Justice: RFB + 3K
** (G) Crossfire Blitz: FB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
After Launching the enemy, it is best if you Super Jump with the Jab
IMMEDIATELY because Charlie's Jumping Short hits so high upwards. If you
Super Jump and hit Jab too late, you will fly right past the enemy, hit
them with Jab, and then miss the Short and, consequently, everything else.
If you hit them early enough with the Jab, everything else will come out
smoothly and easily. However, you can use SJ.DN.Short, which will probably
connect much easier.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Holding Back or Towards on the controller and hitting Forward Kick
makes Charlie do his Overhead attack, which is not Chainable nor
Bufferable. Leaving the joystick Neutral will perform his normal Forward
Kick. Roundhouse is also the same: holding Back or Towards on the
controller will make him do a Step Kick which is also not Bufferable.
Leaving the joystick neutral will make him do a Regular diagonal kick.
Holding Towards and pressing Fierce will make him do his Backfist and the
Backfist IS bufferable and Chainable.
Charlie can change his Jumping Short from a diagonally upwards kick to
a regular Short Kick by holding Down and pressing Short while Jumping.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Forward
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Jab -> C.Forward -> C.Roundhouse
4) Buffer: D.S.Jab -> S.Strong -> S.Fierce XX Crossfire Blitz (FS)
5) Launcher: D.S.Short -> C.Forward -> C.Fierce
6) Air Combo: C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS)
7) Air Combo: C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Air Razor Kick
Beginner
1) J.Fierce \/ C.Strong XX Razor Kick
2) C.Short -> C.Forward XX Somersault Justice
3) From a screen away. Jab-Sonic Boom, Sonic Break, Sonic Break, Sonic Break
4) Have enemy in corner. J.Roundhouse \/ C.Forward XX Sonic Break, Somersault
Justice
Intermediate
1) J.Roundhouse \/ D.S.Jab -> S.Strong -> S.Fierce XX Crossfire Blitz (FS)
2) Fierce Throw the enemy into the corner. S.Strong XX Sonic Break, C.Fierce
/\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) ->
SJ.Roundhouse (FS)
3) J.Roundhouse \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward XX Air Razor Kick
4) J.Fierce -> J.Roundhouse \/ D.S.Jab -> C.Forward -> C.Roundhouse XX Sonic
Break (OTG)
5) J.Jab -> J.Roundhouse \/ C.Short -> C.Forward XX Sonic Break, C.Forward XX
Sonic Break, D.S.Jab, C.Short -> C.Forward XX Sonic Break
**Note: This combo will dizzy the enemy during the third Sonic Break set.
6) J.Roundhouse \/ C.Short -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong,
Strong-Air Throw \/ C.Short (OTG) -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS)
7) J.Jab -> J.Roundhouse \/ D.S.Jab, S.Jab, S.Jab, S.Jab -> C.Forward
XX Somersault Justice
**Note: Different widths will permit different numbers of S.Jabs possible.
Expert
1) Get a screen away from the opponent in the corner. Jab Sonic Boom,
D.J.Jab -> J.Roundhouse \/ D.S.Jab -> C.Forward -> S.Fierce XX Sonic Break,
D.S.Short -> C.Forward -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -></pre><pre id="faqspan-6">
SJ.Forward XX Air Razor Kick, SJ.Roundhouse (OTG) \/ S.Jab XX Sonic Break,
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS)
-> SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab -> J.Strong -> J.Fierce
(FS) -> J.Roundhouse (FS) \/ S.Jab -> S.Forward -> S.Roundhouse
**Note: This combo is very variable. You can do one Sonic Break at the
beginning and one in the middle, as is listed. You can also choose
to do none at the beginning (Just do a Jump-in to Dashing Launch
combo) and two in the middle (just do a second one right after the
first one). You can even choose to do two at the Beginning (after
the first one, just throw out the second one, or add a few Dashing
hits in between the two) and none in the Middle (Just do a C.Fierce
right after OTGing them with the SJ.Roundhouse). After the first
SJ.Roundhouse in the second Air Combo, delay for about half a
second before hitting Roundhouse again because you want to kick
them with the second SJ.Roundhouse as low to the ground as
possible. You can try putting a third Sonic Break in the combo
anywhere you want as well, but the third set often dizzies the
opponent, ending the combo prematurely. Also, after the
S.Roundhouse at the VERY end of the combo, go for a Throw right
when the enemy lands. I have yet to actually get this to combo,
but it's hard to escape, and you can follow it up with anything you
want, including the Crossfire Blitz, a cool way to use all three
Supers and finish the whole sequence off with style!
2) Get a screen away from the enemy, who is in the corner. Jab Sonic Boom,
Sonic Break, D.J.Jab -> J.Forward \/ D.S.Jab, C.Short -> C.Forward ->
T.Fierce XX Sonic Break, D.S.Jab, C.Short -> C.Forward -> T.Fierce XX
Crossfire Blitz (FS), C.Short (OTG) -> S.Forward -> C.Fierce
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0.5) Actually, Charlie's Expert Combos are pretty "Insane", but aren't quite
crazy enough to qualify. However, to make up for it, here's a Saturn-
version-only Combo (unless you manage to get two Charlies in the arcade
version) that's just ugly. I call it the Triple Charlie Attack!
Pick two Charlies as your team. Get enemy in corner. Block the enemy's
attack and do the Team Counter Attack [first Charlie goes away, second
comes in and does a Razor Kick. Take half a step after landing, then],
C.Short (OTG) -> C.Fierce /\ SJ.Forward XX Forward Air-Razor Kick, SJ.Jab
\/ Team Super Attack
Both Charlies come in and nail the enemy with both Somersault Justices,
which just looks wicked. It's an ugly combo, but quirky enough to be in
favor with me because it's the ONLY way to combo after a Razor Kick. And
the SJ.Jab, like in Charlie's 2nd Infinite combo, has to hit after the Air
Razor Kick BEFORE he lands.
1) If you are ever playing anyone on the stage with the Police Van, make sure
you remember you can do this:
Have enemy near left corner. [Do anything that leads into a Launch] /\
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Forward Air-Razor Kick \/
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Forward Air-
Razor Kick \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX
Forward Air-Razor Kick \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward XX Forward Air-Razor Kick, SJ.Roundhouse (OTG) \/ S.Jab XX
Sonic Break, Sonic Break, C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/
J.Jab -> J.Strong -> J.Fierce (FS) -> J.Roundhouse (FS) \/ S.Jab ->
S.Forward -> S.Roundhouse
Basically, do the Air Combo into the Air Razor Kick. The enemy will bounce
off the Van, you'll land first and can easily Relaunch them. Do this
until the Van goes away. Once it goes away, go into the standard
SJ.Roundhouse OTG sequence.
If you want to do something the enemy cannot roll away from, after the
bounce which knocks the Van off screen, do:
C.Fierce /\ SJ.Forward XX Forward-Air Razor Kick, SJ.Jab \/ S.Jab XX
Sonic Break, Sonic Break, Somersault Justice
Of course, the SJ.Jab must be PERFECTLY timed after the Air Razor Kick,
just like when doing Charlie's Relaunching Infinite. You can also choose
to Launch the enemy instead of doing the Somersault Justice at the end.
Version 2.0
0) Charlie did not receive any changes from Version 2.0 to Version 3.0.
==============================================================================
==============================================================================
-=Dhalsim=-
--Ground Magic Series: None
--Jumping Magic Series: Stronger
--Super Jumping Magic Series: ZigZag
--Launchers: S.Strong (Close)
--Strikes: S.Roundhouse (Far)
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Yoga Fire: FB + Punch
-- (G) Yoga Flame: RYF + Punch
-- (G) Yoga Blast: RYF + Kick
[ DP + 3P - Puts you next to opponent on right side
-- (G) (A) Yoga Teleport: [ RDP + 3P - Puts you next to opponent on left side
[ DP + 3K - Puts you away from opponent on right
[ RDP + 3K - Puts you away from opponent on left
Note: The Air Teleport will just place you in the same places, only in the
air.
** (G) Yoga Inferno: FB + 3P
** (G) Yoga Strike: FB + 3K
Note: This move is a throw designed to catch people out of the air. It
cannot be Air Blocked.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Needless to say, Dhalsim's Air Combos are very strange to deal with.
For one thing, Dhalsim has three sets of Air Attacks: One normal set, one
set that does shorter versions of the normal set if he is close to the
enemy, and four different kinds of Drills and Rolls if he holds Down and
presses certain attacks. So when preforming an Air Combo with Dhalsim, you
usually end up doing the close up versions of the moves, which is generally
better anyhow.
Normally, you would think you could chain his Drills while Super
Jumping. This isn't the case as the Forward Drill seems to have problems
Chaining in the Super Jumps. It is really awkward and I haven't
experimented much with Dhalsim's Air Combos, mainly because he very rarely
ever needs them.
Air Combo Finishers: Fierce (far version only), Roundhouse
-=Miscellaneous Information=-
This was mentioned already above, but Dhalsim does have three sets of
Jumping Attacks. Normally, he does his normal, stretching Jumping Attacks.
Close up, however, will make him do shorter ranged versions of these moves.
While Jumping, Down + Short will make Dhalsim do the Horizontal Drill.
Down + Forward will make Dhalsim do the 45 degree angled Drill. Down +
Roundhouse will make Dhalsim do the Vertical Drill. Down + Fierce will
make him do the Head Roll, also known as the Yoga Mummy.
While on the ground, Dhalsim also has two sets of moves. Normally,
he'll do his stretching attacks. Crouching moves are also normally
sliding/stretching attacks. However, if you are in close-range with the
enemy, he'll do short-ranged attacks instead. He and Cammy are the only
two characters in the game with close up attacks, although Dhalsim never
really needs to use the Close-up Attacks.
While Jumping, he CAN actually Chain his Drills and Rolls together.
However, in Version 3.0, Capcom decided to put huge delays before the
Drills actually come out! So even though you hit the button, it'll be
about a second before the Drills actually start up! So Chaining from Drill
to Drill is pretty worthless. You're better off Chaining from Drills to
normal jumping attacks.
-=LIST OF COMBOS=-
Practice
1) Jump-in: J.DN.Forward -> J.Roundhouse
2) Jump-in: J.DN.Forward -> J.Fierce
3) Air Combo: S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce (FS)
4) Air Combo: S.Strong /\ SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Roundhouse (FS)
*This is about the best Dhalsim can do. If you want to be able to Launch the
enemy after Dhalsim's Jump-in combos, you must make sure the J.DN.Forward
hits the enemy RIGHT on the top of their head. Also, for the Air Combos,
you must jump AWAY from the enemy in order for them to land.
Beginner
1) Fierce Throw the enemy into the corner, Yoga Inferno
2) Have enemy in corner. Strong Throw, Yoga Strike
3) C.Roundhouse XX Yoga Inferno (OTG)
4) Roundhouse-Yoga Blast the enemy out of the air, Yoga Inferno
5) Jab-Yoga Fire. When enemy jumps over it, J.Roundhouse them out of the air
they will fall into the Yoga Fire for a two hit combo! Whee!!!!
Intermediate
1) J.DN.Short -> J.Forward -> J.Fierce \/ C.Short XX Yoga Inferno
2) J.DN.Forward -> J.Roundhouse \/ S.Strong [close] /\ SJ.Jab -> SJ.Short ->
SJ.Forward -> SJ.Fierce (FS)
3) J.DN.Forward -> J.Roundhouse \/ S.Strong [close] /\ SJ.Short -> SJ.Strong
-> SJ.Forward -> SJ.Roundhouse (FS)
Expert
1) Get enemy right in the corner. J.DN.Forward -> J.Roundhouse \/ S.Strong
[close] /\ SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS),
SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS) \/ J.Short -> J.Forward ->
J.Roundhouse (FS) \/ C.Short (OTG) XX Yoga Inferno
**Note: This combo is TOUGH to pull off. Okay, here goes: First of all,
the J.DN.Short must be done VERY high above the enemy's head so
that when the J.Forward -> J.Roundhouse connects, you'll land right
next to the enemy so that the S.Strong will perform the close-up
Launcher, not the far away one. After Launching the enemy, Super
Jump BACKWARDS so that after the initial Close-up Jumping Short
connects, the rest of the Air Combo will be done with far away
attacks... the SJ.Strong -> SJ.Forward -> SJ.Roundhouse will all be
Dhalsim's stretchy attacks. Then, start changing the arc of your
jump to start floating towards the enemy. Once they fall to about
one body lower than you, do the SJ.Short -> SJ.Forward ->
SJ.Roundhouse chain. You'll land and then IMMEDIATELY jump with
the J.Short or else the enemy will hit the ground and you'll miss.
Finish the Jumping Air Combo and then tack on the one extra hit at
the end. ALWAYS try to do the Yoga Inferno at the end. Sometimes,
for no reason that is known to me, the Flying Screen Deteriorates
and the Inferno will come out despite the fact that the
J.Roundhouse two moves earlier just initiated the Flying Screen!!!
But it happens VERY rarely, so don't expect it.
