X-Men: Next Dimension for PS2 Combo guide
version 1.07
updated 8/13/03
by Azraelswrd (created 10/22/02)
azraelswrd@hot mail com (it's spelled wrong so I don't tip off SPAM bots)
copyright of Azraelswrd 2002
***DISCLAIMER***
I claim that this entire work is a product of my own so please don't
rip me off and copy it and say it's yours because that would be really
lame and let's everyone know you're socially and morally weak!!!
PLEASE DO NOT STEAL MY WORK!!! ^_^
Best viewed if both the numbers and = line up: 123456
======
=====================
= Table of Contents =
=====================
I. Update History
II. Introduction
III. Characters
1. Cyclops
2. Wolverine
3. Gambit
4. Storm
5. Beast
6. Phoenix
7. Toad
8. Mystique
9. Sabretooth
10. Magneto
11. Nightcrawler
12. Rogue
13. Forge
14. Juggernaut
15. Havok
16. Lady D
17. Betsy
18. Bastion
19. Sentinel A
20. Sentinel B
21. Psylocke
22. Bishop
23. Blob
24. Dark Phoenix
IV. In the Future...
V. Credits
**********************************************************************
********************* I. UPDATE HISTORY *************************
**********************************************************************
(I'm only including major events, since I update almost everyday now)
4-5-03 - ver 1.07
- updated the appearance and lines up the presentation; overall cleanup
3-29-03 - ver 1.06
- updated the whole look for the combo listings and reincorporated the
QUICK COMBOS into the regular combo listings and noted all the METER combos.
3-27-03 - ver 1.05
- added some more combos; added QUICK COMBOS section
1-26-03 - ver 1.04
- added Change-up combo strings
1-18-03 - Ver 1.03
- Completed and confirmed the combo names list. Simplified the Gambit infinite
- Cleaned up the combos.
1-14-03
- Almost everyone got updated; added the [tricky] notation
10-27-02 - Ver 1.01
- moved combos from my general FAQ ver. 2.50
- reorganized the layout and separated the combos
- added more combos to everyone
- fixed the combo pauses by putting the !
10-22-02 - Ver. 1.00
- Combo list created from pre-existing Guide/Movelist
**********************************************************************
********************* II. INTRODUCTION ************************
**********************************************************************
This document was designed with the sole purpose of listing useable and
unique combos for the characters in the fighting game X-Men Next Dimension.
If you were looking for general moves, go to the general guide/movelist
(by me!). THIS DOES NOT HAVE EVERY SINGLE COMBO IN THE GAME!!!! Instead,
I'm only listing the ones given to me OR combos that are effective OR
those that do a lot of damage.
As for this, I will try to avoid using "names" of moves or supers since
some are not listed and not everyone may recognize them. Instead I will
let the buttons speak for themselves. If its a very good combo or needs
further details, I'll add a description.
I've also included hits and amount of damage versus Cyclops. He makes
a good practice dummy and will keep ALL damage and hits against him for
continuity and reference. Be sure to remember that NOT all hits or
damage will get in EVERY time. Think of it as a baseline for comparison.
I tried to include the "best" number of hits and damage.
Things to keep in mind when making and performing combos:
- a combo "string" is a series of attacks that are unblockable once started
- separate strings can be linked with other strings for longer combos
- you cannot link two strings together that do the same effect (STUN, AIR SEEK)
this will result in a far knockaway, which is hard to follow-up.
- doing combos into the walls usually ends or interferes with it
- throws and some knockdowns reset the damage and hit counter
- DAMAGE AND HITS AREN'T EVERYTHING. Sometimes you gotta mix it up, or else
you become predictable and fodder for counters.
When you're developing and testing your combos its a good idea to test them
against all kinds of enemies (ideally, you should try them against all 24
characters) but for the sake of time, here are my recommendations for
practice dummies:
- Cyclops: average defense and average height; good for measuring damage
- Sabretooth: he has a very SHORT stun frame, so he's good to test stuns on
- Blob: the LARGEST character profile
- Wolverine/Toad: the SMALLEST character profile
Another thing to remember is that some combos are fairly long and bloated so
don't be frustrated if you can't get the timing or remember the whole thing.
Just imagine trying to do all these combos from memory for all 24 characters.
(Now that's extremely tiring at times!!!)
