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ZK7 M,K [ Marvel Vs. Capcom 2 : New Age Of Heroes ]
M , # M [ ComboFAQ Episode / v14.5 / 04.05.11 ]
MN@2; M [ arcade / dreamcast / ps2 / xbox ]
M9M ZiPM [ directed by : shouji / forum : shouji ]
M5LM9 @MZ [ email :
[email protected] ]
jNM 2 X7 [ playstation network id : shouji-kun ]
MHMX MMM:N M
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MMMMMMMMMNMMMMMMMM5Z MHMMMMMMMH; 2MMMMMMMMMMMP
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:i MMMMM MMMMMH@MjPLK5PXNMMMMMM
MMMM 9MMMMM@MM9MKXZL2ZPRMN
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:MMMMMMMMMMMKMMM
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( hayato kanzaki : black hayato ) MM KMM:
MMM@K:LMi
HMMMMMMK
i2i7R
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Copyright 2000 - 2011 `shouji´
The following FAQ you are looking The most updated issue of the FAQ
through was made by me, `shouji´. will be given to www.gamefaqs.com
<
[email protected] > D primarily. Unless denoted, if any
Made for the use of only personal I other location has it, then nine-
and/or private purposes. Whenever S times-outta-ten it was ripped out
reproduced, electronically is the C from there. If placed on a freely
way it must be done. However, the L assessable webpage/site, this FAQ
correctness and accuracy of any & A may be altered to fit any certain
all material listed with this FAQ I guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors M copyright info must remain in its
or omissions that inflict damages E original form and state. If there
or problems towards anything will R is any problem by now with any of
NOT be the author`s fault. That`s the preceding info, then maybe it
just how it works out. Comprende? would be best to try another FAQ.
For no reason should this FAQ be used for profitable and/or promotional
purposes (ie - published in guides, magazines, hint books, etc). Nor is
this document to be given away along with any purchases as a gift/extra
or the like. It isn`t my forte to write all this up to get others rich.
Anyone who has enough interest in this FAQ and would like to include it
on their site, please ask me first in a letter describing your page (do
include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
me. I`m normally pretty lenient about it if you take that approach. All
copyrights and trademarks associated with this FAQ are acknowledged. Do
give credit where it`s due as well. I`d hate to damn your soul to hell.
Plagiarism sucks. `shouji´ has written, so it shall be spoken. =)
The `Capcom´ characters are copyright 2000 Capcom Co., Ltd.
The `Marvel´ characters are copyright 2000 Marvel Characters, Inc.
Strider Hiryuu is copyright Moto Kikaku.
All rights reserved.
This FAQ is available at the following places :
-------------------------------------------- Marvel v. Capcom 2 // ComboFAQ -
- GameFAQs gamefaqs.com/
A note to other sites: DO NOT rip off this document from GameFAQs.com (or
any of the other listed sites) and just place it on your website. It is a
real pain in the ass to find my work posted on other websites when I know
that I didn`t send it to them. If any other gaming or FAQ hub is so eager
to incorporate any of my FAQs to their site, then that`s great. But first
take a moment and send me an email to ask me properly for them. For those
that find that so difficult to do, then go forth and write your own FAQs.
.. I`m through ranting now. Have a nice day. ^_^
__________
| --- table of contents
¯¯¯¯¯¯¯¯¯¯ [ select your phase
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Phase 1 : Briefing (Introduction)
Phase 2 : Getting To Know Your Weapons (Controller + Button Notation)
Phase 3 : Understanding The Plan (Combo Listing Notation)
Phase 4 : Maneuvering Through Terrain (How To Read The Combos)
Phase 5 : Advanced Battle Tactics (Character Combos)
- amingo - anakaris - blackheart
- bulleta / b.b. hood - cable - cammy
- captain america - captain commando - chun-li
- colossus - cyclops - dan hibiki
- dhalsim - doctor doom - felicia
- gambit - gouki / akuma - hayato kanzaki
- hulk - iceman - iron man
- jill valentine - jin saotome - juggernaut
- ken masters - kobun / servbot - magneto
- marrow - morrigan aensland - nash / charlie
- omega red - psylocke - rockman / megaman
- rogue - roll-chan - ruby heart
- ryuu - sabretooth - sakura kasugano
- hiyakeshita sakura - sentinel - shuma-gorath
- silver samurai - sonson - spider-man
- spiral - storm - strider hiryuu
- thanos - tron bonne - vega / m. bison
- venom - war machine - wolverine (MVC v.)
- wolverine (XVSF v.) - zangief - mecha zangief
Phase 6 : Unleashing Hell (Delayed Hyper Combos)
Phase 7 : The Battle Concluded (Special Thanks)
Phase 8 : Surveying The Damage (Issue Revisions)
Phase 9 : Debriefing (Final Note)
__________
| --- phase 1.o // briefing
¯¯¯¯¯¯¯¯¯¯ [ introduction
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The FAQ speaks for itself really. So this will be short and sweet.
Everyone knew that somebody was going to eventually step up and make this damn
thing sooner or later. Now the wait`s over. The `Marvel v. Capcom 2´ Combo FAQ
have been constructed; gathering the combos from around the arcades and
internet to combine into a document using up hundreds of thousands of bytes
- as well destroying a few trees here and there whenever it`s printed out.
.. They died for a fairly decent cause. Honestly.
I`m now retired from this game, but to everyone else: Enjoy the mayhem. I did.
This FAQ is written with the assumption that you know the basis of terms and
gameplay for `Marvel v. Capcom 2: New Age Of Heroes´. If not, I advise you to
look at the FAQs written and posted at <gamefaqs.com> or other gamesites first
before looking through this one. There is only limited info concerning button
notation and gaming notes listed within this FAQ.
__________
| --- phase 2.o // getting to know your weapons
¯¯¯¯¯¯¯¯¯¯ [ controller + button notation
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ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- N -- f Retreat / Guard Neutral Advance
/ | \
db d df Crouch / Low Guard Crouch Offensive Crouch
- Reverse forward and back if you`re on the right side of screen.
( Dreamcast Control Pad Setup )------------------------------------------------
L-trigger R-trigger Assist 1 Assist 2
X Y LP HP
A B LK HK
( Arcade Joystick Setup )------------------------------------------------------
X Y Z Light Punch (LP) Hard Punch (HP) Assist 1
A B C Light Kick (LK) Hard Kick (HK) Assist 2
Light Punch = Jab Light Kick = Short
Hard Punch = Fierce Hard Kick = Roundhouse
- Button notation can be changed at the "Button Config." menu in the Option
screen. This FAQ utilizes the default setups shown above.
- As you know, Capcom has dropped the Strong (MP) and Forward (MK) buttons
in `Marvel v. Capcom 2´, however the attacks still remain. Those attacks
can now only be accessed during:
1) a chain combo (LP > LK > LP = Jab > Short > Strong)
2) pressing the "Light" attack button twice in succession when it hits an
opponent (LP > LP = Jab > Strong)
3) holding down-forward on the controller as you press one of the "Hard"
attack buttons (df + HP = Strong)
For example, Cyclops` launcher is Standing MP. The animation for his launcher
will appear if LP is pressed twice, or by just pressing df + HP.
__________
| --- phase 3.o // understanding the plan
¯¯¯¯¯¯¯¯¯¯ [ combo listing notation
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> indicates the following attack will chain from the previous attack.
- Jab > Short > Strong > Forward > Fierce > Roundhouse
XX indicates 2-in-1s, Super Cancels, or Hyper Cancels.
- Fierce XX Hadou Ken XX Shinkuu Hadou Ken
/\ indicates that you jump or rise in air after previous move or command.
- Launcher /\ Jab > Short > Strong > Forward > Fierce > Roundhouse
\/ indicates that you land to the ground after previous move or command.
- Fierce > Roundhouse \/ Jab > Short > Strong > Forward
, indicates that no special combo method is needed between the two moves.
- Web Ball, Fierce
( ) indicates a move that can be added into the combo, but not necessary.
normally used when a certain move may alter the combo`s outcome.
(moves/attacks in parenthesis aren`t included in posted hit number)
- Jab > Short (> Strong) > Forward > Fierce > Roundhouse
[ ] indicates the number of times a move must hit before continuing combo.
- Jab > Short > Strong [2 hit] > Forward > Fierce > Roundhouse
+ stands for "and"
- df + Fierce
/ stands for "or"
- Jab > Short > Strong > Forward > Fierce/Roundhouse
* stands for new or updated combos/information since the last revision.
s. stands for STANDING sj. stands for SUPER JUMPING
c. stands for CROUCHING dj. stands for DOUBLE JUMPING
j. stands for JUMPING tj. stands for TRIPLE JUMPING
d. stands for DASHING ad. stands for AIR DASHING
f. stands for FLYING (otg) stands for OFF THE GROUND
__________
| --- phase 4.o // maneuvering through terrain
¯¯¯¯¯¯¯¯¯¯ [ how to read the combos
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This is the format that all combos are listed in for this FAQ:
o--- A o--- B o--- C o--- D o--- E
/ / / / /
19 :: 45 dmg :: 6 hit :: shouji /
j.Fierce \/ d.s.Jab > s.Short > s.Forward XX Captain Kick
(Jump HP \/ d.s.LP > s.LK > s.LK XX qcb + K)
\
o--- F
A -- Combo Number
The number of the combo. All the combos are listed in descending order
by the amount of damage it does. The strongest combos are at the top
and go down to the weaker ones. (If two combos share the same damage,
they are then ordered by the amount of hits.)
B -- Combo Damage
The amount of damage the combo does. The total amount of energy in a
meter is 143 points. So the above combo is 45 points (31%). Damage
counts are based on the characters that take neutral damage (Amingo,
Cable, Captain Commando, Gambit, Guile, Iron Man, Jin Saotome, Nash,
Sakura Kasugano, Ruby Heart, Ryuu, Vega, Venom, War Machine.)
All damage is based on the game set at its default: '2'.
C -- Hit Counter / Combometer
The number of hits the combo will do.
D -- Source / Acknowledgement
If the combo wasn`t created by me, credit is listed here where the
source was from. A person`s name, magazine, or even forum names (in
addition to the forum) can be used here.
E -- The Combo
The full combo, from the first hit to the last. Buttons are denoted by
the 4-button Capcom method: Jab and Fierce are the Punches, and Short
and Roundhouse are Kicks. Specific and signature moves are cited with
their proper Japanese names (ie - Shouryuu Ken, Saotome Typhoon, etc.)
and used within most of the combos.
Some combos possess button-specific moves in them, such as a 'Fierce
Shield Slash'. The 'Fierce' means to use that strength button when
doing the move. Thus, qcf + HP. The use of a certain button can deal
with things such as move principles and/or damage. Since Cap. America
attacks differently with each Shield Slash, the Fierce version will
offer the best overall results for that particular combo. There are
other times where it doesn`t matter what strength button you use, like
for this Ryuu combo: s.Jab XX Hadou Ken. If you performed the Hadou Ken
with Jab (LP) or Fierce (HP), the combo would be exactly the same.
Each combo listed in this FAQ was performed on Amingo, Cable or Ryuu
unless otherwise stated. If "large opponent" is read before the combo,
a person such as Zangief, Thanos or Juggernaut was used. Cable can be
used in most situations as well.
F -- The Shorthand Combo
This is all the motions you have to do to pull off the combo that`s
above it. Just all written in shortened notation. Also useful if people
don`t know the motion of a move by its name. At this point, I`m sure
everyone knows that Ryuu`s Hadou Ken is a 'qcf' motion. But people may
not know that Juggernaut`s Juggernaut Body Press is a 'hcf' offhand.
There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.
A final point to add. I appreciate anyone submitting combos and info. But if
you`re going to send in something, help me a little and follow these steps:
1) Check if the combo is listed.
If it is, don`t send it. If it`s the same combo, just with one extra hit
or a substitution of a hit (ie - replacing j.HP with a j.HK), don`t send
it in. I hate to receive the same combos over and over. Can`t credit one
combo to eight different sources.
2) Make sure the combo _works_!
Meaning, the moves have to connect one after the other in a manner where
the opponent CANNOT guard in the middle. If the combo doesn`t work, then
why bother wasting your time and mine with it? For example, you will not
get Omega Red`s Carbonadium Smash in an aerial rave. Performing Gambit`s
Kinetic Card after his Standing Fierce won`t connect. (That`s aside from
using Assists to aid.) Make sure each hit links from the previous or the
combo(s) won`t be added. Period.
However in saying that, and since this is for MVC2, I do accept "off the
ground" (otg) and throw combos even though an opponent can virtually get
out of them with a well-timed tech roll or tech hit. Since combos can go
either way because of that, you are allowed to submit them and show what
can happen if the entire thing carries out.
3) Include any information about the combo that is necessary.
Believe it or not, there are combos that work on Bulleta or Cyclops that
won`t work on Roll or Servbot. I know. It is a shocker. If a combo works
only on a certain character or level (ie - height) of character, I don`t
want to sit for hours on end and do it on someone it isn`t going to work
on. So if you don`t specify I`ll assume it was done on Cable or Ryuu. So
if I can`t pull it off on them after about 20 attempts, I`m not going to
add it.
4) Please give the number of hits and amount of damage the combo does. That
way I know if I`m doing the combo you`re giving to me correctly.
__________
| --- phase 5.o // advanced battle tactics
¯¯¯¯¯¯¯¯¯¯ [ character combos
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Amingo :: fushigi na jin-shokubutsu
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o1 :: 74 dmg :: 37 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > c.Fierce [1 hit] XX Fierce Kaze no Sakebi
[3 hit] XX Taiyou no Megumi
(Jump LK > LP \/ d.s.LP > c.HP XX qcf + HP XX qcf + KK)
o2 :: 74 dmg :: 33 hit
Opponent in corner. j.Short > j.Strong \/ Jab Kaze no Sakebi [3 hit],
d.c.Short (otg) > c.Roundhouse XX Jab Kaze no Sakebi [1 hit] XX Taiyou no
Megumi
(Jump LK > LP \/ qcf + LP, d.c.LK > c.HK XX qcf + LP XX qcf + KK)
o3 :: 69 dmg :: 31 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.c.Short > c.Roundhouse XX Jab
Kaze no Sakebi [1 hit] XX Taiyou no Megumi
(Jump LK > LK \/ d.c.LK > c.HK XX qcf + LP XX qcf + KK)
o4 :: 68 dmg :: 6 hit :: Bantam13
j.Short > j.Strong \/ d.c.Short > c.Roundhouse XX Jab Kaze no Sakebi [1
hit](otg) XX Shokubutsu no Okite
(Jump LK > LP \/ d.c.LK > c.HK XX qcf + LP XX qcb + PP)
o5 :: 66 dmg :: 7 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ Jab Kaze no Sakebi [3 hit],
d.c.Short (otg) XX Shokubutsu no Okite
(Jump LK > LP \/ qcf + LP, d.c.LK XX qcb + PP)
o6 :: 62 dmg :: 4 hit :: Bantam13
j.Fierce \/ d.s.Jab > s.Strong XX Shokubutsu no Okite
(Jump HP \/ d.s.LP > s.LP XX qcb + PP)
o7 :: 60 dmg :: 5 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Short > s.Forward XX Shokubutsu no Okite
(Jump LP > LK \/ d.s.LK > s.LK XX qcb + PP)
o8 :: 57 dmg :: 23 hit :: Chocobo Combo Video #1
Opponent in corner. Stand close. Daichi no Kodomo (Punch/Kick) /\
j.Roundhouse [3 hit] \/ (cactus hits) d.s.Jab > s.Fierce [4 hit] XX Jab
Kaze no Sakebi [2 hit], d.c.Short (otg) > c.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Kaze no Sakebi [3 hit], sj.Roundhouse
(qcf + LK/HK /\ Jump HK \/ d.s.LP > s.HP XX qcf + LP, d.c.LK > c.LK /\
sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP, sj.HK)
o9 :: 56 dmg :: 13 hit
Opponent in corner. j.Fierce \/ d.c.Short > c.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward XX Jab Kaze no Sakebi [3 hit], sj.Roundhouse
(Jump HP \/ d.c.LK > c.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP,
sj.HK)
1o :: 54 dmg :: 8 hit
j.Fierce \/ d.c.Short > c.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce
(Jump HP \/ d.c.LK > c.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
11 :: 52 dmg :: 4 hit :: Bantam13
d.s.Jab > s.Forward XX Jab Kaze no Sakebi [1 hit] XX Shokubutsu no Okite
(d.s.LP > s.LK XX qcf + LP XX qcb + PP)
12 :: 51 dmg :: 12 hit :: Chocobo Combo Video #1
Opponent in corner. df + Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, sj.Short > sj.Forward XX Jab Kaze no Sakebi [3 hit], sj.Short
> sj.Strong
(df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LK > sj.LK XX qcf + LP,
sj.LK > sj.LP)
13 :: 50 dmg :: 15 hit :: Bantam13
j.Short > j.Forward \/ d.c.Short > c.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Fierce Kaze no Sakebi
(Jump LK > LK \/ d.c.LK > c.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
HP)
14 :: 48 dmg :: 9 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > c.Forward /\ sj.Short > sj.Forward,
sj.Short > sj.Forward > sj.Fierce
(Jump LK > LK \/ d.s.LK > c.LK /\ sj.LK > sj.LK, sj.LK > sj.LK > sj.HP)
15 :: 47 dmg :: 16 hit
j.Roundhouse [3 hit] \/ c.Short > c.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Fierce Kaze no Sakebi
(Jump HK \/ c.LK > c.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP)
16 :: 47 dmg :: 16 hit :: Bantam13
j.Roundhouse [3 hit] \/ s.Jab > c.Strong /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Fierce Kaze no Sakebi
(Jump HK \/ s.LP > c.LP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP)
17 :: 43 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.s.Jab > c.Fierce [1 hit] XX
Fierce Kaze no Sakebi
(Jump LK > LP \/ d.s.LP > c.HP XX qcf + HP)
18 :: 42 hit :: 7 hit :: Bantam13
Opponent in corner. Jab Kaze no Sakebi [3 hit], d.c.Short (otg) > s.Strong
XX Fierce Midori no Kanki
(qcf + LP, d.c.LK > s.LP XX qcb + HP)
19 :: 35 dmg :: 5 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Roundhouse XX Fierce Midori no Kanki
(Jump LK > LK \/ d.s.LK > s.HK XX qcb + HP)
2o :: 32 dmg :: 8 hit :: Bantam13
j.Roundhouse [3 hit] \/ d.s.Jab > s.Fierce
(Jump HK \/ d.s.LP > s.HP)
21 :: 30 dmg :: 6 hit :: Bantam13
j.Roundhouse [3 hit] \/ d.s.Short > s.Forward XX Fierce Midori no Kanki
(Jump HK \/ d.s.LK > s.LK XX qcb + HP)
22 :: 28 dmg :: 5 hit :: Bantam13
j.Short > j.Forward XX Jab Kaze no Sakebi
(Jump LK > LK XX qcf + LP)
23 :: 28 dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ Jab Midori no Kanki
(Jump LK > LP \/ qcb + LP)
[ Xtra ]
- Combo o1,o2,o3
Rapidly press the Kick buttons so the Taiyou no Megumi hits more.
- Combo o8
In the video, Amingo was point blank against the opponent before this combo
was executed. Immediately after releasing the Daichi no Kodomo (Punch/Kick)
(and it doesn`t matter which one you do as they act the same), jump and do a
j.Roundhouse on Amingo`s descent to make sure all 3 hits connect. By the
time it finishes, the little cactus will do the linking hit while Amingo is
landing, allowing him to combo in the d.s.Jab > s.Fierce.
- Combo 12
After Amingo beats the opponent back against the wall with the Jab Kaze no
Sakebi during the aerial rave, immediately attack with the sj.Short >
sj.Strong before they fall out of range.
- Combo 19,21
In the corner, the Fierce Midori no Kanki will hit an additional time for +9
damage.
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Anakaris :: ougon no zettai kami
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o1 :: 91 dmg :: 10 hit :: Caliber X
d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX Jab Cobra Blow XX
Hitsugi no Utage
(d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP XX b,f + LP XX d,d + PP)
o2 :: 89 dmg :: 12 hit
Anakaris 1/2 screen away. Pharaoh Magic [4 hit], d.c.Short (otg) >
c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
sj.Roundhouse
(HK,LP,d,LK,HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP >
sj.HK)
o3 :: 79 dmg :: 10 hit :: Caliber X
d.s.Jab > s.Strong XX Pharaoh Illusion
(d.s.LP > s.LP XX f,LK,HP)
o4 :: 75 dmg :: 9 hit :: Chocobo Combo Video #1
d.c.Short > c.Forward > c.Fierce XX Pharaoh Illusion
(d.c.LK > c.LK > c.HP XX LP,LP,f,LK,HP)
o5 :: 72 dmg :: 41 hit :: E C
d.c.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX Pharaoh
Cobra Blow
(d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > s.LP XX b,f + PP)
o6 :: 55 dmg :: 9 hit
Opponent in corner. d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short XX
Jab Cobra Blow, sj.Jab > sj.Short XX Jab Cobra Blow
(d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK XX b,f + LP, sj.LP > sj.LK XX b,f +
LP)
o7 :: 51 dmg :: 9 hit
d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce > sj.Roundhouse
(d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o8 :: 51 dmg :: 8 hit
d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short XX Jab Cobra Blow,
sj.Jab XX Jab Cobra Blow
(d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK XX b,f + LP, sj.LP XX b,f + LP)
o9 :: 48 + 22 dmg :: 8 + 1 hit
d.s.Short > s.Strong > c.Fierce /\ sj.Jab > sj.Short XX Jab Cobra Blow,
sj.Jab > sj.Short XX Jab Mirra Drop
(d.s.LK > s.LP > c.HP /\ sj.LP > sj.LK XX b,f + LP, sj.LP > sj.LK XX qcf +
LP)
1o :: 46 dmg :: 6 hit
d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce XX Fierce Cobra Blow
(d.s.LP > s.LK > s.LP > s.LK > s.HP XX b,f + HP)
11 :: 44 dmg :: 7 hit :: E C
d.s.Jab > s.Short > c.Strong [2 hit] > s.Forward > s.Fierce/Roundhouse XX
Fierce Cobra Blow
(d.s.LP > s.LK > c.LP > s.LK > s.HP/HK XX b,f + HP)
12 :: 42 dmg :: 5 hit :: Bantam13
d.s.Jab > s.Short > s.Strong > s.Fierce XX Fierce Cobra Blow
(d.s.LP > s.LK > s.LP > s.HP XX b,f + HP)
13 :: 32 + 35 dmg :: 5 + 2 hit :: Caliber X
d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce XX Fierce Mirra Drop,
d.c.Roundhouse (otg)
(d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP, d.c.HK)
14 :: 32 + 22 dmg :: 6 + 1 hit :: E C
d.c.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX Jab Miira
Drop
(d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP XX qcf + LP)
15 :: 31 dmg :: 6 hit :: E C
d.s.Jab > s.Short > c.Strong [2 hit] > c.Forward > c.Roundhouse
(d.s.LP > s.LK > c.LP > c.LK > c.HK)
16 :: 21 + 22 dmg :: 4 + 1 hit :: Bantam13
d.s.Jab > s.Short > s.Strong > s.Forward XX Jab Mirra Drop
(d.s.LP > s.LK > s.LP > s.LK XX qcf + LP)
[ Xtra ]
- Combo o1
The Hitsugi no Utage hits a random number of times depending on the
character and when you cancel from the Jab Cobra Blow. Normally the combo
will score 10 hits on most medium-sized characters before they get carried
to the top of the screen, leaving them to freefall back to the ground. The
sarcophaguses will continue to rain down even when they hit the ground, so
additional hits can register if they don`t guard.
- Combo o2,o7
The best way to get this aerial rave to all connect is to jump straight up
when doing the sj.Jab > sj.Short portion. Then move up-forward to complete
the rest of the combo. It will help in getting the sj.Roundhouse to hit, as
Anakaris attacks horizontally for it.
- Combo o3
Basically this combo is a dashing method of doing the Pharaoh Illusion. Hit
the opponent with the s.Jab > s.Strong, then immediately input the rest of
the command to have Anakaris hit them and combo. The best way I got damage
was to just juggle the opponent back and forth with Anakaris`s LP and HP
hand swats.
- Combo o5
Getting the most damage out of the Pharaoh Cobra Blow can seem random, but
I`ve had the best luck by alternating with pressing LP+LK and HP+HK over and
over.
- Combo o9,13,16
The Mirra Drop in each will not combo, but seems impossible to avoid.
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Blackheart :: jigoku no ouji
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o1 :: 76 dmg :: 16 hit
Opponent in corner. Stand close. Jab Dark Thunder XX Armageddon
(hcf + LP XX qcf + PP)
o2 :: 68 dmg :: 25 hit
Opponent in corner. Stand close. s.Fierce [5 hit] XX Fierce Dark Thunder
XX Armageddon
(s.HP XX hcf + HP XX qcf + PP)
o3 :: 67 dmg :: 20 hit
Stand close. s.Fierce [5 hit] XX Jab Dark Thunder [1 hit] XX Heart Of
Darkness
(s.HP XX hcf + LP XX qcf + KK)
o4 :: 67 dmg :: 13 hit
Fierce Inferno XX Heart Of Darkness
(hcb + HP XX qcf + KK)
o5 :: 61 dmg :: 33 hit
Opponent in corner. Stand close. s.Short > s.Roundhouse [7 hit] XX
Judgement Day /\ j.Jab > j.Strong
(s.LK > s.HK XX qcb + PP /\ j.LP > j.LP)
o6 :: 60 dmg :: 30 hit
Opponent in corner. Stand close. s.Fierce [5 hit] XX Jab Dark Thunder [1
hit] XX Judgement Day
(s.HP XX hcf + LP XX qcb + PP)
o7 :: 51 dmg :: 29 hit
Stand close. s.Fierce [5 hit] XX Judgement Day
(s.HP XX qcb + PP)
o8 :: 28 + 41 dmg :: 8 + 5 hit :: Bantam13
Stand close. s.Short > s.Roundhouse [7 hit], (dash forward) df + Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward
(s.LK > s.HK, (f,f) df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK)
[ Xtra ]
- Combo o1
More hits from the Armageddon can connect for +2 damage each.
- Combo o3
In the corner, more hits from the Heart Of Darkness can connect for +1
damage each.
- Combo o5
Cancel into the Judgement Day immediately after the seventh hit of the
s.Roundhouse. If you Super Cancel too early, you`ll make the demons
disappear, allowing the opponent a good chance to guard the Judgement Day.
Perform the j.Jab > j.Strong as Blackheart is ascending for it to link off
the Judgement Day.
- Combo o8
After all the demons hit and immobilize the opponent, extended dash forward
to end up right in front of them and attack immediately. You have to do it
in one swift swoop before they break out of the demon hold.
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Bulleta / Baby Bonnie Hood :: loveling hunter
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** :: Infinite :: Mike Z. Combo Video #3
Opponent in corner. j.Roundhouse \/ Fierce Smile & Missile (Joudan),
Fierce Smile & Missile (Joudan), Fierce Smile & Missile (Joudan), etc ..
(Jump HK (charge db) \/ f + HP (charge db), f + HP (charge db), f + HP
(charge db), etc ..)
o1 :: 143+ dmg :: 90 hit :: Greiver
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong XX
Beautiful Memory [10 hit], d.s.Short (otg) XX Beautiful Memory [10 hit],
d.s.Short (otg) XX Beautiful Memory [10 hit], d.s.Short XX Cool Hunting
(Jump LK > LK \/ d.s.LP > s.LK > s.LP XX hcf + KK, d.s.LK XX hcf + KK,
d.s.LK XX hcf + KK, d.s.LK XX qcf + PP)
o2 :: 139 dmg :: 54 hit :: Industrial.Rock.Monster
Opponent in corner. Beautiful Memory [10 hit], d.s.Short (otg) XX
Beautiful Memory [10 hit], d.s.Short (otg) XX Beautiful Memory [10 hit],
d.s.Short (otg) XX Beautiful Memory [10 hit], d.s.Short (otg) XX Beautiful
Memory
(hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX hcf + KK, d.s.LK XX hcf + KK,
d.s.LK XX hcf + KK)
o3 :: 112 dmg :: 65 hit
Opponent in corner. Beautiful Memory [10 hit], d.s.Short (otg) >
s.Roundhouse XX Cheer & Fire (Jou Houkou) [1 hit] XX Cool Hunting
(hcf + KK, d.s.LK > s.HK XX f,d,df + HP XX qcf + PP)
o4 :: 88 dmg :: 57 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Strong > Tricky Basket XX Cool Hunting
(Jump LP > LP \/ d.s.LP > s.LP > f + HP XX qcf + PP)
o5 :: 77 (89) / 105 (117) dmg :: 32 / 58 hit
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), d.c.Jab (otg) >
s.Roundhouse XX Cheer & Fire (Jou Houkou) [2 hit] XX Cool Hunting
(Jump HK (charge b) \/ f + HP, d.c.LP > s.HK XX f,d,df + P XX qcf + PP)
o6 :: 77 (86) dmg :: 12 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), Beautiful Memory
(Jump HK (charge b) \/ f + HP, hcf + KK)
o7 :: 69 dmg :: 13 hit :: Bantam13
j.Short > j.Strong \/ Jab Smile & Missile (Joudan) XX Beautiful Memory
(Jump LK (charge b) > LP \/ f + LP XX hcf + KK)
o8 :: 69 dmg :: 13 hit :: Krusader
d.s.Short > s.Strong > Tricky Basket XX Beautiful Memory
(d.s.LK > s.LP > f + HP XX hcf + KK)
o9 :: 66 dmg :: 30 hit :: Krusader
d.s.Short > s.Strong > Tricky Basket XX Shyness & Strike XX Cool Hunting
(d.s.LK > s.LP > f + HP XX qcb + P XX qcf + PP)
1o :: 65 / 91 dmg :: 34 / 59 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > c.Short > c.Strong > c.Roundhouse,
d.s.Short (otg) XX Cool Hunting
(Jump LK > LK \/ d.s.LP > c.LK > c.LP > c.HK, d.s.LK XX qcf + PP)
11 :: 65 dmg :: 15 hit
j.Jab > j.Strong \/ d.s.Jab > s.Short > Surprise & Hop XX Beautiful Memory
(Jump LP > LP \/ d.s.LP > s.LK > f + HK XX hcf + KK)
12 :: 63 (71) dmg :: 8 hit
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan) /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse, sj.Roundhouse
(Jump HK (charge b) \/ f + HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK,
sj.HK)
13 :: 59 / 81 dmg :: 29 / 55 hit :: Krusader
d.s.Short > s.Strong > Tricky Basket XX Cool Hunting
(d.s.LK > s.LP > f + HP XX qcf + PP)
14 :: 57 (70) / 70 (83) dmg :: 16 / 29 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), Shyness & Strike XX Cool
Hunting
(Jump HK (charge b) \/ f + HP, qcb + P XX qcf + PP)
15 :: 56 (65) dmg :: 7 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan) /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(Jump HK (charge b) \/ f + HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
16 :: 52 (63) dmg :: 11 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), d.s.Short (otg) >
s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Roundhouse
Cheer & Fire (Yoko Houkou)
(Jump HK (charge b) \/ f + HP, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP >
sj.LK XX f,d,df + HK)
17 :: 49 (60) dmg :: 8 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), d.c.Short (otg) >
s.Strong XX Cheer & Fire (Jou Houkou)
(Jump HK (charge b) \/ f + HP, d.c.LK > s.LP XX f,d,df + P)
18 :: 47 + 16 dmg :: 12 + 1 hit
j.Fierce [3 hit] \/ d.c.Short > c.Forward > c.Roundhouse, d.s.Short (otg)
> s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu
Throw
(Jump HP \/ d.c.LK > c.LK > c.HK, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP >
sj.LK, f + HP)
19 :: 47 dmg :: 15 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Forward > c.Roundhouse,
d.s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Roundhouse Cheer & Fire (Yoko Houkou)
(Jump LK > LK \/ d.s.LP > s.LK > c.LK > c.HK, d.s.LK > s.LK /\ sj.LP >
sj.LK > sj.LP > sj.LK XX f,d,df + HK)
2o :: 47 (58) dmg :: 9 hit :: Bantam13
Opponent in corner. (Jab Smile & Missile (Joudan) (dash forward) /\)
j.Roundhouse \/ Fierce Smile & Missile (Joudan), Fierce Cheer & Fire (Jou
Houkou)
(Jump HK (charge b) \/ f + HP, f,d,df + HP)
21 :: 45 dmg :: 13 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > c.Short > c.Forward > c.Roundhouse,
d.s.Short (otg) > s.Strong XX Fierce Cheer & Fire (Jou Houkou)
(Jump LK > LK \/ d.s.LP > c.LK > c.LK > c.HK, d.s.LK > s.LP XX f,d,df +
HP)
22 :: 42 dmg :: 5 hit :: Bantam13
d.s.Jab > s.Short > s.Strong > Tricky Basket XX Shyness & Strike
(d.s.LP > s.LK > s.LP > f + HP XX qcb + P)
23 :: 36 dmg :: 8 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > Surprise & Hop XX Roundhouse
Cheer & Fire (Yoko Houkou)
(Jump LK > LK \/ d.s.LP > s.LK > f + HK XX f,d,df + HK)
24 :: 34 dmg :: 6 hit :: Krusader
d.s.Jab > s.Strong > Tricky Basket XX Cheer & Fire (Yoko Houkou)
(d.s.LP > s.LP > f + HP XX f,d,df + K)
25 :: 33 dmg :: 5 hit :: Krusader
d.c.Jab > c.Short > c.Strong > c.Forward > Tricky Basket
(d.c.LP > c.LK > c.LP > c.LK XX f + HP)
26 :: 32 dmg :: 8 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Strong XX Cheer & Fire (Yoko
Houkou)
(Jump LK > LP \/ d.s.LP > s.LK > s.LP XX f,d,df + K)
27 :: 23 dmg :: 3 hit :: Bantam13
j.Short > j.Forward \/ Stumble & Blade
(Jump LK > LK \/ f,f + HP)
[ Xtra ]
- Combo **
It`s harder than it looks to slide back and start the charge to fire the
next Smile & Missile. The bounce that is made from the explosion doesn`t pop
them up too high, so continuing the infinite gets harder and harder.
- Combo o3,o5
The s.Roundhouse doesn`t look like it will combo, but it 95% does against
medium- and large-sized opponents. After Bulleta attacks with her s.Short to
(otg) them and pop them into the air, the s.Roundhouse will lay the mine on
the ground. The opponent falls on it, making it destruct on contact to repop
them into the air, allowing the Cheer & Fire (Jou Houkou) to combo. You must
cancel after the first hit, else the flames will carry them too high and the
Cool Hunting`s upper bullets will only hit.
- Combo o5,o6,12,14,15,16,17,2o
Each of these combos can essentially be started with a Jab Smile & Missile
(Joudan), but Bulleta must be full screen away before launching the missile.
As the missile flies, she has to dash and jump to attack with the
j.Roundhouse to hit when the missile does. Beside the damage in the combo
details within ( ) is how much damage it would do if the extra Smile &
Missile is added. For hits, add 1 more.
- Combo o5,1o,13
Depending on the size of the opponent, the Cool Hunting will score either 26
or 52 hits.
- Combo o9,14
The Cool Hunting`s upper bullets will only connect.
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Cable :: mirai sekai kara kita youhei
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o1 :: 143+ dmg :: 120+ hit :: IrishRagan
d.s.Short > s.Forward > s.Roundhouse XX Jab Scimitar (miss) XX Hyper Viper
(aim downward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper Viper (aim
upward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper Viper (aim upward)
(d.s.LK > s.LK > s.HK XX f,d,df + LP XX qcf + PP (hold d) \/ /\ qcf,UF +
PP (hold u) \/ /\ qcf,UF + PP (hold u) \/ /\ qcf,UF + PP (hold u) \/ /\
qcf,UF + PP (hold u))
o2 :: 143+ dmg :: 120+ hit :: James Chen: Solo Combo Exhibition #1
d.s.Short > s.Forward > s.Fierce [5 hit] XX Jab Scimitar (miss) XX Hyper
Viper (aim downward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper Viper (aim
upward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper Viper (aim upward)
(d.s.LK > s.LK > s.HP,HP,HP,HP,HP XX f,d,df + LP XX qcf + PP (hold d) \/
/\ qcf,UF + PP (hold u) \/ /\ qcf,UF + PP (hold u) \/ /\ qcf,UF + PP (hold
u) \/ /\ qcf,UF + PP (hold u))
o3 :: 143+ dmg :: 110+ hit
j.Roundhouse \/ d.s.Short > s.Forward > c.Roundhouse XX Time Flip (otg) XX
Hyper Viper (aim downward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper
Viper (aim upward) \/ /\ Hyper Viper (aim upward) \/ /\ Hyper Viper (aim
upward)
(Jump HK \/ d.s.LK > s.LK > c.HK XX qcf + KK XX qcf,UF + PP (hold d) \/ /\
qcf,UF + PP (hold u) \/ /\ qcf,UF + PP (hold u) \/ /\ qcf,UF + PP (hold u)
\/ /\ qcf,UF + PP (hold u))
o4 :: 87 dmg :: 40 hit
j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse XX Hyper Viper
(Jump HK \/ d.s.LK > s.LK > s.HK XX qcf + PP)
o5 :: 85 dmg :: 50 hit :: Pat Polk
d.s.Jab > s.Forward > s.Fierce [5 hit] XX Fierce Viper Beam [4 hit] XX
Hyper Viper
(d.s.LP > s.LK > s.HP,HP,HP,HP,HP XX qcf + HP XX qcf + PP)
o6 :: 85 dmg :: 46 hit :: IrishRagan
d.s.Short > s.Fierce [5 hit] XX Hyper Viper
(d.s.LK > s.HP, HP, HP, HP, HP XX qcf + PP)
o7 :: 81 dmg :: 63 hit :: GamePro #143
Cable 1/2 screen away. Time Flip /\ (jump over opponent) /\ j.Roundhouse
\/ d.s.Jab > s.Forward > s.Fierce [5 hit] XX Fierce Viper Beam [4 hit] XX
Hyper Viper
(qcf + KK /\ Jump HK \/ d.s.LP > s.LK > s.HP,HP,HP,HP,HP XX qcf + HP XX
qcf + PP)
o8 :: 47 dmg :: 12 hit
j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse XX Fierce Viper Beam
(Jump HK \/ d.s.LK > s.LK > s.HK XX qcf + HP)
o9 :: 45 dmg :: 12 hit :: GamePro #143
j.Roundhouse \/ d.s.Jab > s.Short XX Fierce Scimitar
(Jump HK \/ d.s.LP > s.LK XX f,d,df + HP)
1o :: 41 dmg :: 19 hit :: GamePro #143
Cable 1/2 screen away. Time Flip /\ (jump over opponent) /\ j.Roundhouse
\/ d.s.Jab > s.Forward > s.Fierce [5 hit]
(qcf + KK /\ Jump HK \/ d.s.LP > s.LK > s.HP,HP,HP,HP,HP)
11 :: 38 dmg :: 10 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Forward >
sj.Fierce, sj.Jab \/ /\ j.Jab > j.Forward > j.Fierce
(d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LK > sj.HP, sj.LP \/ /\ j.LP > j.LK >
j.HP)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7
Rapidly press the Punch buttons so the Hyper Viper hits more.
- Combo o1,o2,o3
For the first Hyper Viper, arc the beam downward to get the most hits and
pop the opponent a little into the air to set up for the rest. When you
land, rotate the joystick down to up-forward (qcf,UF; SFII Tiger Knee
motion), which will make Cable jump back into the air. Once airborne, press
PP to do another Hyper Viper - arcing it upward by holding up. When you land
from this one, repeat. Depending on the size of the opponent will determine
how many Hyper Vipers you can get to combo. On average and on most
characters, you can get up to three of them which is well over 90% damage.
- Combo o1,o2
Super Cancel swiftly after the Jab Scimitar (which is meant to miss) and you
can combo in the Hyper Viper as the opponent is still reeling from the
s.Fierce gun blasts or the s.Roundhouse.
- Combo o3
The Time Flip-Cable will collide into the grounded opponent to pop them up
off the ground only, then dissipate. He won`t go into the fury attack like
normal.
- Combo o7,1o
Initially I honestly had no idea how the GamePro writers, in their infinite
gaming wisdom, got this to work. But since it came from them, I later came
to the conclusion that a "traditional" and straightforward way was bogus.
And I was right. Do the Time Flip and as it`s hitting, jump onto the other
side of the opponent to land behind them. Then immediately rejump in place
and attack with the j.Roundhouse, which will push them through the Cable
image. The reason you can`t do the combo from the front is because when the
Time Flip-Cable fires his gun, it knocks the opponent into the air to mess
up the rest of the combo. Combo 1o is the same, just minus the beams which
makes it an exception and you can actually do it from the front or behind to
get the same result.
- Combo 11
For the first aerial rave, you have to either jump at a slight up-forward
angle or perform the combo at a moderate pace. If you rush it, chances are
they`ll be able to guard after the sj.Forward. After hitting with the gun
blast, immediately start tapping Jab. The sj.Fierce creates a small amount
of Flying Screen to knock the opponent back against the wall, allowing the
sj.Jab to juggle before Cable lands. Then immediately rejump and add on the
last air juggle.
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Cammy :: bouga no sentou ningyou
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o1 :: 96 dmg :: 23 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Strong XX
Roundhouse Cannon Drill XX Killer Bee Assault [5 hit] \/ d.c.Short (otg) >
c.Fierce /\ sj.Jab > sj.Strong XX Roundhouse Cannon Drill XX Killer Bee
Assault
(Jump LP > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LP XX qcf + HK XX qcb
+ PP \/ d.c.LK > c.HP /\ sj.LP > sj.LP XX qcf + HK XX qcb + PP)
o2 :: 78 dmg :: 13 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Strong XX
Roundhouse Cannon Drill XX Killer Bee Assault
(Jump LP > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LP XX qcf + HK XX qcb
+ PP)
o3 :: 72 dmg :: 15 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roundhouse Cannon Drill XX Killer Bee Assault
(Jump LP > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + HK XX qcb + PP)
o4 :: 63 dmg :: 14 hit
Opponent in corner. j.Jab > j.Fierce \/ d.s.Short > s.Forward > Steel</pre><pre id="faqspan-2">
Slicer XX Spin Drive Smasher
(Jump LP > HP \/ d.s.LK > s.LK > b + HK XX qcf + KK)
o5 :: 61 dmg :: 19 hit :: James Chen: Solo Combo Exhibition #1
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong, sj.Jab > sj.Strong /\ dj.Jab > dj.Short > dj.Forward XX
Roundhouse Cannon Drill XX Killer Bee Assault
(Jump LP > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP >
sj.LP /\ dj.LP > dj.LK > dj.LK XX qcf + HK XX qcb + PP)
o6 :: 60 dmg :: 16 hit :: GameFan Oct. 2000
d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong, sj.Jab > sj.Strong
/\ dj.Jab > dj.Short > dj.Strong XX Roundhouse Cannon Drill XX Killer Bee
Assault
(d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LP /\ dj.LP > dj.LK >
dj.LP XX qcf + HK XX qcb + PP)
o7 :: 59 dmg :: 30 hit :: Industrial.Rock.Monster
d.s.Jab > s.Short > c.Roundhouse XX Jab Axle Spin Knuckle (miss) XX
Reverse Shaft Breaker (otg)
(d.s.LP > s.LK > c.HK XX qcf + LP XX qcb + KK)
o8 :: 46 dmg :: 10 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LP > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
o9 :: 42 dmg :: 21 hit :: James Chen: Solo Combo Exhibition #1
Activate Fierce Cannon Revenge, (opponent countered) s.Roundhouse XX
Reverse Shaft Breaker
(qcb + HP, s.HK XX qcb + KK)
[ Xtra ]
- Combo o2,o3,o5,o6
After the final hit of the Killer Bee Assault, you can run over and (otg)
the opponent if they don`t perform a ground roll. If they stay on the
ground, (otg) and launch them with d.c.Short > c.Fierce to jump up and
repeat the aerial rave. As seen as an example for Combo o1.
- Combo o4
Depending on the opponent, usually a medium- or large-sized one (ie - Ryuu,
Cable, Thanos), this combo can be done anywhere. On smaller or thinner
characters, the ascension of the Spin Drive Smasher may 'pop' them away
from Cammy so the full thing doesn`t connect. In the corner, it will always
connect regardless.
- Combo o7
The Jab Axle Spin Knuckle is only used to get Cammy over the opponent`s
downed body so that the Reverse Shaft Breaker can (otg).
- Combo o8
In the corner, the sj.Roundhouse can be added for +3 damage.
- Combo o9
After Cammy hits with the Fierce Cannon Revenge, wait until the opponent
spirals downward and gets close to hitting the ground. Then immediately hit
them with s.Roundhouse XX Reverse Shaft Breaker. The s.Roundhouse will
relaunch them for the Reverse Shaft Breaker to juggle.
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Captain America :: tatakau american spirit
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o1 :: 103 dmg :: 34 hit
Opponent in corner. j.Jab > j.Roundhouse \/ d.s.Short > s.Forward >
s.Roundhouse XX Fierce Shield Slash XX Hyper Charging Star [9 hit],
Roundhouse Charging Star [1 hit](otg) XX Hyper Charging Star [10 hit],
d.s.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.Fierce > sj.d + Roundhouse
(Jump LP > HK \/ d.s.LK > s.LK > s.HK XX qcf + HP XX qcf + KK, qcf + HK XX
qcf + KK, d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.d +
HK)
o2 :: 102 dmg :: 15 hit
Opponent in corner. j.Fierce \/ d.s.Short > s.Forward > s.Roundhouse XX
Fierce Shield Slash XX Final Justice
(Jump HP \/ d.s.LK > s.LK > s.HK XX qcf + HP XX qcf + PP)
o3 :: 100 dmg :: 22 hit
Opponent in corner. d.s.Short > s.Forward > s.Roundhouse XX Fierce Shield
Slash XX Hyper Charging Star [9 hit], (walk forward) c.Short (otg) XX
Hyper Stars & Stripes
(d.s.LK > s.LK > s.HK XX qcf + HP XX qcf + KK, (hold f) c.LK XX f,d,df +
PP)
o4 :: 99 dmg :: 23 hit :: James Chen: Marvel Super Heroes Guys Combos
Opponent in corner. j.Jab > j.Forward \/ s.Roundhouse XX Fierce Shield
Slash XX Hyper Charging Star [9 hit], d.c.Short (otg) XX Hyper Stars &
Stripes
(Jump LP > LK \/ s.HK XX qcf + HP XX qcf + KK, d.c.LK XX f,d,df + PP)
o5 :: 98 dmg :: 29 hit
Opponent in corner. j.Jab > j.Roundhouse \/ d.s.Short > s.Forward >
s.Roundhouse XX Fierce Shield Slash XX Hyper Charging Star [9 hit],
Roundhouse Charging Star [1 hit](otg) XX Hyper Charging Star [10 hit],
d.s.Short (otg) > s.Strong XX Fierce Stars & Stripes
(Jump LP > HK \/ d.s.LK > s.LK > s.HK XX qcf + HP XX qcf + KK, qcf + HK XX
qcf + KK, d.s.LK > s.LP XX f,d,df + HP)
o6 :: 91 dmg :: 23 hit
Opponent in corner. j.Jab > j.Roundhouse \/ d.s.Short > s.Forward >
s.Roundhouse XX Fierce Shield Slash XX Hyper Charging Star [9 hit],
d.s.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
> sj.Fierce > sj.d + Roundhouse
(Jump LP > HK \/ d.s.LK > s.LK > s.HK XX qcf + HP XX qcf + KK, d.s.LK >
c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.d + HK)
o7 :: 80 dmg :: 24 hit
Opponent in corner. j.Jab > j.Forward \/ d.s.Jab > c.Roundhouse,
Roundhouse Charging Star [1 hit] XX Hyper Charging Star [10 hit],
d.c.Fierce /\ sj.Jab, sj.Jab > sj.Jab /\ dj.Jab > dj.Short > dj.Strong >
dj.Forward XX Fierce Shield Slash
(Jump LP > LK \/ d.s.LP > c.HK, qcf + HK XX qcf + KK, d.c.HP /\ sj.LP,
sj.LP, sj.LP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP)
o8 :: 79 dmg :: 13 hit
d.s.Short > s.Forward XX Fierce Shield Slash XX Final Justice
(d.s.LK > s.LK XX qcf + HP XX qcf + PP)
o9 :: 71 dmg :: 12 hit
Lose shield. d.s.Short > s.Fierce XX Final Justice
(d.s.LP > s.HP XX qcf + PP)
1o :: 63 dmg :: 11 hit
j.Jab > j.Strong \/ d.s.Short > s.Forward > s.Forward XX Hyper Stars &
Stripes
(Jump LP > LP \/ d.s.LK > s.LK > s.LK XX f,d,df + PP)
11 :: 58 dmg :: 12 hit
j.Fierce \/ d.c.Jab > c.Strong > c.Fierce /\ sj.Jab, sj.Jab, sj.Jab /\
dj.Jab > dj.Short > dj.Strong > dj.Forward > dj.Fierce (> dj.d +
Roundhouse)
(Jump HP \/ d.c.LP > c.LP > c.HP /\ sj.LP, sj.LP, sj.LP /\ dj.LP > dj.LK >
dj.LP > dj.LK > dj.HP)
12 :: 58 dmg :: 5 hit
j.Fierce \/ d.s.Short > s.Forward > s.Roundhouse XX Roundhouse Charging
Star
(Jump HP \/ d.s. LK > s.LK > s.HK XX qcf + HK)
13 :: 57 dmg :: 11 hit
Lose shield. d.s.Jab > s.Fierce XX Hyper Charging Star
(d.s.LP > s.HP XX qcf + KK)
14 :: 53 dmg :: 17 hit :: James Chen: Marvel Super Heroes Guys Combos
Opponent in corner. j.Jab > j.Short \/ d.s.Jab > c.Strong > c.Fierce /\
sj.Jab, sj.Jab, sj.Jab /\ dj.Jab > dj.Short > dj.Strong > dj.Forward >
dj.Fierce > dj.d + Roundhouse \/ d.s.Short (otg) > s.Forward >
s.Roundhouse
(Jump LP > LK \/ d.s.LP > c.LP > c.HP /\ sj.LP, sj.LP, sj.LP /\ dj.LP >
dj.LK > dj.LP > dj.LK > dj.HP > dj.d + HK \/ d.s.LK > s.LK > s.HK)
15 :: 52 + 16 dmg :: 8 + 1 hit
j.Fierce \/ d.s.Jab > s.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
16 :: 36 dmg :: 4 hit
d.s.Short > s.Forward > s.Forward > s.Fierce
(d.s.LK > s.LK > s.LK > s.HP)
[ Xtra ]
- Combo o4
The Hyper Stars & Stripes may sometimes cross-up underneath the opponent in
the middle of the juggle at the second loop. Thus the opponent will end up
back on the ground behind Captain America, able to counterattack.