2) Have enemy near corner. S.Strong /\ SJ.Short, SJ.Short, SJ.Short,
SJ.Short -> SJ.Strong -> SJ.Fierce \/ S.Roundhouse XX Forward-Yoga
Blast, C.Short (OTG) XX Yoga Inferno
**Note: This is an alternate finish to Dhalsim's Relaunching Infinite.
3) Have enemy in corner. J.DN.Forward -> J.Roundhouse \/ S.Strong /\
SJ.Short, SJ.Short, SJ.Short, Strong-Air Throw, SJ.DN.Roundhouse (OTG) \/
S.Strong XX Yoga Inferno
4) Have enemy in corner. J.DN.Forward -> J.Roundhouse \/ S.Strong /\
SJ.Short, SJ.Short, SJ.Short, SJ.Short -> SJ.Strong -> SJ.Fierce \/ Strong
Throw, Yoga Strike
**Note: The ground throw is very hard to time. More often than not, you'll
either Relaunch them or you'll throw them and NOT add to the
Combometer. Keep trying and you'll eventually get it (although
if the throw DOESN'T keep the Combometer going, it'll actually do a
LOT more damage!!!).
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) I could only come up with 3 Intermediate Combos for this character in
Version 3.0. There's NO way Dhalsim would have any Insane Combos.
Version 2.0
1) Basically, doing any combos that require chaining Drills into each other
qualifies here. Examples:
a) J.DN.Short -> J.DN.Forward -> J.DN.Fierce \/ C.Short XX Yoga Inferno
b) J.DN.Short -> J.DN.Forward -> J.Roundhouse \/ C.Short XX Yoga Inferno
c) etc.
Other than that, the only difference is that with your improved teleport
recovery, no one will be able to do sick combos that only work you anymore!
==============================================================================
==============================================================================
-=Zangief=-
--Ground Magic Series: None
--Jumping Magic Series: None
--Super Jumping Magic Series: Stronger
--Launchers: C.Strong, Strong Throw
--Strikes: S.Roundhouse
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Spinning Pile Driver: SPD + Punch
-- (G) Flying Power Bomb: YF + Kick
Note: This move makes Zangief slightly unstoppable. After starting the
move, like Juggernaut, he cannot be put into a reel animation unless he is
swept or comboed. Sweeps are your safest bet as they will drop Zangief to
the floor instantly. Combos work as well, but this move grabs so fast and
so suddenly that he usually gets you before the second hit will even come
out. Jumping Fierces and Roundhouses will also knock him out of it.
-- (G) German Suplex: YF + Kick
Note: It's the same move as the Flying Power Bomb. If you perform the
Power Bomb RIGHT next to the enemy, and it catches them, he does the German
Suplex Instead. If the Power Bomb runs forward a bit, he'll do the regular
Body Slam.
-- (G) Aerial Russian Slam: RYF + Kick
Note: This move will only try and throw at the end of it's flight. It
cannot catch anyone on its way up.
-- (G) (A) Lariat: 3P
-- (G) (A) Short Lariat: 3K
-- (G) Banishing Punch: DP + Punch
** (G) Final Atomic Buster: SPD + 3P
Note: This move starts off like the Flying Power Bomb, so he actually will
run at the enemy and try to grab them. Like the Flying Power Bomb, he
cannot be stopped unless hit by a combo or a sweep or a Jumping Fierce or
Roundhouse. If done close enough to the enemy, they cannot escape it by
Jumping away. Also: In performing this move, it is better to use the 2P
or 2K method of activating it. That way, you won't accidentally activate
the Punch Lariat when trying to do the Final Atomic Buster.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Zangief's Air Combos are terrible. You can put the Air Spinning Pile
Driver into an Air Combo, but the timing is a killer and not usually worth
it. Try not to use Zangief's Air Combos a lot. In fact, don't really
think about them at all. They don't help Zangief at all.
Zangief's Strong Throw is a Launcher. It does produce the Launcher
spark and it lets Zangief Super Jump afterwards. However, the delay on the
throw is long enough so that nothing will combo after that throw. There is
a use for this throw, though, but it will be mentioned later on.
Air Combo Finishers: Roundhouse
-=Miscellaneous Information=-
If Zangief holds Towards + Strong, he will perform an Elbow Drop on
the enemy. The use of this? I'm not sure yet. In the air, will perform a
similar move from the air if he presses Down + Strong. This makes him fall
quicker so it might be useful in surprise attacks. Up + Strong in the air
makes him do a quick Head-butt. Down + Forward in the air will make him
try and land on you with his knees. He has three Jumping Fierces: Towards
+ Fierce makes him do his normal, long ranged Jumping Fierce. Down +
Fierce makes him do the Body Splash. And every other direction + Fierce
makes him do a downward punch.
For Zangief, not only will I list some combos for him, but I will also
use the combo section for tips on how to land Spinning Pile Drivers and
Flying Power Bombs and Final Atomic Busters. Remember, that these ways to
land the Throws are NOT FOOL-PROOF. The enemy CAN ESCAPE from every single
one of those methods, but if you keep throwing them out and changing which
ones you try, you'll definitely have a REALLY good chance of landing one of
the Throws because they ARE difficult to escape.
The Spinning Pile Drive is VERY difficult to pull off on this game.
Since the code requires that you pass through Down and into Up (or
Forward/Back Flip), trying the SPD code more often than not makes you Super
Jump. Thus, in order to do SPDs and FABs from the ground takes a LOT of
timing and practice. At first, use the Flying Power Bomb (FPB) more than
the other two since it is vastly easier to perform. Plus, at close ranges,
it makes you do the German Suplex, which also does good damage. But keep
practicing the SPD until you become proficient at it because it does a LOT
of damage. In the section "Ways to Land SPDs", I will list the throws you
can use in the situations. It is always best to use the FPB first, then
learn the following ones afterwards.
-=LIST OF COMBOS=-
Practice
Heh. Zangief has almost nothing in terms of combos, so you can pretty much
ignore this Practice section. Better to learn Ways to Land SPDs instead.
1) Jump-in: SJ.DN.Forward -> SJ.DN.Fierce
2) Buffer: C.Fierce -> Fierce-Banishing Punch
3) Air Combo: C.Strong /\ SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS)
Beginner
1) C.Fierce XX Fierce-Banishing Punch
2) J.Roundhouse \/ C.Roundhouse
3) C.Strong /\ SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS)
Intermediate
1) Jump over the enemy. J.DN.Fierce \/ S.Roundhouse [2 hits] XX Short-Aerial
Russian Slam
2) J.T.Fierce \/ C.Strong /\ SJ.Jab -> SJ.Forward XX SPD
**Note: The timing of the SPD is VERY hard, but it CAN add to the
Combometer. Try putting a small delay between the SJ.Jab and the
SJ.Forward. Then, put an equal delay in between the SJ.Forward
and the SPD.
3) J.T.Fierce \/ C.Strong /\ SJ.Jab -> SJ.Forward XX Kick Lariat \/
S.Roundhouse (2 hits) XX Short-Aerial Russian Slam
**Note: More often than not, the Aerial Russian Slam will not count as part
of the combo, but it is possible to have it add to the Combometer.
4) J.DN.Forward \/ C.Strong /\ SJ.Jab -> SJ.Forward XX Kick Lariat \/ Kick
Lariat
5) J.Fierce \/ C.Strong /\ SJ.Jab -> SJ.Forward XX Kick Lariat \/ C.Short
(OTG) XX Kick Lariat
Expert
1) J.Fierce \/ C.Strong /\ SJ.Jab -> SJ.Forward XX Kick Lariat \/ S.Roundhouse
(2 hits) XX Jab-Banishing Punch, FAB
**Note: If you time it right, after the enemy bounces off the Green Hand,
you'll start the FAB even before they've landed on the floor.
Thus, after the initial Chi Gathering of the Super Combo, they'll
fall right into your arms with no escape. Only a perfectly timed
Reversal Attack will get them out, but 99% of the time, the enemy
is doomed.
2) Jump over the enemy. J.DN.Fierce \/ S.Roundhouse [2 hits] /\ Kick Lariat
\/ J.Jab XX Kick Lariat \/ J.Jab XX Kick Lariat \/ [repeat as often as you
like] \/ C.Strong /\ SJ.Short, SJ.Jab -> SJ.Forward -> SJ.Roundhouse (FS)
**Note: The only way to do this combo is to MANUALLY cancel the
S.Roundhouse into a Super Jump. You actually have to do the entire
Down, Up motion to do this and you have to time it so that you
press Up right AFTER the 2nd hit of the Roundhouse connects. Then,
IMMEDIATELY go into the Kick Lariat. Land and do the Infinite. At
then end, I suggest a Team Super Attack, because it's the only
thing that's interesting enough to finish it off.
Ways to Land SPDs
1) J.DN.Forward, FPB/SPD/FAB
2) J.DN.Forward \/ C.Short, SPD. Time the SPD so that you finish the code
RIGHT when the enemy comes OUT of block stun.
3) Jump over enemy. J.DN.Fierce \/ C.Fierce XX FPB
4) Jump and do nothing, FPB/SPD/FAB upon landing.
5) Block a character switch, FPB/SPD/FAB.
6) After you defeat one teammate out of the two, wait until the next enemy
jumps into the screen and RIGHT when they appear into the screen, FPB or
FAB so they jump into your arms.
7) If the enemy misses an uppercut or Razor Kick etc. and leaves him/herself
open on their way down, C.Fierce XX FAB. The C.Fierce anchors Zangief to
the floor and since you can cancel normal moves at ANY point with special
moves, you can make sure you don't accidentally Super Jump when trying to
perform the FAB by throwing out the C.Fierce first. Of course, make sure
that the C.Fierce MISSES the enemy. Then, the enemy will fall right into
the FAB after you start it up.
8) Strong Throw the enemy up into the air. On their way down, FPB or S.Jab
XX FAB. On their way down, they'll fall into your arms for both the FPB
and the FAB (the S.Jab is used as an anchor for the FAB, but you don't
necessarily NEED to use the anchor. If you can do it frequently without
problems, skip the S.Jab anchor). Even though the enemy recovers on their
way down, hitting you from the air won't be easy. They barely have time
to do a move and if its not a Roundhouse or Fierce, it won't stop your FAB
or FPB anyhow. If they can manage a Fierce or Roundhouse, yes, they will
get away. The only way for the enemy to escape 100% of the time is if
they perform a special move in the air that makes them float (e.g.
HaDouKen, Kinetic Card, EM Disruptor).
9) Use Zangief as a Team Counter Attack. He does the FPB and is completely
invincible for a long time so he can go through Super Combos and other
moves. Plus, it does a great deal of damage and can even be used to catch
jump attacks.
10) Tack an FPB, SPD, or FAB to the ends of Beginner Combo #1, and
Intermediate Combos #4 and #5. Generally, after a Kick Lariat, you can
SPD the enemy RIGHT when they land.
11) Instead of canceling the S.Roundhouse with Lariats or Short-Aerial Russian
Slams, cancel it into the FPB or the FAB. If the enemy does not strike
you on their way down, they get caught and can't escape. Cancel the
S.Roundhouse kinda late.
12) After an FAB or SPD or FPB, if the enemy rolls, do the FPB or the FAB
again and the enemy will roll into your arms. They can escape the FAB
easiest because the Chi Gathering will tip them off, so they can hold Jump
and get away. The FPB is the best because they can't see it coming as
easily and it requires least timing. The SPD, of course, is the best,
causing considerable damage and not easily seen coming, but it takes the
most timing.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
1) Eh? Zangief has an INSANE combo?!? Well, actually, it IS an Infinite
combo, but since it's not listed in David Dial's Site, I'm listing it here.
Plus, it's VERY VERY VERY difficult to do, and since it's such a difficult
combo, it really did deserve to be an Insane combo. Here it is:
Get enemy in the corner. C.Strong /\ SJ.Short, SJ.Jab -> SJ.UP.Strong,
SJ.UP.Strong -> SJ.DN.Fierce \/ C.Strong /\ [repeat]
The timing on this combo is VERY hard, especially since it requires 2
links in the Air Combo portion. The first link, the SJ.Short, SJ.Jab
part, is REALLY hard. You basically have to Launch the enemy, DELAY
your Super Jump a little, and then Super Jump with an IMMEDIATE Short
Kick. Thus, the Short Kick will stick out and run into the enemy RIGHT
before it goes away. So right when it goes away, you can then do the
SJ.Jab for the link. Also, the timing of the SJ.DN.Fierce followed up by
the C.Strong is REALLY hard. If you even delay HALF a second when you
land, it will NOT connect. This combo is actually easiest to do at
negative 2 speed on the Saturn version.
Version 2.0
0) Zangief did not change between Version 2.0 and Version 3.0.
==============================================================================
==============================================================================
-=Cammy=-
--Ground Magic Series: Stronger
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: S.Roundhouse (Close)
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) (A) Cannon Drill: FB + Kick
-- (G) Cannon Spike: DP + Kick
-- (G) Axle Spin Knuckle: FB + Punch
-- (G) Hooligan Combinations: RFB + Kick
Note: she can do five things after performing this move. If she does
nothing, Cammy will land with a slide attack. If she presses Kick when
near the opponent, she will perform a Frankensteiner Throw on the enemy.
If she presses Kick while near the opponent very LOW on her flight arc
(very close to the ground), she will perform a Tumbling Throw. If she
presses Kick when near the opponent in the air, she will actually Air Throw
the enemy. If she presses Kick in the air, not near the enemy, you will
just abort the move and she will land normally on her feet.
-- (G) Cannon Revenge: RYF + Punch
Note: This is a counter move, similar to Magneto's Force Field. When she
does this move, she'll automatically try and Cannon Spike any normal attack
thrown her way. Sometimes she WILL miss and sometimes she'll just get hit.
