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Revision as of 06:58, 12 February 2012
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
Tj-triple 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
26 hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, throw, Hyper Tenshokya.....hits may vary, cuz you might not combo the throw.
various hits- lk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, ((j.lp, j.lk, j.mp, j.hp, j.hk)....repeat bracket for infinite.
39 hits- lk, hk, sj,lp, sj.lk, sj.mp, sj.mp, sj.mp, dj.mp, dj.mk, dj.f.hk, dj.mp, tj.mp, tj.mp, tj.f.hk, tj.f.hk, land, lp, mp, mk, throw, mk, hk, sj.lp, sj.mp, sj.mk, sj.f.hk, sj.f.hk, dj.lp, dj.mp, dj.mk, dj.f.hk, dj.f.hk, tj.lp, tj.mp, tj.mk, tj.f.hk, tj.f.hk, land, mp, mk, air throw.....very tough combo...hard part is comboing the throws.
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.