- Combo o7,11,14
Cap. America`s old double jump combo actually made it through Capcom`s
changed button system. Like last time make a slight hesitation between the
attacks when you`re doing the three air Jabs in succession. If you press the
the Jab buttons too fast, you`ll go right into a Strong attack and mess up
the chain.
- Combo o7,14
After the triple sj.Jabs, have Captain America double jump straight up for
the rest of the combo instead of up-forward.
- Combo 1o
In the corner, this combo does 13 hit/69 damage.
- Combo 11
In the corner, the sj.d + Roundhouse can be added for +2 damage.
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Captain Commando :: capcom sekaisaidai no hero
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o1 :: 87 dmg :: 28 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Strong > c.Fierce (XX Captain
Fire) XX Captain Storm, c.Short (otg) > s.Roundhouse XX Captain Sword
(Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > s.HK XX qcf + PP)
o2 :: 86 dmg :: 31 hit
Opponent in/near corner. j.Fierce \/ d.s.Jab > s.Strong > c.Fierce (XX
Captain Fire) XX Captain Storm, c.Short (otg) > c.Fierce XX Captain Fire
XX Captain Storm
(Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > c.HP XX qcf + P XX
qcf + KK)
o3 :: 82 dmg :: 6 hit
j.Fierce \/ d.s.Jab > s.Strong > c.Fierce XX Fierce Captain Fire XX
Captain Sword (otg)
(Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + HP XX qcf + PP)
o4 :: 81 dmg :: 16 hit
Opponent in corner. j.Fierce \/ d.c.Short > c.Roundhouse XX Captain
Corridor (otg) XX Captain Storm
(Jump HP \/ d.c.LK > c.HK XX qcb + P XX qcf + KK)
o5 :: 78 dmg :: 5 hit :: IrishRagan
j.Roundhouse \/ d.c.Short > c.Fierce XX Fierce Captain Fire XX Captain
Sword (otg)
(Jump HK \/ d.c.LK > c.HP XX qcf + HP XX qcf + PP)
o6 :: 77 dmg :: 26 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Strong > c.Fierce (XX Captain
Fire) XX Captain Storm, c.Short (otg) > c.Fierce XX Fierce Captain
Corridor XX Captain Sword
(Jump HP \/ d.s.LP > s.LP > c.HP XX qcf + KK, c.LK > c.HP XX qcb + HP XX
qcf + PP)
o7 :: 71 dmg :: 22 hit
j.Fierce \/ d.c.Short > c.Fierce XX Captain Storm, c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Captain Fire
(Jump HP \/ d.c.LK > c.HP XX qcf + KK, c.LK > s.HK /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + P)
o8 :: 71 dmg :: 14 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Strong > s.Fierce >
s.Roundhouse XX Fierce Captain Corridor XX Captain Sword
(Jump HP \/ d.s.LP > s.LP > s.HP > s.HK XX qcb + HP XX qcf + PP)
o9 :: 69 + 16 dmg :: 20 + 1 hit :: IrishRagan
j.Roundhouse \/ d.c.Short > c.Fierce XX Captain Storm, d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong, Fierce Kuuchuu Throw
(Jump HK \/ d.c.LK > c.HP XX qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK >
sj.LP, f + HP)
1o :: 64 dmg :: 18 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short > s.Roundhouse XX
Captain Corridor XX Captain Sword
(Jump HP \/ d.s.LP > s.LK > s.HK XX qcb + P XX qcf + PP)
11 :: 61 dmg :: 8 hit
Opponent in corner. Commando Strike (Hoover), d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Captain
Fire
(qcf + LK + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP)
12 :: 55 dmg :: 9 hit
j.Fierce \/ d.s.Jab > s.Strong > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Captain Fire
(Jump HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf
+ LP)
13 :: 54 dmg :: 5 hit
j.Fierce \/ d.s.Jab > s.Strong > s.Roundhouse XX Fierce Captain Corridor
(Jump HP \/ d.s.LP > s.LP > s.HK XX qcb + HP)
14 :: 50 dmg :: 3 hit
j.Fierce \/ df + Fierce XX Fierce Captain Corridor
(Jump HP \/ df + HP XX qcb + HP)
15 :: 49 + 16 dmg :: 8 + 1 hit
j.Fierce \/ d.s.Jab > s.Strong > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
16 :: 49 dmg :: 5 hit
d.s.Jab > s.Strong > c.Forward > c.Roundhouse XX Fierce Captain Corridor
(d.s.LP > s.LP > c.LK > c.HK XX qcb + HP)
17 :: 48 dmg :: 3 hit
j.Fierce/Roundhouse \/ d.c.Fierce XX Fierce Captain Corridor
(Jump HP/HK \/ d.c.HP XX qcb + HP)
18 :: 47 dmg :: 11 hit
d.s.Roundhouse XX Captain Sword
(d.s.HK XX qcf + PP)
19 :: 45 dmg :: 6 hit
j.Fierce \/ d.s.Jab > s.Short > s.Forward XX Captain Kick
(Jump HP \/ d.s.LP > s.LK > s.LK XX qcb + K)
2o :: 44 dmg :: 7 hit
j.Roundhouse \/ d.c.Jab > c.Short > c.Fierce XX Captain Strike (Shou)
(Jump HP \/ d.c.LP > c.LK > c.HP XX qcf + LK)
21 :: 32 dmg :: 5 hit
d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(d.s.LP > s.LK > s.LP > s.LK > s.HP)
[ Xtra ]
- Combo o1,o2,o6
Although it`s sometimes hard to combo into the first Captain Storm after the
Captain Fire, it does +10-11 damage to any combo.
- Combo o2,o6
The strange thing about these combos is that its properties after the first
Captain Storm can change randomly. Because of the way the hits strike during
the Captain Storm and where Captain Commando ends up after it, the combos
will sometimes only work in the right-side corner. If on the left-side, the
opponent may end up being placed out of the corner to mess up the remaining
parts of the combo. I honestly don`t know if there`s any other factors at
work to make it always guaranteed.
- Combo o3,o5
The Captain Sword will only hit once as it slams onto the opponent when they
are on the ground. That single hit alone will do over 30 damage.
- Combo 14,16
In the open, only the Fierce Captain Corridor will hit since Captain
Commando punches further. In the corner, either the Jab or Fierce versions
will work.
- Combo 2o
Sometimes one of Shou`s hits will miss if the opponent is pushed back too
far. In the corner, all three hits will connect.
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Chun-Li :: uruwashii onna keiji
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o1 :: 74 dmg :: 28 hit :: Bantam13
Medium/large opponent in corner. Stand close. Jab Kikou Ken XX Kikou Shou
[13 hit], d.c.Short (otg) XX Sen Retsu Kyaku
(hcf + LP XX qcf + PP, d.c.LK XX qcf + KK)
o2 :: 67 dmg :: 24 hit
Opponent in corner. Stand close. Jab Kikou Ken XX Kikou Shou [13 hit],
d.c.Short (otg) > s.Forward > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce > Yousou Kyaku > Yousou Kyaku
(hcf + LP XX qcf + PP, d.c.LK > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP > sj.d + HK, sj.d + HK)
o3 :: 62 dmg :: 27 hit :: Bantam13
j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short > c.Forward >
c.Roundhouse XX Sen Retsu Kyaku (otg)
(Jump LP > LK > LK \/ d.s.LP > s.LK > c.LK > c.HK XX qcf + KK)
o4 :: 61 dmg :: 23 hit :: E C
d.s.Jab > c.Short > c.Forward > c.Roundhouse XX Sen Retsu Kyaku (otg)
(d.s.LP > c.LK > c.LK > c.HK XX qcf + KK)
o5 :: 61 dmg :: 12 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Roundhouse XX Hazan Tenshou Kyaku
(Jump LK > LK \/ d.s.LP > s.HK XX f,d,df + KK)
o6 :: 59 dmg :: 21 hit :: Bantam13
Stand close. Jab Kikou Ken XX Sen Retsu Kyaku
(hcf + LP XX qcf + KK)
o7 :: 59 dmg :: 16 hit :: Bantam13
Opponent in corner. Stand close. Jab Kikou Ken XX Kikou Shou [13 hit],
d.c.Short (otg) > c.Roundhouse
(hcf + LP XX qcf + PP, d.c.LK > c.HK)
o8 :: 58 dmg :: 11 hit :: Bantam13
Opponent in corner. Fierce Throw, d.c.Short (otg) > s.Forward >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
Yousou Kyaku > Yousou Kyaku
(When close, f + HP, d.c.LK > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP > sj.d + HK > sj.d + HK)
o9 :: 52 dmg :: 13 hit :: Bantam13
Opponent in corner. j.Fierce > j.Roundhouse [2 hit] \/ d.s.Jab > s.Short >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
Yousou Kyaku > Yousou Kyaku
(Jump HP > HK \/ d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP > sj.d + HK > sj.d + HK)
1o :: 48 hit :: 20 hit :: James Chen: Solo Combo Exhibition #1
j.Fierce \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short, sj.Jab >
sj.Short /\ dj.Jab > dj.Short, dj.Jab > dj.Short /\ tj.Jab > tj.Short >
tj.Strong > tj.Forward XX Forward Hyaku Retsu Kyaku
(Jump HP \/ d.s.LK > s.HK /\ sj.LP > sj.LK, sj.LP > sj.LK /\ dj.LP >
dj.LK, dj.LP > dj.LK /\ tj.LP > tj.LK > tj.LP > tj.LK XX Tap LK rapidly)
11 :: 45 dmg :: 13 hit
Opponent in corner. Stand close. Taunt XX Kikou Shou
(Hold LK, press Start XX qcf + PP)
12 :: 36 dmg :: 9 hit :: Bantam13
d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Roundhouse
(d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
13 :: 34 dmg :: 6 hit :: Bantam13
j.Short > j.Fierce \/ d.s.Jab > c.Short > c.Strong > c.Roundhouse
(Jump LK > HP \/ d.s.LP > c.LK > c.LP > c.HK)
14 :: 31 dmg :: 6 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Roundhouse XX Roundhouse Tenshou Kyaku
(Jump LP > LP \/ d.s.LP > s.HK XX f,d,df + HK)
15 :: 28 dmg :: 6 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Short > c.Strong > c.Fierce
(Jump LK > LK \/ d.c.LP > c.LK > c.LP > c.HP)
[ Xtra ]
- Combo o1,o2,o7,11
Rapidly press the Punch buttons so the Kikou Shou hits more.
- Combo o1,o3,o6
Rapidly press the Kick buttons so the Sen Retsu Kyaku hits more.
- Combo o1
During the Sen Retsu Kyaku, sometimes the hits can be interrupted in the
middle by guarding. There a break during the juggle sometimes around the 20-
23rd hit, and the opponent can guard the rest.
- Combo o2,o8,o9
If Chun-Li is deep enough on the opponent, you can do both Yousou Kyaku.
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Colossus :: hagane no nikutai
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o1 :: 138 dmg :: 7 hit
Opponent in corner. j.Roundhouse XX Giant Swing \/ d.c.Short (otg) >
s.Roundhouse XX Roundhouse Power Tackle XX Super Dive
(Jump HK XX qcf + P \/ d.c.LK > s.HK XX qcf + HK XX qcf + PP, d + P)
o2 :: 130 dmg :: 10 hit :: IrishRagan
Opponent in corner. j.Roundhouse XX Giant Swing \/ d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong XX Short Power Tackle XX
Super Dive
(Jump HK XX qcf + P \/ d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP XX qcf + LK
XX qcf + PP, d + P)
o3 :: 128 dmg :: 5 hit :: Bantam13
Opponent in corner. j.Fierce XX Giant Swing \/ d.c.Roundhouse (otg) XX
Short Power Tackle XX Super Dive (cancel)
(Jump HP XX qcf + P \/ d.c.HK XX qcf + LK XX qcf + PP (d + P))
o4 :: 115 dmg :: 9 hit :: IrishRagan
Opponent in corner. j.Roundhouse \/ d.s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Short Power Tackle XX Super Dive
(Jump HK \/ d.s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LK XX qcf +
PP, d + P)
o5 :: 94 dmg :: 7 hit :: IrishRagan
j.Roundhouse \/ d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong XX Super
Dive
(Jump HK \/ d.s.HK /\ sj.LP > sj.LK > sj.LP XX qcf + PP, d + P)
o6 :: 85 dmg :: 10 hit :: Bantam13
Opponent in corner. j.Fierce \/ d.s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.f + Fierce > sj.Roundhouse \/ d.c.Short (otg)
> s.Fierce
(Jump HP \/ d.s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.f + HP > sj.HK \/
d.c.LK > s.HP)
o7 :: 75 dmg :: 7 hit :: Bantam13
j.Fierce \/ d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Roundhouse Power Tackle
(Jump HP \/ d.s.HK /\ sj.LP > j.LK > sj.LP > sj.LK XX qcf + HK)
o8 :: 73 dmg :: 4 hit :: Bantam13
Opponent in corner. j.Fierce XX Giant Swing \/ d.c.Short (otg) > s.Fierce
(Jump HP XX qcf + P \/ d.c.LK > s.HP)
o9 :: 72 dmg :: 3 hit :: Bantam13
j.Fierce \/ d.c.Roundhouse XX Power Dive (cancel)(otg)
(Jump HP \/ d.c.HK XX qcf + PP (d + P))
1o :: 61 dmg :: 4 hit :: Bantam13
j.Fierce \/ d.s.Jab > c.Roundhouse XX Short Power Tackle (otg)
(Jump HP \/ d.s.LP > c.HK XX qcf + LK)
11 :: 57 dmg :: 3 hit :: Bantam13
j.Fierce \/ d.s.Roundhouse XX Roundhouse Power Tackle
(Jump HP \/ d.s.HK XX qcf + HK)
12 :: 56 dmg :: 2 hit :: Bantam13
j.Roundhouse XX Power Dive (cancel)
(Jump HK XX qcf + PP (d + P))
13 :: 52 dmg :: 2 hit :: Bantam13
j.Roundhouse XX Giant Swing
(Jump HK XX qcf + P)
14 :: 44 dmg :: 4 hit :: Bantam13
j.Short \/ d.s.Short > c.Forward XX Short Power Tackle
(Jump LK \/ d.s.LK > c.LK XX qcf + LK)
15 :: 44 dmg :: 4 hit :: Bantam13
j.Jab \/ d.s.Jab > s.Strong XX Short Power Tackle
(Jump LP \/ d.s.LP > s.LP XX qcf + LK)
16 :: 40 dmg :: 3 hit :: Bantam13
d.s.Jab > s.Strong XX Roundhouse Power Tackle
(d.s.LP > s.LP XX qcf + HK)
[ Xtra ]
- Combo o1,o2,o3,o8,13
Rotate the joystick swiftly so the Giant Swing does more damage.
- Combo o1,o2,o4,o5
After the Power Dive hits the opponent on its ascension, immediately cancel
it (d + P) to get the 2nd hit. Depending on how it hits and when you cancel
it, you will either hit them while still in the air or as an (otg) hit.
- Combo o3,o9,12
Colossus` ascension during the Power Dive will not combo. You have to cancel
it (d + P) to go downward and hit the opponent for it to combo.
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Cyclops :: X-MEN no command leader
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o1 :: 87 dmg :: 22 hit
Opponent in corner. Roundhouse Throw, c.Short (otg) > s.Roundhouse XX
Fierce Rising Uppercut [4 hit] XX Super Optic Blast (aim upward)
(When close, f + HK, c.LK > s.HK XX f,d,df + HP XX qcf + KK (hold u))
o2 :: 78 dmg :: 21 hit
j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse XX Roundhouse Cyclone
Kick [1 hit] XX Mega Optic Blast
(Jump HK \/ d.s.LK > s.LK > s.HK XX qcb + HK XX qcf + PP)
o3 :: 78 dmg :: 16 hit :: Bantam13
d.s.Jab > s.Short > s.Forward > s.Roundhouse XX Jab Optic Blast [2 hit] XX
Super Optic Blast (aim forward)
(d.s.LP > s.LK > s.LK > s.HK XX qcf + LP XX qcf + KK)
o4 :: 75 dmg :: 24 hit :: Bantam13
j.Jab > j.Fierce \/ d.s.Jab > s.Short > s.Roundhouse XX Roundhouse Cyclone
Kick [1 hit] XX Mega Optic Blast
(Jump LP > HP \/ d.s.LP > s.LK > s.HK XX qcb + HK XX qcf + PP)
o5 :: 75 dmg :: 21 hit :: Bantam13
d.s.Jab > s.Short > s.Roundhouse XX Optic Sweep XX Mega Optic Blast (otg)
(d.s.LP > s.LK > s.HK XX f,df,d + P XX qcf + PP)
o6 :: 73 dmg :: 21 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Roundhouse XX Fierce Rising Uppercut [4
hit] XX Super Optic Blast (aim upward)
(Jump LK > LP \/ d.s.LP > s.HK XX f,d,df + HP XX qcf + KK (hold u))
o7 :: 72 dmg :: 13 hit
d.s.Jab > s.Short > s.Forward > s.Roundhouse XX Optic Sweep XX Super Optic
Blast (aim down-forward to up-forward)(otg)
(d.s.LP > s.LK > s.LK > s.HK XX f,df,d + P XX qcf + KK (hold df~uf))
o8 :: 69 dmg :: 13 hit :: ICEOUT
d.s.Roundhouse > s.Roundhouse XX Roundhouse Cyclone Kick [1 hit] XX Super
Optic Blast (aim forward)
(d.s.HK > s.HK XX qcb + HK XX qcf + KK)
o9 :: 68 dmg :: 21 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > s.Forward XX Roundhouse Cyclone
Kick [1 hit] XX Super Optic Blast (aim forward or down-forward)
(Jump LP > LP \/ d.s.LP > s.LK > s.LK XX qcb + HK XX qcf + KK)
1o :: 67 dmg :: 15 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Roundhouse > s.Roundhouse XX
Super Optic Blast (aim forward)
(Jump LK > LP \/ d.s.LP > s.LK > s.HK > s.HK XX qcf + KK)
11 :: 57 dmg :: 16 hit
j.Jab > j.Strong \/ Jab Rising Uppercut [1 hit] XX Mega Optic Blast
(Jump LP > LP \/ f,d,df + LP XX qcf + PP)
12 :: 52 dmg :: 10 hit :: Bantam13
j.Jab > j.Fierce \/ d.s.Jab > s.Roundhouse XX Fierce Rising Uppercut
(Jump LP > HP \/ d.s.LP > s.HK XX f,d,df + HP)
13 :: 51 dmg :: 8 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Forward > c.Roundhouse XX
Optic Sweep (otg)
(Jump LK > LP \/ d.s.LP > s.LK > s.LK > c.HK XX f,df,d + P)
14 :: 50 dmg :: 8 hit :: Bantam13
j.Jab > j.Fierce \/ Rapid Punch
(Jump LP (charge b) > HP \/ f + P)
15 :: 50 dmg :: 5 hit :: Bantam13
Opponent in corner. Roundhouse Throw, c.Short (otg) > s.Roundhouse XX Jab
Optic Blast
(When close, f + HK, c.LK > s.HK XX qcf + LP)
16 :: 48 dmg :: 13 hit :: James Chen: Solo Combo Exhibition #1
j.Roundhouse \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong,
sj.Jab > sj.Short > sj.Strong /\ dj.Jab > dj.Short (> dj.Strong) >
dj.Forward > dj.d + Fierce (> dj.d + Roundhouse)
(Jump HK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP
/\ dj.LP > dj.LK > dj.LK > dj.d + HP)
17 :: 44 dmg :: 11 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(Jump LK > LK \/ d.s.LP > s.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP > sj.HK)
18 :: 44 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > c.Short > c.Forward >
s.Roundhouse > s.Roundhouse XX Fierce Optic Blast
(Jump LK > LK \/ d.s.LP > c.LK > c.LK > s.HK > s.HK XX qcf + HP)
19 :: 43 dmg :: 7 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Jab > s.Short > s.Roundhouse XX Roundhouse
Cyclone Kick
(Jump LP > LK \/ d.s.LP > s.LK > s.HK XX qcb + HK)
2o :: 40 + 16 dmg :: 6 + 1 hit :: Bantam13
j.Fierce \/ d.df + Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, Fierce Kuuchuu Throw
(Jump HP \/ d.df + HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
21 :: 40 dmg :: 6 hit :: Bantam13
j.d + Short > j.d + Roundhouse \/ d.s.Jab > s.Short > s.Forward >
c.Roundhouse
(Jump d + LK > d + HK \/ d.s.LP > s.LK > s.LK > c.HK)
22 :: 40 dmg :: 6 hit :: Bantam13
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > c.Forward > Optic Bullet
(Jump LK > HK \/ d.s.LP > s.LK > c.LK > s.HP)
23 :: 39 dmg :: 5 hit
d.s.Jab > s.Short > s.Forward > s.Roundhouse XX Optic Sweep
(d.s.LP > s.LK > s.LK > s.HK XX f,df,d + P)
24 :: 37 dmg :: 9 hit :: Bantam13
d.s.Jab > s.Short > s.Forward XX Fierce Rising Uppercut
(d.s.LP > s.LK > s.LK XX f,d,df + HP)
25 :: 37 dmg :: 8 hit
j.Jab > j.Forward \/ Fierce Rising Uppercut
(Jump LP > LK \/ f,d,df + HP)
[ Xtra ]
- Combo o1,o3,o6,o7,o8,o9,1o
Rapidly press the Kick buttons so the Super Optic Blast hits more. For any
combos where the Super Optic Blast is shot forward, it also helps to move
the joystick to have the beam hit the opponent in different places on their
body to get more hits and damage. But be careful not to let the beam fly off
of them.
- Combo o1,o6
Sometimes the Super Optic Blast will not hit that many times when it pushes
the opponent upward off the screen. At other times, usually when done in the
corner, it will hit a whole bunch of times at once as if the opponent is
being pinned by an invisible ceiling. So damage may vary highly with these
combos.
- Combo o1,12,24,25
Rapidly press the Punch buttons so the Rising Uppercut hits more. It will
only score a maximum of 6 hits.
- Combo o2,o4,o5,11
Rapidly press the Punch buttons so the Mega Optic Blast hits more.
- Combo o7
The Super Optic Blast has a weird tracking ability to it. The interesting
part about this combo is this: If Cyclops is on the right side of the
screen, the Super Optic Blast will fire down-left to easily (otg) the
opponent. However if Cyke is on the left side of the screen, the Super Optic
Blast will -not- track. It will fire straight-right. Meaning you have to
manually aim it down-right at the beginning to catch them with the (otg).
In either case, after you (otg) them you must circle the joystick to have
the beam carry the opponent up into the air to continue the juggle.
- Combo 14
Rapidly press the Punch buttons so the Rapid Punch hits more. It will only
score a maximum of 6 hits.
- Combo 16
The video didn`t have Cyclops do the sj.Strong in the combo, but it can be
added. Still, the combo will do 48 damage. In the corner, the dj.d +
Roundhouse can be added for +1 damage. However, you must do a regular
dj.Fierce before it rather than a dj.d + Fierce.
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Dan "The Man" Hibiki :: saikyo-ryuu shihan
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o1 :: 142 dmg :: 42 hit :: Industrial.Rock.Monster
Opponent in corner. Stand close. Jab Kou Ryuu Ken XX Kou Ryuu Rekka [1
hit] \/ Shin Kuu Ga Dou Ken [8 hit], d.s.Roundhouse XX Kou Ryuu Rekka [2
hit] \/ Shin Kuu Ga Dou Ken [8 hit], d.s.Jab > s.Strong XX Hisshou Burai
Ken [10 hit] \/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Roundhouse Dan Kuu Kyaku
(f,d,df + LP XX qcf + KK \/ qcf + PP, d.s.HK XX qcf + KK \/ qcf + PP,
d.s.LP > s.LP XX qcb + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcb + HK)
o2 :: 135 dmg :: 16 hit
Opponent in corner. Stand close. Jab Kou Ryuu Ken XX Kou Ryuu Rekka [2
hit] \/ d.c.Roundhouse XX Kou Ryuu Rekka [2 hit] \/ Shin Kuu Ga Dou Ken [8
hit], (dash forward) Kou Ryuu Rekka
(f,d,df + LP XX qcf + KK \/ d.c.HK XX qcf + KK \/ qcf + PP, (f,f) qcf +
KK)
o3 :: 117 dmg :: 66 hit :: JChristopher
Opponent in corner. j.Jab > j.Strong \/ d.s.Jab > s.Strong XX Jab Ga Dou
Ken XX Shin Kuu Ga Dou Ken [8 hit], d.s.Jab > s.Strong > s.Roundhouse XX
Shin Kuu Ga Dou Ken [8 hit], d.s.Jab > s.Strong > s.Roundhouse XX Shin Kuu
Ga Dou Ken [8 hit], d.s.Jab > s.Strong > s.Roundhouse XX Shin Kuu Ga Dou
Ken [8 hit], d.s.Jab > s.Strong > s.Roundhouse XX Shin Kuu Ga Dou Ken [8
hit], d.s.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Roundhouse Dan Kuu Kyaku
(Jump LP > LP \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, d.s.LP > s.LP >
s.HK XX qcf + PP, d.s.LP > s.LP > s.HK XX qcf + PP, d.s.LP > s.LP > s.HK
XX qcf + PP, d.s.LP > s.LP > s.HK XX qcf + PP, d.s.LP > c.HP /\ sj.LP >
sj.LK > sj.LP > sj.LK XX qcb + HK)
o4 :: 107 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ Jab Kou Ryuu Ken XX Kou Ryuu Rekka
[2 hit] \/ d.c.Roundhouse (otg) XX Kou Ryuu Rekka
(Jump LP > LP \/ f,d,df + LP XX qcf + KK \/ d.c.HK XX qcf + KK)
o5 :: 93 dmg :: 31 hit
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Strong XX Jab Ga Dou Ken
XX Shin Kuu Ga Dou Ken [8 hit], (dash forward) Hisshou Burai Ken [10 hit]
\/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Roundhouse Dan Kuu Kyaku
(Jump HK \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, (f,f) qcb + KK \/ c.LK
> c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb + HK)
o6 :: 92 dmg :: 30 hit
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Strong XX Jab Ga Dou Ken
XX Shin Kuu Ga Dou Ken [8 hit], (dash forward) Hisshou Burai Ken [10 hit]
\/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
> sj.Fierce > sj.Roundhouse
(Jump HK \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, (f,f) qcb + KK \/ c.LK
> c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o7 :: 91 + 16 dmg :: 29 + 1 hit :: Bantam13
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Strong XX Jab Ga Dou Ken
XX Shin Kuu Ga Dou Ken [8 hit], (dash forward) Hisshou Burai Ken [10 hit]
\/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Short Dan Kuu Kyaku, Fierce Kuuchuu Throw
(Jump HK \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, (f,f) qcb + KK \/ c.LK
> c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb + LK, f + HP)
o8 :: 86 dmg :: 25 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ d.s.Jab > s.Strong XX Jab Ga Dou
Ken XX Shin Kuu Ga Dou Ken [8 hit], (dash forward) Hisshou Burai Ken [10
hit] \/ c.Short (otg) XX Kou Ryuu Rekka
(Jump LP > LP \/ d.s.LP > s.LP XX qcf + LP XX qcf + PP, (f,f) qcb + KK \/
c.LK XX qcf + KK)
o9 :: 64 dmg :: 5 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ Jab Kou Ryuu Ken XX Kou Ryuu Rekka
(Jump LP > LP \/ f,d,df + LP XX qcf + KK)
1o :: 56 + 87 dmg :: 12 + 1 hit
Opponent in corner. j.Jab > j.Strong \/ d.s.Jab > s.Strong XX Shin Kuu Ga
Dou Ken [8 hit], Otoko Michi
(Jump LP > LP \/ d.s.LP > s.LP XX qcf + PP, HP,LK,b,LP,LP)
11 :: 56 dmg :: 11 hit
j.Roundhouse \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roundhouse Dan Kuu Kyaku
(Jump HK \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb +
HK)
12 :: 56 dmg :: 7 hit :: Bantam13
j.Short > s.Strong \/ d.s.Jab > s.Forward [2 hit] > c.Roundhouse XX Kou
Ryuu Rekka (otg)
(Jump LK > LP \/ d.s.LP > s.LK > c.HK XX qcf + KK)
13 :: 53 dmg :: 3 hit :: Bantam13
d.s.Fierce XX Kou Ryuu Rekka
(d.s.HP XX qcf + KK)
14 :: 52 dmg :: 5 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab XX Kou Ryuu Rekka
(Jump LP > LP \/ d.s.LP XX qcf + KK)
15 :: 46 + 16 dmg :: 7 + 1 hit :: Bantam13
j.Roundhouse \/ d.c.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, Fierce Kuuchuu Throw
(Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
16 :: 44 + 16 dmg :: 11 + 1 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.s.Jab > s.Forward [2 hit] >
c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Short Dan Kuu
Kyaku, Fierce Kuuchuu Throw
(Jump LK > LP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcb + LK, f + HP)
17 :: 42 dmg :: 3 hit :: Bantam13
Stand close. Short Premium Sign [1 hit] XX Kou Ryuu Rekka
(qcf + LK XX qcf + KK)
18 :: 36 / 56 dmg :: 7 / 12 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong XX Shin Kuu Ga Dou Ken
(Jump LK > LP \/ d.s.LP > s.LP XX qcf + PP)
19 :: 34 dmg :: 7 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Strong XX Roundhouse Dan Kuu Kyaku
(Jump LK > LP \/ d.s.LK > s.LP XX qcb + HK)
2o :: 31 dmg :: 4 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab XX Fierce Kou Ryuu Ken
(Jump LP > LP \/ d.s.LP XX f,d,df + HP)
21 :: 30 dmg :: 6 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Jab > s.Forward [2 hit] > c.Roundhouse
(Jump LP > LK \/ d.s.LP > s.LK > c.HK)
22 :: 29 dmg :: 6 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Forward [2 hit] XX Ga Dou Ken
(Jump LP > LP \/ d.s.LK > s.LK XX qcf + P)
23 :: 26 dmg :: 5 hit :: Bantam13
j.Jab > j.Strong XX Roundhouse Dan Kuu Kyaku
(Jump LP > LP XX qcb + HK)
[ Xtra ]
- Combo o1,o2,o3
These all have the same principle behind them, which is to keep the opponent
juggled in the corner with the Shin Kuu Ga Dou Ken. While the opponent is
being hit, Dan can walk over and wait to perform the follow up to the combo
without too much trouble on timing.
- Combo o1,o2
Since the camera follows the opponent in the air after the Kou Ryuu Rekka,
it`s hard to determine when Dan lands so you can do the Shin Kuu Ga Dou Ken
to juggle. The easiest way is when the upward Flying Screen happens, you see
just Dan`s fist at the bottom of the screen. When it drops off the screen,
then do the Shin Kuu Ga Dou Ken and the camera will flash down to him as he
does it.
- Combo o4,o9
Cancel into the Kou Ryuu Rekka immediately after the Kou Ryuu Ken hits. You
have to do it all in one motion or it can miss. Regardless, it should still
catch to knock the opponent high into the air to allow you to finish the
rest of the combo.
- Combo o5,o6,o7,o8
Waiting until all eight hits of the Shin Kuu Ga Dou Ken hit before doing the
Hisshou Burai Ken. If you do it in the middle while the fireball is still
hitting, you`ll miss a hit or two.
- Combo 1o
Technically, this is a setup for a 100% combo. The Shin Kuu Ga Dou Ken will
juggle the opponent in the corner, allowing you to put in the motion for the
Otoko Michi when Dan is back in his stance. Dan will then glide over and
catch the opponent after they land from the last hit, to be caught and blown
away from Dan`s explosion. It does 100% damage full, so that will be more
than enough to take away the remaining life from the opponent after the
combo.
- Combo 12
In the open, perform the Kou Ryuu Rekka immediately after doing the
c.Roundhouse. The first uppercut will miss, but the second does the most
damage and will actually (otg) the opponent. However in the corner, you can
actually wait until the opponent hits the ground first, then perform the
Kou Ryuu Ken to have both hits (otg) and connect. In that case, this combo
does 8 hit/63 damage.
- Combo 18
Against most medium-sized characters (ie - Cable, Ruby Heart), only the
first 3 or 4 hits will actually connect before they are pushed back out of
range and can guard the rest. However in the corner, the opponent will be
juggled atop of the fireball for all the hits.
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Dhalsim :: yoga master
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o1 :: 83 dmg :: 28 hit :: ICEOUT
Opponent in corner. Full screen away. Jab Yoga Fire, (dash forward x2)
(fire hits) d.s.Short > s.Forward > s.Roundhouse XX Short Yoga Blast [1
hit] XX Yoga Inferno
(qcf + LP, (f,f, f,f) d.s.LK > s.LK > s.HK XX hcb + LK XX qcf + PP)
o2 :: 75 dmg :: 31 hit :: Bantam13
Medium/large opponent in corner. j.Jab > j.Forward > j.Roundhouse \/
d.s.Jab > s.Roundhouse XX Roundhouse Yoga Blast [3 hit] XX Yoga Inferno
(aim upward)
(Jump LP > LK > HK \/ d.s.LP > s.HK XX hcb + HK XX qcf + PP (hold u))
o3 :: 71 dmg :: 29 hit :: Chocobo Combo Video #1
Short Drill Kick > j.Jab > j.Fierce \/ c.Short > c.Forward > c.Roundhouse
XX Yoga Inferno
(Jump d + LK > LP > HP \/ c.LK > c.LK > c.HK XX qcf + PP)
o4 :: 63 dmg :: 27 hit :: Bantam13
(dash forward) Roundhouse Yoga Blast [4 hit] XX Yoga Inferno (aim upward)
((f,f) hcb + HK XX qcf + PP (hold u))
o5 :: 55 dmg :: 11 hit :: Bantam13
Opponent in corner. Roundhouse Throw, d.c.Short (otg) > s.Strong /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse > Drill
Zutsuki > Roundhouse Drill Kick
(When close, f + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP > sj.HK > sj.d + HP > sj.d + HK)
o6 :: 48 dmg :: 9 hit :: Bantam13
Opponent in corner. Fierce Throw, d.c.Short (otg) > s.Strong /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > Drill Zutsuki > Roundhouse Drill Kick
(When close, f + HP, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.d + HP > sj.d + HK)
o7 :: 43 dmg :: 11 hit :: Bantam13
(dash forward) Roundhouse Yoga Blast [4 hit], d.c.Short (otg) > s.Strong
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Roundhouse
((f,f) hcb + HK, d.c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
o8 :: 39 dmg :: 9 hit :: Bantam13
j.Drill Kick > j.Roundhouse \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(Jump d + LK > HK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
o9 :: 38 + 16 dmg :: 6 + 1 hit :: Bantam13
j.Fierce \/ d.df + Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward,
Fierce Kuuchuu Throw
(Jump HP \/ d.df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
1o :: 21 dmg :: 3 hit :: E C
d.c.Jab > s.Forward > s.Fierce
(d.c.LP > s.LK > s.HP)
11 :: 9 + 50 dmg :: 2 + 1 hit :: E C
d.c.Short > s.Strong XX Yoga Strike
(d.c.LK > s.LP XX qcf + KK)
[ Xtra ]
- Combo o1
After releasing the Yoga Fire, immediately dash in twice. Dhalsim will reach
half-screen on the first dash and to the opponent on the second. Cancel into
the Yoga Blast immediately to catch the opponent after the Roundhouse`s
recoil. Aim the Yoga Inferno straight or down.
- Combo o3
It helps to be about three characters` distance away so the angle of the
Drill Kick hits and you can add in the hits after it. Aim the Yoga Inferno
down.
- Combo o5
The Drill Zutsuki > Roundhouse Drill Kick won`t flow swiftly after the rest
of Dhalsim`s aerial rave. But since the opponent is in Flying Screen against
the wall, it will combo.
- Combo 1o
This combo can either be done up close or at a distance.
- Combo 11
Wait a half-second before performing the Yoga Strike or it will miss the
opponent on their descent.
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Doctor Doom :: tetsu kamen no dokusaisha
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o1 :: 80 dmg :: 27 hit :: Bantam13
Opponent in corner. d.c.Short > c.Forward > c.Roundhouse XX Photon Shot [2
hit](otg) XX Photon Array
(d.c.LK > c.LK > c.HK XX hcb + P XX hcb + PP)
o2 :: 75 dmg :: 31 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > c.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Photon Array
(Jump LK > LP \/ d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
hcb + PP)
o3 :: 73 dmg :: 28 hit :: Caliber X
j.Short > j.Forward \/ d.c.Short > c.Forward > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Roundhouse, (Kuuchuu Dash forward)
Photon Array
(Jump LK > LK \/ d.c.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK, (f + PP) hcb + PP)
o4 :: 71 dmg :: 25 hit :: Caliber X
j.Short > j.Forward \/ d.c.Short > c.Forward > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.d + Roundhouse XX Photon Array
(Jump LK > LK \/ d.c.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.d + HK
XX hcb + PP)
o5 :: 67 dmg :: 23 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Strong >
c.Roundhouse XX Photon Shot [2 hit](otg) XX Sphere Flame
(Jump LK > LK \/ d.s.LP > s.LP > c.HK XX hcb + P XX qcf + KK)
o6 :: 65 dmg :: 21 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Strong > c.Roundhouse XX Photon Shot [2
hit](otg) XX Electric Cage
(Jump LK > LK \/ d.c.LP > c.LP > c.HK XX hcb + P XX qcf + PP)
o7 :: 65 dmg :: 19 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Roundhouse [2 hit] XX
Plasma Beam XX Electric Cage
(Jump LK > LK \/ d.s.HK XX qcf + P XX qcf + PP)
o8 :: 63 dmg :: 13 hit :: Bantam13
d.s.Roundhouse [2 hit] XX Plasma Beam XX Photon Array
(d.s.HK XX qcf + P XX hcb + PP)
o9 :: 62 dmg :: 21 hit :: Caliber X
j.Short > j.Strong \/ /\ j.Short > j.Strong XX Photon Array
(Jump LK > LP \/ /\ Jump LK > LP XX hcb + PP)
1o :: 62 dmg :: 17 hit :: Bantam13
Opponent in corner. d.s.Roundhouse [2 hit] XX Plasma Beam XX Electric Cage
(d.s.HK XX qcf + P XX qcf + PP)
11 :: 59 dmg :: 21 hit :: Bantam13
Stand close. Photon Shot [5 hit] XX Sphere Flame
(hcb + P XX qcf + KK)
12 :: 57 dmg :: 19 hit :: Bantam13
Stand close. Photon Shot [5 hit] XX Electric Cage
(hcb + P XX qcf + PP)
13 :: 57 dmg :: 16 hit :: Bantam13
Opponent in corner. Fierce Throw, d.c.Jab (otg) XX Electric Cage
(When close, f + HP, d.c.LP XX qcf + PP)
14 :: 57 dmg :: 15 hit :: Bantam13
Opponent in corner. d.c.Jab > c.Strong > c.Fierce XX Sphere Flame
(d.c.LP > c.LP > c.HP XX qcf + KK)
15 :: 56 dmg :: 19 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Strong > s.Roundhouse [1 hit] XX
Electric Cage
(Jump LK > LK \/ d.s.LK > s.LP > s.HK XX qcf + PP)
16 :: 55 dmg :: 16 hit :: Bantam13
Opponent in corner. Fierce Throw, d.s.Short (otg) XX Sphere Flame
(When close, f + HP, d.s.LK XX qcf + KK)
17 :: 55 dmg :: 11 hit :: Bantam13
On large opponent. Doctor Doom 1/4 screen away. Hikou, (fly low to ground)
f.Fierce [5 hit] XX Photon Array
(qcb + KK, (fly d) Flying HP XX hcb + PP)
18 :: 55 dmg :: 9 hit :: Bantam13
Opponent in corner. Fierce Throw, d.s.Short (otg) > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Roundhouse XX Plasma Beam
(When close, f + HP, d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK XX qcf + P)
19 :: 54 dmg :: 20 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Strong XX Sphere Flame
(Jump LK > LK \/ d.s.LP > s.LP XX qcf + KK)
2o :: 53 dmg :: 15 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Strong > c.Fierce</pre><pre id="faqspan-3">
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Roundhouse XX Photon
Shot
(Jump LK > LK \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK XX hcb + P)
21 :: 52 dmg :: 11 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > c.Strong > c.Fierce
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Roundhouse XX Plasma
Beam
(Jump LK > LK \/ d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK XX qcf + P)
22 :: 51 dmg :: 16 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Forward XX Sphere Flame
(Jump LK > LK \/ d.s.LK > s.LK XX qcf + KK)
23 :: 50 dmg :: 19 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short XX Sphere Flame
(Jump LK > LK \/ d.s.LK XX qcf + KK)
24 :: 48 dmg :: 12 hit :: Da Metaphysician
j.Short > j.Forward \/ d.c.Jab > c.Forward > c.Fierce /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward, (Kuuchuu Dash up-forward) ad.Short > ad.Strong >
ad.Forward
(Jump LK > LK \/ d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK,
(uf + PP) ad.LK > ad.LP > ad.LK)
25 :: 44 dmg :: 6 hit :: Bantam13
Large opponent in corner. Doctor Doom 1/4 screen away. Hikou, (fly low to
ground) f.Fierce [5 hit] XX Plasma Beam
(qcb + KK, (fly d) Flying HP XX qcf + P)
26 :: 43 dmg :: 14 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > c.Forward > c.Roundhouse XX Molecular
Shield (otg)
(Jump LK > LK \/ d.s.LP > c.LK > c.HK XX hcb + K)
27 :: 43 dmg :: 8 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > c.Forward > c.Roundhouse XX Photon Shot
(Jump LK > LK \/ d.s.LK > c.LK > c.HK XX hcb + P)
28 :: 41 + 16 dmg :: 8 + 1 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > c.Forward > c.Fierce /\ sj.Jab > sj.Short
> sj.Forward, Fierce Kuuchuu Throw
(Jump LK > LK \/ d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LK, f + HP)
29 :: 40 dmg :: 9 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(Jump LK > LK \/ d.s.LP > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
3o :: 38 dmg :: 6 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.s.Short > s.Strong >
s.Roundhouse [1 hit] XX Plasma Beam
(Jump LK > LP \/ d.s.LK > s.LP > s.HK XX qcf + P)
31 :: 37 dmg :: 12 hit :: Bantam13
d.c.Short > c.Forward > c.Roundhouse XX Molecular Shield (otg)
(d.c.LK > c.LK > c.HK XX hcb + K)
32 :: 33 dmg :: 3 hit :: Bantam13
Opponent in corner. Fierce Throw, d.c.Short (otg) > c.Roundhouse
(When close, f + HP, d.c.LK > c.HK)
33 :: 32 + 71 dmg :: 7 + 21 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab
> sj.Short > sj.Forward, Fierce Kuuchuu Throw, Photon Array
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK, f + HP, hcb + PP)
34 :: 32 dmg :: 5 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Forward > c.Roundhouse
(Jump LK > LK \/ d.c.LP > c.LK > c.HK)
35 :: 32 dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong > s.Fierce
(Jump LK > LP \/ d.s.LP > s.LP > s.HP)
36 :: 28 dmg :: 3 hit :: Bantam13
d.s.Roundhouse [2 hit] XX Plasma Beam
(d.s.HK XX qcf + P)
37 :: 27 dmg :: 4 hit :: Bantam13
j.Jab \/ d.s.Jab > c.Strong > c.Roundhouse
(Jump LP \/ d.s.LP > c.LP > c.HK)
[ Xtra ]
- Combo o2
If you wait a split second before canceling into the Photon Array (so that
the opponent falls into Doom`s sights), it`s possible to score more hits.
- Combo o3,o4
In the corner, more hits from the Photon Array can connect for +1 damage
each.
- Combo o3
The sj.Roundhouse will pop the opponent upward and to the side, creating a
small amount of Flying Screen. You have to Kuuchuu Dash immediately after
hitting with the sj.Roundhouse to have Doctor Doom fly over and do the
Photon Array as they fall into his line of attack.
- Combo o9
Perform the j.Short > j.Strong immediately as Doctor Doom is ascending for
it to link off the previous s.Strong.
- Combo 17,25
As soon as the 5th hit is scored from the f.Fierce`s laser gun, cancel. If
you do it too late, the blast will have pushed the opponent back.
- Combo 2o
Unless canceled right, this combo will normally be 12 hit/50 damage.
- Combo 33
Do the Photon Array when the opponent falls from the throw directly into
Doctor Doom`s line of attack.
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Felicia :: yumemiru catwoman
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** :: Infinite
Opponent in corner. s.Roundhouse XX Rolling Buckler XX Rolling Uppercut [1
hit] \/ s.Roundhouse XX Rolling Buckler XX Rolling Uppercut [1 hit] \/
s.Roundhouse XX Rolling Buckler XX Rolling Uppercut [1 hit], etc ..
(s.HK XX qcf + HP XX Press HP \/ s.HK XX qcf + HP XX Press HP \/ s.HK XX
qcf + HP XX Press HP, etc ..)
o1 :: 143+ dmg :: 190 hit :: Chocobo Combo Video #2
Opponent in corner. Switch to Felicia \/ Please Help Me [37 hit](otg),
d.c.Short (otg) XX Please Help Me [37 hit], d.c.Short (otg) XX Please Help
Me [37 hit], d.c.Short (otg) XX Please Help Me [37 hit], d.c.Short (otg)
XX Please Help Me
(P + K \/ qcb + KK, d.c.LK XX qcb + KK, d.c.LK XX qcb + KK, d.c.LK XX qcb
+ KK, d.c.LK XX qcb + KK)
o2 :: 143+ dmg :: 189 hit :: Chocobo Combo Video #1
Opponent in corner. Please Help Me [37 hit], d.c.Short (otg) XX Please
Help Me [37 hit], d.c.Short (otg) XX Please Help Me [37 hit], d.c.Short
(otg) XX Please Help Me [37 hit], d.c.Short (otg) XX Please Help Me
(qcb + KK, d.c.LK XX qcb + KK, d.c.LK XX qcb + KK, d.c.LK XX qcb + KK,
d.c.LK XX qcb + KK)
o3 :: 123 dmg :: 60 hit
Medium/large opponent in corner. j.Fierce > j.Roundhouse \/ d.s.Jab >
s.Short > s.Fierce [3 hit] XX Fierce Rolling Buckler [1 hit] XX Rolling
Uppercut [2 hit] \/ d.c.Short (otg) XX Please Help Me [37 hit], d.c.Short
(otg) XX Dancing Flash
(Jump HP > HK \/ d.s.LP > s.LK > s.HP XX qcf + HP XX Press HP \/ d.c.LK XX
qcb + KK, d.c.LK XX qcf + PP)
o4 :: 112 dmg :: 61 hit
Opponent in corner. j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short >
s.Strong > s.Forward > s.Fierce [1 hit] XX Fierce Rolling Buckler [1 hit]
XX Rolling Uppercut [2 hit] \/ d.c.Short (otg) XX Please Help Me [37 hit],
d.c.Short (otg) XX Dancing Flash
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP XX
Press HP \/ d.c.LK XX qcb + KK, d.c.LK XX qcf + PP)
o5 :: 112 dmg :: 58 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong
> s.Forward > s.Fierce [1 hit] XX Fierce Rolling Buckler [1 hit] XX
Rolling Slide XX Please Help Me [37 hit](otg), d.c.Short (otg) XX Dancing
Flash
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP XX Press K
XX qcb + KK, d.c.LK XX qcf + PP)
o6 :: 105 dmg :: 58 hit :: Bantam13
Opponent in corner. j.Jab > j.Short > j.Strong \/ d.s.Jab > s.Short >
s.Strong > c.Forward > c.Roundhouse XX Fierce Rolling Buckler [1 hit](otg)
XX Please Help Me [37 hit], d.c.Short (otg) XX Dancing Flash
(Jump LP > LK > LP \/ d.s.LP > s.LK > s.LP > c.LK > c.HK XX qcf + HP XX
qcb + KK, d.c.LK XX qcf + PP)
o7 :: 90 dmg :: 41 hit
j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse XX Please Help Me
(otg)
(Jump HK \/ d.s.LK > c.LK > c.HK XX qcb + KK)
o8 :: 53 dmg :: 19 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong
> s.Forward > s.Fierce [1 hit] XX Fierce Rolling Buckler [1 hit] XX Hyper
Sand Splash
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP XX qcf +
KK)
o9 :: 53 dmg :: 19 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong
> s.Forward > s.Fierce [1 hit] XX Fierce Rolling Buckler [1 hit] XX
Dancing Flash
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP XX qcf +
PP)
1o :: 51 dmg :: 18 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong
> s.Forward > s.Fierce [1 hit] XX Fierce Rolling Buckler [1 hit] XX
Rolling Slide, d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roundhouse Delta Kick
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + HP XX Press
K, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HK)
11 :: 47 dmg :: 11 hit
j.Roundhouse \/ d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roundhouse Delta Kick
(Jump HK \/ d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f,d,df + HK)
12 :: 46 dmg :: 9 hit
j.Short > j.Roundhouse \/ d.c.Jab > c.Short > c.Strong > c.Forward >
c.Roundhouse XX Roundhouse Sand Splash (otg)
(Jump LK > HK \/ d.c.LP > c.LK > c.LP > c.LK > c.HK XX qcf + HK)
13 :: 43 dmg :: 10 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
14 :: 38 dmg :: 7 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward XX Jab
Cat Spike
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK XX f,d,df + LP)
15 :: 36 dmg :: 5 hit
d.c.Short > c.Forward > c.Roundhouse XX Roundhouse Sand Splash (otg)
(d.c.LK > c.LK > c.HK XX qcf + HK)
16 :: 33 dmg :: 7 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward (>
s.Fierce [1 hit]) > Pussy Stlash
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > s.LK > b + HK)
[ Xtra ]
- Combo **
If you do it properly, Felicia never really has to move. The Rolling Buckler
and Uppercut will go deep into the corner to juggle, then she lands right
under the opponent. Which places her in range to catch with the next
s.Roundhouse and immediately cancel into another Rolling Uppercut.
- Combo o1,o2,o3,o4,o5,o6,o7
Rapidly press the Kick buttons so the Please Help Me hits more. It will only
score a maximum of 37 hits.
- Combo 13
In the corner, the sj.Roundhouse can be added for +3 damage.
- Combo 16
In the corner, the s.Fierce can be added for +3 damage.