The accuracy of this move isn't great.
-- (A) Cannon Strike: RFB + Kick
** (G) Spin Drive Smasher: FB + 3K
** (G) (A) Killer Bee Assault: RFB + 3K
Note: After hitting the enemy with the first hit, this move can be steered
in the air. Try to guide her when she bounces off the walls towards the
enemy because sometimes, she can miss and the enemy will hit the floor.
You can still OTG them after they hit the ground, though, but if they hit
the floor a second time, the move is done.
------------------------------------------------------------------------------
-=Details about the Air Combos=-
Cammy is the most X-Men-like character of the Street Fighters. Her
Air Combos are nice and quick and have very steady rhythms. When doing her
Air Combos, try and skip her Jumping Forward Kick, as it aims upwards and
makes it so that she misses a lot. Players who are comfortable with Marvel
Super Heroes will find Cammy very comfortable to use.
Air Combo Finishers: Roundhouse
-=Miscellaneous Information=-
Okay, the most annoying thing about Cammy is this: she has Close-Up moves.
Being the only character ported over from a game with Close-Up attacks
(Super Street Fighter II Super Turbo), she is the only character who has to
deal with this problem. Dhalsim also has Close-Up moves but Dhalsim is
very rarely dependent on these moves. Cammy, on the other hand, is. Her
only Launcher is with the Standing Roundhouse Kick WHEN SHE IS CLOSE-UP.
Her far away Roundhouse Kick won't launch the enemy. This produces a
problem when trying to get your combos to work. As said before, she has
the most MSH-like combos (I call her the new Spiderman of the game) and she
can perform Jump-In to Dashing Combos VERY easily. However, in trying to
Launch the enemy in one of these combos, sometimes she'll come out with the
wrong Roundhouse Kick and not Launch the enemy up, making the combo fail.
Sometimes you WANT the regular Roundhouse Kick to, say, combo with a Cannon
Drill and instead she'll do the Launcher version of the Roundhouse Kick,
causing you to whiff the Cannon Drill instead. This is not a problem with
any of the other buttons, however. It mainly affects the Roundhouse Kick.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Jab -> J.Short -> J.Strong
2) Jump-in: J.Fierce -> J.Roundhouse
3) Dashing: D.S.Short -> S.Forward -> C.Roundhouse
4) Buffer: D.S.Short -> S.Strong -> S.Fierce XX Cannon Drill
5) Launcher: D.C.Short -> S.Roundhouse
6) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Roundhouse
(FS)
7) Air Combo: S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Fierce XX Cannon Drill
Beginner
1) C.Short -> C.Roundhouse XX Cannon Drill (OTG)
2) J.Fierce \/ S.Fierce XX Spin Drive Smasher
3) Have enemy in corner. D.S.Short -> S.Roundhouse XX Roundhouse-Cannon Spike
4) Killer Bee Assault \/ C.Forward (OTG) XX Cannon Drill
5) Killer Bee Assault, Spin Drive Smasher (OTG)
Intermediate
1) J.Jab -> J.Fierce \/ C.Short -> C.Forward XX Spin Drive Smasher
2) J.Jab -> J.Short -> J.Fierce \/ D.S.Jab -> S.Strong -> S.Fierce XX
Roundhouse-Cannon Drill
3) J.Jab -> J.Short -> J.Roundhouse \/ D.S.Short -> S.Roundhouse /\ SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce XX Cannon Drill
4) Have enemy in corner. J.Jab -> J.Short XX Short-Cannon Drill \/ C.Short
(OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX
Cannon Drill
5) Have enemy close to being in the corner. J.Jab -> J.Short -> J.Roundhouse
\/ D.S.Short -> S.Strong -> S.Fierce XX Spin Dive Smasher, C.Short (OTG) ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce ->
SJ.Roundhouse (FS)
**Note: You must do the C.Short (OTG) the INSTANT the enemy hits the floor.
Any earlier or later will cause you to miss.
6) J.Jab -> J.Short -> J.Strong \/ J.Jab -> J.Short -> J.Strong XX Short-
Cannon Drill \/ C.Short (OTG) -> S.Roundhouse /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Fierce XX Cannon Drill
**Note: Basically, you connect two jumps together at the beginning. The
second one, you are hitting the enemy on your way UP in your jump.
In between jumps, however, you HAVE to take at LEAST half a step
and then jump IMMEDIATELY with a Jab.
7) J.Fierce -> J.Roundhouse \/ D.C.Short -> S.Roundhouse /\ SJ.Strong, SJ.Jab
-> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS)
**Note: After the S.Roundhouse connects, delay your Super Jump about half
a second. Then, hit Strong immediately when you leave the floor.
After it finishes, link a SJ.Jab and go for the whole six button
Zigzag chain. THIS IS CAMMY'S BEST AIR COMBO and should definitely
be learned. It works anywhere on the screen.
8) Against only the three light characters: J.Jab -> J.Short -> J.Roundhouse
\/ D.S.Short -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab ->
SJ.Short -> SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Roundhouse
(FS)
Expert
1) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Forward -> S.Roundhouse /\
SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce ->
SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab -> J.Short -> J.Strong ->
J.Fierce -> J.Roundhouse (FS) \/ C.Short -> C.Strong -> S.Roundhouse
2) Against taller characters in the corner. J.Jab -> J.Short -> J.Strong \/
D.S.Jab, S.Jab, S.Jab, S.Jab, J.Jab -> J.Short -> J.Strong XX Short-Cannon
Drill \/ C.Short (OTG) -> S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS), SJ.Roundhouse
(FS) \/ J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce ->
J.Roundhouse (FS) \/ S.Jab -> S.Roundhouse
**Note: Dash when you land with the Jab. Keep holding Towards on the
controller and link each Jab one after another. Then, quickly
link in a J.Jab. You may be able to squeeze more S.Jabs in if you
are quick! On the six-hit Jumping Chain at the end, try to time
the hits slower than normal, but not too slow, or the J.Fierce will
miss.
3) Have enemy in corner. J.Jab -> J.Short -> J.Fierce \/ D.S.Jab ->
S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Strong, SJ.Jab -> (SJ.Strong ->)
SJ.Fierce, SJ.Fierce \/ S.Jab -> S.Roundhouse /\ SJ.Strong, SJ.Jab ->
SJ.Strong, SJ.Jab -> SJ.Fierce XX Short-Cannon Strike
**Note: This can also be used as an alternate Air Combo sequence to Cammy's
Relaunching Infinite on David Dial's site. Against smaller
characters (Ryu and below), skip the SJ.Strong in parentheses. Oh,
and Linking the two SJ.Fierces can be tricky, so just practice.
Also, delay your Super Jump after the FIRST Launch, but do NOT
delay it in any of the subsequent Relaunches.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Note: An apology to all who used this FAQ in the last version. My Cammy
Infinite was misprinted. I had listed her repeated Jumping sequence as:
J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Roundhouse (FS)
..which is very incorrect, as David Dial had pointed out on his Web Site.
I meant to have written it as:
J.Jab -> J.Short -> J.Strong -> J.FIERCE -> J.Roundhouse (FS)
..although I don't even use that sequence anymore anyhow. These days, to do
Cammy's Infinite, I actually use all six buttons in the Zigzag sequence, which
works much better for me. Again, I apologize to those who tried the Infinite
and could not get it to work.
Insane
1) Play Cammy against Juggernaut. Try and choose the Police Van stage. Then,
get Juggernaut on the left side and do:
J.Fierce -> J.Roundhouse \/ D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short
-> SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab -> SJ.Short ->
SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short ->
DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward XX Short-Cannon
Drill
That's 20 hits IN THE AIR alone! However, if you ARE on the Police Van
stage, then you'll land before Juggernaut!! So, as he bounces off the Van,
do the first move to catch him out of the air above you:
S.Roundhouse /\ SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab ->
SJ.Strong /\ DJ.Jab -> DJ.Short -> DJ.Strong, DJ.Jab -> DJ.Short ->
DJ.Strong, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward XX Short-Cannon
Drill
If you are ACTUALLY still going, repeat the above sequence AGAIN because
Juggernaut will have bounced off the Van AGAIN!!! Do this until the Van
goes away (if you can, the timing's really difficult and by this point,
you're probably really tired!!!). After the Cannon Drill, I think you
can actually nail Juggernaut with a two-hit ender:
C.Forward (OTG) XX Roundhouse-Cannon Drill
...depending on where he lands in respect to you. Be careful when you
Relaunch off of the Police Van. If you are TOO close, you may Super Jump
to the LEFT of Juggernaut, which means he won't bounce off the Police
Van again.
2) So far, I only know that this works against Shotokans (they're the only
characters I can combo the Throw against... everyone else, it doesn't add
to the Combometer). Get a Shotokan in the corner. Then do:
J.Jab -> J.Short -> J.Roundhouse \/ D.S.Jab -> S.Forward -> S.Roundhouse
/\ SJ.Strong, SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce
-> SJ.Roundhouse (FS), SJ.Roundhouse (FS) \/ J.Jab -> J.Short -> J.Strong
-> J.Forward -> J.Fierce -> J.Roundhouse (FS) \/ S.Jab -> S.Forward ->
S.Fierce, Fierce Throw, D.C.Short (OTG) -> S.Roundhouse /\ SJ.Strong,
SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce -> SJ.Roundhouse (FS),
SJ.Roundhouse (FS) \/ J.Jab -> J.Short -> J.Strong -> J.Forward ->
J.Fierce -> J.Roundhouse (FS) \/ S.Jab -> S.Forward -> S.Fierce,
Fierce Throw, C.Short (OTG) -> S.Roundhouse XX Spin Drive Smasher
When you land and do the six-hit Jumping Sequence, make sure you don't
rattle off all six hits as fast as possible. Stagger the hits just a
tiny bit. The timing of the two ground throws is TOUGH, but very
possible. However, I have never EVER gotten the throw to combo against
anyone but a Shotokan! Thus, since I have actually successfully pulled
off this entire combo off on ONLY Ryu (well, all of it starting from the
very first Launch), and have YET to get the throw to combo on ANYONE
else, better be safe and just try it on Shotokans.
Version 2.0
0) Cammy didn't receive any changes from Version 2.0 to Version 3.0.
==============================================================================
==============================================================================
-=Bison=-
--Ground Magic Series: Weak Start
--Jumping Magic Series: Stronger
--Super Jumping Magic Series: Stronger
--Launchers: S.Fierce
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
[ Jab: Starts high and then curves downwards
-- (G) Psycho Shot: YF + [ Strong: Goes straight across the screen
[ Fierce: Starts low and then curves upwards
-- (G) (A) Scissor Kick: YF + Kick
-- (G) (A) Head Press: RK + Kick, Punch
Note: Even in the air, you must do the code with a Razor Kick motion.
After you land on the enemy, hit punch to do the second half.
-- (G) (A) Somersault Skull Diver: RK + Punch, Punch
Note: Even in the air, you must do the code with a Razor Kick motion. Hit
punch after doing the initial code to start coming down at the enemy with
the attack at any point while you're still in the air.
-- (G) Psycho Ball: RYF + Punch
-- (G) (A) Bison Warp: DP + Any Button
Note: The button determines location on the screen. Imagine the six button
layout on the screen and the appropriate button takes you to the matching
part of the screen.
-- (G) (A) Flying: RFB + 3K
Note: The Flying wears off after a while automatically. Repeat the code
while Flying to manually land and turn off Flying
** (G) (A) Psycho Crusher: FB + 3P
** (G) Twin Bison Knee Press Nightmare: FB + 3K
------------------------------------------------------------------------------
-=Details about the Air Combos=-
His Air Combo pretty much stinks since his Super Jumping Magic Series
is just Stronger. Basically, end as many Air Combos as possible with a
Psycho Crusher just to make the Air Combo worth it.
Air Combo Finishers: Fierce, Roundhouse
-=Miscellaneous Information=-
Note that Crouching Fierce, although looking identical to Standing
Fierce, is NOT a Launcher. Standing Roundhouse can hit twice.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Short -> J.Fierce
2) Jump-in: J.Forward -> J.Roundhouse
3) Dashing: D.S.Short -> C.Roundhouse
4) Buffer: D.S.Short -> S.Forward XX Scissor Kick
5) Launcher: D.S.Jab -> S.Fierce
6) Air Combo: SJ.Short -> SJ.Forward -> SJ.Fierce (FS)
7) Air Combo: SJ.Short -> SJ.Forward XX Psycho Crusher
Beginner
1) S.Jab -> S.Roundhouse XX Scissor Kick
2) C.Short -> S.Roundhouse XX Psycho Crusher
3) Psycho Ball, Psycho Crusher
4) Fierce-Psycho Ball, Twin Bison Knee Press Nightmare
5) J.Short -> J.Strong XX Psycho Crusher
Intermediate
1) J.Roundhouse \/ D.S.Jab -> S.Fierce /\ SJ.Short -> SJ.Forward ->
SJ.Roundhouse
2) Psycho Ball, D.S.Fierce /\ SJ.Jab -> SJ.Forward XX Psycho Crusher
3) F.Short -> F.Forward -> F.Roundhouse XX Psycho Crusher
4) J.Short -> J.Roundhouse \/ J.Roundhouse XX Scissor Kick
5) J.Short -> J.Fierce \/ D.S.Jab -> S.Fierce /\ SJ.Fierce XX Scissor Kick
6) Throw enemy into the corner, S.Short -> S.Fierce /\ SJ.Jab, SJ.Short ->
SJ.Forward XX Psycho Crusher
7) J.Short -> J.Roundhouse \/ D.C.Short -> C.Forward, S.Jab -> S.Roundhouse XX
Psycho Crusher
8) Get enemy in corner. F.Short -> F.Forward -> F.Roundhouse XX Psycho
Crusher \/ C.Short (OTG) -> S.Fierce /\ SJ.Jab, SJ.Short -> SJ.Strong XX
Psycho Crusher
Expert
1) Get enemy in the corner. J.Short -> J.Roundhouse \/ D.S.Short ->
C.Roundhouse XX Fierce-Psycho Shot, S.Short -> S.Fierce /\ SJ.Short ->
SJ.Strong XX Psycho Crusher, SJ.Short XX Psycho Crusher
**Note: After the first Psycho Crusher ends, wait until the enemy falls
slightly and then SJ.Short them before they fall too far.