It's best to stick with one fighter and learn him/her. Combos rarely translate
well to other games. Almost every character has their own type of combo
strings/gamestyle to learn.
Sometimes, its not always the fancy combos that win battles. The simpler the
combo, the less risk of error which can cost you a lot of damage.
.and in case you missed it the first time - THIS DOES NOT CONTAIN EVERY
SINGLE COMBO POSSIBLE!!!
**********************************************************************
********************* III. CHARACTERS *************************
**********************************************************************
===========
= Legend: =
===========
S square punch 1
T triangle punch 2
X kick 1
O circle or "O" kick 2
R1 throw
R2 + forward Punch counter
R2 + back Kick counter
R2 + down Low counter
jump R2 Aerial counter
L1 power transfer (follow the buttons highlighted)
L2 + d-pad 8-way movement
up, L2 flight (10 seconds) *some characters only*
sidestep up tap up
sidestep down tap down
b,b dash back
f,f dash forward (hold forward to run)
b,f tap back then tap forward
f forward
b back
u up
d down
/\ jump up or push UP to go for an AIR SEEK
/j\ normal jump
\/ landing from an air seek or jump (no need to hold down)
qcf quarter circle forward (down, down-forward, forward)
qcb quarter circle back (down, down-back, back)
_ or
+ and
* hold down the direction on the d-pad for 2 sec then release
. wait before executing the next attack
.. more combo strings can follow this
! stunning hit (pause before you enter the next attack)
ws during the standing animation. let go of the d-pad while standing up
(can also be done be doing a diagonal-forward but hard to do on d-pad)
~ perform the next move very quickly
xx cancel the current move by doing the next move DURING this move
U unblockable attack
====================
= DAMAGE REDUCTION =
====================
Damage after the FIRST attack automatically loses 10% of its default
value. This is useful to know especially for designing combos, since
having a lot of HITS does not mean a very damaging combo string.
1st hit = 100%
2nd hit = 90%
3rd hit = 80%
..
10+ hit = 10%
The damage reduction drops down until its 10% of the original
A good thing to keep in mind is that if you want to do the MOST damage in
a combo, make sure high damage attacks occur earlier than later and to
minimize too many low damage attacks.
-THROWS-
Throwing is also one way to get around the "Reduction" by resetting the
damage to MAX immediately after the throw. This makes Throwing very
powerful/cheap in combos.
-KNOCKDOWNS-
Another trick that resets the hit/damage counter but still keeps the
combo going is to let the enemy fall down or bounce on the ground very
hard that they bounce up. During this moment of bouncing, they cannot
defend or tech roll and the counters will reset. Follow it up with another
combo or super for MAX damage on the new combo string.
-SUPERS-
Some supers suffer from Damage Reduction, but the ones that DO NOT involve
any type of projectiles will not lose their damage. I guess this is
compensation for these moves that require some proximity to perform.
==================
= METER BUILDING =
==================
This game has supers, and you need energy in your METER to do them.
The METER is the big blue bar underneath your green life meter. It's
divided into 3 zones:
Level 1: is the smallest bar and quickest to build up
Level 2: is the second bar and takes longer to build up
Level 3: is the longest bar and takes the longest to build up
Level 4: ALL 3 Levels (One, Two, Three) combined
Each Level has a certain required amount of damage done with attacks
(punches, kicks - they don't even need to hit the enemy) and a certain
number of hits to build up enough meter to do a super of their respective
level. Not all attacks build up meter the same way. It varies on the
character (hence why some combos that satisfy both the DMG and HITS
requirements still don't build up a Level 1)
Throws MUST connect to build meter! Throws vary, but the average is given
below and they ignore the number of hits; just the number of connected throws.
Taunts also build up meter very quickly and my estimations are given below.
Note that when you Taunt, the METER doesn't stop once you reach a Level (like
with the hits, dmg and throws), making them very efficient. However, they do
leave you VERY vulnerable for a few seconds so be aware.
==========================
= Terms and definitions: =
==========================
knockdown when the opponent hits the ground hard and either bounce or are
KD slow to recover. Great opportunity for follow up attacks on the
ground aka "okizeme" from Tekken or "OTGs" from Street Fighter.
stuns momentarily causes the enemy to keel over in a "stun" animation.
