X-MEN VS. STREET FIGHTER EX EDITION Author: Carson Wong ----------------------------------------------------------------------- Document created on: Date: March 20, 1998 Time: 12:42 am EST Last updated on: Date: March 22, 1998 Time: 11:20 pm EST ----------------------------------------------------------------------- Disclaimer: I don't mind what is being done with the document. I just provide information for fellow gamers. It would be nice if I were given some credit for writting this up though. *This document is intended for people who have played X-Men Vs. Street Fighter and have some experience doing air combos. *All combos have been performed by myself and work on the Japanese version of the game. All of the combos are those that I have figured out by fluke and I have not seen any of these combos done on the arcade version of X-Men Vs. Street Fighter. Many of the combos that can be performed on the arcade version will not be included in this document. *If there are any questions about any of the combos or if there are errors, please feel free to E-Mail me at: evangelion@cyberdude.com *Please E-Mail me if the information provided is too vague and hard to understand. I will then take the time to put comments and descriptions for the combos. *I also have weird combos that may never be performed on a moving target. ***NOTE*** Extra hits can be added before performing the combos. All combos tested on Cyclops and therefore may not work on other characters. [Legend] F - Hold Control Forward B - Hold Control Back D - Hold Control Down U - Hold Control Up JP - Jab Punch SP - Strong Punch FP - Fierce Punch SK - Short Kick FK - Forward Kick RK - Roundhouse Kick DJ - Double Jump TK - Triple Jump [Cammy] In the corner launch the opponent using RK Slowly tap the following: JP, SK, SP, FK, FP, RK As opponent falls, hit them with FK Land on the ground, jump, JP, SK, SP, FK, FP, RK, repeat (FAST!) (opponent seems to stay in one place, looks very cool) [Chun-Li] <19-HIT COMBO> In the corner launch the opponent using RK JP, SK, SK, F+RK, DJ, JP, SK, FK, F+RK, F+RK, TJ, JP, SK, FK, F+RK, F+RK, Land on the ground, jump, JP, SK, FK, F+RK (i only put this combo in because it uses all three jumps) In the corner launch the opponent using RK JP, SK, SP, F+RK, F+RK, Land on the ground, jump, JP, SK, SP, FK, F+RK, repeat (took me quite a while to figure out, timing is almost impossible) [Cyclops] <10-HIT COMBO> In the corner launch the opponent using SP Slowly tap the following: JP, SK, SP, FK, FP, RK, As opponent hits the floor, hit them with D+FP, Land on the ground and and press RK, RK (this combo only adds 3 extra hits to the basic air combo) In the corner in front of opponent do the super Optic Blast Launch the opponent using SP, Do an air combo (i got this one out by accident, counts as a single combo) [Gambit] Kenetic Card and link all 3 supers correctly for an instant kill. (not as easy as you think, every hit counts) [Ryu] In the corner launch the opponent using D+FP JP, SK, U+MK, U+FK While opponent is falling, press U+FK Land on the ground, jump, SK, U+RK, land, jump, JP, SK, U+RK, land, jump, SK, U+FK, U+RK, repeat (height and timing is very important) [Zangief] Launch the opponent using D+MP JP, FK, B+SK+FK+RK, land, launch, repeat (very basic, same as in the arcade) Credits: Dennis Ong for the FAQ which provided me with combos that I never knew existed. To all my friends who spent hours at the arcade and provided me with much knowledge of the game. To Capcom for leaving many infinite combos from the arcade still intact. (too bad Cyclops lost his)