2) Have enemy in the corner and start from about 3/4 a screen away.
Fierce-Psycho Ball, D.J.Short -> J.Roundhouse \/ D.C.Short -> C.Forward,
S.Jab -> C.Roundhouse XX Fierce-Psycho Shot, S.Short -> S.Forward XX
Psycho Crusher
**Note: Delay the Psycho Crusher at the end for just HALF a second to
ensure you get more hits out of the Psycho Crusher. Otherwise,
it'll hit about 2 times or so.
3) Get enemy in corner. Start from about 3/4 of a screen away. Fierce-Psycho
Ball, D.J.Short -> J.Fierce \/ D.S.Short -> C.Forward, S.Jab ->
C.Roundhouse XX Fierce-Psycho Shot (OTG), S.Short -> S.Fierce /\ SJ.Jab,
SJ.Short -> SJ.Strong XX Psycho Crusher, SJ.Short XX Psycho Crusher
**Note: Let the C.Roundhouse slide AS FAR AS POSSIBLE before canceling it
into the Psycho Shot, otherwise the S.Fierce launch will miss. But
if you cancel it too late, the Psycho Shot will miss the enemy on
the ground!!! The key lies ALL in the distance of the slide...
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Please note, however, that if you're looking for Bison Infinites, you're
wasting your time. Out of the 50+ Infinites that David Dial has on his Web
Page, NONE of them belong to M.Bison. The Infinite listed on the site is
still just a theory and, as far as I can tell, does NOT work.
Insane
1) I love making up weird combos for Bison, especially since, given his
limited Chaining abilities, it seems like he can barely do anything over 30
hits! But it's not true... he DOES have a nice, crazy combo!! The weird
catch is this: this combo seems to work only on... ROGUE?!? Well, at least
it works on someone, because it makes for one of his most awesome looking
combos! Borrowing from Gamest's X-Men Vs. Street Fighter tape, I modified
their Flying Combo and came up with this:
Get Rogue into the corner. Start about 3/4 a screen away from her.
Fierce-Psycho Ball, D.J.Short -> J.Fierce \/ D.S.Short -> S.Fierce XX
Flying, F.Short -> F.Forward, F.Short -> F.Forward, F.Short -> F.Forward,
F.Short -> F.Forward, F.Short -> F.Forward, F.Short -> F.Forward, F.Short
-> F.Forward, F.Short XX Psycho Crusher \/ C.Short (OTG) -> S.Fierce /\
SJ.Jab, SJ.Short -> SJ.Strong XX Psycho Crusher
Basically, do the combo until your Short -> Forward registers as a 27 hit
combo. On the 28th hit, do the F.Short and cancel it into the Psycho
Crusher HALF A SECOND AFTER it connects. If you do it too early, the
Psycho Crusher will miss. If you do it too late, it won't combo. You'll
land and IMMEDIATELY C.Short the enemy off the ground. Just so you're
prepared, the Psycho Crusher in the air will ONLY HIT ONCE, but that's good
enough to set up for the OTG.
Version 2.0
0) M.Bison did not receive any changes from Version 2.0 to Version 3.0.
==============================================================================
==============================================================================
-=Akuma=-
--Ground Magic Series: ZigZag
--Jumping Magic Series: ZigZag
--Super Jumping Magic Series: ZigZag
--Launchers: C.Fierce
--Strikes: None
--Knock-Downs: C.Roundhouse
-- Special Moves --
** Super Combos **
------------------------------------------------------------------------------
-- (G) GouHaDouKen (The Fireball): FB + Punch
-- (G) GouShouRyuKen (The Dragon Punch): DP + Punch
-- (G) GouTatsuMakiZanKuuKyaku (The Hurricane Kick): RFB + Kick
-- (A) Air GouTatsuMakiZanKuuKyaku (The Air Hurricane Kick): RFB + Kick
Note: the Air GouTatsuMakiZanKuuKyaku somewhat follows the path of his jump
arc.
-- (A) ZanKuu HaDouKen (The Air Fireball): FB + Punch
-- (A) Tenma KuuJinKyaku (The Dive Kick): FB + Kick
[ DP + 3P - Teleports towards the right a long distance
-- (G) (A) Teleport: [ RDP + 3P - Teleports towards the left a long distance
[ DP + 3K - Teleports towards the right a short distance
[ RDP + 3K - Teleports towards the left a Short distance
** (G) Messatsu GouShouRyu: FB + 3P
** (G) Messatsu GouHaDou: RFB + 3P
** (A) Tenma GouZanKuu: FB + 3P
** (G) The Raging Demon: Jab, Jab, Toward, Short, Fierce
Note: Only takes one level. Enter the code quickly and make sure you've
let go of Towards (forward on the joystick) before you hit Short. This
move is a throw and cannot be blocked. And oddly enough you cannot ROLL
AWAY after this move even though he can still OTG you after it and no
Flying Screen was initiated!!!
------------------------------------------------------------------------------
-=Details about the Air Combos=-
As with Ryu and Ken, Akuma's Air Combo is slow and unsteady. Practice
with him until you are familiar with the timing.
Air Combo Finishers: Fierce, Roundhouse, Air GouHaDouKen
-=Miscellaneous Information=-
Akuma also has the Hopping Kick that Ryu does (Toward + Forward) as
well as an Overhead if he presses Toward + Strong. His dash is also rather
hard to work with, like Ryu, but not impossible like Ken.
As with Ryu and Ken, if you hold Up and press Forward or Roundhouse,
he will do the Jumping Straight Up Forward and Roundhouse from the Alpha
Series.
-=LIST OF COMBOS=-
Practice
For the Practice Combos, try each part separately at first. Then, practice
putting the parts together. For example, after doing each individual part
successfully, try doing 1) followed by 4), or try 5) followed by 6). Finally,
try linking 1) with 5) with 6). All of these practice combos are designed
and tested to work against Cyclops when Cyclops is in the corner. There is
no guarantee all parts work on all 17 characters anywhere on the screen.
1) Jump-in: J.Forward -> J.Roundhouse
2) Jump-in: J.Roundhouse XX Roundhouse-GouTatsuMakiZanKuuKyaku
3) Dashing: D.S.Short -> C.Forward -> C.Roundhouse
4) Buffer: D.S.Jab -> C.Short -> C.Forward XX Messatsu GouShouRyu
5) Launcher: D.S.Jab -> C.Short -> C.Fierce
6) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.UP.Forward
-> SJ.UP.Roundhouse (FS)
7) Air Combo: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX Air
GouTatsuMakiZanKuuKyaku
Beginner
1) J.Roundhouse \/ C.Forward XX GouTatsuMakiZanKuuKyaku
2) J.Roundhouse \/ S.Jab XX Fierce-GouShouRyuKen
3) Raging Demon, C.Forward (OTG) XX GouTatsuMakiZanKuuKyaku
Intermediate
1) J.Fierce \/ D.S.Jab -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong XX
Air GouTatsuMakiZanKuuKyaku
2) J.Forward -> J.Fierce \/ D.S.Short -> C.Forward XX Messatsu GouShouRyu
3) Raging Demon, C.Short (OTG) -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong
XX Air GouTatsuMakiZanKuuKyaku
4) J.Roundhouse XX Air GouTatsuMakiZanKuuKyaku \/ S.Jab -> C.Short ->
C.Forward XX Forward-GouTatsuMakiZanKuuKyaku, C.Forward (OTG) XX
Roundhouse-GouTatsuMakiZanKuuKyaku
5) Get enemy in the corner. J.Roundhouse XX Air Roundhouse-
GouTatsuMakiZanKuuKyaku \/ C.Forward -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.UP.Forward XX Tenma KuuJinKyaku
**Note: Super Jump PAST the enemy before hitting then with the SJ.Jab, or
the Dive Kick will miss.
6) Get enemy in corner. J.Roundhouse XX Air GouTatsuMakiZanKuuKyaku \/
C.Short -> C.Forward XX Forward-GouTatsuMakiZanKuuKyaku, C.Short (OTG) ->
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX ZanKuu HaDouKen
**Note: Two things: after Launching the enemy, Super Jump PAST the enemy
before hitting with the SJ.Jab. Also, after the SJ.UP.Forward,
wait half a second before buffering that into the Air Fireball.
If you do not do the two above things, there is no way the Air
Fireball will connect.
7) Get enemy near corner. J.Forward -> J.Roundhouse \/ D.S.Jab -> C.Fierce /\</pre><pre id="faqspan-7">
SJ.Jab -> SJ.Short -> SJ.UP.Forward -> SJ.UP.Roundhouse (FS),
SJ.UP.Roundhouse \/ C.Short (OTG) -> C.Strong -> S.Forward [2 hits] ->
S.Fierce -> S.Roundhouse
8) Start in the corner and get enemy right next to you. C.Short -> C.Fierce
/\ SJ.Jab -> SJ.Short -> SJ.UP.Forward, Strong-Air Throw \/ Messatsu
GouHaDou
**Note: When you do the Super Combo at the end, do it as early as possible.
If you DO do it as early as possible, make sure you do the code
for it as if you were STILL IN THE CORNER, even though Akuma has
already thrown the enemy into the corner. If the GouShouRyu
Super Combo comes out instead, it means you did the code too late.
Expert
1) Have enemy in corner. J.Forward -> J.Roundhouse \/ D.S.Jab -> C.Fierce /\
SJ.Jab -> SJ.Short -> SJ.UP.Forward, Strong-Air Throw \/ J.UP.Forward XX
Roundhouse-TatsuMakiZanKuuKyaku \/ C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (FS) \/ J.Jab -> J.UP.Forward ->
J.UP.Roundhouse (FS) \/ C.Short -> C.Strong -> S.Forward [2 hits] ->
S.Fierce -> S.Roundhouse
2) Have enemy in corner. J.Roundhouse XX Roundhouse-Air
GouTatsuMakiZanKuuKyaku \/ C.Forward -> C.Fierce /\ SJ.Jab -> SJ.Short ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (FS) \/ C.Short (OTG) -> C.Strong
-> S.Forward [2 hits] -> S.Fierce -> S.Roundhouse, Fierce Throw, C.Short
(OTG) -> C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Roundhouse (FS),
SJ.UP.Roundhouse (FS) \/ J.Jab -> J.UP.Forward -> J.UP.Roundhouse \/ S.Jab
-> S.Strong -> S.Forward [2 hits] -> S.Fierce -> S.Roundhouse
**Note: The throw after the S.Roundhouse must be perfectly timed, or it
won't combo.
3) Have enemy in corner. Raging Demon, [take half a step forward] C.Short
(OTG) -> C.Strong, J.Strong -> J.UP.Forward XX Roundhouse-
GouTatsuMakiZanKuuKyaku \/ J.UP.Forward XX Roundhouse-TatsuMakiZanKuuKyaku
\/ C.Fierce /\ SJ.Jab -> SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ S.Jab
S.Strong -> S.Forward [2 hits] -> S.Fierce -> S.Roundhouse
**Note: After the C.Strong, jump forward with an IMMEDIATE J.Strong. Then,
for the J.UP.Forward, jump straight up.
4) Enemy can be anywhere. Raging Demon, [take a step forward] C.Short (OTG)
-> C.Strong, (J.Jab ->) J.Strong -> J.UP.Forward XX Roundhouse-Air
GouTatsuMakiZanKuuKyaku \/ C.Fierce /\ SJ.UP.Forward, Strong-Air Throw \/
Messatsu GouShouRyu (OTG)
**Note: Against characters Cyclops and heavier, after the C.Strong, make
sure you jump forward and do all four moves in the jumping
sequence as quickly as possible. Against smaller characters like
Ryu, skip the move in the parentheses (the J.Jab) and put a small
delay ONLY between the J.UP.Forward and the Hurricane Kick. After
the C.Fierce connects, Super Jump straight up and then start
curving towards the enemy and THEN hit them with the
SJ.UP.Forward, or you'll never connect with the Air Throw. When
you land from the Air Throw, do an IMMEDIATE Messatsu GouShouRyu
and make sure you do the code in the direction of what you were
facing when you STARTED the combo. Only the last set of
Uppercuts will connect with the OTG.
Infinite
See David Dial's FAQ attached to the end of this FAQ. If you have the
chance, visit his Web Site at:
http://mypage.goplay.com/XvSF
Insane
0) Akuma's Expert Combos can somewhat count, but not really. So he doesn't
have anything that counts as an expert combo.
Version 2.0
0) There were no changes for Akuma between Version 2.0 and Version 3.0.
