i ,;LZ:;iP9@#MR
                                  P;Z    i2LLZM2LPPMMMMMMMMMMMMM5X5#M5PZZ7
                         ZPR9@MMZMMMi@MMM@MMMMNMMPPL@MjLj2
              :;@RMMMMMMM: i  NMMMMMMML
              KMMMLLLi  K; LMMM     j
                      .X. 5 M
                     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
                 HML R,     M9R
                MM@MK;iMMNM@NKMMj
                ML   j :M jMMX2PMM
               MiZM7 L M#9   ZMMM         M
              MM 2 5MMi7MMMMR   i         MMRM jj
         ,  : LML9;   i2  jMMM9jP@M    XM   X#5MMMM
   5MMMMMMMMMHMMMKP.       M @MNRMM @R@ :9MMMMMMMMM
MMMHRZ2L:..7XHXL7RMMMM2;P:,   ,    i   7MM
MMMR LZZMMMH@LXHMMMMMMMK.       :    7MM,
MMMMMMMMMNMMMMMMMM5Z MHMMMMMMMH; 2MMMMMMMMMMMP
  Z7MMMMMMMMMMMMMM25RMM  #i ZMMMMMMMH#RHM:Z5#MMMMM@
            :i        MMMMM      MMMMMH@MjPLK5PXNMMMMMM
                        MMMM       9MMMMM@MM9MKXZL2ZPRMN
                         iRM           NMMMMMMMM#M#KXZ5MM
                                          :MMMMMMMMMMMKMMM
                                                MMMMMMMMN M2
   ( hayato kanzaki : black hayato )                 MM   KMM:
                                                       MMM@K:LMi
                                                         HMMMMMMK
                                                           i2i7R
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
>    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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Amingo                      ::   fushigi na jin-shokubutsu
                             _________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
                             _________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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
                             _________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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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