ST Follow up with any attack for a guaranteed hit, but must be done
quickly or they will recover in time. A message will pop up.
air seek special kind of attack that sends the opponent flying very high
AS and gives you the opportunity to chase after them with an aerial
combo or even a super combo! A message will pop up to indicate.
juggles any attack that causes the enemy to fly into the air, but not an
JU AIR SEEK. However, the enemy cannot block on the way down, so
they are still open to attack in the air!
aerial a series of attack or combos that are executed ONLY to an
opponent hit very high into the air (after an AIR SEEK). Also
known as aerial rave or air combos. These are noted by the
combos starting with the (...)
[tricky] the combo is fairly hard to execute successfully EVERY time.
Involves a lot of luck or timing to do it.
[super] insert any super from that character into the combo
(L1,2,3) refers to the type of super the combo employs. An "a" denotes
supers that are performed in the air.
change-ups any string of attacks that vary their attack position to the
enemy by being an attack that is high, mid, or low. Each
type of attack must be handled in a specific manner:
high (h) - can be blocked standing or crouching
mid (m) - MUST be blocked standing
low (l) - MUST be blocked crouching
combos that contain only H and L can be completely blocked by crouching. To
counter this, throw in some M to change-up the attack.
if your combos are mostly H and M, it can be stopped by standing blocks, so mix
in some lows.
A good string should have all 3 elements to keep the enemy guessing on where
the next attack will be coming from.
---
If you need to find a character quickly, use the SEARCH function of your word
processor and type in the name of the character.
EX: In MS Word, hit Ctrl-F. Type in the name. Hit return until you find it.
COMBO DESCRIPTION CHART
=========================
<<sent in by Mayvarik. I filled in the 80-100 brackets>>
These are the little message that pop up when you do a combo that reaches
a specific value. All of them have been confirmed.
TT SXTT qcb+O /\\/ f+S+T (T2) f+S+T (T2) f+S+T qcf+X
[76/24586]* (L2,L2,L2)
*(wait until they land completely BEFORE the first super)
(the combo counter should reset = more damage!!!)
(otherwise you'll lose about 2000 dmg b/c of dmg reduction)
(can also tack on another L2 for more damage)
=======================================================
2. WOLVERINE
=======================================================
GROUND STARTERS:
df+T! rolling stab [1/1600] h *ST*
f+STT! rolling blades [4/3180] h-m-l-h *ST*
f+TS gut stunner [3/3575] h-h-h *ST*
SS mini lift [3/3000] h-h-h *AS*
f,f+S slicing tumble [1/3200] h *AS*
qcf+S slash frenzy(upper) [4/3400] h-h-h-h *AS*
f+STS claw upper [4/4940] h-m-l-h *AS*
d+O pop n' slide [2/1805] l-l *KD*
qcb+X_O X_O swivel kick [1/2400] h *KD*
qcb+X_O S claw slice [1/2800] h *KD*
qcb+X_O T claw dive [1/3200] h *KD*
qcf+T slash frenzy [4/3740] h-h-h-h *KD*
f+T S T bowl over [4/4765] h-h-h-h *KD*
CHANGE-UPS:
OOSTOO - h h h h l h h [7/7010]
f+TSSTOO - h h h m l m h [7/6835]
OOSOT - h h h l h* [10/6430]
f+STS - h m l h [4/4940]
f+STT - h m l h [4/3820]
f+OOO - m l l [3/3015]
COMPLETE SUPER COMBOS:
f+STT! b+S+T S [14/10420] (L1)
d+SXTOO b+S+T S [16/11380] (L1)
b+S+T T /\ SSXTOO [12/11670] (L1)
f+STT qcf+S xx f+STT b+S+T S [20/12640] (L1)
f+STT f+TST b+S+T S [18/12905] (L1)
b+S+T T /\ SSXT R1 [11/14215] (L1)
SSS! [TS /\ SSSOO \/] [?/?] - infinite <<Robert Garcia>>
(this could be an infinite, but it can be rolled if you make a mistake)
modified infinite:
SSS! [TS /\\/] [?/?] - infinite
(OK, I was messing around and I found out that after the TS air seek, when
they land, they ALWAYS have to bounce (non-techable). Well, you can hit
them back up with another T S, as long as you keep jumping up with them,
BUT DO NOT HIT THEM with anything while in the air. That way, they are
infintely bounced up and down. It ends once they're against a wall
because Gambit won't land facing the opponent. Also the hit/dmg counter
resets as they land but since they can't roll or recover after they
bounce, whack them back up to continue the infinite. Once you reach that
wall, just do a regular air combo that ends with a throw for max damage:
.. SX d+T R1 is a nice one. Each successive TS (with a reset) is about
3500 dmg.