==============================================================================
**********************************
* Extra Things That Need Mention *
**********************************
This section will list other forms of combos that are not normally
accessible in 90% of the situations. But if you are like me and would love
to try every form of combo possible, this section will be of interest to
you, providing you with a few new combo possibilities.
* * *
-=Noteworthy Anti-Dhalsim Combos=-
Please note that this section is relevant to VERSIONS 1.0 AND 2.0
ONLY!!! In Version 3.0, Dhalsim's Teleport Recovery has been fixed so that
he cannot be hit right when he reappears. However, this section will be
written as if Version 3.0 didn't exist, so that people who don't play on
Version 3.0 machines will not have problems with the information provided.
Apparently, Capcom decided that they could try and be creative by
giving Dhalsim a "Teleport Recovery." Basically, if in the air and
reeling, the instant any normal character would be able to block again,
Dhalsim DISAPPEARS with a Teleport instead, later reappearing exactly where
he disappeared from. Capcom apparently thought this was going to be too
useful, so they put a "small" disadvantage for it: the instant he returns,
he is technically still reeling and can be hit before he recovers. THIS
ACTUALLY ADDS TO THE COMBOMETER!!! So his Teleport Recovery actually did
not end up helping Dhalsim AT ALL in certain respects, allowing him to be
comboed by stuff that doesn't work on ANYONE else.
Here are a list of combos that take advantage of Dhalsim's teleport
reel. All hits that occur during Dhalsim's Teleport Reel will be
surrounded in exclamation marks.
-=Storm=-
1) [Launch Dhalsim near corner] /\ SJ.Jab -> SJ.Fierce (FS) -> SJ.Roundhouse,
SJ.Fierce -> SJ.Roundhouse, SJ.Short -> SJ.Fierce, SJ.Short -> SJ.Fierce,
SJ.Short -> SJ.Fierce, [continue this until you ALMOST reach the ground],
SJ.Short \/ !!S.Roundhouse!! /\ SJ.Jab -> SJ.Fierce (FS) -> SJ.Roundhouse,
[repeat]
**Note: Basically, this combo is similar to Storm's Expert Combo. Keep
juggling Dhalsim in the corner with SJ.Short -> SJ.Fierce. Right
before you reach the ground, hit Dhalsim with just a SJ.Short. This
will cause Dhalsim to do his teleport reel right when you land. Throw
out a well-timed S.Roundhouse to catch him in his teleport reel and
repeat the combo.
-=Rogue=-
1) Any Air Combo easily ends with the Rushing Punches because it'll hit
Dhalsim out of his teleport reel even if it misses. So an example: [Any
Combo that leads into a Launch] /\ SJ.Jab -> SJ.Short -> SJ.Strong, SJ.Jab
XX !!Rushing Punches!!
-=Magneto=-
1) [Any Combo that leads into a Launch] /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Forward XX !!Hyper Grav!! \/ C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong
-> SJ.Forward XX !!Hyper Grav!! \/ C.Fierce [repeat] **Note: After the
SJ.Forward, perform the Hyper Grav about half a second AFTER the
SJ.Forward connects. If you do it too early, it'll pass and miss Dhalsim.
-=Cammy=-
1) [Any Combo that leads into a Launch] /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce, !!SJ.Forward!! \/ !!S.Roundhouse!! /\ SJ.Jab -> SJ.Short ->
SJ.Strong -> SJ.Fierce, !!SJ.Forward!! \/ !!S.Roundhouse!! /\ [repeat]
**Note: After the SJ.Fierce in the Air Combo, Dhalsim will be knocked down
very quickly. Dhalsim will begin the teleport reel VERY close to the
floor. Cammy will reach Dhalsim RIGHT when Dhalsim is able to be hit
out of his teleport reel. Throw out a Forward Kick as you pass by and
it'll hit Dhalsim. Land and wait. Dhalsim will be knocked slightly
up and then begin the teleport reel again. Wait until he starts to
reappear and then throw out the S.Roundhouse Kick. It'll hit him
while he is recovering and then you Super Jump and repeat again. The
timing is very tricky, but once you figure it out, it's really easy to
repeat over and over again.
* * *
-=Team-Up Super Combo Combos=-
A little side note about Team-Up Super Combos: the Team Up Supers,
like any other special move or Super Combo, can be used to cancel normal
moves and buffered for a combo. These combos usually result in a very
large and awesome looking combo. However, certain combinations work MUCH
better than others. In this section, I'm planning to list some of the
better combinations I find, but currently, I do not have that many as I
haven't had a chance to use all combinations possible. Here are some
notes, though, on how to pick a good Team-Up Super Combo Combo:
It's almost always more important what the person coming IN does. The
person who jumps into the screen with their combo always starts half a
second later than the initiator and it is almost ALWAYS infinitely more
effective in the person jumping in has a Beam Super, like Ryu and Cyclops.
Thus, you can have Ryu and Cyclops combinations where the enemy is just
pummeled to death by a huge, thick, beam. A really GOOD combination is to
use a person who has a charging Super and combine that with a Beam super.
Wolverine and Cyclops works really well as Wolverine, who activates it,
will Berserker Barrage the enemy and then Cyclops will blast them with the
Mega Optic Blast. It looks really cool and can be done in a combo like
this:
-=Wolverine=-
1) J.Jab -> J.Short -> J.Strong \/ D.S.Jab -> S.Short -> S.Strong XX Team-Up
Super
You can actually get some weird combinations so that you can continue
the combo AFTERWARDS. Since Juggernaut's Headcrush is so quickly done
with, if you have a Cammy, Juggernaut combination, you can have Juggernaut
activate the Team-Up Super Combo in the middle of a combo. Juggernaut will
rush in and Headcrush the enemy very quickly while Cammy is still Spin
Drive Smashing the enemy. Since Juggernaut finishes, Cammy will continue
her combo and take the enemy up into the air. When the enemy lands, Cammy
is already free to move so she can OTG the enemy with a Crouch Short and
Chain that into a Launcher!!! More combinations like this exist though I
will leave it up to you to find them. Don't forget, Team-Up Supers can
also be used to just end a combo with style!!!
* * *
-=The Police Van=-
There is one stage in X-Men Vs. Street Fighter that can actually help
create longer combos, ones that won't work anywhere else. The background,
known as "Manhattan", is the one where there are a bunch of police cars and
the fighters are fighting in front of them on the street. This is also the
only stage where the floor can break and the fighters will then fall into
the sewer under the street.
Well, on the upper half of the stage, the one where the police cars
are, there is a Police Van on the left side of the playing field that
actually interacts with the players. When a player is hit so that they
fall from the air or straight across through the air into the van, they
will actually hit the van during their reel flight. After hitting it, they
will bounce off very slowly, and plummet to the floor.
This sets up a situation where you can actually combo the enemy with
more hits using an OTG combo if the set-up is right. The van causes the
enemy to hit the ground MUCH later than normal, giving you more
opportunities to get in hits. An example is with Cammy. This is a Police
Van combo for Cammy:
-=Cammy=-
1) Get enemy in the corner where the Police Van is. J.Jab -> J.Short ->
J.Roundhouse \/ D.S.Jab -> S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Fierce
XX Cannon Drill, S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce XX Cannon Drill
Now normally, after an Air Cannon Drill, the enemy falls to the ground
MUCH faster than Cammy so that by the time Cammy lands, she cannot hit the
enemy because they have been lying there for too long. However, if the
Police Van is there, the enemy will bounce off the Van and float in the air
for a bit, giving Cammy enough time to land before the enemy does. Thus,
she can now hit the enemy with a S.Roundhouse, Launching them back up!
So, keeping this in mind, you might be able to pull off some weird and
different "Police Van" Combos in the course of battle only on that stage
only on that side of the playing field (see Charlie's Expert Combo #1).
* * *
-=Auto-Block Combos=-
In X-Men Vs. Street Fighter, they give players the option of choosing
Auto-Block. This basically allows players to block automatically, even if
they are holding forward on the controller or leaving it in neutral. The
limitations given to it are: 1) you can only store up to 2 Supers. 2)
Normal moves cause block damage, and special moves cause an INORDINATE
amount of block damage. Other than that, not much else has changed.
Except for the addition of "Auto Air Combos." Basically, if you press
Jab + Short at the same time, your character will automatically use a
predetermined Launcher, and follow it up with SJ.Short -> SJ.Roundhouse,
automatically. The strange this is this: you can use the Auto Air Combo
code to BUFFER Normal Moves... ANY normally Bufferable Normal Move.
Although this will not do much in terms of making long combos (the Auto Air
Combo will end your combo, no mater what), it can allow you to make some
weird combos. Take this Wolverine Combo for example:
-=Wolverine=-
1) Get enemy in corner. D.S.Jab -> S.Short -> S.Strong -> S.Forward ->
C.Fierce -> C.Roundhouse XX Auto Air Combo
Not really a big deal, but a funny looking combo anyhow. Nothing much
more can be utilized by this, however.
* * *
-=The Team-Up Glitch Super Combos=-
Here's a way to screw with the game and do some combos that aren't
normally possible. Before explaining this VERY confusing section, I do
want to say that this is best tried on the Saturn version ONLY, because it
requires a LOT of Meter usage and it does require the ability to use two
different characters. And plus, it'll be a PAIN to try and set up at the
arcade.
My friend Jason and I discovered an interesting glitch. I'm not sure
if it works on anything BUT the Saturn, as I really have not bothered to
try it on the Arcade version. It's a very strange glitch and can create
some minorly amusing combos that can't exist normally. Basically, it works
like this:
Make sure you get a character with a standing still Team-Up Super
(Ryu, Gambit, Cyclops, etc.). Have that character be your back-up (have
him not currently in the fight). Make sure the character you have in front
(the character currently being used) has NO Razor-Kick moves (or charge ups
in general). Then, with the second player, Super Jump over the first
player. Have the First Player do a Team-Up Super so that both Supers fire
straight ahead and the second player lands behind them. Have Player Two
Jab away the Helper (the guy with the Stand Still Super who will fly off
the screen once hit) and then run up and throw the other guy who's still
stuck in HIS/HER super. It should count as a 2-hit combo. If it doesn't,
you did it too slow and it won't work.
Now, so long as the first player DOES NOT DO A SPECIAL MOVE (this
includes Supers and Taunts), the NEXT TIME the first Player does ANY Super
that is the Fireball Motion + three Punches OR three Kicks, the other
player will come out and do his or her Team-Up Super.
Please note that my friend and I are playing the Saturn version and it
comes with a Full meter option, which refills your meter constantly. So we
basically have access to Infinite amounts of meter. So for a normal
machine to do this, you'd need to fill to three, do the Double Team, pull
off the set up successfully, and then build up two more meters (I THINK you
need another two meters), which is an incredible hassle. Another problem
is that if the first player has a Super that makes them rush forward, you
have to have the Double Team start in the corner so that the rushing
forward Super can't go anywhere fast enough.
So using the glitch, here are some strange combos we created:
-=Ryu/Stand Still Super Player=-
1) Jab away the other character and then Throw Ryu. Then, with Ryu, you can
do:
J.Forward -> J.Roundhouse XX ShinKuu HaDouKen
While Ryu is still in the air, the teammate will jump down and do his/her
Super as well. So Ken can come down with HIS ShinKuu-HaDouKen, Gambit can
do the Royal Flush, Magneto can do the Shockwave, etc. It's just really
cool seeing Ryu doing an AIR ShinKuu HaDouKen with his partner doing a
Team-Up attack!
-=Rogue/Ryu=-
2) REALLY weird Glitch here. This one is HARD HARD HARD to set up because
Rogue's Team Up Super ends so fast. But if you can pull it off, you get
one of the weirdest glitched up combos yet. Jab Ryu away and then Run up
and Throw Rogue FAST (remember, start this with Rogue FACING THE CORNER.
Jump over her and do the Double Team. Then QUICKLY Jab Ryu away and then
Throw Rogue. It's really really hard to set up). Then, with Rogue, do:
SJ.DN.Roundhouse \/ D.S.Jab -> S.Short -> S.Strong -> S.Forward XX Super
Rushing Punches
Now, Rogue will do her NORMAL super (Good night, Sugah!) and start wailing
on the opponent. Ryu will jump in and start doing a ShinKuu HaDouKen.
After Rogue finishes her combo, she flies up as if she kicked the enemy
upwards, but the enemy DOESN'T go up because Ryu is still pelting him/her
with the ShinKuu HaDouKen Super. However, once Rogue reaches the top of
her jump, she will MAGICALLY TELEPORT down to the victim and grab him/her
with the Power Drain ending of the Super!!! It's really bizarre looking.
You can do some other rather uninteresting things (Magneto can do a
Double Team with the Magnetic Tempest, but you just have to start the combo
with it because nothing except the Hyper Grav combos with the Magnetic
Tempest... and if you do the Hyper Grav, the trick gets nulled). Most of
the other stuff you can pull off isn't really anything special since they
just end up doing the same super they've always done. You can, however,
get some weird mind games with it (in fact, it's how we first discovered
it). I was Ryu/Ken and with Ken, did the Team up. Jason, my friend, got
behind me and did the Raging Demon. The initial Jab knocked Ryu away and
then the Raging Demon caught Ken. Then, right afterwards, in the fight, I
did the ShinRyuKen with Ken that goes straight up but missed. Thinking he
could punish me when I landed, Jason walked forward only to be shot by an
off-screen Ryu, throwing his ShinKuu HaDouKen!!! Realizing that this was
impossible lead up to the discovery of this glitch. Unfortunately, nothing
vastly interesting has come out of it.
