Marvel Super Heroes vs Street Fighter/Hulk: Difference between revisions

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== Combos/Infinites ==
== Combos/Infinites ==
1.  J.Roundhouse, S.Jab -> S.Fierce
2.  Gamma Charge, U/F or U Gamma Charge
3.  C.Fierce (2 hits) XX Gamma Crush, hold D
4.  S.Roundhouse (air counter) -> SJ.Air Throw
5.  (corner) D.S.Jab -> S.Fierce XX Jab Gamma Tornado (FS)
6.  (corner) S.Roundhouse (2 hits) XX Jab Gamma Tornado (FS)
7.  C.Fierce (1st hit or 2 hits) XX Gamma Wave
*INTERMEDIATE COMBOS*
8.  J.Short -> J.Roundhouse, S.Strong XX Gamma Charge, U/F or U Gamma Charge
9.  (IN corner) Fierce Gamma Tornado (FS), C.Jab (OTG) -> S.Fierce
10.  J.Roundhouse, C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Strong ->
    SJ.Forward -> SJ.Fierce (FS)
11. S.Roundhouse (air counter) XX Gamma Crush :)
12. J.Short -> J.Roundhouse, S.Fierce XX Gamma Charge, U/F or U Gamma Charge
13. J.Roundhouse, S.Short -> C.Forward XX Gamma Charge, U/F or U Gamma Charge
14. D.C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward -> SJ.U+Roundhouse (FS), SJ.Roundhouse
15. D.S.Jab -> C.Fierce (1st hit) XX Jab Gamma Tornado (FS)
*ADVANCED COMBOS*
16. (corner) J.Roundhouse, C.Fierce (2 hits) XX Vertical Gamma Charge XX
    Gamma Charge U, S.Fierce (OTG) XX Jab Gamma Tornado


= Match-ups =
= Match-ups =

Revision as of 03:28, 5 January 2016

Introduction

Ground Combo Chain:    Weak to Strong
Jumping Combo Chain:   Weak to Strong
Super Jumping Chain:   Hunter
Aerial Rave Launcher:  Crouching HP - 2nd hit / Standing HK - 2nd hit
Aerial Rave Finisher:  HP, HK
Flying Attack:         Standing HP
Knockdown Attack:      Crouching HK
Ground Throws:         b / f + MP / HP
Aerial Throws:         any direction but d / u + MP / HP
Variable Assist:       LK Gamma Charge (Taichi)
Variable Counter:      HK Gamma Charge (Taichi)  (can redirect)
Variable Combination:  Gamma Wave

Normal Moves

Special Moves

Gamma Slam qcf + P

Gamma Tornado                    hcb + P
Gamma Charge (Taichi)            Charge b,f + K,(direction +) K
Gamma Charge (Taikuu)            Charge d,u + K,(direction +) K


Super Moves

Gamma Wave                       qcf + PP
Gamma Crush                      qcb + PP, then direct b / f

The Basics

Advanced Strategy

Combos/Infinites

1. J.Roundhouse, S.Jab -> S.Fierce 2. Gamma Charge, U/F or U Gamma Charge 3. C.Fierce (2 hits) XX Gamma Crush, hold D 4. S.Roundhouse (air counter) -> SJ.Air Throw 5. (corner) D.S.Jab -> S.Fierce XX Jab Gamma Tornado (FS) 6. (corner) S.Roundhouse (2 hits) XX Jab Gamma Tornado (FS) 7. C.Fierce (1st hit or 2 hits) XX Gamma Wave

  • INTERMEDIATE COMBOS*

8. J.Short -> J.Roundhouse, S.Strong XX Gamma Charge, U/F or U Gamma Charge 9. (IN corner) Fierce Gamma Tornado (FS), C.Jab (OTG) -> S.Fierce 10. J.Roundhouse, C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Strong ->

   SJ.Forward -> SJ.Fierce (FS)

11. S.Roundhouse (air counter) XX Gamma Crush :) 12. J.Short -> J.Roundhouse, S.Fierce XX Gamma Charge, U/F or U Gamma Charge 13. J.Roundhouse, S.Short -> C.Forward XX Gamma Charge, U/F or U Gamma Charge 14. D.C.Short -> C.Fierce (2 hits) -> SJ.Jab -> SJ.Short -> SJ.Strong ->

   SJ.Forward -> SJ.U+Roundhouse (FS), SJ.Roundhouse

15. D.S.Jab -> C.Fierce (1st hit) XX Jab Gamma Tornado (FS)

  • ADVANCED COMBOS*

16. (corner) J.Roundhouse, C.Fierce (2 hits) XX Vertical Gamma Charge XX

   Gamma Charge U, S.Fierce (OTG) XX Jab Gamma Tornado

Match-ups