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Gambit :: kuraikako o himeta hero
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o1 :: 72 dmg :: 24 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce XX Royal Flush
(Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + PP)
o2 :: 69 dmg :: 13 hit :: PhatDan81
Opponent in corner. j.Fierce > j.Roundhouse \/ d.c.Short > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Roundhouse, sj.Fierce
(otg) \/ d.s.Short > s.Forward > s.Fierce
(Jump HP > HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK,
sj.HP \/ d.s.LK > s.LK > s.HP)
o3 :: 64 dmg :: 11 hit
Stand close. Fierce Kinetic Card XX Cajun Explosion
(qcf + HP XX qcf + KK)
o4 :: 64 dmg :: 8 hit
j.Fierce > j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse XX Fierce
Cajun Slash (otg)
(Jump HP > HK \/ d.c.LP > c.LK > c.HK XX f,d,df + HP)
o5 :: 63 / 80 dmg :: 16 / 33 hit
j.Fierce > j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse XX Royal
Flush (otg)
(Jump HP > HK \/ d.c.LK > c.LK > c.HK XX qcf + PP)
o6 :: 63 dmg :: 10 hit
j.Fierce > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > c.Forward >
c.Roundhouse XX Fierce Cajun Slash (otg)
(Jump HP > HK \/ d.s.LP > s.LK > s.LP > c.LK > c.HK XX f,d,df + HP)
o7 :: 57 dmg :: 7 hit :: Bantam13
j.Fierce > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward (>
s.Roundhouse) XX Jab Cajun Slash
(Jump HP > HK \/ d.s.LP > s.LK > s.LP > s.LK XX f,d,df + LP)
o8 :: 53 dmg :: 7 hit
Opponent in corner. Fierce Throw, d.c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Fierce/Roundhouse
(When close, f + HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.HP/HK)
o9 :: 52 dmg :: 9 hit :: IrishRagan
j.Roundhouse \/ d.c.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(Jump HK \/ d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
1o :: 47 + 16 dmg :: 8 + 1 hit :: IrishRagan
j.Fierce \/ d.c.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward, Roundhouse Kuuchuu Throw
(Jump HP \/ d.c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK)
11 :: 44 + 16 dmg :: 6 + 1 hit :: IrishRagan
Opponent in corner. Fierce Throw, d.c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong, Roundhouse Kuuchuu Throw
(When close, f + HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP, f + HK)
12 :: 38 dmg :: 3 hit :: Bantam13
Opponent in corner. Fierce Throw, d.c.Short (otg) (> s.Forward) XX Jab
Cajun Slash
(When close, f + HP, d.c.LK XX f,d,df + LP)
13 :: 37 dmg :: 4 hit :: damaja2
d.s.Short, s.Short > s.Roundhouse XX Jab Cajun Slash
(d.s.LK, s.LK > s.HK XX f,d,df + LP)
14 :: 35 / 60 dmg :: 12 / 38 hit
d.c.Roundhouse XX Royal Flush (otg)
(d.c.HK XX qcf + PP)
15 :: 33 dmg :: 2 hit
Stand close. Kinetic Card, Jab Cajun Slash
(qcf + P, f,d,df + LP)
16 :: 29 + 35 / 54 dmg :: 5 + 10 / 28 hit :: Jericho
d.s.Jab > s.Short, s.Short > s.Forward > s.Fierce XX Jab Kinetic Card XX
Royal Flush
(d.s.LP > s.LK, s.LK > s.LK > s.HP XX qcf + LP XX qcf + PP)
[ Xtra ]
- Combo o2
Do the aerial rave at a steady pace so Gambit will be close to the ground
when the sj.Roundhouse hits. Thus the sj.Fierce will be able to (otg).
- Combo o3
Super Cancel immediately after the cards are thrown so that Gambit lands on
the wall about the time the explosions hit.
- Combo o5
Depending on the size of the opponent, the Royal Flush will score either 11
or 28 hits.
- Combo o7
Adding on the s.Roundhouse is best on large opponents (ie - Juggernaut,
Thanos).
- Combo 12
The s.Forward can be added against some opponents after the c.Short (ie -
Amingo, Chun-Li, Iceman, Omega Red).
- Combo 14
Depending on the size of the opponent, the Royal Flush will score either 11
or 37 hits.
- Combo 16
After the first s.Short, delay a split second before you press LK again. If
you do it too fast, Gambit will do a s.Forward instead. Which won`t mess up
the combo per say since you can still chain the s.Fierce and continue. The
s.Fierce will create Flying Screen and send the opponent to the other side
of the screen. The Jab Kinetic Card can be guarded; however, it also creates
a Guard Break. If it hits, you can Super Cancel into the Royal Flush. Ten
hits is the norm it will do, but it can get up to 28 on large opponents or
if the combo is done next to the corner.
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Gouki / Akuma :: kobushi o kiwameshi mono
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** :: Infinite
Jumping opponent in corner. j.Jab > j.Fierce XX Roundhouse Tatsumaki
Zankuu Kyaku [2 hit] \/ /\ j.Jab > j.Fierce XX Roundhouse Tatsumaki Zankuu
Kyaku [2 hit] \/ /\ j.Jab > j.Fierce XX Roundhouse Tatsumaki Zankuu Kyaku
[2 hit], etc ..
(Jump LP > HP XX qcb + HK \/ /\ Jump LP > HP XX qcb + HK \/ /\ Jump LP >
HP XX qcb + HK, etc ..)
o1 :: 87 dmg :: 32 hit
j.Jab > j.Fierce \/ d.s.Short > s.Strong > s.Fierce XX Gou Hadou Ken XX
Messatsu Gou Hadou
(Jump LP > HP \/ d.s.LK > s.LP > s.HP XX qcf + P XX qcb + PP)
o2 :: 84+ dmg :: 20+ hit
j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short XX Roundhouse
Tatsumaki Zankuu Kyaku [2 hit] XX Tenma Gou Zankuu
(Jump HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK XX qcb + HK XX qcf + PP)
o3 :: 74 dmg :: 26 hit
j.Fierce \/ d.s.Short > s.Roundhouse XX Roundhouse Tatsumaki Zankuu Kyaku
[4 hit] XX Tenma Gou Zankuu
(Jump HP \/ d.s.LK > s.HK XX qcb + HK XX qcf + PP)
o4 :: 71 dmg :: 15 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Fierce XX Gou Hadou Ken XX
Messatsu Gou Shouryuu
(Jump HP \/ d.s.LP > S.HP XX qcf + P XX qcf + PP)
o5 :: 60+ dmg :: 30+ hit
j.Short > j.Forward \/ d.s.Jab > s.Strong XX Roundhouse Tatsumaki Zankuu
Kyaku [5 hit], d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > Mae Geri
XX Tatsumaki Zankuu Kyaku [1 hit] XX Tenma Gou Zankuu
(Jump LK > LK \/ d.s.LP > LP XX qcb + HK, d.c.LK > c.HP /\ sj.LP > sj.LK >
sj.u + LK XX qcb + K XX qcf + PP)
o6 :: 58 dmg :: 30 hit
j.Short > j.Forward \/ d.s.Jab > s.Strong XX Roundhouse Tatsumaki Zankuu
Kyaku [5 hit], d.c.Short (otg) XX Roundhouse Tatsumaki Zankuu Kyaku [3
hit] XX Tenma Gou Zankuu
(Jump LK > LK \/ d.s.LP > s.LP XX qcb + HK, d.c.LK XX qcb + HK XX qcf +
PP)
o7 :: 57 dmg :: 15 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Fierce XX Roundhouse Tatsumaki Zankuu
Kyaku [5 hit], d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Fierce
(Jump LP > HP \/ d.s.LP > s.HP XX qcb + HK, d.c.LK > c.HP /\ sj.LP > sj.LK
> sj.LP > sj.HP)
o8 :: 55 dmg :: 15 hit
j.Fierce \/ d.s.Short > d.s.Forward [2 hit] XX Messatsu Gou Shouryuu
(Jump HP \/ d.s.LK > s.LK XX qcf + PP)
o9 :: 37 dmg :: 4 hit
d.s.Jab > s.Strong > s.Fierce XX Gou Hadou Ken
(d.s.LP > s.LP > s.HP XX qcf + P)
[ Xtra ]
- Combo **
I personally find it easier to jump toward the opponent when you do the
first loop, then jump straight up for the rest until (and only if) Gouki
starts to slide out of range. Also to get deep underneath the opponent to
juggle them rather than be level, since the j.Fierce knocks them to the
ground you want enough time to catch with the Tatsumaki Zankuu Kyaku.
- Combo o1
Rapidly press the Punch buttons so the Messatsu Gou Hadou hits more.
- Combo o7
The Roundhouse Tatsumaki Zankuu Kyaku must hit 5 times, else you won`t be
able to (otg) them. To make sure it does, dash in and swiftly and attack
when deep. 2-in-1 as soon as the s.Fierce connects.
- Combo o8
Depending on where you are, one of the beginning hits from the Messatsu Gou
Shouryuu may not register. If done in the corner, it will be 15 hits. Yet
the damage will remain the same.
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Guile :: kuugun haenuki no heishi
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o1 :: 77 dmg :: 24 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Strong > Straight XX Fierce
Sonic Boom XX Sonic Hurricane
(Jump HP \/ d.s.LP (charge b) > s.LP > b + HP XX f + HP XX qcf + PP)
o2 :: 76 dmg :: 22 hit :: Caliber X
d.c.Short > c.Forward + Spider-Man/Thanos Assist (Capture Type) >
c.Roundhouse [2 hit] (capture hits), d.c.Jab > c.Strong > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Crossfire Assault
(d.c.LK > c.LK + Assist > c.HK, d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + KK)
o3 :: 76 dmg :: 19 hit
d.c.Short > c.Forward + Spider-Man/Thanos Assist (Capture Type) >
c.Roundhouse [2 hit] (capture hits), d.c.Jab > c.Strong > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Crossfire Assault
(d.c.LK > c.LK + Assist > c.HK, d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + KK)
o4 :: 76 dmg :: 19 hit
j.Roundhouse \/ d.c.Short > c.Roundhouse [2 hit] + Omega Red Assist (Throw
Type) (Omega Red hits) /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Crossfire Assault
(Jump HK \/ d.c.LK > c.HK + Assist /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf
+ KK)
o5 :: 72 dmg :: 18 hit
j.Fierce \/ d.s.Jab > c.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Crossfire Assault
(Jump HP \/ d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
KK)
o6 :: 71 dmg :: 25 hit
j.Short > j.Fierce \/ d.s.Jab > s.Strong > Straight XX Sonic Hurricane
(Jump LK > HP \/ d.s.LP > s.LP > b + HP XX qcf + PP)
o7 :: 68 dmg :: 14 hit
Opponent in corner. Fierce Throw, d.s.Short (otg) > s.Forward >
s.Roundhouse XX Somersault Strike
(When close, f + HP, d.s.LK > s.LK > s.HK XX qcb + KK)
o8 :: 67 dmg :: 20 hit :: Caliber X
d.c.Short > c.Forward + Magneto Assist (Capture Type) > c.Roundhouse [2
hit] (capture hits), d.c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Crossfire Assault
(d.c.LK > c.LK + Assist > c.HK, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + KK)
o9 :: 67 dmg :: 15 hit :: Caliber X
d.c.Short > c.Forward + Spider-Man/Thanos Assist (Capture Type) >
c.Roundhouse [2 hit] (capture hits) /\ Crossfire Assault
(d.c.LK > c.LK + Assist > c.HK /\ qcf + KK)
1o :: 66 dmg :: 11 hit :: Caliber X
Opponent in corner. j.Roundhouse \/ d.c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse \/ d.s.Short (otg) >
s.Forward > s.Roundhouse
(Jump HK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK \/
d.s.LK > s.LK > s.HK)
11 :: 64 dmg :: 37 hit :: Caliber X
Opponent in corner. d.c.Short > c.Forward XX Sonic Hurricane [20 hit],
d.s.Short (otg) > s.Forward > s.Roundhouse XX Somersault Strike
(d.c.LK > c.LK XX qcf + PP, d.s.LK > s.LK > s.HK XX qcb + KK)
12 :: 64 dmg :: 17 hit :: GameFan Oct. 2000
d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Crossfire Assault
(d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + KK)
13 :: 63 dmg :: 23 hit
j.Fierce \/ d.c.Short > c.Forward > c.Roundhouse [2 hit](otg) XX Sonic
Hurricane
(Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + PP)
14 :: 62 dmg :: 11 hit
j.Roundhouse \/ d.c.Short > c.Roundhouse [2 hit] + Omega Red Assist (Throw
Type) (Omega Red hits) /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Roundhouse Kuuchuu Somersault Kick
(Jump HK \/ d.c.LK > c.HK + Assist /\ sj.LP > sj.LK > sj.LP > sj.LK XX d,u
+ HK)
15 :: 59 dmg :: 10 hit
j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward > sj.Fierce > sj.Roundhouse
(Jump HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
> sj.HK)
16 :: 59 dmg :: 9 hit
Opponent in corner. Fierce Throw, d.c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Roundhouse Kuuchuu Somersault Kick
(When close, f + HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX d,u
+ HK)
17 :: 58 dmg :: 10 hit
j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Roundhouse Kuuchuu Somersault Kick
(Jump HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX d,u +
HK)
18 :: 56 dmg :: 18 hit
Opponent in corner. j.Jab > j.Forward \/ d.s.Jab > s.Forward >
c.Roundhouse [2 hit] XX Somersault Strike
(Jump LP > LK \/ d.s.LP > s.LK > c.HK XX qcb + KK)
19 :: 53 dmg :: 8 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Strong > c.Roundhouse [2 hit](otg) XX
Roundhouse Somersault Kick
(Jump LP > HP \/ d.s.LP > s.LP > c.HK XX u + HK)
2o :: 52 dmg :: 15 hit
Ken Masters Assist (Expansion Type) [5 hit] /\ Crossfire Assault
(Assist /\ qcf + KK)
21 :: 44 + 64 dmg :: 6 + 13 hit :: Caliber X
Opponent in corner. j.Roundhouse \/ d.c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw, sj.Jab > sj.Strong XX
Crossfire Assault
(Jump HK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP, sj.LP >
sj.LP XX qcf + KK)
22 :: 44 + 46 dmg :: 6 + 5 hit :: Caliber X
Opponent in corner. j.Roundhouse \/ d.c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw, sj.Jab > sj.Strong XX
Roundhouse Kuuchuu Somersault Kick
(Jump HK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP, sj.LP >
sj.LP XX d,u + HK)
23 :: 42 dmg :: 6 hit
Full screen away. Jab Sonic Boom (dash forward) /\ j.Jab > (Sonic Boom
hits) j.Strong \/ d.s.Jab > s.Strong > Spinning Back Knuckle
(Charge b,f + LP (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LP > f + HP)
24 :: 42 dmg :: 6 hit
Full screen away. Jab Sonic Boom (dash forward) /\ j.Jab > (Sonic Boom
hits) j.Strong \/ d.s.Jab > s.Forward > Reverse Spin Kick
(Charge b,f + LP (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LK > f + HK)
25 :: 41 + 42 + 50 :: 6 + 5 + 9 hit :: J.C.: Solo Combo Exhibition #1
j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Strong > sj.Forward,
Roundhouse Kuuchuu Throw \/ c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Strong, Roundhouse Kuuchuu Throw \/ c.Short (otg) > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward XX Roundhouse Kuuchuu Somersault Kick
(Jump HP \/ d.c.LK > c.HP /\ sj.LP > sj.LP > sj.LK, f + HK \/ c.LK > c.HP
/\ sj.LP > sj.LP, f + HK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX d,u + HK)
26 :: 39 dmg :: 6 hit
j.Jab > j.Strong \/ c.Short > c.Forward XX Roundhouse Somersault Kick
(Jump LP (charge d) > LP \/ c.LK > c.LK XX u + HK)
27 :: 16 + 55 dmg :: 15 + 1 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. Roundhouse Throw /\ j.Jab > j.Short XX Crossfire
Assault \/ d.c.Short (otg) > c.Strong > s.Roundhouse
(When close, f + HK, Jump LP > LK XX qcf + KK \/ d.c.LK > c.LP > s.HK)
28 :: 16 + 52 dmg :: 13 + 1 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. Roundhouse Throw, Spinning Back Knuckle XX Somersault
Strike
(When close, f + HK, f + HP XX qcb + KK)
[ Xtra ]
- Combo o2,o3,o4,o5,o8,12
Through personal trial and error, it seems that the aerial rave you do
before Super Canceling into the Crossfire Assault all depends on the
opponent`s size. On a medium- or large-sized opponent (ie - Ryuu, Hulk,
Sentinel), Guile can add in both the sj.Strong and sj.Forward attacks. On a
smaller-sized and even some medium-sized characters (ie - Cammy, Jill, Iron
Man), it may be best to skip the Strong attack. Also jump up-forward rather
than just straight up to make sure the chain will connect on the ascension.
Seems neither of the above methods will work on Roll-chan or Kobun.
- Combo o9
End this combo with a SFII Tiger Knee-motion Crossfire Assault, hitting UF
after the 'qcf' motion so Guile does it the moment he leaves the ground.
- Combo 1o
The sj.Fierce > sj.Roundhouse part of the aerial rave is best done as Guile
and the opponent are descending. Therefore both will land relatively the
same time and you can get the (otg).
- Combo 19
In the corner, the energy arc from Somersault Kick will miss.
- Combo 21,22
Once Guile throws the opponent back against the wall during the aerial rave,
immediately attack with the sj.Jab > sj.Strong before they fall out of
range.
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Hayato Kanzaki :: hono`o no shoukin kasegi
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o1 :: 109 dmg :: 40 hit :: GANYMEDE
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Strong > Hien,
Plasma Combo: Guren 1 [4 hit] + Spiral Assist (Ground Type) [6 hit] /\
(Spiral hits) /\ j.Short > j.Roundhouse \/ d.s.Jab > s.Strong > Hien,
Plasma Combo: Guren 1 [4 hit] XX Fierce Shi Den [1 hit] XX Black Hayato
(Jump LK > HK \/ d.s.LP > s.LP > f + HP, b + HP,LP,HP + Assist,HP /\ Jump
LK > HK \/ d.s.LP > s.LP > f + HP, b + HP,LP,HP,HP XX qcf + HP XX
LP,HP,b,LK,HK)
o2 :: 108 dmg :: 31 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. j.Fierce \/ Plasma Combo: Kegon 1 [5 hit], d.c.Fierce
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Guren [2 hit] XX
Plasma Field \/ d.c.Short (otg) > s.Fierce XX Black Hayato
(Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f,d,df + LP XX qcb + KK \/ d.c.LK > s.HP XX LP,HP,b,LK,HK)
o3 :: 104 dmg :: 25 hit :: GANYMEDE + Araya
j.Short > j.Roundhouse \/ d.s.Short > s.Forward > Hien, Plasma Combo:
Guren 1 [4 hit] XX Fierce Shi Den [1 hit] XX Black Hayato
(Jump LK > HK \/ d.s.LK > s.LK > f + HP, b + HP,LP,HP,HP XX qcf + HP XX
LP,HP,b,LK,HK)
o4 :: 100 dmg :: 36 hit :: GANYMEDE + Araya
j.Short > j.Roundhouse \/ d.s.Short > s.Forward + Spiral Assist (Ground
Type) [6 hit] > s.Fierce (Spiral hits) /\ j.Short > j.Roundhouse \/
d.s.Short > s.Forward > Hien, Plasma Combo: Guren 1 [4 hit] XX Fierce Shi
Den [1 hit] XX Black Hayato
(Jump LK > HK \/ d.s.LK > LK + Assist > s.HP /\ Jump LK > HK \/ d.s.LK >
s.LK > f + HP, b + HP,LP,HP,HP XX qcf + HP XX LP,HP,b,LK,HK)
o5 :: 87 dmg :: 20 hit
j.Roundhouse \/ Plasma Combo: Guren 1 [4 hit] XX Black Hayato
(Jump HK \/ b + HP,LP,HP,HP XX LP,HP,b,LK,HK)
o6 :: 85 dmg :: 17 hit
Stand close. Byakko Hou, (dash forward) Black Hayato
(b,f + PP (f,f), LP,HP,b,LK,HK)
o7 :: 78 dmg :: 12 hit
j.Fierce \/ d.s.Jab > s.Strong > s.Fierce XX Fierce Shi Den [1 hit] XX
Rasetsu
(Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + HP XX qcf + PP)
o8 :: 77 dmg :: 12 hit
j.Roundhouse \/ Plasma Combo: Guren 1 [4 hit] XX Fierce Shi Den [1 hit] XX
Engetsu
(Jump HK \/ b + HP,LP,HP,HP XX qcf + HP XX qcf + KK)
o9 :: 72 dmg :: 18 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.s.Short > s.Forward >
s.Roundhouse [2 hit] XX Fierce Guren [2 hit] XX Plasma Field \/ d.c.Short
(otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Fierce
Guren
(Jump LK > LP \/ d.s.LK > s.LK > s.HK XX f,d,df + HP XX qcb + KK \/ d.c.LK
> c.Fierce /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP)
1o :: 72 dmg :: 13 hit :: GamePro #143
j.Jab > j.Short \/ d.s.Jab > s.Short > s.Fierce XX Fierce Shi Den [1 hit]
XX Rasetsu
(Jump LP > LK \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcf + PP)
11 :: 72 dmg :: 12 hit
j.Jab > j.Roundhouse \/ Plasma Combo: Kegon 1 [5 hit] XX Engetsu
(Jump LP > HK \/ b + LP,LP,HP,HK,LP XX qcf + KK)
12 :: 65 dmg :: 16 hit
Opponent in corner. j.Roundhouse \/ Plasma Combo: Guren 1 [4 hit] XX
Fierce Guren [1 hit] XX Plasma Field \/ d.c.Short (otg) > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Fierce Guren
(Jump HK \/ b + HP,LP,HP,HP XX f,d,df + HP XX qcb + KK \/ d.c.LK > c.HP /\
sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP)
13 :: 62 dmg :: 14 hit
j.Fierce \/ Plasma Combo: Kegon 1 [5 hit], d.c.Fierce /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward XX Fierce Guren [2 hit] XX Plasma Field
(Jump HP \/ b + LP,LP,HP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f,d,df + HP XX qcb + KK)
14 :: 59 dmg :: 25 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ Plasma Combo: Kegon 2 [5 hit],
d.s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Fierce Guren [2 hit] XX Plasma Field \/ d.c.Short (otg) > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Fierce Guren
(Jump LK > LP \/ b + LP,LP,LP,HK,LP, d.s.LK > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX f,d,df + HP XX qcb + KK \/ d.c.LK > c.HP /\ sj.LP > sj.LK
> sj.LP > sj.LK XX f,d,df + HP)
15 :: 50 dmg :: 10 hit :: GamePro #143
j.Jab > j.Short \/ d.c.Fierce /\ j.Jab > sj.Short > sj.Strong > sj.Forward
XX Fierce Guren
(Jump LP > LK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP)
16 :: 48 dmg :: 12 hit :: GamePro #143
Stand close. Plasma Combo: Kegon 2 [5 hit], d.c.Fierce /\ sj.Jab > j.Short
> sj.Strong XX Fierce Fierce Guren
(b + LP,LP,LP,HK,LP, d.c.HP /\ sj.LP > sj.LK > sj.LP XX f,d,df + HP)
17 :: 48 dmg :: 8 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Forward > s.Fierce XX Fierce Guren
(Jump LK > LK \/ d.s.LP > s.LK > s.HP XX f,d,df + HP)
18 :: 47 dmg :: 10 hit :: Bantam13
d.s.Short > c.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Guren
(d.s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + LP)
19 :: 46 + 16 dmg :: 7 + 1 hit :: Bantam13
j.Roundhouse \/ d.s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, Roundhouse Kuuchuu Throw
(Jump HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK)
20 :: 46 dmg :: 8 hit :: Bantam13
d.s.Jab > c.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > Dai Pursuit
(d.s.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK)
21 :: 45 dmg :: 5 hit :: Bantam13
d.s.Jab > s.Strong > s.Fierce XX Fierce Shi Den
(d.s.LP > s.LP > s.HP XX qcf + HP)
22 :: 32 dmg :: 5 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Short > s.Strong > Hien
(Jump LP > LK \/ d.s.LK > s.LP > f + HP)
[ Xtra ]
- Combo o5
Once the fourth hit of the Plasma Combo: Guren 1 connects, you have to input
the command for Black Hayato -very- fast. It gets tricky because when you
press HP for the command, you may accidentally finish the Plasma Combo and
Hayato will whiff the uppercut.
- Combo o6
This combo can work in two ways. After the Byakko Hou, dash and buffer in
the Black Hayato command. It can either catch the opponent on their descent,
but sometimes Hayato will only hit them once and it won`t connect, allowing
them to safe roll away. Other times the LK of the command will come out as a
kick, which will juggle the falling opponent and make the Black Hayato
guaranteed to catch. But the timing is insane.
- Combo 14
Start attacking as soon as Hayato gets next to the opponent so that he
arises at the same rate with them. If you combo too early, the first Fierce
Guren will cross-up underneath the opponent, causing the Plasma Field to
knock them back out into the open rather then upward in the corner.
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Hulk :: sanmyaku o kudaku kairiki kyojin
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** :: Infinite
Opponent in corner. c.Fierce [1 hit] XX Roundhouse Gamma Charge (aim
upward) XX Short Gamma Charge (aim up-forward) \/ Roundhouse Gamma Charge
(aim upward) XX Short Gamma Charge (aim up-forward) \/ Roundhouse Gamma
Charge (aim upward) XX Short Gamma Charge (aim up-forward), etc ..
(c.HP XX u + HK XX uf + LK (charge d) \/ u + HK XX uf + LK (charge d) \/ u
+ HK XX uf + LK (charge d), etc ..)
o1 :: 112 dmg :: 19 hit
Opponent in corner. j.Roundhouse \/ c.Fierce [2 hit] XX Roundhouse Gamma
Charge (aim upward) XX Roundhouse Gamma Charge (aim up-forward) \/
s.Fierce (otg) XX Gamma Quake
(Jump HK (charge d) \/ c.HP XX u + HK XX uf + HK \/ s.HP XX qcf + KK)
o2 :: 106 dmg :: 9 hit :: James Chen: Solo Combo Exhibition #1
j.Short > j.Forward \/ c.Short > c.Forward XX Roundhouse Gamma Charge XX
Gamma Crush
(Jump LK (charge db) > LK \/ c.LK > c.LK XX f + HK XX qcb + PP)
o3 :: 95 dmg :: 7 hit
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Fierce XX Gamma Crush
(Jump HK \/ d.s.LP > s.HP XX qcb + PP)
o4 :: 94 dmg :: 8 hit
j.Roundhouse \/ d.c.Short > c.Fierce [2 hit] XX Gamma Crush
(Jump HK \/ d.c.LK > c.HP XX qcb + PP)
o5 :: 90 dmg :: 17 hit :: James Chen: Solo Combo Exhibition #1
Opponent in/near corner. j.Short > j.Forward \/ c.Jab > c.Strong XX
Roundhouse Gamma Charge XX Gamma Wave
(Jump LK (charge db) > LK \/ c.LP > c.LP XX f + HK XX qcf + PP)
o6 :: 84 dmg :: 18 hit
j.Roundhouse \/ d.c.Short > c.Fierce [2 hit] XX Gamma Quake
(Jump HK \/ d.c.LK > c.HP XX qcf + KK)
o7 :: 67 dmg :: 11 hit
j.Roundhouse \/ c.Fierce [1 hit] XX Gamma Wave
(Jump HK \/ c.HP XX qcf + PP)
o8 :: 61 dmg :: 8 hit
j.Roundhouse \/ d.c.Short > c.Fierce [2 hit] /\ sj.Jab > sj.Short >
sj.Forward > sj.Fierce
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > Sj.LK > sj.HP)
o9 :: 59 dmg :: 5 hit
j.Roundhouse \/ c.Short > c.Forward XX Gamma Charge XX Gamma Charge (aim
upward/up-forward)
(Jump HK (charge db) \/ c.LK > c.LK XX f + K XX u/uf + K)
1o :: 49 dmg :: 9 hit :: GamePro #143
d.c.Short > c.Fierce [1 hit] XX Gamma Wave
(d.c.LK > c.HP XX qcf + PP)
11 :: 38 dmg :: 3 hit
j.Roundhouse \/ d.s.Jab > s.Fierce
(Jump HK \/ d.s.LP > s.HP)
[ Xtra ]
- Combo **
One of the best ways I`ve come to do this is to cancel after Hulk has
finished saying "Gamma Charge!" It seems that`s about the perfect timing to
cancel into the next one. Also notice that you hit the opponent when they
are low to the ground after semi-launching them with the c.Fierce to start
the infinite. That`s about as low as you want them to be when you land to
juggle them again. If you catch them too high in the air, they can air
recovery and guard the Short Gamma Charge.
- Combo o5
The Roundhouse Gamma Charge will pop the opponent up over the advancing Hulk
to place them on the other side. However, perform the motion for the Gamma
Wave in the direction Hulk charges. Don`t reverse it. (Even if you do,
you`ll just do the Gamma Crush which will combo and do more damage.)
- Combo o9
Depending on which strength Gamma Charge you do will alter the direction of
the second upward Gamma Charge slightly. If you do it with Short, do the
second Gamma Charge up-forward. If it`s Roundhouse, do the second upward.
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Iceman :: hot na cool guy
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o1 :: 74 (78) dmg :: 28 hit :: Bantam13
Opponent in corner. Iceman 1/4 screen away. (super jump) Short Ice
Avalanche, (Iceman floats down)(Ice Avalanche hits) sj.Jab \/ c.Roundhouse
/\ sj.Jab > sj.Short XX Arctic Attack
((d,u) qcf + LK, sj.LP \/ c.HK /\ sj.LP > sj.LK XX qcf + PP)
o2 :: 70 (74) dmg :: 33 hit :: Bantam13
d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong XX
Arctic Attack
(d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP XX qcf + PP)
o3 :: 66 (70) dmg :: 26 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short > s.Fierce XX Jab Ice
Beam [5 hit] XX Arctic Attack
(Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + LP XX qcf + PP)
o4 :: 57 (61) dmg :: 26 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Short > s.Fierce XX Jab Ice
Beam [5 hit] XX Arctic Attack
(Jump LK > LK \/ d.s.LK > s.HP XX qcf + LP XX qcf + PP)
o5 :: 57 (64) dmg :: 7 hit
Opponent in corner. Iceman 1/4 screen away. (super jump) Short Ice
Avalanche, (Iceman floats down)(Ice Avalanche hits) sj.Jab \/ c.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Fierce
((d,u) qcf + LK, sj.LP \/ c.HK /\ sj.LP > sj.LK > sj.LP > sj.HP)
o6 :: 55 (65) dmg :: 9 hit
j.Fierce \/ d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse/d + Roundhouse
(Jump HP \/ d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK/d + HK)
o7 :: 46 (54) dmg :: 8 hit :: Bantam13
d.c.Jab > c.Strong > c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.d + Roundhouse
(d.c.LP > c.LP > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK)
o8 :: 45 (54) dmg :: 10 hit :: Bantam13
j.Fierce \/ d.c.Short > c.Strong > c.Roundhouse XX Fierce Ice Beam
(Jump HP \/ d.c.LK > c.LP > c.HK XX qcf + HP)
o9 :: 44 (54) + 16 dmg :: 9 + 1 hit :: Bantam13
j.Short > j.Strong \/ d.c.Jab > c.Strong > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump LK > LP \/ d.c.LP > c.LP > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f
+ HP)
1o :: 42 (52) dmg :: 11 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong > s.Fierce XX Jab Ice Beam
(Jump LK > LP \/ d.s.LP > s.LP > s.HP XX qcf + LP)
11 :: 41 (45) dmg :: 12 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Forward > s.Roundhouse XX Fierce Ice
Beam
(Jump LK > LP \/ d.s.LK > s.LK > s.HK XX qcf + HP)
12 :: 36 (45) dmg :: 9 hit
d.s.Jab > s.Strong > s.Fierce XX Jab Ice Beam
(d.s.LP > s.LP > s.HP XX qcf + LP)
13 :: 35 dmg :: 10 hit
d.s.Short > s.Forward > s.Roundhouse XX Fierce Ice Beam
(d.s.LK > s.LK > s.HK XX qcf + HP)
14 :: 32 dmg :: 5 hit :: Bantam13
j.Short > j.Forward \/ d.c.Short > c.Forward > c.Fierce
(Jump LK > LK \/ d.c.LK > c.LK > c.HP)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7,o8,o9,1o,11,12
If Iceman has his Ice Fist (qcb + P) activated, most combos can do +4-10
damage. Beside the damage in the combo details in ( ) is how much it does
when the Ice Fist is on. If there is no number in parenthesis, the combo
will do the same damage as if the Ice Fist isn`t used.
- Combo o1,o5
Jumping in an up-forward direction as you go up to do the Ice Avalanche may
be good since it will have Iceman float down towards the opponent. Do the
Ice Avalanche when Iceman is at the peak of his jump. When it hits, it`ll
pop the opponent upward in an unrecoverable bounce. Thus the sj.Jab on
Iceman`s descent will link. Then land and launch them back up to perform the
aerial rave.
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Iron Man :: sora kakeru kogane no kishi
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*1 :: Infinite :: IrishRagan
Opponent in corner. d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Fierce,
sj.Roundhouse (otg) \/ /\ j.Short > j.Forward > j.u + Fierce \/ /\ j.Short
> j.Forward > j.u + Fierce \/ /\ j.Short > j.Forward > j.u + Fierce,
etc ..
(d.s.HK /\ sj.LP > sj.LK > sj.HP, sj.HK \/ /\ Jump LK > LK > u + HP \/ /\
Jump LK > LK > u + HP \/ /\ Jump LK > LK > u + HP, etc ..)
*2 :: Infinite :: IrishRagan
j.Short > j.u + Roundhouse \/ /\ j.Jab > j.Strong > j.Forward > j.u +
Fierce \/ /\ j.Jab > j.Strong > j.Forward > j.u + Fierce \/ /\ j.Jab >
j.Strong > j.Forward > j.u + Fierce, etc ..
(Jump LK > u + HK \/ /\ Jump LP > LP > LK > u + HP \/ /\ Jump LP > LP > LK
> u + HP \/ /\ Jump LP > LP > LK > u + HP, etc ..)
o1 :: 89 dmg :: 36 hit :: Caliber X
j.d + Fierce \/ d.s.Jab > s.Short > c.Strong XX Jab Repulsor Blast [? hit]
XX Proton Cannon
(Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP)
o2 :: 84 dmg :: 48 hit :: Caliber X
Opponent in corner. Roundhouse Throw, d.s.Short (otg) > s.Fierce XX Proton
Cannon
(When close, f + HK, d.s.LK > s.HP XX qcf + PP)
o3 :: 81 dmg :: 50 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Strong > s.Fierce XX Proton Cannon
(Jump LK > LK \/ d.s.LK > s.LP > s.HP XX qcf + PP)
o4 :: 78 dmg :: 29 hit :: Da Metaphysician
j.Short > j.Fierce \/ d.s.Jab > s.Short > c.Strong XX Jab Repulsor Blast
[3 hit], d.s.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce, (Kuuchuu Dash upward) ad.Short > ad.u + Fierce
XX Hikou, (fly upward) f.Short > f.Strong > f.u + Fierce XX Fierce Unibeam
(Jump LK > HP \/ d.s.LP > s.LK > c.LP > XX hcb + LP, d.s.LK > s.HK /\
sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP, (u + PP) ad.LK > ad.u + HP XX
qcb + KK), (fly u) Flying LK > LP > u + HP XX qcf + HP)
o5 :: 74 dmg :: 51 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong XX Proton Cannon
(Jump LK > LK \/ d.s.LP > s.LK > c.LP XX qcf + PP)
o6 :: 73 dmg :: 50 hit :: Caliber X
d.c.Short > c.Forward, c.Short (otg) > c.Strong XX Proton Cannon
(d.c.LK > c.LK, c.LK > c.LP XX qcf + PP)
o7 :: 71 dmg :: 22 hit :: Caliber X
j.d + Fierce \/ d.s.Jab > s.Strong > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce > sj.u + Roundhouse XX Hikou, (fly
upward) f.Jab > f.Strong > f.u + Fierce XX Fierce Unibeam
(Jump d + HP \/ d.s.LP > s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP > sj.u + HK XX qcb + KK, (fly u) Flying LP > LP > u + HP XX qcf
+ HP)
o8 :: 70 dmg :: 22 hit :: IrishRagan
j.Fierce \/ d.c.Short > c.Strong > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.u + Fierce, (Kuuchuu Dash upward) ad.Short > ad.u + Fierce</pre><pre id="faqspan-4">
XX Hikou, (fly upward) f.Short > f.Strong > f.u + Fierce XX Fierce Unibeam
(Jump HP \/ d.c.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.u + HP, (u
+ PP) ad.LK > ad.u + HP XX qcb + KK, (fly u) Flying LK > LP > u + HP XX
qcf + HP)
o9 :: 63 dmg :: 48 hit :: IrishRagan
d.c.Jab > c.Strong XX Proton Cannon
(d.c.LP > c.LP XX qcf + PP)
1o :: 63 dmg :: 17 hit
Opponent in corner. Fierce/Roundhouse Throw, d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
XX Fierce Unibeam
(When close, f + HP/HK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP XX qcf + HP)
11 :: 57 dmg :: 16 hit :: Bantam13
j.u + Roundhouse \/ /\ j.Jab > j.Short > j.u + Fierce XX Hikou, (fly
upward) f.Jab > f.Short > f.u + Fierce XX Fierce Unibeam
(Jump u + HK \/ /\ Jump LP > LK > u + HP XX qcb + KK, (fly u) Flying LP >
LK > u + HP XX qcf + HP)
12 :: 52 dmg :: 16 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce XX Jab Unibeam
(Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HP /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.u + HP XX qcf + LP)
13 :: 48 dmg :: 13 hit :: Bantam13
j.u + Roundhouse \/ /\ j.Short > j.Forward > j.u + Fierce XX Fierce
Unibeam
(Jump u + HK \/ /\ Jump LK > LK > u + HP XX qcf + HP)
14 :: 48 dmg :: 10 hit :: Bantam13
Opponent in corner. j.Short > j.d + Fierce \/ d.s.Jab > s.Strong >
s.Fierce XX Jab Unibeam
(Jump LK > d + HP \/ d.s.LP > s.LP > s.HP XX qcf + LP)
15 :: 48 dmg :: 7 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Strong XX Jab Repulsor Blast
(Jump LK > LK \/ d.c.LP > c.LP XX hcb + LP)
16 :: 45 dmg :: 10 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse /\
sj.Jab > sj.Short > sj.Forward > sj.d + Fierce
(Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LK >
sj.d + HP)
17 :: 42 dmg :: 8 hit :: Bantam13
d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Roundhouse/d + Roundhouse
(d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK/d + HK)
18 :: 35 dmg :: 6 hit :: Bantam13
j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong > c.Forward
(Jump LK > HP \/ d.s.LP > s.LK > s.LP > c.LK)
19 :: 31 dmg :: 6 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Short > c.Roundhouse
(Jump LK > LK \/ d.c.LP > c.LK > c.HK)
[ Xtra ]
- Combo *1
After hitting sj.Jab, pause a moment until the opponent looks to fall out of
range before hitting sj.Short > sj.Fierce fast. They will be forced down to
the ground, allowing the sj.Roundhouse to 'pop' them (otg). Rejump and
continue the juggle infinite. The j.Short > j.Forward > j.u + Fierce
sequence timing differs on the size of the opponent.
- Combo *2
The beauty about this infinite is that is can be done anywhere, and it`s
much easier. Once the j.u + Roundhouse launches, land and rejump to perform
the juggle. The pace is steady and the j.u + Fierce causes enough stun to
allow Iron Man to land and rejump easily. Once you carry the opponent into
the corner, the rhythm of the combo can change slightly.
- Combo o1,o2,o3,o5,o6,o9
Rapidly press the Punch buttons so the Proton Cannon hits more.
- Combo o1
The "? hit" for the Jab Repulsor Blast means that you can cancel after any
of its three hits, but each produces a different outcome. If you cancel on
the first hit, the Proton Cannon will 'pop' the opponent and they will take
the full force of the blast. If 2 hits, the Proton Cannon will still hit,
but the opponent will 'ride' the top of the beam and take the least amount
of damage. If 3 hits, the opponent will get carried over onto the other side
of Iron Man. Perform the Proton Cannon in the initial direction Iron Man is
facing, don`t switch it because the opponent is on that side. He`ll turn and
still catch them. Even though the opponent will 'ride' on top of the beam,
because they took all three hits of the Repulsor Blast, it also does the
most damage. The damage in the combo details shows that result.
- Combo 11,13
Perform the j.u + Roundhouse as close to the ground as possible, so Iron Man
can rejump and attack as he is ascending.
- Combo 17
The sj.d + Roundhouse ender is easier to do in the corner.
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Jill Valentine :: akumu kara no seikansha
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o1 :: 88 dmg :: 37 hit :: GANYMEDE
j.Short > j.Forward \/ d.s.Jab > s.Strong > s.Fierce + Spiral Assist
(Ground Type) [2 hit] XX CODE: T-002 [13 hit], d.c.Short (otg) > c.Fierce
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1
hit] XX Kinsetsu Sentou A+
(Jump LK > LK \/ d.s.LP > s.LP > s.HP + Assist XX qcb + KK, d.c.LK > c.HP
/\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP)
o2 :: 87 dmg :: 31 hit :: Bantam13
Jill and opponent center screen. Roundhouse Kinkyuu Kaihi B (crow) XX
CODE: T-002 [13 hit], d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX Kinsetsu Sentou
A+
(qcf + HK XX qcb + KK, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + LP XX qcf + PP)
o3 :: 83 dmg :: 31 hit :: Bantam13
Opponent in corner. Jill over 1/2 screen away. Roundhouse Kinkyuu Kaihi A
(burning zombie), Short Kinkyuu Kaihi B (cerebus dog), (forward dash) /\
(dog hits) j.Short > j.Strong XX Kinsetsu Sentou A+ [10 hit] (zombie hits)
\/ c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu
Sentou A [2 hit] XX Kinsetsu Sentou A+
(qcb + HK, qcf + LK, (f,f, uf) Jump LK > LP XX qcf + PP \/ c.HP /\ sj.LP >
sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP)
o4 :: 83 dmg :: 20 hit :: Bantam13
Opponent in corner. Jill 3/4 screen away OR stand close. Roundhouse
Kinkyuu Kaihi A (burning zombie), Jab Grenade Launcher [2 hit] (zombie
hits), d.c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab
Kinsetsu Sentou A [2 hit] XX Kinsetsu Sentou A+
(qcb + HK, f,d,df + LP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP XX qcf +PP)
o5 :: 80 dmg :: 27 hit :: Bantam13
Jill and opponent center screen. Roundhouse Kinkyuu Kaihi B (crow) XX
CODE: T-002 [13 hit], d.c.Short (otg) XX Rocket Launcher
(qcf + HK XX qcb + KK, d.c.LK XX qcf + KK)
o6 :: 80 dmg :: 26 hit :: Bantam13
Opponent in corner. Roundhouse Kinkyuu Kaihi A (burning zombie) /\ j.Jab >
j.Strong \/ d.s.Jab > s.Forward > s.Roundhouse XX Jab Kinsetsu Sentou A [2
hit], d.c.Short (otg) > s.Fierce (zombie hits), d.c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX
Kinsetsu Sentou A+
(qcb + HK /\ Jump LP > LP \/ d.s.LP > s.LK > s.HK XX qcf + LP, d.c.LK >
s.HP, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP)
o7 :: 79 dmg :: 21 hit :: Bantam13
Full screen away. Roundhouse Kinkyuu Kaihi A (burning zombie), (dash
forward)(jump over opponent) d.s.Jab > c.Forward > c.Roundhouse, c.Short
(otg)(zombie hits) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX Kinsetsu Sentou A+
(qcb + HK, (f,f, uf) d.s.LP > c.LK > c.HK, c.LK > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + LP XX qcf + PP)
o8 :: 79 dmg :: 14 hit :: Bantam13
Opponent in corner. Jill center screen. Roundhouse Kinkyuu Kaihi A
(burning zombie), (zombie center screen) Short Kinkyuu Kaihi B (cerebus
dog) /\ (dog hits) j.Short > j.Fierce (zombie hits) XX Kinsetsu Sentou A+
(qcb + HK, qcf + LK /\ Jump LK > HP XX qcf + PP)
o9 :: 78 dmg :: 21 hit
j.Fierce \/ d.c.Short > c.Forward > c.Roundhouse, c.Short (otg) > c.Fierce
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1
hit] XX Kinsetsu Sentou A+
(Jump HP \/ d.c.LK > c.LK > c.HK, c.LK > c.HP /\ sj.LP > sj.LK > sj.LP >
sj.LK XX qcf + LP XX qcf + PP)
1o :: 77 dmg :: 17 hit :: Bantam13
Full screen away. Roundhouse Kinkyuu Kaihi A (burning zombie), (dash
forward)(jump over opponent) d.s.Jab > s.Forward > s.Roundhouse XX (zombie
hits) CODE: T-002
(qcb + HK, (f,f, uf) d.s.LP > s.LK > s.HK XX qcb + KK)
11 :: 75 dmg :: 27 hit :: James Chen: Capcom Gals Combos
Jill in corner. Opponent center screen. Short Kinkyuu Kaihi A (grabbing
zombie), (jump over opponent) d.s.Jab > s.Strong > s.Fierce, (zombie
grabs) d.s.Short > s.Forward > s.Roundhouse XX Jab Kinsetsu Sentou A [2
hit], d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Kinsetsu Sentou A [2 hit] XX Kinsetsu Sentou A+
(qcb + LK, (uf) d.s.LP > s.LP > s.HP, d.s.LK > s.LK > s.HK XX qcf + LP,
d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP XX qcf + PP)
12 :: 72 dmg :: 15 hit :: Bantam13
Jill and opponent center screen. Roundhouse Kinkyuu Kaihi B (crow) XX
CODE: T-002 [13 hit], End of Tyrant
(qcf + HK XX qcb + KK, qcf + K)
13 :: 72 dmg :: 12 hit
j.Fierce \/ d.c.Short > c.Forward > c.Roundhouse XX Jab Kinsetsu Sentou A
[1 hit](otg) XX Kinsetsu Sentou A+
(Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + LP XX qcf + PP)
14 :: 71 dmg :: 27 hit :: James Chen: Capcom Gals Combos
CODE: T-002 [13 hit], d.c.Short (otg) XX Rocket Launcher
(qcb + KK, d.c.LK XX qcf + KK)
15 :: 71 dmg :: 19 hit :: Bantam13
Opponent in corner. Roundhouse Kinkyuu Kaihi A (burning zombie) /\ j.Short
> j.Strong \/ d.c.Jab > c.Forward > c.Roundhouse, c.Short (otg) > s.Fierce
(zombie hits) XX Jab Grenade Launcher [2 hit] XX Rocket Launcher
(qcb + HK /\ Jump LK > LP \/ d.c.LP > c.LK > c.HK, c.LK > s.HP XX f,d,df +
LP XX qcf + KK)
16 :: 69 dmg :: 22 hit :: GamePro #143
j.Jab > j.Short \/ d.s.Jab > s.Short > c.Roundhouse, c.Short (otg) >
c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu
Sentou A [1 hit] XX Kinsetsu Sentou A+
(Jump LP > LK \/ d.s.LP > s.LK > c.HK, c.LK > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + LP XX qcf + PP)
17 :: 67 dmg :: 20 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ d.s.Jab > s.Strong > s.Fierce XX
Jab Kinsetsu Sentou A [2 hit], d.c.Short (otg) > s.Fierce XX Jab Kinsetsu
Sentou A [1 hit] XX Rocket Launcher
(Jump LP > LP \/ d.s.LP > s.LP > s.HP XX qcf + LP, d.c.LK > s.HP XX qcf +
LP XX qcf + KK)
18 :: 67 dmg :: 18 hit :: Bantam13
Full screen away. Short Kinkyuu Kaihi A (grabbing zombie), (dash forward)
(jump over opponent) d.s.Jab > c.Forward > c.Roundhouse, c.Short (otg)
(zombie grabs) XX Short Kinkyuu Kaihi B (cerebus dog) /\ (dog hits)
j.Short > j.Strong XX Kinsetsu Sentou A+
(qcb + LK, (f,f, uf) d.s.LP > c.LK > c.HK, c.LK XX qcf + LK /\ Jump LK >
LP XX qcf + PP)
19 :: 66 dmg :: 18 hit :: Bantam13
Opponent in corner. Roundhouse Kinkyuu Kaihi A (burning zombie) /\ j.Jab >
j.Strong \/ d.s.Jab > s.Strong > s.Roundhouse XX Jab Kinsetsu Sentou A [2
hit] (zombie hits) XX Rocket Launcher
(qcb + HK /\ Jump LP > LP \/ d.s.LP > s.LP > s.HK XX qcf + LP XX qcf + KK)
2o :: 65 dmg :: 20 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Jab > c.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX Kinsetsu Sentou
A+
(Jump LP > LK \/ d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + LP XX qcf + PP)
21 :: 65 dmg :: 13 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Strong > c.Roundhouse XX Jab Kinsetsu
Sentou A [1 hit](otg) XX Kinsetsu Sentou A+
(Jump LK > LP \/ d.s.LK > s.LP > c.HK XX qcf + LP XX qcf + PP)
22 :: 65 dmg :: 11 hit :: Bantam13
Opponent center screen. Short Kinkyuu Kaihi A (grabbing zombie), (jump
over opponent) d.s.Jab > s.Forward > s.Fierce, (zombie grabs) (dash
forward) Jab Grenade Launcher [2 hit] XX Kinsetsu Sentou A+
(qcb + LK, (uf) d.s.LP > s.LK > s.HP, (f,f) f,d,df + LP XX qcf + PP)
23 :: 63 dmg :: 18 hit :: GamePro #143
j.Jab > j.Strong \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Kinsetsu Sentou A+
(Jump LP > LP \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
PP)
24 :: 62 dmg :: 18 hit :: GamePro #143
Short Kinkyuu Kaihi A (grabbing zombie), (zombie grabs) d.s.Jab > s.Strong
> c.Fierce /\ sj.Jab > sj.Short > sj.Forward XX Jab Kinsetsu Sentou A [1
hit] XX Kinsetsu Sentou A+
(qcb + LK, d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LK XX qcf + LP XX
qcf + PP)
25 :: 61 dmg :: 17 hit :: Bantam13
On medium/large opponent. j.Short > j.Fierce \/ d.s.Jab > s.Roundhouse XX
Rocket Launcher
(Jump LK > HP \/ d.s.LP > s.HK XX qcf + KK)
26 :: 61 dmg :: 13 hit
Opponent in corner. Short Kinkyuu Kaihi B (cerebus dog) /\ (dog hits)
j.Short > j.Strong XX Kinsetsu Sentou A+
(qcf + LK /\ Jump LK > LP XX qcf + PP)
27 :: 58 dmg :: 16 hit :: Bantam13
j.Roundhouse \/ d.s.Short > s.Roundhouse XX Rocket Launcher
(Jump HK \/ d.s.LK > s.HK XX qcf + KK)
28 :: 58 dmg :: 16 hit :: Bantam13
j.Fierce \/ d.s.Jab > s.Fierce XX Rocket Launcher
(Jump HP \/ d.s.LP > s.HP XX qcf + KK)
29 :: 57 dmg :: 18 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Forward > c.Roundhouse XX Jab Kinsetsu
Sentou A [1 hit](otg) XX Rocket Launcher
(Jump LK > LK \/ d.s.LP > s.LK > c.HK XX qcf + LP XX qcf + KK)
3o :: 55 dmg :: 19 hit :: Bantam13
Opponent center screen. Short Kinkyuu Kaihi A (grabbing zombie), (jump
over opponent) d.s.Jab > s.Forward > s.Fierce, (zombie grabs) d.s.Jab >
s.Strong XX Rocket Launcher
(qcb + LK, (uf) d.s.LP > s.LK > s.HP, d.s.LP > s.LP XX qcf + KK)
31 :: 54 dmg :: 13 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Jab > s.Strong > c.Roundhouse, c.Short (otg) >
c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu
Sentou A
(Jump LP > LK \/ d.s.LP > s.LP > c.HK, c.LK > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + LP)
32 :: 51 + 56 dmg :: 8 + 13 hit :: Bantam13
Opponent in corner. Roundhouse Kinkyuu Kaihi A (burning zombie) /\ j.Short
> j.Strong \/ d.s.Jab > c.Forward > c.Roundhouse, c.Short (otg) > s.Fierce
(zombie hits) XX CODE: T-002
(qcb + HK /\ Jump LK > LP \/ d.s.LP > c.LK > c.HK, c.LK > s.HP XX qcb +
KK)
33 :: 50 + 16 dmg :: 8 + 1 hit :: Bantam13
j.Roundhouse \/ d.c.Short > c.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump HK \/ d.c.LK > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
34 :: 49 dmg :: 17 hit :: Bantam13
j.Jab > j.Strong \/ d.c.Short > c.Forward XX Rocket Launcher
(Jump LP > LP \/ d.c.LK > c.LK XX qcf + KK)
35 :: 49 dmg :: 17 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Strong XX Rocket Launcher
(Jump LK > LK \/ d.s.LP > s.LP XX qcf + KK)
36 :: 49 dmg :: 6 hit :: Bantam13
j.Roundhouse \/ d.s.Short > s.Forward > c.Roundhouse, c.Short (otg) >
s.Fierce
(Jump HK \/ d.s.LK > s.LK > c.HK, c.LK > s.HP)
37 :: 48 dmg :: 10 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > c.Forward > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Roundhouse
(Jump LK > LK \/ d.s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK)
38 :: 48 dmg :: 9 hit :: Bantam13
d.c.Jab > c.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Kinsetsu Sentou A
(d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP)
39 :: 47 dmg :: 6 hit :: Bantam13
j.Fierce \/ d.s.Short > s.Forward > c.Roundhouse, c.Short (otg) XX
Snapback
(Jump HP \/ d.s.LK > s.LK > c.HK, c.LK XX qcf + Assist)
4o :: 45 dmg :: 7 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Forward > c.Roundhouse XX Jab Kinsetsu
Sentou A (otg)
(Jump LP > LP \/ d.s.LK > s.LK > c.HK XX qcf + LP)
41 :: 40 dmg :: 6 hit :: Bantam13
Opponent center screen. Short Kinkyuu Kaihi A (grabbing zombie), (jump
over opponent) d.s.Jab > s.Strong > s.Fierce, (zombie grabs) Jab Grenade
Launcher
(qcb + LK, (uf) d.s.LP > s.LP > s.HP, f,d,df + LP)
42 :: 40 dmg :: 6 hit + Snapback :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Strong > s.Roundhouse XX Snapback
(Jump LK > LK \/ d.s.LP > s.LP > s.HK XX qcf + Assist)
43 :: 40 dmg :: 6 hit + Snapback :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Forward > s.Fierce XX Snapback
(Jump LP > LP \/ d.s.LK > s.LK > s.HP XX qcf + Assist)
44 :: 40 dmg :: 5 hit :: Bantam13
Opponent in corner. Jill 1/2 screen away. Short Kinkyuu Kaihi B (cerebus
dog) (dash forward) /\ (dog hits) j.Short > j.Strong XX Jab Kinsetsu
Sentou A
(qcf + LK (f,f, uf) /\ Jump LK > LP XX qcf + LP)
45 :: 39 dmg :: 5 hit :: Bantam13
d.s.Jab > s.Forward > s.Fierce XX Jab Kinsetsu Sentou A
(d.s.LP > s.LK > s.HP XX qcf + LP)
46 :: 39 dmg :: 3 hit :: Bantam13
sj.Fierce \/ d.c.Fierce /\ sj.Fierce
(Jump HP \/ d.c.HP /\ sj.HP)
47 :: 37 dmg :: 5 hit :: Bantam13
Opponent center screen. Short Kinkyuu Kaihi A (grabbing zombie), (jump
over opponent) d.s.Short > s.Strong > s.Roundhouse, (zombie grabs) Short
Kinkyuu Kaihi B (cerebus dog)
(qcb + LK, (uf) d.s.LK > s.LP > s.HK, qcf + LK)
48 :: 32 dmg :: 5 hit :: GamePro #143
j.Jab > j.Strong \/ d.s.Jab > s.Short > s.Fierce
(Jump LP > LP \/ d.s.LP > s.LK > s.HP)
49 :: 13 + 72 dmg :: 1 + 20 hit :: Bantam13
Opponent in corner. d.c.Fierce XX Fierce Grenade Launcher [2 hit],
d.c.Short (otg) > c.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX Kinsetsu Sentou A+
(d.c.HP XX f,d,df + HP, d.c.LK > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP >
sj.LK XX qcf + LP XX qcf + PP)
5o :: 13 + 52 dmg :: 1 + 14 hit :: Bantam13
Opponent near corner. d.c.Fierce XX Fierce Grenade Launcher [2 hit] XX
Rocket Launcher
(d.c.HP XX f,d,df + HP XX qcf + KK)
[ Xtra ]
- Combo o1,o2,o3,o4,o6,o7,o9,13,16,2o,21,24,49
If the Jab Kinsetsu Sentou A hits twice, it will knock the opponent too far
away from Jill and the Kinsetsu Sentou A+ will miss. In the cases of Combos
13 and 21, it will pop them up out of reach. However in the corner, both
hits can connect for +1-2 damage to the combo.