==============================================================================
==============================================================================
-=CLOSING REMARKS=-
With the release of Marvel Super Heroes Vs. Street Fighter and Marvel
Vs. Capcom, I fully expected the popularity of X-Men Vs. Street Fighter to
be vastly dwindling. However, this expectation has ALWAYS turned out
wrong. X-Men Vs. Street Fighter is CONSISTENTLY the most popular of the
Marvel Versus FightingGame series. At UCLA, the main arcade I play at,
people challenge on X-Men Vs. Street Fighter all the time. Thus, I feel
justified updating my FAQ so late even though many people probably won't
ever get to see it, because no one will download my FAQ after so many, many
months. So if you know people who enjoy the game, please let them know my
FAQ has been updated.
I hope you enjoyed this FAQ and found it helpful. I worked very hard
trying to update it and make it as thorough as possible. Hopefully, this
is it and I won't ever have to worry about updates ever again. I think I
have found almost everything that I can find about this game now. I know
newer combos will come up as time goes by, but those combos can be
discovered by all of you out there as well, so I'm not going to sweat it.
Hopefully, after a thorough utilization of my Combo FAQ, all of you out
there can make up and do all the evil combos as well.
* * *
-=SPECIAL THANKS=-
After so many years already (more than 3 years now!!! Wow, time
flies!!!), I have had countless upon countless number of people e-mail me
about my FAQ and my Web Site, contributing ideas and asking for help and
telling me what they didn't like etc. etc. It would be literally
impossible to list the names of everyone who has helped me over the years,
so I'm not going to try. I apologize to everyone out there who e-mailed me
and I never responded. Believe me I tried so hard to be a good FAQ writer
and to respond to all e-mails out there, but school work and time just did
NOT permit. So a HUGE THANK YOU and apology to EVERYONE who wrote me over
the years. A Web Site and a FAQ can't exist without you people out there
e-mailing your comments to me and without all of you viewing it in the
first place!
There are a few names, however, that MUST be mentioned, because it
would just be a HUGE disrespect if I did not. The first people I HAVE to
give a big thanks to is what I call the "3-D X-Men Vs. Street Fighter
Team": David, Derek, and David. David Dial has simply been a huge
inspiration to me, and after I saw his Web Site, I knew I couldn't live
unless my Web Site and FAQ was updated and accurate as well. His amazing
ability to find Infinites has provided a lot of new ideas for combos, and
has led to the discovery of many new things in the game, such as the
Deterioration of the Flying Screen. Derek Daniels had helped me before,
proof reading the last version of the FAQ. He's also helped me with the
creation of new combos for this version of the FAQ through the many, long,
and fun e-mails we've written to each other. David Wright always is my
inspiration to write FAQs like this. Not only has he learned the art of
comboing to the point where he's extremely expert at it, he has also shared
his new findings with me and let me know a lot of new things I never knew
before! We've also discussed many new combos and ideas with each other
through e-mail, and his input has been invaluable. But most of all, I
would like to thank them for taking the time to look over this version of
the Web Site and FAQ and telling me of any mistakes I may have made and
correcting all my errors. I can't tell you how much I've appreciated their
help!
Thanks also to Dan Thompson, the true Combo Master of the Versus game
series (you know some sick stuff for Marvel Vs. Street Fighter AND Marvel
Vs. Capcom, boy! :-). Dan has been challenging me to create new and
better combos all the time, thanks to his supreme combo abilities. Also,
it was through his idea that I created the Practice section. He too also
helped check over this update of my Web Site and FAQ, and I thank him very
much for that as well!
I have to thank Rikki, Mike, and my friend Jason. When I play them in
X-Men Vs. Street Fighter, they choose NOT to use the lame tactics in versus
play and actually play with a great deal of enjoyment factor. It's because
of them I still will play this game two-players occasionally, prompting me
to keep my few comments that aid people playing other people, even though I
don't feel that this game is a good challenging game at all.
A big thanks to Gamest for their research and inventiveness when it
comes to finding combos. They've thought of things that I would've never
thought of doing. It is because of they new ideas they brought out that I
was able to create a LOT of the combos I have in this current version of
the FAQ.
Thanks to Adam Etheridge and Jeff Chen for helping me get to this
point by editing previous versions of my FAQ. Thanks also to the past crew
at UCLA's X-Cape (previously known as the Game Room): Kim, Pat and Kevin
all gave me opportunities to experiment on the arcade version for free
during Free Plays before I myself actually started working there. Thanks
to Scott Ishida as well, for being my local collaborator at UCLA, telling
me about new combos he has tried and helping me come up with new combos.
I know I have left out a LOT of people, and I apologize to you all.
Just know that if I forgot to mention you here, that it's not because I'm
not grateful... everything all of you out there have done is very much
appreciated! Thank you all!
Oh, and one final thanks to Alan and Jason for coming up with the name
for the "Combometer." I know they don't want me taking credit for the
name. ^_^ Alan also helped edit out some typos and grammatical mistakes,
so I need to thank Alan again. Alan also let me use his computer when I
visited Alan up north at Berkeley, where I did about 90% of my FAQ updating
writing on Alan's computer. Even though Alan's computer had trouble a lot
of the time (and Alan couldn't even fix it when he borrowed Norton
Anti-Virus by Symantec from his work (which is ironic, because Symantec is
now where _I_ work) because it wasn't a virus that was plauging Alan's
computer; Alan's computer couldn't always find Alan's hard drive so Alan's
computer would freeze up every so often... but I managed to do a LOT of
work at Alan's apartment on Alan's computer. So I need to give a HUGE
thanks to Alan for that. Alan also desired that I mention his name more in
my Thanks section and since Alan is one of my two best friends from high
school (the other being Jason), I will gladly oblige Alan by saying Alan
many times in this Alan... er... paragraph.
* * *
Finally: any comments? E-mail me at
[email protected]. What did
you like? What did you hate? What did you find particularly helpful?
What did you think wasted too much space? Tell me, please, so future FAQs
can be more suited to the people's needs. Compliments and constructive
criticism eagerly accepted, but please, no flames.
And please... PLEASE if you have way better combos than the ones I
have listed, write to me and tell me. If you have any problems or
difficulties with the combos I have listed, write to me and tell me... I'll
try and help you out if I have the time. Your input is greatly desired and
very much appreciated!
And remember, everyone: COMBO IS THE KEY!!!!!!!
==============================================================================
==============================================================================
X-Men vs. Street Fighter Infinite Combo File
as compiled by David Alexander S. Dial
First Draft: 8/18/98
Most Recent Draft: 2/13/99
Infinites Added in Latest Update:
Cyclops' Rushing Punch Infinite
Magneto's Hyper Grav Infinite Modified
Chun Li's Head Stomp Infinite
First of all, let it be known that I do not approve of ANY of the versus
games (X-Men vs. Street Fighter, Marvel vs. Street Figher, and
Marvel vs. Capcom) when it comes to two player competition. There are
just too many high damage combos that take too little skill to be taken
seriously as quality games. I play XvSF (and ONLY XvSF, out of all the
vs. series) for FUN and for FUN ONLY.
This document will show many reasons for why XvSF can't be taken
seriously, as it will list all the infinite combos known to myself, and
each character in the game has at least one. I have taken it upon myself
to find every infinite combo in the game. To me, that is the one and
only reason to play the versus games. XvSF has the most of any game in
the series, and for that reason I find it to be the most entertaining.
MvSF removed characters and features that made the game enjoyable, and
consequently made the game extremely boring to play. MvC attempted to
put some of those elements back in the game, but it also added
unnecessary features that seemed to make the game all flash and no
quality (at least in my eyes). To this day, XvSF is my favorite of the
series - the one that gives me the most enjoyment out of a series made
just for that purpose.
Terms To Be Familiar With
=========================
For the buttons, I use the notation accepted by hardcore SF players -
Jab, Strong, and Fierce for the punches, and Short, Forward, and
Roundhouse for the kicks. It may take a little longer for me to type,
but I'm a purist at heart.
The following terms may not be so straightforward (modified slightly
from James Chen's listing):
S. = Standing C. = Crouching J. = Jumping
SJ. = Super Jumping DJ. = Double Jumping -> = Chain into
XX = Buffer into D. = Dashing AD. = Air Dashing
, = Link into \/ = Land first /\ = Jump
FS = Activates the OTG = Hits opponent DN. = Hold Down
"Flying Screen" "Off the Ground"
UP. = Hold Up TWD. = Hold Toward BK. = Hold Back
Version One = First incarnation of the game, mainly
distributed in Japan and other parts of Asia.
Version Two = Second incarnation of the game. Most common
version in the US.
Version Three = Final incarnation of the game, the Sega Saturn version
was modeled after this version.
Some combos are only possible on certain versions. Restrictions will be
listed for each combo.
Weight Classes
==============
The characters can be divided into the following weight classes:
Light Normal Medium Heavy
===== ====== ====== =====
Chun Li Dhalsim Gambit Magneto
Cammy Ryu Rogue Sabretooth
Wolverine Ken Storm Bison
Akuma Cyclops Zangief
Charlie Juggernaut
Also, the term "Tall Characters" may also be used. This group
includes Storm, Cyclops, and all of the Heavy Characters.
Additional terms will be written out completely, so they should be
easy to understand. Now, on with the infinites. Note that there are many
different setups for each infinite. I've only listed the easiest or most
straightforward.
Shotokans
=========
(Shotokans = Akuma, Ryu, and Ken)
The Jumping Infinite
Restrictions: Not possible on heavy characters. Must be done in the
corner.
Setup:
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/
Infinite:
J.Short -> J.UP.Forward -> J.UP.Roundhouse (FS)
Tips: I like to use J.Jab instead of J.Short. Also, on the initial
jumpback from the setup, try skipping the J.UP.Forward, but including
it on each one thereafter.
The Bobbing Infinite
(a variation of Akuma and Ryu's Standing Infinite)
Restrictions: Not possible on Chun Li, Cammy, Dhalsim, and some heavy
characters. Actual weight restrictions not yet confirmed. Must be
done in the corner.
Setup:
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ C.Short (OTG) ->
C.Strong,
Infinite:
S.TWD.Jab -> C.Strong
Tips: I call this the "Bobbing Infinite" because your sprite will be
bobbing up and down to keep your opponent suspended in the air. Try
doing the C.Strong on Offensive Crouch rather than on a full crouch
to avoid doing Fireballs and Dragon Punches.
Akuma and Ryu
=============
The Hopkick Infinite
Restrictions: Only possible on Version One
S.TWD.Forward, C.Strong -> S.TWD.Forward, C.Strong (repeat)
Tips: This infinite is EXTREMELY easy. If you're REALLY on a Version
One, and you still can't do the combo, I can't do anything for you.
You're beyond help.
The Standing Infinite
Restrictions: Not possible on heavy characters; must be done in the
corner.
Setup (Both Akuma and Ryu):
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward ->
SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ C.Short (OTG) ->
C.Strong -> S.Forward (TWO HITS) -> S.Fierce -> S.Roundhouse,
Setup for Ryu only:
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.UP.Forward XX Roundhouse
Air Hurricane Kick (FS) \/ C.Short (OTG) -> C.Strong ->
S.Forward (TWO HITS) -> S.Fierce -> S.Roundhouse,
Infinite:
(Done immediately after the S.Roundhouse in the setup)
S.Jab -> S.Strong -> S.Forward (TWO HITS) ->
S.Fierce -> S.Roundhouse,
Tips: I've found that it's easiest on Chun Li. You may have to take
half a step in before linking back to the S.Jab.
Akuma and Ken
=============
The Air Counter Infinite
Restrictions: Opponent must be in the air (no setup at this time).
J.UP.Forward XX Roundhouse Hurricane Kick (land and repeat)
Tips: Try it on Sabretooth, and just have a friend hold the controller
straight up. It's all in the timing.
Magneto
=======
The Hyper Gravitation Infinite
Restrictions: Doesn't work on medium and heavy characters (but read
modification).
Hyper Grav, S.Roundhouse (ONE HIT) XX Hyper Grav, etc..
Tips: I like to use Short for the Hyper Gravs, because it seems easier
to switch back from Short to Roundhouse and back. Also, on Dhalsim,
you'll want to launch him, do a combo ending in a Hyper Grav, land,
and then relaunch and repeat.
MODIFICATION (by James Chen)
"Magneto's Hyper Grav Infinites:
I've figured out lots of weird stuff for Magneto's Hyper Grav
Infinites. I've basically found a way to make it work on every
character in the game, although there are alternate methods for
each character.
The first method, though very difficult, is comboing C.Strong
into the Hyper Grav. I'm not sure if this is just a Saturn glitch,
so I'd like if you guys can test it out. If you try and cancel
C.Strong, when the enemy is in the corner, into a Hyper Grav, it'll
usually miss. However, you can cancel the C.Strong insanely early,
so early that it looks just weird. Magneto leans down and then is
standing up INSTANTLY... all in the time of half a second. Using
this, I can actually do combos with Hyper Gravs in the middle:
J.Fierce -> J.Roundhouse \/ D.Jab -> C.Strong XX Hyper Grav... etc.
However, it has also helped me find some more Infinite combos. Some
characters, while caught in the Hyper Grav, can be hit by C.Strong!