/\ qcf+X gale force [3/1147] h *KD*
db+X slow axekick [1/2000] m *KD*
b+T windstorm [1/2300] h *KD*
OX axe kick [2/3400] h-m *KD*
SXO axe kick [3/3920] h-h-m *KD*
XXX axe kick [3/3930] h-h-m *KD*
f+XXOT windstorm [4/4630] h-h-l-h *KD*
f+XXOO high kick [4/4700] h-h-l-h *JU*
SSTX kick [4/4760] h-h-h-h *JU*
f+XXOTO high kick [5/5410] h-h-l-h-h *JU*
SSTXSSS [9/7480] all h *JU*
AERIAL COMBOS:
.. S X T R1 \/ qcf+T
.. S X T T
CHANGE-UPS:
f+XX OTO STS - h h l h h h h h [9/7300]
f+XX OO - h h l h [4/4700]
d+XX - l h [2/2730]
SXO - h h m [3/3920]
OX OO - h m h h [4/5940]
OX TT - h m h h [4/5640]
d+X+O X split(normal) [2/2280] l-m *KD*
SS elbow [2/2560] h-h *KD*
f,f+X cartwheel [2/3040] m-m *KD*
qcf+S cyclone hammer [5/3400] h-h-h-h-m *KD*
b+S paw pounce 1 [2/3420] h-m *KD*
b+XX flop kick [2/3530] m-m *KD*
SOO shoulder butt [3/4020] h-h-h *KD*
f,f+TT double slaps [4/4275] all h *KD*
AERIAL COMBOS:
.. SXO R1
.. SXO S+T
.. SX d+T
CHANGE-UPS:
f+SSOO - h h h l l [5/4292]
f+SSOTXO - h h h l m m h h [8/5598]
f+XXOOXOO - hhhh llmh mmm [11/6260]
(hand) TXX - m l l l [4/3555]
(beast) X - l m [2/2280]
d+XX leg lifter [2/2370] l-h *AS*
f,f+TT fire upper [2/2660] h-h *AS*
f,f+XX rising kicks [4/3555] h-h-h-h *AS*
f+STOX lift kick [6/4690] all h *AS*
STXX fly kicks [6/5105] all h *AS*
TXSXTT fire up [7/6420] all h *AS*
TT b+S f+STOX lift legs [9/6570] all h *AS*
/\ qcf+O_X blazing arrow [1/1700] h *KD*
b,b+O solar flare [1/2200] h *PR*
f+XXX KO kicks [3/3940] m-h-m *KD*
SOXX axe kick [4/4860] h-h-h-m *KD*
SSXXX axe kick [5/5385] h-h-m-h-m *KD*
SXOXX axe kick [5/5525] h-h-h-h-m *KD*
ws+T psy juggle [1/1600] h *JU*
STX qcb+T [6/7971] *JU*
AERIAL COMBOS:
.. SXTO R1
CHANGE-UPS:
SXX - h h l [3/3685]
XXX - h l h [3/3760]
XXOO - h l h h [4/4790]
f+XXX - m h m [3/3940]
CHANGE-UPS:
XXSX - h h h l [4/4240]
qcf+X X - h l [2/3360]
(frog) STS - h l l [3/3730]
OXX - m m l h [4/3845]
OOX - m m h l [4/4255]
b+XX - m l [2/3060]
CHANGE-UPS:
d+TT - l h [2/3040]
f+TXT - h l h [3/5060]
f+TXX - h l h [3/4740]
OXOO - h h l l [4/5040]
b+XXX - l h h [3/4140]
f+TXO - h l m [3/4100]
b+XTXO - l h h h l m [6/5315]
b+XXO - l l m [3/3500]
f+OXO - m m l h [4/4480]
COMPLETE NORMAL COMBOS:
b+X S R1 ... [3186 + 3680 = 6866]
(not a real combo, but good way to guarantee a throw; Lv3 can link afterwards)
b+XS f+TTTT [11/3817] <<Chris Anderson>>
SXO [4/4075]
f+TXX [3/4740]
f+TXT [3/5060] (misses short characters)
SSS.. TTT [9/5506]
b+XT! SXO [6/5885]
f+SXOSOT [9/5985] <<Anthony Whyte>>
b+XT! TTT [5/6150]
b+XTXO b+XS [12/6273]
f+TXO.. SS [9/6589]
TXSS.. TTT [12/6729]
TXSS b+XS qcf+O [16/6939] <<Mayvarik>>
f+SXOSS b+T /\ SS R1 [18/10186] <<Mika L>>
f+OXO /\ SXT R1 \/qcf+X [?/11600]
T f+TTT f+TTT /\SXT R1 \/ qcf+X [15/14720]
SSTS! d+X+O [38/20388 (L4)
SXX qcf+T d+X+O [39/21723 (L4)