- Combo o1
The more hits Spiral does from her Ground Assist, the less the combo will do
in full. If you cancel into the CODE: T-002 immediately after pressing
Fierce and the Assist, Spiral will pin the opponent in place with 2-3 hits
before Tyrant emerges, getting the highest amount of damage.
- Combo o3
The Roundhouse Kinkyuu Kaihi A (burning zombie) and Short Kinkyuu Kaihi B
(cerebus dog) are done right after each other. This allows Jill to chase the
dog and jump to do the air combo. The burning zombie will continue to walk
as Jill is hitting with the Kinsetsu Sentou A+ and end up underneath them at
the ending. Causing the opponent to fall on the zombie to juggle and Jill to
attack with the c.Fierce to relaunch.
- Combo o4
Wait until the zombie is getting close to the opponent before doing the Jab
Grenade Launcher. Depending how far Jill is determines how close the zombie
should be. The closer Jill is, the closer the zombie can be. You have to
have enough time for the grenade shell to fly over and hit the opponent to
pop them up, allowing them to fall on the burning zombie for a juggle.
- Combo o8
Wait until the zombie is center screen before calling the cerebus. Jump and
perform the air combo in one swift motion. The Fierce will knock them down
into the zombie, and that blast will pop the opponent into the Kinsetsu
Sentou A+.
- Combo 1o
The trick to this combo revolves a little on luck. When the burning zombie
hits, the opponent is usually sent backwards. This pops them back out of
range of the CODE: T-002 unless you cancel before the zombie hits.
- Combo 18
Being full screen away is very important to have enough time to get the
entire run, jump, and chain combo before the zombie gets too close. If timed
right, the c.Short will pop the opponent right into the zombie.
- Combo 19
Another combo with timing issues. The best time to start the combo is right
the burning zombie is fully on-screen. It should hit the opponent when Jill
is doing the Kinsetsu Sentou A, allowing the Rocket Launcher to 'pop' them
up for the full juggle. In same cases the 'pop' won`t happen and you`ll lose
about 2 hits, but the combo will only do about -2 damage.
- Combo 29
If you Super Cancel immediately, sometimes the Rocket Launcher will not pop
the opponent after the Jab Kinsetsu Sentou A hits, causing the opponent to
tech roll it and able to guard. If you hesitate a hair-split second before
the cancel, it increases the success of the Rocket Launcher hitting right.
- Combo 32
The CODE: T-002 (sadly) doesn`t combo, not even against large opponents. It
acts as a setup against opponents that don`t guard after the ground combo.
- Combo 49,5o
The c.Fierce at the beginning doesn`t add to the combo, it`s used as a setup
for the Fierce Grenader Launcher to hit.
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Jin Saotome :: jin-kata heiki Blodia o karu senshi
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o1 :: 133 dmg :: 11 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ c.Jab > c.Fierce XX Fierce
Saotome Typhoon [2 hit] XX Saotome Cyclone, Saotome Dynamite [3 hit] XX
Saotome Cyclone
(Jump LK (charge db) > LP \/ c.LP > c.HP XX f + HP XX qcf + KK (charge d),
u + P XX qcf + KK)
o2 :: 131 dmg :: 9 hit :: Chocobo Combo Video #2
Opponent in corner. j.Fierce \/ d.s.Jab > s.Strong XX Saotome Cyclone,
Saotome Dynamite [4 hit](otg) XX Saotome Cyclone
(Jump HP \/ d.s.LP > s.LP XX qcf + KK (charge d), u + P XX qcf + KK)
o3 :: 123 dmg :: 8 hit :: Bantam13
j.Jab > j.Forward \/ d.s.Jab > s.Strong XX Saotome Cyclone, c.Short (otg)
> s.Strong XX Saotome Cyclone
(Jump LP > LK \/ d.s.LP > s.LP XX qcf + KK, c.LK > s.LP XX qcf + KK)
o4 :: 110 dmg :: 10 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.s.Short XX Blodia Punch [3
hit], c.Roundhouse (otg) XX Jab Saotome Typhoon [2 hit] XX Saotome Cyclone
(Jump LK > LP \/ d.s.LK XX qcf + PP (charge db), c.HK XX f + LP XX qcf +
KK)
o5 :: 109 dmg :: 11 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.c.Jab > c.Strong XX Blodia
Punch [3 hit], c.Roundhouse (otg) XX Jab Saotome Typhoon [2 hit] XX
Saotome Cyclone
(Jump LK > LP \/ d.c.LP > c.LP XX qcf + PP (charge db), c.HK XX f + LP XX
qcf + KK)
o6 :: 109 dmg :: 11 hit :: Industrial.Rock.Monster
Opponent in corner. d.c.Jab > c.Strong XX Blodia Punch [3 hit],
c.Roundhouse (otg) XX Saotome Dynamite [4 hit] XX Saotome Cyclone
(d.c.LP > LP XX qcf + PP (charge d), c.HK XX u + P XX qcf + KK)
o7 :: 107 dmg :: 12 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Strong XX Saotome Cyclone, d.c.Short
(otg) XX Blodia Punch
(Jump LK > LK \/ d.s.LP > s.LP XX qcf + KK, d.c.LK XX qcf + PP)
o8 :: 92 dmg :: 10 hit :: Bantam13
d.s.Jab > s.Strong XX Saotome Cyclone, c.Short (otg) > s.Strong /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce
(d.s.LP > s.LP XX qcf + KK, c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
o9 :: 92 dmg :: 7 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ c.Jab > c.Fierce XX Fierce
Saotome Typhoon [2 hit] XX Saotome Cyclone
(Jump LK (charge db) > LP \/ c.LP > c.HP XX f + HP XX qcf + KK)
1o :: 91 dmg :: 12 hit :: Bantam13
j.Short > j.Strong \/ s.Short XX Fierce Saotome Typhoon [3 hit] XX Saotome
Cyclone, Saotome Dynamite (otg)
(Jump LK (charge b) > LP \/ s.LK XX f + HP XX qcf + KK (charge d), u + P)
11 :: 89 dmg :: 11 hit
Stand close. c.Jab > c.Strong XX Jab Saotome Typhoon [3 hit] XX Saotome
Cyclone, Saotome Dynamite (otg)
((charge db) c.LP > c.LP XX f + LP XX qcf + KK (charge d), u + P)
12 :: 85 dmg :: 6 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ c.Short > c.Roundhouse XX
Saotome Dynamite [1 hit](otg) XX Saotome Cyclone
(Jump LK (charge d) > LK \/ c.LK > c.HK XX u + P XX qcf + KK)
13 :: 84 dmg :: 7 hit :: Bantam13
j.Short > j.Strong \/ s.Short XX Fierce Saotome Typhoon [3 hit] XX Saotome
Cyclone
(Jump LK (charge b) > LP \/ s.LK XX f + HP XX qcf + KK)
14 :: 81 dmg :: 10 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong XX Saotome Cyclone, Saotome
Dynamite (otg)
(Jump LK > LP \/ d.s.LP > s.LP XX qcf + KK (charge d), u + P)
15 :: 77 dmg :: 18 hit :: Caliber X
Stand close. c.Jab > c.Strong XX Fierce Saotome Typhoon [3 hit] XX Blodia
Punch [9 hit], c.Roundhouse (otg) XX Saotome Dynamite
((charge db) c.LP > c.LP XX f + HP XX qcf + PP (charge d), c.HK XX u + P)
16 :: 74 dmg :: 28 hit :: Bantam13
j.Short > j.Strong \/ s.Short XX Fierce Saotome Typhoon [3 hit] XX Blodia
Vulcan (otg)
(Jump LK (charge b) > LP \/ s.LK XX f + HP XX qcb + PP)
17 :: 73 dmg :: 15 hit :: Bantam13
j.Roundhouse [2 hit] \/ s.Short XX Fierce Saotome Typhoon [3 hit] XX
Blodia Punch
(Jump HK (charge b) \/ s.LK XX f + HP XX qcf + PP)
18 :: 72 dmg :: 11 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.c.Jab > c.Strong XX Blodia
Punch [3 hit], c.Roundhouse (otg) XX Jab Saotome Typhoon
(Jump LK > LP \/ d.c.LP > c.LP XX qcf + PP (charge db), c.HK XX f + LP)
19 :: 70 dmg :: 16 hit :: Bantam13
Jin in corner. Opponent close. Jab Saotome Typhoon [4 hit] XX Blodia Punch
[5 hit], c.Short (otg) > s.Strong /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce
(Charge b,f + LP XX qcf + PP, c.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP)
2o :: 69 dmg :: 10 hit :: Bantam13
Jin in corner. Opponent close. c.Short > c.Roundhouse XX Saotome Dynamite
[1 hit] XX Blodia Punch
((charge d) c.LK > c.HK XX u + P XX qcf + PP)
21 :: 69 (72) dmg :: 8 hit :: Bantam13
j.Roundhouse [2 hit] \/ d.s.Short > c.Roundhouse XX Blodia Punch (otg)
(Jump HK \/ d.s.LK > c.HK XX qcf + PP)
22 :: 69 dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong XX Saotome Cyclone
(Jump LK > LP \/ d.s.LP > s.LP XX qcf + KK)
23 :: 67 (69) dmg :: 9 hit :: Bantam13
Saotome Diving [3 hit] \/ c.Short > c.Roundhouse XX Blodia Punch (otg)
(Jump d + HK \/ c.LK > c.HK XX qcf + PP)
24 :: 66 dmg :: 29 hit :: Bantam13
j.Short > j.Strong \/ Jab Saotome Typhoon [4 hit] XX Blodia Vulcan (otg)
(Jump LK (charge b) > LP \/ f + LP XX qcb + PP)
25 :: 64 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Forward \/ d.s.Short XX Blodia Punch [3
hit], d.c.Short (otg) > s.Fierce
(Jump LK > LK \/ d.s.LK XX qcf + PP, d.c.LK > s.HP)
26 :: 63 dmg :: 26 hit :: Bantam13
Stand close. Jab Saotome Typhoon [4 hit] XX Blodia Vulcan (otg)
(Charge b,f + LP XX qcb + PP)
27 :: 62 (68) dmg :: 7 hit
j.Roundhouse [2 hit] \/ d.c.Jab > c.Strong XX Blodia Punch
(Jump HK \/ d.c.LP > c.LP XX qcf + PP)
28 :: 61 dmg :: 25 hit :: Bantam13
Jin in corner. Opponent close. s.Jab > s.Strong XX Blodia Vulcan
(s.LP > s.LP XX qcb + PP)
29 :: 54 (58) dmg :: 7 hit :: Bantam13
Saotome Diving [3 hit] \/ d.s.Short XX Blodia Punch
(Jump d + HK \/ d.s.LK XX qcf + PP)
3o :: 52 (62) dmg :: 5 hit :: Bantam13
d.c.Jab > c.Strong XX Blodia Punch
(d.c.LP > c.LP XX qcf + PP)
31 :: 49 dmg :: 8 hit
j.Fierce \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce
(Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
32 :: 45 dmg :: 12 hit :: Bantam13
On large opponent. j.Short > j.Roundhouse [2 hit] \/ d.s.Short > s.Strong
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > Saotome Diving
(Jump LK > HK \/ d.s.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d +
HK)
33 :: 45 dmg :: 9 hit :: Bantam13
Saotome Diving [3 hit] \/ c.Short \/ c.Roundhouse XX Saotome Dynamite
(Jump d + HK (charge d) \/ c.LK > c.HK XX u + P)
34 :: 44 dmg :: 10 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Strong /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(Jump LK > LP \/ d.s.LK > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
35 :: 39 dmg :: 7 hit :: Bantam13
j.Roundhouse [2 hit] \/ c.Jab > c.Strong XX Saotome Dynamite
(Jump HK (charge d) \/ c.LP > c.LP XX u + P)
36 :: 39 dmg :: 4 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short XX Saotome Crush
(Jump LK > LP \/ d.s.LK XX hcb + K)
37 :: 37 dmg :: 3 hit :: Bantam13
j.Fierce \/ d.c.Jab > c.Fierce
(Jump HP \/ d.c.LP > c.HP)
38 :: 35 + 16 dmg :: 9 + 1 hit :: Bantam13
Saotome Diving [3 hit] \/ d.s.Jab > s.Strong \/ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump d + HK \/ d.s.LP > s.LP \/ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
39 :: 32 dmg :: 4 hit
On large opponent. j.Short > j.Forward \/ d.s.Short > s.Roundhouse
(Jump LK > LK \/ d.s.LK > s.HK)
4o :: 32 dmg :: 4 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Fierce
(Jump LK > LK \/ d.s.LK > s.HP)
41 :: 31 dmg :: 6 hit :: Bantam13
j.Short > j.Strong \/ Jab Saotome Typhoon
(Jump LK (charge b) > LP \/ f + LP)
42 :: 24 dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Forward
(Jump LK > LP \/ d.s.LK > s.LK)
43 :: 24 dmg :: 5 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Forward
(Jump LK > LK \/ d.c.LP > c.LK)
[ Xtra ]
- Combo o7,21,23,27,29,3o
Depending where the combo is done will determine how many hits and damage
the Blodia Punch will do. For example, if Jin is in the corner with the
opponent close to him, then the Blodia Punch will hit for over seven hits.
Whereas if they are both in the middle of the screen, or the opponent is
instead the one in the corner, only the last 3-4 hits will connect for
moderate damage. Each of the damages listed are if the Blodia Punch hits
moderately, since chances are in most cases that you will be in the middle
of the screen. Beside the damage in the combo details in ( ) is how much it
does if the Blodia Punch hits in full, just to show what is possible. If
there is no number in parenthesis, the combo will either do the same damage
as if you were in the middle of the screen, or it`s impossible to place Jin
and the opponent to get all the hits to connect. For hits, add 2-6 more.
- Combo 1o,13,15,16,17,19,24,26
Even though Jin changes sides with the opponent during the last hits of the
Saotome Typhoon, it`s still traveling forward. So the game still reads it as
Jin is facing the initial way which you started. So perform the motion for
the Blodia Punch/Blodia Vulcan/Saotome Cyclone, respectively, without
reversing the direction of input.
- Combo 12
Depending on when you cancel, the Saotome Dynamite can hit either once to
lightly pop the opponent off the ground or hit four times to knock them
straight up into the air. Either way, you can combo the Saotome Cyclone to
catch them, but the Saotome Dynamite hitting more times will make it harder.
It will do 9 hit/87 damage though.
- Combo 15
This combo will only work either in the middle of the screen, or when the
opponent is close to the corner (but not actually in it). The Blodia Punch
will create Flying Screen and send the opponent across, making Jin have to
catch up after they have landed on the ground. That`s when you immediately
do the c.Roundhouse (otg) XX Saotome Dynamite to catch before they get up.
- Combo 2o
The Saotome Dynamite can only hit once, or it will throw the opponent too
far and the Blodia Punch will miss. The best way to do it is performing the
Saotome Dynamite early (immediately after the c.Roundhouse hits) so the last
hit of it catches when the opponent hits the ground.
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Juggernaut :: seishi funou no ningen juusensha
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o1 :: 143+ dmg :: 17 hit :: Industrial.Rock.Monster
Jin Saotome (Expansion Type) & Cammy (Expansion Type) on team. Opponent in
corner. d.s.Jab > s.Strong XX Variable Combination [10 hit], c.Short (otg)
XX Juggernaut Headcrush
(d.s.LP > s.LP XX Assist + Assist, c.LK XX qcf + PP)
o2 :: 116 (123) dmg :: 9 hit :: Bantam13
Opponent in corner. j.Roundhouse \/ d.s.Short > s.Fierce XX Jab Juggernaut
Punch, d.c.Short (otg) XX Juggernaut Headcrush
(Jump HK \/ d.s.LK > s.HP XX hcf + LP, d.c.LK XX qcf + PP)
o3 :: 107 (109) dmg :: 9 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ d.c.Roundhouse XX Jab Juggernaut
Punch, d.c.Short (otg) XX Juggernaut Headcrush
(Jump LK > LP \/ d.c.HK XX hcf + LP, d.c.LK XX qcf + PP)
o4 :: 100 (106) dmg :: 13 hit :: Bantam13
j.Fierce \/ d.s.Short > s.Strong XX Fierce Earthquake Punch [6 hit] XX
Juggernaut Headcrush
(Jump HP \/ d.s.LK > s.LP XX hcb + HP XX qcf + PP)
o5 :: 100 dmg :: 6 hit :: 3pwood
Fierce Throw, Fierce Juggernaut Punch (otg) XX Juggernaut Headcrush
(When close, f + HP, hcf + HP XX qcf + PP)
o6 :: 93 (95) dmg :: 11 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > c.Forward XX Fierce Earthquake Punch [3
hit] XX Juggernaut Headcrush
(Jump LK > LP \/ d.s.LK > c.LK XX hcb + HP XX qcf + PP)
o7 :: 82 (89) dmg :: 10 hit :: Bantam13
Opponent in corner. j.Roundhouse \/ c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse \/ d.c.Short (otg) > f
+ Fierce
(Jump HK \/ c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK \/
d.c.LK > f + HP)
o8 :: 67 (70) dmg :: 5 hit :: Bantam13
Opponent in corner. d.s.Short > s.Fierce XX Jab Juggernaut Punch,
d.c.Short (otg) > f + Fierce
(d.s.LK > s.HP XX hcf + LP, d.c.LK > f + HP)
o9 :: 52 (59) dmg :: 3 hit :: Bantam13
j.Fierce/Roundhouse \/ d.s.Roundhouse XX Jab Juggernaut Punch
(Jump HP/HK \/ d.s.HK XX hcf + LP)
1o :: 52 (54) dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Fierce XX Jab Juggernaut Punch
(Jump LK > LP \/ d.s.LK > s.HP XX hcf + LP)
11 :: 50 (52) dmg :: 4 hit :: Bantam13
j.Short > j.Strong \/ d.c.Fierce XX Roundhouse Juggernaut Body Press
(Jump LK > LP \/ d.c.HP XX hcf + HK)
12 :: 47 (57) dmg :: 3 hit :: Bantam13
Opponent in corner. Jab Juggernaut Punch, d.c.Jab (otg) > f + Fierce
(hcf + LP, d.c.LP > f + HP)
13 :: 46 (48) dmg :: 5 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > c.Forward XX Jab Juggernaut Punch
(Jump LK > LP \/ d.s.LK > c.LK XX hcf + LP)
14 :: 45 dmg :: 4 hit :: Bantam13
Opponent in corner. Fierce Throw /\ j.Jab > j.Strong XX Short Juggernaut
Body Press
(When close, f + HP /\ Jump LP > LP XX hcf + LK)
15 :: 44 (54) dmg :: 3 hit :: Bantam13
Opponent in corner. Jab Juggernaut Punch, d.c.Short (otg) > c.Roundhouse
(hcf + LP, d.c.LK > c.HK)
16 :: 44 (47) dmg :: 3 hit :: 3pwood
d.s.Short > s.Fierce XX Jab Juggernaut Punch
(d.s.LK > s.HP XX hcf + LP)
17 :: 37 (40) dmg :: 7 hit :: Bantam13
d.s.Short > s.Strong XX Fierce Earthquake Punch
(d.s.LK > s.LP XX hcb + HP)
[ Xtra ]
- Combo o1
For some reason, this seems to work better if Jin is second and Cammy is
third on the team. It`ll work the other way as well, but Cammy sometimes
flies around more if she`s the last person. The Headcrush during the VC will
knock the opponent into the Saotome Cyclone. In the meantime, Cammy will
continue to fly around the screen until the opponent is spat out the Cyclone
and then grab them in the Killer Bee Assault. Usually she will slam the
opponent to the ground and they land beside Juggernaut`s feet. Other times
she will put them on the other side of the screen and Juggernaut won`t be
able to (otg) them.
- Combo o2,o3,o4,o6,o7,o8,o9,1o,11,12,13,15,16,17
If Juggernaut has his Cyttorak Power-Up (f,d,df + PP) activated, most combos
can do +2-10 damage. Beside the damage in the combo details in ( ) is how
much it does when the Cyttorak Power-Up is on. If there is no number in
parenthesis, the combo will do the same damage as if the Cyttorak Power-Up
isn`t used.
- Combo o4
Cancel into the Juggernaut Headcrush once the first tremor is made on the
ground from the Earthquake Punch. The other hits will catch the opponent at
the same time as Juggernaut is hitting with the Headcrush.
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Ken Masters :: rekka o matou kakutou ou
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** :: Infinite
Jumping opponent in corner. j.Jab > j.Fierce XX Roundhouse Tatsumaki
Senpuu Kyaku [2 hit] \/ /\ j.Jab > j.Fierce XX Roundhouse Tatsumaki Senpuu
Kyaku [2 hit] \/ /\ j.Jab > j.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
[2 hit], etc ..
(Jump LP > HP XX qcb + HK \/ /\ Jump LP > HP XX qcb + HK \/ /\ Jump LP >
HP XX qcb + HK, etc ..)
o1 :: 98 dmg :: 43 hit
Opponent in corner. j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short >
s.Strong > s.Fierce XX Hadou Ken XX Shouryuu Reppa [10 hit] \/ Shinryuu
Ken [20+ hit](otg) \/ /\ j.Jab > j.Strong > j.Forward > j.Fierce >
j.Roundhouse
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP
\/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK)
o2 :: 85 dmg :: 23 hit :: James Chen: Solo Combo Exhibition #1
j.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku [1 hit] \/ d.s.Short >
s.Forward [1 hit] > s.Fierce XX Shippuujinrai Kyaku
(Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK)
o3 :: 84 dmg :: 7 hit :: IrishRagan
j.Roundhouse \/ d.c.Short > c.Fierce /\ Roundhouse Tatsumaki Senpuu Kyaku
(Jump HK \/ d.c.LK > c.HP /\ qcb + HK)
o4 :: 76 dmg :: 25 hit
j.Fierce \/ d.s.Jab > s.Short > s.Fierce XX Fierce Hadou Ken XX
Shippuujinrai Kyaku
(Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK)
o5 :: 74 dmg :: 29 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.c.Short > c.Roundhouse,
Shinryuu Ken [20+ hit](otg) \/ /\ j.Jab > j.Strong > j.Forward > j.Fierce
> j.Roundhouse
(Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP >
HK)
o6 :: 74 dmg :: 27 hit
Opponent in corner. j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short >
s.Strong > s.Fierce XX Hadou Ken XX Shouryuu Reppa [10 hit] \/ d.c.Short
(otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Fierce
Shouryuu Ken
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP
\/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP)
o7 :: 69 dmg :: 16 hit
j.Fierce \/ d.s.Jab > s.Short > s.Fierce XX Hadou Ken XX Shouryuu Reppa
(Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP)
o8 :: 59 dmg :: 19 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce XX Shinryuu Ken
(Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK)
o9 :: 52 dmg :: 9 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
1o :: 52 dmg :: 9 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Hadou Ken
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
P)
11 :: 51 dmg :: 12 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Fierce Shouryuu Ken
(Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f,d,df + HP)
12 :: 47 + 16 dmg :: 8 + 1 hit
j.Jab > j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> Mae Geri, Fierce Kuuchuu Throw
(Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f +
HP)
13 :: 39 dmg :: 11 hit
j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward XX
Roundhouse Tatsumaki Senpuu Kyaku
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK)
14 :: 36 dmg :: 5 hit
j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Roundhouse
(Jump HP \/ d.s.LP > s.LK > s.LP > s.HK)
[ Xtra ]
- Combo **
I personally find it easier to jump toward the opponent when you do the
first loop, then jump straight up for the rest until (and only if) Ken
starts to slide out of range. Also to get deep underneath the opponent to
juggle them rather than be level, since the j.Fierce knocks them to the
ground you want enough time to catch with the Tatsumaki Senpuu Kyaku.
- Combo o1,o5,o8
Rapidly press the Kick buttons so the Shinryuu Ken hits more.
- Combo o1
Once you land from the Shouryuu Reppa, immediately do the Shinryuu Ken so it
can (otg) the opponent.
- Combo o2,o4
Rapidly press the Kick buttons so the Shippuujinrai Kyaku hits more.
- Combo o4
Catching with the Shippuujinrai Kyaku can be hard if you don`t Super Cancel
fast enough after the Hadou Ken. It`s better to do this in the corner.
- Combo o9
In the corner, the sj.Roundhouse can be added for +4 damage.
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Kobun / Servbot :: tayori na kumo chuujitsu na 40 nin
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o1 :: 51 dmg :: 47 hit
Opponent in corner. j.Short > j.Forward > j.Roundhouse \/ d.c.Short >
c.Forward > c.Roundhouse XX Bull Mover [1 hit](otg) XX Chuushoku Rush
(a-Assist version)
(Jump LK > LK > HK \/ d.c.LK > c.LK > c.HK XX qcf + K XX qcf + PP)
o2 :: 41 dmg :: 41 hit
Opponent in corner. Chuushoku Rush (y-Assist version) [30+ hit], d.s.Short
(otg) > s.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab
Kobun Fire
(qcf + PP, d.s.LK > s.HP /\ sj.LP > sj.LK > sj.LP > sj.LK> qcf + LP)
o3 :: 38 dmg :: 13 hit
d.c.Fierce/Roundhouse XX Chuushoku Rush (B-Assist version)(otg)
(d.c.HP/HK XX qcf + PP)
o4 :: 17 dmg :: 13 hit
j.Jab > j.Short > j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce, d.c.Jab
(otg) > s.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab
Kobun Fire
(Jump LP > LK > HK \/ d.s.LP > s.LK > c.HP, d.c.LP > s.HP /\ sj.LP > sj.LK
> sj.LP > sj.LK XX qcf + LP)
o5 :: 12 dmg :: 9 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LP > HP \/ d.s.LP > s.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
o6 :: 8 dmg :: 5 hit
d.c.Short > c.Forward > c.Roundhouse XX Bull Mover (otg)
(d.c.LK > c.LK > c.HP XX qcf + K)
o7 :: 8 dmg :: 5 hit
d.c.Jab > c.Strong > c.Fierce XX Jab Kobun Fire (otg)
(d.c.LP > c.LP > c.HP XX qcf + LP)
o8 :: 8 dmg :: 5 hit
d.s.Jab > s.Fierce XX Short Engo Kougeki (Kuubaku!)
(d.s.LP > s.HP XX qcb + LK)
[ Xtra ]
- Combo o1
The Alpha (a) Assist Chuushoku Rush is when all the Kobuns are running along
the screen to get their trays filled.
- Combo o2
The Gamma (y) Assist Chuushoku Rush is when all the Kobuns are flying
randomly across the screen.
- Combo o3
The Beta (B) Assist Chuushoku Rush is when all the Kobuns are falling from
the ceiling one after the other.
- Combo o4
While this combo can be done anywhere, the Jab Kobun Fire will hit more if
the opponent is in the corner to do 17 hit/21 damage.
- Combo o5
In the corner, the sj.Roundhouse can be added for +1 damage.
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Magneto :: jikai ou
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o1 :: 143+ dmg :: 182 hit :: Caliber X
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-
forward) ad.d + Short > ad.Forward \/ s.Roundhouse [1 hit] XX Short Hyper
Gravitation XX Magnetic Tempest [35 hit], c.Short (otg) > c.Roundhouse XX
Short Hyper Gravitation, c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.Jab
> sj.Short > sj.Strong > sj.Forward, (Kuuchuu Dash up-forward) ad.Jab >
ad.Short > ad.Strong, ad.Jab > ad.Short > ad.Strong > ad.Forward XX Short
Hyper Gravitation XX Magnetic Tempest [35 hit], sj.d + Short > sj.Forward
XX Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.d + Short >
sj.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ s.HK XX</pre><pre id="faqspan-5">
hcb + LK XX qcf + KK, c.LK > c.HK XX hcb + LK, c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX hcb + LK XX qcf + KK, sj.Jab > sj.Short > sj.Strong >
sj.Forward, (uf + PP) ad.Jab > ad.Short > ad.Strong, ad.Jab > ad.Short >
ad.Strong > ad.Forward XX hcb + LK XX qcf + KK, sj.d + LK > sj.LK XX hcb +
LK XX qcf + KK, sj.d + LK > sj.LK XX hcf + HP)
o2 :: 143+ dmg :: 90 hit :: Caliber X
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35 hit] \/
c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.Short >
sj.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcb + LK XX
qcf + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcb + LK XX
qcf + KK, sj.LK > sj.LK XX hcf + HP)
o3 :: 143+ dmg :: 89 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-
forward) ad.d + Short > ad.Forward \/ s.Roundhouse [1 hit] XX Short Hyper
Gravitation XX Magnetic Tempest [35 hit], c.Short (otg) > c.Roundhouse XX
Short Hyper Gravitation, c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest
(Jump HK \/ d.c.LK > c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ s.HK XX
hcb + LK XX qcf + KK, c.LK > c.HK XX hcb + LK, c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX hcb + LK XX qcf + KK)
o4 :: 132 dmg :: 77 hit :: 3pwood
j.Roundhouse \/ d.s.Short > s.Roundhouse [1 hit] XX Short Hyper
Gravitation XX Magnetic Tempest [35 hit], c.Short (otg) > c.Roundhouse XX
Short Hyper Gravitation XX Magnetic Tempest
(Jump HK \/ d.s.LK > s.HK XX hcb + LK XX qcf + KK, c.LK > c.HK XX hcb + LK
XX qcf + KK)
o5 :: 129 dmg :: 84 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, (Kuuchuu Dash up-forward) ad.Jab > ad.Short > ad.Strong >
ad.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.d +
Short > sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35
hit], sj.d + Short > sj.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP)
ad.LP > ad.LK > ad.LP > ad.LK XX hcb + LK XX qcf + KK, sj.d + LK > sj.LK
XX hcb + LK XX qcf + KK, sj.d + LK > sj.LK XX hcf + HP)
o6 :: 107 dmg :: 53 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.d
+ Short > sj.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcb + LK XX
qcf + KK, sj.d + LK > sj.LK XX hcf + HP)
o7 :: 97 dmg :: 44 hit :: 3pwood
j.Roundhouse \/ d.c.Short > s.Roundhouse [1 hit] XX Short Hyper
Gravitation XX Magnetic Tempest
(Jump HK \/ d.c.LK > s.HK XX hcb + LK XX qcf + KK)
o8 :: 93 dmg :: 50 hit :: 3pwood
Short Hyper Gravitation XX Magnetic Tempest [35 hit], Magnetic Shockwave
(otg)
(hcb + LK XX qcf + KK, qcf + PP)
o9 :: 90 dmg :: 16 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-
forward) ad.d + Short > ad.Forward \/ s.Roundhouse [1 hit] XX Magnetic
Shockwave
(Jump HK \/ d.c.LK > c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ s.HK XX
qcf + PP)
1o :: 84 dmg :: 25 hit :: 3pwood
Roundhouse Throw, d.c.Short (otg) > c.Roundhouse XX Short Hyper
Gravitation, c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-forward) ad.d +
Short > ad.Forward \/ c.Fierce /\ sj.Jab > sj.Short > sj.Strong, sj.Jab >
sj.Short > sj.Strong > sj.Forward, (Kuuchuu Dash up-forward) ad.Jab >
ad.Short > ad.Strong, ad.Jab > ad.Short > ad.Strong > ad.Forward >
ad.Fierce > ad.Roundhouse
(When close, f + HK, d.c.LK > c.HK XX hcb + LK, c.HP /\ sj.HK, (df + PP)
ad.d + LK > ad.LK \/ c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP
> sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP, ad.LP > ad.LK > ad.LP > ad.LK >
ad.HP > ad.HK)
11 :: 80 dmg :: 21 hit :: 3pwood
Roundhouse Throw, d.c.Short (otg) > c.Roundhouse XX Short Hyper
Gravitation, c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-forward) ad.d +
Short > ad.Forward \/ c.Fierce /\ sj.Jab > sj.Short > sj.Strong, sj.Jab >
sj.Short > sj.Strong > sj.Forward, (Kuuchuu Dash up-forward) ad.Jab >
ad.Short > ad.Strong > ad.Forward XX Fierce E-M Disruptor
(When close, f + HK, d.c.LK > c.HK XX hcb + LK, c.HP /\ sj.HK, (df + PP)
ad.d + LK > ad.LK \/ c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP
> sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP)
12 :: 80 dmg :: 13 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce XX Magnetic Shockwave
(Jump HK \/ d.c.LK > c.HP XX qcf + PP)
13 :: 73 dmg :: 19 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Roundhouse, (Kuuchuu Dash down-
forward) ad.d + Short > ad.Forward \/ c.Fierce /\ sj.Jab > sj.Short >
sj.Strong, sj.Jab > sj.Short > sj.Strong > sj.Forward, (Kuuchuu Dash up-
forward) ad.Jab > ad.Short > ad.Strong > ad.Forward XX Fierce E-M
Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.HK, (df + PP) ad.d + LK > ad.LK \/ c.HP /\
sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP > sj.LK, ad.LP > ad.LK >
ad.LP > ad.LK XX hcf + HP)
14 :: 57 dmg :: 12 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, (Kuuchuu Dash up-forward) ad.Jab > ad.Short > ad.Strong >
ad.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, (uf + PP)
ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP)
15 :: 56 dmg :: 15 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong,
sj.Jab > sj.Short > sj.Strong > sj.Forward, (Kuuchuu Dash up-forward)
ad.Jab > ad.Short > ad.Strong > ad.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP
> sj.LK, (uf + PP) ad.LP > ad.LK > ad.LP > ad.LK XX hcf + HP)
16 :: 55 dmg :: 8 hit :: 3pwood
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Fierce E-M Disruptor
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX hcf + HP)
[ Xtra ]
- All 3pwood combos
Before working on his Magneto FAQ, 3pwood sent these combos in to me to be
added in. He probably has the most prolific Magneto strat and combo FAQ at
GameFAQs. Considering the insane amount of mixups and combinations Magneto
can do, go check 3pwood`s FAQ for more in-depth info on how a lot of these
combo elements work. This FAQ will just list the hits and damage of them.
(3pwood`s Magneto FAQ :
http://www.gamefaqs.com/arcade/562932-marvel-vs-capcom-2/faqs/8016)
- All combos with Magnetic Tempest
As I`m sure all Magneto players know already the Hyper Gravitation will not
combo by itself, so you can`t pause after releasing it. It and the Magnetic
Tempest have to be done in one swift motion back-to-back to get it to work.
The amount of hits the Magnetic Tempest does can vary from 20 to 45+, much
of it depends on character size and placement. After the Tempest hits over
25 times, each additional hit will just do +1 damage. Because of this high
degree of variation, I did each of these combos about 3-4 times and took the
average damage to be placed in the FAQ. The "35 hit" of the Tempest has no
impact of the posted combo damage, as it`s just an average on about how many
times it will hit in any given scenario.
- Combo o1
This combo is possible (as I did it in Practice Mode), but normally the
opponent will be beaten by the time you have to do the third Magnetic
Tempest.
- Combo o1,o3,o9,1o,11,13
When you hit the opponent with the sj.Roundhouse, immediately Kuuchuu Dash
to juggle the opponent with the ad.d + Short > ad.Forward before they hit
the ground. Magneto will then land first to catch with the ground attack.
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Marrow :: atarashiku X-MEN ni kuwawatta ikareru mutant
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o1 :: 74 dmg :: 8 hit :: ICEOUT
Opponent in corner. Fierce Kuuchuu Throw, j.Fierce (otg) \/ s.Fierce XX
Stinger Bones
(When close in air, f + HP, Jump HP \/ s.HP XX qcf + PP)
o2 :: 69 dmg :: 24 hit
j.Fierce \/ d.c.Short > c.Roundhouse, d.c.Short (otg) > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward XX Bone Burst
(Jump HP \/ d.c.LK > c.HK, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcb + PP)
o3 :: 68 dmg :: 14 hit :: Bantam13
Medium/large opponent in corner. j.Fierce \/ d.s.Jab > s.Short >
c.Roundhouse XX Fierce Towering Spine [3 hit](otg) XX Stinger Bones
(Jump HP \/ d.s.LP > s.LK > c.HK XX f,d,df + HP XX qcf + PP)
o4 :: 64 dmg :: 31 hit :: Pat Polk
j.Fierce \/ d.s.Jab > s.Short > c.Forward > c.Fierce /\ sj.Jab > sj.Short
> sj.Strong, sj.Jab /\ dj.Jab > dj.Short > dj.Strong > dj.Forward XX Bone
Burst
(Jump HP \/ d.s.LP > s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP, sj.LP
/\ dj.LP > dj.LK > dj.LP > dj.LK XX qcb + PP)
o5 :: 61 dmg :: 10 hit :: Caliber X
j.Fierce \/ d.c.Short > c.Forward XX Stinger Bones
(Jump HP \/ d.c.LK > c.LK XX qcf + PP)
o6 :: 59 dmg :: 23 dmg :: Caliber X
j.Fierce \/ d.c.Short > c.Forward XX Fierce Towering Spine [3 hit] XX Bone
Burst
(Jump HP \/ d.c.LK > c.LK XX f,d,df + HP XX qcb + PP)
o7 :: 59 dmg :: 12 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong >
s.Forward > s.Fierce XX Stinger Bones
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP XX qcf + PP)
o8 :: 57 dmg :: 37 hit :: GANYMEDE
j.Short > j.Forward \/ d.s.Short > s.Forward + Spiral Assist (Ground Type)
[6 hit] > s.Roundhouse (Spiral hits) XX Fierce Bone-merang [3 hit],
d.c.Short > c.Roundhouse, d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward XX Bone Burst
(Jump LK > LK \/ d.s.LK > s.LK + Assist > s.HK XX qcf + HP, d.c.LK > c.HK,
d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb + PP)
o9 :: 55 dmg :: 11 hit
Fierce Bone-merang XX Stinger Bones
(qcf + HP XX qcf + PP)
1o :: 52 dmg :: 9 hit
d.c.Short > s.Strong > s.Roundhouse XX Stinger Bones
(d.c.LK > s.LP > s.HK XX qcf + PP)
11 :: 48 dmg :: 12 hit
j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
/\ dj.Jab > dj.Short > dj.Strong > dj.Forward > dj.Fierce
(Jump HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP /\ dj.LP > sj.LK
> dj.LP > dj.LK > dj.HP)
12 :: 40 + 19 + 55 dmg :: 8 + 2 + 18 hit
Opponent in corner. j.Short > j.Fierce \/ d.s.Jab > s.Strong > c.Fierce /\
sj.Jab > sj.Short > sj.Strong, Fierce Kuuchuu Throw, sj.Jab /\ Fierce
Kuuchuu Throw, dj.Jab XX Bone Burst
(Jump LK > HP \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP, f + HP,
sj.LP /\ f + HP, dj.LP XX qcb + PP
13 :: 27 dmg :: 5 hit
d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(d.s.LP > s.LK > s.LP > s.LK > s.HP)
[ Xtra ]
- Combo o8
Spiral`s attack and the Bone-merang will keep the opponent in place so that
Marrow can run in with the c.Short > c.Roundhouse.
- Combo o9
The Bone-merang is thrown to spin behind the opponent rather than hit them,
making the Stinger Bones knock them into the spinning bone.
- Combo 11
The double jump combo is harder than it looks. You have to delay the first
three hits a little before double jumping and performing the rest. I`m able
to pull this off on people like Ryuu easily, yet it seems much harder on
larger opponents like Cable or Amingo.
- Combo 12
Marrow`s double air throw combo is acually easier to do than her normal air
combo. Each time Marrow does the air throw, she punches the opponent against
the wall causing them to slide. Catch them with the sj.LP as she and they
are falling, then quickly rejump and air throw again.
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Morrigan Aensland :: yuukyuu no toki o ikiru succubus
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*1 :: Infinite
On large opponent. d.c.Fierce /\ sj.Short > Shell Pierce XX Shell Kick
(move backward) [2 hit] \/ s.Jab > c.Fierce /\ sj.Short > Shell Pierce XX
Shell Kick (move backward) [2 hit] \/ s.Jab > c.Fierce /\ sj.Short > Shell
Pierce XX Shell Kick (move backward) [2 hit] \/ s.Jab > c.Fierce, etc ..
(d.c.HP /\ sj.LK > sj.d + HK XX qcb + K (hold b) \/ s.LP > c.HP /\ sj.LK >
sj.d + HK XX qcb + K (hold b) \/ s.LP > c.HP /\ sj.LK > sj.d + HK XX qcb +
K (hold b) \/ s.LP > c.HP, etc ..)
*2 :: Infinite
Against large jumping opponent. j.Jab > j.Short > j.Strong > j.Forward >
j.Fierce > Shell Kick [2 hit] \/ /\ j.Jab > j.Short > j.Strong > j.Forward
> j.Fierce > Shell Kick [2 hit] \/ /\ j.Jab > j.Short > j.Strong >
j.Forward > j.Fierce > Shell Kick [2 hit], etc ..
(Jump LP > LK > LP > LK > HP > qcb + K \/ /\ Jump LP > LK > LP > LK > HP >
qcb + K \/ /\ Jump LP > LK > LP > LK > HP > qcb + K, etc ..)
o1 :: 99 dmg :: 79 hit
Darkness Illusion [35 hit] \/ c.Short + Ruby Heart Assist (Anti-air Type)
[4 hit] > c.Fierce /\ sj.Jab > sj.Short (Ruby hits) > sj.Forward XX
Darkness Illusion
(In air, qcf + KK \/ c.LK + Assist > c.HP /\ sj.LP > sj.LK > sj.LK XX qcf
+ KK)
o2 :: 90 dmg :: 48 hit :: E C
d.s.Fierce XX Soul Fist XX Soul Eraser
(d.s.HP XX qcf + P XX qcf + PP)
o3 :: 86 dmg :: 47 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Strong + Ruby Heart Assist (Anti-air
Type) [4 hit] > c.Fierce /\ sj.Jab > sj.Short (Ruby hits) > sj.Forward XX
Darkness Illusion
(Jump LK > HK \/ d.s.LP > s.LP + Assist > c.HP /\ sj.LP > sj.LK > sj.LK XX
qcf + KK)
o4 :: 78 dmg :: 35 hit
d.s.Roundhouse XX Soul Fist XX Darkness Illusion
(d.s.HK XX qcf + P XX qcf + KK)
o5 :: 58 dmg :: 5 hit
d.s.Fierce XX Soul Fist XX Silhouette Blade
(d.s.HP XX qcf + P XX f,d,df + PP)
o6 :: 56 dmg :: 42 hit
Darkness Illusion [35 hit] \/ c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(In air, qcf + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
o7 :: 56 dmg :: 42 hit
Darkness Illusion [35 hit] \/ c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Soul Fist/Shadow Blade
(In air, qcf + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
P/f,d,df + P)
o8 :: 55 + 16 dmg :: 41 + 1 hit
Darkness Illusion [35 hit] \/ c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(In air, qcf + KK \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
o9 :: 51 dmg :: 6 hit
d.s.Jab > s.Fierce/Roundhouse XX Silhouette Blade
(d.s.LP > s.HP/HK XX f,d,df + PP)
1o :: 46 dmg :: 9 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Soul Fist
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
P)
11 :: 45 dmg :: 11 hit :: E C
j.Short > j.Roundhouse \/ d.c.Jab [2 hit] > c.Strong > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward XX Soul Fist
(Jump LK > HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + P)
12 :: 45 dmg :: 9 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
13 :: 44 dmg :: 11 hit
j.Short > j.Roundhouse \/ d.c.Jab [2 hit] > c.Strong > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
14 :: 44 dmg :: 11 hit :: E C
j.Short > j.Roundhouse \/ d.c.Jab [2 hit] > c.Strong > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward XX Shadow Blade
(Jump LK > HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f,d,df + P)
15 :: 41 + 16 dmg :: 10 + 1 hit
j.Short > j.Roundhouse \/ d.c.Jab [2 hit] > c.Strong > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump LK > HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f
+ HP)
16 :: 40 + 16 dmg :: 8 + 1 hit
j.Fierce \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward, Fierce Kuuchuu Throw
(Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
17 :: 40 dmg :: 8 hit :: Khaotika
j.Fierce \/ d.s.Jab > s.Strong XX Fierce Shadow Blade
(Jump HP \/ d.s.LP > s.LP XX f,d,df + HP)
18 :: 37 dmg :: 6 hit :: Khaotika
j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(Jump HP \/ d.s.LP > s.LK > s.LP > s.LK > s.HP)
19 :: 36 dmg :: 11 hit :: Khaotika
Shell Kick [3 hit] \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Soul Fist
(In air, qcb + K \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcf + P)
2o :: 35 dmg :: 11 hit :: Khaotika
Shell Kick [3 hit] \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(In air, qcb + K \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP)
21 :: 35 dmg :: 11 hit :: Khaotika
Shell Kick [3 hit] \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Shadow Blade
(In air, qcb + K \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX f,d,df + P)
22 :: 34 dmg :: 12 hit :: Khaotika
Shell Kick [3 hit] \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Shell Kick
(In air, qcb + K \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcb + K)
23 :: 32 + 16 dmg :: 10 + 1 hit
Shell Kick [3 hit] \/ d.s.Jab > s.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(In air, qcb + K \/ d.s.LP > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK,
f + HP)
[ Xtra ]
- Combo *1
The larger the opponent, the easier this seems to be. It can work on some
medium-sized characters (ie - Cable), but the Shell Kick may mess up. It is
also best to super jump straight up after each c.Fierce rather than toward
the opponent.
