X-Men vs Street Fighter/Rogue: Difference between revisions

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= The Basics =
= The Basics =
==Combos==
==Combos==
Beginner
Beginner<br>
1) J.DN.HK , C.LK , C.HK XX Super Rushing Punches (OTG)
1) J.DN.HK , C.LK , C.HK XX Super Rushing Punches (OTG)<br>
2) Be in the corner.  Power Drain, Super Rushing Punches
2) Be in the corner.  Power Drain, Super Rushing Punches<br>
3) C.LK , C.MP XX Rushing Punches
3) C.LK , C.MP XX Rushing Punches<br>
4) Be in the corner.  Super Rushing Punches , Super Rushing Punches (OTG)
4) Be in the corner.  Super Rushing Punches , Super Rushing Punches (OTG)<br><br>


Intermediate
Intermediate<br>
1) J.HK , D.S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK
1) J.HK , D.S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK, SJ.MP , SJ.MK , SJ.HP (FS)<br>
  , SJ.MP , SJ.MK , SJ.HP (FS)
2) J.LK , J.MP , D.S.LK , S.MP XX Super Rushing Punches<br>
2) J.LK , J.MP , D.S.LK , S.MP XX Super Rushing Punches
3) Be in the corner.  Power Drain, C.HP SJ SJ.LP , SJ.MP XX Rushing Punches (FS)<br>
3) Be in the corner.  Power Drain, C.HP SJ SJ.LP , SJ.MP XX Rushing
4) AD.J.LK , J.MP , J.HK , D.S.LP , S.MP , S.MK, S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MK , SJ.HP (FS)<br>
  Punches (FS)
5) AD.J.LK , J.MP , J.HK , D.S.LP , S.LK , S.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP XX Power Drain<br>
4) AD.J.LK , J.MP , J.HK , D.S.LP , S.MP , S.MK
  , S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MK ,
  SJ.HP (FS)
5) AD.J.LK , J.MP , J.HK , D.S.LP , S.LK , S.MP ,
  S.HK SJ SJ.LP , SJ.LK , SJ.MP XX Power Drain
   **Note: The Power Drain can be comboed, but the timing is difficult.  Most
   **Note: The Power Drain can be comboed, but the timing is difficult.  Most
           of the time, however, you'll catch them with the Power Drain but it
           of the time, however, you'll catch them with the Power Drain but it
           won't register on the Combometer.
           won't register on the Combometer.
6) Have enemy in corner.  J.LK , J.HP , D.S.LP , S.LK ,
6) Have enemy in corner.  J.LK , J.HP , D.S.LP , S.LK , S.HK SJ SJ.LP , SJ.DN.HK (FS) , C.LK (OTG) , C.MP , S.MK , C.HP<br>
  S.HK SJ SJ.LP , SJ.DN.HK (FS) , C.LK (OTG) ,
  C.MP , S.MK , C.HP


Expert
Expert
1) Get enemy so that they are near the corner, maybe about a full screen away
1) Get enemy so that they are near the corner, maybe about a full screen away from the wall.  AD.J.LK , J.MP , J.HK , D.S.LK ,S.HK SJ [Cross Enemy Up With Jump] SJ.LK , SJ.MK XX Power Drain , Super Rushing Punches (OTG)<br>
  from the wall.  AD.J.LK , J.MP , J.HK , D.S.LK ,
  S.HK SJ [Cross Enemy Up With Jump] SJ.LK , SJ.MK XX
  Power Drain , Super Rushing Punches (OTG)
   **Note: The way to get this one to work is to make sure that by the time
   **Note: The way to get this one to work is to make sure that by the time
           you Launch the enemy, you want them to be slightly OUT of the
           you Launch the enemy, you want them to be slightly OUT of the
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           possible to combo the entire combo, so that the Combometer doesn't
           possible to combo the entire combo, so that the Combometer doesn't
           stop counting.
           stop counting.
2) Have enemy in corner.  AD.J.LK , J.MP , J.HK , D.S.LP
2) Have enemy in corner.  AD.J.LK , J.MP , J.HK , D.S.LP, S.LK , S.MP , S.MK , S.HK SJ SJ.LP , SJ.MP, SJ.HK (FS), SJ.LK (OTG) , S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, [repeat until death or until Flying Screen deteriorates.  If Flying Screen
  , S.LK , S.MP , S.MK , S.HK SJ SJ.LP , SJ.MP
   deteriorates, follow up with], S.LP XX Super Rushing Punches<br>
  , SJ.HK (FS), SJ.LK (OTG) , S.LP , S.LK, S.LP ,
  S.LK, S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, [repeat
  until death or until Flying Screen deteriorates.  If Flying Screen
   deteriorates, follow up with], S.LP XX Super Rushing Punches
   **Note: After you Super Jump, time the three hits in the air very slowly.
   **Note: After you Super Jump, time the three hits in the air very slowly.
           It is very difficult to notice the Flying Screen Deterioration
           It is very difficult to notice the Flying Screen Deterioration

Revision as of 17:20, 6 January 2016

Introduction

XvSFRogue.png

Rogue is the southern bell of the X-Men Blue Team. She has the mutant power to temporarily absorb the power of another person through touch.