TOOXOOT d+X+O [38/22868 (L4)
STT qcf+T /\SXTO R1 \/d+X+O f,f
qcf+T [51/27861] (L4) <<Aeneid>>
SXT qcf+T /\SXTO R1 \/ d+X+O
qcf+O b,f+T [32/28837] (L4)
(note: the b,f+T after a qcf+O causes the hit counter to go down)
(and the b,f+T to do max damage)
STS! f+S+T SXOT... [infinite] (L4)
a simpler version of the freeze combo:
this combo freezes the opponent indefinitely! you can win either by beating
him up or waiting for time to run out. Super meters will not charge up
during the freeze bug in the PS2, but you really won't need them anyways.
all that matters is doing the S X O T while in the Level 4 super. <<Robert
Garcia pointed out the SXOT portion>>
SXX TS! f+S+T SXOT... [infinite] (L4)
this was my original combo I used to discover this glitch. It does more
initial damage, but is more to remember so a bit cumbersome.
f+XXO b,f+O f+S+T f+S+T TS [infinite] (L4)
just another way to get the freeze bug going
(Nightcrawler's Counter pose is very short! He may duck an attack)
b+T hammer fall [1/1950] m *KD*
qcb+S belle ringer 1 [1/2750] h *KD*
/\ qcf+T sugar and spice #2 [1/3250] h *KD*
qcf+S jaw splitter 1 [1/2750] h *JU*
AERIAL COMBOS:
.. SXT R1
.. SXT qcf+O
.. SXT S+T
CHANGE-UPS:
OTOS - h h l h [4/5510]
OTOT - h h l m [4/5720]
b+TS - m h [2/3435]
COMPLETE NORMAL COMBOS:
SXXX [4/5650]
STOOT [5/6680]
d+X d+T d+O d+O qcf+O [6/7000]
STO TOS! T [7/7825]
STO TOS! qcf+O [8/8125]
STO TOS! XXX [9/8490]
STO TOS! STO TOS! [12/8805]
STO TOS! f+R1 [9/10265]
SS qcf+S qcf+T /\ SXT qcf+S d+XOO [9/10780]
STOTT /\ SXT qcf+O [9/11720]
f+TTSSS /\ SXT R1 [10/12340]
STO TOS! TOTT /\ SXT qcf+O [?/12360] <<Robert Garcia>>
SS! TOTT /\ SXT qcf+O [?/12220] <<Robert Garcia>>
SS qcf+T /\SXT R1 [8/12265]
STO TOS! STOTT /\ SXT R1 [16/12875]
STO TOS! qcf+S qcf+O /\ SXT R1 [13/13360] <<Stephen Jones>>
TOTOS qcf+S qcf+T /\ SXT R1 [12/13635]
COMPLETE SUPER COMBOS:
d+XTOO X+O [5/10000+] (L1) *reliable*
STO TOS! X+O [11/12016] (L1) *absorb*
STO TOS! b+T X+O [12/12796] (L1) *absorb* [tricky]
STO TOS! qcf+S X+O [12/13116] (L1) *absorb* [tricky]
SS qcf+S qcf+T /\ SXT qcf+S \/X+O [8/15000+] (L1) *reliable*
STO TOS! STOTT /\SXT S+T \/d+OO [17/15005] (L1a)
STO TOS! qcf+S qcf+O /\SXT S+T
\/d+OO [14/15490] (L1a)
STO TOS! S+T [11/15725] (L2)
STO TOS! b+T S+T [12/16505] (L2) [tricky]
STO TOS! qcf+S S+T [12/16825] (L2) [tricky]
STO TOS! b+S+T [22/14565] (L2)
STO TOS! b+T b+S+T [23/15345] (L2) [tricky]
STO TOS! qcf+S b+S+T [23/15665] (L2)
SS qcf+S qcf+T /\ SXT qcf+S b+S+T [23/17565] (L2)
STO TOS b+T f+S+T [10/18525] (L3)
STO TOS qcf+T f+S+T [9-10/13905-19045] (L3)
STO TOS! STOTT f,f f+S+T [14/19480] (L3) [tricky]
STO TOS b+T f+S+T OO /\ SXT R1 [17/23595] (L3)
STO TOS qcf+T f+S+T OO /\ SXT R1 [16-17/18975-24115] (L3)
STO TOS! b+T f+X+O [11/22745] (L4)