- Combo o1,o3
Ruby`s Suprˆmation will juggle the opponent while Morrigan is hitting, also
keeping them in the air at a perfect height to allow the Darkness Illusion
to catch.
- Combo o1,o6,o7,o8
The lower Morrigan and the opponent are to the ground, the easier it is for
her to hit with the c.Short to (otg) them. Usually these combos start with a
SFII Tiger Knee-motion Darkness Illusion, hitting UF after the 'qcf' motion
so Morrigan does it the moment she leaves the ground.
- Combo o2
Rapidly press the Punch buttons so the Soul Eraser hits more.
- Combo o4
It`s better to do this in the corner.
- Combo o6,12,13,20
In the corner, the sj.Roundhouse can be added for +1-4 damage.
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Nash / Charlie :: seigi tsuranuku cool guy
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o1 :: 83 dmg :: 19 hit :: shady Kloud
j.Roundhouse \/ d.c.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX
Moonsault Slash, sj.Roundhouse (otg) \/ Somersault Justice
(Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP XX u,uf,f + K, sj.HK \/
qcb + KK)
o2 :: 73 dmg :: 15 hit :: shady Kloud
Opponent in corner. j.Roundhouse \/ d.c.Jab > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong XX Moonsault Slash, sj.Roundhouse (otg) \/ d.c.Fierce
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP XX u,uf,f + K, sj.HK \/
d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o3 :: 73 dmg :: 14 hit :: Bantam13
Full screen away. Jab Sonic Boom (dash forward) /\ j.Roundhouse \/ (Sonic
Boom hits) d.c.Jab > c.Forward > c.Roundhouse XX Somersault Justice (otg)
(Charge b,f + LP (f,f, uf) /\ Jump HK \/ d.c.LP > c.LK > c.HK XX qcb + KK)
o4 :: 72 dmg :: 30 hit :: Mrfnf
Opponent in corner. Nash center screen. Sonic Blade [15 hit], d.c.Short >
c.Roundhouse XX Somersault Justice (otg)
(qcf + PP, d.c.LK > c.HK XX qcb + KK)
o5 :: 71 dmg :: 28 hit :: Mrfnf
Opponent in corner. Nash center screen. Sonic Blade [15 hit], d.s.Jab >
s.Forward > s.Roundhouse XX Crossfire Blitz
(qcf + PP, d.s.LP > s.LK > s.HK XX qcf + KK)
o6 :: 65 dmg :: 13 hit :: PhatDan81
Opponent in corner. j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse,
sj.Roundhouse (otg) \/ d.c.Jab > s.Forward > s.Fierce
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP >
sj.HK, sj.HK \/ d.c.LP > s.LK > s.HP)
o7 :: 58 dmg :: 16 hit :: Bantam13
d.s.Short > s.Strong > s.Fierce XX Somersault Justice
(d.s.LK > s.LP > s.HP XX qcb + KK)
o8 :: 58 dmg :: 13 hit :: Bantam13
On small opponent. Knee Kick \/ d.c.Jab XX Short Somersault Shell [1 hit]
XX Somersault Justice
(Jump d + LK \/ d.c.LP XX u + LK XX qcb + KK)
o9 :: 57 dmg :: 13 hit :: Bantam13
d.s.Jab > s.Forward > s.Roundhouse XX Crossfire Blitz
(d.s.LP > s.LK > s.HK XX qcf + KK)
1o :: 56 dmg :: 10 hit :: Bantam13
On medium/large opponent. d.c.Short > c.Forward XX Short Somersault Shell
[1 hit] XX Somersault Justice
(d.c.LK > c.LK XX u + LK XX qcb + KK)
11 :: 56 dmg :: 13 hit :: Bantam13
j.Jab > j.Strong \/ Jab Sonic Boom XX Crossfire Blitz
(Jump LP (charge b) > LP \/ f + LP XX qcf + KK)
12 :: 56 dmg :: 8 hit :: Bantam13
j.Roundhouse \/ d.c.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Moonsault Slash
(Jump HK \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX u,uf,f + K)
13 :: 44 dmg :: 7 hit :: Bantam13
d.c.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.Fierce (> sj.Roundhouse)
(d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
14 :: 42 dmg :: 6 hit :: Bantam13
Full screen away. Jab Sonic Boom (dash forward) /\ j.Jab > (Sonic Boom
hits) j.Strong \/ d.s.Jab > s.Forward > Step Kick
(Charge b,f + LP (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LK > f + HK)
15 :: 42 dmg :: 6 hit :: Bantam13
Full screen away. Jab Sonic Boom (dash forward) /\ j.Jab > (Sonic Boom
hits) j.Strong \/ d.s.Jab > s.Strong > s.Fierce
(Charge b,f + LP (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LP > s.HP)
16 :: 41 + 42 + 52 dmg :: 6 + 5 + 7 hit :: JChristopher
j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Forward, Fierce
Kuuchuu Throw \/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Strong, Fierce
Kuuchuu Throw \/ c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short >
sj.Forward XX Moonsault Slash
(Jump HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LK, f + HP \/ c.LK > c.HP
/\ sj.LP > sj.LP, f + HP \/ c.LK > c.HP /\ sj.LP > sj.LK > sj.LK XX u,uf,f
+ K)
17 :: 38 dmg :: 6 hit :: Bantam13
j.Jab > j.Strong \/ c.Short > c.Forward XX Short Somersault Shell
(Jump LP (charge d) > LP \/ c.LK > c.LK XX u + LK)
18 :: 32 dmg :: 5 hit :: Bantam13
Knee Kick > j.Forward \/ d.s.Jab > c.Forward > c.Roundhouse
(Jump d + LK > LK \/ d.s.LP > c.LK > c.HK)
[ Xtra ]
- Combo o1,o2,12,16
Either version of the Moonsault Slash can be used, but the Roundhouse will
do +1-2 damage.
- Combo o1,o2
Do the aerial rave at a steady pace. If you rush it you`ll do the Moonsault
Slash while at the peak, and that will be too early. When you do the
Moonsault Slash, you should have enough time to catch the opponent with the
sj.Roundhouse before landing for the (otg).
- Combo o1
The sj.Roundhouse for the (otg) may cause the opponent to roll backwards
before you land and make the Somersault Justice whiff. It`s better to do
this in the corner.
- Combo o3
If you wait a split second before canceling into the Somersault Justice (so
that the opponent hits the ground), it`s possible to score more hits.
- Combo o4,o5
Rapidly press the Punch buttons so Nash throws more Sonic Booms. It will
only score a maximum of 15 hits.
- Combo o6
Do the aerial rave at a steady pace so Nash will be close to the ground when
the first sj.Roundhouse hits. Thus the second sj.Roundhouse will be able to
(otg).
- Combo o8,1o
The cancel from the Somersault Shell has to be practically instantaneous. It
must in the beginning frames where Nash flips (is upside-down doing the
split) and before the energy blast is made.
- Combo 11
Start charging back as you do the jumping chain, so once you land you can
perform the Sonic Boom.
- Combo 13
In the corner, the sj.Roundhouse can be added for +6 damage.
- Combo 17
Start charging down as you do the jumping chain, so once you land and do the
ground chain you can perform the Somersault Shell.
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Omega Red :: kyuusoren no akai chou-heishi
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o1 :: 46 dmg :: 6 hit
j.Short > j.Forward \/ d.s.Short > s.Forward > s.Roundhouse XX Omega
Strike: Zen
(Jump LK > LK \/ d.s.LK > s.LK > s.HK XX qcf + LK)
o2 :: 45 dmg :: 19 hit :: PhatDan81
Opponent in corner. j.Fierce [3 hit] \/ d.s.Jab > s.Strong /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce [6 hit] > sj.Roundhouse \/
d.c.Short (otg) > s.Forward > s.Roundhouse
(Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK
\/ d.c.LK > s.LK > s.HK)
o3 :: 41 dmg :: 15 hit
j.Jab > j.Forward \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce [6 hit] > sj.Roundhouse
(Jump LP > LK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP >
sj.HK)
o4 :: 39 dmg (CF: 42, ED: 57, BO: 58) :: 12 hit
j.Fierce [3 hit] \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, sj.Jab > sj.Strong XX Carbonadium Coil: Naname
(Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LP > sj.LP
XX qcf + HP)
o5 :: 37 dmg (CF: 40, ED: 53, BO: 56) :: 12 hit
j.Fierce [3 hit] \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong,
sj.Jab > sj.Short > sj.Strong XX Carbonadium Coil: Ue
(Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LK > sj.LP
XX qcf + LP + HP)
o6 :: 33 dmg (CF: 38, ED: 49, BO: 54) :: 9 hit
j.Fierce [3 hit] \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong XX
Carbonadium Coil: Zen
(Jump HP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP XX qcf + LP)
[ Xtra ]
- Combo o2,o4,o5,o6
Sometimes the j.Fierce can hit for 4 times for +0-2 damage.
- Combo o4,o5,o6
As shown, the damage is given in four parts. The first number is what is
done by doing the combo alone (with no ender), or by pressing the Kick
button rapidly to do the Death Factor (which doesn`t do any damage, but
takes HC energy). Within parenthesis (CF: ?, ED: ?, BO: ?) will be endings
that Omega Red can do from the Carbonadium Coil:
CF: Ending with only the Coil Flip (dir. + P / K), and throwing the
opponent in any direction after the Carbonadium Coil hits.
ED: Ending with only the Energy Drain (tap Punch button rapidly).
BO: Ending with both the Energy Drain, then throwing them with the Coil
Flip in any direction.
If you instead do the Death Factor and throw for an ender, use the 'CF:'
damage.
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Psylocke :: psychic fighting doll
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o1 :: 86 dmg :: 43 hit :: Bantam13
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short XX Jab Psi-Blast XX
Kochou Gakure [13 hit], d.c.Short (otg) > c.Forward > c.Fierce /\ sj.Jab >
sj.Short (> sj.Strong) > sj.Forward > Moonsault Kick [2 hit] XX Roundhouse
Psi-Blade Spin [2 hit] XX Psi-Thrust (aim down-forward) XX Secondary Psi-
Thrust (aim up-forward)
(Jump HP \/ d.s.LP > s.LK XX qcf + LP XX qcb + KK, d.c.LK > c.LK > c.HP /\
sj.LP > sj.LK > sj.LK > sj.u + HK XX qcf + HK XX qcf + PP (hold df) XX uf
+ P)
o2 :: 79 dmg :: 26 hit :: Bantam13
Opponent in corner. j.Roundhouse \/ d.c.Fierce /\ sj.Jab > sj.Strong >
Moonsault Kick [2 hit] XX Short Psi-Blade Spin [2 hit] XX Psi-Thrust (aim
down-forward) XX Secondary Psi-Thrust (aim up-forward)
(Jump HK \/ d.c.HP /\ sj.LP > sj.LP > sj.u + HK XX qcf + LK XX qcf + PP
(hold df) XX uf + P)
o3 :: 69 dmg :: 33 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Forward >
c.Roundhouse XX Jab Psi-Blast (otg), c.Fierce /\ sj.Jab > sj.Short (>
sj.Strong) > sj.Forward > Moonsault Kick [2 hit] XX Roundhouse Psi-Blade
Spin [2 hit] XX Psi-Thrust (aim down-forward) XX Secondary Psi-Thrust
(aim up-forward)
(Jump LK > LK \/ d.s.LP > s.LK > s.LK > c.HK XX qcf + LP, c.HP /\ sj.LP >
sj.LK > sj.LK > sj.u + HK XX qcf + HK XX qcf + PP (hold df) XX uf + P)
o4 :: 68 dmg :: 19 hit
Opponent in corner. j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong >
s.Forward > s.Roundhouse XX Fierce Psi-Blast XX Psi-Thrust (aim forward)
XX Secondary Psi-Thrust (aim upward)
(Jump LK > HP \/ d.s.LP > s.LK > s.LP > s.LK > s.HK XX qcf + HP XX qcf +
PP (hold f) XX u + P)
o5 :: 65 dmg :: 28 hit :: Chocobo Combo Video #2
Opponent in corner. j.Jab > j.Fierce \/ d.s.Jab > s.Short > s.Strong >
s.Forward XX Short Psi-Blade Spin [3 hit] XX Kochou Gakure
(Jump LP > HP \/ d.s.LP > s.LK > s.LP > LK XX qcf + LK,LK XX qcb + KK)
o6 :: 64 dmg :: 33 hit :: damaja
d.s.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Roundhouse Psi-Blade Spin [5 hit] XX Kochou Gakure
(d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HK,LK,LK
XX qcb + KK)
o7 :: 62 dmg :: 29 hit :: GameFan Oct. 2000
d.s.Jab > s.Strong > s.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Forward > Moonsault Kick [2 hit] /\ Moonsault Kick [2 hit] XX
Roundhouse Psi-Blade Spin [3 hit] XX Psi-Thrust (aim forward) XX Secondary
Psi-Thrust (aim forward)
(d.s.LP > s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LK > sj.uf + HK /\
sj.uf + HK XX qcf + HK XX qcf + PP (hold f) XX f + P)
o8 :: 62 dmg :: 16 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Forward >
c.Roundhouse XX Jab Psi-Blast (otg) XX Psi-Thrust (aim forward) XX
Secondary Psi-Thrust (aim upward)
(Jump LK > LK \/ d.s.LP > s.LK > s.LK > c.HK XX qcf + LP XX qcf + PP (hold
f) XX u + P)
o9 :: 61 dmg :: 33 hit :: damaja2
d.s.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
> Moonsault Kick [1 hit] XX Roundhouse Psi-Blade Spin [5 hit] XX Kochou
Gakure
(d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.uf + HK XX qcf
+ HK,LK,LK XX qcb + KK)
1o :: 59 dmg :: 25 hit
Opponent in corner. d.s.Jab > s.Short > s.Strong > s.Forward XX Short Psi-
Blade Spin [2 hit] XX Kochou Gakure (otg)
(d.s.LP > s.LK > s.LP > s.LK XX qcf + LK XX qcb + KK)
11 :: 59 dmg :: 18 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Forward >
c.Roundhouse XX Jab Psi-Blast (otg) XX Kochou Gakure
(Jump LK > LK \/ d.s.LP > s.LK > s.LK > c.HK XX qcf + LP XX qcb + KK)
12 :: 58 dmg :: 32 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong >
s.Forward > c.Fierce /\ sj.Jab > sj.Short (> sj.Strong) > sj.Forward >
Moonsault Kick [2 hit] /\ dj.Jab > dj.Strong XX Roundhouse Psi-Blade Spin
[2 hit] XX Psi-Thrust (aim down) XX Secondary Psi-Thrust (aim down)
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.LK > c.HP /\ sj.LP > sj.LK >
sj.LK > sj.u + HK /\ dj.LP > dj.LP XX qcf + HK XX qcf + PP (hold d) XX d +
P)
13 :: 56 dmg :: 13 hit :: GamePro #143
d.c.Short > c.Strong > c.Roundhouse XX Psi-Thrust (aim down-forward)(otg)
XX Secondary Psi-Thrust (aim forward)
(d.c.LK > c.LP > c.HK XX qcf + PP (hold df) XX f + P)
14 :: 55 dmg :: 15 hit
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Forward > s.Roundhouse XX
Psi-Thrust (aim forward) XX Secondary Psi-Thrust (aim down-forward)(otg)
(Jump LK > LK \/ d.s.LP > s.LK > s.LK > s.HK XX qcf + PP (hold f) XX df +
P)
15 :: 52 dmg :: 19 hit :: Zerogun
d.s.Jab > c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
> Moonsault Kick [1 hit] XX Kochou Gakure
(d.s.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.uf + HK XX qcb
+ KK)
16 :: 50 dmg :: 15 hit
j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong > Vanity Flip
[1 hit] XX Psi-Thrust (aim forward) XX Psi-Thrust (aim forward)
(Jump LP > LK > LK \/ d.s.LP > s.LK > s.LP > b + HK XX qcf + PP (hold f)
XX f + P)
17 :: 50 dmg :: 13 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Forward >
c.Roundhouse XX Jab Psi-Blast (otg), c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(Jump LK > LK \/ d.s.LP > s.LK > s.LK > c.HK XX qcf + LP, c.HP /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.HK)
18 :: 43 dmg :: 13 hit :: E C
d.s.Jab > s.Short > s.Strong > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Psi-Blade Spin
(d.s.LP > s.LK > s.LP > c.HP /\ sj.LP > sj.LK > s.LP > s.LK XX qcf +
LK,LK,HK)
19 :: 42 dmg :: 16 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong >
s.Forward > c.Fierce /\ sj.Jab > sj.Short (> sj.Strong) > sj.Forward >
Moonsault Kick [2 hit] /\ Moonsault Kick [2 hit] /\ Moonsault Kick
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.LK > c.HP /\ sj.LP > sj.LK >
sj.LK > sj.u + HK /\ dj.u + HK /\ tj.u + HK)
2o :: 40 dmg :: 8 hit :: GamePro #143
d.c.Short > c.Strong > c.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Fierce
(d.c.LK > c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.HP)
21 :: 38 dmg :: 6 hit :: E C
d.s.Jab > s.Short > s.Strong > s.Forward > c.Roundhouse XX Jab Psi-Blast
(otg)
(d.s.LP > s.LK > s.LP > s.LK > c.HK XX qcf + LP)
22 :: 37 dmg :: 9 hit :: E C
d.s.Jab > s.Short > s.Strong > c.Fierce XX Psi-Maelstrom
(d.s.LP > s.LK > s.LP > c.HP XX qcf + KK)
23 :: 36 dmg :: 9 hit :: Bantam13
j.Jab > j.Short > j.Strong \/ d.s.Jab > s.Short > s.Strong > s.Forward >
c.Roundhouse XX Jab Psi-Blast (otg)
(Jump LP > LK > LP \/ d.s.LP > s.LK > s.LP > s.LK > c.HK XX qcf + LP)
24 :: 32 dmg :: 6 hit :: GamePro #143
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong > s.Fierce
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.HP)
25 :: 31 dmg :: 5 hit :: E C
d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(d.s.LP > s.LK > s.LP > s.LK > s.HP)
[ Xtra ]
- Combo o7
Don`t mash the buttons during the Psi-Blade Spin or it may pop the opponent
too far back to allow them to guard the Psi-Thrust. If you do this on the
opponent when they are about half-screen distance, it should carry them far
enough over toward the corner to get this to work perfectly. By the time you
are at the Psi-Blade Spin, they should be over enough to the corner so that
the Psi-Thrusts will beat them against the wall for the full amount of hits.
Aiming them forward or down-forward will produce the best results.
- Combo 13
Even though Psylocke is on the ground, you have to aim the Psi-Thrust down-
forward so it hits the opponent (otg). From there she will continue to fly
horizontal. If you just aim it forward after the c.Roundhouse, she will fly
over them instead.
- Combo 22
Rapidly press the Kick buttons so the Psi-Maelstrom hits more.
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Rockman / Megaman :: seigi no robot
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o1 :: 87 dmg :: 52 hit
Charge Rock Buster at least 20 seconds. j.Short > j.Roundhouse \/ d.s.Jab
> s.Strong XX Release Rock Buster XX Rush Drill [23 hit], d.c.Short (otg)
> s.Roundhouse /\ sj.Jab > sj.Short XX Hyper Rockman
(Hold HP. Jump LK > HK \/ d.s.LP > s.LP XX Release HP XX qcf + KK, d.c.LK
> s.HK /\ sj.LP > sj.LK XX qcf + PP)
o2 :: 73 dmg :: 38 hit
Activate Leaf Shield. j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Release Leaf Shield XX
Hyper Rockman
(qcf + P. Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcf + P XX qcf + PP)
o3 :: 66 dmg :: 25 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short XX
Hyper Rockman
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK XX qcf + PP)
o4 :: 62 dmg :: 35 hit
Opponent in corner. Rush Drill [23 hit], d.c.Short (otg) > s.Roundhouse /\
sj.Jab > sj.Short XX Hyper Rockman
(qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK XX qcf + PP)
o5 :: 57 dmg :: 30 hit
Opponent in corner. Rush Drill [23 hit], d.c.Short (otg) > s.Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce
(qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
o6 :: 52 dmg :: 17 hit
Activate Leaf Shield. j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Release Leaf Shield,
sj.Fierce
(qcf + P. Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcf + P, sj.HP)
o7 :: 51 dmg :: 9 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
o8 :: 50 dmg :: 13 hit
Opponent in corner. Activate Leaf Shield. j.Short > j.Roundhouse \/
d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Release Leaf Shield, Fierce Rock Upper
(qcf + P. Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcf + P, f,d,df + HP)
o9 :: 50 dmg :: 9 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Rock Upper
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df
+ P)
1o :: 45 dmg :: 7 hit
j.Short > j.Roundhouse \/ d.c.Short > c.Roundhouse XX Jab Tornado Hold
(Jump LK > HK \/ d.c.LK > c.HK XX qcf + LP)
11 :: 44 + 16 dmg :: 8 + 1 hit
j.Short > j.Roundhouse \/ d.c.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump LK > HK \/ d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
12 :: 39 dmg :: 6 hit
d.c.Short > c.Forward > c.Roundhouse XX Jab Tornado Hold
(d.c.LK > c.LK > c.HK XX qcf + LP)
13 :: 37 dmg :: 5 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Strong > s.Fierce
(j.LK > HK \/ d.s.LP > s.LP > s.HP)
[ Xtra ]
- Combo o1,o2,o3,o4
Rapidly press the Punch buttons so the Hyper Rockman hits more.
- Combo o2,o6
Do the aerial rave in a steady pace because you want the opponent to be
slightly above Rockman. So once you release the Leaf Shield, the leaves will
hit them one at a time and carry them across the screen so the sj.Fierce/
Hyper Rockman can combo.
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Rogue :: kokou no mutant girl
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** :: Infinite
Against Sentinel. Rogue 1/4 screen away. j.Short > j.Strong > j.d +
Roundhouse \/ /\ j.Short > j.Strong > j.d + Roundhouse \/ /\ j.Short >
j.Strong > j.d + Roundhouse, etc ..
(Jump LK > LP > d + HK \/ /\ Jump LK > LP > d + HK \/ /\ Jump LK > LP > d
+ HK, etc ..)
o1 :: 80 dmg :: 36 hit :: Bantam13
Gain 'Speed Up'. c.Jab > c.Strong, c.Jab > c.Strong, c.Jab > c.Strong,
c.Jab > c.Strong, c.Jab > c.Strong, c.Jab > c.Strong, c.Jab > c.Strong,
c.Jab > c.Strong, c.Jab > c.Strong, c.Jab > c.Strong XX Fierce Repeating
Punch [4 hit] XX "Goodnight, Sugah"
(c.LP > c.LP, c.LP > c.LP, c.LP > c.LP, c.LP > c.LP, c.LP > c.LP, c.LP >
c.LP, c.LP > c.LP, c.LP > c.LP, c.LP > c.LP, c.LP > c.LP XX qcf + HP XX
qcf + PP)
o2 :: 65 (79) dmg :: 25 hit :: Chocobo Combo Video #2
Rogue in corner. Opponent close. "Goodnight, Sugah" [12 hit] \/
c.Roundhouse (otg) XX "Goodnight, Sugah"
(qcf + PP \/ c.HK XX qcf + PP)
o3 :: 65 dmg :: 20 hit :: Bantam13
Opponent in corner. Gain 'Speed Up'. c.Jab > c.Short > c.Strong >
c.Forward, c.Jab > c.Short > c.Strong > c.Forward XX "Goodnight, Sugah"
(c.LP > c.LK > c.LP > c.LK, c.LP > c.LK > c.LP > c.LK XX qcf + PP)
o4 :: 64 (75) dmg :: 22 hit :: GamePro #143
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong > s.Forward XX Fierce
Repeating Punch [4 hit] XX "Goodnight, Sugah"
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > s.LK XX qcf + HP XX qcf + PP)
o5 :: 64 dmg :: 20 hit :: Bantam13
Gain 'Speed Up'. s.Short > s.Forward, (walk forward) s.Short > s.Forward,
(walk forward) s.Short > s.Forward, (walk forward) s.Short > s.Forward XX
"Goodnight, Sugah"
(s.LK > s.LK, (hold f) s.LK > s.LK, (hold f) s.LK > s.LK, (hold f) s.LK >
s.LK XX qcf + PP)
o6 :: 63 dmg :: 25 hit
Gain 'Speed Up'. s.Short > s.Forward, (walk forward) s.Short > s.Forward,
(walk forward) s.Short > s.Forward, etc ..
(s.LK > s.LK, (hold f) s.LK > s.LK, (hold f) s.LK > s.LK, etc ..)
o7 :: 62 (77) dmg :: 10 hit :: Bantam13
j.Fierce \/ d.s.Jab > s.Short > c.Strong > c.Forward > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Fierce
(Jump HP \/ d.s.LP > s.LK > c.LP > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP >
sj.HP)
o8 :: 62 dmg :: 24 hit
Gain 'Speed Up'. c.Jab > c.Strong, c.Jab > c.Strong, c.Jab > c.Strong,
etc ..
(c.LP > c.LP, c.LP > c.LP, c.LP > c.LP, etc ..)
o9 :: 61 (73) dmg :: 18 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > c.Short > c.Strong > c.Forward XX
"Goodnight, Sugah"
(Jump LK > LP \/ d.s.LP > c.LK > c.LP > c.LK XX qcf + PP)
1o :: 61 dmg :: 23 hit :: Bantam13
Opponent in corner. Gain 'Speed Up'. c.Jab > c.Short > c.Strong >
c.Forward, c.Jab > c.Short > c.Strong > c.Forward, c.Jab > c.Short >
c.Strong > c.Forward, etc ..
(c.LP > c.LK > c.LP > c.LK, c.LP > c.LK > c.LP > c.LK, c.LP > c.LK > c.LP
> c.LK, etc ..)
11 :: 53 (63) dmg :: 10 hit :: GamePro #143
d.c.Jab > c.Strong > c.Forward > c.Fierce /\ sj.Jab > sj.Strong XX Fierce
Repeating Punch
(d.c.LP > c.LP > c.LK > c.HP /\ sj.LP > sj.LP XX qcf + HP)
12 :: 51 (64) dmg :: 7 hit :: Bantam13
d.s.Short > c.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.d +
Roundhouse
(d.s.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.d + HK)
13 :: 49 (60) dmg :: 6 hit :: Bantam13
j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(Jump HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP)
14 :: 48 (62) dmg :: 14 hit :: Chocobo Combo Video #2
Rogue in corner. Opponent close. Power Drain, d.c.Short (otg) XX
"Goodnight, Sugah"
(qcb + K, d.c.LK XX qcf + PP)
15 :: 47 + 10 (58 + 10) dmg :: 8 + 1 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Forward > s.Roundhouse /\</pre><pre id="faqspan-6">
sj.Short > sj.Forward XX Power Drain
(Jump LK > LP \/ d.s.LP > s.LK > s.LK > s.HK /\ sj.LK > sj.LK XX qcb + K)
16 :: 45 (56) dmg :: 7 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > c.Strong > c.Forward >
c.Roundhouse
(Jump LK > LP \/ d.s.LP > s.LK > c.LP > c.LK > c.HK)
17 :: 45 (54) dmg :: 10 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Strong > s.Forward XX Jab
Rising Repeating Punch
(Jump LK > LP \/ d.s.LP > s.LK > s.LP > s.LK XX f,d,df + LP)
18 :: 44 (54) dmg :: 8 hit :: Bantam13
j.Fierce \/ d.c.Jab > c.Strong XX Fierce Repeating Punch
(Jump HP \/ d.c.LP > c.LP XX qcf + HP)
19 :: 43 (54) dmg :: 7 hit :: Bantam13
j.Fierce \/ d.s.Short > s.Forward XX Jab Rising Repeating Punch
(Jump HP \/ d.s.LK > s.LK XX f,d,df + LP)
2o :: 40 dmg :: 13 hit :: Mike Z. Combo Video #1
Stand close. Taunt XX "Goodnight, Sugah"
(Hold LK, press Start XX qcf + PP)
21 :: 36 (45) dmg :: 6 hit :: Bantam13
j.d + Roundhouse XX Fierce Repeating Punch
(Jump d + HK XX qcf + HP)
22 :: 33 (42) dmg :: 7 hit :: Bantam13
j.Short > j.Strong XX Fierce Repeating Punch
(Jump LK > LP XX qcf + HP)
23 :: 29 + 10 (35 + 10) dmg :: 5 + 1 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Short > s.Forward XX Power Drain
(Jump LK > LP \/ d.s.LP > s.LK > s.LK XX qcb + K)
[ Xtra ]
- Combo **
Apparently this infinite will work on Blackheart and Juggernaut, but I`ve
only gotten it to work on Sentinel. To be more clear, there should be about
a character-distance space between Rogue and Sentinel before you jump in to
start. After that the rest of the combo flows right as you continue to jump
toward Sentinel with the air chain.
- Combo o2,o4,o7,o9,11,12,13,14,15,16,17,18,19,21,22,23
If Rogue has a 'Power Up' bonus activated (gained by doing the Power Drain
or "Goodnight, Sugah" on Amingo, Blackheart, Cable, Captain America (with
shield), Captain Commando, Cyclops, Gouki, Hayato Kanzaki (during Plasma
Field), Juggernaut (during Cyttorak Power-Up), Ken Masters, Nash, Rockman,
Ryuu, Sabretooth, Sakura Kasugano (during Hiyakeshita Sakura), Silver
Samurai (during Touki 'Hono`o'), Spiral (during Power Dance), Shuma-Gorath
(during Chaos Dimension), Thanos, Vega, or Venom), most combos can do +6-13
damage. Beside the damage in the combo details in ( ) is how much it does
when the Power Up is on. If there is no number in parenthesis, either the
combo will do the same damage as if the Power Up isn`t on, or it`s a combo
that requires a different bonus.
- Combo o6,o8,1o
Technically these are not a true infinites since the 'Speed Up' has a
duration. However, if you start attacking them the moment you get the bonus,
Rogue can hit the opponent 20+ times before the hits knock them dizzy. Rogue
should still have time left on 'Speed Up' so she can continue the combo
until it wears off.
- Combo o8
While all you have to do is hold down on the joystick and keep pressing LP
for this infinite, there seems to be some timing involved in places. It`s
better to do this when the opponent is not in the corner since Rogue`s
c.Strong is a sliding attack that doesn`t produce that much stun. If the
opponent is too close, it hits early and they can guard in the middle. You
can make this "easier" if you do c.Jab > c.Short > c.Strong over and over,
since it will place Rogue in a perfect place each time to continue the
combo, but it does about -8 damage in comparison to not adding the c.Short.
- Combo 17,19
Rapidly press the Punch buttons so the Rising Repeating Punch hits more. It
will only score a maximum of 4 hits.
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Roll-chan :: kokoro yasashii pretty doll
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o1 :: 63 dmg :: 49 hit
Opponent in corner. Stand close. Rush Drill [23 hit], d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Roll Buster
XX Hyper Roll
(qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + P XX
qcf + PP)
o2 :: 61 dmg :: 38 hit
Activate Leaf Shield. j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Release Leaf Shield XX
Hyper Roll
(qcb + P. Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcb + P XX qcf + PP)
o3 :: 57 dmg :: 28 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Roll Buster XX Hyper Roll
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + P
XX qcf + PP)
o4 :: 49 dmg :: 24 hit :: Khaotika
Opponent in corner. j.Jab > j.Short \/ d.s.Jab > s.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, sj.Jab > sj.Short XX Roll Buster XX
Hyper Roll
(Jump LP > LK \/ d.s.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LP >
sj.LK XX qcf + P XX qcf + PP)
o5 :: 45 dmg :: 31 hit
Opponent in corner. Stand close. Rush Drill [23 hit], d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
sj.Roundhouse
(qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o6 :: 44 dmg :: 30 hit
Opponent in corner. Stand close. Rush Drill [23 hit], d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Roll Buster
(qcf + KK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + P)
o7 :: 40 dmg :: 17 hit
Activate Leaf Shield. j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Release Leaf Shield, Roll
Buster
(qcb + P. Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK
XX qcb + P, qcf + P)
o8 :: 34 dmg :: 9 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
o9 :: 33 dmg :: 9 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roll Buster
(Jump LK > HK \/ d.s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
P)
1o :: 31 dmg :: 7 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.c.Short > c.Roundhouse XX Jab Tornado Hold
(otg)
(Jump LK > HK \/ d.c.LK > c.HK XX qcb + LP)
11 :: 29 + 16 dmg :: 7 + 1 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.c.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong, Fierce Kuuchuu Throw
(Jump LK > HK \/ d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP, f + HP)
12 :: 26 dmg :: 5 hit :: IrishRagan
j.Short > j.Roundhouse \/ d.s.Jab > s.Strong XX Roll Buster
(Jump LK > HK \/ d.s.LP > s.LP XX qcf + P)
[ Xtra ]
- Combo o1,o2,o3,o4
Rapidly press the Punch buttons so the Hyper Roll hits more.
- Combo o2,o7
Do the aerial rave in a steady pace because you want the opponent to be
slightly above Roll. So once you release the Leaf Shield, the leaves will
hit them one at a time and carry them across the screen so the Roll Buster
can combo.
- Combo o8
In the corner, the sj.Roundhouse can be added for +2 damage.
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Ruby Heart :: taiyou ni na haseru onna kaizoku
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o1 :: 84 dmg :: 30 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. j.Roundhouse \/ d.c.Fierce /\ sj.Jab > sj.Short >
sj.Strong XX Flan Mer [9 hit] (aim forward > upward > downward > down-
forward), c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX
Flan Mer
(Jump HK \/ d.c.HP /\ sj.LP > sj.LK > sj.LP XX qcf + PP (f + P > u + P >
d + P, df + P), c.LK > c.HP /\ sj.LP > sj.LK > sj.LP XX qcf + PP)
o2 :: 81 dmg :: 19 hit :: Chocobo Combo Video #2
j.Roundhouse \/ d.s.Fierce > s.Roundhouse XX Fierce Cheval Seller [2 hit]
XX Flan Mer
(Jump HK \/ d.s.HP > s.HK XX qcf + HP XX qcf + PP)
o3 :: 78 dmg :: 23 hit :: Caliber X
j.Short > j.Roundhouse \/ d.c.Short > c.Forward > s.Fierce > c.Roundhouse
XX Roundhouse Suprˆmation [3 hit](otg), (dash forward) /\ j.Fierce XX Flan
Mer
(Jump LK > HK \/ d.c.LK > c.LK > s.HP > c.HK XX qcf + HK, (f,f, uf) /\
Jump HP XX qcf + PP)
o4 :: 71 dmg :: 24 hit
j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse XX Short Suprˆmation
[3 hit](otg) /\ j.Short > j.Forward XX Flan Mer
(Jump HK \/ d.c.LK > c.LK > c.HP XX qcf + LK /\ Jump LK > LK XX qcf + PP)
o5 :: 70 dmg :: 19 hit
d.c.Roundhouse XX Short Suprˆmation [3 hit](otg) /\ j.Fierce XX Flan Mer
(d.c.HK XX qcf + LK /\ Jump HP XX qcf + PP)
o6 :: 68 dmg :: 21 hit :: Khaotika
j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse XX Short Suprˆmation
[4 hit](otg) /\ j.Jab > j.Strong XX Flan Mer
(Jump HK \/ d.c.LK > c.LK > c.HK XX qcf + LK /\ Jump LP > LP XX qcf + PP)
o7 :: 68 dmg :: 16 hit :: James Chen: Capcom Gals Combos
Opponent in corner. j.Fierce > j.Roundhouse \/ d.s.Jab > c.Short >
c.Strong > s.Forward [1 hit] > c.Fierce /\ sj.Short > sj.Forward, sj.Short
> sj.Fierce > sj.Roundhouse, sj.Short (otg) \/ s.Jab > s.Strong > c.Fierce
(Jump HP > HK \/ d.s.LP > c.LK > c.LP > s.LK > c.HP /\ sj.LK > sj.LK,
sj.LK > sj.HP > sj.HK, sj.LK \/ s.LP > s.LP > c.HP)
o8 :: 63 dmg :: 24 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Fierce XX Pare-tonnaire
(Jump LK > HK \/ d.s.LP > s.LK > s.HP XX qcf + KK)
o9 :: 55 dmg :: 17 hit :: James Chen: Capcom Gals Combos
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong
> c.Forward > c.Roundhouse XX Short Suprˆmation [3 hit](otg) /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, sj.Short > sj.Fierce > sj.Roundhouse
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > c.LK > c.HK XX qcf + LK /\ sj.LP
> sj.LK > sj.LP > sj.LK, sj.LK > sj.HP > sj.HK)
1o :: 55 dmg :: 17 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Fierce Cheval Seller
(Jump LK > HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + HP)
11 :: 51 dmg :: 10 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
12 :: 47 + 16 dmg :: 9 + 1 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(Jump LK > HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f
+ HP)
13 :: 43 dmg :: 24 hit :: GamePro #143
d.s.Jab > s.Short > s.Forward [1 hit] XX Fierce Cheval Seller [8 hit] (aim
up-forward > up-forward > up-forward) XX Flan Mer
(d.s.LP > s.LK > s.LK XX qcf + HP (uf + P > uf + P) XX qcf + PP)
14 :: 35 dmg :: 5 hit :: GamePro #143
d.s.Jab > s.Short > s.Forward [1 hit] > s.Fierce > c.Roundhouse
(d.s.LP > s.LK > s.LK > s.HP > c.HK)
15 :: 31 dmg :: 5 hit :: GamePro #143
d.s.Jab > s.Short > s.Forward [2 hit] XX Jab Rafale Canon
(d.s.LP > s.LK > s.LK XX hcb + LP)
16 :: 29 dmg :: 5 hit :: GamePro #143
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Fierce
(Jump LK > LK \/ d.s.LP > s.LK > s.HP)
[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,13
It`s hard to describe -exactly- how one should motion in directing Ruby`s
Flan Mer. There are many factors than can change its paths from one combo to
another. So whenever "Flan Mer" is in a combo, unless there are specific
directions of travel, then use your best judgement to juggle. In most cases
I have found it best to aim it toward the opponent first, then arc it
between up-forward and upward directions. But be warned that if you juggle
upward to the top of the screen, when the Flan Mar ends, the opponent will
drop and hit the ground first to counterattack.
- Combo o1
The first Flan Mer actually has specific directions of flight so that Ruby
can catch with the (otg) afterward. When you do it, aim it toward the
opponent to pin them against the corner, followed by aiming it straight
upward in a juggle. Then aim it straight down, and Ruby will bullet toward
the ground faster than the opponent`s fall. The final aim is down-forward
toward the corner, to catch the opponent as they are falling and give a
final juggle. This puts them both at the ground at the same time, allowing
Ruby to (otg) easily.
- Combo o9
As the Suprˆmation is hitting, you may have to walk forward a little before
you super jump to make sure you are close enough to combo.
- Combo 11
In the corner, the sj.Roundhouse can be added for +4 damage.
- Combo 13
The Fierce Cheval Seller automatically goes up-forward, so you have to aim
the next two. It should hit 3, then 2, then 3 times. In the corner, the
middle Cheval Seller can hit 3 times, but the combo will do -2 damage.
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Ryuu :: kokou no kyuudouka
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o1 :: 103 dmg :: 6 hit
Opponent in corner. j.Jab > j.Fierce \/ Hadou Ken XX Shin Shouryuu Ken
(Jump LP > HP \/ qcf + P XX f,d,df + PP)
o2 :: 84 dmg :: 36 hit :: IrishRagan
j.Roundhouse \/ d.s.Short > s.Fierce XX Roundhouse Tatsumaki Senpuu Kyaku
[1 hit] XX Shinkuu Hadou Ken
(Jump HK \/ d.s.LK > s.HP XX qcb + HK XX qcf + PP)
o3 :: 79 dmg :: 37 hit :: James Chen: Solo Combo Exhibition #1
j.Jab > j.Fierce \/ d.s.Short > s.Forward [2 hit] XX Roundhouse Tatsumaki
Senpuu Kyaku [1 hit] XX Shinkuu Hadou Ken
(Jump LP > HP \/ d.s.LK > s.LK XX qcb + HK XX qcf + PP)
o4 :: 76 dmg :: 30 hit
j.Jab > j.Fierce \/ d.s.Jab > s.Fierce XX Fierce Hadou Ken XX Shinkuu
Hadou Ken
(Jump LP > HP \/ d.s.LP > s.HP XX qcf + HP XX qcf + PP)
o5 :: 71 dmg :: 21 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. j.Jab > j.Fierce \/ Hadou Ken XX Shinkuu Tatsumaki
Senpuu Kyaku
(Jump LK > HP \/ qcf + P XX qcb + KK)
o6 :: 66 dmg :: 29 hit
j.Jab > j.Fierce \/ d.s.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong [2
hit] XX Shinkuu Hadou Ken
(Jump LP > HP \/ d.s.LP > c.HP /\ sj.LP > sj.LK > sj.LP XX qcf + PP)
o7 :: 66 dmg :: 28 hit :: GameFan Oct. 2000
d.s.Jab > s.Fierce XX Hadou Ken XX Shinkuu Hadou Ken
(d.s.LP > s.HP XX qcf + P XX qcf + PP)
o8 :: 50 dmg :: 9 hit
j.Jab > j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward XX Tatsumaki Senpuu Kyaku
(Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb +
K)
o9 :: 49 dmg :: 9 hit
j.Jab > j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> Mae Geri XX Hadou Ken
(Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK XX qcf
+ P)
1o :: 48 dmg :: 9 hit
j.Jab > j.Fierce \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
[1 hit] > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
[ Xtra ]
- Combo o2,o3,o4,o6,o7
Rapidly press the Punch buttons so the Shinkuu Hadou Ken hits more.
- Combo o2,o3
After the Tatsumaki Senpuu Kyaku, you can either immediately cancel into the
Shinkuu Hadou Ken and have the opponent 'ride' atop of the beam. Or you can
wait until the opponent falls into direct range of the beam before execution
so they will take the entire force for more damage and hits. There`s a frame
of animation that all characters have before hitting the ground, and it`s
when they are upside-down. Initiating the Shinkuu Hadou Ken when they are on
that frame will guarantee Ryuu getting the most hits.
- Combo o5
After the Shinkuu Tatsumaki Senpuu Kyaku ends, the opponent will be sent out
of the corner.
- Combo 1o
In the corner, the sj.Roundhouse can be added for +4 damage.
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Sabretooth :: chi ni ueta ansatsusha
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o1 :: 113 dmg :: 45 hit :: GANYMEDE
Opponent in corner. Short Armed Birdy [3 hit] /\ j.Roundhouse \ d.s.Short
> s.Forward + Spiral Assist (Ground Type) [6 hit] > s.Roundhouse (Spiral
hits) XX Short Armed Birdy [3 hit] /\ j.Roundhouse \/ d.s.Short >
s.Forward > s.Roundhouse XX Jab Berserker Claw XX Weapon X Rush, s.Short
(otg) XX Jab Berserker Claw XX Weapon X Rush
(hcb + LK /\ Jump HK \/ d.s.LK > s.LK + Assist > s.HK XX hcb + LK /\ Jump
HK \/ d.s.LK > s.LK > s.HK XX qcf + LP XX f,d,df + PP, s.LK XX qcf + LP XX
f,d,df + PP)
o2 :: 112 dmg :: 32 hit :: Pat Polk
Opponent in corner. Short Armed Birdy [3 hit] /\ j.Roundhouse \/ d.s.Short
> s.Strong > s.Fierce [1 hit] XX Jab Berserker Claw XX Weapon X Rush,
s.Short (otg) XX Jab Berserker Claw XX Weapon X Rush
(hcb + LK /\ Jump HK \/ d.s.LK > s.LP > s.HP XX qcf + LP XX f,d,df + PP,
s.LK XX qcf + LP XX f,d,df + PP)
o3 :: 92 dmg :: 38 hit
Opponent in corner. Short Armed Birdy [3 hit] /\ j.Roundhouse \/ d.s.Short
> s.Forward + Spiral Assist (Ground Type) [6 hit] > s.Roundhouse (Spiral
hits) XX Short Armed Birdy [3 hit] /\ j.Roundhouse \/ d.s.Short >
s.Forward > s.Roundhouse XX Jab Berserker Claw XX Weapon X Rush, s.Short
(otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Fierce
(hcb + LK /\ Jump HK \/ d.s.LK > s.LK + Assist > s.HK XX hcb + LK /\ Jump
HK \/ d.s.LK > s.LK > s.HK XX qcf + LP XX f,d,df + PP, s.LK > c.HP /\
sj.LP > sj.LK > sj.LP > sj.HP)
o4 :: 85 dmg :: 16 hit :: Pat Polk
j.Roundhouse \/ d.s.Short > s.Strong > s.Fierce [1 hit] XX Jab Berserker
Claw XX Weapon X Rush
(Jump HK \/ d.s.LK > s.LP > s.HP XX qcf + LP XX f,d,df + PP)
o5 :: 50 dmg :: 8 hit
j.Roundhouse \/ d.c.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce
(Jump HK \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
[ Xtra ]
- Combo o1,o2,o3
It`s best to hit with the j.Roundhouse only after the three hits of the
Short Armed Birdy, else you can force the opponent to be able to guard.
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Sakura Kasugano :: joshikousei street fighter
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** :: Infinite
Jumping opponent in corner. j.Jab > j.Short > j.Fierce XX Shunpuu Kyaku [2
hit] \/ /\ j.Jab > j.Short > j.Fierce XX Shunpuu Kyaku [2 hit] \/ /\ j.Jab
> j.Short > j.Fierce XX Shunpuu Kyaku [2 hit], etc ..
(Jump LP > LK > HP XX qcb + HK \/ /\ Jump LP > LK > HP XX qcb + HK \/ /\
Jump LP > LK > HP XX qcb + HK, etc ..)
o1 :: 78 dmg :: 42 hit :: GANYMEDE
j.Short > j.Roundhouse \/ d.s.Jab > s.Strong + Spiral Assist (Ground Type)
[6 hit] > s.Fierce (Spiral hits) XX Hiyakeshita Sakura, (dash forward) /\
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse XX Hadou Ken XX Shinkuu
Hadou Ken
(Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP XX b,d,db + LK, (f,f, uf)
/\ Jump LK > HK \/ d.s.LK > s.HK XX qcf + P XX qcf + PP)
o2 :: 72 dmg :: 28 hit
j.Fierce \/ d.s.Jab > s.Strong > s.Fierce XX Jab Shou`ou Ken [6 hit] XX
Haru Ichiban
(Jump HP \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + KK)
o3 :: 69 dmg :: 15 hit
j.Roundhouse \/ d.s.Jab > s.Strong > s.Fierce XX Jab Shou`ou Ken [1 hit]
XX Shinkuu Hadou Ken
(Jump HK \/ d.s.LP > s.LP > s.HP XX qcf + LP XX qcb + PP)
o4 :: 58 dmg :: 12 hit
j.Fierce \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Forward XX
Short Shunpuu Kyaku [2 hit], sj.Jab XX Jab Shou`ou Ken
(Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX
qcf + LP)
o5 :: 58 dmg :: 9 hit
j.Fierce \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Forward XX
Short Shunpuu Kyaku [2 hit], sj.Fierce/Roundhouse
(Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.HP/HK)
o6 :: 51 dmg :: 26 hit
d.c.Short > c.Forward XX Jab Shou`ou Ken [6 hit] XX Haru Ichiban
(d.c.LK > c.LK XX qcf + LP XX qcb + KK)
o7 :: 51 dmg :: 17 hit
d.s.Fierce XX Midare Zakura
(d.s.HP XX qcf + PP)
o8 :: 48 dmg :: 15 hit
d.c.Short > c.Forward XX Jab Shou`ou Ken [3 hit] XX Shinkuu Hadou Ken
(d.c.LK > c.LK XX qcf + LP XX qcb + PP)
o9 :: 46 dmg :: 8 hit
j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
1o :: 41 dmg :: 9 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Hadou Ken
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb +
P)
11 :: 40 dmg :: 11 hit
j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Shou`ou Ken
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP)
12 :: 32 dmg :: 7 hit
On medium/large opponent. j.Short > j.Forward \/ /\ j.Jab > j.Forward XX
Jab Shou`ou Ken
(Jump LK > LK \/ /\ Jump LP > LK XX qcf + LP)
13 :: 16 dmg :: 4 hit :: ICEOUT
j.Short > j.Forward \/ d.s.Jab XX Taunt
(Jump LK > LK \/ d.s.LP > Hold LK, press Start)
[ Xtra ]
- Combo o1
This combo can actually be done fully as Hiyakeshita Sakura (thus why it`s
placed in her section too), but if you want to flash and to be a crowd-
pleaser, then do it the GANYMEDE-method. If you do it his way, make sure
that you call in Spiral as you press s.Strong so that you have enough time
to change, dash, and jump to attack again while Spiral is still attacking.
Rapidly press the Punch buttons so the Shinkuu Hadou Ken hits more.
- Combo o2
The Shou`ou Ken can get anywhere from 3-6 hits and the combo will still do
72 damage.
- Combo o4
Start attacking as soon as Sakura gets next to the opponent so that she
arises at the same rate with them. Thus when the Shunpuu Kyaku is over,
tapping Jab will catch them and keep the juggle going.
- Combo o8
If the Shou`ou Ken hits more than 3 times, the combo will do -1-4 damage.
- Combo o9
In the corner, the sj.Roundhouse can be added for +5 damage.
- Combo 12
Perform the j.Jab > j.Forward immediately as Sakura is ascending for it to
link off the previous j.Forward.
- Combo 13
Works best against large opponents (ie - Juggernaut, Thanos).
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Hiyakeshita Sakura ::
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** :: Infinite
Jumping opponent in corner. j.Jab > j.Short > j.Fierce XX Shunpuu Kyaku [2
hit] \/ /\ j.Jab > j.Short > j.Fierce XX Shunpuu Kyaku [2 hit] \/ /\ j.Jab
> j.Short > j.Fierce XX Shunpuu Kyaku [2 hit], etc ..
