X-Men vs Street Fighter/Chun-Li: Difference between revisions

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= Infinites =
= Infinites =
(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head.
(Air dash, lk, mp, mk)....another tough one....same concept.
(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once.
Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY
Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT.


= Match-ups =
= Match-ups =

Revision as of 12:45, 17 February 2009

Introduction

This faq was done by Wolverine-Master of shoryuken.com

Moves List

U-up

D-down

L-left

R-right

J-jump

Sj-super jump

Dj-double jump

Otg-off the ground

Lp-jab

Mp-strong

Hp-fierce

Lk-short

Mk-foward

Hk-roundhouse

3P-dash (lp+mp+hp) or f, f

3K-super jump (default) (lk+mk+hk)

Start-taunt

Hp+Hk-switch to next character

Mash-rub hands over all buttons as fast as you can

Normal Moves

Yousou Kyaku (in air): d.mk

Tenshin Shuu Kyaku: d.f+hk

Sankaku Tobi: u.b, u.f near wall

Launcher: hk

Poke: mp

Anti air: hk

?: f.hk (in air)

Throws

Mp

Hp

Special Moves

Hyakuretsu: k (mash) (ground and air)

Tenshokya: d (charge) u+k

Kikouken: b, d, f, any punch

Hazan Shuu: b, d, f, any kick

Super Moves

Kikou-Shou: d, f, 3p

Houyoku-Sen: d, f, 3k

Hyper Tenshokya: d, b, 3k

Combos

some combos require that you dash in first.

Basic

2 hits- hp, kikouken

3 hits- lp, mp, hp

4 hits- lp, lk, d.mp, d.mk

4 hits- lk, mp, mk, d.hp

4 hits- lp, lk, d.hp, d.hk

various hits- d.lk, d.mk, d.hp, houyoku-sen.....mash buttons for more hits.....my max is 32

Intermediate

4 hits- throw, lp, mk, air throw.....opponent must be in corner.....this combo hurts, ouch!!! NORMAL SIZED ONLY( anyone shorter than magneto)

6 hits- hk, sj.lp, sj.lk, sj.mp, sj.mk, sj.hk

7 hits- hk, sj.lp, sj.lp, sj.lp, dj.lp, dj.lp, dj.hk

10 hits- hk, sj.lp, sj.lk, sj.mp, sj.lp, sj.lk, dj.lp, dj.lk, dj.mp, dj.hk......only looks hard

various hits- lp(x14), mk, houyoku-sen....only on crouched magneto in corner....keep pressing lp until you start to back up, then mk, super.

Advanced

Infinites

(Air dash, hk)....this is not easy at all....you have to cancel super jump into an air dash.....perfect height should be at opponents head.

(Air dash, lk, mp, mk)....another tough one....same concept.

(J.lp, j.lk, j.mp, j.hp, j.hk).....check the advanced combos for setup.....j.hk should only hit once.

Hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, (lp, mp, mk).....repeat brackets.....ONLY ON CAMMY

Lp, hk, sj.lp, sj.lk, sj.lp, sj.lk, dj.lp, dj.mp, dj.f.hk, (d.mk).....ok, after f.hk, you will start to fall, halfway down, hold down and mash the shit out of d.mk........there are many ways to setup this combo, so be creative.......ONLY ON JUGGERNAUT.

Match-ups