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

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= Introduction =
= Introduction =


  Ground Combo Chain:    None
Ground Combo Chain:    None<br>
Jumping Combo Chain:  None
Jumping Combo Chain:  None<br>
Super Jumping Chain:  Weak to Strong
Super Jumping Chain:  Weak to Strong<br>
Aerial Rave Launcher:  Crouching MP, MP Throw
Aerial Rave Launcher:  Crouching MP, MP Throw<br>
Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
Aerial Rave Finisher:  HP, HK, Body Press, Long Punch, Headbutt,
                         Double Lariat, Screw Piledriver
                         Double Lariat, Screw Piledriver<br>
Knockdown Attack:      Crouching HK  (standing HK knocks into air)
Knockdown Attack:      Crouching HK  (standing HK knocks into air)<br>
Ground Throws:        b / f + MP / HP / MK / HK  (db / df + MP / HP)
Ground Throws:        b / f + MP / HP / MK / HK  (db / df + MP / HP)<br>
Aerial Throws:        any direction but d / u + MP / HP / MK / HK
Aerial Throws:        any direction but d / u + MP / HP / MK / HK<br>
Variable Assist:      KKK Double Lariat  (can't move b / f)
Variable Assist:      KKK Double Lariat  (can't move b / f)<br>
Variable Counter:      MK Flying Powerbomb
Variable Counter:      MK Flying Powerbomb<br>
Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat
Variable Combination:  Double Final Atomic Buster / Hyper Double Lariat<br>
== Normal Moves ==
== Normal Moves ==


Headbutt                        In air, u + MP
Headbutt                        In air, u + MP<br>
Double Knee Press                In air, d + MK
Double Knee Press                In air, d + MK<br>
Body Press                      In air, d + HP
Body Press                      In air, d + HP<br>
(long punch)                    In air, f + HP
(long punch)                    In air, f + HP<br>
(elbow drop)                    f + MP  (or in air, d + MP)
(elbow drop)                    f + MP  (or in air, d + MP)<br>
(instant running throw)          Hold MP / MK / HP / HK, f,f
(instant running throw)          Hold MP / MK / HP / HK, f,f<br>
(delayed running throw)          f,f, then MK / HK or b / f + MP / HP
(delayed running throw)          f,f, then MK / HK or b / f + MP / HP<br>


== Special Moves ==
== Special Moves ==
Double Lariat                    Press PPP / KKK  (move b / f)
Double Lariat                    Press PPP / KKK  (move b / f)<br>
Screw Piledriver                Rotate 360 + P  (air)
Screw Piledriver                Rotate 360 + P  (air)<br>
Flying Powerbomb                hcf + K
Flying Powerbomb                hcf + K<br>
Atomic Suplex                    When close, hcf + K
Atomic Suplex                    When close, hcf + K<br>
Banishing Flat                  f,d,df + P
Banishing Flat                  f,d,df + P<br>
Aerial Russian Slam              f,d,df + K
Aerial Russian Slam              f,d,df + K<br>


== Super Moves ==
== Super Moves ==
Final Atomic Buster              Rotate 360 + PP
Final Atomic Buster              Rotate 360 + PP<br>
= The Basics =
= The Basics =


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*BASIC COMBOS*
*BASIC COMBOS*


1.  J.Roundhouse, C.Roundhouse
1.  J.Roundhouse, C.Roundhouse<br>
2.  J.Fierce, C.Fierce XX Fierce Banishing Punch
2.  J.Fierce, C.Fierce XX Fierce Banishing Punch<br>
3.  Body Splash, S.Fierce
3.  Body Splash, S.Fierce<br>
4.  S.Roundhouse (2 hits) XX Short Rising Air Throw
4.  S.Roundhouse (2 hits) XX Short Rising Air Throw<br>
5.  C.Jab -> C.Jab -> C.Jab, etc...
5.  C.Jab -> C.Jab -> C.Jab, etc...<br>