Thus, if they are in the corner, you can Infinite them that way. The
timing is really strange. The way I do it is to do the motion for
the Hyper Grav, hit C.Strong when I'm at Defensive Crouch, and then
immediately shift to back and hit Roundhouse. Magneto's C.Strong
doesn't even animate for more than half a second and he instantly
pops up into the Hyper Grav, and it'll combo. Also, against Rogue,
Magneto has an Infinite combo that is REALLY screwed up... I want
you guys to test it on the PlayStation to see if the Saturn version
is just weird. If Rogue is in the RIGHT corner , you can do S.Strong
XX Hyper Grav, take half a step forward, S.Jab -> S.Strong XX Hyper
Grav, take half a step forward, S.Jab -> S.Strong XX Hyper Grav...
etc. However, if Rogue is in the LEFT corner, the S.Jab -> S.Strong
misses! However, to remedy that, you can Jump forward into the corner
the INSTANT the Hyper Grav connects, take half a step back , and THEN
do S.Jab -> S.Strong XX Hyper Grav, instantly jump forward, take half
a step back, S.Jab -> S.Strong XX Hyper Grav... etc. This makes it so
that She's a tiny bit higher when you hit her with the S.Jab, making
sure the S.Strong has time to connect. Also, one more weird glitch:
you know how when the Hyper Grav connects, you can still walk
backwards and stuff. For some reason, whenever I Hyper Grav Storm, I
can't walk backwards anymore... I'm stuck and when I hold back,
Magneto tries to block. ??? Does this happen everywhere, or just the
Saturn version? [Editor's Note: It happens everywhere.] And, I've
figured an alternate to the typical Magneto S.Roundhouse XX Hyper
Grav Infinite. For characters like Gambit and Cyclops, who are just
a tad bit too heavy for S.Roundhouse XX Hyper Grav to combo, you can
actually make it combo if your timing is good. Get the enemy in the
corner. Wait until the VERY LAST SECOND POSSIBLE and then hit
S.Roundhouse. After the Hyper Grav wears off, the enemy will fly
upwards and away, taking minor damage. Well, if you can nail them
with S.Roundhouse the INSTANT they start flying away , you'll hit
them a tiny bit higher than normal, giving them time to land in the
Hyper Grav before they hit the floor... and it still combos. This
version actually works on almost EVERYONE, but some of the other
ones are easier to do instead.
So in the end, there are five alternate versions of the Hyper Grav
Infinite: The standard Roundhouse XX Hyper Grav Infinite, the
delayed S.Roundhouse XX Hyper Grav Infinite, the C.Strong XX Hyper
Grav Infinite, the rare S.Strong XX Hyper Grav Infinite, and the
Version 2.0 only Dhalsim Air Combo Hyper Grav Infinite.
So here's a listing of which one works on whom, with the easier
one listed first:
Cyclops : Delayed S.Roundhouse XX Hyper Grav
Wolverine : Standard S.Roundhouse XX Hyper Grav
Storm : Delayed S.Roundhouse XX Hyper Grav /
C.Strong XX Hyper Grav
Gambit : Delayed S.Roundhouse XX Hyper Grav
Rogue : S.Jab -> S.Strong XX Hyper Grav /
Delayed S.Roundhouse XX Hyper Grav
Sabretooth : C.Strong XX Hyper Grav /
Delayed S.Roundhouse XX Hyper Grav
Magneto : C.Strong XX Hyper Grav /
Delayed S.Roundhouse XX Hyper Grav
Juggernaut : C.Strong XX Hyper Grav
Ryu : Standard S.Roundhouse XX Hyper Grav
Ken : Standard S.Roundhouse XX Hyper Grav
Chun Li : Standard S.Roundhouse XX Hyper Grav
Charlie : Standard S.Roundhouse XX Hyper Grav
Dhalsim : V.2 Air Combo Hyper Grav Infninte /
Delayed S.Roundhouse XX Hyper Grav
Zangief : Delayed S.Roundhouse XX Hyper Grav
Cammy : Standard S.Roundhouse XX Hyper Grav
Bison : Delayed S.Roundhouse XX Hyper Grav
Akuma : Standard S.Roundhouse XX Hyper Grav
So as it turns out, Magneto can do the Hyper Grav Infnite
to every character. Honestly, in terms of easiness to perform,
the order goes: Standard, Rare S.Strong, Dhalsim only,
Delayed, and then C.Strong. The reason why the C.Strong one is
listed so low is because the timing is just BIZARRE, and I've
only managed to do about 6 or 7 repetitions of it before my
timing is gone and I fail. The delayed S.Roundhouse one... it's
easier on the medium characters (like Gambit and Bison) because
you can hit Roundhouse RIGHT when they leave the Hyper Grav,
and it will work. On the heavy characters, like Zangief and
Sabretooth, the Roundhouse has to hit REALLY REALLY perfectly
timed. It has to be after they fly up a bit, but before they
can block. If it's too early, they'll still hit the floor before
the Hyper Grav. If it's too late, it won't combo or it'll just
miss. So on the large characters that C.Strong XX Hyper Grav
works on, it might be better to learn that timing instead."
The Corner Infinite
Restrictions: Must be done in the corner.
(any launch) /\ SJ.Jab -> SJ.DN.Short, SJ.DN.Short, SJ.DN.Short,
SJ.DN.Short, SJ.DN.Short -> SJ.Forward \/ S.Roundhouse (TWO hits) /\
SJ.Jab -> SJ.DN.Short, SJ.DN.Short, SJ.DN.Short, SJ.DN.Short ->
SJ.Forward \/ S.Roundhouse (TWO hits) /\ etc...
Tips: I like to substitute a regular SJ.Short instead of a SJ.Forward,
and a S.Strong for the S.Roundhouse.
Juggernaut
==========
The Jumping Infinite
Restrictions: Only works on Version One and Version Two; must be done
in the corner, doesn't work on heavy characters.
Setup:
C.Fierce /\ SJ.Jab -> SJ.Strong -> SJ.Fierce (FS) \/
Infinite:
J.Fierce (FS)
Tips: Yes, it really is just one button. You can also use J.Roundhouse
if you like.
Dhalsim
=======
The Drill Infinite
Restrictions: Only works on Version One and Version Two.
Character must be standing.
J.Jab -> J.DN.Forward (Forward Drill) -> J.DN.Fierce (Headroll)
Tips: You can also use J.Short for the first hit, but I use Jab
because it hits lower so it can connect on the smaller characters
more easily.
The Jumping Infinite
Restrictions: Must be done in the corner. Only works on light and
normal weight characters.
Setup:
S.Strong (jump AWAY) SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS),
(drift a bit) SJ.Short -> SJ.Roundhouse \/
Infinite:
J.Short -> J.Strong -> J.Roundhouse (FS)
Tips: Works extremely well on Chun Li. The actual infinite should
be done slowly.
The Yoga Blast Infinite
Restrictions: Only works on Rogue.
S.Strong XX Short Yoga Blast
Tips: For some reason, probably due to her reel animation, this only
works on Rogue. To get it to work, you have to hit the relaunch as
late as possible.
The Relaunching Infinite
Restrictions: Must be done in the corner.
S.Strong /\ SJ.Short -> SJ.Short -> SJ.Short ->
SJ.Short -> SJ.TWD.Strong -> SJ.TWD.Fierce (land and repeat)
Tips: The number of SJ.Shorts depends on the weight of the character.
For heavier characters, you'll want to only do three.
Bison
=====
The Flying Infinite
Restrictions: Unknown - I've never gotten it to work.
Setup:
S.Fierce /\ SJ.Jab -> SJ.Strong XX Flying
Infinite:
(Done immediately after buffering the flying)
(hold Forward Flip) Flying Jabs till Flying wears off, Strong punch
in the air XX (hold Forward Flip) Flying Jabs till Flying wears off,
Strong punch in the air, etc.
Tips: I have no tips to offer because I have never been able to do
this combo. I have trouble connecting anything after buffering into
Flying. I've been told that the timing is the same as the combo for
Iron Man in Marvel Super Heroes.
Sabretooth
==========
The Jumping Infinite
Restrictions: Only works on tall characters; character must be
standing.
J.Fierce -> J.Roundhouse (land and repeat)
Tips: Works extremely well on Version One, but it works on all
versions. On Versions Two and Three, it's easier to do a J.Strong
before the J.Fierce.
The Relaunching Infinite
Restrictions: Must be done in the corner. Confirmed on normal
weight characters.
C.Fierce (launch) /\ SJ.Jab -> SJ.Strong -> SJ.Fierce, SJ.Jab
\/ C.Fierce (launch) /\ SJ.Jab -> SJ.Strong -> SJ.Fierce, SJ.Jab
\/ C.Fierce (launch) /\ SJ.Jab etc...
Tips: The hardest part of the combo is timing the SJ.Jab to connect
after the SJ.Fierce. It should connect just before you land, so you
can do the C.Fierce to relaunch them.
Storm
=====
The Lightning Attack Infinite
Restrictions: Only works on Version One and Version Two. Must be done
in the corner.
Setup:
Throw the opponent into the corner, take a step in to get underneath
them, and then
Infinite:
Lightning Attack Up, Lightning Attack Down (land and repeat)
Tips: Remember that not all characters weigh the same, so you'll want
to change your timing depending on the character. Lighter characters
require a longer pause in between Lightning Attacks.
The Jumping Infinite
Restrictions: Only works on Version One and Version Two for most
characters (possible on Version Three for light characters only). Must
be done in the corner.
Setup:
Throw the opponent into the corner, take a step in to get underneath
them, and then
Infinite:
J.Short -> J.Forward -> J.Fierce -> J.Roundhouse (FS)
Tips: Do NOT hold the joystick while doing the infinite. Storm floats
during her jump if you do so, so just tap it to jump at them.
The Ground Infinite
Restrictions: Only works on Sabretooth; he must be standing.
J.Short -> J.Forward -> J.DN.TWD.Fierce -> J.DN.TWD.Roundhouse
Chun Li
=======
The Air-Dashing Infinite
Restrictions: Unknown.
AD.UP.Roundhouse (TWO HITS)
Tips: In order to Air Dash fast enough, you have to use the "Three
Punch" method. As soon as you jump, press all three punches and then
Roundhouse, all the while holding up on the joystick.
The Jumping Infinite
Restrictions: Must be done in the corner.
Setup:
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.TWD.Roundhouse (FS), SJ.Roundhouse
Infinite:
J.Jab -> J.Short -> J.Strong -> J.Fierce -> J.TWD.Roundhouse (FS)
Tips: You can do the setup with either a SJ.TWD.Roundhouse or a
regular SJ.Roundhouse. I like to do the regular one, and hit only once
with it. I believe that if you hit twice with the Roundhouse, the combo
won't work. However, if you use the SJ.TWD.Roundhouse, you'll get too
close to the corner and you'll have to readjust your positioning. Use
whichever method you like best.
The Standing Infinite
Restrictions: Must be done in the corner. Weight restrictions
unconfirmed (confirmed on Cammy).
Setup:
S.Roundhouse /\ SJ.Jab -> SJ.Strong -> SJ.Forward ->
SJ.TWD.Roundhouse (FS), SJ.TWD.Roundhouse
Infinite:
S.TWD.Jab -> S.TWD.Strong -> S.TWD.Forward
Tips: The opponent must never reach the ground. The standing combo is
done while the opponent is still falling. Also, it helps if you put a
slight pause before the initial S.TWD.Forward.
The Headstomp Infinite
Restrictions: Must be done in the corner. Does not work on the light
characters.
Setup: (in the corner) S.Roundhouse /\ SJ.Neutral+Short, SJ.Jab ->
SJ.Short, DJ.Jab -> DJ.Short -> DJ.Strong -> DJ.Forward ->
DJ.Towards+Fierce (optional -> DJ.Towards+RH)
Infinite: Headstomp {DN.Forward} (repeat)
Tips: Works extremely well on Juggernaut. Don't worry about the
timing of the Headstomps. If you try to time it, you'll mess up.
Just mash on the button as fast as possible. Since you are in the
Flying Screen, no Lightning Legs will come out, so don't worry.
Zangief
=======
The Air Combo Infinite
Restrictions: None.
C.Strong /\ BK.SJ.Jab -> BK.SJ.Forward XX
Air Kick Lariat (land and repeat)
Tips: The only way to land far enough to relaunch is to hold back
during the whole combo.
The One Move Infinite
Restrictions: Character must be standing.
Jumping Kick Lariat (land and repeat)
Tips: Although the combo will work just by continually jumping
towards them and doing a Kick Lariat, it's much easier to stick in
a J.Forward or a J.Short before the Lariats.
Gambit
======
The Kinetic Card Infinite
Restrictions: Doesn't work on Dhalsim, Cammy, Chun Li, or heavy
characters. Must be done in the corner.
Setup:
Throw them into the corner with Strong or Fierce, then
DS.Short (OTG) -> S.Forward -> S.Roundhouse XX Jab Kinetic Card,
then
Infinite:
DS.Short -> S.Roundhouse XX Jab Kinetic Card
Tips: The key to this combo is learning the timing on the DS.Short.
The One Move Infinite
Restrictions: Character must be airborne already.