(Jump LP > LK > HP XX qcb + HK \/ /\ Jump LP > LK > HP XX qcb + HK \/ /\
Jump LP > LK > HP XX qcb + HK, etc ..)
o1 :: 83 dmg :: 30 hit
j.Fierce \/ d.s.Short > s.Roundhouse XX Hadou Ken XX Shinkuu Hadou Ken
(Jump HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP)
o2 :: 79 dmg :: 43 hit :: GANYMEDE
j.Short > j.Roundhouse \/ d.s.Jab > s.Strong + Spiral Assist (Ground Type)
[6 hit] > s.Fierce (Spiral hits), (dash forward) /\ j.Short > j.Roundhouse
\/ d.s.Short > s.Roundhouse XX Hadou Ken XX Shinkuu Hadou Ken
(Jump LK > HK \/ d.s.LP > s.LP + Assist > s.HP, (f,f, uf) /\ Jump LK > HK
\/ d.s.LK > s.HK XX qcf + P XX qcf + PP)
o3 :: 76 dmg :: 30 hit
j.Roundhouse \/ d.s.Jab > s.Strong > s.Fierce XX Fierce Shou`ou Ken [2
hit] XX Shinkuu Hadou Ken
(Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcf + PP)
o4 :: 76 dmg :: 22 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Short > s.Strong >
s.Roundhouse XX Hadou Ken XX Midare Zakura
(Jump LK > HK \/ d.s.LK > s.LP > s.HK XX qcf + P XX qcf + KK)
o5 :: 75 dmg :: 26 hit
j.Roundhouse \/ d.s.Jab > s.Strong > s.Fierce XX Fierce Shou`ou Ken [4
hit] XX Haru Ichiban
(Jump HK \/ d.s.LP > s.LP > s.HP XX f,d,df + HP XX qcb + KK)
o6 :: 64 dmg :: 28 hit
j.Fierce \/ d.c.Short > c.Forward XX Jab Shou`ou Ken [2 hit] XX Shinkuu
Hadou Ken
(Jump HP \/ d.c.LK > LK XX f,d,df + LP XX qcf + PP)
o7 :: 58 dmg :: 12 hit
j.Fierce \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Forward XX
Short Shunpuu Kyaku [2 hit], sj.Jab XX Jab Shou`ou Ken
(Jump HP \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK, sj.LP XX
qcf + LP)
o8 :: 56 dmg :: 26 hit
d.c.Short > c.Forward XX Fierce Shou`ou Ken [6 hit] XX Haru Ichiban
(d.c.LK > c.LK XX qcf + HP XX qcb + KK)
o9 :: 55 dmg :: 10 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Forward XX Short Shunpuu Kyaku [2 hit], sj.Fierce/Roundhouse
(Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LK XX qcb + LK,
sj.HP/HK)
1o :: 51 dmg :: 17 hit
d.s.Fierce XX Midare Zakura
(d.s.HP XX qcf + KK)
11 :: 46 dmg :: 11 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Jab Shou`ou Ken
(Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP)
12 :: 46 dmg :: 9 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
13 :: 40 dmg :: 9 hit
j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Hadou Ken
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
P)
14 :: 32 dmg :: 7 hit
On medium/large opponent. j.Short > j.Forward \/ /\ j.Jab > j.Forward XX
Jab Shou`ou Ken
(Jump LK > LK \/ /\ Jump LP > LK XX f,d,df + LP)
15 :: 16 dmg :: 4 hit :: ICEOUT
j.Short > j.Forward \/ d.s.Jab XX Taunt
(Jump LK > LK \/ d.s.LP > Hold LK, press Start)
[ Xtra ]
- Combo o1,o2,o3,o6
Rapidly press the Punch buttons so the Shinkuu Hadou Ken hits more.
- Combo o5
The Shou`ou Ken can get anywhere from 4-5 hits and the combo will still do
75 damage. However if it hits less than that, chances are the Haru Ichiban
will miss.
- Combo o7
Start attacking as soon as Sakura gets next to the opponent so that she
arises at the same rate with them. Thus when the Shunpuu Kyaku is over,
tapping Jab will catch them and keep the juggle going.
- Combo 12
In the corner, the sj.Roundhouse can be added for +4 damage.
- Combo 14
Perform the j.Jab > j.Forward immediately as Sakura is ascending for it to
link off the previous j.Forward.
- Combo 15
Works best against large opponents (ie - Juggernaut, Thanos).
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Sentinel :: mutant hunter robot
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o1 :: 126 dmg :: 37 hit :: Mega456
Opponent in corner. d.c.Roundhouse [3 hit] XX Jab Rocket Punch (Downward)
(otg) XX Hyper Sentinel Force [6 hit], s.Fierce [1 hit] XX Hyper Sentinel
Force [6 hit], s.Fierce [1 hit] XX Hyper Sentinel Force [5 hit], s.Fierce
[1 hit] XX Hyper Sentinel Force [5 hit], s.Fierce [1 hit] XX Hyper
Sentinel Force [5 hit], s.Fierce [1 hit] XX Fierce Rocket Punch (Forward)
(d.c.HK XX qcf + LP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP
XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + HP)
o2 :: 121 dmg :: 38 hit :: Mega456
Opponent in corner. Stand close. Hyper Sentinel Force [6 hit], s.Fierce
[1 hit] XX Hyper Sentinel Force [6 hit], s.Fierce [1 hit] XX Hyper
Sentinel Force [5 hit], s.Fierce [1 hit] XX Hyper Sentinel Force [5 hit],
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Hard Drive
(qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HK /\
sj.LP > sj.LK > sj.LP > sj.LK XX qcf + PP)
o3 :: 121 dmg :: 38 hit :: Mega456
Opponent in corner. Stand close. Hyper Sentinel Force [6 hit], s.Fierce [1
hit] XX Hyper Sentinel Force [6 hit], s.Fierce [1 hit] XX Hyper Sentinel
Force [5 hit], s.Fierce [1 hit] XX Hyper Sentinel Force [5 hit], s.Fierce
XX Plasma Storm
(qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX
qcf + PP)
o4 :: 118 dmg :: 35 hit :: Mega456
Hyper Sentinel Force [6 hit], s.Fierce [1 hit] XX Hyper Sentinel Force [6
hit], s.Fierce [1 hit] XX Hyper Sentinel Force [6 hit], s.Fierce [1 hit]
XX Hyper Sentinel Force [6 hit], s.Fierce [1 hit] XX Hyper Sentinel Force
[6 hit], s.Fierce
(qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX
qcf + KK, s.HP)
o5 :: 94 dmg :: 20 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ d.s.Short > s.Forward XX Jab
Rocket Punch (Downward) XX Hyper Sentinel Force [4 hit], s.Fierce [1 hit]
XX Plasma Storm
(Jump LP > LP \/ d.s.LK > s.LK XX qcf + LP XX qcf + KK, s.HP XX qcf + PP)
o6 :: 90 dmg :: 49 hit :: Bantam13
Opponent in corner. Full screen away. Roundhouse Sentinel Force (hold
button) [9 hit], (dash forward) /\ j.Jab > j.Strong \/ d.s.Jab > s.Strong
[2 hit] XX Fierce Rocket Punch (Forward) XX Hyper Sentinel Force [5 hit],
s.Fierce XX Hyper Sentinel Force [5 hit], s.Fierce XX Hyper Sentinel
Force [4 hit], s.Fierce XX Hyper Sentinel Force [4 hit], d.s.Roundhouse /\
sj.Jab > sj.Strong XX Hard Drive
(qcf + HK (hold HK), (f,f, uf) /\ Jump LP > LP \/ d.s.LP > s.LP XX qcf +
HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK, s.HP XX qcf + KK,
d.s.HK /\ sj.LP > sj.LP XX qcf + PP)
o7 :: 88 dmg :: 32 hit :: Mega456
Opponent in corner. Hyper Sentinel Force [6 hit] /\ j.Jab > j.Strong XX
Hard Drive [10 hit] \/ d.c.Short (otg) > s.Roundhouse /\ sj.Jab >
sj.Strong XX Hard Drive
(qcf + KK /\ Jump LP > LP XX qcf + PP \/ d.c.LK > s.HK /\ sj.LP > sj.LP XX
qcf + PP)
o8 :: 88 dmg :: 21 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong \/ d.s.Short > s.Forward XX Fierce
Rocket Punch (Forward) XX Hyper Sentinel Force [3 hit], d.s.Roundhouse /\
sj.Jab > sj.Strong XX Hard Drive
(Jump LP > LP \/ d.s.LK > s.LK XX qcf + HP XX qcf + KK, d.s.HK /\ sj.LP >
sj.LP XX qcf + PP)
o9 :: 88 dmg :: 9 hit
Opponent in corner. j.Roundhouse \/ d.s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Fierce Rocket Punch (Forward), sj.Fierce >
sj.Roundhouse
(Jump HK \/ d.s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HP, sj.HP >
sj.HK)
1o :: 84 dmg :: 14 hit :: Bantam13
d.c.Roundhouse [3 hit] XX Jab Rocket Punch (Downward)(otg) XX Plasma Storm
(d.c.HK XX qcf + LP XX qcf + PP)
11 :: 81 dmg :: 16 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Strong [2 hit] XX Jab Rocket Punch
(Downward) XX Plasma Storm
(Jump LP > LP \/ d.s.LK > LP XX qcf + LP XX qcf + PP)
12 :: 81 dmg :: 14 hit :: Lee the mastermind
d.s.Jab > s.Strong [2 hit] XX Jab Rocket Punch (Downward) XX Plasma Storm
(d.s.LP > s.LP XX qcf + LP XX qcf + PP)
13 :: 75 dmg :: 14 hit :: Bantam13
j.Fierce \/ d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong XX Hard Drive
(Jump HP \/ d.s.HK /\ sj.LP > sj.LK > sj.LP XX qcf + PP)
14 :: 70 dmg :: 10 hit :: Bantam13
Opponent in corner. Stand close. Short Sentinel Force [3 hit],
d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
sj.Roundhouse
(qcf + LK, d.s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
15 :: 64 dmg :: 8 hit :: Bantam13
d.s.Short > s.Strong [2 hit] XX Fierce Rocket Punch (Forward) XX Hyper
Sentinel Force
(d.s.LK > s.LP XX qcf + HP XX qcf + KK)
16 :: 62 dmg :: 12 hit :: Bantam13
j.Jab > j.Strong \/ Plasma Storm
(Jump LP > LP \/ qcf + PP)
17 :: 60 dmg :: 5 hit :: IrishRagan
j.Short > j.Roundhouse \/ /\ j.Short > j.Roundhouse XX Jab Rocket Punch
(Downward)
(Jump LK > HK \/ /\ Jump LK > HK XX qcf + LP)
18 :: 54 dmg :: 7 hit :: Bantam13
Opponent in corner. Short Sentinel Force [3 hit], d.s.Jab > s.Strong [2
hit] XX Fierce Rocket Punch (Forward)
(qcf + LK, d.s.LP > s.LP XX qcf + HP)
19 :: 53 dmg :: 5 hit :: Bantam13
j.Jab > j.Strong \/ /\ j.Short > j.Roundhouse XX Jab Rocket Punch
(Downward)
(Jump LP > LP \/ /\ Jump LK > HK XX qcf + LP)
2o :: 48 dmg :: 4 hit :: Bantam13
j.Roundhouse \/ d.s.Short > s.Forward XX Jab Rocket Punch (Downward)
(Jump HK \/ d.s.LK > s.LK XX qcf + LP)
21 :: 38 dmg :: 4 hit :: Bantam13
d.s.Jab > s.Strong [2 hit] XX Jab Rocket Punch (Downward)
(d.s.LP > s.LP XX qcf + LP)
22 :: 36 dmg :: 3 hit :: Bantam13
d.s.Jab > s.Forward XX Fierce Rocket Punch (Forward)
(d.s.LP > s.LK XX qcf + HP)
[ Xtra ]
- Combo o1,o2,o3,o4,o6
The damage and number of hits can vary a little depending on when you
cancel, how close Sentinel is to the opponent, and the size of the opponent.
If Sentinel is really close, the s.Fierce can hit twice for +1 damage. Also
the Hyper Sentinel Force juggles the opponent at the top, so only 4-5 of the
six hits will connect the more you perform it.
- Combo o3,o5,1o,11,12,16
Rapidly press the Punch buttons so the Plasma Storm hits more.
- Combo o7
Jump straight up after the Hyper Sentinel Force to catch the air juggle. The
Hard Drive must hit head on so you score all 10 hits; the last hit is the
one that allows the (otg) to happen.
- Combo 17,19
Perform the j.Short > j.Roundhouse immediately as Sentinel is ascending for
it to link off the previous jumping attack.
- Combo 11,15,18,2o,21,22
In these cases, the Jab (Downward) and Fierce (Forward) Rocket Punches can
be interchanged and the combo will still so the same damage.
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Shuma-Gorath :: rou ton no hakai kami
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o1 :: 132 dmg :: 20 hit :: Caliber X
d.c.Jab + Tron Bonne Assist (Projectile Type) [4 hit] > c.Strong [2 hit]
XX Chaos Dimension (Tron hits), d.s.Short > s.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
o2 :: 127 dmg :: 17 hit :: Caliber X
Opponent in corner. d.c.Jab + Juggernaut Assist (Dash Type) > c.Strong [2
hit] XX Chaos Dimension (Juggernaut hits), d.df + Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
o3 :: 124 dmg :: 17 hit :: Caliber X
Opponent in corner. d.c.Jab + Sentinel Assist (Projectile Type) > c.Strong
[2 hit] XX Chaos Dimension (Sentinel hits), d.df + Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
o4 :: 117 dmg :: 17 hit :: Caliber X
d.c.Jab + Anakaris (Ground Type)/Dhalsim (Anti-air/Ground Type)/Sabretooth
(Expansion Type) Assist > c.Strong [2 hit] XX Chaos Dimension (Assist
hits), (dash forward) d.df + Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg)
> s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, (f,f) d.df + HK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
o5 :: 116 dmg :: 19 hit :: Bantam13
Activate Chaos Dimension. j.Short > j.Strong \/ d.s.Jab > s.Fierce (Chaos
Dimension grabs) \/ s.Short (otg) XX Hyper Mystic Smash
(qcf + PP. Jump LK > LP \/ d.s.LP > s.HP \/ s.LK XX qcf + KK)
o6 :: 116 dmg :: 17 hit :: Caliber X
Opponent in corner. d.c.Jab + Bulleta (Variety Type)/Cammy (Dash Type)
Assist > c.Strong [2 hit] XX Chaos Dimension (Assist hits), d.df +
Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/
Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
o7 :: 115 dmg :: 19 hit :: Caliber X
d.c.Jab + Cyclops Assist (Expansion Type) [2 hit] > c.Strong [2 hit] XX
Chaos Dimension (Cyclops hits), d.s.Short > s.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
o8 :: 114 dmg :: 18 hit :: Caliber X
Opponent in corner. d.c.Jab + Ryuu Assist (Projectile Type) > c.Strong [2
hit] XX Chaos Dimension (Ryuu hits), d.s.Short > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
o9 :: 114 dmg :: 17 hit :: Caliber X
Opponent in corner. d.c.Jab + Bulleta (Projectile Type)/Hayato Kanzaki
(Expansion/Balance Type) Assist > c.Strong [2 hit] XX Chaos Dimension
(Assist hits), d.df + Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg)
> s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
1o :: 112 dmg :: 18 hit :: Caliber X
Opponent in corner. d.c.Jab + Cammy Assist (Expansion Type) [2 hit] >
c.Strong [2 hit] XX Chaos Dimension (Cammy hits), d.df + Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
11 :: 112 dmg :: 18 hit :: Caliber X
d.c.Jab + Venom Assist (Variety Type) [3 hit] > c.Strong [2 hit] XX Chaos
Dimension (Venom hits) /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
12 :: 112 dmg :: 16 hit :: Caliber X
d.c.Jab + Omega Red Assist (Throw Type) > c.Strong [2 hit] XX Chaos
Dimension (Omega Red hits) /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
> sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) >
s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
13 :: 112 dmg :: 11 hit :: Caliber X
d.c.Jab + Wolverine (bone-claw) Assist (Variety Type) > c.Strong [2 hit]
XX Chaos Dimension (Wolverine hits), d.s.Short (otg) > s.Forward /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs)
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK)
14 :: 111 dmg :: 21 hit :: Caliber X
Opponent in corner. d.c.Jab + Doctor Doom Assist (Variety Type) [5 hit] >
c.Strong [2 hit] XX Chaos Dimension (Doctor Doom hits), d.df + Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(Chaos Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
15 :: 109 dmg :: 20 hit :: Caliber X
d.c.Jab + Jin Saotome Assist (Expansion Type) [4 hit] > c.Strong [2 hit]
XX Chaos Dimension (Jin hits), (dash forward) d.df + Roundhouse /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, (f,f) d.df + HK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
16 :: 108 dmg :: 21 hit :: Caliber X
d.c.Jab + Juggernaut Assist (Ground Type) [4 hit] > c.Strong [2 hit] XX
Chaos Dimension (Juggernaut hits), d.s.Short > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
17 :: 108 dmg :: 19 hit :: Caliber X
d.c.Jab + Rockman Assist (Projectile/Balance Type) [2 hit] > c.Strong [2
hit] XX Chaos Dimension (Rockman hits), d.s.Short > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
18 :: 108 dmg :: 16 hit
Activate Chaos Dimension. j.Short > j.Forward \/ d.s.Short > s.Forward /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(qcf + PP. Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
19 :: 107 + 21 dmg :: 15 + 1 hit
Activate Chaos Dimension. j.Short > j.Forward \/ d.s.Short > s.Forward /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Roundhouse Kuuchuu Throw
(qcf + PP. Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK)
2o :: 107 dmg :: 23 hit :: Caliber X
Opponent in corner. d.c.Jab + Silver Samurai Assist (Projectile Type) [6
hit] > c.Strong [2 hit] XX Chaos Dimension (Silver Samurai hits),
d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward ></pre><pre id="faqspan-7">
sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
21 :: 107 dmg :: 11 hit :: Caliber X
Opponent in corner. d.c.Jab + Strider Hiryuu Assist (Ground Type) >
c.Strong [2 hit] XX Chaos Dimension (Strider Hiryuu hits), d.s.Short (otg)
> s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > j.Fierce/
Roundhouse (Chaos Dimension grabs)
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK)
22 :: 106 dmg :: 20 hit :: Caliber X
d.c.Jab + Gouki Assist (Expansion Type) [4 hit] > c.Strong [2 hit] XX
Chaos Dimension (Gouki hits), (walk forward) d.df + Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, (hold f) d.df + HK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
23 :: 106 dmg :: 20 hit :: Caliber X
Opponent in corner. d.c.Jab + Amingo Assist (Balance Type) [4 hit] >
c.Strong [2 hit] XX Chaos Dimension (Amingo hits), d.df + Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.df + HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
24 :: 106 dmg :: 20 hit :: Caliber X
d.c.Jab + Marrow Assist (Projectile Type) [3 hit] > c.Strong [2 hit] XX
Chaos Dimension (Marrow hits), d.s.Short > s.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
25 :: 106 dmg :: 14 hit :: Caliber X
Opponent in corner. d.c.Jab + Venom Assist (Expansion Type) [3 hit] >
c.Strong [2 hit] XX Chaos Dimension (Venom hits) /\ sj.Fierce/Roundhouse
(Chaos Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.HP/HK \/ s.LK > s.LK /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.u + HP)
26 :: 106 dmg :: 13 hit :: Caliber X
Opponent in corner. d.c.Jab + Wolverine (adamantium) Assist (Dash Type) >
c.Strong [2 hit] XX Chaos Dimension (Wolverine hits) /\ sj.Short >
sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.LK > sj.HP/HK \/ s.LK > s.LK /\
sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
27 :: 106 dmg :: 13 hit :: Caliber X
d.c.Jab + Blackheart Assist (Anti-air Type) [2 hit] > c.Strong [2 hit] XX
Chaos Dimension (Blackheart hits) /\ sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.HP/HK \/ s.LK > s.LK /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.u + HP)
28 :: 104 dmg :: 21 hit :: Caliber X
d.c.Jab + Iron Man (Projectile Type)/Silver Samurai (Ground Type) Assist
[4 hit] > c.Strong [2 hit] XX Chaos Dimension (Assist hits), d.s.Short >
s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/
Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
29 :: 103 dmg :: 20 hit :: Caliber X
d.c.Jab + Zangief Assist (Ground Type) [4 hit] > c.Strong [2 hit] XX Chaos
Dimension (Zangief hits), (dash forward) d.df + Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, (f,f) d.df + HK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
3o :: 103 dmg :: 20 hit :: Caliber X
d.c.Jab + War Machine Assist (Projectile Type) [3 hit] > c.Strong [2 hit]
XX Chaos Dimension (War Machine hits), d.s.Short > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension
grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
31 :: 103 dmg :: 20 hit :: Caliber X
d.c.Jab + Marrow Assist (Anti-air Type) [5 hit] > c.Strong [2 hit] XX
Chaos Dimension (Marrow hits) /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/ s.Short (otg)
> s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
32 :: 100 dmg :: 23 hit :: Caliber X
d.c.Jab + Spiral Assist (Ground Type) [6 hit] > c.Strong [2 hit] XX Chaos
Dimension (Spiral hits), d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP, d.s.LK > s.LK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
33 :: 100 dmg :: 17 hit :: Caliber X
d.c.Jab + Ken Masters Assist (Expansion Type) [5 hit] > c.Strong [2 hit]
XX Chaos Dimension (Ken hits) (dash forward) /\ sj.Short > sj.Fierce/
Roundhouse (Chaos Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP (f,f, uf) /\ sj.LK > sj.HP/HK \/ s.LK
> s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
34 :: 100 dmg :: 12 hit :: Caliber X
d.c.Jab + Storm Assist (Expansion Type) > c.Strong [2 hit] XX Chaos
Dimension (Storm hits) /\ sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.HP/HK \/ s.LK > s.LK /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.u + HP)
35 :: 100 dmg :: 9 hit :: Pat Polk
Activate Chaos Dimension. j.Short > j.Forward \/ d.s.Short > s.Forward /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos
Dimension grabs)
(qcf + PP. Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK
> sj.HP/HK)
36 :: 98 dmg :: 16 hit :: Caliber X
d.c.Jab + Ruby Heart Assist (Anti-air Type) [4 hit] > c.Strong [2 hit] XX
Chaos Dimension (Ruby hits) /\ sj.Short > sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.LK > sj.HP/HK \/ s.LK > s.LK /\
sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP)
37 :: 64 dmg :: 12 hit :: Bantam13
Opponent in corner. j.Roundhouse \/ d.c.Fierce XX Hyper Mystic Smash
(Jump HK \/ d.c.HP XX qcf + KK)
38 :: 60 dmg :: 17 hit :: Bantam13
j.Roundhouse \/ d.c.Jab > c.Strong [2 hit] XX Hyper Mystic Smash
(Jump HK \/ d.c.LP > c.LP XX qcf + KK)
39 :: 58 dmg :: 17 hit :: Bantam13
j.Short > j.Strong \/ d.s.Jab > s.Strong XX Hyper Mystic Smash
(Jump LK > LP \/ d.s.LP > s.LP XX qcf + KK)
4o :: 51 dmg :: 10 hit :: Caliber X
Opponent in corner. j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.u + Fierce \/ d.s.Short (otg) >
s.Fierce
(Jump HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u + HP \/
d.s.LK > s.HP)
41 :: 49 dmg :: 10 hit :: Bantam13
j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward, sj.Jab > sj.Strong > sj.u + Fierce
(Jump HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LP > sj.LP
> sj.u + HP)
42 :: 43 dmg :: 8 hit :: Bantam13
j.Roundhouse \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > Sekika
(Jump HK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.d + HK)
43 :: 42 dmg :: 11 hit :: Brennan Swan
j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, sj.Jab > sj.Strong > sj.u + Fierce
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LP >
sj.LP > sj.u + HP)
44 :: 41 + 27 dmg :: 21 + 6 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ c.Short > c.Strong [2 hit] XX
Fierce Mystic Stare [6 hit] XX Hyper Mystic Smash
(Jump LK (charge db) > LP \/ c.LK > c.LP XX f + HP XX qcf + KK)
45 :: 40 dmg :: 9 hit
j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.u +
HP)
46 :: 38 dmg :: 12 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong XX Roundhouse Mystic Smash
(Jump LK > LP \/ d.s.LK > s.LK /\ sj.LP (charge b) > sj.LK > sj.LP XX f +
HK)
47 :: 38 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ c.Roundhouse XX Roundhouse
Mystic Smash
(Jump LK (charge db) > LP \/ c.HK XX f + HK)
48 :: 38 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Strong \/ c.Fierce XX Mystic Smash
(Jump LK (charge db) > LP \/ c.HP XX f + K)
49 :: 37 + 27 dmg :: 16 + 6 hit :: Bantam13
Stand close. Fierce Mystic Stare [6 hit] XX Hyper Mystic Smash
(Charge b,f + HP XX qcf + KK)
5o :: 35 + 21 dmg :: 8 + 1 hit
j.Short > j.Forward \/ d.s.Short > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Roundhouse Kuuchuu Throw
(Jump LK > LK \/ d.s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HK)
51 :: 27 dmg :: 7 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Roundhouse
(Jump LK > LK \/ d.s.LP > s.HK)
52 :: 27 dmg :: 7 hit :: Bantam13
j.Short > j.Strong XX Mystic Smash
(Jump LK (charge b) > LP XX f + K)
53 :: 27 dmg :: 2 hit :: Bantam13
j.Short > j.Strong \/ /\ j.Short > j.Fierce
(Jump LK > LP \/ /\ Jump LK > HP)
54 :: 23 + 94 dmg :: 4 + 8 hit :: Caliber X
d.c.Jab + Silver Samurai Assist (Launcher Type) > c.Strong [2 hit] XX
Chaos Dimension (Silver Samurai hits) /\ sj.Fierce/Roundhouse (Chaos
Dimension grabs) \/ s.Short (otg) > s.Forward /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce
(d.c.LP + Assist > c.LP XX qcf + PP /\ sj.HP/HK \/ s.LK > s.LK /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.u + HP)
55 :: 17 + 20 dmg :: 2 + 2 hit :: Bantam13
j.Roundhouse \/ d.s.Short XX Devitalization
(Jump HK \/ d.s.LK XX hcb + K)
56 :: 13 + 16/21 dmg :: 1 + 1 hit :: Bantam13
Opponent in corner. j.Fierce \/ /\ Fierce/Roundhouse Kuuchuu Throw
(Jump HP \/ /\ f + HP/HK)
57 :: 11 + 120 dmg :: 2 + 14 hit :: Caliber X
d.c.Short + Anakaris Assist (Throw Type) > c.Forward XX Chaos Dimension
(Anakaris hits), (backdash) df + Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse (Chaos Dimension grabs) \/
s.Short (otg) > s.Forward /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.u + Fierce
(d.c.LK + Assist > c.LK XX qcf + PP, (b,b) df + HK /\ sj.LP > sj.LK >
sj.LP > sj.LK > sj.HP/HK \/ s.LK > s.LK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP)
[ Xtra ]
- Combo o1-o4,o6-17,2o-34,36,54,57
All of these combos revolve around using a specific Assist to "combo" the
Chaos Dimension. Not all characters (ie - Iceman, Hulk) and Assists can work
for this, but many of them can be substituted. For example, one combo uses
Ryu`s Projectile Assist (Hadou Ken). If you are using Psylocke`s Projectile
Type (Psi-Blast) instead, it will work exactly the same. Some of the combos
display combined Assists (ie - Combo o4) since the Assist characters do
similar attacks and the damage remains the same.
- Combo o1,o7,o8,13,16,17,2o,21,24,28,3o,32
Dash in to attack with the s.Short > s.Forward as the Assist character is
attacking with their special move. For Combo 21, the s.Short is used to
(otg) after Strider Hiryuu`s Ame no Murakumo hits.
- Combo o4
If using Sabretooth`s Assist, you won`t have to dash forward before the
launcher. Sabretooth`s Berserker Claw conveniently pops the opponent back in
perfect range for Shuma-Gorath to launch.
- Combo o9
For the Hayato Assist, only the second slash from his Shi Den will hit.
- Combo 16
Depending on the character size, you may have to cancel into the Chaos
Dimension after only one hit from the c.Strong so Juggernaut will be in
range to hit them.
- Combo 22
While the full combo will do -1 damage, it`s best to launch the opponent
after all four of Gouki`s Tatsumaki Zankuu Kyaku kicks connect. If you
launch early, the combo will do slightly more, but there are times Gouki
will catch with another kick and "vacuum" the opponent back to the ground.
- Combo 31
Marrow`s Towering Spine has very limited range. It`s best that this is done
in the corner, or cancel into the Chaos Dimension after only one hit from
the c.Strong. Once the Towering Spine hits, you have to time the jump to
meet the opponent in the air and combo.
- Combo 49
The combo will do +2 damage if the Fierce Mystic Stare hits 5 times instead
of 6.
- Combo 5o,56
Rapidly press the Kick buttons so the Roundhouse Throw hits more.
- Combo 53
Perform the j.Short > j.Fierce immediately as Shuma-Gorath is ascending for
it to link off the previous jumping attack.
- Combo 57
If timed right, Shuma-Gorath`s c.Forward will knock the opponent back into
Anakaris` hands to grab. This appears inescapable, but will not work if the
opponent is too close to the corner. After you cancel into the Chaos
Dimension, backstep to be in range of where Anakaris will slam the opponent
so you can catch them with the df + Roundhouse.
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Silver Samurai :: shirogane no yoroi musha
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o1 :: 124/124/141 dmg :: 76 hit :: Chocobo Combo Video #2
Opponent in corner. Activate Touki 'Hono`o'. j.Short > j.Fierce \/ d.s.Jab
> s.Fierce XX Fierce Shuriken [6 hit] XX Chou Shuriken [23 hit], Homura
Ken (otg)
(qcb + HK. Jump LK > HP \/ d.s.LP > s.HP XX qcf + HP XX qcf + PP, qcf +
KK)
o2 :: 107/107/118 dmg :: 63 hit
Opponent in corner. Activate Touki 'Hono`o'. j.Short > j.Fierce \/
d.c.Short > c.Forward XX Chou Shuriken [14 hit], Homura Ken
(qcb + HK. Jump LK > HP \/ d.c.LK > c.LK XX qcf + PP, qcf + KK)
o3 :: 95 dmg :: 68 hit
Opponent in corner. Activate Touki 'Koori'. Hyouga Ken, Activate Touki
"Hono`o", d.c.Short > s.Strong XX Chou Shuriken [23 hit], Homura Ken (otg)
(qcb + LK. qcf + KK, qcb + HK, d.c.LK > s.LP XX qcf + PP, qcf + KK)
o4 :: 78/78/86 dmg :: 43 hit :: E C
Activate Touki 'Hono`o'. j.Short > j.Fierce \/ d.c.Jab > c.Forward XX
Homura Ken
(qcb + HK. Jump LK > HP \/ d.c.LP > c.LK XX qcf + KK)
o5 :: 69/79/79 dmg :: 58 hit :: E C
Opponent in corner. Activate Touki 'Kaminari'. d.s.Jab > s.Short >
s.Strong > s.Forward > s.Fierce > s.Fierce > c.Roundhouse (otg) XX Raimei
Ken
(qcb + P. d.s.LP > s.LK > s.LP > s.LK > s.HP > s.HP > c.HK XX qcf + KK)
o6 :: 65/73/73 dmg :: 54 hit
Activate Touki 'Kaminari'. j.Short > j.Fierce \/ d.c.Jab > c.Short >
c.Forward XX Raimei Ken
(qcb + P. Jump LK > HP \/ d.c.LP > c.LK > c.LK XX qcf + KK)
o7 :: 56 dmg (L: 25/40/40, I: 25/40/56, F: 72/72/85) :: 10 hit :: E C
j.Short > j.Fierce \/ d.c.Jab > c.Fierce /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward > sj.Fierce > sj.Roundhouse
(Jump LK > HP \/ d.c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP >
sj.HK)
o8 :: 65 dmg (L: 50/56/56) :: 48 hit :: E C
d.s.Jab > s.Strong [2 hit] XX Raimei Ken
(d.s.LP > s.LP XX qcf + KK)
o9 :: 33/50/50 dmg :: 18 hit :: E C
Activate Touki 'Kaminari'. d.s.Jab > s.Short > s.Strong > s.Forward >
s.Roundhouse XX Chou Shuriken
(qcb + P. d.s.LP > s.LK > s.LP > s.LK > s.HK XX qcf + PP)
1o :: 30/46/46 dmg :: 18 hit
Opponent in corner. Activate Touki 'Kaminari'. d.s.Jab > s.Short >
s.Strong > s.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong XX Chou
Shuriken
(qcb + P. d.s.LP > s.LK > s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP XX
qcf + PP)
11 :: 27 dmg (L: 12/18/18, I: 10/16/24, F: 34/34/42) :: 9 hit
d.s.Jab > s.Strong [2 hit] XX Fierce Hyaku Retsu Tou XX Fumikomi Hyaku
Retsu Tou
(d.s.LP > s.LP XX f,d,df + HP XX f,f)
[ Xtra ]
- All combos
As shown, the damage for all of Silver Samurai`s combos will all depend on
which one of his fighting modes (called "Touki") he`s currently in. All
combos are divided into multiple parts to show all of the possible damage
outcomes.
> If damage is shown: "65/73/73 dmg"
This means that the combo is only possible is one of Silver Samurai`s
Touki modes. The specific mode is listed at the beginning of the combo (ie
- Activate Touki 'Hono`o').
> If damage is shown: "56 dmg (L: 25/40/40, I: 25/40/56, F: 72/72/85)"
This means that the combo is possible in two of more of his Touki modes.
The first damage number is what is done by having Silver Samurai in
Normal mode, meaning having no Touki activated. Within the parenthesis
(L: ?/?/?, I: ?/?/?, F: ?/?/?) will be what the same combos do while in
each of his Touki modes:
L: Doing the combo while in Touki 'Kaminari' (lightning) mode. (qcb + P)
I: Doing the combo while in Touki 'Koori' (ice) mode. (qcb + LK)
F: Doing the combo while in Touki 'Hono`o' (flame) mode. (qcb + HK)
Since Silver Samurai can increase the power of his attacks by doing the same
Touki more than once, the damages are listed in 3 Levels for each mode (ie -
I: 10/16/24). In which case then, the damage is listed in order on the
number of uses for that Touki. For example with the above damages in his
Touki 'Koori' (ice) mode, the combo will do 10 damage if activated once
(Level 1). If you use it twice (Level 2), then 16 damage. For three times
(Level 3), 24 damage.
(The Touki 'Kaminari' has the same Level 2 and Level 3 damage. As like the
Touki 'Hono`o' which has the same Level 1 and Level 2 damage. Touki 'Koori'
has a different damage output for each Level.)
(For more details on this, consult Kao Megura`s `Marvel v. Capcom 2´ FAQ,
which has all the charts and information about the "Touki" modes.)
- Combo o1,o2,o3
The Homura Ken is able to (otg) the opponent and carry them back into the
air, but it doesn`t have to. You can do it when they are about to hit the
ground too, and it will still do the same amount of hits and damage.
- Combo o5,o6,o8
Rapidly press the Punch buttons so the Raimei Ken hits more.
- Combo o7
The sj.Roundhouse can be added to the aerial rave on any medium- or large-
size opponent. On large opponents, you can do the combo fast and it will
catch at the end. On medium opponents, do the hits moderately fast.
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Sonson :: chiisana sei amatsu taisei
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o1 :: 72 dmg :: 9 hit
d.c.Jab > c.Short > c.Strong > c.Fierce XX Shienbu [3 hit](otg) XX POW,
(dash forward) Gansai Hekiretsu (otg)
(d.c.LP > c.LK > c.LP > c.HP XX qcf + P XX qcf + KK, (f,f) f + HP)
o2 :: 68 dmg :: 9 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > c.Short > c.Fierce XX Shienbu [3 hit](otg)
XX POW
(Jump LP > LP \/ d.s.LP > c.LK > c.HP XX qcf + P XX qcf + KK)
o3 :: 64 dmg :: 13 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > c.Forward > c.Roundhouse XX Fierce
Seiten Rengeki [1 hit] XX Tenchi Tsuukan
(Jump LP > LP \/ d.s.LP > s.LK > c.LK > c.HK XX f,d,df + HP XX qcf + PP)
o4 :: 63 dmg :: 12 hit :: Bantam13
d.c.Jab > c.Short > c.Strong > c.Forward XX Fierce Seiten Rengeki [3 hit]
XX Tenchi Tsuukan
d.c.LP > c.LK > c.LP > c.LK XX f,d,df + HP XX qcf + PP)
o5 :: 61 dmg :: 12 hit :: GamePro #143
j.Jab > j.Short \/ s.Short > s.Short > s.Short XX Jab Seiten Rengeki [2
hit] XX Tenchi Tsuukan
(Jump LP > LK \/ s.LK > s.LK > s.LK XX f,d,df + LP XX qcf + PP)
o6 :: 56 dmg :: 9 hit :: Bantam13
Opponent in corner. d.c.Short > c.Forward > c.Roundhouse XX Tenchi Tsuukan
(d.c.LK > c.LK > c.HK XX qcf + PP)
o7 :: 52 dmg :: 4 hit :: Bantam13
Opponent in corner. Full screen away. Jab Shienbu \/ (dash forward) POW
(qcf + LP \/ (f,f) qcf + KK)
o8 :: 48 dmg :: 20 hit :: James Chen: Capcom Gals Combos
Opponent in corner. Full screen away. Fierce Shienbu [3 hit] /\ (cloud
dash forward)(Shienbu hits) ad.Jab > ad.Short > ad.Forward \/ d.s.Jab >
s.Short > s.Strong [1 hit] > s.Forward [1 hit] > s.Fierce > s.Roundhouse
XX Fierce Seiten Rengeki [3 hit] XX Tenchi Tsuukan
(qcf + HP /\ (f + PP) ad.LP > ad.LK > ad.LK \/ d.s.LP > s.LK > s.LP > s.LK
> s.HP > s.HK XX f,d,df + HP XX qcf + PP)
o9 :: 46 dmg :: 8 hit
d.c.Short > c.Forward XX Tenchi Tsuukan
(d.c.LK > c.LK XX qcf + PP)
1o :: 44 dmg :: 18 hit :: Bantam13
Opponent in corner. Full screen away. Jab Shienbu [3 hit] /\ (cloud dash
forward)(Shienbu hits) ad.Jab > ad.Short > ad.Strong \/ d.s.Jab > c.Short
> c.Fierce XX Jab Shienbu [3 hit] XX Tenchi Tsuukan
(qcf + LP /\ (f + PP) ad.LP > ad.LK > ad.LP \/ d.s.LP > c.LK > c.HP XX qcf
+ LP XX qcf + PP)
11 :: 44 dmg :: 7 hit :: Krusader
d.s.Jab > s.Strong [2 hit] > s.Fierce XX Fierce Seiten Rengeki
(d.s.LP > s.LP > s.HP XX f,d,df + HP)
12 :: 43 dmg :: 14 hit :: Bantam13
j.Jab > j.Strong \/ d.c.Jab > c.Strong > c.Forward > c.Roundhouse /\
sj.Jab > sj.Strong XX Jab Fuusetsu Zan
(Jump LP > LP \/ d.c.LP > c.LP > c.LK > c.HK /\ sj.LP > sj.LP XX Tap LP
rapidly)
13 :: 43 dmg :: 9 hit
Opponent center screen. Wall Climb, Wall Climb Kick \/ d.df + Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce
(qcb + K, Press + K \/ d.df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
14 :: 43 dmg :: 8 hit :: Krusader
d.s.Jab > s.Short XX Tenchi Tsuukan
(d.s.LP > s.LK XX qcf + PP)
15 :: 42 dmg :: 5 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Fierce XX Kingin no Hisago
(Jump LP > LP \/ d.s.LK > s.HP XX hcb + P)
16 :: 40 dmg :: 7 hit :: Bantam13
j.Short > j.Forward \/ d.s.Short > s.Forward [2 hit] > s.Fierce >
s.Roundhouse
(Jump LK > LK \/ d.s.LK > s.LK > s.HP > s.HK)
17 :: 39 dmg :: 12 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > c.Short > c.Forward > c.Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce [1 hit] >
sj.Roundhouse
(Jump LP > LP \/ d.s.LP > c.LK > c.LK > c.HK /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.HP > sj.HK)
18 :: 39 dmg :: 8 hit :: Bantam13
j.Jab > j.Strong \/ df + Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Roundhouse
(Jump LP > LP \/ df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
19 :: 39 dmg :: 8 hit :: Bantam13
d.s.Short > s.Strong [1 hit] > c.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(d.s.LK > s.LP > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
20 :: 39 dmg :: 6 hit :: Bantam13
j.Short > j.Strong \/ d.s.Short > s.Forward [2 hit] XX Kingin no Hisago
(Jump LK > LP \/ d.s.LK > s.LK XX hcb + P)
21 :: 38 dmg :: 8 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > s.Strong [2 hit] > s.Fierce >
s.Roundhouse
(Jump LP > LP \/ d.s.LP > s.LK > s.LP > s.HP > s.HK)
22 :: 38 dmg :: 7 hit + Snapback :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Strong [2 hit] > s.Fierce XX Snapback
(Jump LP > LP \/ d.s.LP > s.LP > s.HP XX qcf + Assist)
23 :: 37 dmg :: 7 hit :: Krusader
Switch to Sonson \/ /\ j.Jab > j.Short > j.Fierce [3 hit] > j.Roundhouse
(P + K \/ /\ Jump LP > LK > HP > HK)
24 :: 37 dmg :: 3 hit :: Krusader
d.s.Jab > s.Fierce XX Kingin no Hisago
(d.s.LP > s.HP XX hcb + P)
25 :: 36 dmg :: 10 hit :: Bantam13
j.Fierce [3 hit] \/ d.s.Jab > s.Short > s.Strong > c.Fierce XX Shienbu
(otg)
(Jump HP \/ d.s.LP > s.LK > s.LP > c.HP XX qcf + P)
26 :: 36 dmg :: 6 hit
d.s.Jab > s.Short > s.Strong [1 hit] > s.Forward [1 hit] > s.Fierce >
s.Roundhouse
(d.s.LP > s.LK > s.LP > s.LK > s.HP > s.HK)
27 :: 36 dmg :: 6 hit :: Krusader
d.s.Jab > s.Short > s.Strong [2 hit] > s.Fierce > s.Roundhouse
(d.s.LP > s.LK > s.LP > s.HP > s.HK)
28 :: 35 dmg :: 7 hit
d.s.Jab > s.Short > s.Strong [2 hit] XX Fierce Seiten Rengeki
(d.s.LP > s.LK > s.LP XX f,d,df + HP)
29 :: 35 dmg :: 6 hit + Snapback :: Bantam13
d.s.Jab > s.Short > s.Strong [2 hit] > s.Fierce XX Snapback
(d.s.LP > s.LK > s.LP > s.HP XX qcf + Assist)
30 :: 33 dmg :: 7 hit :: Bantam13
j.Fierce [3 hit] \/ d.s.Short > s.Forward [2 hit] > Gansai Heki Retsu
(Jump HP \/ d.s.LK > s.LK > f + HP)
31 :: 32 dmg :: 7 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > s.Forward [2 hit] > c.Fierce
(Jump LP > LP \/ d.s.LP > s.LK > s.LK > c.HP)
32 :: 32 dmg :: 7 hit :: Krusader
d.c.Jab > c.Short > c.Strong > c.Fierce XX Shienbu (otg)
(d.c.LP > c.LK > c.LP > c.HP XX qcf + P)
33 :: 30 dmg :: 7 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > s.Strong [1 hit] > s.Forward [1
hit] > Gansai Heki Retsu
(Jump LP > LP \/ d.s.LP > s.LK > s.LP > s.LK > f + HP)
34 :: 30 dmg :: 6 hit + Snapback :: Bantam13
j.Jab > j.Strong \/ d.s.Short > s.Forward [2 hit] XX Snapback
(Jump LP > LP \/ d.s.LK > s.LK XX qcf + Assist)
35 :: 29 dmg :: 7 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Strong [2 hit] XX Jab Fuusetsu Zan
(Jump LP > LP \/ d.s.LP > s.LP XX Tap LP rapidly)
36 :: 28 + 11 dmg :: 5 + 1 hit :: Bantam13
df + Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu
Throw
(df + HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f + HP)
37 :: 25 dmg :: 6 hit :: Krusader
d.s.Jab > s.Short > s.Strong [2 hit] XX Jab Fuusetsu Zan
(d.s.LP > s.LK > s.LP XX Tap LP rapidly)
38 :: 25 dmg :: 5 hit :: Bantam13
d.s.Jab > s.Short > s.Strong [1 hit] > s.Forward > Gansai Heki Retsu
(d.s.LP > s.LK > s.LP > s.LK > f + HP)
39 :: 22 dmg :: 5 hit :: Bantam13
j.Jab > j.Strong \/ d.s.Jab > s.Short > Gansai Heki Retsu
(Jump LP > LP \/ d.s.LP > s.LK > f + HP)
40 :: 21 + 11 dmg :: 4 + 1 :: Bantam13
Opponent in corner. Full screen away. Jab Shienbu [3 hit] \/ Wall Climb,
(Shienbu hits) Wall Climb Kick \/ /\ Fierce Kuuchuu Throw
(qcf + LP \/ qcb + K, Press K \/ /\ f + HP)
[ Xtra ]
- Combo o8,1o
The easy way to do the beginning is to do a Shienbu while Sonson is
descending in the air, since she`ll float to the ground. That allows her to
land and recover much faster, allowing you to rejump and immediately cloud
dash. You can do the Shienbu on the ground, but you`ll have to jump and
cloud dash incredibly fast.
- Combo 1o
Only the Jab Shienbu will allow the Tenchi Tsuukan to catch at the end.
- Combo 13
The Wall Climb Kick will pop the opponent into the air with Sonson landing
nearby. The best way to get the df + Fierce to connect is if Sonson does the
kick when she touches the ceiling. The angle will then throw her at a 45-
degree angle to pop the opponent up and put her perfect to juggle.
- Combo 17
In the corner, the sj.Fierce can hit 3 times before the sj.Roundhouse, but
the combo will still do the same amount of damage.
- Combo 20,35
It`s better to do these in the corner.
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Spider-Man :: anata no shinai naru rinjin hero
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o1 :: 83 dmg :: 7 hit :: Bantam13
Opponent in corner. j.Jab > j.Strong > j.Roundhouse \/ d.s.Jab > s.Forward
XX Fierce Spider Sting [1 hit] XX Ultimate Web Throw
(Jump LP > LP > HK \/ d.s.LP > s.LK XX f,d,df + HP XX qcb + PP)
o2 :: 77 dmg :: 11 hit :: Bantam13
j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Forward XX Fierce Spider Sting
[1 hit] XX Maximum Spider
(Jump LP > LK > HP \/ d.s.LP > s.LK XX f,d,df + HP XX qcf + PP)
o3 :: 77 dmg :: 3 hit :: James Chen: Solo Combo Exhibition #1
Opponent in corner. d.s.Roundhouse XX Fierce Spider Sting [1 hit] XX
Ultimate Web Throw
(d.s.HK XX f,d,df + HP XX qcb + PP)
o4 :: 76 dmg :: 7 hit :: James Chen: Solo Combo Exhibition #1
d.s.Roundhouse XX Fierce Spider Sting [1 hit] XX Maximum Spider
(d.s.HK XX f,d,df + HP XX qcf + PP)
o5 :: 62 dmg :: 11 hit
d.s.Short > s.Forward > c.Roundhouse XX Crawler Assault (otg)
(d.s.LK > s.LK > c.HK XX qcf + KK)
o6 :: 59 dmg :: 10 hit
d.c.Short > c.Roundhouse XX Crawler Assault (otg)
(d.c.LK > c.HK XX qcf + KK)
o7 :: 58 dmg :: 23 hit :: GANYMEDE
j.Jab > j.Short > j.Fierce \/ d.s.Short > s.Forward + Spiral Assist
(Ground Type) [6 hit] > s.Roundhouse (Spiral hits) /\ j.Jab > j.Short >
j.Fierce \/ d.s.Short > s.Roundhouse XX Fierce Spider Sting [1 hit] XX
Maximum Spider
(Jump LP > LK > HP \/ d.s.LK > s.LK + Assist > s.HK /\ Jump LP > LK > HP
\/ d.s.LK > s.HK XX f,d,df + HP XX qcf + PP)
o8 :: 58 dmg :: 25 hit :: GANYMEDE
j.Jab > j.Short > j.Fierce \/ d.s.Short > s.Forward + Spiral Assist
(Ground Type) [6 hit] > s.Roundhouse (Spiral hits) /\ j.Jab > j.Short >
j.Fierce \/ d.s.Short > s.Roundhouse XX Crawler Assault
(Jump LP > LK > HP \/ d.s.LK > s.LK + Assist > s.HK /\ Jump LP > LK > HP
\/ d.s.LK > s.HK XX qcf + KK)
o9 :: 51 dmg :: 9 hit
j.Roundhouse \/ d.c.Short > c.Forward > s.Roundhouse /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward XX Web Swing
(Jump HK \/ d.c.LK > c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcb +
K)
1o :: 48 dmg :: 9 hit
j.Roundhouse \/ d.c.Short > c.Forward > s.Roundhouse /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(Jump HK \/ d.c.LK > c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
11 :: 43 dmg :: 16 hit
j.Jab > j.Short > j.Strong > j.Forward \/ d.c.Short > c.Forward >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Jab Web
Ball, sj.Jab > sj.Short > sj.Forward XX Web Swing
(j.LP > LK > LP > LK \/ d.c.LK > c.LK > s.HK /\ sj.LP > sj.LK > sj.LP >
sj.LK XX qcf + LP, sj.LP > sj.LK > sj.LK XX qcb + K)
12 :: 41 dmg :: 11 hit :: GameFan Oct. 2000
j.Jab > j.Short > j.Strong \/ d.c.Jab > c.Forward > s.Roundhouse /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward XX Web Swing
(Jump LP > LK > LP \/ d.c.LP > c.LK > s.HK /\ sj.LP > sj.LK > sj.LP >
sj.LK XX qcb + K)
13 :: 39 + 16 dmg :: 10 + 1 hit :: PhatDan81
j.Short > j.Forward \/ d.c.Short > c.Forward > s.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Jab Web Ball, Fierce Kuuchuu Throw
(Jump LK > LK \/ d.c.LK > c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX
qcf + LP, f + HP)
14 :: 37 dmg :: 3 hit
d.s.Short > s.Roundhouse XX Short Web Swing
(d.s.LK > s.HK XX qcb + LK)
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Spiral :: i jigan no majo
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o1 :: 80 dmg :: 28 hit
Activate Speed Dance. d.s.Short > s.Roundhouse, d.s.Short > s.Roundhouse,
d.s.Short > s.Roundhouse, etc ..