SS! STOTT.. f+X+O [11/22965] (L4) <<Robert Garcia>>
STO TOS! qcf+T f+X+O [11/23265] (L4) [tricky]
STO TOS b+T f+S+T OO /\ SXT S+T
\/ b+S+T [32/25467] (L3,L1,L2)
STO TOS qcf+T f+S+T OO /\ SXT S+T
\/ b+S+T [31-32/20847-25987] (L3,L1,L2)
SS b+T f+S+T OO /\SXT S+T \/b+S+T [27-28/20122-25262] (L3,L1a,L2)
(after the OO, if combo is 8 hits, then continue the combo)
(after the OO, if combo is 7 hits, then finish with SXT R1)
*infinite only in subway station*
(the short ceiling with her air throw causes the enemy to fall very slowly)
OO /\ SXXT R1 \/ [b+O /\ SXXT R1] [?/?] <<matt juarez>>
SXST.. X+O X qcb+S* [5/15550] (L3)
SXSST.. X+O X qcb+S* [7/17240] (L3)
SXSST /\ SX \/ X+O X qcb+S* [9/18110] (L3)
*(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S)
(to time the qcb+S, finish the move when they bounce off the ceiling)
SXST.. d+S+T tap X [34/13800] (L3)
SXSST.. d+S+T tap X [36/15490] (L3)
SXSST ~ b+S+T *qcb+S [63/21000+] (L4) *varies*
(the higher they are, the better the damage)
SXSST b+S+T *qcb+S [62/22450] (L4)
SXSST /\ SX \/ b+S+T *qcb+S [64/23320] (L4)
*(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S)
(to time the qcb+S, finish the move EXACTLY when the super stops hitting)
R1 X+O X S+T [15/17081] (L3,L1)
SXSST X+O X S+T [17/20070] (L3,L1)
SXSST /\ SX \/ X+O X S+T [19/20940] (L3,L1)
f+STTT! X+O X f+S+T [6/19310] (L3,L2)
SXSST X+O X f+S+T [8/21620] (L3,L2)
SXSST /\ SX \/ X+O X f+S+T [10/22490] (L3,L2)
SX R1 X+O O (T3) X+O O *qcb+S [9/24141] (L3,L3)
SXSST /\ SX \/ X+O X (T3) X+O X
*qcb+S [/] (L3,L3)
SXSST /\SXXO \/X+O O (T3) X+O O
*qcb+S [12/25080] (L3,L3)
*(change your gun (qcb+X) to beam shot (T) and can follow it with a qcb+S)
(to time the qcb+S, finish the move when they bounce off the ceiling)
(note: doing a qcf+S or X+O after the X+O causes hit counter to count DOWN;)
(the qcf+S damage is also counted as 3200 = MAX!!! The other damage)
(is still counted normally)
=======================================================
19. SENTINEL A
=======================================================
GROUND STARTERS:
X! shin kick [1/1450] h *ST*
T! stun axe [1/1650] h *ST*
d+O big sweep [1/1750] h *ST*
SX stun boot [2/2755] h-h *ST*
SO stun punt [2/3025] h-h *ST*
OO big step [2/3235] h *ST*
SSO! step 1 [3/4245] h-h-h *ST*
SSS! stun clobber [3/4245] h-h-h *ST*
b+SSS! stun spin [3/4445] m-h-h *ST*
f+S elbow hack [1/1850] h *KD*
b+O axe kick [1/2050] h *KD*
f,f+T crushing fist [6/3780] h *KD*
TT axe juggle [2/3765] h-h *JU*
AERIAL COMBOS:
none I know of
CHANGE-UPS:
b+S S S - m h h [3/4445]
b+S T - m h [2/3405]
*freeze glitch combo*
b+R1 (as the guy flies over) O (at Bishop's head level)
- if done right, the opponent will float in place, but cannot be attacked
any further, so make sure you have more life than they do or else you will
lose by time.