*INTERMEDIATE COMBOS*
*INTERMEDIATE COMBOS*


6.  J.Roundhouse, S.Roundhouse (1st hit) XX Spinning Clothesline
6.  J.Roundhouse, S.Roundhouse (1st hit) XX Spinning Clothesline<br>
7.  Body Splash, C.Strong -> SJ.Jab -> SJ.Strong -> SJ.Fierce (FS)
7.  Body Splash, C.Strong -> SJ.Jab -> SJ.Strong -> SJ.Fierce (FS)<br>
8.  C.Strong -> SJ.Short XX Fierce SPD
8.  C.Strong -> SJ.Short XX Fierce SPD<br>
9.  Strong Throw -> SJ.Short -> SJ.Forward XX Spinning Clothesline
9.  Strong Throw -> SJ.Short -> SJ.Forward XX Spinning Clothesline<br>
10. Banishing Punch, SPD or FAB or Double FAB
10. Banishing Punch, SPD or FAB or Double FAB<br>
11. J.Roundhouse, S.Forward XX Running Bear Grab
11. J.Roundhouse, S.Forward XX Running Bear Grab<br>
12. (TICK) Knee Drop, SPD or FAB or Double FAB or Running Bear Grab
12. (TICK) Knee Drop, SPD or FAB or Double FAB or Running Bear Grab<br>
13. (TICK) J.Fierce, C.Fierce XX FAB
13. (TICK) J.Fierce, C.Fierce XX FAB<br>
14. (TICK) S.Short XX SPD or FAB or Double FAB or Running Bear Grab
14. (TICK) S.Short XX SPD or FAB or Double FAB or Running Bear Grab<br>
15. S.Roundhouse (2 hits), FAB or Double FAB
15. S.Roundhouse (2 hits), FAB or Double FAB<br>
16. (TICK) J.Roundhouse, C.Jab XX SPD or FAB or Running Bear Grab
16. (TICK) J.Roundhouse, C.Jab XX SPD or FAB or Running Bear Grab
17. Body Splash, C.Strong -> SJ.Jab -> SJ.Strong XX Turbo Clothesline,
17. Body Splash, C.Strong -> SJ.Jab -> SJ.Strong XX Turbo Clothesline,
     S.Roundhouse (2 hits) XX Short Rising Air Throw
     S.Roundhouse (2 hits) XX Short Rising Air Throw<br>
18. Strong Throw -> SJ.Jab -> SJ.Strong XX Turbo Clothesline, FAB or
18. Strong Throw -> SJ.Jab -> SJ.Strong XX Turbo Clothesline, FAB or
     Double FAB
     Double FAB<br>
19. J.Roundhouse, C.Strong -> SJ.Jab -> SJ.Forward XX Jab SPD
19. J.Roundhouse, C.Strong -> SJ.Jab -> SJ.Forward XX Jab SPD<br>
20. (TICK) Knee Drop, C.Short XX SPD
20. (TICK) Knee Drop, C.Short XX SPD<br>
21. Strong Throw, Running Bear Grab or FAB or Double FAB
21. Strong Throw, Running Bear Grab or FAB or Double FAB<br>
22. (corner) Fierce Throw, C.Roundhouse (OTG)
22. (corner) Fierce Throw, C.Roundhouse (OTG)<br>
23. (corner) Fierce Throw, C.Forward (OTG) XX Jab Banishing Punch
23. (corner) Fierce Throw, C.Forward (OTG) XX Jab Banishing Punch<br>


= Match-ups =
= Match-ups =

Revision as of 12:25, 5 January 2016

Introduction

Ground Combo Chain: None
Jumping Combo Chain: None
Super Jumping Chain: Weak to Strong
Aerial Rave Launcher: Crouching MP, MP Throw
Aerial Rave Finisher: HP, HK, Body Press, Long Punch, Headbutt,

                       Double Lariat, Screw Piledriver

Knockdown Attack: Crouching HK (standing HK knocks into air)
Ground Throws: b / f + MP / HP / MK / HK (db / df + MP / HP)
Aerial Throws: any direction but d / u + MP / HP / MK / HK
Variable Assist: KKK Double Lariat (can't move b / f)
Variable Counter: MK Flying Powerbomb
Variable Combination: Double Final Atomic Buster / Hyper Double Lariat

Normal Moves

Headbutt In air, u + MP
Double Knee Press In air, d + MK
Body Press In air, d + HP
(long punch) In air, f + HP
(elbow drop) f + MP (or in air, d + MP)
(instant running throw) Hold MP / MK / HP / HK, f,f
(delayed running throw) f,f, then MK / HK or b / f + MP / HP

Special Moves

Double Lariat Press PPP / KKK (move b / f)
Screw Piledriver Rotate 360 + P (air)
Flying Powerbomb hcf + K
Atomic Suplex When close, hcf + K
Banishing Flat f,d,df + P
Aerial Russian Slam f,d,df + K

Super Moves

Final Atomic Buster Rotate 360 + PP

The Basics

Advanced Strategy

Combos/Infinites

  • BASIC COMBOS*

1. J.Roundhouse, C.Roundhouse
2. J.Fierce, C.Fierce XX Fierce Banishing Punch
3. Body Splash, S.Fierce
4. S.Roundhouse (2 hits) XX Short Rising Air Throw
5. C.Jab -> C.Jab -> C.Jab, etc...

  • INTERMEDIATE COMBOS*

6. J.Roundhouse, S.Roundhouse (1st hit) XX Spinning Clothesline
7. Body Splash, C.Strong -> SJ.Jab -> SJ.Strong -> SJ.Fierce (FS)
8. C.Strong -> SJ.Short XX Fierce SPD
9. Strong Throw -> SJ.Short -> SJ.Forward XX Spinning Clothesline
10. Banishing Punch, SPD or FAB or Double FAB
11. J.Roundhouse, S.Forward XX Running Bear Grab
12. (TICK) Knee Drop, SPD or FAB or Double FAB or Running Bear Grab
13. (TICK) J.Fierce, C.Fierce XX FAB
14. (TICK) S.Short XX SPD or FAB or Double FAB or Running Bear Grab
15. S.Roundhouse (2 hits), FAB or Double FAB
16. (TICK) J.Roundhouse, C.Jab XX SPD or FAB or Running Bear Grab 17. Body Splash, C.Strong -> SJ.Jab -> SJ.Strong XX Turbo Clothesline,

   S.Roundhouse (2 hits) XX Short Rising Air Throw

18. Strong Throw -> SJ.Jab -> SJ.Strong XX Turbo Clothesline, FAB or

   Double FAB

19. J.Roundhouse, C.Strong -> SJ.Jab -> SJ.Forward XX Jab SPD
20. (TICK) Knee Drop, C.Short XX SPD
21. Strong Throw, Running Bear Grab or FAB or Double FAB
22. (corner) Fierce Throw, C.Roundhouse (OTG)
23. (corner) Fierce Throw, C.Forward (OTG) XX Jab Banishing Punch

Match-ups