(qcb + KK. d.s.LK > s.HK, d.s.LK > s.HK, d.s.LK > s.HK, etc ..)
o2 :: 57 (72) dmg :: 11 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.s.Short > s.Strong >
c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce >
sj.Roundhouse
(Jump LK > HK \/ d.s.LK > s.LP > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP > sj.HK)
o3 :: 53 (61) dmg :: 31 hit
Opponent in corner. Activate Dancing Sword. j.Short > j.Forward \/
d.s.Short > s.Forward > s.Fierce [6 hit] (throw swords) + Spider-Man/
Thanos Assist (Capture Type) (capture hits) XX Dancing Sword, d.s.Short >
s.Forward > s.Fierce (throw swords)
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > s.HP (tap LP rapidly) + Assist
XX hcb + P, d.s.LK > s.LK > s.HP (tap LP rapidly))
o4 :: 53 dmg :: 11 hit
Opponent in corner. Activate Speed Dance. j.Short > j.Roundhouse \/
d.s.Short > s.Strong > c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong,
sj.Short > sj.Forward > sj.Roundhouse
(qcb + KK. Jump LK > HK \/ d.s.LK > s.LP > c.HK /\ sj.LP > sj.LK > sj.LP,
sj.LK > sj.LK > sj.HK)
o5 :: 52 + 16 (59 + 20) dmg :: 30 + 1 hit
Activate Dancing Sword. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Fierce [6 hit] (throw swords) + Spider-Man/Thanos Assist (Capture Type)
(capture hits) XX Dancing Sword [18 hit], d.s.Short > s.Forward >
c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Tsurugi
Tobashi: Forward, Six-Hand Grapple
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > s.HP (tap LP rapidly) + Assist
XX hcb + P, d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP, f,d,df + P)
o6 :: 52 (57) dmg :: 33 hit
Opponent in corner. Spiral center screen. Activate Dancing Sword. Tsurugi
Tobashi: Circular \/ d.s.Jab > s.Strong (swords hit) > s.Fierce [6 hit] +
Spider-Man/Thanos Assist (Capture Type) (capture hits) XX Stampede Sword
(hcb + P. qcf + LK \/ d.s.LP > s.LP > s.HP + Assist XX qcf + PP)
o7 :: 50 dmg :: 7 hit
Opponent in corner. Activate Speed Dance. j.Short > j.Roundhouse \/
d.c.Jab > c.Fierce /\ j.Jab > j.Strong > j.Fierce
(qcb + KK. Jump LK > HK \/ d.c.LP > c.HP /\ Jump LP > LP > HP)
o8 :: 49 + 16 (61 + 20) dmg :: 9 + 1 hit
j.Short > j.Roundhouse \/ d.c.Short > c.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Six-Hand Grapple
(Jump LK > HK \/ d.c.LK > c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK,
f,d,df + P)
o9 :: 48 + 16 (59 + 20) dmg :: 15 + 1 hit
Activate Dancing Sword. j.Short > j.Forward \/ d.s.Short > s.Forward >
c.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX Tsurugi
Tobashi: Forward, Six-Hand Grapple
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP >
sj.LK XX qcf + LP, f,d,df + P)
1o :: 47 (55) dmg :: 25 hit
Activate Dancing Sword. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Fierce [6 hit] (throw swords) + Spider-Man/Thanos Assist (Capture Type)
(capture hits), d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward (> sj.Fierce) > sj.Roundhouse
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > s.HP (tap LP rapidly) + Assist,
d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
11 :: 47 (59) dmg :: 10 hit
j.Short > j.Forward \/ d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > LK \/ d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
12 :: 46 + 16 (54 + 20) dmg :: 24 + 1 hit
Activate Dancing Sword. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Fierce [6 hit] (throw swords) + Spider-Man/Thanos Assist (Capture Type)
(capture hits), d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab > sj.Short
> sj.Strong > sj.Forward, Six-Hand Grapple
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > s.HP (tap LP rapidly) + Assist,
d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f,d,df + P)
13 :: 45 (54) dmg :: 13 hit
Activate Dancing Sword. d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Tsurugi Tobashi: Forward
(hcb + P. d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
LP)
14 :: 43 + 16 (53 + 20) dmg :: 9 + 1 hit
j.Short > j.Forward \/ d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Six-Hand Grapple
(Jump LK > LK \/ d.s.LK > s.LK > c.HK /\ sj.LP > sj.LK > sj.LP > sj.LK,
f,d,df + P)
15 :: 41 dmg :: 11 hit
Activate Speed Dance. j.Roundhouse \/ d.s.Jab > s.Short > s.Jab > s.Strong
> s.Fierce
(qcb + KK. Jump HK \/ d.s.LP > s.LK > s.LP > s.LP > s.HP)
16 :: 39 (46) dmg :: 21 hit
Opponent in corner. Spiral center screen. Activate Dancing Sword. Tsurugi
Tobashi: Circular, (Spiral floats down) Dancing Sword \/ Tsurugi Tobashi:
Forward, (swords hit) d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(hcb + P. qcf + LK, hcb + P \/ qcf + LP, d.s.LK > s.LK > c.HP /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
17 :: 38 (45) dmg :: 16 hit
Activate Dancing Sword. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Fierce (throw swords)
(hcb + P. Jump LK > LK \/ d.s.LK > s.LK > s.HP (tap LP rapidly))
18 :: 37 + 16 (44 + 20) dmg :: 19 + 1 hit
Opponent in corner. Spiral center screen. Activate Dancing Sword. Tsurugi
Tobashi: Circular, (Spiral floats down) Dancing Sword \/ Tsurugi Tobashi:
Forward, (swords hit) d.s.Short > s.Forward > c.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward, Six-Hand Grapple
(hcb + P. qcf + LK, hcb + P \/ qcf + LP, d.s.LK > s.LK > c.HP /\ sj.LP >
sj.LK > sj.LP > sj.LK, f,d,df + P)
19 :: 32 + 71 dmg :: 5 + 15 hit
Activate Metamorphose. d.s.Short > s.Forward > c.Roundhouse /\ sj.Short >
sj.Forward, sj.Jab (Metamorphose grabs)
(qcb + PP. d.s.LK > s.LK > c.HK /\ sj.LK > sj.LK, sj.LP)
2o :: 32 (39) dmg :: 14 hit :: Anistar Raiku
Activate Dancing Sword. d.s.Jab > s.Strong > s.Fierce (throw swords)
(hcb + P. d.s.LP > s.LP > s.HP (tap LP rapidly))
21 :: 26 + 71 dmg :: 5 + 15 hit :: E C
Activate Metamorphose. (d.c.Short >) c.Forward > c.Roundhouse /\ sj.Short
> sj.Forward, sj.Jab (Metamorphose grabs)
(qcb + PP. d.c.LK > c.HK /\ sj.LK > sj.LK, sj.LP)
22 :: 23 (28) dmg :: 8 hit
d.s.Jab > s.Strong > s.Fierce
(d.s.LP > s.LP > s.HP)
23 :: 15 (17) + 71 dmg :: 3 + 15 hit :: E C
d.s.Jab > s.Short XX Metamorphose /\ j.Jab (Metamorphose grabs)
(d.s.LP > s.LK XX qcb + PP /\ Jump LP)
[ Xtra ]
- Combo o1
Technically it`s not a true infinite since the Speed Dance has a duration.
However, if you start attacking them the moment you activate Speed Dance,
Spiral can hit the opponent 28 times (14 sets) before the hits knock them
dizzy. The Speed Dance`s timer will just be about over at that time. You
can theoretically reactivate Speed Dance and continue the combo again while
they are dizzy.
- Combo o2,o3,o5,o6,o8,o9,1o,11,12,13,14,16,17,18,2o,22,23
If Spiral has her Power Dance (qcf + KK) activated, most combos can do +2-
15 damage. Beside the damage in the combo details in ( ) is how much it
does when the Power Dance is on. If there is no number in parenthesis, the
combo will do the same damage as if the Power Dance isn`t used. In Combo
23, the Power Dance only affects the hits before the Metamorphose
activation.
- Combo o3,o5,o6,1o,12,17,2o
As Spiral is hitting with her s.Fierce, tapping LP will throw the swords
around her to combo which should be six in total.
- Combo o3,o5,1o,12
It might be best to hit the Assist after pressing s.Fierce to lessen the
chances of Spiral`s sword attacks breaking the capture stun.
- Combo o5,o8,o9,12,14,18
To clear up any confusion, some people call Spiral`s Six-Hand Grapple
(f,d,df + P) the "Spiral Buster" since that`s what she says when she throws
the opponent. I just use the proper name for it.
- Combo o5,o9,13
Doing the air combo with a Dancing Sword around Spiral can sometimes be
tricky. Sometimes one of the swords will miss when you hit with the sj.Jab,
while other times the sword may hit and mess up the timing for the rest of
the combo.
- Combo 1o
In the corner, the sj.Fierce can be added for +1 damage.
- Combo 11
In the corner, the sj.Roundhouse can be added for +4 damage.
- Combo 19,21,23
Depending on the size of the opponent, the Metamorphose can hit them for 15
or 27 hits. Usually she hits large opponents for the full 27, adding +8-9
damage. None of these combos will count as full, but the Metamorphose grab
is inescapable.
- Combo 19,21
There is a small delay between the sj.Short and sj.Forward, to place the
opponent in perfect range of Spiral`s grab.
- Combo 21
Depending on the size of the opponent, you can add the c.Short at the
beginning. On some opponents, it will knock them too far back and Spiral`s
sj.Short will not catch them in the air unless they`re in the corner.
- Combo 23
The Metamorphose hits the opponent when activated, popping them into the
air. Spiral can then jump up and grab them. You may have to quickly dash and
jump to catch, since the timing of the grab can ba a little awkward when
it`s not on the corner.
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Storm :: daishizen no megami
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o1 :: 69 dmg :: 22 hit
j.Jab > j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Lightning Attack (aim forward) XX
Lightning Attack (aim upward) XX Lightning Storm
(Jump LP > HK \/ d.s.LK > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK XX
f + LK + HP XX u + LK + HP XX hcf + PP)
o2 :: 65 dmg :: 34 hit :: IrishRagan
d.s.Jab > s.Short > s.Forward XX Short Whirlwind [3 hit] XX Ice Storm
(d.s.LP > s.LK > s.LK XX qcf + LK XX qcb + PP)
o3 :: 64 dmg :: 25 hit :: Krusader
j.Short > j.Forward \/ d.c.Jab > c.Short > c.Forward XX Lightning Storm
(Jump LK > LK \/ d.c.LP > c.LK > c.LK XX hcf + PP)
o4 :: 53 dmg :: 10 hit :: Krusader
j.Jab > j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(Jump LP > HK \/ d.s.LK > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
[ Xtra ]
- Combo o1,o3
Rapidly press the Punch buttons so the Lightning Storm hits more.
- Combo o2
Rapidly press the Punch buttons so the Ice Storm hits more.
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Strider Hiryuu :: gendai ni ikiru ninja
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o1 :: 87 dmg :: 56 hit
Against Sentinel. j.Short > j.Forward > j.Fierce > j.Roundhouse \/ /\
j.Short > j.Forward > j.Fierce > j.Roundhouse \/ /\ j.Short > j.Forward >
j.Fierce > j.Roundhouse, etc ..
(Jump LK > LK > HP > HK \/ /\ Jump LK > LK > HP > HK \/ /\ Jump LK > LK >
HP > HK, etc ..)
o2 :: 61 dmg :: 8 hit
Formation C (bomb hits) /\ sj.Jab > sj.Short > sj.Strong > sj.Forward >
sj.Fierce > sj.Roundhouse
(Charge b,f + K /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o3 :: 53 dmg :: 12 hit :: PhatDan81</pre><pre id="faqspan-8">
Opponent in corner. Short Formation A (terrapordal tiger), d.c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward, sj.Short /\ dj.Jab > dj.Short
> dj.Strong > dj.Forward XX Fierce Gram
(qcf + LK, d.c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LK /\ dj.LP > dj.LK
> dj.LP > dj.LK XX f,d,df + HP)
o4 :: 53 dmg :: 9 hit
Short Formation A (terrapordal tiger) /\ (tiger hits) j.Short > j.Forward
XX Jab Excalibur
(qcf + LK /\ Jump LK > LK XX qcf + LP)
o5 :: 52 dmg :: 46 hit :: GameFan Oct. 2000
Stand close. Ouroboros, s.Jab > s.Short > s.Strong > s.Forward, s.Jab >
s.Short > s.Strong > s.Forward, s.Short > s.Strong > s.Forward > c.Fierce
/\ sj.Jab > sj.Short > sj.Forward XX Jab Excalibur
(qcf + PP, s.LP > s.LK > s.LP > s.LK, s.LP > s.LK > s.LP > s.LK, s.LK >
s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + LP)
o6 :: 50 dmg :: 18 hit
j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, sj.Short /\ dj.Jab > dj.Short > dj.Strong >
dj.Forward XX Jab Excalibur
(Jump HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LK
/\ dj.LP > dj.LK > dj.LP > dj.LK XX qcf + LP)
o7 :: 50 dmg :: 9 hit
Opponent 3/4 screen away. Sliding Kick, c.Short (otg) > c.Fierce /\ sj.Jab
> sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(df + HK, c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o8 :: 47 dmg :: 15 hit
j.Roundhouse \/ d.s.Jab > s.Short > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, sj.Short /\ dj.Jab > dj.Short > dj.Strong >
dj.Forward > dj.Fierce > dj.Roundhouse
(Jump HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, sj.LK
/\ dj.LP > dj.LK > dj.LP > dj.LK > dj.HP > dj.HK)
o9 :: 46 dmg :: 11 hit
j.Short > j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Fierce Gram
(Jump LK > HK \/ d.s.LP > s.LK > s.LP > c.HP /\ sj.LP > sj.LK > sj.LP >
sj.LK XX f,d,df + HP)
1o :: 46 dmg :: 5 hit
Short Formation A (terrapordal tiger) /\ (tiger hits) j.Short > j.Forward
> j.Fierce > j.Roundhouse
(qcf + LK /\ Jump LK > LK > HP > HK)
11 :: 45 dmg :: 11 hit
Activate Formation B. j.Short > j.Roundhouse \/ d.s.Jab > s.Short >
s.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Formation B Fire
(Charge b,f + P. Jump LK > HK \/ d.s.LP > s.LK > s.LK > c.HP /\ sj.LP
(charge b) > sj.LK > sj.LP > sj.LK XX f + P)
12 :: 40 + 16 dmg :: 6 + 1 hit :: Bantam13
Vajra, d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong, Fierce
Kuuchuu Throw
(qcb + K, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP, f + HP)
13 :: 40 dmg :: 4 hit
Short Formation A (terrapordal tiger) /\ (tiger hits) j.Jab > j.Strong XX
Fierce Gram
(qcf + LK /\ Jump LP > LP XX f,d,df + HP)
14 :: 35 dmg :: 5 hit :: Bantam13
Activate Formation B. j.Short > j.Fierce \/ s.Jab > s.Strong XX Formation
B Fire
(Charge b,f + P. Jump LK (charge b) > HP \/ s.LP > s.LP XX f + P)
15 :: 23 dmg :: 3 hit :: Bantam13
Activate Formation B. j.Short > j.Strong XX Formation B Fire
(Charge b,f + P. Jump LK (charge b) > LP XX f + P)
[ Xtra ]
- Combo o1
The trick to keeping this combo going is that you first have to keep jumping
toward Sentinel each time. Even if you drive him into the corner. Also you
have to perform the j.Short > j.Forward as Hiryuu is ascending and the
j.Fierce > j.Roundhouse part right before he is about to land. It causes
enough stun, especially if Hiryuu is low enough to the ground, to allow him
to jump again and continue the infinite.
- Combo o4,1o,13
Terrapordal Tiger combos can be tricky to set distance and when to attack.
Hiryuu is unable to move until he lowers his arm. It`s best to have the
opponent either in the middle of the screen or in the corner.
- Combo o5
Once you activate Ouroboros, the entire ground combo is to be performed in
the duration that it lasts. So by the time you get to c.Fierce, Ouroboros
should be ending. Be careful though as during this ground combo, there can
be some 'pockets' that open up between the hits where the opponent can
guard to prevent the full combo.
- Combo o7
The Sliding Kick has to be placed so that only the end of Hiryuu`s extended
leg hits. If done closer, since Hiryuu slides the full distance for the
attack, he won`t stand in time to get the (otg) before they recover.
- Combo 12
If the opponent is on the left side, the Short Vajra is best. While the
Roundhouse Vajra hits if the opponent is on the right side. Both do the same
amount of damage.
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Thanos :: shi to zouo no keshin
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** :: Infinite :: JChristopher :: edited by Michael Charlton
d.b + Roundhouse XX Short Death Sphere, d.b + Roundhouse XX Short Death
Sphere, d.b + Roundhouse XX Short Death Sphere, etc ..
(d.b + HK XX qcf + LK, d.b + HK XX qcf + LK, d.b + HK XX qcf + LK, etc
..)
o1 :: 113 dmg :: 18 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX
Gauntlet Power [6 hit](otg), d.s.Roundhouse XX Gauntlet Power [6 hit],
Gauntlet Soul
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + PP, d.s.HK XX qcf + PP, qcb + KK)
o2 :: 105 dmg :: 45 hit :: Caliber X
j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX Gauntlet Power [6 hit]
(otg), Gauntlet Space
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + PP, qcf + KK)
o3 :: 105 dmg :: 12 hit
j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX Fierce Titan Crush
(otg) XX Gauntlet Power [6 hit], Gauntlet Soul
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + P XX qcf + PP, qcb + KK)
o4 :: 102 dmg :: 23 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX
Gauntlet Power [6 hit](otg), d.s.Roundhouse XX Gauntlet Power [6 hit] /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + PP, d.s.HK XX qcf + PP /\ sj.LP >
sj.LK > sj.LP > sj.LK > sj.HP > sj.HK)
o5 :: 100 dmg :: 11 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse XX Gauntlet Power [6
hit], Gauntlet Soul
(Jump LK > HK \/ d.s.LK > s.HK XX qcf + PP, qcb + KK)
o6 :: 98 dmg :: 11 hit :: Lee the mastermind
d.c.Jab > c.Short > c.Forward XX Fierce Titan Crush (otg) XX Gauntlet
Power [6 hit], Gauntlet Soul
(d.c.LP > c.LK > c.LK XX qcf + HP XX qcf + PP, qcb + KK)
o7 :: 96 dmg :: 13 hit
Opponent in corner. j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX
Gauntlet Power [6 hit](otg), d.s.Short > b + Roundhouse XX Gauntlet Soul
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + PP, d.s.LK > b + HK XX qcb + KK)
o8 :: 94 dmg :: 11 hit :: Caliber X
j.Short > j.Roundhouse \/ d.c.Short > c.Forward XX Gauntlet Power (otg)
[6 hit], Gauntlet Soul
(Jump LK > HK \/ d.c.LK > c.LK XX qcf + PP, qcb + KK)
o9 :: 90 dmg :: 53 hit :: Lee the mastermind
Opponent in corner. j.Roundhouse \/ d.c.Jab > c.Short > c.Forward XX
Fierce Titan Crush (otg) XX Gauntlet Space
(Jump HK \/ d.c.LP > c.LK > c.LK XX qcf + HP XX qcf + KK)
1o :: 71 dmg :: 4 hit :: Bantam13
j.Fierce \/ d.s.Roundhouse XX Fierce Titan Crush XX Gauntlet Soul
(Jump HP \/ d.s.HK XX qcf + HP XX qcb + KK)
11 :: 69 dmg :: 24 hit
j.Short > j.Roundhouse \/ d.s.Short > s.Roundhouse XX Gauntlet Reality
(Jump LK > HK \/ d.s.LK > s.HK XX qcb + PP)
12 :: 57 dmg :: 9 hit :: Lee the mastermind
j.Roundhouse \/ d.c.Jab > c.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Fierce Titan Crush
(Jump HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf
+ HP)
13 :: 55 dmg :: 9 hit :: Lee the mastermind
j.Roundhouse \/ d.c.Jab > c.Strong > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump HK \/ d.c.LP > c.LP > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP)
14 :: 50 dmg :: 5 hit :: Lee the mastermind
d.s.Jab > s.Strong [2 hit] > s.Fierce XX Gauntlet Soul
(d.s.LP > s.LP > s.HP XX qcb + KK)
15 :: 47 dmg :: 2 hit
Fierce Titan Crush XX Gauntlet Soul
(qcf + HP XX qcb + KK)
[ Xtra ]
- Combo **
Potentially, it will work anywhere and against anyone. But your chances will
be much better if the opponent is in the corner.
- Combo o1,o3,o5,o6,o8
Cancel into the Gauntlet Soul only after the sixth hit from the Gauntlet
Power is made and the opponent is flying back from the recoil. Doing it
early may cause you to go into a DHC.
- Combo o2
Depending on range and character, getting the Gauntlet Space to catch can
vary. Since the Gauntlet Space starts out beside Thanos, the character has
to be no further than a character`s distance away. It also helps if they are
medium- or large-sized too. Input the command immediately after the final
hit of the Gauntlet Power so the upward rock flow will catch the opponent
and vacuum them. In the corner, the combo does +13 hits and +13 damage.
- Combo o4
As soon as Thanos is able to move again after the second Gauntlet Power is
hitting, super jump to catch the opponent after they get knocked upward from
the recoil.
- Combo 13
In the corner, the sj.Roundhouse can be added for +4 damage.
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Tron Bonne :: mega no tensai kachi ki mo suteki
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** :: Infinite :: Mike Z. Combo Video #6
Jab Shiki Dan, Jab Kobun Launcher XX Jab Shiki Dan, Jab Kobun Launcher XX
Jab Shiki Dan, Jab Kobun Launcher XX Jab Shiki Dan, etc ..
(qcf + LP, f,d,df + LP XX qcf + LP, f,d,df + LP XX qcf + LP, f,d,df + LP
XX qcf + LP, etc ..)
o1 :: 105 dmg :: 50 hit
j.Short [1 hit] > j.Roundhouse \/ d.s.Roundhouse [2 hit] + Gambit Assist
(Projectile Type) (boulder hits) XX Jab Shiki Dan, (Gambit hits) (Shiki
Dan hits) d.s.Short > s.Forward [2 hit] XX Chuushoku Rush
(Jump LK > HK \/ d.s.HK + Assist XX qcf + LP, d.s.LK > s.LK XX qcf + PP)
o2 :: 98 dmg :: 65 hit :: James Chen: Megaman & Tron Combos
Opponent in corner. j.Short [3 hit] > j.Roundhouse \/ d.c.Short [3 hit] >
s.Strong [4 hit] XX Roundhouse Bonne Strike [13 hit] XX Chuushoku Rush
(Jump LK > HK \/ d.c.LK > s.LP XX qcf + HK XX qcf + PP)
o3 :: 93 dmg :: 15 hit
j.Short [1 hit] > j.Roundhouse \/ d.s.Roundhouse [2 hit] + Gambit Assist
(Projectile Type) (boulder hits) XX Jab Shiki Dan, (Gambit hits) (Shiki
Dan hits) King Kobun
(Jump LK > HK \/ d.s.HK + Assist XX qcf + LP, qcb + PP)
o4 :: 75 dmg :: 47 hit
j.Short [2 hit] > j.Roundhouse \/ d.s.Short [1 hit] > s.Forward [2 hit]
XX Chuushoku Rush
(Jump LK > HK \/ d.s.LK > s.LK XX qcf + PP)
o5 :: 68 dmg :: 44 hit
Opponent in corner. Fierce Throw, d.s.Short [1 hit](otg) > s.Forward [2
hit] XX Chuushoku Rush
(When close, f + HP, d.s.LK > s.LK XX qcf + PP)
o6 :: 67 dmg :: 8 hit
Opponent in corner. Fierce Throw, d.c.Short [1 hit](otg) > c.Fierce /\
sj.Short [1 hit] > sj.Strong > sj.Forward > sj.Fierce > sj.Roundhouse
(When close, f + HP, d.c.LK > c.HP /\ sj.LK > sj.LP > sj.LK > sj.HP >
sj.HK)
o7 :: 65 dmg :: 12 hit
j.Short [2 hit] > j.Roundhouse \/ d.c.Short [1 hit] > c.df + Roundhouse,
d.s.Short [1 hit](otg) > c.Fierce /\ sj.Jab > sj.Short [1 hit] > sj.Strong
> sj.Forward > sj.Fierce
(Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
o8 :: 57 dmg :: 46 hit :: Greiver
d.s.Jab > s.Strong [4 hit] XX Chuushoku Rush
(d.s.LP > s.LP XX qcf + PP)
o9 :: 57 dmg :: 42 hit
d.s.Fierce XX Chuushoku Rush
(d.s.HP XX qcf + PP)
1o :: 57 dmg :: 10 hit
j.Short [2 hit] > j.Roundhouse \/ d.s.Short [1 hit] > c.Fierce /\ sj.Jab >
sj.Short [1 hit] > sj.Strong > sj.Forward > sj.Fierce (> sj.Roundhouse)
(Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP)
11 :: 56 dmg :: 13 hit
j.Short [2 hit] > j.Roundhouse \/ d.s.Short [1 hit] > c.Fierce /\ sj.Jab >
sj.Short [1 hit] > sj.Strong > sj.Forward XX Roundhouse Bonne Strike
(Jump LK > HK \/ d.s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
HK)
12 :: 52 + 69 dmg :: 7 + 45 hit
Opponent in corner. Fierce Throw, d.c.Short [1 hit](otg) > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward, Fierce Kuuchuu Throw \/
d.c.Short [1 hit](otg) > s.Forward [2 hit] XX Chuushoku Rush
(When close, f + HP, d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK, f +
HP \/ d.c.LK > s.LK XX qcf + PP)
13 :: 51 dmg :: 42 hit
d.s.Roundhouse [1 hit] XX Chuushoku Rush
(d.s.HK XX qcf + PP)
14 :: 32 dmg :: 4 hit
d.c.Short [2 hit] > c.Forward XX Kobun Launcher
(d.c.LK > c.LK XX f,d,df + P)
[ Xtra ]
- Combo **
It helps and is easier if the opponent is in the corner, but it is possible
to carry the opponent with this combo anywhere on the screen. The combo can
also start with the Kobun Launcher, but the Shiki Dan is used to freeze them
and set it up. Tron also has to be about a character`s distance away from
the opponent for it to work. The main purpose is you want the descent of the
Kobun from the Kobun Launcher to hit, not the blast when it leaves the
cannon initially.
- Combo o1
First and foremost, this combo will only work against characters where
Tron`s s.Roundhouse connects both hits. Against some characters (ie -
Cable), the lift of the boulder will hit but they will fly in a weird arc
to make Tron throw the boulder underneath them. After the boulder is
thrown, then perform the Jab Shiki Dan. The boulder hit juggle and card
stun will keep them in the air so the Shiki Dan connects and freezes them,
allowing you to run over and complete the combo.
- Combo o2,11
Rapidly press the Kick buttons so the Bonne Strike hits more.
- Combo o2
Whenever the Bonne Strike pops the opponent into the air for the last hit,
then Super Cancel into the Chuushoku Rush.
- Combo 1o
In the corner, the sj.Roundhouse can be added for +4 damage.
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Vega / M. Bison :: psycho power o ayatsuru ma jin
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o1 :: 98 dmg :: 32 hit :: Pat Polk
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Forward > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Roundhouse Double Knee Press
[2 hit] XX Psycho Crusher [10 hit], sj.Short > sj.Forward XX Psycho
Crusher
(Jump HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
HK XX qcf + PP, sj.LK > sj.LK XX qcf + PP)
o2 :: 96 dmg :: 29 hit :: Pat Polk
Opponent in corner. j.Roundhouse \/ d.s.Jab > s.Forward > c.Fierce /\
sj.Jab > sj.Short > sj.Strong > sj.Forward XX Psycho Crusher [10 hit],
sj.Short XX Psycho Crusher
(Jump HK \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
PP, sj.LK XX qcf + PP)
o3 :: 86 dmg :: 20 hit
j.Roundhouse \/ d.s.Short > s.Forward > c.Fierce /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward XX Roundhouse Double Knee Press [2 hit] XX Psycho
Crusher
(Jump HK \/ d.s.LK > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
HK XX qcf + PP)
o4 :: 83 dmg :: 52 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Roundhouse [2 hit] + Spiral Assist (Ground Type) [6 hit] XX Jab Psycho
Field, d.s.Short > s.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Roundhouse Double Knee Press [2 hit] XX Psycho Crusher [10
hit], sj.Short > sj.Forward XX Psycho Crusher
(Jump LK > LK \/ d.s.LK > s.LK > s.HK + Assist XX hcb + LP, d.s.LK > s.LK
> c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HK XX qcf + PP, sj.LK >
sj.LK XX qcf + PP)
o5 :: 70 dmg :: 39 hit
Opponent in corner. j.Short > j.Forward \/ d.s.Short > s.Forward >
s.Roundhouse [2 hit] + Spiral Assist (Ground Type) [6 hit] XX Jab Psycho
Field, d.s.Short > c.Fierce /\ sj.Jab > sj.Short > sj.Strong > sj.Forward
XX Roundhouse Double Knee Press [2 hit] XX Psycho Crusher
(Jump LK > LK \/ d.s.LK > s.LK > s.HK + Assist XX hcb + LP, d.s.LK > c.HP
/\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf + HK XX qcf + PP)
o6 :: 69 dmg :: 20 hit :: E C
j.Roundhouse \/ d.s.Short > s.Forward > s.Roundhouse [2 hit] XX Knee Press
Nightmare
(Jump HK \/ d.s.LK > s.LK > s.HK XX qcf + KK)
[ Xtra ]
- Combo o1,o2,o3,o4,o5
Rapidly press the Punch buttons so the Psycho Crusher hits more. It will
only score a maximum of 10 hits.
- Combo o1,o2,o4
After hitting with the Psycho Crusher, immediately start tapping Short. The
opponent will be in range to be hit with that as they are reeling from the
first Psycho Crusher, allowing Vega to catch and continue to juggle.
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Venom :: fukushuu ni moeru aku no spider-man
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o1 :: 71 dmg :: 18 hit
Opponent in corner. j.Roundhouse [3 hit] \/ d.s.Roundhouse [2 hit] XX
Short Venom Rush [1 hit] XX Venom Web
(Jump HK \/ d.s.HK XX qcf + LK XX qcf + PP)
o2 :: 68 dmg :: 18 hit
d.s.Roundhouse [2 hit] XX Short Venom Rush [2 hit] XX Death Bite
(d.s.HK XX qcf + LK XX qcf + KK)
o3 :: 67 dmg :: 19 hit :: PhatDan81
Opponent in corner. j.Fierce [2 hit] \/ d.s.Roundhouse [2 hit] XX Short
Venom Rush [1 hit] XX Venom Web, d.s.Short (otg) > s.Roundhouse
(Jump HP \/ d.s.HK XX qcf + LK XX qcf + PP, d.s.LK > s.HK)
o4 :: 65 dmg :: 16 hit
Fierce Throw, s.Roundhouse [2 hit] XX Short Venom Rush [1 hit] XX Venom
Web
(When close, f + HP, s.HK XX qcf + LK XX qcf + PP)
o5 :: 63 dmg :: 20 hit
j.Short > j.Forward \/ d.s.Jab > s.Forward [2 hit] XX Death Bite
(Jump LK > LK \/ d.s.LP > s.LK XX qcf + KK)
o6 :: 61 dmg :: 3 hit
Opponent in corner. Roundhouse Throw, s.Fierce XX Jab Web Throw
(When close, f + HK, s.HP XX hcb + LP)
o7 :: 58 dmg :: 14 hit
Opponent in corner. j.Roundhouse [3 hit] \/ d.s.Jab > s.Strong /\ sj.Jab >
sj.Short > sj.Strong, sj.Jab > sj.Strong XX Fierce Venom Fang
(Jump HK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP, sj.LP > sj.LP XX qcf +
HP)
o8 :: 57 dmg :: 7 hit :: ICEOUT
Opponent in corner. Roundhouse Throw, s.Fierce XX Fierce Venom Fang
(When close, f + HK, s.HP XX qcf + HP)
o9 :: 51 dmg :: 14 hit :: PhatDan81
Opponent in corner. Venom Web, d.c.Jab (otg) > c.Fierce
(qcf + PP, d.c.LP > c.HP)
1o :: 50 dmg :: 10 hit
Fierce Throw, d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Roundhouse
(When close, f + HP, d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HK)
11 :: 49 dmg :: 13 hit
Opponent in corner. j.Short > j.Strong \/ d.s.Jab > s.Strong /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward > sj.Roundhouse [3 hit] \/ d.s.Short
(otg) > s.Fierce
(Jump LK > LP \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK \/
d.s.LK > s.HP)
12 :: 49 dmg :: 5 hit :: PhatDan81
j.Short > j.Forward \/ d.s.Roundhouse [2 hit] XX Jab Web Throw
(Jump LK > LK \/ d.s.HK XX hcb + LP)
13 :: 47 dmg :: 12 hit
j.Short > j.Forward \/ d.s.Jab > s.Strong /\ sj.Jab > sj.Short > sj.Strong
> sj.Forward (> sj.Fierce [1 hit]) XX Fierce Venom Fang
(Jump LK > LK \/ d.s.LP > s.LP /\ sj.LP > sj.LK > sj.LP > sj.LK XX qcf +
HP)
14 :: 47 dmg :: 8 hit :: GameFan Oct. 2000
Fierce Throw, s.Jab > s.Strong /\ sj.Short > sj.Forward XX Venom Fang
(When close, f + HP, s.LP > s.LP /\ sj.LK > sj.LK XX qcf + P)
15 :: 47 dmg :: 8 hit
Fierce Throw, s.Roundhouse [2 hit] XX Fierce Venom Fang
(When close, f + HP, s.HK XX qcf + HP)
16 :: 46 dmg :: 11 hit
j.Short > j.Forward \/ d.s.Short > s.Strong /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Roundhouse
(Jump LK > LK \/ d.s.LK > LP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK)
17 :: 36 dmg :: 8 hit
d.s.Short > s.Forward [2 hit] XX Fierce Venom Fang
(d.s.LK > s.LK XX qcf + HP)
[ Xtra ]
- Combo o1,o3,o4
Cancel into the Venom Web -immediately- as the first hit of the Venom Rush
hits. In fact he should only be heard to say `Venom .. !´ and not get the
`Rush´ out. There`s frames during the first hit that you can cancel out of
that knocks the opponent upward to be vulnerable for the Venom Web. If you
do it too late, they`ll be able to guard.
- Combo o2,o5
Make sure there`s enough screen room to have the Death Bite fully hit.
- Combo 13
Adding on the sj.Fierce is best on large opponents (ie - Juggernaut,
Thanos).
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War Machine :: aruku high tech heikiko
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*1 :: Infinite :: IrishRagan
Opponent in corner. d.s.Roundhouse /\ sj.Jab > sj.Short > sj.Fierce,
sj.Roundhouse (otg) \/ /\ j.Short > j.Forward > j.u + Fierce \/ /\
j.Short > j.Forward > j.u + Fierce \/ /\ j.Short > j.Forward > j.u +
Fierce, etc ..
(d.s.HK /\ sj.LP > sj.LK > sj.HP, sj.HK \/ /\ Jump LK > LK > u + HP \/ /\
Jump LK > LK > u + HP \/ /\ Jump LK > LK > u + HP, etc ..)
*2 :: Infinite :: IrishRagan
j.Short > j.u + Roundhouse \/ /\ j.Jab > j.Strong > j.Forward > j.u +
Fierce \/ /\ j.Jab > j.Strong > j.Forward > j.u + Fierce \/ /\ j.Jab >
j.Strong > j.Forward > j.u + Fierce, etc ..
(Jump LK > u + HK \/ /\ Jump LP > LP > LK > u + HP \/ /\ Jump LP > LP >
LK > u + HP \/ /\ Jump LP > LP > LK > u + HP, etc ..)
o1 :: 90 dmg :: 46 hit :: Caliber X
j.d + Fierce \/ d.s.Jab > s.Short > c.Strong XX Jab Repulsor Blast [2 hit]
XX Proton Cannon
(Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + PP)
o2 :: 86 dmg :: 46 hit :: Caliber X
Opponent in corner. Fierce/Roundhouse Throw, d.s.Short (otg) > s.Fierce XX
Jab Shoulder Cannon [3 hit] XX Proton Cannon
(When close, f + HP/HK, d.s.LK > s.HP XX qcf + PP)
o3 :: 82 dmg :: 38 hit
j.d + Fierce \/ d.s.Jab > s.Short > c.Strong XX Jab Repulsor Blast [2
hit] XX War Destroyer
(Jump d + HP \/ d.s.LP > s.LK > c.LP XX hcb + LP XX qcf + KK)
o4 :: 79 dmg :: 47 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short > c.Strong XX Jab
Shoulder Cannon [3 hit] XX Proton Cannon
(Jump HP \/ d.s.LP > s.LK > c.LP XX qcf + LP XX qcf + PP)
o5 :: 75 dmg :: 28 hit :: IrishRagan
d.c.Jab > c.Strong XX Jab Repulsor Blast [2 hit] XX War Destroyer
(d.c.LP > c.LP > hcb + LP XX qcf + KK)
o6 :: 65 dmg :: 18 hit
j.d + Fierce \/ d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.u + Fierce > sj.u + Roundhouse XX Hikou, (fly
upward) f.Jab > f.Strong > f.u + Fierce XX Fierce Unibeam
(Jump d + HP \/ d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP > sj.u + HK XX qcb + KK, (fly u) Flying LP > LP > u + HP XX qcf
+ HP)
o7 :: 65 dmg :: 16 hit
j.Fierce \/ d.c.Short > c.Strong > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.u + Fierce, (Kuuchuu Dash upward) ad.Short > ad.u + Fierce
XX Hikou, (fly upward) f.Short > f.Strong > f.u + Fierce XX Jab Shoulder
Cannon
(Jump HP \/ d.c.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP > sj.u + HP, (u
+ PP) ad.LK > ad.u + HP XX qcb + KK, (fly u) Flying LK > LP > u + HP XX
qcf + LP)
o8 :: 60 dmg :: 18 hit
d.s.Roundhouse XX War Destroyer
(d.s.HK XX qcf + KK)
o9 :: 59 dmg :: 12 hit
Opponent in corner. Fierce/Roundhouse Throw, d.c.Short (otg) >
s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce
XX Fierce Shoulder Cannon
(When close, f + HP/HK, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.u + HP XX qcf + HP)
1o :: 54 dmg :: 12 hit :: Bantam13
j.u + Roundhouse \/ /\ j.Jab > j.Short > j.u + Fierce XX Hikou, (fly
upward) f.Jab > f.Short > f.u + Fierce XX Fierce Shoulder Cannon
(Jump u + HK \/ /\ Jump LP > LK > u + HP XX qcb + KK, (fly u) Flying LP >
LK > u + HP XX qcf + HP)
11 :: 53 dmg :: 16 hit
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse /\
sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.u + Fierce XX Fierce
Shoulder Cannon
(Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HP /\ sj.LP > sj.LK > sj.LP >
sj.LK > sj.u + HP XX qcf + HP)
12 :: 49 dmg :: 7 hit :: Bantam13
j.Short > j.Forward \/ d.c.Jab > c.Strong XX Jab Repulsor Blast
(Jump LK > LK \/ d.c.LP > c.LP XX hcb + LP)
13 :: 46 dmg :: 10 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse /\
sj.Jab > sj.Short > sj.Forward > sj.d + Fierce
(Jump LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LK >
sj.d + HP)
14 :: 46 dmg :: 8 hit :: Bantam13
Opponent in corner. j.Short > j.Fierce \/ d.s.Jab > s.Strong > s.Fierce XX
Jab Shoulder Cannon
(Jump LK > HP \/ d.s.LP > s.LP > s.HP XX qcf + LP)
15 :: 45 dmg :: 7 hit
j.u + Roundhouse \/ /\ j.Short > j.Forward > j.u + Fierce XX Jab Shoulder
Cannon
(Jump u + HK \/ /\ Jump LK > LK > u + HP XX qcf + LP)
16 :: 43 dmg :: 8 hit :: Bantam13
d.s.Jab > s.Short > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward > sj.Roundhouse/d + Roundhouse
(d.s.LP > s.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HK/d + HK)
17 :: 35 dmg :: 6 hit :: Bantam13
j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong > c.Forward
(Jump LK > HP \/ d.s.LP > s.LK > s.LP > c.LK)
[ Xtra ]
- Combo *1
After hitting sj.Jab, pause a moment until the opponent looks to fall out of
range before hitting sj.Short > sj.Fierce fast. They will be forced down to
the ground, allowing the sj.Roundhouse to 'pop' them (otg). Rejump and
continue the juggle infinite. The j.Short > j.Forward > j.u + Fierce
sequence timing differs on the size of the opponent.
- Combo *2
The beauty about this infinite is that is can be done anywhere, and it`s
much easier. Once the j.u + Roundhouse launches, land and rejump to perform
the juggle. The pace is steady and the j.u + Fierce causes enough stun to
allow War Machine to land and rejump easily. Once you carry the opponent
into the corner, the rhythm of the combo can change slightly.
- Combo o1
War Machine`s Proton Cannon acts a lot differently than Iron Man`s. While
the appearance of the cannon does create a 'pop' to knock the opponent into
the blast, it doesn`t seem to work all the time. There have been times where
the opponent is sent back into War Machine to land behind him. That could
also be a sizing factor of a character. Also when caught in the missile
blasts, sometimes the opponent will get bounced out of it and take less
damage.
- Combo o2
Out of trial and error, I`ve gotten the best results out of using the Fierce
Throw. Mainly it`s because War Machine is closer and allows the Proton
Cannon to hit and knock the opponent into the missiles better.
- Combo 1o,15
Perform the j.u + Roundhouse as close to the ground as possible, so War
Machine can rejump and attack as he is ascending.
- Combo 16
The sj.d + Roundhouse ender is easier to do in the corner.
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Wolverine (MVC/Adamantium) :: kyuukyoku no tough guy
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o1 :: 73 dmg :: 32 hit
Medium/large opponent in corner. j.Jab > j.Short > j.Fierce \/ d.s.Jab >
s.Short > s.Forward > s.Forward > c.Fierce XX Jab Berserker Barrage [3
hit] XX Berserker Barrage X [18 hit], d.c.Short (otg) > s.Strong >
s.Roundhouse
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LK > s.LK > c.HP XX qcf + LP XX
qcf + PP, d.c.LK > s.LP > s.HK)
o2 :: 62 dmg :: 22 hit
j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward XX
Berserker Barrage X
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcf + PP)
o3 :: 61 dmg :: 24 hit
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong > c.Forward XX
Berserker Barrage X (otg)
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > c.LK XX qcf + PP)
o4 :: 57 dmg :: 8 hit
Fierce Throw, d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
o5 :: 56 + 24 dmg :: 7 + 1 hit
Fierce Throw, d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f +
HP)
o6 :: 41 dmg :: 9 hit
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward >
c.Roundhouse XX Tornado Claw
(Jump HP \/ d.s.LP > s.LK > s.LP > s.LK > c.HK XX f,d,df + P)
o7 :: 38 dmg :: 7 hit
j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Forward >
s.Fierce
(Jump HP \/ d.s.LP > s.LK > s.LP > s.LK > s.LK > s.HP)
o8 :: 38 dmg :: 6 hit :: Bantam13
j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(Jump HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP)
o9 :: 37 dmg :: 12 hit
Opponent in corner. j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short >
c.Strong > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Drill Claw (aim up-forward)
(Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP
> sj.LK XX uf + LK + HP)
1o :: 36 dmg :: 12 hit
j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce
(Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP
> sj.LK > sj.HP)
11 :: 32 dmg :: 13 hit
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Forward XX Fierce Berserker
Barrage
(Jump LK > LK \/ d.s.LP > s.LK > c.LK XX qcf + HP)
[ Xtra ]
- Combo o4,o5
Rapidly press the Punch buttons so the Fierce Throw hits more.
- Combo o5
Rapidly press the Punch buttons so the Fierce Kuuchuu Throw hits more.
- Combo o6
Depending on the character, whichever button you use to do the Tornado Claw
will hit more. On small characters, the Fierce is good for the wider arc.
Use Jab on medium-sized characters. Either of them can be used on large
characters. Rapidly press the Punch buttons so the Tornado Claw hits more.
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Wolverine (XVSF/Bone-claw) :: yajyuu no chikara to hard-boiled
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o1 :: 81 dmg :: 32 hit
Medium/large opponent in corner. j.Jab > j.Short > j.Fierce \/ d.s.Jab >
s.Short > s.Forward > s.Forward > c.Fierce XX Jab Berserker Barrage [3
hit] XX Berserker Barrage X [18 hit], d.c.Short (otg) > s.Strong >
s.Roundhouse
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LK > s.LK > c.HP XX qcf + LP XX
qcf + PP, d.c.LK > s.LP > s.HK)
o2 :: 67 dmg :: 22 hit
j.Jab > j.Short > j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward XX
Berserker Barrage X
(Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcf + PP)
o3 :: 64 dmg :: 8 hit
Fierce Throw, d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward > sj.Fierce/Roundhouse
(When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK >
sj.HP/HK)
o4 :: 63 dmg :: 22 hit
j.Short > j.Forward \/ d.s.Jab > s.Short > s.Strong > c.Forward XX
Berserker Barrage X
(Jump LK > LK \/ d.s.LP > s.LK > s.LP > c.LK XX qcf + PP)
o5 :: 58 + 26 dmg :: 7 + 1 hit
Fierce Throw, d.c.Short (otg) > s.Roundhouse /\ sj.Jab > sj.Short >
sj.Strong > sj.Forward, Fierce Kuuchuu Throw
(When close, f + HP, d.c.LK > s.HK /\ sj.LP > sj.LK > sj.LP > sj.LK, f +
HP)
o6 :: 48 dmg :: 10 hit :: Bantam13
Opponent in corner. j.Fierce \/ d.s.Jab > s.Short > s.Strong > c.Forward >
c.Roundhouse XX Tornado Claw
(Jump HP \/ d.s.LP > s.LK > s.LP > c.LK > c.HK XX f,d,df + P)
o7 :: 47 dmg :: 10 hit :: Bantam13
j.Short > j.Forward \/ d.s.Jab > s.Short > c.Forward > c.Fierce XX Jab
Berserker Barrage
(Jump LK > LK \/ d.s.LP > s.LK > c.LK > c.HP XX qcf + LP)
o8 :: 45 dmg :: 7 hit
j.Fierce \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Forward >
s.Fierce
(Jump HP \/ d.s.LP > s.LK > s.LP > s.LK > s.LK > s.HP)
o9 :: 44 dmg :: 13 hit :: Bantam13
Opponent in corner. j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short >
c.Strong > s.Roundhouse /\ sj.Jab > sj.Short > sj.Strong > sj.Forward XX
Drill Claw (aim up-forward), sj.Fierce
(Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP
> sj.LK XX uf + LK + HP, sj.HP)
1o :: 42 dmg :: 6 hit :: Bantam13
j.Roundhouse \/ d.s.Jab > s.Short > s.Strong > s.Forward > s.Fierce
(Jump HK \/ d.s.LP > s.LK > s.LP > s.LK > s.HP)
11 :: 41 dmg :: 12 hit
j.Jab > j.Short > j.Forward \/ d.s.Jab > s.Short > c.Strong > s.Roundhouse
/\ sj.Jab > sj.Short > sj.Strong > sj.Forward > sj.Fierce
(Jump LP > LK > LK \/ d.s.LP > s.LK > c.LP > s.HK /\ sj.LP > sj.LK > sj.LP
> sj.LK > sj.HP)
[ Xtra ]
- Combo o3,o5
Rapidly press the Punch buttons so the Fierce Throw hits more.
- Combo o5
Rapidly press the Punch buttons so the Fierce Kuuchuu Throw hits more.
- Combo o6
Depending on the character, whichever button you use to do the Tornado Claw
will hit more. On small characters, the Fierce is good for the wider arc.
Use Jab on medium-sized characters. Either of them can be used on large
characters. Rapidly press the Punch buttons so the Tornado Claw hits more.
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Zangief :: russia no akaki cyclone
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** :: Infinite
Opponent in corner. Stand close. s.Roundhouse [2 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit], etc ..
(s.HK XX Press PP (hold f), s.LP > s.HK XX Press PP (hold f), s.LP > s.HK
XX Press PP (hold f), s.LP > s.HK, etc ..)
o1 :: 57 + 22 dmg :: 3 + 1 hit :: Bantam13
Opponent in corner. Roundhouse Throw, c.Short (otg) > s.Roundhouse [1 hit]
XX Short Aerial Russian Slam
(When close, f + HK, c.LK > s.HK XX f,d,df + LK)
o2 :: 53 dmg :: 14 hit
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ c.Short > c.Strong /\
sj.Jab > sj.Forward > sj.Roundhouse
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ c.LK > c.LP /\
sj.LP > sj.LK > sj.HK)
o3 :: 50 + 22 dmg :: 12 + 1 hit
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ c.Short > s.Roundhouse
[2 hit] XX Short Aerial Russian Slam
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ c.LK > s.HK XX
f,d,df + LK)
o4 :: 49 + 45~58 dmg :: 4 + 2 hit :: Bantam13
j.Roundhouse \/ s.Jab > s.Strong XX Fierce Banishing Flat XX Final Atomic
Buster
(Jump HK \/ s.LP > s.LP XX f,d,df + HP XX 360º + PP)
o5 :: 45 dmg :: 5 hit :: Bantam13
j.Short > j.Forward \/ s.Jab > s.Strong XX Banishing Flat
(Jump LK > LK \/ s.LP > s.LP XX f,d,df + P)
o6 :: 44 + 64~79 dmg :: 9 + 1 hit :: GANYMEDE
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ Ultra Final Atomic
Buster
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ 360º + KK)
o7 :: 44 + 45~58 dmg :: 9 + 1 hit :: GANYMEDE
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ Final Atomic Buster
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ 360º + PP)
o8 :: 44 + 34~44 dmg :: 9 + 1 hit :: GANYMEDE
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ Screw Pile Driver
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ 360º + P)
o9 :: 44 + 24/28 dmg :: 9 + 1 hit :: GANYMEDE
Body Press \/ s.Short + Spiral Assist (Ground Type) [6 hit] > s.Forward
(Spiral hits) XX Roundhouse Aerial Russian Slam \/ Atomic Suplex/Flying
Powerbomb
(Jump d + HP \/ s.LK + Assist > s.LK XX f,d,df + HK \/ qcf + HK)
1o :: 43 + 16 dmg :: 4 + 1 hit :: Bantam13
j.Roundhouse \/ df + Fierce /\ sj.Jab > sj.Forward, Fierce Kuuchuu Throw
(Jump HK \/ df + HP /\ sj.LP > sj.LK, f + HP)
11 :: 37 + 22 dmg :: 8 + 1 :: Bantam13
Opponent in corner. Double Knee Drop \/ s.LP XX Double Lariat (move
forward) [4 hit], c.Short (otg) > s.Roundhouse [1 hit] XX Short Aerial
Russian Slam
(Jump d + LK \/ s.LP XX Press PP (hold f), c.LK > s.HK XX f,d,df + LK)
12 :: 36 dmg :: 4 hit :: Bantam13
j.Short \/ s.Short > s.Roundhouse XX Banishing Flat
(Jump LK \/ s.LK > s.HK XX f,d,df + P)
13 :: 31 dmg :: 3 hit :: Bantam13
Stand close. s.Jab > s.Roundhouse [1 hit] XX Banishing Flat
(s.LP > s.HK XX f,d,df + P)
14 :: 28 + 24 dmg :: 3 + 1 hit :: Bantam13
Double Lariat \/ /\ j.Short > j.Forward \/ Roundhouse Flying Powerbomb
(In air, press PP \/ /\ j.LK > j.LK \/ hcf + HK)
15 :: 27 dmg :: 5 hit :: Bantam13
j.Short \/ s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(Jump LK \/ s.LP > s.HK XX Press PP)
16 :: 26 + 45~58 dmg :: 5 + 2 hit
Stand close. s.Jab > s.Strong XX Double Lariat (move forward) [3 hit],
Final Atomic Buster
(s.LP > s.LP XX Press PP (hold f), 360º + PP)
17 :: 24 + 22 dmg :: 3 + 1 hit :: Bantam13
Stand close. s.Short > s.Roundhouse [2 hit] XX Short Aerial Russian Slam
(s.LK > s.HK XX f,d,df + LK)
[ Xtra ]
- Combo **
The s.Jab > s.Roundhouse is ised to juggle the opponent after each Double
Lariat. Make sure that the s.Roundhouse house only hits once or it will
knock the opponent too far and they can guard the Double Lariat.