Moves List

Normal Moves

Downforward Kick {{#motion: d + Hk}}

Special Moves

Fury Punch (also in air) {{#motion: qcf + P}}
Fury Uppercut {{#motion: dp + P}}
Power Drain {{#motion: qcb + K}}
Copy Cat {{#motion: qcf + K}}

Super Moves

Hyper Fury Punch {{#motion: qcf + PP}}

The Basics

Combos

Beginner
1) J.DN.HK , C.LK , C.HK XX Super Rushing Punches (OTG)
2) Be in the corner. Power Drain, Super Rushing Punches
3) C.LK , C.MP XX Rushing Punches
4) Be in the corner. Super Rushing Punches , Super Rushing Punches (OTG)

Intermediate
1) J.HK , D.S.LK , C.MP , S.HK SJ SJ.LP , SJ.LK, SJ.MP , SJ.MK , SJ.HP (FS)
2) J.LK , J.MP , D.S.LK , S.MP XX Super Rushing Punches
3) Be in the corner. Power Drain, C.HP SJ SJ.LP , SJ.MP XX Rushing Punches (FS)
4) AD.J.LK , J.MP , J.HK , D.S.LP , S.MP , S.MK, S.HK SJ SJ.LP , SJ.LK , SJ.MP , SJ.MK , SJ.HP (FS)
5) AD.J.LK , J.MP , J.HK , D.S.LP , S.LK , S.MP , S.HK SJ SJ.LP , SJ.LK , SJ.MP XX Power Drain

  **Note: The Power Drain can be comboed, but the timing is difficult.  Most
          of the time, however, you'll catch them with the Power Drain but it
          won't register on the Combometer.

6) Have enemy in corner. J.LK , J.HP , D.S.LP , S.LK , S.HK SJ SJ.LP , SJ.DN.HK (FS) , C.LK (OTG) , C.MP , S.MK , C.HP

Expert 1) Get enemy so that they are near the corner, maybe about a full screen away from the wall. AD.J.LK , J.MP , J.HK , D.S.LK ,S.HK SJ [Cross Enemy Up With Jump] SJ.LK , SJ.MK XX Power Drain , Super Rushing Punches (OTG)

  **Note: The way to get this one to work is to make sure that by the time
          you Launch the enemy, you want them to be slightly OUT of the
          corner.  Also, make sure that when you do the D.S.LK, you are
          as close to the enemy AS POSSIBLE, or the jump can't reach the
          other side of the enemy.  Then, when you Super Jump, Super Jump
          DIAGONALLY FORWARD and end up on the other side of them. Then do
          the Air Combo and the Power Drain will throw them into the corner,
          where you can Super Rushing Punches them Off The Ground.  It IS
          possible to combo the entire combo, so that the Combometer doesn't
          stop counting.

2) Have enemy in corner. AD.J.LK , J.MP , J.HK , D.S.LP, S.LK , S.MP , S.MK , S.HK SJ SJ.LP , SJ.MP, SJ.HK (FS), SJ.LK (OTG) , S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, S.LP , S.LK, [repeat until death or until Flying Screen deteriorates. If Flying Screen

  deteriorates, follow up with], S.LP XX Super Rushing Punches
**Note: After you Super Jump, time the three hits in the air very slowly. It is very difficult to notice the Flying Screen Deterioration and react quickly enough. But if you can catch it, IMMEDIATELY do the Super Rushing Punches. From my experience, it tends to happen pretty fast (but not always!!!!!), so after you land, you do S.LP , S.LK, S.LP , S.LK, S.LP XX Super Rushing Punches. Put a delay between S.LP and S.LK in order to have them continually bounce the enemy.

Advanced Strategy

Infinites

Dive Kick Infinite {{#motion: air Lk , air d + Hk}} Easiest on taller characters.
Dashing Infinite {{#motion: dash Lk , Mp}}
Yoga Flame Infinite {{#motion: dash Lp , qcf + Lk (Yoga Flame)}}
Sonic Boom Infinite {{#motion: dash Lk , Mp , qcf + Hk (Sonic Boom)}} Done in the corner
Earthquake Infinite {{#motion: dash Lk , Mp , qcf + Lk (Eathquake)}} Done in the corner

Match-ups