S.Short
Tips: You CAN set it up in the corner using the setup for the Kinetic
Card infinite, but switch to the S.Shorts after the Card hits. Also,
once again, although you only need the one move, it works better if you
do S.Jab -> S.Short and repeat that two hit combo. Also... THIS
variation works even better, but it also only works in the corner:
Setup: C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce (FS) -> SJ.Roundhouse, SJ.Roundhouse (OTG) \/
Infinite: S.TWD.Short -> S.TWD.Roundhouse (repeat)
Tips for this variation: The first three hits of the setup should be
done slowly, but the next two [SJ.Fierce (FS) -> SJ.Roundhouse] must
be done as quickly as possible.
The Air Combo Infinite
Restrictions: Only works on Juggernaut. Must be standing next to him.
Setup:
Strong Kinetic Card or Strong Trump Card
Infinite:
J.Jab -> J.Short -> J.Strong -> J.Forward
Tips: Since there is no Flying Screen activated, the timing on the
combo must be precise. If your timing is off by even a bit, they can
block before you can hit them again. Try to time the hits as far apart
as possible - the J.Short should be done at the top of your jump, and
the J.Forward should hit just before you land. This is a nice infinite
because it works anywhere on the screen.
Rogue
=====
The Dive Kick Infinite
Restrictions: Only works on tall characters when they are standing.
J.DN.Roundhouse \/ J.Short
Tips: This is one of the easiest infinites in the game, as long as you
hit the short on the way up and combo it into the Dive Kick, you should
be fine.
The Air-Dashing Infinite
Restrictions: Unknown.
AD.Short -> AD.Strong -> AD.Roundhouse
Tips: As with Chun Li's Air-Dashing Infinite, you must use the "Three
Punch" method to dash. Jump up, hit all three punches, then do the three
hit combo before you land. Land and quickly repeat. I haven't completed
this combo with much consistency, but I've seen it done.
The Ground Dashing Infinite
Restrictions: None.
DS.Short -> S.Strong
Tips: As with Gambit's Kinetic Card infinite, you just have to learn
the timing of the DS.Short.
The Air Combo Infinite
Restrictions: Only works when cornered by Juggernaut (or on a team
also consisting of either Gambit or Magneto).
Setup:
Juggernaut only - Kiss Steal when cornered
Gambit - Kiss Steal, then when Juggernaut comes in:
Kinetic Card up close</pre><pre id="faqspan-8">
Magneto - Kiss Steal, then when Juggernaut comes in:
Hyper Gravitation
Infinite:
J.Jab -> J.Short -> J.Strong -> J.Forward
Tips: This is exactly like Gambit's infinite, but it can only be setup
when you are being cornered or if you have stolen Gambit's or Magneto's
powers already. Their projectiles will place Juggernaut in perfect
position for the infinite. Also, if Juggernaut is jumping, you can
just jump up and infinite anywhere on the screen. Again, keep the hits
spaced as far apart as possible.
The Sonic Boom Infinite
Restrictions: Can only be done on a team with Charlie. Must be done
in the corner.
Setup:
Kiss Steal on Charlie, then in the corner do
DS.Short -> S.Strong
Infinite:
Roundhouse Sonic Boom
Tips: You just really have to learn the recovery on the Sonic Booms,
and make the next Sonic Boom hit just before they recover from the
first. The setup combo isn't really necessary, it's just a convenient
way to get right next to your opponent, and the combo only works from
point blank range.
The Earthquake Infinite
Restrictions: Can only be done on a team with Juggernaut. Must be done
in the corner.
Setup:
Kiss Steal on Juggernaut, then in the corner do
DS.Short -> S.Strong
Infinite:
Short Earthquake
Tips: Read the above tips for The Sonic Boom Infinite. The same tips
apply here.
The Yoga Flame Infinite
Restrictions: Can only be done on a team with Dhalsim. Must be done
in the corner. Weight restrictions unconfirmed.
Setup:
Kiss Steal on Dhalsim, then in the corner do
Infinite:
DS.Jab XX Short Yoga Flame
Tips: This is much more difficult than the previous Stolen Powers
Infinites, but again it's all in the timing. You have to hit the
DS.Jab before they recover from the Yoga Flame.
The Corner Infinite
Restrictions: Cannot be done to Juggernaut. Must be done in the corner.
Setup:
C.Fierce (launch) /\ SJ.TWD.Jab -> SJ.TWD.Short -> SJ.TWD.Strong ->
SJ.TWD.Roundhouse (FS), SJ.TWD.Short (OTG)
Infinite:
S.TWD.Jab -> S.TWD.Short
Tips: The timing is very strict for this infinite. If you go too fast,
the opponent may juggle too high up to combo; if you go too slowly,
they will fall. Also, it is VERY important to hold towards on the
joystick throughout the combo - you want to be as close as possible
for the first S.TWD.Jab, and continue to hold it for the infinite so
as not to be pushed away. Also, against light and heavy characters,
the SJ.TWD.Strong in the setup should be skipped.
Cammy
=====
The Air Combo Infinite
Restrictions: Only works on light and normal weight characters. Must be
done in the corner.
Setup:
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce -> SJ.Roundhouse (FS), SJ.Roundhouse \/
Infinite:
J.Jab -> J.Short -> J.Strong -> J.Forward -> J.Fierce -> J.Roundhouse
Tips: The key to the setup is to do the combo slowly. Once you get the
timing on the setup, the actual infinite is pretty easy. I speed through
the first four hits of the infinite, then do the last two after a slight
pause.
The Relaunching Infinite
Restrictions: Must be done in the corner.
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce, SJ.Fierce \/ S.Jab ->
S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Jab ->
SJ.Short -> SJ.Strong -> SJ.Fierce, SJ.Fierce \/ S.Jab, etc...
Tips: Time it so you hit the second SJ.Fierce as late as possible,
because it doesn't set the Flying Screen and they can block if you
mess up your timing.
The Midscreen Infinite
Restrictions: Only works on normal sized characters. They must be
jumping straight up. Can be done anywhere on the screen
Setup:
No setup found at this time. Character must be jumping straight up.
Infinite:
J.Jab -> J.Short -> J.Strong -> J.Forward
Tips: This is EXACTLY like Gambit's and Rogue's infinites on Juggernaut.
Again, since there is no Flying Screen activated, the timing on the
combo must be precise.
Charlie
=======
The Jumping Infinite
Restrictions: Must be done in the corner.
Setup:
Throw them into the corner with any of the four throw buttons, take a
step in to get underneath them, then jump STRAIGHT UP and do
Infinite:
J.Jab -> J.Strong -> J.Fierce (FS) -> J.Roundhouse
Tips: The infinite must be done slowly, spacing the hits as far apart
as possible.
The Relaunching Infinite
Restrictions: Must be done in the corner.
Variation #1
Infinite:
C.Fierce (launch) /\ SJ.Jab -> SJ.Short -> SJ.Forward XX Forward Air
Razor Kick, SJ.Forward \/ C.Fierce (launch) /\ SJ.Jab -> SJ.Short ->
SJ.Forward XX Forward Air Razor Kick, SJ.Forward \/ C.Fierce (launch) etc...
Variation #2
Setup:
Throw them into the corner
Infinite:
C.Fierce (launch) /\ SJ.Strong XX Forward Air Razor Kick, SJ.Strong \/
C.Fierce (launch) /\ SJ.Strong XX Forward Air Razor Kick, SJ.Strong \/
C.Fierce (launch) etc...
Tips: Although the second variation seems easier, practice with the first
variation to get the timing of the "SJ.Forward XX Forward Air Razor Kick,
SJ.Forward" sequence. The hardest part of the combo is connecting the
SJ.Forward after the Forward Air Razor Kick. Many times, it will OTG, but
in order for the combo to be an infinite, you have to hit them while they're
still in the air. Also, you can probably tell that either SJ.Strong or
SJ.Forward will work after the Air Razor Kick. As long as you don't use
SJ.Fierce or SJ.Roundhouse (which activate a FS), any hit should work.
Wolverine
=========
The Air Combo Infinite
Restrictions: Must be done in the corner.
Setup:
There are several setups to this infinite. I'll list the four I
know, in order from easiest to hardest (all in my opinion) -
A) Berserker Barrage Super
B) Fierce Berserker Barrage, mash on Fierce
C) S.Roundhouse /\ SJ.Jab -> SJ.Short ->
SJ.DN.Forward -> SJ.Roundhouse (FS)
D) S.Roundhouse /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Strong -> SJ.Strong XX Diagonally Up Drill
Claw (FS) -> SJ.Roundhouse, SJ.Roundhouse
Infinite:
J.Short -> J.Forward -> J.Roundhouse (FS)
Tips: This is the easiest form of the infinite that I've seen. You
can do any variation of hits for the combo, even going so far as
doing a full six hit combo as in Cammy's infinite. Just keep your
opponent at the right height. Remember that the more hits in the combo,
the higher you juggle them. If they start to get too low, insert more
hits in the combo.
Cyclops
=======
The Air Combo Infinite (aka The Double Jump Infinite)
Restrictions: Only works on Version One and Version Two. Must be done
in the corner.
Setup:
S.Strong /\ SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward ->
SJ.Fierce (FS), SJ.Fierce, DJ.Jab -> DJ.Short -> DJ.Strong ->
DJ.Forward -> DJ.Fierce, (while falling) Air Fierce Punch \/
Infinite:
J.Short -> J.Strong -> J.Fierce (FS), DJ.Short -> DJ.Strong ->
DJ.Fierce (FS)
Tips: Again, you can vary the number of hits in the combo, depending
on the height of the character during the juggle. I personally don't
do the double jumping hits. I just space out the hits in the regular
jumping combo and repeat those.
The Gene Splice Infinite
Restrictions: Doesn't work on heavy characters (actual weight
restrictions are unconfirmed).
S.Strong, Strong Gene Splice (ONE automatic extra hit)
Tips: You have to pause slightly before doing the Gene Splice. If you
buffer into it, the combo won't work. Also, don't mash on the button
after hitting with the Gene Splice. The extra hit will come out
automatically - if you keep hitting the button, more hits will come out,
but you can't repeat the combo. Finally, as with most relaunching
infinites, the relaunch must be done as late as possible.
The Infinite on Tall Characters
Restrictions: Only works on tall characters (hence the name).
J.Short -> J.DN.Fierce -> J.DN.Roundhouse
Tips: This works best in the corner, though I don't think it's
necessary. Also, you'll want to do the first two hits of the combo
rather quickly, and pause before hitting with the J.DN.Roundhouse.
The Infinite on Juggernaut
Setup:
S.Short -> S.Strong, Fierce Gene Splice (ONE automatic extra hit)
Infinite:
J.Jab -> J.Short -> J.Strong -> J.DN.Forward
Tips: You want to be a little away from Juggernaut before you launch
him. Also, the Gene Splice often crosses them up, so you'll end up on
the opposite side from where you started. Once again, as with Gambit's
and Rogue's infinites, you have to space the hits as far apart as
possible in order to land and repeat the combo.
The Bobbing Infinite
Restrictions: Not possible on Chun Li, Cammy, Dhalsim, and some heavy
characters. Actual weight restrictions not yet confirmed. Must be
done in the corner.
Setup:
C.Fierce /\ SJ.Jab -> SJ.Short -> SJ.Strong ->
SJ.Fierce (FS), SJ.Fierce \/ C.Short (OTG) ->
C.Strong,
Infinite:
S.TWD.Jab -> C.Strong
Tips: As with the Shotokan Bobbing Infinite, you must do the C.Strong on
Offensive Crouch rather than on a full crouch to avoid doing Ground Optic
Blasts and Dragon Punches.
The Rushing Punch Infinite
Restrictions: Unconfirmed as to which versions this is possible on.
Must be done in the corner.
Infinite:
S.Jab->S.JabXXRushing Punches {Toward, Toward, Jab+Short}
(FOUR HITS) ->S.Jab->S.JabXXRushing Punches (FOUR HITS)
(repeat sequence)
Tips: I have yet to complete this combo in the arcades, but it was
confirmed on the consoles, with the game extremely slowed-down.
Basically, let the Rushing Punches hit twice, cancel into two Standing
Short Kicks, then buffer another Rushing Punches. Repeat till dizzy.
You should then be able to repeat the combo and continue it till the
opponent is dead.
Ryu
===
(See also "Shotokans" section and "Akuma and Ryu" section"
The Hurricane Kick Infinite
Restrictions: Must be done in the corner.
Setup:
Air Hurricane Kick that hits LATE, then land and
Infinite:
S.Jab -> S.Strong XX Short Hurricane Kick
Tips: On the initial hits after the Air Hurricane Kick, it sometimes
helps to skip the S.Jab.
Ken
===
Ken has no other infinites besides the ones listed in the "Shotokans"
section and the "Akuma and Ken" section.
Those are all the infinites that I've found to date (2/13/99). I'm
sure there are many more. The game is several years old, and many
of the ones listed were only found in the past week. If you find
any infinites in this game that aren't listed, please contact me at
[email protected],or find me on EFNet as either "Gunter" or
"Namonaki". I'd love to hear them.
Note: when sending me an infinite, remember these guidelines -
A) Throws are not involved in a true infinite (they can be the initial
setup, however).
B) Please verify the combo to at least 4 repetitions, with 20+ hits
preferred. If you can tape the combo, that'd be great.
C) Infinites on Apocalypse and on Dhalsim are not wanted.
Thanks to James Chen, Ben Cureton, Derek Daniels, Kris Grytebust,
Trien Ho, Ian D. Kaylor, Jef Pearlman, Dan Wilson, David Wright, and
Mike Zaimont for sending me their infinites.
More to come...