- Combo o1
Rapidly press the Kick buttons so the Roundhouse Throw hits more.
- Combo o2,o3,o6,o7,o8,o9
Each combo starts out the same, but has different properties for them to
work (see below). The Roundhouse Aerial Russian Slam is only used to get
Zangief to the opposite side of the opponent quickly. Upon landing,
immediately do the combo ender of your choice. You won`t have that much time
as about the time Zangief lands and turns, Spiral will be doing her 5th or
6th hit. (Sometimes even the 6th hit will whiff to cause the combos to mess
up.) Don`t dash forward before the s.Short > s.Forward, else Zangief will do
his Dash Tsukami Nage.
- Combo o4,o7
Rotate the joystick swiftly so the Final Atomic Buster does more damage.
- Combo o4,16
Obviously this does not combo, but you can Super Cancel into the Final
Atomic Buster to have Zangief come at the opponent while they are still in
hit animation. Thus they`ll just have a split second to either hit him or
jump, else they will be grabbed.
- Combo o6
Delay the Ultra Final Atomic Buster for a split second after the last hit
from Spiral`s Assist. Obviously the combo doesn`t link, but it can be
difficult for the opponent to get out of the trap. Rotate the joystick
swiftly so the Ultra Final Atomic Buster does more damage.
- Combo o8
Rotate the joystick swiftly so the Screw Pile Driver does more damage.
- Combo o9
Depending on when it`s done, Zangief`s hcf + HK will either catch early for
the Atomic Suplex, or late after the opponent is in reel for the Flying
Powerbomb. Most times you`ll get the Flying Powerbomb, though the Atomic
Suplex does +4 damage.
- Combo 11
Move Zangief toward the opponent during the Double Lariat to make all four
hits connect and to make the (otg) easier.
- Combo 14
After hitting with the aerial Double Lariat, jump straight up to catch the
opponent with the j.Short > j.Forward juggle. If you jump up-forward,
you`ll end up passing under them when Zangief lands again, messing up the
catch of the Roundhouse Flying Powerbomb.
- Combo 15
All four hits of the Double Lariat will combo if the opponent is in the
corner.
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Mecha Zangief ::
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** :: Infinite
Opponent in corner. Stand close. s.Roundhouse [2 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(move forward) [4 hit], s.Jab > s.Roundhouse [1 hit], etc ..
(s.HK XX Press PP (hold f), s.LP > s.HK XX Press PP (hold f), s.LP > s.HK
XX Press PP (hold f), s.LP > s.HK, etc ..)
o1 :: 59 dmg :: 15 hit
Double Knee Drop \/ s.LP XX Double Lariat (move forward) [3 hit], Siberian
Blizzard
(Jump d + LK \/ s.LP XX Press PP (hold f), 360º + KK)
o2 :: 43 + 22 dmg :: 11 + 1 hit :: Bantam13
Opponent in corner. Fierce Vodka Fire [2 hit] XX Siberian Blizzard [9 hit]
\/ Short Aerial Russian Slam
(qcf + HP XX 360º + KK \/ f,d,df + LK)
o3 :: 43 + 16 dmg :: 4 + 1 hit :: Bantam13
j.Roundhouse \/ df + Fierce /\ sj.Jab > sj.Forward, Fierce Kuuchuu Throw
(Jump HK \/ df + HP /\ sj.LP > sj.LK, f + HP)
o4 :: 37 + 24 dmg :: 8 + 1 :: Bantam13
Opponent in corner. Double Knee Drop \/ s.LP XX Double Lariat (move
forward) [4 hit], c.Short (otg) > s.Roundhouse [1 hit] XX Roundhouse
Flying Powerbomb
(Jump d + LK \/ s.LP XX Press PP (hold f), c.LK > s.HK XX hcf + HK)
o5 :: 27 dmg :: 5 hit :: Bantam13
j.Short \/ s.Jab > s.Roundhouse [1 hit] XX Double Lariat
(Jump LK \/ s.LP > s.HK XX Press PP)
o6 :: 26 + 45~58 dmg :: 5 + 2 hit
Stand close. s.Jab > s.Strong XX Double Lariat (move forward) [3 hit],
Final Atomic Buster
(s.LP > s.LP XX Press PP (hold f), 360º + PP)
o7 :: 24 + 22 dmg :: 3 + 1 hit :: Bantam13
Opponent in corner. Stand close. s.Short > s.Roundhouse [2 hit] XX Short
Aerial Russian Slam
(s.LK > s.HK XX f,d,df + LK)
[ Xtra ]
- Combo o4
Move Zangief toward the opponent during the Double Lariat to make all four
hits connect and to make the (otg) easier.
- Combo o5
All four hits of the Double Lariat will combo if the opponent is in the
corner.
- Combo o6
Obviously this does not combo, but you can Super Cancel into the Final
Atomic Buster to have Zangief come at the opponent while they are still in
hit animation. Thus they`ll just have a split second to either hit him or
jump, else they will be grabbed.
__________
| --- phase 6.o // unleashing hell
¯¯¯¯¯¯¯¯¯¯ [ delayed hyper combos
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This section is dedicated to unique team Super combinations, or Delayed Hyper
Combos (DHCs). It is divided into two sections: "Dual Team" and "Triple Team."
Combos are listed in order by damage (much like the combos were listed above
in the character sections). For each DHC the characters involved are listed in
order from left to right as how they appear in the combo. Thus the order they
must be on your team (from top to bottom). The name of the character in
brackets ("[ ]") indicates the character who is on-screen at the time. Also
the number of Supers needed, hits, and the combo are listed, in addition to
any notes that might pertain to parts within the DHC. Each combo performed is
done with intent to get the most damage out of them, not hits. So results may
vary depending on when you cancel out of certain parts/hits.
( Dual Team DHCs )-------------------------------------------------------------
- Thanos, Juggernaut</pre><pre id="faqspan-9">
138 dmg :: 15 hit :: 3 Levels :: Lee the mastermind
[Thanos] d.c.Jab > c.Short > c.Forward XX Fierce Titan Crush (otg) XX
Gauntlet Power [6 hit], Gauntlet Soul XX [Juggernaut] Juggernaut Headcrush
(d.c.LP > c.LK > c.LK XX qcf + HP XX qcf + PP, qcb + KK XX qcf + PP)
- Cable, Cyclops
120 dmg :: 63 hit :: 3 Levels :: central_xpress
[Cable] j.Roundhouse \/ d.s.Short + Cyclops Assist (Expansion Type) [2 hit]
> s.Forward (Cyclops hits) XX Time Flip [12 hit] /\ (jump over opponent) \/
d.s.Short > s.Forward > s.Fierce [5 hit] XX Fierce Viper Beam [4 hit] XX
Hyper Viper [25+ hit] XX [Cyclops] Mega Optic Blast
(Jump HK \/ d.s.LK + Assist > s.LK XX qcf + KK /\ \/ d.s.LK > s.LK >
s.HP,HP,HP,HP,HP XX qcf + HP XX qcf + PP XX qcf + PP)
- As the Time Flip is hitting, run and jump onto the other side of the
opponent. About 11-12 hits should have scored by the time you land and
continue the combo on the other side of them.
- Rockman, Roll-chan
93 dmg :: 45 hit :: 2 Levels :: GameFan Oct. 2000
[Rockman] Charge Rock Buster at least 20 seconds. Release Rock Buster, Rush
Drill [20 hit] XX [Roll-chan] Hyper Roll
(Hold HP. Release HP, qcf + KK XX qcf + KK)
- Ken Masters, Chun-Li
73 dmg :: 24 hit :: 2 Levels :: GameFan Oct. 2000
[Ken] d.s.Jab > s.Strong > s.Fierce XX Shouryuu Reppa [8 hit] XX [Chun-Li]
Kikou Shou
(d.s.LP > s.LP > s.HP XX qcf + PP XX qcf + PP)
- You might want to cancel out of the Shouryuu Reppa a hit early than what
is posted here. The 8th hit will be the first aerial hit Ken does to
juggle the opponent in the air. It`s low enough for Chun-Li to catch them
with the Kikou Shou, but there is that chance where it may pop them too
far back. Where the 7th hit is still a grounded one, and Chun-Li will have
no problem. Canceling earlier will do -2 damage to the full combo.
( Triple Team DHCs )-----------------------------------------------------------
- Felicia, Rockman, Thanos
143+ dmg :: 69 hit :: 5 Levels
Opponent in corner. [Felicia] j.Short > j.Roundhouse \/ d.s.Jab > c.Short >
c.Forward > c.Roundhouse XX Please Help Me [37 hit](otg), d.c.Short (otg) XX
Dancing Flash [9 hit] XX [Rockman] Hyper Rockman [9 hit] XX [Thanos]
Gauntlet [6 hit], Gauntlet Soul
(Jump LK > HK \/ d.s.LP > c.LK > c.LK > c.HK XX qcb + KK, d.c.LK XX qcf + PP
XX qcf + PP XX qcf + PP, qcb + KK)
- Guile, Cammy, Magneto
143+ dmg :: 140 hit :: 5 Levels
[Guile] d.c.Short > c.Forward > Spinning Back Knuckle XX Sonic Hurricane [19
hit] XX [Cammy] Spin Drive Smasher [9 hit] XX [Magneto] Magnetic Tempest [35
hit], d.c.Short (otg) > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest [35 hit], sj.Short
> sj.Forward XX Short Hyper Gravitation XX Magnetic Tempest
(d.c.LK > c.LK > f + HP XX qcf + PP XX qcf + KK XX qcf + KK, d.c.LK > c.HP
/\ sj.LP > sj.LK > sj.LP > sj.LK XX hcb + LK XX qcf + KK, sj.LK > sj.LK XX
hcb + LK XX qcf + KK)
- Usually just two Magnetic Tempest is enough for 100% life.
- Guile, Doctor Doom, Cammy
143+ dmg :: 56 hit :: 4 Levels :: Caliber X
[Guile] d.c.Short > c.Forward > Spinning Back Knuckle XX Sonic Hurricane
[19 hit] XX [Doctor Doom] Proton Array [22 hit] XX [Cammy] Killer Bee
Assault [5 hit] \/ d.c.Short (otg) XX Roundhouse Cannon Drill XX Killer Bee
Assault
(d.c.LK > c.LK > f + HP XX qcf + PP XX hcb + PP XX qcb + PP \/ d.c.LK XX
qcf + HK XX qcb + PP)
- Guile, Nash, Jill Valentine
143+ dmg :: 65 hit :: 5 Levels :: Dr Shaboogen
Opponent in corner. [Guile] j.Jab > j.Fierce \/ d.s.Jab > s.Strong >
Spinning Back Knuckle XX Somersault Strike [9 hit] XX [Nash] Sonic Break [9
hit], d.s.Jab > s.Strong > Spin Back Knuckle XX Somersault Justice [9 hit]
XX [Jill] CODE: T-002 [13 hit], d.c.Short (otg) > c.Fierce /\ sj.Jab >
sj.Short > sj.Strong > sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX
Kinsetsu Sentou A+
(Jump LP > HP \/ d.s.LP > s.LP > f + HP XX qcb + KK XX qcf + PP, d.s.LP >
s.LP > f + HP XX qcb + KK XX qcb + KK, d.c.LK > c.HP /\ sj.LP > sj.LK >
sj.LP > sj.LK XX qcf + LP XX qcf + PP)
- The ninth hit of Guile`s Somersault Strike and Charlie`s Somersault
Justice are each at the beginning of the third flip. They are also the
last attacks done before the opponent is knocked into the air, which
messes up the rest of the combo. To be safe you can cancel on the 8th hit
of each, but the combo will do a couple less points of damage. Also I`ve
found it that it`s best to cancel into the CODE: T-002 when Nash is
upside-down in the middle of the last kick. Any time before or after that
it usually misses.
- Hulk, Spider-Man, Cammy
143+ dmg :: 26 hit :: 5 Levels :: Chocobo Combo Video #1
[Hulk] d.c.Short > c.Fierce [2 hit] XX Gamma Crush [4 hit] XX [Spider-Man]
Maximum Spider [4 hit] XX [Cammy] Killer Bee Assault [5 hit] \/ d.c.Short
(otg) > c.Fierce /\ sj.Short > sj.Forward XX Roundhouse Cannon Drill XX
Killer Bee Assault [4 hit] XX [Hulk] Gamma Crush
(d.c.LK > c.HP XX qcb + PP XX qcf + PP XX qcb + PP \/ d.c.LK > c.HP /\ sj.LK
> sj.LK XX qcf + HK XX qcb + PP XX qcb + PP)
- The most frustrating and difficult part about this entire combination is
having to pay attention to both Spider-Man and Cammy. Since each of them
bounce all over the screen for their Supers, you have to perform the
motion for the next Super according to their placement. For example, even
if you started on the left side of the screen, if Spider-Man is on the
right-side of the opponent after the fourth Maximum Spider hit, perform
the 'qcb' for the DHC Killer Bee Assault toward the right. It gets very
confusing if Spider-Man swiftly connects the hits of the Maximum Spider
against the corner, or if Cammy is flying vertical.
- Ken Masters, Sakura Kasugano, Felicia
143+ dmg :: 90 hit :: 5 Levels
Opponent in corner. [Ken] j.Jab > j.Fierce \/ d.s.Jab > s.Short > s.Strong >
s.Fierce XX Fierce Hadou Ken XX Shouryuu Reppa [6 hit] XX [Sakura] Midare
Zakura [11 hit] XX [Felicia] Please Help Me [37 hit], d.c.Short (otg) XX
Dancing Flash [9 hit] XX [Ken] Shinryuu Ken
(Jump LP > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + HP XX qcf + PP XX qcf
+ PP XX qcb + KK, d.c.LK XX qcf + PP XX qcf + KK)
- The best time to cancel out of the Midare Zakura is when Sakura is about
to do the Shou`ou Ken ender. Cancel out of the Dancing Flash when Felicia
does the high kick launcher.
- Rogue, Gambit, Cammy
143+ dmg :: 95 hit :: 5 Levels :: Spanishninja
[Rogue] j.Short > j.Strong \/ d.s.Jab > s.Short > s.Strong > s.Forward XX
"Goodnight, Sugah" [10 hit] XX [Gambit] Royal Flush [37 hit] XX [Cammy]
Killer Bee Assault [5 hit] \/ d.c.Short (otg) > s.Roundhouse /\ sj.Jab >
sj.Strong, sj.Jab > sj.Strong /\ dj.Short > dj.Strong > dj.Forward XX
Roundhouse Cannon Drill XX Killer Bee Assault [5 hit] \/ d.c.Short (otg) >
s.Roundhouse XX Reverse Shaft Breaker
- This combo only gets a bit difficult when Cammy is doing her double jump
air combo and catching each of the two (otg)s. On most opponents you will
do 100% damage by the time Cammy finishes her second Killer Bee Assault.
- Spiral, Thanos (Capture Type), Spider-Man
142 dmg :: 51 hit :: 4 Levels
Opponent in corner. Spiral center screen. Activate Dancing Sword. Tsurugi
Tobashi: Circular, (Spiral floats down) Dancing Sword \/ d.s.Short >
s.Forward (swords hit) > s.Fierce [6 hit] (throw swords) + Thanos Assist
(Capture Type)(capture hits) XX Stampede Sword [18 hit] XX [Thanos]
Gauntlet Soul [6 hit], Gauntlet Soul XX [Spider-Man] XX Maximum Spider
(hcb + P. qcf + LK, hcb + P \/ d.s.LK > s.LK > s.HP (tap LP rapidly) +
Assist XX qcf + PP XX qcf + PP, qcb + KK XX qcf + PP)
- Catch the opponent out of the recoil from the Gauntlet Power with the
Gauntlet Soul. You also don`t have to Super Cancel out of Gauntlet Soul
until after the opponent gets popped out of it. This combo will sometimes
do 143 damage, which is 100% life. But sometimes for some reason, the
Maximum Spider will do a point or so less damage.
- Captain America, Sabretooth, Morrigan Aensland
139 dmg :: 47 hit :: 3 Levels :: Jimmy
[Captain America] j.Roundhouse \/ d.s.Roundhouse XX Hyper Charging Star [8
hit] XX [Sabretooth] Berserker Claw X [4 hit] XX [Morrigan] Darkness
Illusion
(Jump HK \/ d.s.HK XX qcf + KK XX qcf + PP XX qcf + KK)
- After Sabretooth`s fourth slash, he`ll be charging toward the opposite
side of the opponent where you started from. Perform the 'qcf' motion for
the Darkness Illusion in the direction he is facing.
- Sentinel, Hulk, Cammy
139 dmg :: 22 hit :: 3 Levels :: Lee the mastermind
[Sentinel] d.s.Roundhouse /\ sj.Jab > sj.Strong > sj.Forward XX Hard Drive
[9 hit] XX [Hulk] Gamma Crush [4 hit] XX [Cammy] Killer Bee Assault
(d.s.HK /\ sj.LP > sj.LP > sj.LK XX qcf + PP XX qcb + PP XX qcb + PP)
- Guile, Nash, Jill Valentine
137 dmg :: 59 hit :: 5 Levels :: Dr Shaboogen
Opponent in corner. [Guile] j.Jab > j.Fierce \/ d.s.Jab > s.Strong >
Spinning Back Knuckle XX Somersault Strike [9 hit] XX [Nash] Sonic Break [9
hit], d.s.Jab > s.Strong > Spin Back Knuckle XX Somersault Justice [9 hit]
XX [Jill] CODE: T-002 [13 hit], d.c.Short (otg) XX Rocket Launcher
(Jump LP > HP \/ d.s.LP > s.LP > f + HP XX qcb + KK XX qcf + PP, d.s.LP >
s.LP > f + HP XX qcb + KK XX qcb + KK, d.c.LK XX qcf + KK)
- Gambit, Amingo, Anakaris (Throw Type)
136 dmg :: 47 hit :: 3 Levels :: Jinko + Lee the mastermind
Opponent 1/2 screen away. Anakaris Assist, (Anakaris hits) Fierce Kinetic
Card [2 hit] XX Royal Flush [37 hit] XX [Amingo] Shokubutsu no Okite XX
[Anakaris] Pharaoh Illusion
(Assist, qcf + HP XX qcf + PP XX qcb + PP XX LP,LP,f,LK,HP)
- As Jinko explained to me, the Anakaris Assist will throw the opponent
behind Gambit, so perform the motion in the new direction. (Sometimes you
may do a Trick Card, but that can still hit and work for the same damage.)
It must be timed so the Kinetic Card hits the moment Anakaris slams the
wrapped opponent into the ground beside Gambit. The best cue for what I`ve
found is after Gambit finishes saying "C`mon!" when he calls the Assist,
then do the Kinetic Card motion. Also after Amingo catches with the
Shokubutsu no Okite, he bounces and shakes as damage adds up. Cancel into
the Pharaoh Illusion after his third 'bounce'.
- Jill Valentine, Captain America, Psylocke
136 dmg :: 44 hit :: 3 Levels
[Jill] j.Fierce \/ d.c.Short > c.Forward > c.Roundhouse XX Kinsetsu Sentou
A+ [9 hit](otg) XX [Captain America] Final Justice [10 hit] XX [Psylocke]
Kochou Gakure
(Jump HP \/ d.c.LK > c.LK > c.HK XX qcf + PP XX qcf + PP XX qcb + KK)
- Venom, Hulk, Felicia (Expansion Type)
133 dmg :: 104 hit :: 5 Levels :: Chocobo Combo Video #1
Opponent near corner. [Venom] Fierce Throw, (jump over opponent) Felicia
Assist [2 hit] \/ Venom Web [10 hit] XX [Hulk] Gamma Crush [2 hit] XX
[Felicia] Please Help Me [37 hit], d.c.Short (otg) XX Please Help Me [37
hit] XX Venom Web
(When close, f + HP, (uf) Assist \/ qcf + PP XX qcb + PP XX qcb + KK,
d.c.LK XX qcb + KK XX qcf + PP)
- Felicia`s Assist will kick the opponent into the corner, to combo into
the Venom Web.
- Rogue, Gambit, Iceman
133 dmg :: 97 hit :: 3 Levels :: Spanishninja
[Rogue] d.s.Jab > s.Short > s.Strong > s.Forward XX "Goodnight, Sugah" [10
hit] XX [Gambit] Royal Flush [37 hit] XX [Iceman] Arctic Attack
(d.s.LP > s.LK > s.LP > s.LK XX qcf + PP XX qcf + PP XX qcf + PP)
- Ken Masters, Gouki, Ryuu
132 dmg :: 24 hit :: 3 Levels :: JChristopher
[Ken] j.Jab > j.Fierce \/ d.s.Short > s.Fierce XX Hadou Ken XX Shouryuu
Reppa [6 hit] XX [Gouki] Messatsu Gou Shouryuu [10 hit] XX [Ryuu] Shin
Shouryuu Ken
(Jump LP > HP \/ d.s.LK > s.HP XX qcf + P XX qcf + PP XX qcf + PP XX f,d,df
+ PP)
- Cyclops, Gambit, Rogue
130 dmg :: 68 hit :: 3 Levels
[Cyclops] j.d + Roundhouse \/ d.s.Jab > s.Short > s.Forward XX Roundhouse
Cyclone Kick [1 hit] XX Mega Optic Blast [14 hit] XX [Gambit] Royal Flush
[37 hit] XX [Rogue] "Goodnight, Sugah"
(Jump d + HK \/ d.s.LP > s.LK > s.LK XX qcb + HK XX qcf + PP XX qcf + PP XX
qcf + PP)
- Depending of the size of some opponents, sometimes the Royal Flush will
miss about 10 hits, causing the combo to instead do -6 damage.
- Gouki, Ryuu, Ken Masters
127 dmg :: 47 hit :: 3 Levels :: JChristopher
Opponent in corner. [Gouki] j.Jab > j.Fierce \/ d.c.Short > c.Fierce /\
sj.Jab > sj.Short XX Roundhouse Tatsumaki Zankuu Kyaku [2 hit] XX Tenma Gou
Zankuu [10 hit] XX [Ryuu] Shinkuu Tatsumaki Senpuu Kyaku [12 hit] XX [Ken]
XX Shinryuu Ken
(Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK XX qcb + HK XX qcf + PP XX
qcb + KK XX qcf + KK)
- The above hit cancels are the best case scenarios for this combo. But
since the Tenma Gou Zankuu can hit various times, as does the Shinkuu
Tatsumaki Senpuu Kyaku when the opponent falls into it, you have to use
your best judgement on when is the time to cancel.
- Ryuu, Ken Masters, Gouki
127 dmg :: 44 hit :: 3 Levels :: JChristopher
Opponent in corner. [Ryuu] j.Jab > j.Fierce \/ d.s.Short > s.Fierce XX Hadou
Ken XX Shinkuu Tatsumaki Senpuu Kyaku [17 hit] XX [Ken] Shippuujinrai Kyaku
[13 hit] XX [Gouki] Messatsu Gou Rasen \/ c.Fierce
(Jump LP > HP \/ d.s.LK > s.HP XX qcf + P XX qcb + KK XX qcb + KK XX qcf +
KK)
- Cyclops, Rogue, Gambit
123 dmg :: 66 hit :: 3 Levels
[Cyclops] j.d + Roundhouse \/ d.s.Jab > s.Short > s.Forward XX Roundhouse
Cyclone Kick [1 hit] XX Mega Optic Blast [14 hit] XX [Rogue] "Goodnight,
Sugah" [10 hit] XX [Gambit] Royal Flush
(Jump d + HK \/ d.s.LP > s.LK > s.LK XX qcb + HK XX qcf + PP XX qcf + PP XX
qcf + PP)
- Jill Valentine, Hulk, Jin Saotome
123 dmg :: 19 hit :: 3 Levels :: Industrial.Rock.Monster
[Jill] Kinsetsu Sentou A+ [9 hit] XX [Hulk] Gamma Crush [4 hit] XX [Jin]
Saotome Cyclone, Saotome Dynamite (otg)
(qcf + PP XX qcb + PP XX qcf + KK (charge d), u + P)
- Guile, Morrigan Aensland, Captain Commando
121 dmg :: 65 hit :: 3 Levels
[Guile] j.Fierce \/ d.s.Jab > s.Strong > Straight XX Sonic Hurricane [19
hit] XX [Morrigan] Darkness Illusion [31 hit] XX [Captain Commando] Captain
Sword
(Jump HP \/ d.s.LP > s.LP > b + HP XX qcf + PP XX qcf + KK XX qcf + PP)
- Cancel into the Captain Sword after Morrigan has done all the aerial
attacks of the Darkness Illusion except the last double flipkick that
knocks the opponent back to the ground.
- Storm, Sakura Kasugano, Captain Commando
119 dmg :: 38 hit :: 3 Levels :: Chocobo Combo Video #1
[Storm] j.Short > j.Forward \/ d.c.Short > c.Forward XX Short Whirlwind [3
hit] XX Lightning Storm [15 hit] XX [Sakura] Shinkuu Hadou Ken [10 hit] XX
[Captain Commando] Captain Sword
(Jump LK > LK \/ d.c.LK > c.LK XX qcf + LK XX hcf + PP XX qcb + PP XX qcf +
PP)
- Cancel into the Captain Sword after Sakura has released them all, but
before the last two or three hit. That way they pin the opponent in the
air until Captain Commando can complete the animation for the blast, and
they take the full force of it.
- Guile, Strider Hiryuu, Captain Commando
118 dmg :: 52 hit :: 3 Levels
[Guile] j.Fierce \/ d.s.Jab > s.Strong > Straight XX Sonic Hurricane [19
hit] XX [Hiryuu] Ragnarok [16 hit] XX [Captain Commando] Captain Sword
(Jump HP \/ d.s.LP > s.LP > b + HP XX qcf + PP XX f,d,df + PP XX qcf + PP)
- The fourth pass of Hiryuu`s Ragnarok is when you want to cancel.
- Jill Valentine, Captain Commando, Iron Man
108 dmg :: 56 hit :: 3 Levels :: Caliber X
[Jill] d.c.Short > c.Forward > c.Fierce /\ sj.Jab > sj.Short > sj.Strong >
sj.Forward XX Jab Kinsetsu Sentou A [1 hit] XX Kinsetsu Sentou A+ [9 hit]
XX [Captain Commando] Captain Sword [9 hit] XX [Iron Man] Proton Cannon
- While it`s not worth the risk, you can cancel out of the Captain Sword
on its 10th hit (the 27th in the combo), but the cancel time into the
Proton Cannon has to be on the mark or the blast will send the opponent
into Flying Screen and you can`t DHC anymore. And all you get out of it
is +1 damage.
- Jill Valentine, Doctor Doom, Bulleta
87+ dmg :: 48+ hit :: 3 Levels :: Chocobo Combo Video #2
Opponent in corner. [Jill] Charge Fierce Kinsetsu Sentou A at least 20
seconds. Release Fierce Kinsetsu Sentou A [15+ hit] XX Kinsetsu Sentou A+ [9
hit] XX [Doctor Doom] XX Electric Cage [13 hit] XX [Bulleta] Cool Hunting
- The problem I`ve continuously faced with this combo is that the charged
Kinsetsu Sentou A (KSA) is 'random'. It seems to respond differently upon
character, how many hits it does, and where Jill is. When canceling out of
it, most times the opponent will recovery and be able to guard the
Kinsetsu Sentou A+. What I have found is that the longer you charge the
KSA, it increases the chances the cancel will connect. The above damage
and hits do not include any from KSA hits, just the Supers alone. Also
after the Electric Cage, normally only the top bullets of Bulleta`s Cool
Hunting will connect.
- Gouki, Zangief, Dan Hibiki
0 dmg :: 0 hits :: 5 Levels :: JChristopher
[Gouki] Shun Goku Satsu [10 hits] XX [Zangief] Final Atomic Buster (miss) XX
[Dan] Chouhatsu Densetsu
- Yes, the combo uses 5 Levels and does absolutely zero damage. Cancel into
the Final Atomic Buster while the screen is still black and flashing from
the Shun Goku Satsu. As soon as Zangief is on-screen (he isn`t supposed to
grab them), cancel into the Super Taunt.
__________
| --- phase 7.o // the battle concluded
¯¯¯¯¯¯¯¯¯¯ [ special thanks
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A huge "thank you!" goes out to each of the following people and forum sources
to help make this FAQ possible. There`s no way in hell I would have been able
to create all these combos myself, so the big credit goes out to these people.
( Companies / Sites )----------------------------------------------------------
- Capcom Of America / Capcom Japan ( capcom.com )( capcom.co.jp )
Of course much props go out to the people at the top. The fourth (and much
insane) installment of the "Vs." series is as crazy as ever. Took me a while
to get use to only 4-button attack layout, but all the years of KOF paid off
in the end.
- Jeff "CJayC" Veasey + GameFAQs ( gamefaqs.com )
First for that save file that saved me God knows how much time from
unlocking all the characters manually. Then, of course, the best site on the
net for all your gaming needs and information. If something ever happened to
that site, I`d freak. One thing though: stop putting "Zelda" games in your
polling contests. It wins all the time due to the damn fanboys. Thank you.
(GameFAQs :
http://www.gamefaqs.com/users/CJayC)
- Shoryuken.com ( shoryuken.com )
The most elite Capcom/Street Fighter/fighting game HQ on the web. And after
all this time, the damn game still flows strong there.
- Fighters.net
I believe this site went the way of the Gheri curl, but it was another great
site for fighting game needs. It does seem like only about 12 people posted
on their forums though. Plus is included a lot of free extras my grubby
little hands can download. Not to mention their message boards had a lot of
information for me to use and start this FAQ out with.
- GamePro
They have robbed from other people`s FAQs. So hell, I did the same. Two
wrongs may not make a right, but I don`t care. They had combos in their
"Fighter`s Edge" sections some time ago. Of course many of them were crap,
but others did work.
- GameFan
Remember when this magazine was worth it? .. Actually, you remember when it
was still around? Yeah, I do too. And I miss it because it was a great piece
of work. It was filled with great coverage, pages of brilliant color, and
the scores I overall agreed with. Oh well. The last one I ever bought was
October 2000`s (Volume 8, Issue 10), and it had some combos in it that I
tried out and added. Nothing insane, but it adds some more KBs to this file.
( Individual People )----------------------------------------------------------
- Chris "Kao Megura" MacDonald (
[email protected] )
For countless accurate information for my favorite Capcom and SNK games. I
used the information in his massive MVC2 FAQ for some of the characters`
special move names and commands I wasn`t 100% sure of. You`ll be missed.
(GameFAQS :
http://www.gamefaqs.com/users/!Kao+Megura)
- James "jchensor" Chen (
[email protected] )
"Combo is the key." The God of the Combo. For using references to his FAQ
located at GameFAQs.com and his MASSIVE load of combo videos displayed at
<shoryuken.com>. Even since "Marvel Super Heroes," I`ve followed his guides
and combo breakdowns. I personally can`t thank him enough for his work and
effort into making that information more user-friendly.
(GameFAQS :
http://www.gamefaqs.com/users/jchensor76)
- Mike Z. (
[email protected] )
I didn`t know half of the combos existed until I watched his videos. All ten
of them. On continuous playback. Much of the mayhem he performs are written
in this FAQ for you to try yourself. Or attempt it anyway.
- Jason "Bantam13" Wilkie (
[email protected] )
I received LOTS of combos from this guy for Dr. Doom and Jill Valentine
through his postings on the Fighters.net board and his FAQs. One of the more
prolific assistants of this FAQ and responsible for many of the characters`
most damaging combos.
(GameFAQS :
http://www.gamefaqs.com/users/!Bantam13)
- <v3.o> More combos added for Bulleta, Hayato, Juggernaut, and Nash.
- <v6.o> Combos galore for Cyclops, Dan Hibiki, Iron Man, Rogue, Sentinel,
Shuma-Gorath. Keep `em coming!
- <v7.o> An avalanche of combos for Amingo, Dr. Doom, Jill Valentine, Jin
Saotome, and Sonson. And he promises more!
- <v8.o> Add-ons to Felicia, Iron Man, Jin Saotome, Spider-Man, Strider
Hiryuu, Thanos, and Zangief.
- <v12.o> Back with Colossus, Iceman, Marrow, and Juggernaut power!
- John "3pwood" Mayfield (
[email protected] )
An insane amount of info on Magneto (14 high-maneuvering combos!). It was
amazing what I found on his FAQ and on the Fighters.net message boards.
(GameFAQS :
http://www.gamefaqs.com/users/!3pwood)
- <v12.o> Upon notice, updated version of his Magneto combos were added.
- Charles "IrishRagan" Ragan (
[email protected] )
Nice listing of combos and notes for Cable, Colossus, Gambit, Iron Man, and
Rockman. I`m finding more and more Colossus users .. Strangely.
(GameFAQS :
http://www.gamefaqs.com/users/!IrishRagan)
- <v8.o> Returns with combos for Captain Commando, Iron Man, Roll, Ryuu, and
War Machine.
- <v9.o> A repeat of combos for Captain Commando, Gambit, Ken, Sentinel,
Storm, and War Machine.
- Chocobo
Yet another that has contributed a couple of videos toward the cause of
displaying the mayhem MVC2 has to offer visually. I don`t know they are
located now because they were on the Fighters.net server.
- Joseph "JChristopher" Christopher (
[email protected] )
This guy`s FAQs for "Street Fighter III 3rd Strike," especially for Makoto
and Q (Yeah, I use Q) were amazing. Now he`s brought info into this FAQ.
(GameFAQS :
http://www.gamefaqs.com/users/!JChristopher)
- Patrick Polk (
[email protected] )
Another combo for the Viper Beam-totin` Cable.
- <v3.o> Combo add-ons to Bison, Bulleta, Sabretooth, and Shuma-Gorath.
- <v6.o> Another combo for Victor Cre-- err, Sabretooth, and some Roumaji
corrections.
- <v7.o> Two letters: one with a combo for Bison and Marrow, plus the
mission Romanji of the other characters; the other displaying combos that
was in one of James Chen`s videos.
- Michael Charlton (
[email protected] )
Correcting me in which Strider`s rejump combo against Sentinel is done.
- <v3.o> More corrections for Hayato, Hulk, Iron Man, Jin, and Thanos
combos. Was wondering why some weren`t working.
- Lee "Lee the mastermind" Acacio (
[email protected] )
Yes! Stuff for Thanos! Including a Duel Super with Juggernaut. Thank you!
Plus a combo, finally, for Sentinel.
- <v7.o> Guile combos using Omega Red`s assist. Plus a Delayed Hyper
Combos for Sentinel, Hulk, and Cammy.
- Jinko (
[email protected] )
Lee`s younger bro bringing about a couple of DHCs!
- ICEOUT (
[email protected] )
Combo-a-piece for Cyclops, Dhalsim, Marrow, Sakura and Venom. Arigatou!
(GameFAQS :
http://www.gamefaqs.com/users/!ICEOUT)
- GANYMEDE & Araya (
[email protected] )
They`re always drunk, but at least they can supply some combos. Pair of
combos for Hayato Kanzaki, the GOD!
- <v6.o> Spiral Assist combos for Sabretooth and Jill Valentine.
- <v7.o> More Spiral Assist combos for Marrow and Zangief. Plus two Gouki
32-hitters.
- <v9.o> Spiral Assist! This time for Sabretooth, Sakura Kasugano, Spider-
Man, and Vega.
- <v11.o> Updated/extended version for Hayato.
- Alex "Spanishninja" Ko (
[email protected] )
A Delayed Hyper Combo for Rouge, Gambit, and Iceman.
- <v11.o> DHC featuring Rogue, Gambit, and Cammy.
- Jimmy (
[email protected] )
A DHC featuring Captain America, Sabretooth, and Morrigan Aensland.
- Dion J. "Da Metaphysician" Reid (
[email protected] )
A combo for each of the metallic-clad men: Doctor Doom and Iron Man.
- Mark "Mega456" Terry (
[email protected] )
Presented a trio of combos for the overpowered behemoth known as Sentinel.
- Jericho (
[email protected] )
Combos given for that outrageous cajun, Remy LeBeau; AKA Gambit.
- Brennan Swan (
[email protected] )
Extended, but weaker, version of a Shuma-Gorath combo.
- Mike "Caliber X" Green (
[email protected] )
Doctor Doom, Guile, Iron Man, and Ruby Heart combos! Plus a couple of DHCs.
(GameFAQS :
http://www.gamefaqs.com/users/!CaliberX)
- <v12.o> The motherload of Shuma-Gorath combos, all featuring character
assists and the Chaos Dimension! Plus ones for Anakaris, Guile, Iron Man,
Jin Saotome, Magneto, Marrow, Thanos, and a pair of DHCs.
- Marc "Industrial.Rock.Monster" Uyemura
Bulleta, Cammy, Captain Commando, Dan Hibiki, and Jin Saotome mayhem. Plus
DHCs featuring Jill Valentine, Hulk and Jin; along with a killer one using
Ryuu and Jin.
(GameFAQS :
http://www.gamefaqs.com/users/IndRockMnstr)
- shady Kloud (
[email protected] )
Two Nash corner combos abusing his (otg) properties.
- Mrfnf (
[email protected] )
Nash combos combining two of his Supers attacks.
- Dan "PhatDan81" Finch (
[email protected] )
Trio of Strider Hiryuu combos.
(GameFAQS :
http://www.gamefaqs.com/users/!PhatDan81)
- <v13.o> More combo insanity for Cable, Gambit, Nash, Omega Red, Spider-
Man, and Venom.
- Various other people who posted combos on the [now void] Fighters.net forum:
Anistar Raiku central_xpress clockw0rk damaja damaja2
Dr Shaboogen E C Greiver Khaotika Krusader
Reu Ug the caveman Zerogun
- Team Mighty Chi / TMChi
Had absolutely nothing to do with the creation of this FAQ, but I have to
give a shoutout to my crew.
__________
| --- phase 8.o // surveying the damage
¯¯¯¯¯¯¯¯¯¯ [ issue revisions
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- v. 14.5 / 04 - 05 - 2011
Don`t get too excited. This isn`t a real update, but rather a fix. I managed
to slim down this FAQ! Not by a hell of a lot, but -6KB is nice. Also some
minor fixes and corrections in spelling and notation was made too. So yeah.
- v. 14.o / 10 - 25 - 2010
It`s done. I actually had to push myself to open this document again and
work on the FAQ for perhaps the -final- time. Maybe it was in honor of the
10th anniversary of this game. Maybe it was because of the upcoming MvC3.
Who knows. Regardless, I did it. This revision was mainly done not to
include new combos (though there are a few in here), but to just organize
all the existing combos in order by their damage. (I dunno why I didn`t do
that in the first place.) And to put it into my new format for writing
ComboFAQ files. Like it? You don`t have a choice because I`m not looking at
this again. I would have put a "Final" on it, but I tend to stay away from
that. Just in case. After 15 updates, I think that`s enough. I`m surprised
people still read this thing anymore, but the GameFAQs hits show that it`s
STILL popular out of all my FAQs. In any case, should some ultimate,
colossal, supernatural combo or video come along in the future, I might
update it again. But by now people have already fine-tuned their MvC2
strategy and combos, so there may be no real need for this unless it`s for
casual play. Yeah, I know there are a few people in this FAQ, like Storm,
who only have about two or three combos. But, yanno, too bad. Unless someone
really wants to put up something - and you know who you are, you sick
bastards - then don`t worry too much on it. But I will say thanks again to
all the people who posted on forums, sent me mail, and submitted these crazy
combos to add to the community. It was a great thing to put together. But
now, I have a dozen other FAQs to do. Enjoy.
- v. 13.o / 02 - 12 - 2001
Are most of these combos even worth performing? Does going after the insane
and high-hitting ones really pay off? Well there`s no need to question that
any more! Because your host has taken minutes out of his life to go through
-each- combo again and report the damage it does! That`s right! All the
combos are now listed in order from greatest to least damage. So you`ll know
if doing a Morrigan 28-hit one will give you the same results as just a 9-
hit combo. Plus there were an insane amount of corrections that needed to be
taken care of. So that`s been done too! Wondered why it took THREE months
for this version to come out?! Finally Dan Finch gave me many combos with
Cable, Gambit, Nash, Omega Red, Spider-Man, and Venom.
- v. 12.o / 10 - 03 - 2000
When I started this, I never thought the FAQ would get this big. Then when I
began to get letters over 20k in size, I asked myself, "What have I gotten
myself into?" This version`s really late because I got caught up in a
walkthrough for another game and needed time away from MVC2. But I`m back
and will NEVER let letters pile up like that again. To start out, Jason
returns. We haven`t seen him for four revisions! But he redeems his absence
with Colossus, Iceman, Marrow, and Juggy combos. One person for each
revision he`s been away. Caliber X has boosted up Shuma-Gorath`s combo count
to 63! All Chaos Dimension combos utilizing specific character assists. In
addition to that, a wad of combos for Anakaris, Guile, Iron Man, Magneto,
Marrow, Jin Saotome, Thanos, and a couple of DHCs. A duo of Charlie combos
from two people: "Mrfnf" and "shady Kloud". Marc Uyamura with smackdown
material for Bulleta, Cammy, Captain Commando, Dan Hibiki, Jin Saotome, and
some DHCs. Dan Finch with Hiryuu info, times three. Last but not least, I
DID update those Magneto combos from 3pwood`s FAQ.
- v. 11.o / 09 - 02 - 2000
Updates have been -slow-. But it gives me time to work on other FAQs though.
I added combos for Blackheart, Ken Masters, Tron Bonne, Venom, and MVC-
version Wolverine. Why they took away Blackheart`s "Heart Of Darkness > (air
dash) > Judgment Day" is beyond me. The Spanishninja, Alex Ko, gives me
another DHC for your enjoyment. Finally, that crazy yopparai GANYMEDE brings
Kanzaki Hayato into the "40+ Combo Club" with another Spiral Assist.
- v. 1o.o / 08 - 28 - 2000
The big ten! Knew it would make it this far! Pretty small update though. A
load of combos from newcomer "Caliber X". From Doc Doom to Guile to Ruby
Heart. Perhaps I should work on that Wolverine section.
- v. 9.o / 08 - 26 - 2000
200kb!! Still so much more though. And I know I promised the rest of the
videos. I`m trying. Really! I did go through and added combos out of boredom
(one was a Captain Commando -double- Captain Storm combo that I`m proud of).
The other additions feature the drunken GANYMEDE with Sakura, Sabretooth,
Spider-Man, and Vega combos. Charles returns, back-to-back, to add to the
sections of Captain Commando, Gambit, Ken, Sentinel, Storm, and War Machine.
.. The madness continues.
- v. 8.o / 08 - 23 - 2000
"Gohan desu yo!" It`s Rockman, Kobun, and Roll-chan time! This update is for
those little guys that no one uses! I also added combos for my psychic
fighting doll, Psylocke. I haven`t seen him for seven versions, but *Irish*
Chuck is back. And he`s bringing combos with him for Captain Commando, Iron
Man, Roll, Ryuu, and War Machine. A Shuma-Gorath combo from a new face,
Brennan Swan. And surprise surprise! Jason makes a fifth return with more
combos for the madman, Jin Saotome. He also includes some for Felicia, Iron
Man, Spider-Man, Strider Hiryuu, Thanos, and Zangief. Still waitin` for
those Khaotika combos! Last I "borrowed" the combos that worked in the
recent GamePro magazines (many of them DID NOT work). Alright, time for a
much needed break!
- v. 7.o / 08 - 19 - 2000
7, 279, and 46. The three important numbers for this revision. "7" for lucky
seven. I remember when I got "7-Fever" in FF7. .. But who cares. The seventh
revision of this FAQ is finally here. And the best one yet because it leads
to "279," as in this version holds 279 brand new combos, notes, and other
tidbits! And finally, "46" - that being how many combos Jill Valentine just
has up to date! In this version, Pat Polk brings about combos for the grand
dictator, Vega; and the "tomboy", Marrow. Along with missing Roumanji title
input, he went through combos in James Chen`s "Marvel Super Heroes" video
for Captain America and Spider-Man. Damn, there are so many left. Next
revision, I hope. GANYMEDE returns (as drunk as ever) with more combos for
Gouki, Zangief and Marrow. A lot of Marrow this time around. Another person
that returned is Lee (and his brother, "Jinko") with Duel and Triple team
combos, plus a couple of Guile ones. Sentinel combos come from newcomer Mark
Terry. Finally, *drum roll* .. Jason! He sends me a 50k (not lying .. 50k!)
letter of all combos in his FAQs (Amingo, Dr.Doom, Jill Valentine, Jin
Saotome, and Sonson) plus some! I swear this FAQ will get over 500k large.
- v. 6.o / 08 - 10 - 2000
"Is there no stopping this fighting machine?" This version contains a combo
overload! Jason strikes again with additions to the cause of insanity: Chun-
Li, Colossus, Cyclops, Dan "The Man" Hibiki, Dhalsim, Gambit, Iceman, Iron
Man, Psylocke, Rogue, Sentinel, Shuma-Gorath, Bone-claw Wolverine, and
Zangief. Whew! Pat Polk returns with a Sabretooth combo and a correction to
Wolverine`s title in Roumaji. Can`t believe I overlooked that .. I`ll blame
it on lack of sleep. Anyway, GANYMEDE`s back (I seriously think he`s on
something from the letters I get) with a combo for Sabretooth and the other
goddess, Jill Valentine. A new addition to the club: Dion tacks on combos
for Dr. Doom and Iron Man. Plus a fairly large Tron (another fav!) combo in
one of James Chen`s videos that "ji13" brought to my attention. Speaking of
James Chen, I -still- need to analyze those videos.
- v. 5.o / 08 - 05 - 2000
This version is totally dedicated to one of my favorite Marvel characters:
Spiral. She had -nothing- for 5 revisions, so now it was her time to shine.
- v. 4.o / 08 - 03 - 2000
Well this FAQ has broke 100kb! Thanks for the support! To start out, I
received a nice duo of Hayato combos from GANYMEDE and Araya (and might I
add, the letter was pretty interesting to read too). Next, a pair of Delayed
Hyper Combos typed in from Alex and Jimmy. I also finally found the sheet of
combos that I got from Jason for Dr. Doom and Jill (who has a few more
combos added, by the way), so I gave him credit for those.
- v. 3.o / 07 - 30 - 2000
Yeah, yeah, I`m way past due for an upgrade to this FAQ. I`ve been working
on others FAQs (including character ones) over the week, and I finally got
back to this one. The good news for me is that I finally got my new
Dreamcast! So I can add the rest of these combos now. On another note, the
mayhem just keeps on coming! An insane amount of combos added for Bulleta,
Hayato, Juggernaut, and Nash. Jason, you`re the man! Also in this version,
we have combo additions from ICEOUT; as well as corrections from M.C. I
tried to add combos for those characters that still had nil-to-none posted
(ie - Captain Commando, Dan, Felicia, Gouki, Hulk, Iceman, Jin, Ken,
Morrigan, Ryuu, Sakura (both), Shuma-Gorath, Spider-Man, Tron Bonne). See
why this version took forever? Also, I finally added the numbers of hits
each combo does. Been thinking if I should reword the combos as inputting
the motions for the special moves done within them instead of the actual
names. To keep people from jumping back and forth between FAQs all the time
to match up things. Any input on that?
- v. 2.o / 07 - 16 - 2000
Updates left and right. Changes here and there. I`m getting email a-mile-a-
minute! Well, first more combos and notes to the Delayed Combo section
(including one with Dan`s Super Taunt!), plus a fairly large Dan semi-
infinite combo from JChristopher. An extended version of one of Cable`s
combos from Pat. The revision of Strider`s rejump combo from Mike. AND, just
-today-, I received Thanos stuff from Lee. Thanks alot everyone! I put in a
lot of things myself after a long shift at the arcade gathering info. So
much work. So little memory left on the computer.
- v. 1.o / 07 - 10 - 2000
A lot got done today. Just went through four videos so far: the "James Chen:
Capcom Gals," "Solo Combo Exhibition #1," and both of the videos by Chocobo.
So those combos are all added and out the way. Plus additional (or in some
character`s cases: only) combos tacked in from Chuck Ragan that I received
earlier this week. I slipped in a few more myself for Amingo, Guile, and
Spidey. Also some minor editing here and there with style structure. Just
realized how many videos were left to run through and how many characters
had no combos listed yet. I`ll get to it soon enough ..
- v. o.o / 07 - 04 - 2000
Whew! It`s done. Finally. And coincidentally on the Fourth of July. Keep in
mind that this is the premier version of this FAQ, so everything will be
revamped a-million-and-one times in the future. Such as listing combos and
info differently and whatnot. Anyway it looks like a piece of crap now. I
understand, trust me. I have a ton more combos to add, but my Dreamcast is
messed up. So I can`t try out anything until I get another one (which will
be in a couple of days). I only put up combos I was 100% sure on. There are
combos here for nearly everyone so far. I will eventually get around to the
rest of the things I promised to put in here, so watch for fluent updates
after this.
__________
| --- phase 9.o // debriefing
¯¯¯¯¯¯¯¯¯¯ [ final note
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Oss`!
I`ve really neglected this thing for a long time. Most of the reason was that
making this thing really drew my attention away from the game and onto bigger
and better things. Like WORK. In any case, it`s back and with one of it`s
final updates. I have other FAQs to work on in addition to keeping this thing
updated. And after fourteen revisions, this thing`s pretty damn big. With its
new look and format to rank the combos, it`s finally worth more. But another
couple of run throughs should do it in the end. Happy I was able to contribute
to all the madness.
Have something to say about the game or this FAQ you want me or others to
know? Find any of the above information wrong or misleading? Or maybe you
have info or extras to add onto what`s posted. Whatever the case is, feel
free to send it! Anything that is posted within the FAQ, you not only get
full credit. Oh no no! You also receive unauthorized bragging rights that
give you the Almighty-given gift of annoying the hell out of people with.
.. By the way, thanks for reading!
Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ^_^
- `shouji´ <
[email protected]>
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| `Tragedy is when I cut my finger. Comedy is when you fall into an open |
| sewer and die.´ - Mel Brooks |
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