X-MEN VS. STREET FIGHTER Best Combos FAQ version 1.6 By John Culbert (tigeraid@geocities.com) VERSION UPDATES: ---------------- v1.5 -Some more combos for some characters -fixed stupid Ryu/Akuma Throw mistake -fixed description of Juggernaut's Strong Throw -fixed Akuma's "dash" section -Added one quote at the beginning of each fighter's section (Left out Storm, Dhalsim, Ryu, Bison...) -fixed typos/grammer, etc... v1.6 -Fixed Rogue combos (never played her much; didn't try SOME of the stuff I put down) -deleted Sabretooth stolen power combo -couple of other quick corrections INTRODUCTION: Well, I already have Charlie, Cyclops, Juggernaut and Sabretooth FAQs up on my homepage and gamefaqs.com (and hopefully on brawl.mindlink.net soon as well). However I feel I should delve further into their combos, as well as the combos of other characters. Now, in my arcade there are a few really good X-Men Vs. SF players (like myself), there are some so-so players, and there are a LOT of scrubs. However, with the so-so players and even most really good players, I find that combos as a whole are not a firm part of their repitiore (EXCLUDING MYSELF). These players are either good with their respective fighters (mostly Akumas and Ryus of course) and for some reason never use combos other than the generic Jumping Roundhouse -> Crouching Roundhouse crap; or, these players know how to pull off some good combos, but always end up having them blocked or missed (you know what I'm talking about--blocked Violent Dragon!). I am assuming that there have got to be other people out there who play like this, i.e. fairly good, but think that Ken's Shoryureppa is the pinaccle of multi-hit attacks. The idea with this FAQ is to inform those who play X-Men Vs. SF about the proper places to use combos, which combos are worth doing and which aren't, which do great damage and which are pathetic, etc... NOTE: The notation in this FAQ is basically the same as James Chen's XvSF Combo FAQ (which kicks TOTAL ASS!) with a few things left out for simplicity, and I also use a lot of the combos he has listed there. Normally I wouldn't do this but hey, James Chen's FAQ has lots of great combos and explanations in how to do them, but they can still be elaborated further. BTW, if you ARE infamiliar with the combo system of this game, or any of the other game mechanics, check out one of my character guides on www.gamefaqs.com or my homepage (see my URL below), or of course James Chen's FAQ, available on gamefaqs.com (as I recall) and ftp://brawl.mindlink.net/pub/ . As a last resort, ask around the newsgroup alt.games.sf2 from some help. EASY READING: ------------- Since this FAQ is so damn big, I have set it up so that you can get to each section with ease, simply by using the "find" command in your word processor or whatever you're using. When searching, simply put the character's name that you wish to find in between two spaces and two pound signs. For example, if you want to skip to Ryu's section, use the find command and type in: # RYU # This will bring you to the beginning of Ryu's section. *FINAL NOTE: At the end of this FAQ is a rundown of all the characters, written from MY OPINION; call it and editorial if you will. Note that these are my opinions and I AM entitled to them, and anyone wishing to challenge me can send me a nice little e-mail about it. ******* LEGEND: BUTTONS ******* .-------------Jab JOYSTICK | .-----------Strong | | .---------Fierce U/B U U/F | | | \|/ | | | B--o--F | | | /|\ O O O D/B D D/F O O O | | | | | | | | | | | ----------Roundhouse | ------------Forward -------------Short QCT = Quarter Circle Toward (roll the joystick from D to F) QCB = Quarter Circle Back (roll the joystick from D to B) HCT = Half Circle Toward (roll the joystick from B to D to F) HCB = Half Circle Back (roll the joystick from F to D to B) + = enter commands simultainiously (A) = indicates it can be done in air (AIR)= MUST be done in air OS = Overhead Strike--CANNOT be blocked low MS = Magic Series MSH = Marvel Super Heroes SBB = Super Berserker Barrage (Wolverine's move) BB = Berserker Barrage (Wolverine's move) OTG = Off the Ground FS = Flying Screen J. = Jumping CU. = Cross-up (jump behind opponent and hit back of neck with attack) SJ. = Super Jumping S. = Standing C. = Crouching FL. = Flying AD. = Air Dashing XX = Buffer/Cancel into following move -> = indicates Magic Series cancelling SFA2 = Street Fighter Alpha II DP = Dragon Punch or similiar joystick motion (F, D, D/F) HK = Hurricane Kick or similiar joystick motion (QCB) FB = Fireball SC = Super Combo FK = Flash Kick or similiar joystick motion (charge D, U) SB = Sonic Boom or similiar joystick motion (charge B, F) YF = Yoga Flame or similiar joystick motion (HCT) SBK = Spinning Bird Kick TBK = Thousand Burst Kick SPD = Spinning Pileriver or similiar motion (roll 360 degrees) ***************************************************************************** BRIEF RUNDOWN: -------------- This will basically be how every character section is set up: Attack Info: ************ Explains the properties of some of the character's moves, their launchers, and Air Combo finishers. Again, see one of my FAQs or James Chen's for more info. BTW, "OTG attacks" are specific attacks that can hit the enemy OTG. Dash: ***** This section describes the character's FORWARD dash, and how well it works in combos. Jump: ***** This section gives info on the character's REGULAR jump, i.e. how far they can jump, how high, and how this affects combos. Misc. Notes: ************ Anything extra about the character's combo system or moves, or something I just feel like adding. Easy Combos: ************ This section lists combos that rarely do good damage, but are extremely easy to perform--great for beginners. Most Effective Combos: ********************** This section lists the combos that should be the most-used combos in this character's repitiore, doing good damage and being fairly easy to perform. They are described in more detail in each respective section. NOTE: some characters, like Magneto, use Air Combos better than any other combo. However I will still group their Air Combos in the Air Combos section, and simply note there that you should use them the most often. Long-range Combo: ***************** This section describes what attacks to use of that character to best create a "Long-range Combo"; this is the term I use to describe what you can do if you think the enemy is too far away, yet you wish to combo them. The primary place where this is used is if you accidentally perform a jumping attack from too far away, and your normal combo will most likely miss when you land. (see below for example). BTW, the reason this section is here is because I frequently see scrubs and even some of the more experienced players sometimes jump in, and attempt to go right into their Jab or whatever following the jumping attack, and it misses. A lot of players, who even understand the concept of dashing after jump-ins for the magic series, make the mistake of trying to combo from too far away with the wrong attack; you will very rarely get so far away that NONE of your fighter's regular attacks connect--every fighter should have a variety of attacks to use at varying distances, it's just a problem of knowing which one is which. This section should solve that. EXAMPLE: probably the easiest example is with Ryu: J.Roundhouse, D.S.Jab -> S.Strong XX Roundhouse Hurricane Kick A fairly easy 4 hit jump-in combo for good damage. However, let's just say you're just over a 1/2 screen away, and your opponent throws a slow recovering projectile. You easily jump over it and nail them with the J.Roundhouse. HOWEVER, you may notice that if you do the D.S.Jab immediately after the J.Roundhouse (if you wait or do an extra-long dash, it won't combo), it will probably miss because you jumped from too far away and the J.Roundhouse BARELY connected. The Jab will miss partially because it has little range, and also because Ryu's dash forward is pathetically slow and unresponsive. So if the J.Roundhouse puts you too far away, what the hell do you do? Simple... do this: J.Roundhouse, C.Forward XX Fierce FB Because of the C.Forward's increased range, it will most likely hit, and you can buffer into a FB for a quick and damaging combo, where a Jab will normally miss! Air Combos: *********** Some characters have good Air Combos, some don't. This section will tell you if they do or don't, and either way how to perform them as best as possible. Throw Combos: ************* I find pretty much every character has a good ability to combo after a Throw, but there are some cases which need to be delved into further. This section covers that, and gives some really nifty Throw combos (probably my favorite type of combo!) :) Other Combos: ************* This is basically what's left after all of the other stuff. These are combos thought up by myself or other experienced players that can be used in a lot of different cases; some are a fair challenge to pull off, but can be spectacular and quite worth it. ########### ################################## CYCLOPS ################################## ########### "Yes!" 1. ATTACK INFO: --------------- -Launchers: S.Strong, C.Forward -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: none -OTG Attacks (Regular): C.Short, C.Roundhouse -OTG Attacks (Special): Ground Reflect Blast, Cyclone Kick, Optic Array SC ----------------------------------------------------------------------------- 2. DASH: -------- Cyke's dash is basically a dead run, and gets the job done. Very easy to cancel with a dashing attack. No problems here. ----------------------------------------------------------------------------- 3. JUMP: -------- Scott has an average jump height, distance and speed. When you jump over a projectile, you usually get there if they're anywhere near you. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -For those who don't know, Cyke has some extra regular moves; many of his moves in the air, if holding down, will produce different attacks. The most notable of these is the J.D+Roundhouse, which will give you a downward drop kick as opposed to the flip kick, making for a better jump in. -Also of note is Cyclops' standing and Crouching Fierces; these produce "Optic Bursts", or sometimes called bullets, which are basically little projectiles that aren't very fast. The thing to note about them is that they can be cancelled VERY FAST with Special Moves, but CANNOT be cancelled into a Roundhouse of any kind, despite what his Magic Series states. -One final note: along with Cyke's well-known S.Roundhouse -> S.Roundhouse chain, he can also perform a S.Jab -> S.Jab (he'll alternate arms for each jab) and S.Short -> S.Short (he'll perform two kicks, one with each leg). Nothing terribly important, except for a few extra hits in a combo. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Short -> C.Roundhouse b) D.S.Short -> S.Forward -> C.Roundhouse c) D.S.Jab -> S.Forward -> S.Roundhouse -> S.Roundhouse d) J.D+Roundhouse, C.Jab -> C.Strong -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.S.Short -> S.Forward -> S.Roundhouse XX Jab Optic Blast b) J.Short -> J.D+Roundhouse, D.S.Jab -> C.Roundhouse XX Roundhouse Cyclone Kick c) D.C.Short -> C.Roundhouse XX Mega Optic Blast (OTG) The first is Cyclops' all-purpose combo. The S.Short hits crouching opponents, so the combo cannot be ducked, making it safe in that respect. As well, if the whole combo is blocked, it pushes the enemy far enough away that they cannot counter (except with certain Variable Counters.) The damage is also quite sound, and this combo can be placed after a jump-in with ease. The 2nd combo has good damage potential and also quite safe if blocked. For more hits and slightly more damage, you can use a S.Roundhouse XX Fierce Gene Splice to finish the combo, but if blocked with this you're toast. The last combo is a VERY easy way to do big damage. If your really fast the opponent cannot Safety Roll out of the SC because it will actually catch them BEFORE they land on the ground! If blocked, this will certainly leave Cyke wide open to counter however. NOTE: do NOT use this combo to OTG the enemy; the idea with the C.Roundhouse XX Mega Optic Blast is to just barely catch the enemy in the air with the SC as they fall. If you are OTG comboing the enemy, they're already very low to the ground and the SC will frequently miss. ----------------------------------------------------------------------------- 7. LONG-RANGE COMBO: -------------------- Your best bet in this case is one of two things; Cyclops' longest-ranged attacks would be his S.Forward and C.Roundhouse. In the case of a far jump-in both of these work wonders, and you can cancel them with Optic Blasts or Cylcone Kicks/Ground Reflect Blasts respectively. Here's an example: J.D+Roundhouse from afar; if you're only a few steps away, hold F and hit Forward kick, or a C.Roundhouse will usually work as well. If you are too far away for those to connect, quickly pull off a Jab Optic Blast--this will usually work, and sometimes if you do it REALLY fast, you'll cancel the J.Roundhouse and get an air Optic Blast! ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Not much to complain about here; Cyclops' SJ.Magic Series is quite smooth and easy to imput. One thing to note is that neither of his launchers throw the enemy up too far, so you must Super Jump as FAST AS POSSIBLE and begin the Air Combo. Cyclops' SJ.Fierce acts as an Air Combo finisher, but because of the angle it knocks the enemy away at, you can usually tack on a SJ.Roundhouse as they fall. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Cyclops' Throws are tailor-made to combo! -For the Forward and Roundhouse Throw, Cyclops will grab his opponent, then blast them straight to the ground with a burst of optic energy. This Throw can only be followed up easily in the corner, so use in moderation. -His Strong Throw can be directed, causing Cyke to drill the enemy with his optic beam either straight up, U/F, U/B or straight forward. If it's straight forward in the corner, it can be followed with an OTG combo, and if you direct them U/F in the corner, you can Fierce Gene Splice, or direct an Optic Array SC to juggle 'em in the air (Cyke's recovery on this Throw makes it difficult if not impossible to juggle with an Air Combo, or anything else for that matter, after shooting them straight upward). -By far his most effective Throw is the Fierce Throw, which picks the enemy up over his head and slams them to the ground. When they hit the ground, they bounce up easily enough to combo them in many ways in the corner. You can juggle them as they fall quickly, or you and literally OTG them when they land--the former is safer. -Cyclops' Bulldog (F, F+Fierce+Roundhouse) is a Throw during a dash, so it obviously has the greatest range of his Throws. However, if missed Scott will stick his shoulder out and slow to a stop, so the recovery isn't too hot. This is best used to counter a missed move like a DP from a few steps away, but you should only do this if they will be slammed into the corner with it. Otherwise a dashing combo has more damage potential. -Cyke's Air Throw causes him to grab the enemy and blast them straight into the ground; as far as I know, there is no follow-up, except possibly a mid-air Optic Array SC as you fall to scrape them off the ground--this leaves you vulnerable if they Safety Roll however. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, S.Roundhouse -> S.Roundhouse XX Roundhouse Cyclone Kick (NOTE: Start Cyclone Kick as late as possible) Comments: VERY cool corner combo, one of my favorites. You can also substitute the Cyclone Kick with a Gene Splice for more hits--I recommend this against larger opponents; on light characters both hits of the Cyclone Kick will connect if timing is right, but on big characters I can only get one hit, so use the Gene Splice in this case for 10 hits. With the Cyclone Kick you'll get 5 hits on small opponents. ONLY use this on opponents that you think won't tech hit your Throw--the follow-up moves are slow and you can be countered if they do--same thing if they Safety Roll. 2. Fierce Throw, D.C.Short (OTG) -> S.Forward XX Roundhouse Cyclone Kick Comments: do this one at least CLOSE to the corner. 5 hits. 3. (corner) Fierce Throw, D.C.Short (OTG) -> S.Fierce XX Dashing Pummel XX Fierce Gene Splice Comments: an extended version of #5, for even more damage. again, getting the hang of the cancelling in and out of the Dashing Pummel can take some practice... remember, cancel the Pummel after 5 hits. 15 hits. 4. (corner) Strong Throw, Optic Array Comments: aim the Throw U/F into the corner, and juggle with the SC. Lotsa hits. 5. (corner) Strong Throw, Fierce Gene Splice Comments: same as above, and juggle with the uppercut as they fall. 6. Fierce Throw, Optic Array (OTG) Comments: follow the Throw with a downward directed Optic Array to scrape 'em off the ground. Lotsa hits. 7. (corner) Bulldog, C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse Comments: you can start this a fair bit out of the corner as well, because the Bulldog drops them into it. 9 hits. ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. (corner) D.S.Short -> S.Roundhouse -> S.Roundhouse XX Fierce Gene Splice Comments: after the High Kick/Flip Kick, the Gene Splice will only connect in the corner. 10 hits. 2. D.S.Jab -> S.Strong -> -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse Comments: Easy and powerful Air Combo. 8 hits. 3. (corner) Mega Optic Blast, S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse Comments: Although you'll probably rarely get in the Mega Optic Blast from this range, it's still a good combo...maybe after a missed DP... And hey, although I haven't confirmed it, maybe you can dash after the SC if you're fairly close and still catch him... Anywho, great damage, well over 30 hits. 4. (corner) D.C.Short -> S.Fierce XX Dashing Pummel XX Fierce Gene Splice Comments: Cancelling in and out of the Dashing Pummel can take a bit of practice, but the damage is worth it. Cancel the Dashing Pummel after 5 hits. 14 hits. 5. J.D+Strong -> J.D+Roundhouse XX Optic Array Comments: VERY stylish that only works on the tallest characters. Be sure to direct the SC downward on their head. 6. J.D+Fierce, D.S.Short -> S.Forward -> C.Roundhouse XX Fierce Ground Reflect Blast (OTG) Comments: you don't have to OTG with the Cyclone Kick--the Ground Reflect Blast looks quite stylish too. 5 hits. 7. D.S.Short -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Optic Array Comments: basic Air Combo, but finish the SJ.MS with the Optic Array. It may have to be directed to follow the opponent. 8. D.C.Short -> C.Roundhouse XX Mega Optic Blast Comments: Yes, this DOES work. Cancel VERY fast and you'll catch them just before they land. Over 30 hits. 9. J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Forward -> C.Roundhouse XX Ground Reflect Blast (OTG) Comments: Stylish combo, 6 hits. 10. J.Jab -> J.D+Short -> J.D+Roundhouse, D.C.Short -> C.Forward XX Strong Gene Splice Comments: only the Strong Gene Splice will connect after the launcher. About 10 hits. 11. J.D+Short -> J.D+Roundhouse, D.S.Jab, C.Short -> C.Strong XX Roundhouse Cyclone Kick 12. D.S.Jab -> S.Short -> S.Roundhouse XX Mega Optic Blast 13. (corner) J.D+Short -> J.D+Roundhouse, D.S.Short -> S.Strong -> SJ.Jab -> -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS), SJ.Jab -> SJ.Fierce, C.Short (OTG) -> S.Roundhouse -> S.Roundhouse Comments: thanks to James Chen for this awesome combo, which I modified a bit at the end. Right after the SJ.Fierce you'll both begin to fall-- hit them with the SJ.Jab then, and the SECOND you land go into the C.Short and the rest of the combo. 14 hits. ########## ################################## GAMBIT ################################### ########## "Never mess with a Cajun!" 1. ATTACK INFO: --------------- -Launchers: C.Fierce -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: S.Fierce -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): Strong Cajun Slash, Royal Flush ----------------------------------------------------------------------------- 2. DASH: -------- Gambit's also got a very quick, easy dash, which is actually a little hop. No problems here. ----------------------------------------------------------------------------- 3. JUMP: -------- Gambit's jump is quite high and easily leaps over the average projectile. No problem here. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -At the beginning of Gambit's Royal Flush SC, he throws his staff into the air; this will actually hit the opponent, making it a semi-effective air counter. -Gambit's charge D, U+Punch, Punch move can be controlled in many ways. Upon performing the move, you can direct it to either side wall by holdin U/F or U/B; from here you can bounce to the OPPOSITE wall by holding in its direction (and Gambit will then AUTOMATICALLY perform the Strike), or you can go directly into the Strike from the first bounce at anytime during flight. Same applies to his charge D, U+Kick, only with Kick. ;) ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Jab -> C.Short -> C.Forward -> C.Roundhouse b) J.Fierce, D.S.Jab -> S.Forward -> S.Fierce ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.S.Short -> S.Forward -> S.Roundhouse XX Jab Cajun Slash Comments: one of his easiest and most damaging combos, it is best to finish with the Jab Cajun Slash in case it is blocked--if it isn't blocked use the Fierce version for 3 hits instead of 1, and more damage. This combo goes well just dashing in, or out of a jump-in. b) J.Fierce -> J.Roundhouse, D.C.Jab -> C.Short -> C.Roundhouse XX Strong Cajun Slash (OTG) Comments: The Strong (hopping) Cajun Slash picks the enemy up for another 3 hits. A GREAT combo if they don't Safety Roll, but you have to cancel the C.Roundhouse FAST. c) J.Fierce, D.C.Jab -> C.Short -> C.Roundhouse XX Royal Flush (OTG) Comments: MAJOR damage and the only really easy way to combo the Royal Flush. Just remember if they block or Safety Roll, you're spam, so luck plays a little part in this. ----------------------------------------------------------------------------- 7. LONG RANGE COMBO: -------------------- Gambit's S.Fierce, C.Roundhouse and Jab Cajun Slash all have great range, so they're your best bet if you jump in from too far. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Probably the best way for Gambit to combo, his SJ.MS is fast and smooth, and the SJ.Fierce knocks them away at just the right so angle that a SJ.Roundhouse can usually follow in or close to the corner. The only thing of note here is that his C.Fierce launcher knocks the WAY up, so don't begin your Air Combo right away, or it'll miss. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Gambit's Strong or Fierce Throw causes him to grab the opponent, charge them with kinetic energy, and toss them away. In the corner this can be followed with an OTG combo easily, but otherwise nothing special. Gambit's Forward/Roundhouse Throw has him mount the opponent, stand atop them on the ground and jab them repeatedly with his staff. However, he jumps back off them when finished, so as far as I know, you cannot OTG afterward. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse XX Jab Cajun Slash 2. (corner) Fierce Throw, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse 3. (corner) Fierce Throw, D.C.Short (OTG) -> S.Roundhouse XX Fierce Cajun Slash 4. (corner or near corner) Fierce Throw, Royal Flush (FAST!) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. J.Fierce, S.Roundhouse XX Jab Cajun Slash 2. D.C.Jab -> C.Short -> C.Forward -> S.Roundhouse XX Jab Cajun Slash 3. J.Fierce -> J.Roundhouse, D.S.Jab -> S.Short -> S.Roundhouse XX Fierce Cajun Slash 4. J.Fierce -> J.Roundhouse, D.S.Short -> C.Roundhouse XX Strong Cajun Slash (OTG) 5. J.Fierce -> J.Roundhouse, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ. Strong -> SJ.Forward -> SJ.Fierce (FS) 6. (corner) J.Fierce, D.C.Jab -> C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) -> SJ.Roundhouse 7. J.Fierce -> J.Roundhouse, D.S.Short -> C.Fierce XX Royal Flush Comments: since Gambit throws his staff up at the beginning of the Royal Flush, it can actually hit airborne opponents. Cancel QUICKLY. 8. J.Fierce -> J.Roundhouse, D.S.Short -> S.Roundhouse XX Jab Kinetic Card, Jab Cajun Slash Comments: you must be RIGHT UP CLOSE when the Kinetic Card hits for the Slash to connect. 9. J.Fierce -> J.Roundhouse, D.S.Short -> S.Roundhouse XX Jab Kinetic Card, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Fierce (FS) Comments: you must hit the enemy with the Short IMMEDIATELY after you recover from the Kinetic Card. ############## ################################ JUGGERNAUT ################################# ############## "I'm Unstoppable!" 1. ATTACK INFO: --------------- -Launchers: C.Fierce, F+Fierce -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Forward -Strikes: none -OTG Attacks (Regular): C.Short, C.Strong, S.Forward, C.Forward -OTG Attacks (Special): Juggernaut Punch/Splash, Earthquake Punch, Headcrush ----------------------------------------------------------------------------- 2. DASH: -------- After jump-in combos, Juggernaut's dash is OK. However, it is VERY slow in recovery and actual ground speed, and doesn't go nearly as far as others. Because of the range of all of Juggernaut's attacks, regular and Special, you don't have to use his dash to get in close for a combo, and you should rarely try. But after a jump-in, it is sometimes absolutely needed. ----------------------------------------------------------------------------- 3. JUMP: -------- Juggernaut's jump is fast and to the point, and if you ANTICIPATE projectiles or have a good head start on the enemy, you can easily jump over them. HOWEVER, Juggernaut does NOT cover a lot of distance with his jump, so unless you're sure you can get a jump-in combo of some sort, stay on the ground. (i.e. if they throw a projectile, Juggernaut Punch through it if you're far away, or definetely Headcrush if you're close enough. However if you're sure a jump-in will connect, do so as you can string into a VERY damaging combo!) ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -For those who don't know, the F+Fierce makes Juggernaut do his Double Fist Thrust, which launches the opponent forward more than upward--only a Juggernaut Splash will connect after it. -IMPORTANT: IN ORDER TO PERFORM THE FULL _EIGHT_ HITS OF THE JUGGERNAUT HEADCRUSH, YOU MUST START RAMMING ON THE PUNCH BUTTONS _AFTER_ THE FIRST HIT OF THE SC CONNECTS. IF YOU DO IT BEFORE THAT, THE EXTRA HITS WILL NOT COME OUT. (BTW, when you OTG or juggle with the SC, all 8 hits of the Headcrush rarely connect). -NOTE: to try and cut down on the size of this FAQ, I will NOT cut and paste my "Juggernaut's Unstoppability" section from my Juggernaut FAQ, even though it VERY important to playing Juggernaut. If you are at all interested, check out my FAQ at my homepage (see credits) or at gamefaqs.com. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- NOTE: since Juggernaut HAS NO GROUND MAGIC SERIES (or Jumping MS for that matter), he has no really easy MS combos to use. In addition, any easy 2-hit combo SHOULD be cancelled into a Special Move (see Extra Combos) when playing Juggernaut. Simply put, try and avoid easy combos, as they aren't at ALL worth it with Juggy. ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.Fierce, C.Forward XX Fierce Earthquake Punch (OTG) b) J.Fierce, C.Forward XX Jab Juggernaut Punch (OTG) c) F+Fierce XX Roundhouse Juggernaut Splash d) J.Fierce, S.Fierce XX Headcrush, Headcrush These are THE combos for Juggernaut. These for combos comprise most of Juggernaut's offensive comboing. The first combo is by far the safest, and if blocked pushes the enemy away considerably. The 2nd combo is an alternate to the 1st, if you're sure the enemy isn't blocking. The third combo is just basically a reminder--WHENEVER you connect with a F+Fierce, always remember to cancel into a Roundhouse Splash for a quick and powerful 2-hit. The last combo is the main reason to build Juggernaut's Super meter; this combo alone will do over 50% damage, and is TOTALLY worth doing if you can get the timing down pat; after the first Headcrush the opponent will bounce off the corner and fly in the opposite direction, with Juggernaut going off screen--he CAN, however, move. Wait almost a second after the 1st Headcrush before performing the second if you're comboing a light opponent (eg. Cammy), and do it instantly if fighting a big guy like Zangief. Just remember that the last 3 combos are EXTREMELY dangerous if blocked. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Heh, heh... use anything! Juggernaut's S.Jab, C.Forward, and F+Fierce are ideal if you jump in from too far--which can usually happen because of Juggy's short jump. Remember if you connect with a F+Fierce to cancel with a Splash, and when the C.Forward hits to cancel into an Earthquake, Juggernaut Punch or Headcrush. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Juggernaut's air magic series (his ONLY magic series, BTW) is actually quite smooth and easy. After a C.Fierce all hits connect quite easily, but leave out the SJ.Forward, as it will rarely connect in an Air Combo. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Throw Combos are THE best way to do damage with Juggernaut. Juggy's Fierce Throw is two headbutts followed by an uppercut to knock them away. The Strong Throw is a simple SLAM, bouncing the enemy HIGH into the air, and the Nail Slam (which I'll let you see for yourself instead of describing it!) will also knock away with an uppercut to finish. All three of these Throws are EXTREMELY easy to follow up. If you are NOT in the corner, you can time a Headcrush to juggle, or a Splash or Juggernaut Punch as they land. You can also dash and juggle with a C.Fierce+Air Combo! If you're in the corner, the possibilities are even higher--for example, because you don't waste time dashing if they're right beside you in the corner, you have time to POWER UP (F, D, D/F+3 punch) before juggling with the C.Fierce, making a VERY POWERFUL combo. Throw with Juggy at EVERY opportunity if the enemy cannot tech hit consistantly. SOME THROW COMBOS: ------------------ 1. Fierce Throw, Headcrush Comments: pretty straight forward; hit 'em as they get to the ground after the Throw. Timing takes some practice (wait a little longer to do the SC if you're fighting a light character) but the damage is worth it. 2. Nail Slam, Headcrush Comments: the Nail Slam also finishes with an uppercut like the Fierce Throw, so juggle in the same fashion. Great if the enemy jumps near the corner, hoping for a jump-in MS (see tactics!) 3. (corner) Nail Slam or Fierce Throw, Roundhouse Juggernaut Splash Comments: the Splash will only connect in the corner, and is a good alternate if you don't have a Headcrush charged. 4. Strong Throw, Roundhouse Juggernaut Splash Comments: if you Throw them into the corner this is easy, otherwise you should dash closer and do the Splash just as they near the ground. 5. Strong Throw, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS) Comments: again, dash under them and nail 'em with the launcher. Easier in the corner. 6. (corner) Strong Throw, Power Up, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS) Comments: you have time to Power Up before they land because you don't have to dash to get in the C.Fierce in the corner. GREAT damage. ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS) 2. (corner), D.C.Fierce -> SJ.Jab -> SJ.Short XX Short Juggernaut Splash 3. J.Strong, S.Strong XX Fierce Earthquake Punch 4. (corner) J.Fierce, C.Forward XX Jab Earthquake Punch, D.C.Fierce XX Roundhouse Juggernaut Splash Comments: The Earthquake will actually keep the enemy frozen in the corner, and you can also do an Air Combo instead of the Splash. 5. J.Fierce, C.Forward XX Headcrush (OTG) 6. (corner) J.Fierce, S.Fierce XX Jab Juggernaut Punch (FS), C.Short (OTG) XX Headcrush 7. (corner) J.Fierce, D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce (FS), C.Strong (OTG) Comments: hit the enemy OTG VERY quickly as you land from the SJ.Fierce. Alternately, you can perform a S.Forward to OTG, which looks a lot more humiliating. :) 8. (corner) D.S.Fierce XX Jab Earthquake Punch, Headcrush, Headcrush ######### ################################## ROGUE #################################### ######### "Do I get a kiss now, sugah?" 1. ATTACK INFO: --------------- -Launchers: C.Fierce, close S.Roundhouse -Air Combo Finishers: Fierce, Roundhouse, Southern Belle Combo -Knockdowns: C.Roundhouse -Strikes: S.Fierce, TAUNT! -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): Good Night Sugah SC ----------------------------------------------------------------------------- 2. DASH: -------- Rogue has a fast, to-the-point-dash. Nothing to complain about here. ----------------------------------------------------------------------------- 3. JUMP: -------- Rogue's jump is pretty high and far, with good speed and control. Note that she also has an Air Dash, allowing her to span greater distances in the air. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -BTW, I call her Rushing Punches (QCT+any punch) the "Southern Belle Combo" (yes, I thought it up, and damn proud of it!). As well, I all her SC "Good Night Sugah" 'cause that's what she says when she tosses 'em away! -Just to remind those who may have forgotten, she can perform the stolen power of her opponent with QCT+any kick. Also remember that her Absorbing Kiss is UNBLOCKABLE. "Stolen Power Combos" are in a separate section after Rogue's "Extra Combos". ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Short -> C.Forward -> C.Roundhouse b) J.Fierce, C.Short -> S.Fierce ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.Roundhouse, D.C.Short -> C.Strong XX Fierce Southern Belle Combo b) J.Roundhouse, D.C.Jab -> C.Short -> C.Roundhouse XX Good Night Sugah (OTG) These two combos and variants of them are pretty much the only combos you need for Rogue, without including absorbed/stolen moves. Note that neither are safe if blocked so make sure they connect. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- For a quick 2-hit her C.Roundhouse has exceptional range if you jump in from too far. If you have the level, cancel it into a Goodnight Sugah SC (OTG). ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Once Rogue gets up in the air with them, her Air Combos work nicely. However, the problem is GETTING there. Her problem is that you must Super Jump INSTANTLY after launching the enemy, or Rogue simply WON'T JUMP in time. NOTE: her C.Fierce knocks the enemy U/F ever-so-slightly, so adjust the Super Jump accordingly. The close S.Roundhouse knocks them straight up. Also, for the Southern Belle Combo to connect in an Air Combo, it is best to make sure the enemy is a little below you when they start. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Unfortunately, Rogue's ground and Air Throws are both essentially the same, and cannot be comboed after. However, her Absorbing Kiss is technically a Throw as it is unblockable. You can follow up the Kiss ONLY IF _YOU_ WERE IN THE CORNER, as Rogue will swivel around and toss the enemy in the opposite direction she was originally facing. You can then OTG. ABSORBING KISS COMBOS: (all combos must start with Rogue in or near corner) ---------------------- 1. Absorbing Kiss, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 2. Absorbing Kiss, D.C.Short (OTG) -> C.Strong XX Fierce Southern Belle Combo 3. Absorbing Kiss, Good Night Sugah (OTG) 4. Absorbing Kiss, D.C.Fierce -> SJ.Jab -> SJ.Strong XX Southern Belle Combo (FS) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. (Rogue in corner) Good Night Sugah, Good Night Sugah (OTG) Comments: like the Absorbing Kiss, the SC switches places with Rogue, and you can OTG from a short distance with another SC if you toss them into the corner. GREAT damage. 2. J.Roundhouse, D.S.Short -> C.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 3. J.Short -> J.Strong, D.S.Short -> C.Strong XX Good Night Sugah STOLEN POWER COMBOS: -------------------- 1. (STEAL FROM CYCLOPS) D.S.Short -> S.Forward XX Optic Blast (UNLIKE WHAT I SAID I BEFORE, STRENGTH OF KICK DOES NOT AFFECT THE BEAM--IT IS ALWAYS STANDING) 2. (STEAL FROM GAMBIT) J.Roundhouse, D.C.Short -> S.Roundhouse XX Kinetic Card (with Short), Fierce Southern Belle Combo Comments: see Gambit's Combos for info on the Kinetic Card thing. 3. (start in corner) Absorbing Kiss Juggernaut, Earthquake (OTG) 4. (STEAL FROM JUGGERNAUT) J.Short -> J.Strong, D.C.Jab -> C.Short -> C.Roundhouse XX Earthquake (with Roundhouse) (OTG) 5. (STEAL FROM WOLVERINE) (corner) J.Short -> J.Strong, D.S.Jab -> S.Strong XX Berserker Barrage (with Roundhouse; tap repeatedly) (FS), C.Short (OTG) -> S.Fierce Comments: the BB executes the Flying Screen, and OTG with the rest. 6. (STEAL FROM MAGNETO) Hypergrav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 7. (STEAL FROM RYU) J.Roundhouse, C.Forward XX Hadouken (YAWN!) 8. (STEAL FROM KEN) J.Fierce, D.S.Jab -> S.Strong XX Fierce DP 9. (STEAL FROM ZANGIEF) J.Roundhouse, D.S.Short XX SPD Comments: this is actually a tick, as the SPD cannot be put into the end of a combo (except in the air with Zangief). Still, the QCT motion for the SPD is a BIG bonus, so use this tick and many others whenever possible. 10. (STEAL FROM CAMMY) J.Fierce, D.S.Short -> C.Forward -> C.Roundhouse XX Cannon Drill (OTG) 11. (STEAL FROM CHARLIE) J.Short -> J.Roundouse, D.S.Short -> S.Strong XX Sonic Boom (with Roundhouse) 12. (STEAL FROM AKUMA) Raging Demon, D.C.Short (OTG) -> C.Strong XX Good Night Sugah Comments: in addition to stealing Akuma's Air FB, she can also do his Raging Demon SC. ######### ################################## STORM #################################### ######### 1. ATTACK INFO: --------------- -Launchers: C.Fierce, S.Roundhouse -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Forward -Strikes: S.Forward, S.Fierce, C.Roundhouse -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): Typhoon, Lightning Storm SC ----------------------------------------------------------------------------- 2. DASH: -------- Although I'm not sure if she's still invulnerable (I don't play her much), her "wind barrier" dash is fast and long-range--very easy to combo with. ----------------------------------------------------------------------------- 3. JUMP: -------- She has a bit of lag on her jump, but that's OK for her because of her versitility in the air. OK for jump-in combos either way. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Storm can still perform the Lightning Ball with a J.Strong, which can be directed in any way. -Storm can safely float to the ground by holding U during any jump. -Storm can air dash during flight (QCB+All three kicks) by holding in ANY direction and hitting all three directions. (Thanks to James Chen for the following explanation) -After starting the Lightning Attack, you can do a total of three hits by doing three Lightning Attacks in a row. The first time you do the move, you can aim it in any direction. At any point during the first Lightning Attack, before or after the hit, you can activate the second Lightning Attack and aim it in any direction, which will give you a second hit. At any point during THAT Lightning Attack, you can activate the third one, which you can also aim in any direction. Now, at ANY point during any of the three Lightning Attacks, you can steer it and change its direction ONCE, and you can only make a 1/8 of a circle turn. For example, you can charge Forward at first, and then turn to Up/Forward or Down/Forward only. In order to change to a completely different direction, you have to activate the next Lightning Attack. Remember that steering this move does NOT produce extra hits. Each of the Lightning Attacks can only hit ONCE for a total potential of three hits. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) J.Fierce, C.Short -> C.Forward -> C.Roundhouse (OTG) b) D.S.Jab -> S.Strong -> S.Fierce ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.C.Jab -> C.Short -> C.Forward XX Fierce Typhoon (OTG) b) D.C.Jab -> C.Short -> C.Forward XX Lightning Storm (OTG) Comments: the first is really the only combo you need with Storm, not involving Air Combos. As for the second, the only easy way to combo the Lightning Storm is OTG. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- The C.Roundhouse works well here, or a C.Forward XX Fierce Typhoon. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Her air MS is fairly easy to perform, but the big problem is that her C.Fierce Launcher puts the enemy up at an akward diagonal, making Super Jumping difficult. The S.Roundhouse is slightly less diagonal, but knocks them up VERY high, so you have to master Super Jumping far. However, once mastered it's the best type of combo for Storm. Omit the SJ.Strong in the Air Combo, which produces the Lightning Ball (this doesn't combo very well). ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Storm's Strong/Fierce Throw is her old Strong Throw from X-Men: CotA, the Lightning Grab. When it is finished she knocks the enemy upward reeling. This is an EXCELLENT setup in or near the corner for a combo. Use it often. Her Forward/Roundhouse Throw is the same 'ol Upward Toss from X-Men: CotA; because of the new upward knock-away with the Lightning Grab, this is kinda useless--you can juggle afterwards, but the timing is more difficult, so stick with the Strong/Fierce Throw. If you want variety, then go ahead and use the Roundhouse Throw, followed by a juggle; a good way to combo is to Super Jump after them and Air Combo. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, Lightning Storm (OTG) Comments: easy and powerful combo, ALWAYS follow a Throw in the corner with the SC if you have it available. 2. (corner) Fierce Throw, D.C.Short (OTG) -> C.Strong XX Fierce Typhoon 3. (corner) Fierce Throw, S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Fierce (FS) 4. (corner) Roundhouse Throw, SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS) 5. (corner) Roundhouse Throw, SJ.Fierce Air Throw :) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. Fierce Tornado Column, Hail Storm or Lightning Storm Comments: if you can ever connect with the slow Tornado Column, it is an excellent combo setup. This little combo does MAJOR damage, most with the Hail Storm. 2. J.Short -> J.Fierce, D.S.Short -> S.Forward -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS) 3. Tornado Column, SJ.Jab -> SJ.Forward -> SJ.Fierce (FS) 4. (corner) J.Short -> J.Fierce -> D.S.Jab -> S.Short -> S.Strong XX Lightning Attack (3 times), C.Fierce -> SJ.Short XX Lightning Attack (3 times), Lightning Storm (OTG) Comments: thanks to James Chen for this cool combo. I kinda bite with Storm and don't really like using her either, so here's his explanation: Okay... here we go... In order to pull this one off, you MUST follow these Lightning Attack patterns: The first Lightning attack must be done Straight... in the direction you're facing. After it hits, change its direction so that it is going diagonally Up/Forward. Activate the Second Lightning Attack going straight Up. After that one hits, delay for half a second and do the Third Lightning Attack so that it goes straight DOWN. The enemy will fall back down ONTO it and bounce back up. You'll have landed and when the enemy starts falling down, nail them out of the air with a Crouching Fierce. Super Jump up and do the SJ.Short into the Lightning Attack. The first Lightning Attack needs to go straight once again in the direction you were facing when you started the combo. After it hits, change diagonally Down/Forward for half a second to get closer to the ground (but not too close so that you'll land) and then do the second one going straight into the wall right above the floor. The enemy will bounce off of it on their way down. Wait half a second and do the third Lightning Attack in the same direction going straight into the wall. The enemy will come back down and bounce off of you AGAIN. Quickly change your direction to Diagonally Down/Forward and land. Do the Lightning Storm IMMEDIATELY upon landing and it should OTG the enemy. ############# ################################ WOLVERINE ################################## ############# "Let's go,bub!" 1. ATTACK INFO: --------------- -Launchers: S.Roundhouse -Air Combo Finishers: Fierce, Roundhouse, Drill Claw -Knockdowns: C.Forward -Strikes: S.Fierce -OTG Attacks (Regular): any Crouching kick, C.Fierce, D/F+Fierce -OTG Attacks (Special): Berserker Barrage, Super Berserker Barrage ----------------------------------------------------------------------------- 2. DASH: -------- Wolverine's dash is possibly the fastest and certainly one of the longest-ranged dashes in the game. Great in all circumstances. ----------------------------------------------------------------------------- 3. JUMP: -------- Wolverine's jump is perfect, with good vertical and horizontal range. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Wolverine's BB and Super BB will only execute the Flying Screen IF all hits connect (tap Punch repeatedly). So remember to tap the punch repeatedly for the SBB, BB AND the Tornado Claw (you spazzo, you!). :) -Wolverine's Claw Slide is D/F+Fierce; an important tool with GREAT range, priority and speed. -Wolverine can chain S.Forward, S.Strong and S.Jab into themselves; the S.Forward hit twice will produce a knee into a high kick. J.Strong can also be chained into itself--great in Air Combos! ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.S.Jab -> S.Strong -> S.Fierce b) D.C.Jab -> C.Short -> C.Strong -> C.Forward c) D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Fierce (best on large opponents) ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.S.Jab -> S.Short -> S.Strong XX Fierce Tornado Claw b) (corner) D.S.Jab -> S.Short -> S.Strong XX Fierce BB (FS), C.Short (OTG) -> C.Strong -> S.Roundhouse c) D/F+Fierce XX Berserker Barrage (OTG) d) (corner) J.Jab -> J.Short -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX SBB, C.Short (OTG) -> C.Strong -> S.Roundhouse e) J.D+Forward XX Drill Claw (D/F) These are the most important combos in Wolverine's arsenal (along with his awesome Air Combos). The first one should be most used, the second only in the corner (or else the last 3 hits miss), and the 3rd one is a GREAT long range move buffered into the BB, which deals very well with mid-range high attacks and even the odd FB. The 4th combo is a DAMAGING combo and also quite easy to perform; the jump-in beginning is of course optional, and the last part after the SBB isn't needed, but add it on in the corner (it will only work here) for a LITTLE bit more damage. And finally, the last combo is just a fun little one, but because of the speed and downward range of his Dive Kick, this is an effective 2 hit if the enemy leaves themselves open for it. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Whenever you find yourself connecting with a jumping attack from too far, hit them with a Claw Slide (D/F+Fierce) buffered into a BB; this can sometimes be just as rewarding as landing the proper jump-in combo. Alternately, a Drill Claw works well here. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Air Combos should be Logan's most used type of combo. His launcher knocks them straight up at just the right height, and his MS is smooth and FAST; you can also put in multiple SJ.Strongs for the added hits. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Generally an overlooked part of Wolverine's repitiore, his Throws are lightning fast and therefore difficult to tech hit. Scrubs love to use his Throws, but the most important part is that he can string together a big OTG combo in the corner. The Fierce Throw will have him mount the enemy on the ground, slash the hell outta him, then kick off. Because of the kick-off, you cannot follow this with an OTG combo. However, the Strong Throw leaves you recovering quickly so you can follow with a D.C.Short into combo, or D/F+Fierce XX BB. SOME THROW COMBOS: ------------------ 1. Strong Throw, Claw Slide (OTG) XX Berserker Barrage (FS) 2. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX Tornado Claw 3. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX Berserker Barrage (FS) 4. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> C.Roundhouse XX Super Berserker Barrage (FS) 5. (corner) Strong Throw, D.C.Short (OTG) -> C.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw U/F (FS) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. (corner) D.S.Short -> S.Forward -> S.Forward XX BB, S.Fierce (OTG) 2. D.S.Jab -> S.Short -> S.Strong -> S.Forward -> Claw Slide XX BB (FS) 3. J.Fierce, S.Strong -> S.Strong -> S.Fierce 4. (corner) C.Fierce -> C.Roundhouse XX Tornado Claw 5. J.Jab -> J.Fierce, S.Jab -> S.Short -> S.Strong -> C.Forward, C.Short (OTG) -> S.Forward XX Tornado Claw or BB (FS) 6. D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Drill Claw (FS) 7. J.Jab -> J.Fierce, D.S.Jab -> S.Short -> S.Strong XX Fierce Tornado Claw 8. J.Jab -> J.Short -> J.Fierce, D.S.Jab -> S.Short -> S.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw (FS) 9. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short -> S.Strong -> S.Forward -> S.Forward XX Super Berserker Barrage (FS), C.Short (OTG) -> C.Strong -> S.Roundhouse 10. J.Fierce -> J.Roundhouse, D.S.Strong -> S.Forward -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS) 11. (corner) J.Jab -> J.Short -> J.Strong -> J.Forward, D.S.Jab -> S.Short -> S.Strong -> C.Forward, D.S.Short (OTG) -> C.Strong -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Strong -> SJ.Forward XX Drill Claw (FS) ############## ############################### SABRETOOTH ################################## ############## "Now watch the Birdie! Ha, Ha!" 1. ATTACK INFO: --------------- -Launchers: C.Fierce, S.Fierce (2nd hit) -Air Combo Finishers: Roundhouse -Knockdowns: S.Forward, C.Roundhouse, S.Strong -Strikes: C.Forward -OTG Attacks (Regular): C.Short, C.Roundhouse -OTG Attacks (Special): Berserker Claw, Berserker Claw X ----------------------------------------------------------------------------- 2. DASH: -------- Sabretooth's dash is fast and easy to combo with. A little short, but other than that no problem here. ----------------------------------------------------------------------------- 3. JUMP: -------- Sabretooth's jump is quick and also has good range. No problem here. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -You can OTG after a Jab Berserker Claw. -Note: It is possible, because of Sabretooth's excellent recovery, to hit the enemy as you recover from the Birdie Gatler. This is particularily effective in the corner, and can rack up a lot of hits. However, unless the opponent is dizzy or REALLY stupid, you'll never hit them with this in the corner. So your most-used follow-up would be a Berserker Claw or Berserker Claw X. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.S.Jab -> S.Strong (*YAWN*) b) J.Roundhouse, D.C.Short -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.S.Jab -> S.Fierce (1st hit) XX Fierce Berserker Claw b) D.S.Jab -> S.Fierce (1st hit) XX Fierce Berserker Claw X IMO Sabretooth's best ways to combo are with Throws and Air Combos. These are the only two regular ground combos you really need without getting complicated (i.e. OTG after Jab Berserker Claw) ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Sabretooth's S.Roundhouse has GREAT range and comes out fast, as does his C.Roundhouse. The latter can also be cancelled into a Berserker Claw X OTG for a damaging combo. Other than that, you can just peform a Fierce Berserker Claw if you jump in from too far. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Sabretooth's SJ.MS is beautiful, and must be done REALLY fast, but I rarely have any attacks miss in the combo. The SJ.Fierce knocks them downward slightly, so the SJ.Roundhouse connects, which then executes the FS. Sabretooth's Air Combos should be your primary form of combo, as it is damaging and also quite easy. BTW, don't use the 2nd hit of the S.Fierce for a launcher except in the corner--it puts them up at a very akward angle. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- This is another place where Sabretooth shines. He only has one ground Throw, but is very effective nonetheless. The Fierce Throw has him bash his enemy's face into the ground repeatedly. If you toss them into the corner with this, Sabretooth recovers quite fast and you can OTG with ease. His Air Throw is also really interesting; since the enemy bounces after it, it is possible the SECOND you land to juggle them with a Fierce Berserker Claw or the SC version! The best part is, you can frequently get in an Air Throw with Sabretooth, as he has GREAT priority in the air. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) 2. (corner) Fierce Throw, C.Short (OTG) -> C.Roundhouse XX Berserker Claw X 3. (corner) Fierce Throw, C.Short (OTG) -> S.Fierce (1st hit) XX Berserker Claw X 4. J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Berserker Claw X 5. (corner) J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Weapon X Comments: a combo from James Chen that REALLY hurts! You must do the Weapon X the INSTANT you land to catch them out of the air, and you cannot do this on heavier opponents, or Sabretooth'll leap over them. 22 hits. ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. J.Fierce, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) 2. D.C.Short -> S.Fierce (1st hit) XX Berserker Claw X 3. (corner) Wild Fang, C.Roundhouse XX Berserker Claw X 4. (corner) Wild Fang, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS) 5. J.Fierce -> J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: you can ONLY do this combo on the Juggernaut or another Sabretooth, because if Sabretooth's J.Fierce hits even a LITTLE too late, the J.Roundhouse will not have any time to come out. I have only gotten it on those two characters, but James Chen's FAQ says you can do it to anyone if you hit them on the way UP with the Fierce. Hmm... 10 hits. 6. D.S.Jab -> S.Fierce (1st hit) XX Jab Berserker Claw, C.Short (OTG) -> S.Fierce (1st hit) XX Fierce Berserker Claw Comments: VERY stylish OTG combo with two Berserker Claws and plenty o' damage. Make the OTG VERY fast and they can still Safety Roll (but, most opponents won't be expecting this combo!) 6 hits. 7. Variable Counter, C.Short (OTG) -> S.Fierce (1st hit) XX Berserker Claw X Comments: Sabretooth must be doing the Variable Counter, so he must start off the screen. This does a LOT of damage for some reason, and I would have thought the SC would have been weakened at least... 7 hits. 8. Birdie Gatler, Berserker Claw X Comments: you may think this combo is worth it, but it isn't. The Berserker Claw X does literally NO damage in this combo. Quite stylish, however, if you feel like wasting an SC. See below for a better alternative. 9. Birdie Call, Fierce Berserker Claw Comments: quick and easy 2-hit, but you must do the Claw JUST as the bullets hit them. Not really worth it IMO. 10. (corner) Birdie Gatler, Weapon X, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: unlike #8, the Weapon X AND the Air Combo will both do some damage. Again, for some reason if you put a Berserker Claw X into the combo (i.e. cancelled out of a S.Fierce after the C.Short), it will do no damage. 11. J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Fierce Berserker Claw Comments: big combo that looks quite stylish. The Strong Throw sometimes counts on the combo meter, sometimes not. Either way, you have to time the Berserker Claw differently for different characters--on heavy fighters (eg. Zangief) do it immediately as you land from the Air Throw, and for for light characters, wait a short moment since they fly higher. 12. J.Short -> J.Strong -> J.Forward -> J.Roundhouse, D.S.Jab -> S.Fierce (1st hit) XX Jab Berserker Claw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Berserker Claw X Comments: a HUGE combo I made up myself, this will AWE everybody who's watching. This is best done on big characters so that it moves quickly and smoothly. Do the jump-in Air Combo, follow with the MS cancelled into the Claw, OTG with the C.Short into C.Fierce, SJ and Air Combo, finishing with SJ.Strong and an Air Throw, then juggle with the Berserker Claw X. 17 hits! 13. (corner) J.Fierce, S.Fierce XX Weapon X, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: the Weapon X SC _will_ connect out of a S.Fierce IF you perform it on tall characters (Sabretooth, Magneto, Juggernaut). Big damage if this connects. 