COMPLETE SUPER COMBOS:
SOO! X+O [14/11100] (L2)
f,f+S T X+O [15/12100] (L2)
SOO! f,f+S T X+O [18/13990] (L2)
XOT [OT] [semi-infinite]
(THIS CAN BE ROLLED after the first OT. However, if they don't, just tap
the OT smoothly and you can keep going until you hit a wall. By then you
should have enough meter to do either a S+T or X+O or a simple OTOX)
COMPLETE SUPER COMBOS:
(note: doing any non-super move after the OT is ROLLABLE, so omit
it for security)
TST b,f+X S+T [5/13610] (L1)
SXOT b,f+X S+T [6/14430] (L1)
SXOT OT* S+T [7/14685] (L1)
*can start doing the semi-infinite for more damage (ROLLABLE)
CHANGE-UPS:
f,F+SXT - h l h [3/4220]
XX - h l [2/2780]
d+XX - l h [2/2370]
OSXS - h h l h [4/4970]
OSXT - h h l h h h h h [8/6780]
f+T d+T - m h h h h h h [5/4300]
b+XXX - m h m [3/4020]
SSXXO - h h m h m [5/5385]
SSXXX - h h m h m [5/5445]
OXOO - h h h m [4/4635]
OXXO - h h h m [5/4460]
(note: doing XX after b+S+T while they are on ground resets the damage)
(and the hit counter goes down)
**********************************************************************
********************* IV. IN THE FUTURE... **********************
**********************************************************************
Any help would be greatly appreciated for any missing unique combos.
Plus if you see a mistake, let me know!
If you do submit a combo, could you please include the damage and hits
you got with it against Cyclops. It's fine if you don't, but then I'll
have to check it myself and if I can't do it successfully with a high
percentage of success then I won't include it unless it's extremely
unique or special (EX: does 30000 dmg against Juggie).
update: if your info is wrong or I can't confirm it, I WILL NOT POST IT!
Adding the HITS and DMG vs Cyclops will make updates faster and smoother.
FUTURE UPDATES:
- more combos!!!
STUFF I'M LOOKING FOR:
- full-life non-super combos against AVG character (Cyclops, Forge, Havok)
- air combos for Juggernaut (if any)
Send all queries to: azraelswrd@hot mail com (take out the space. add ".")
**********************************************************************
********************* V. CREDITS ***********************
**********************************************************************
My Thanks goes out to:
- Sony for the Playstation 2
- Activision for making the 3rd X-Men fighting game in their series
- GameFAQs for allowing me to post this
- GF X-Men Next Dimension message board for being so nice and helpful! ^_^
My personal gratitude for those who helped me make this a better work:
- Drake3 for Storm
- Robert Garcia for Gambit, Cyclops, Rogue
- El Gimpo for Storm, Phoenix and Psylocke
- Bad Storm for Storm
- Anthony Whyte for combos
- James "liu kang" Che from Paradox Development for Beast
- Aeneid for many combos
- Eric Dunham for Havok
- Ryo, Stephen Jones for Rogue
- Wolf Dark for Wolverine
- Mika L for Mystique
- Fabe for Nightcrawler
- Edward Veira for Beast and Mystique
- Matt Juarez for Rogue's infinite
- Mayvarik for many
- OakAthleticsRule on Phoenix
- Jeremy for Storm
- Terry Green for Cyclops and Gambit
- Matt for Juggie combo
- Chris Anderson for Magneto, Mystique, and Dark Phoenix
- Forty2 for D. Phoenix
- Santiel Creekmore for Nightcrawler