24 hits. 14. (near corner) J.Roundhouse, C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, Weapon X, Weapon X, Weapon X, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce -> SJ.Roundhouse (FS) Comments: this unbelievable combo was listed in James Chen's Combo FAQ; I have never been able to pull it off, and neither has he, but we both believe it can be done, as we can both do 2 Weapon Xs in a row, and you can OTG after a Weapon X. The big problem is that the enemy is usually dead afyter two Weapon Xs (I managed to keep them alive after two, but I screwed up the timing of the third :( ). 42 HITS!!!! ########### ################################# MAGNETO ################################### ########### "Playtime has ended." 1. ATTACK INFO: --------------- -Launchers: C.Fierce, S.Roundhouse (2 hits) -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: C.Strong, S.Fierce -OTG Attacks (Regular): any Crouching kick, C.Strong -OTG Attacks (Special): Shockwave SC ----------------------------------------------------------------------------- 2. DASH: -------- Magneto's dash leaves him in perfect standing position and is easily comboed. Not the fastest, but works well nonetheless. ----------------------------------------------------------------------------- 3. JUMP: -------- Mags' jump is smooth and fairly high and long, though a bit slow. Still, good for jump-ins and as an alternative he can of course fly (QCB+all three kicks). ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Magneto can air dash during flight (QCB+All three kicks) by holding in ANY direction and hitting all three directions. -Magneto's S.Roundhouse will only act as a launcher if both hits connect; the first hit knocks the enemy ever-so-slightly off the floor, and the 2nd launches. -You can follow up Magnus' Magnetic Tempest SC if fast (see combos) ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.S.Jab -> S.Fierce b) J.Roundhouse, C.Short -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor b) D.C.Short -> C.Roundhouse XX Shockwave (OTG) Magneto shines best with Air Combos, so these are the only two combos you really need. Use only for variety, as his Air Combos are more worth it. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Your best bet with a far jump-in would be S.Fierce, or if you're SURE it will connect, a C.Roundhouse, which you may be able to follow with a Shockwave SC OTG. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Magneto's SJ.MS is the best in the game, period. Finishing with either SJ.Fierce or SJ.Roundhouse, Magneto's Air Combo is smooth and fast, giving 5 hits, and his C.Fierce launches them at the perfect heights STRAIGHT up. Alternately, you can finish an Air Combo with the EM Disruptor. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Magneto's Fierce Throw is quite possibly the best Throw in the game, as it allows you to follow up with ANY major combo of your choice! This is because after Magneto releases the opponent from his grip, they remain held in the metal IN A STANDING POSITION (meaning your follow-up will not be OTG) for long enough to connect with ANY attack before they are released. Note that they can escape from the metal faster by shaking the joystick and pressing buttons rapidly (which is easier in this game, IMO), but even then you should be able to get just about anything in. Always dash in for a combo or Shockwave; you can also start with a jump-in attack if you wish, but provided you're not full screen away, the Hyper Grav will bring them to you--remember that in some cases dashing in would be faster, however. The Strong Throw is IMO not as effective as his Fierce Throw, but it has the advantage of being directed; if you aim it down, Magneto will slam them directly into the ground, where you can do at least a C.Short -> C.Fierce -> Air Combo. You can Throw them straight, and in the corner this can be followed with an OTG combo as well. Or, if you direct it upward Magneto will fling them up and forward slightly. Because of the forward slightly part, I have yet to connect with a Super Jumping Air Combo, although a Magnetic Tempest may combo (?). Magnus' Air Throw has basically the same properties as the ground version. If you grab them way up high in a Super Jump, it is doubtful you will reach them in time for a combo before they wriggle free. If you catch them low to the ground, dash in when you land for a big combo or Hyper Grav+big combo or SC! SOME THROW COMBOS: ------------------ 1. Fierce Throw, D.S.Jab -> S.Fierce 2. Fierce Throw, D.S.Short -> S.Roundhouse (1st hit) XX Jab EM Disruptor 3. Fierce Throw, Shockwave (FS) Comments: if you don't think you'll get close in time, use a Hyper Grav to bring 'me closer. 4. Fierce Throw, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab EM Disruptor 5. J.Jab -> J.Strong -> J.Fierce, D.C.Jab -> C.Fierce -> SJ.Air Throw, Shockwave (FS) 6. Fierce Throw, D.C.Short -> C.Roundhouse XX Shockwave (OTG) 7. (corner) Strong Throw (forward), Shockwave (OTG) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. Hyper Grav, Shockwave (FS) 2. D.C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS) 3. Hyper Grav, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab EM Disruptor 4. J.Strong -> J.Fierce, D.S.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 5. J.Fierce -> J.Roundhouse -> D.S.Jab -> C.Roundhouse XX Shockwave (FS) 6. Hyper Grav from a screen away, Magnetic Tempest, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Jab EM Disruptor Comments: Do the Magnetic Tempest IMMEDIATELY upon grabbing them with the Hyper Grav. 7. Hyper Grav from a screen away, Magnetic Tempest, Shockwave ####### ################################### RYU ##################################### ####### 1. ATTACK INFO: --------------- -Launchers: C.Fierce -Air Combo Finishers: Fierce, Roundhouse, Air FB, Air HK -Knockdowns: C.Roundhouse -Strikes: none -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): none ----------------------------------------------------------------------------- 2. DASH: -------- Ryu's dash is WORTHLESS. It is slow, unresponsive, and difficult to combo with. If you feel like dashing from a short distance when you have the opportunity, go for it, but I'd rather jump if possible, or throw a FB or Super FB if all else fails. After jumping in it's OKAY for comboing, with a little timing. ----------------------------------------------------------------------------- 3. JUMP: -------- Ryu's jump is average height and distance. No problem here. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Ryu's Overhead Strike is done F+Strong. This CANNOT be comboed or cancelled into a Special Move. -Ryu's Cyclone Kick is done F+Forward. This is NOT an OS and can be blocked from a crouch. Like his OS, it cannot be comboed or cancelled into a Special Move (though it does have great recovery...) -To perform the old straight jump kick from SF2, hold up and hit Roundhouse during a straight jump. This kick has great air-to-air priority. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) J.Roundhouse, D.C.Short -> C.Forward -> C.Roundhouse (smacks of SFA1!) b) J.Roundhouse, C.Roundhouse (*yawn*) c) (corner) D.C.Jab -> C.Short -> S.Strong -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.Roundhouse, D.S.Jab -> S.Strong XX Roundhouse HK b) J.Roundhouse, C.Short -> C.Forward XX Fierce FB c) J.Short -> J.Fierce, S.Forward XX Jab DP d) D.C.Short -> C.Forward XX Shinkuu Hadouken These are basically the only combos you need with Ryu. His Air Combos aren't that great, but these are all fairly damaging. The last one is the easiest way to combo in the Shinkuu Hadouken. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- As with the example at the beginning of the FAQ, Ryu's best long-range regular attack is the C.Forward. Use this whenever you hit the enemy from too far away with a jump-in attack, and chain into a FB or Shinkuu Hadouken. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Ryu has a very poor SJ.MS and has difficulty keeping the enemy in a combo. Simply put, even though his SJ.MS is the Zig-zag, don't put very many hits in it (unless you're sure you've mastered his akward timing). BTW, his mid-air Strong is still that two-hit uppercut, and refrain from using this in an Air Combo as it throws the enemy too far away for more hits to connect. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Both Ryu's Stomach Throw (with Forward/Roundhouse) and the Shoulder Throw (with Strong/Fierce) can be comboed afterwards. In correction to what I had previously, Ryu's Strong/Fierce Throw does NOT leave the enemy at Ryu's feet, but instead tosses them a few steps away. In the corner it is still easy to OTG, however. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, C.Short (OTG) -> C.Forward -> C.Roundhouse 2. (corner) Fierce Throw, C.Short (OTG) C.Fierce -> SJ.Jab -> SJ.Short XX Fierce FB 3. (corner) Fierce Throw, C.Short (OTG) -> C.Forward XX Shinkuu Hadouken 4. (corner) Roundhouse Throw, D.C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX Short Air HK (FS) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. C.Short -> C.Roundhouse XX ShinKuu TatsuMakiSenPuuKyaku 2. J.Fierce, S.Fierce XX ShinKuu HaDouKen 3. J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX HaDouKen (FS) 4. J.Forward -> J.Fierce, D.S.Jab -> C.Fierce -> SJ.Jab -> SJ.Short XX Air HK (FS) 5. J.Forward -> J.Fierce, D.S.Short -> S.Fierce XX ShinKuu HaDouKen 6. J.Forward -> J.Fierce, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short XX ShinKuu HaDouKen 7. (corner) J.Roundhouse XX Air HK, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Forward XX Air HK (FS), C.Short (OTG) -> S.Forward -> S.Roundhouse Comments: after hitting the enemy from your jump-in with the Air Hurricane, you will land JUST before them--juggle with a C.Fierce, do the air combo, and after the second HK, you will land first again and can OTG (with nothing else, as the 2nd Air HK executes the Flying Screen). ####### ################################### KEN ##################################### ####### "Yatte ze!" 1. ATTACK INFO: --------------- -Launchers: C.Fierce -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: S.Roundhouse -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): none ----------------------------------------------------------------------------- 2. DASH: -------- Ken's dash is even more worthless than Ryu's. It is supposed to be like Ken's QCB+Punch Roll from SFA2, but instead it is slow, unresponsive, and you can rarely combo with it until the end of the actual roll (i.e. you cannot dash and interrupt it with an attack easily). Since I don't use Ken often I did not initially realize that his dash is SO bad that you CANNOT do a jump-in -> dashing combo! Therefore, all of his combos involving dashes after jump-ins below have been modified. This is one of the main things that demotes Ken as the "King of Combos". ----------------------------------------------------------------------------- 3. JUMP: -------- Ken's jump is average height and distance. No problem here. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Ken's Overhead Strike is done F+Forward. This CANNOT be comboed or cancelled into a Special Move. -To perform the old straight jump kick from SF2, hold up and hit Roundhouse during a straight jump. This kick has great air-to-air priority. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) J.Roundhouse, C.Short -> C.Forward -> C.Roundhouse b) J.Roundhouse, C.Roundhouse (*yawn*) c) (corner) D.C.Jab -> C.Short -> S.Strong -> S.Roundhouse d) C.Short -> S.Forward (2 hits) -> S.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.Fierce, S.Jab -> S.Strong XX Fierce DP b) D.C.Short -> C.Forward XX Roundhouse HK c) J.Roundhouse, C.Short -> C.Forward XX Shoryureppa d) J.Short -> J.Fierce, C.Short -> C.Fierce XX Shinryuken (FS) Like Ryu, Ken's combos don't get much more complicated than this. For the 1st and 2nd combos, if it is blocked, perform a S.Fierce instead of the last Special Move and cancel into a Jab FB to push them back a safe distance. Note that because Ken cannot dash after a jump-in to extend his combos, you will find that the Fierce DP in the 1st combo will miss if out of the corner OR on thin opponents. :( The last combo is probably the easiest and most devastating way for Ken to do good damage; WHENEVER you hit the enemy with a C.Fierce and have a level on the Super Meter, try very hard to juggle with the Shinryuken--it's worth it! ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Like Ryu, Ken's best long-range regular attack is his C.Forward, and buffer it into a Fierce Fireball (or Shoryureppa). Alternately you can do a S.Roundhouse which, although having better range than the C.Forward, is a Strike and will not buffer into a combo. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- As with Ryu, his air MS is very slow and sluggish--see Ryu. Note however that Ken CAN put his SJ.Strong in as it is a normal jumping punch. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- The big advantage that Ken has in Throws is that his Strong/Fierce Throw rolls the enemy a fair distance, frequently right into the corner where they can be easily comboed. For this reason, if you are anywhere near the corner and within the range that the Throw will bring them there, do so. As well, his Air Throw is an airborne version of the Rolling Stomach Throw, and carries them to the ground with Ken, and into the corner if he's near it. Ken's Forward/Roundhouse Throw is also comboable, but it's possibilities are less than the Strong/Fierce Throw. SOME THROW COMBOS: ------------------ 1. Fierce Throw into corner, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Fierce DP 2. Fierce Throw into corner, C.Short (OTG) -> C.Fierce XX Shinryuken (FS) 3. Fierce Throw into corner, C.Short (OTG) -> C.Forward -> S.Roundhouse 4. Fierce Throw into corner, C.Short (OTG) -> S.Strong XX Roundhouse HK 5. Fierce Air Throw into corner, C.Short (OTG) -> C.Forward XX Shinryuken (FS) ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. J.Roundhouse, C.Forward XX Roundhouse Hurricane Kick 2. J.Roundhouse, C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Fierce DP 3. J.Roundhouse, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong XX Air HK 4. J.Roundhouse XX Air Hurricane Kick, C.Forward (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Fierce DP 5. (corner) J.Roundhouse, C.Fierce XX Shinryuken (FS), J.Short -> J.U+Roundhouse, C.Short (OTG) -> S.Forward ########### ################################# ZANGIEF ################################### ########### "Call me cheap, call me champ!!" 1. ATTACK INFO: --------------- -Launchers: C.Strong, Strong Air Throw -Air Combo Finishers: Roundhouse -Knockdowns: C.Roundhouse, D/F+Roundhouse -Strikes: none -OTG Attacks (Regular): any Crouching kick, F+Strong -OTG Attacks (Special): none ----------------------------------------------------------------------------- 2. DASH: -------- Zangief's Dash forward is actually a Throw; he will run forward with his hands up, and if he connects with the enemy, he will hold them briefly, and you can then perform any of his regular Throws! This is however VERY slow, and he doesn't really need it when jumping in because he doesn't have a ground MS anyways. Just beware of the lag on this move... ----------------------------------------------------------------------------- 3. JUMP: -------- Zangief's jump is quite slow, but can get over FBs if timed correctly. In order to tick effectively with 'Gief, you must time his jump-ins. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Zangief can still do a Body Splash with D+Fierce in the air. In addition, his best tick, the Knee Drop, is done D+Short or Forward in the air. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) J.Roundhouse, C.Roundhouse b) J.D+Fierce, C.Jab -> C.Jab -> C.Jab... (until out of range) c) J.Fierce, S.Fierce ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.D+Fierce, C.Fierce XX Fierce Banishing Punch b) J.Roundhouse, S.Roundhouse (1st hit) XX Spinning Clothesline c) CU.D+Fierce, S.Roundhouse (2 hits) XX Short Rising Air Throw Zangief leaves little to the imagination for combos, as he has no regular Jumping or ground MS. B is probably the most used, and C is really stylish with good damage. However, you should be primarily trying to tick for the SPD or other Throw, or at least trying to land them in some way. Note that, as in the 1st combo here, you can perform an SPD _just_ as the Banishing Punch finishes; if they block, there's a good chance you'll grab them, and if they don't block the combo, pause a BRIEF moment after the Banishing Punch, and the SPD will grab them if they are slow (will not count in combo, though.) ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Zangief's D/F+Roundhouse is one of the longest-reaching regular attacks in the game, so use it if you jumped in from too far (which will happen a lot with Z's short jump). Alternately a S.Forward or S.Fierce work well too, and the FORMER has great recovery. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Zangief's Air MS is Weaker -> Stronger, so the maximum number of hits is 3. However, none of his moves work well in Air Combos, so it is best to do only 1, possibly 2 hits and finish with a Clothesline, or if you've mastered it, an SPD (WHICH IS TOTALLY WORTH IT!!!). ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Despite being a grappler, 'Gief's Throw Combo possiblities are limited. -Zangief's Fierce Throw is his old Back Drop, which does good damage and leaves him standing for a quick OTG in the corner. -His Forward/Roundhouse Throw is the Bites, which knock away and can be followed in the corner with an OTG attack. As well, he has his old C.Strong or C.Fierce Stomach Pump Throw, which has basically the same properties as the Bites. -The only really comboable Throw is Zangief's Strong Throw, which is TRUELY a Launcher (it gives the blue sparks when it connects) and will throw the enemy straight up in the air. You can then follow with a brief Air Combo, and once the Air SPD is mastered, this becomes Z's best combo PERIOD. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, C.Roundhouse (OTG) 2. (corner) Forward/Roundhouse Throw, D/F+Roundhouse (OTG) 3. (corner) Stomach Pump, C.Roundhouse (OTG) 4. Strong Throw, SJ.Jab XX Fierce SPD ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- (NOTE: combos that have "tick" in brackets beside them denote that they can be used as ticks. Explanations may follow if needed.) 1. J.D+Fierce, C.Strong -> SJ.Short -> SJ.Forward -> SJ.Roundhouse (FS) 2. J.Fierce, C.Strong -> SJ.Jab -> SJ.Forward XX Fierce SPD 3. J.Fierce, C.Strong -> SJ.Jab -> SJ.Forward XX Turbo Clothesline, S.Roundhouse (2 hits) XX Short Rising Air Throw Comments: you will land slightly before the enemy after the Clothesline, and from there juggle with the S.Roundhouse which, with both hits, will knock the enemy into the air ever-so-slightly that the Rising Air Throw will juggle. 4. (corner) Fierce Throw, C.Short (OTG) -> Turbo Clothesline 5. (tick) J.D+Forward, Fierce SPD/FAB/Bear Grab Comments: the Knee Drop is BAR-NONE 'Gief's best tick; for the SPD and FAB, start the motion during the animations of the Knee Drop. 6. (tick) C.Short XX Fierce SPD/FAB/Bear Grab 7. (tick) S.Forward XX Bear Grab 8. (tick) Strong Throw, Bear Grab/FAB Comments: although they can block on their way down, these Throws are unblockable--in addition, Zangief will absorb jumping attacks and grab anyway; unless of course they do a J.Fierce or J.Roundhouse on their way down, but this will NOT knock 'Gief out of the FAB, only the Bear Grab. So, this is in effect a totally inescapable tick for the FAB if your timing is good. 9. (tick) S.Roundhouse (2 hits) XX Bear Grab/FAB Comments: like the combos using the Short Rising Air Throw, the only way the enemy can stop this tick is if they wail on Fierce or Roundhouse as you knock them up with the S.Roundhouse (again, this is totally invincible with the FAB). Cancel the S.Roundhouse a LITTLE late. ######### ################################# CAMMY ##################################### ######### "Terminated!" 1. ATTACK INFO: --------------- -Launchers: S.Roundhouse (close) -Air Combo Finishers: Roundhouse -Knockdowns: C.Roundhouse -Strikes: none -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): Cannon Drill, Spin Drive Smasher ----------------------------------------------------------------------------- 2. DASH: -------- Ala Cyclops, Cammy's dash is a fast run with easy comboability; no problems here. ----------------------------------------------------------------------------- 3. JUMP: -------- Fast and long-ranged, nothing to complain about here. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Cammy's Furiga Combine (QCB+any kick) is an air roll forward that can be followed with five things: 1. If you don't press anything, Cammy will land and perform a slide kick. 2. If you press kick in the air, Cammy will abort the move 3. If you press kick as you arrive at the enemy, you will perform her Frankensteiner (Roundhouse Throw). 4. If you press VERY close to the ground near the enemy, she will perform a Rolling Throw. 5. You you intercept the opponent in the air and press kick, she will perform her Air Throw. -Cammy's S.Roundhouse launcher WILL ONLY LAUNCH THE ENEMY UP CLOSE. From even a few steps away, she will perform a stretching handstand kick, which can be good in combos cancelled into a Cannon Drill. So, you must learn to gauge the distance between you and your opponent during dashing and jump-in combos, and of course their width is very important here. -I call Cammy's QCB+3 Kicks Super Combo the "Maximum Cammy", because it is similiar in many ways to Spider-Man's Maximum Spider IC from Marvel Super Heroes. (I think it is actually called "Lock-on" or something to that effect, 'cause that's what she exclaims.) ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Short -> C.Forward -> C.Roundhouse b) J.Fierce, D.S.Jab -> S.Strong -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) D.C.Short -> C.Forward -> C.Roundhouse XX Roundhouse Cannon Drill (OTG) b) D.S.Jab -> S.Strong -> S.Fierce XX Spin Drive Smasher Without involving Air Combos, these are really the only two combos you need for Cammy. Unlike some of the other fighters, her DP-like move, the Cannon Spike, has almost no horizontal range and therefore is dangerous to use in most combos except in the corner. Note that both of these combos leave you open if blocked or missed, so try and cut them short if you see the enemy defend. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Cammy's S.Roundhouse is the perfect attack for this case; from a distance she will of course do a stretching handstand kick instead of the launcher, and you can even cancel this with a Cannon Drill. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Cammy has the best Super Jumping Magic Series of all the Street Fighter characters. Fast with a good rythim; it is definetely her best way to combo. BTW, leave out the SJ.Forward, which is a kick angled-upward and will usually miss. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Both Cammy's Strong/Fierce Throw (Back Drop) and Forward/Roundhouse Throw (Frankensteiner) can be followed with an OTG combo in the corner. I personally find the Back Drop easier to follow up. SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, D.C.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX Roundhouse Cannon Drill 2. (corner) Roundhouse Throw, Spin Drive Smasher 3. (corner) Fierce Throw, D.C.Short -> C.Forward XX Roundhouse Cannon Drill ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. J.Fierce, S.Fierce XX Spin Drive Smasher 2. (corner) D.S.Short -> S.Roundhouse XX Roundhouse Cannon Spike 3. Maximum Cammy (SC) C.Forward (OTG) XX Roundhouse Cannon Drill 4. J.Jab -> J.Fierce, C.Short -> C.Forward XX Spin Drive Smasher 5. J.Jab -> J.Short -> J.Roundhouse, D.S.Jab -> S.Strong -> S.Fierce XX Roundhouse Cannon Drill 6. J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Roundhouse (FS) 7. (corner) J.Jab -> J.Short XX Short AIR Cannon Drill, C.Short (OTG) -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Fierce XX Roundhouse Cannon Drill 8. (close to corner) J.Jab -> J.Short -> J.Roundhouse, D.S.Short -> S.Strong -> S.Fierce XX Spin Drive Smasher, C.Short (OTG) -> S.Roundhouse -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Roundhouse (FS) Comments: do the C.Short (OTG) the SECOND you land from the SC. Remember they can of course Safety Roll. 9. D.S.Jab -> S.Strong XX Roundhouse Cannon Spike (best Vs. large fighters, or in corner) ########### ################################# CHARLIE ################################### ########### "The Red Cross is on its way!" 1. ATTACK INFO: --------------- -Launchers: C.Fierce -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: none -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): none ----------------------------------------------------------------------------- 2. DASH: -------- Like Cyclops', Charlie's dash is a dead run with good comboability. No problem here. ----------------------------------------------------------------------------- 3. JUMP: -------- Average jump, height speed and distance. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Charlie's Backfist is done F+Fierce. This can be buffered and will work cancelled OUT of his Magic Series. -Charlie's Hop Kick OS (F or B+Forward) and Front Kick (F or B+Roundhouse) CANNOT be cancelled or buffered in any way. -Because of the excellent recovery on the Sonic Boom and even the Sonic Blade, they can sometimes be followed up in combos. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Short -> C.Forward -> C.Roundhouse b) J.Fierce, D.S.Jab -> S.Strong -> C.Roundhouse ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) J.Fierce, S.Jab -> S.Strong XX Fierce Sonic Boom b) D.C.Jab -> C.Forward XX Roundhouse Somersault Kick c) D.S.Jab -> S.Strong -> S.Fierce XX Somersault Justice Charlie's Air Combos are good, but so are his ground combos. There are lots of different variations, but these are basically his easiest combos. The 1st combo if blocked pushes them fairly far away, but the other two will leave Charlie wide open. ----------------------------------------------------------------------------- 7. LONG RANGE COMBOS: --------------------- Charlie's C.Forward is your best bet if you want to try comboing, and the C.Roundhouse has more range. However, I find the Backfist is Charlie's longest-range attack, however you should only be able to cancel this with an SC, and it can be ducked. Your choice. ----------------------------------------------------------------------------- 8. AIR COMBOS: -------------- Like Cammy, Charlie's Air Combos are quite smooth like the X-Men, and all 5 potential hits rarely miss. One thing to notice is that you have to hit them with the SJ.Jab VERY fast after launching them, or else the next hits will miss. As well, his C.Fierce knocks them up at a slight angle, so Super Jump a little forward. ----------------------------------------------------------------------------- 9. THROW COMBOS: ---------------- Also a great way to combo with Charlie. His Fierce Throw (Back Drop) bounces the enemy into the air, and if in the corner or in some cases near it, you can always combo them before OR after they land. At a minimum you should at least charge for a Somersault Kick to juggle. Charlie's Grab `n' Knee with Forward or Roundhouse also knocks them up, and is equally effective. However, the big thing that I love about Charlie is that his high-priority Backbreaker Air Throw drops the enemy RIGHT at his feet, in or out of the corner!!!!! Use this OFTEN!!! SOME THROW COMBOS: ------------------ 1. (corner) Fierce Throw, Roundhouse Somersault Kick Comments: although you can do more, this is a simple way to follow the Throw. 3 hits. 2. (corner) Fierce Throw, D.C.Short -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Roundhouse (FS) 3. (corner) Forward Throw, D.C.Short -> C.Strong XX Fierce Sonic Boom 4. (corner) Forward Throw, Sonic Blade, Sonic Blade Comments: I have connected with two Sonic Blades in air row after the combo, and you can supposedly do three. Note however that the last SC will do little damage in this combo, so it may be more appropriate to just juggle with a Somersault Justice or a well-timed Crossfire Blitz. 5. Fierce Air Throw, C.Short (OTG) -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) Comments: If the opponent Safety Rolls you should be OK with the recovery of the C.Short. Remember, you don't have to be in the corner. :) 6. (corner) Fierce Throw, Sonic Blade, C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Somersault Slash Comments: if you are right beside the enemy when the Crossfire Blitz hits, you can follow into a combo, in this case a launcher -> Air Combo. ----------------------------------------------------------------------------- 10. OTHER COMBOS: ----------------- 1. (corner) J.Fierce, S.Jab -> S.Strong -> S.Fierce XX Fierce Sonic Boom 2. D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward -> SJ.Fierce (FS) 3. (corner) J.Short -> J.Fierce, D.C.Jab -> C.Strong -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward XX Roundhouse Somersault Slash Comments: the D.C.Jab -> C.Strong -> C.Fierce will only connect in the corner; otherwise, omit the C.Strong. 4. J.Fierce, D.S.Jab -> S.Strong -> S.Fierce XX Sonic Blade Comments: basic and easy SC combo. Tap punch repeatedly and you'll get 19 hits. 5. D.S.Short -> S.Forward -> S.Roundhouse XX Crossfire Blitz (LOTSA KICKS!) 6. D.C.Short -> C.Roundhouse XX Somersault Justice Comments: Don't do the SC TOO fast or the first Somerault will miss. 14 hits. 7. (full screen) Jab Sonic Boom, J.Roundhouse, S.Strong XX Sonic Blade Comments: this is just an example of what you can do with the Boom after you throw it. Once it recovers, follow the SB in and hit the enemy. If you do the combo at the right time, the SB will count in the combo! This one will give you 18 hits. 8. D.S.Jab -> S.Strong -> S.F+Fierce XX Crossfire Blitz Comments: cancel the Backfist FAST. 13 hits. 9. J.Fierce, D.C.Short -> C.Forward XX Somersault Justice 10. J.Short -> J.Roundhouse, D.C.Jab -> C.Fierce -> SJ.Jab -> SJ.Short -> SJ.Strong, Strong Air Throw, C.Short (OTG) -> C.Forward -> XX Crossfire Blitz Comments: WHEW! This big combo DOES work, but the timing for the Air Throw is really annoying. I've only done this combo twice, but you must catch the enemy with the Backbreaker when they are slightly above you--this makes it ABSOLUTELY imperitive that you do the SJ.Jab as SOON as possible. I have grabbed them out of the Air Combo otherwise, but the Air Throw doesn't count on the combo tally; it's just more impressive if it does. 20 hits! 11. J.Short -> J.Roundhouse, D.S.Jab -> S.Strong XX Sonic Blade, D.C.Forward XX Sonic Blade, C.Forward XX Somersault Justice Comments: WHEE! As the first Sonic Blade is hitting, start buffering in a dash so you'll dash as the SC is finished; you should reach the enemy just as the last disc of sonic energy connects, then, C.Forward and repeat, and after the 2nd Sonic Blade the enemy will be in the corner, so you won't have to dash after it, just do a regular C.Forward and finish the combo. If you start the combo in the corner, you don't have to dash after either Sonic Blade! Well over 40 hits! 12. (corner) J.Short -> J.Roundhouse, D.S.Short -> S.Forward -> S.Roundhouse XX Crossfire Blitz, C.Short (OTG) -> S.Roundhouse XX Somersault Justice Comments: Fairly easy combo to pull off, the C.Short MUST be done FAST. This combo consists of all kicks, so it's great to look at and the first time I did this combo, my opponent kept screaming "Quit kicking me!" :) ######### ################################# BISON ##################################### ######### 1. ATTACK INFO: --------------- -Launchers: S.Fierce -Air Combo Finishers: Fierce, Roundhouse -Knockdowns: C.Roundhouse -Strikes: none -OTG Attacks (Regular): any Crouching kick -OTG Attacks (Special): none (possibly Scissor Kick Nightmare?) ----------------------------------------------------------------------------- 2. DASH: -------- Ala Magneto's, Bison's dash is basically a straight float; fast and fairly easy to combo. ----------------------------------------------------------------------------- 3. JUMP: -------- Bison's jump is still quite fast and high, albeit difficult to time your jump-in. May take some getting used to, but is pretty powerful. ----------------------------------------------------------------------------- 4. MISC. NOTES: --------------- -Although Bison's C.Fierce looks pretty much the same as his S.Fierce, it does NOT launch. -Just as a word of caution, Bison's Psycho Shot is VERY different in X-Men Vs. SF--the Jab throws it downward, the Fierce throws it upward and only the Strong goes straight. The Jab and Fierce are lagged and actually START out straight, then angle upward. ----------------------------------------------------------------------------- 5. EASY COMBOS: --------------- a) D.C.Short -> C.Roundhouse b) J.Roundhouse, D.S.Jab -> S.Roundhouse (2 hits) ----------------------------------------------------------------------------- 6. MOST EFFECTIVE COMBOS: ------------------------- a) S.Jab -> S.Roundhouse (2 hits) XX Roundhouse Scissor Kick b) D.S.Jab -> C.Fierce XX Fierce Psycho Shot c) J.Roundhouse, D.C.Short -> S.Roundhouse (2 hits) XX Psycho Crusher I personally find Bison a very "low-combo" type of person (see my "character rundown" section at the end of the FAQ) and these are pretty much the only really good combos he has